Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2018-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2018-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <assert.h>
#include <string>
#include <vector>
#include <vulkan/vulkan_core.h>
namespace nvvk {
/**
# functions in nvvk
- createShaderModule : create the shader module from various binary code inputs
- createShaderStageInfo: create the shader module and setup the stage from the incoming binary code
*/
inline VkShaderModule createShaderModule(VkDevice device, const uint32_t* binarycode, size_t sizeInBytes)
{
VkShaderModuleCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = sizeInBytes;
createInfo.pCode = binarycode;
VkShaderModule shaderModule = VK_NULL_HANDLE;
if(vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule) != VK_SUCCESS)
{
assert(0 && "failed to create shader module!");
}
return shaderModule;
}
inline VkShaderModule createShaderModule(VkDevice device, const char* binarycode, size_t numInt32)
{
return createShaderModule(device, (const uint32_t*)binarycode, numInt32 * 4);
}
inline VkShaderModule createShaderModule(VkDevice device, const std::vector<char>& code)
{
return createShaderModule(device, (const uint32_t*)code.data(), code.size());
}
inline VkShaderModule createShaderModule(VkDevice device, const std::vector<uint32_t>& code)
{
return createShaderModule(device, code.data(), 4 * code.size());
}
inline VkShaderModule createShaderModule(VkDevice device, const std::string& code)
{
return createShaderModule(device, (const uint32_t*)code.data(), code.size());
}
template <typename T>
inline VkPipelineShaderStageCreateInfo createShaderStageInfo(VkDevice device,
const std::vector<T>& code,
VkShaderStageFlagBits stage,
const char* entryPoint = "main")
{
VkPipelineShaderStageCreateInfo shaderStage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
shaderStage.stage = stage;
shaderStage.module = createShaderModule(device, code);
shaderStage.pName = entryPoint;
return shaderStage;
}
inline VkPipelineShaderStageCreateInfo createShaderStageInfo(VkDevice device,
const std::string& code,
VkShaderStageFlagBits stage,
const char* entryPoint = "main")
{
VkPipelineShaderStageCreateInfo shaderStage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
shaderStage.stage = stage;
shaderStage.module = createShaderModule(device, code);
shaderStage.pName = entryPoint;
return shaderStage;
}
} // namespace nvvk