Add stub Vulkan backend

This commit is contained in:
Corentin Wallez
2017-08-25 16:35:52 -04:00
committed by Corentin Wallez
parent 7218ed19a1
commit 916046c956
7 changed files with 429 additions and 23 deletions

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@@ -13,11 +13,11 @@
# limitations under the License.
set(BACKEND_DIR ${CMAKE_CURRENT_SOURCE_DIR})
set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
set(VULKAN_DIR ${CMAKE_CURRENT_SOURCE_DIR}/vulkan)
################################################################################
# OpenGL Backend
@@ -265,6 +265,30 @@ if (NXT_ENABLE_D3D12)
)
endif()
################################################################################
# Vulkan Backend
################################################################################
if (NXT_ENABLE_VULKAN)
Generate(
LIB_NAME vulkan_autogen
LIB_TYPE STATIC
FOLDER "backend"
PRINT_NAME "Vulkan backend autogenerated files"
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T vulkan
)
target_link_libraries(vulkan_autogen nxtcpp)
target_include_directories(vulkan_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
target_include_directories(vulkan_autogen PUBLIC ${SRC_DIR})
list(APPEND BACKEND_SOURCES
${VULKAN_DIR}/VulkanBackend.cpp
${VULKAN_DIR}/VulkanBackend.h
)
endif()
################################################################################
# Common sources definition of the library
################################################################################
@@ -338,3 +362,6 @@ endif()
if (NXT_ENABLE_OPENGL)
target_link_libraries(nxt_backend opengl_autogen)
endif()
if (NXT_ENABLE_VULKAN)
target_link_libraries(nxt_backend vulkan_autogen)
endif()

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@@ -0,0 +1,15 @@
// Copyright 2017 The NXT Authors
//
// 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.
#include "backend/vulkan/VulkanBackend.h"

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@@ -0,0 +1,166 @@
// Copyright 2017 The NXT Authors
//
// 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.
#include "backend/vulkan/VulkanBackend.h"
#include "backend/Commands.h"
#include <spirv-cross/spirv_cross.hpp>
namespace backend {
namespace vulkan {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(nxtProcTable* procs, nxtDevice* device) {
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
}
// Device
Device::Device() {
}
Device::~Device() {
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(builder);
}
BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) {
return new BlendState(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(builder);
}
ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
return new ComputePipeline(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(builder);
}
FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
return new Framebuffer(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
return new RenderPass(builder);
}
RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
return new RenderPipeline(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
auto module = new ShaderModule(builder);
spirv_cross::Compiler compiler(builder->AcquireSpirv());
module->ExtractSpirvInfo(compiler);
return module;
}
SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) {
return new SwapChain(builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(builder);
}
void Device::TickImpl() {
}
// Buffer
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
}
Buffer::~Buffer() {
}
void Buffer::SetSubDataImpl(uint32_t, uint32_t, const uint32_t*) {
}
void Buffer::MapReadAsyncImpl(uint32_t, uint32_t, uint32_t) {
}
void Buffer::UnmapImpl() {
}
void Buffer::TransitionUsageImpl(nxt::BufferUsageBit, nxt::BufferUsageBit) {
}
// Queue
Queue::Queue(QueueBuilder* builder)
: QueueBase(builder) {
}
Queue::~Queue() {
}
void Queue::Submit(uint32_t, CommandBuffer* const*) {
}
// Texture
Texture::Texture(TextureBuilder* builder)
: TextureBase(builder) {
}
Texture::~Texture() {
}
void Texture::TransitionUsageImpl(nxt::TextureUsageBit, nxt::TextureUsageBit) {
}
// SwapChain
SwapChain::SwapChain(SwapChainBuilder* builder)
: SwapChainBase(builder) {
const auto& im = GetImplementation();
im.Init(im.userData, nullptr);
}
SwapChain::~SwapChain() {
}
TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) {
return GetDevice()->CreateTexture(builder);
}
}
}

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@@ -0,0 +1,162 @@
// Copyright 2017 The NXT Authors
//
// 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.
#ifndef BACKEND_VULKAN_VULKANBACKEND_H_
#define BACKEND_VULKAN_VULKANBACKEND_H_
#include "nxt/nxtcpp.h"
#include "backend/Buffer.h"
#include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/BlendState.h"
#include "backend/Device.h"
#include "backend/CommandBuffer.h"
#include "backend/ComputePipeline.h"
#include "backend/DepthStencilState.h"
#include "backend/Framebuffer.h"
#include "backend/InputState.h"
#include "backend/PipelineLayout.h"
#include "backend/Queue.h"
#include "backend/RenderPass.h"
#include "backend/RenderPipeline.h"
#include "backend/Sampler.h"
#include "backend/ShaderModule.h"
#include "backend/SwapChain.h"
#include "backend/Texture.h"
#include "backend/ToBackend.h"
namespace backend {
namespace vulkan {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
using BlendState = BlendStateBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using ComputePipeline = ComputePipelineBase;
using DepthStencilState = DepthStencilStateBase;
class Device;
using Framebuffer = FramebufferBase;
using InputState = InputStateBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using RenderPipeline = RenderPipelineBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
class SwapChain;
class Texture;
using TextureView = TextureViewBase;
struct VulkanBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BlendStateType = BlendState;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DepthStencilStateType = DepthStencilState;
using DeviceType = Device;
using FramebufferType = Framebuffer;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<VulkanBackendTraits>(common)) {
return ToBackendBase<VulkanBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
};
class Buffer : public BufferBase {
public:
Buffer(BufferBuilder* builder);
~Buffer();
private:
void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
void UnmapImpl() override;
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
class Texture : public TextureBase {
public:
Texture(TextureBuilder* builder);
~Texture();
private:
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
};
class SwapChain : public SwapChainBase {
public:
SwapChain(SwapChainBuilder* builder);
~SwapChain();
protected:
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
};
}
}
#endif // BACKEND_VULKAN_VULKANBACKEND_H_