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#include "HelloTriangleApplication.h"
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void HelloTriangleApplication::createGraphicsPipeline()
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{
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auto vertShaderCode = readFile("shaders/vert.spv");
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auto fragShaderCode = readFile("shaders/frag.spv");
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VkShaderModule vertShaderModule = createShaderModule(vertShaderCode);
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VkShaderModule fragShaderModule = createShaderModule(fragShaderCode);
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 0;
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vertexInputInfo.vertexAttributeDescriptionCount = 0;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssembly.primitiveRestartEnable = VK_FALSE;
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)swapChainExtent.width;
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viewport.height = (float)swapChainExtent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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scissor.offset = {0, 0};
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scissor.extent = swapChainExtent;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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colorBlending.blendConstants[0] = 0.0f;
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colorBlending.blendConstants[1] = 0.0f;
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colorBlending.blendConstants[2] = 0.0f;
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colorBlending.blendConstants[3] = 0.0f;
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pushConstantRangeCount = 0;
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if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS)
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{
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throw std::runtime_error("failed to create pipeline layout!");
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}
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = 2;
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pipelineInfo.pStages = shaderStages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.layout = pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS)
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{
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throw std::runtime_error("failed to create graphics pipeline!");
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}
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vkDestroyShaderModule(device, fragShaderModule, nullptr);
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vkDestroyShaderModule(device, vertShaderModule, nullptr);
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}
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