some bugs in memory allocation

This commit is contained in:
Gregory Wells
2025-06-12 12:26:36 -04:00
parent e0869b9ed3
commit dabd88465f
10 changed files with 120 additions and 107 deletions

View File

@@ -4,6 +4,9 @@
#include "renderpass/vulkan_render_pass_descriptor.h"
#include "uniforms/vulkan_uniform_layout.h"
#include "stdio.h"
VkDynamicState vkGryphnDynamicStateToVulkanDynamicState(enum gnDynamicState_e state) {
switch (state) {
case GN_DYNAMIC_VIEWPORT: return VK_DYNAMIC_STATE_VIEWPORT;
@@ -63,37 +66,35 @@ VkFormat vkGryphnVertexFormat(gnVertexFormat format) {
gnReturnCode gnCreateGraphicsPipelineFn(gnGraphicsPipeline graphicsPipeline, gnDevice device, gnGraphicsPipelineInfo info) {
graphicsPipeline->graphicsPipeline = malloc(sizeof(gnPlatformGraphicsPipeline));
for (int i = 0; i < GN_DYNAMIC_STATE_MAX; i++) graphicsPipeline->graphicsPipeline->isDynamic[i] = gnFalse;
VkDynamicState* dynamicStates = malloc(sizeof(VkDynamicState) * info.dynamicState.dynamicStateCount);
graphicsPipeline->graphicsPipeline->dynamicStates = malloc(sizeof(VkDynamicState) * info.dynamicState.dynamicStateCount);
for (int i = 0; i < info.dynamicState.dynamicStateCount; i++) {
graphicsPipeline->graphicsPipeline->isDynamic[info.dynamicState.dynamicStates[i]] = gnTrue;
dynamicStates[i] = vkGryphnDynamicStateToVulkanDynamicState(info.dynamicState.dynamicStates[i]);
graphicsPipeline->graphicsPipeline->dynamicStates[i] = vkGryphnDynamicStateToVulkanDynamicState(info.dynamicState.dynamicStates[i]);
}
graphicsPipeline->graphicsPipeline->dynamicState = (VkPipelineDynamicStateCreateInfo){
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = info.dynamicState.dynamicStateCount,
.pDynamicStates = dynamicStates
.pDynamicStates = graphicsPipeline->graphicsPipeline->dynamicStates
};
int vertexAttributeCount = 0;
VkVertexInputAttributeDescription* attributeDescriptions = NULL;
VkVertexInputBindingDescription* bindingDescriptions = malloc(sizeof(VkVertexInputBindingDescription) * info.shaderInputLayout.bufferCount);
graphicsPipeline->graphicsPipeline->bindingDescriptions = malloc(sizeof(VkVertexInputBindingDescription) * info.shaderInputLayout.bufferCount);
for (int i = 0; i < info.shaderInputLayout.bufferCount; i++) {
bindingDescriptions[i].binding = info.shaderInputLayout.bufferAttributes[i].binding;
bindingDescriptions[i].stride = info.shaderInputLayout.bufferAttributes[i].size;
bindingDescriptions[i].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
graphicsPipeline->graphicsPipeline->bindingDescriptions[i].binding = info.shaderInputLayout.bufferAttributes[i].binding;
graphicsPipeline->graphicsPipeline->bindingDescriptions[i].stride = info.shaderInputLayout.bufferAttributes[i].size;
graphicsPipeline->graphicsPipeline->bindingDescriptions[i].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vertexAttributeCount += info.shaderInputLayout.bufferAttributes[i].attributeCount;
}
attributeDescriptions = malloc(sizeof(VkVertexInputBindingDescription) * vertexAttributeCount);
graphicsPipeline->graphicsPipeline->attributeDescriptions = malloc(sizeof(VkVertexInputAttributeDescription) * vertexAttributeCount);
for (int i = 0, j = 0; j < info.shaderInputLayout.bufferCount; j++) {
for (int k = 0; k < info.shaderInputLayout.bufferAttributes[j].attributeCount; k++) {
attributeDescriptions[i].binding = j;
attributeDescriptions[i].location = info.shaderInputLayout.bufferAttributes[j].attributes[k].location;
attributeDescriptions[i].offset = info.shaderInputLayout.bufferAttributes[j].attributes[k].offset;
attributeDescriptions[i].format = vkGryphnVertexFormat(info.shaderInputLayout.bufferAttributes[j].attributes[k].format);
graphicsPipeline->graphicsPipeline->attributeDescriptions[i].binding = j;
graphicsPipeline->graphicsPipeline->attributeDescriptions[i].location = info.shaderInputLayout.bufferAttributes[j].attributes[k].location;
graphicsPipeline->graphicsPipeline->attributeDescriptions[i].offset = info.shaderInputLayout.bufferAttributes[j].attributes[k].offset;
graphicsPipeline->graphicsPipeline->attributeDescriptions[i].format = vkGryphnVertexFormat(info.shaderInputLayout.bufferAttributes[j].attributes[k].format);
