module Render.Unlit.Line2d.Pipeline ( Pipeline , allocate , Config , config , stageCode , stageSpirv ) where import RIO import Control.Monad.Trans.Resource (MonadResource, ResourceT) import Data.Tagged (Tagged(..)) import Vulkan.Core10 qualified as Vk import Engine.Vulkan.Pipeline.Graphics qualified as Graphics import Engine.Vulkan.Types (DsLayoutBindings, HasRenderPass(..), MonadVulkan) import Render.Code (compileVert, compileFrag) import Render.DescSets.Set0 (Scene) import Render.Unlit.Line2d.Code qualified as Code import Render.Unlit.Line2d.Model qualified as Model import Resource.Region qualified as Region type Pipeline = Graphics.Pipeline '[Scene] Model.Vertex Model.InstanceAttrs type Config = Graphics.Configure Pipeline type instance Graphics.Specialization Pipeline = () allocate :: ( MonadVulkan env m , MonadResource m , HasRenderPass renderpass ) => Bool -> Vk.SampleCountFlagBits -> Tagged Scene DsLayoutBindings -> renderpass -> ResourceT m Pipeline allocate useDepth multisample tset0 rp = Region.local $ Graphics.allocate Nothing multisample (config useDepth tset0) rp config :: Bool -> Tagged Scene DsLayoutBindings -> Config config useDepth (Tagged set0) = Graphics.baseConfig { Graphics.cDescLayouts = Tagged @'[Scene] [set0] , Graphics.cStages = stageSpirv , Graphics.cVertexInput = Graphics.vertexInput @Pipeline , Graphics.cBlend = True , Graphics.cDepthTest = useDepth , Graphics.cDepthWrite = useDepth , Graphics.cCull = Vk.CULL_MODE_NONE } stageCode :: Graphics.StageCode stageCode = Graphics.basicStages Code.vert Code.frag stageSpirv :: Graphics.StageSpirv stageSpirv = Graphics.basicStages vertSpirv fragSpirv vertSpirv :: ByteString vertSpirv = $(compileVert Code.vert) fragSpirv :: ByteString fragSpirv = $(compileFrag Code.frag)