Add stub Vulkan backend
This commit is contained in:
parent
7218ed19a1
commit
916046c956
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@ -420,30 +420,18 @@ def main():
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}
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]
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if 'opengl' in targets:
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opengl_params = {
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'namespace': 'opengl',
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}
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renders.append(FileRender('BackendProcTable.cpp', 'opengl/ProcTable.cpp', base_backend_params + [opengl_params]))
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for backend in ['d3d12', 'metal', 'null', 'opengl', 'vulkan']:
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if not backend in targets:
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continue
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if 'metal' in targets:
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metal_params = {
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'namespace': 'metal',
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}
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renders.append(FileRender('BackendProcTable.cpp', 'metal/ProcTable.mm', base_backend_params + [metal_params]))
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extension = 'cpp'
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if backend == 'metal':
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extension = 'mm'
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if 'd3d12' in targets:
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d3d12_params = {
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'namespace': 'd3d12',
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backend_params = {
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'namespace': backend,
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}
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renders.append(FileRender('BackendProcTable.cpp', 'd3d12/ProcTable.cpp', base_backend_params + [d3d12_params]))
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if 'null' in targets:
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null_params = {
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'namespace': 'null',
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}
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renders.append(FileRender('BackendProcTable.cpp', 'null/ProcTable.cpp', base_backend_params + [null_params]))
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renders.append(FileRender('BackendProcTable.cpp', backend + '/ProcTable.' + extension, base_backend_params + [backend_params]))
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if 'wire' in targets:
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renders.append(FileRender('wire/WireCmd.h', 'wire/WireCmd_autogen.h', base_backend_params))
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@ -13,11 +13,11 @@
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# limitations under the License.
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set(BACKEND_DIR ${CMAKE_CURRENT_SOURCE_DIR})
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set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
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set(METAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/metal)
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set(NULL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/null)
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set(OPENGL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/opengl)
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set(D3D12_DIR ${CMAKE_CURRENT_SOURCE_DIR}/d3d12)
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set(TESTS_DIR ${CMAKE_CURRENT_SOURCE_DIR}/tests)
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set(VULKAN_DIR ${CMAKE_CURRENT_SOURCE_DIR}/vulkan)
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################################################################################
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# OpenGL Backend
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@ -265,6 +265,30 @@ if (NXT_ENABLE_D3D12)
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)
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endif()
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################################################################################
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# Vulkan Backend
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################################################################################
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if (NXT_ENABLE_VULKAN)
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Generate(
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LIB_NAME vulkan_autogen
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LIB_TYPE STATIC
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FOLDER "backend"
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PRINT_NAME "Vulkan backend autogenerated files"
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COMMAND_LINE_ARGS
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${GENERATOR_COMMON_ARGS}
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-T vulkan
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)
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target_link_libraries(vulkan_autogen nxtcpp)
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target_include_directories(vulkan_autogen PRIVATE ${CMAKE_CURRENT_SOURCE_DIR})
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target_include_directories(vulkan_autogen PUBLIC ${SRC_DIR})
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list(APPEND BACKEND_SOURCES
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${VULKAN_DIR}/VulkanBackend.cpp
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${VULKAN_DIR}/VulkanBackend.h
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)
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endif()
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################################################################################
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# Common sources definition of the library
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################################################################################
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@ -338,3 +362,6 @@ endif()
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if (NXT_ENABLE_OPENGL)
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target_link_libraries(nxt_backend opengl_autogen)
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endif()
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if (NXT_ENABLE_VULKAN)
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target_link_libraries(nxt_backend vulkan_autogen)
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endif()
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@ -0,0 +1,15 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/vulkan/VulkanBackend.h"
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@ -0,0 +1,166 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/vulkan/VulkanBackend.h"
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#include "backend/Commands.h"
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#include <spirv-cross/spirv_cross.hpp>
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namespace backend {
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namespace vulkan {
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nxtProcTable GetNonValidatingProcs();
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nxtProcTable GetValidatingProcs();
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void Init(nxtProcTable* procs, nxtDevice* device) {
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*procs = GetValidatingProcs();
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*device = reinterpret_cast<nxtDevice>(new Device);
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}
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// Device
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Device::Device() {
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}
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Device::~Device() {
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}
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(builder);
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}
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BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) {
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return new BlendState(builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(builder);
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}
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BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
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return new BufferView(builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(builder);
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}
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ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
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return new ComputePipeline(builder);
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}
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DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
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return new DepthStencilState(builder);
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}
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FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
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return new Framebuffer(builder);
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}
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(builder);
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}
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RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
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return new RenderPipeline(builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(builder);
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}
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ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
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auto module = new ShaderModule(builder);
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spirv_cross::Compiler compiler(builder->AcquireSpirv());
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module->ExtractSpirvInfo(compiler);
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return module;
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}
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SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) {
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return new SwapChain(builder);
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}
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TextureBase* Device::CreateTexture(TextureBuilder* builder) {
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return new Texture(builder);
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}
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TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
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return new TextureView(builder);
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}
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void Device::TickImpl() {
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}
