boo/include/boo/graphicsdev/Vulkan.hpp

175 lines
6.9 KiB
C++

#pragma once
#if BOO_HAS_VULKAN
#include <mutex>
#include <queue>
#include <unordered_map>
#include <vector>
#include "boo/BooObject.hpp"
#include "boo/IGraphicsContext.hpp"
#include "boo/IWindow.hpp"
#include "boo/System.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
#include "boo/graphicsdev/VulkanDispatchTable.hpp"
/* Forward-declare handle type for Vulkan Memory Allocator */
struct VmaAllocator_T;
namespace boo {
struct BaseGraphicsData;
struct VulkanContext {
struct LayerProperties {
VkLayerProperties properties;
std::vector<VkExtensionProperties> extensions;
};
#ifndef NDEBUG
PFN_vkDestroyDebugReportCallbackEXT m_destroyDebugReportCallback = nullptr;
VkDebugReportCallbackEXT m_debugReportCallback = VK_NULL_HANDLE;
#endif
std::vector<LayerProperties> m_instanceLayerProperties;
std::vector<const char*> m_layerNames;
std::vector<const char*> m_instanceExtensionNames;
VkInstance m_instance = VK_NULL_HANDLE;
std::vector<const char*> m_deviceExtensionNames;
std::vector<VkPhysicalDevice> m_gpus;
VkPhysicalDeviceFeatures m_features;
VkPhysicalDeviceProperties m_gpuProps;
VkPhysicalDeviceMemoryProperties m_memoryProperties;
VkDevice m_dev = VK_NULL_HANDLE;
VmaAllocator_T* m_allocator = VK_NULL_HANDLE;
uint32_t m_queueCount;
uint32_t m_graphicsQueueFamilyIndex = UINT32_MAX;
std::vector<VkQueueFamilyProperties> m_queueProps;
VkQueue m_queue = VK_NULL_HANDLE;
std::mutex m_queueLock;
VkDescriptorSetLayout m_descSetLayout = VK_NULL_HANDLE;
VkPipelineLayout m_pipelinelayout = VK_NULL_HANDLE;
VkRenderPass m_pass = VK_NULL_HANDLE;
VkRenderPass m_passOneSample = VK_NULL_HANDLE;
VkRenderPass m_passColorOnly = VK_NULL_HANDLE;
VkCommandPool m_loadPool = VK_NULL_HANDLE;
VkCommandBuffer m_loadCmdBuf = VK_NULL_HANDLE;
VkFormat m_displayFormat;
VkFormat m_internalFormat;
struct Window {
struct SwapChain {
VkFormat m_format = VK_FORMAT_UNDEFINED;
VkSwapchainKHR m_swapChain = VK_NULL_HANDLE;
struct Buffer {
VkImage m_image = VK_NULL_HANDLE;
VkImageView m_colorView = VK_NULL_HANDLE;
VkFramebuffer m_framebuffer = VK_NULL_HANDLE;
VkRenderPassBeginInfo m_passBeginInfo = {};
void setImage(VulkanContext* ctx, VkImage image, uint32_t width, uint32_t height);
void destroy(VkDevice dev);
};
std::vector<Buffer> m_bufs;
uint32_t m_backBuf = 0;
void destroy(VkDevice dev) {
for (Buffer& buf : m_bufs)
buf.destroy(dev);
m_bufs.clear();
if (m_swapChain) {
vk::DestroySwapchainKHR(dev, m_swapChain, nullptr);
m_swapChain = VK_NULL_HANDLE;
}
m_backBuf = 0;
}
} m_swapChains[2];
uint32_t m_activeSwapChain = 0;
#if _WIN32
HWND m_hwnd = 0;
bool m_fs = false;
LONG_PTR m_fsStyle;
LONG_PTR m_fsExStyle;
RECT m_fsRect;
int m_fsCountDown = 0;
#endif
};
std::unordered_map<const boo::IWindow*, std::unique_ptr<Window>> m_windows;
VkSampleCountFlags m_sampleCountColor = VK_SAMPLE_COUNT_1_BIT;
VkSampleCountFlags m_sampleCountDepth = VK_SAMPLE_COUNT_1_BIT;
float m_anisotropy = 1.f;
bool m_deepColor = false;
std::unordered_map<uint32_t, VkSampler> m_samplers;
bool initVulkan(std::string_view appName, PFN_vkGetInstanceProcAddr getVkProc);
bool enumerateDevices();
void initDevice();
void destroyDevice();
void initSwapChain(Window& windowCtx, VkSurfaceKHR surface, VkFormat format, VkColorSpaceKHR colorspace);
struct SwapChainResize {
Window& m_windowCtx;
VkSurfaceKHR m_surface;
VkFormat m_format;
VkColorSpaceKHR m_colorspace;
SWindowRect m_rect;
SwapChainResize(Window& windowCtx, VkSurfaceKHR surface, VkFormat format, VkColorSpaceKHR colorspace,
const SWindowRect& rect)
: m_windowCtx(windowCtx), m_surface(surface), m_format(format), m_colorspace(colorspace), m_rect(rect) {}
};
std::queue<SwapChainResize> m_deferredResizes;
std::mutex m_resizeLock;
void resizeSwapChain(Window& windowCtx, VkSurfaceKHR surface, VkFormat format, VkColorSpaceKHR colorspace,
const SWindowRect& rect);
bool _resizeSwapChains();
};
extern VulkanContext g_VulkanContext;
class VulkanDataFactory : public IGraphicsDataFactory {
public:
class Context final : public IGraphicsDataFactory::Context {
friend class VulkanDataFactoryImpl;
VulkanDataFactory& m_parent;
boo::ObjToken<BaseGraphicsData> m_data;
Context(VulkanDataFactory& parent __BooTraceArgs);
~Context();
public:
Platform platform() const { return Platform::Vulkan; }
const char* platformName() const { return "Vulkan"; }
boo::ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
boo::ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count);
boo::ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data, size_t sz);
boo::ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, TextureClampMode clampMode, const void* data,
size_t sz);
boo::ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt,
TextureClampMode clampMode);
boo::ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
size_t colorBindCount, size_t depthBindCount);
ObjToken<ITextureCubeR> newCubeRenderTexture(size_t width, size_t mips);
ObjToken<IShaderStage> newShaderStage(const uint8_t* data, size_t size, PipelineStage stage);
ObjToken<IShaderPipeline> newShaderPipeline(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& additionalInfo, bool asynchronous = true);
boo::ObjToken<IShaderDataBinding> newShaderDataBinding(
const boo::ObjToken<IShaderPipeline>& pipeline, const boo::ObjToken<IGraphicsBuffer>& vbo,
const boo::ObjToken<IGraphicsBuffer>& instVbo, const boo::ObjToken<IGraphicsBuffer>& ibo, size_t ubufCount,
const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs,
const size_t* ubufSizes, size_t texCount, const boo::ObjToken<ITexture>* texs, const int* bindIdxs,
const bool* bindDepth, size_t baseVert = 0, size_t baseInst = 0);
};
static std::vector<uint8_t> CompileGLSL(const char* source, PipelineStage stage);
};
} // namespace boo
#endif