keid-render-basic-0.1.8.0: src/Render/Unlit/Line2d/Pipeline.hs
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)