i++;
}
}
@@ -101,9 +102,9 @@ gnReturnCode gnCreateGraphicsPipelineFn(gnGraphicsPipeline graphicsPipeline, gnD
graphicsPipeline->graphicsPipeline->vertexInfo = (VkPipelineVertexInputStateCreateInfo){
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = info.shaderInputLayout.bufferCount,
.pVertexBindingDescriptions = bindingDescriptions,
.pVertexBindingDescriptions = graphicsPipeline->graphicsPipeline->bindingDescriptions,
.vertexAttributeDescriptionCount = vertexAttributeCount,
.pVertexAttributeDescriptions = attributeDescriptions
.pVertexAttributeDescriptions = graphicsPipeline->graphicsPipeline->attributeDescriptions
};
graphicsPipeline->graphicsPipeline->inputAssembly = (VkPipelineInputAssemblyStateCreateInfo){
@@ -191,19 +192,18 @@ gnReturnCode gnCreateGraphicsPipelineFn(gnGraphicsPipeline graphicsPipeline, gnD
pipelineLayoutInfo.pPushConstantRanges = NULL
};
if (vkCreatePipelineLayout(device->outputDevice->device, &pipelineLayoutInfo, NULL, &graphicsPipeline->graphicsPipeline->pipelineLayout) != VK_SUCCESS) {
if (vkCreatePipelineLayout(device->outputDevice->device, &pipelineLayoutInfo, NULL, &graphicsPipeline->graphicsPipeline->pipelineLayout) != VK_SUCCESS)
return GN_FAILED_TO_CREATE_UNIFORM_LAYOUT;
}
VkPipelineShaderStageCreateInfo* modules = malloc(sizeof(VkPipelineShaderStageCreateInfo) * info.shaderModuleCount);
graphicsPipeline->graphicsPipeline->modules = malloc(sizeof(VkPipelineShaderStageCreateInfo) * info.shaderModuleCount);
for (int i = 0; i < info.shaderModuleCount; i++) {
modules[i] = info.shaderModules[i]->shaderModule->shaderStageInfo;
graphicsPipeline->graphicsPipeline->modules[i] = info.shaderModules[i]->shaderModule->shaderStageInfo;
}
VkGraphicsPipelineCreateInfo pipelineInfo = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = info.shaderModuleCount,
.pStages = modules,
.pStages = graphicsPipeline->graphicsPipeline->modules,
.pVertexInputState = &graphicsPipeline->graphicsPipeline->vertexInfo,
.pInputAssemblyState = &graphicsPipeline->graphicsPipeline->inputAssembly,
.pViewportState = &graphicsPipeline->graphicsPipeline->viewportState,
@@ -219,21 +219,21 @@ gnReturnCode gnCreateGraphicsPipelineFn(gnGraphicsPipeline graphicsPipeline, gnD
.basePipelineIndex = -1,
};
if (vkCreateGraphicsPipelines(device->outputDevice->device, VK_NULL_HANDLE, 1, &pipelineInfo, NULL, &graphicsPipeline->graphicsPipeline->graphicsPipeline) != VK_SUCCESS) {
if (vkCreateGraphicsPipelines(device->outputDevice->device, VK_NULL_HANDLE, 1, &pipelineInfo, NULL, &graphicsPipeline->graphicsPipeline->graphicsPipeline) != VK_SUCCESS)
return GN_FAILED_TO_CREATE_GRAPHICS_PIPELINE;
}
free(dynamicStates);
free(bindingDescriptions);
free(attributeDescriptions);
return GN_SUCCESS;
}
void gnDestroyGraphicsPipelineFn(struct gnGraphicsPipeline_t *graphicsPipeline) {
free(graphicsPipeline->graphicsPipeline->dynamicStates);
free(graphicsPipeline->graphicsPipeline->bindingDescriptions);
free(graphicsPipeline->graphicsPipeline->attributeDescriptions);
for (int i = 0; i < graphicsPipeline->graphicsPipeline->setCount; i++)
vkDestroyDescriptorSetLayout(graphicsPipeline->device->outputDevice->device, graphicsPipeline->graphicsPipeline->sets[i], NULL);
vkDestroyPipelineLayout(graphicsPipeline->device->outputDevice->device, graphicsPipeline->graphicsPipeline->pipelineLayout, NULL);
vkDestroyPipeline(graphicsPipeline->device->outputDevice->device, graphicsPipeline->graphicsPipeline->graphicsPipeline, NULL);
free(graphicsPipeline->graphicsPipeline->modules);
vkDestroyPipeline(graphicsPipeline->device->outputDevice->device, graphicsPipeline->graphicsPipeline->graphicsPipeline, NULL);
vkDestroyPipelineLayout(graphicsPipeline->device->outputDevice->device, graphicsPipeline->graphicsPipeline->pipelineLayout, NULL);
free(graphicsPipeline->graphicsPipeline);
}

View File

@@ -22,4 +22,12 @@ typedef struct gnPlatformGraphicsPipeline_t {
VkPipeline graphicsPipeline;
// memory that needs to be freeed
VkDynamicState* dynamicStates;
VkVertexInputBindingDescription* bindingDescriptions;
VkVertexInputAttributeDescription* attributeDescriptions;
VkPipelineShaderStageCreateInfo* modules;
} gnPlatformGraphicsPipeline;