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// Buffer
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Buffer::Buffer(BufferBuilder* builder)
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: BufferBase(builder) {
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}
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Buffer::~Buffer() {
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}
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void Buffer::SetSubDataImpl(uint32_t, uint32_t, const uint32_t*) {
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}
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void Buffer::MapReadAsyncImpl(uint32_t, uint32_t, uint32_t) {
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}
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void Buffer::UnmapImpl() {
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}
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void Buffer::TransitionUsageImpl(nxt::BufferUsageBit, nxt::BufferUsageBit) {
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}
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// Queue
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Queue::Queue(QueueBuilder* builder)
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: QueueBase(builder) {
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}
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Queue::~Queue() {
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}
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void Queue::Submit(uint32_t, CommandBuffer* const*) {
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}
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// Texture
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Texture::Texture(TextureBuilder* builder)
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: TextureBase(builder) {
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}
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Texture::~Texture() {
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}
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void Texture::TransitionUsageImpl(nxt::TextureUsageBit, nxt::TextureUsageBit) {
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}
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// SwapChain
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SwapChain::SwapChain(SwapChainBuilder* builder)
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: SwapChainBase(builder) {
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const auto& im = GetImplementation();
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im.Init(im.userData, nullptr);
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}
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SwapChain::~SwapChain() {
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}
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TextureBase* SwapChain::GetNextTextureImpl(TextureBuilder* builder) {
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return GetDevice()->CreateTexture(builder);
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}
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}
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}
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@ -0,0 +1,162 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_VULKAN_VULKANBACKEND_H_
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#define BACKEND_VULKAN_VULKANBACKEND_H_
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#include "nxt/nxtcpp.h"
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#include "backend/Buffer.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/BlendState.h"
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#include "backend/Device.h"
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#include "backend/CommandBuffer.h"
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#include "backend/ComputePipeline.h"
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#include "backend/DepthStencilState.h"
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#include "backend/Framebuffer.h"
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#include "backend/InputState.h"
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#include "backend/PipelineLayout.h"
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#include "backend/Queue.h"
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#include "backend/RenderPass.h"
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#include "backend/RenderPipeline.h"
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#include "backend/Sampler.h"
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#include "backend/ShaderModule.h"
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#include "backend/SwapChain.h"
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#include "backend/Texture.h"
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#include "backend/ToBackend.h"
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namespace backend {
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namespace vulkan {
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using BindGroup = BindGroupBase;
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using BindGroupLayout = BindGroupLayoutBase;
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using BlendState = BlendStateBase;
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class Buffer;
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using BufferView = BufferViewBase;
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using CommandBuffer = CommandBufferBase;
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using ComputePipeline = ComputePipelineBase;
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using DepthStencilState = DepthStencilStateBase;
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class Device;
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using Framebuffer = FramebufferBase;
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using InputState = InputStateBase;
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using PipelineLayout = PipelineLayoutBase;
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class Queue;
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using RenderPass = RenderPassBase;
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using RenderPipeline = RenderPipelineBase;
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using Sampler = SamplerBase;
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using ShaderModule = ShaderModuleBase;
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class SwapChain;
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class Texture;
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using TextureView = TextureViewBase;
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struct VulkanBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using FramebufferType = Framebuffer;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassType = RenderPass;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template<typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<VulkanBackendTraits>(common)) {
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return ToBackendBase<VulkanBackendTraits>(common);
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}
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class Device : public DeviceBase {
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public:
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Device();
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~Device();
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BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
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BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
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BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
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BufferBase* CreateBuffer(BufferBuilder* builder) override;
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BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
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CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
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ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
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DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
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FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
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InputStateBase* CreateInputState(InputStateBuilder* builder) override;
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PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
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QueueBase* CreateQueue(QueueBuilder* builder) override;
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RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
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RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
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SamplerBase* CreateSampler(SamplerBuilder* builder) override;
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ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
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SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
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TextureBase* CreateTexture(TextureBuilder* builder) override;
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TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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void TickImpl() override;
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};
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class Buffer : public BufferBase {
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public:
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Buffer(BufferBuilder* builder);
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~Buffer();
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private:
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void SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) override;
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void MapReadAsyncImpl(uint32_t serial, uint32_t start, uint32_t count) override;
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void UnmapImpl() override;
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void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override;
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};
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class Queue : public QueueBase {
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public:
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Queue(QueueBuilder* builder);
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~Queue();
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// NXT API
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void Submit(uint32_t numCommands, CommandBuffer* const * commands);
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};
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class Texture : public TextureBase {
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public:
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Texture(TextureBuilder* builder);
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~Texture();
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private:
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void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
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};
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class SwapChain : public SwapChainBase {
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public:
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SwapChain(SwapChainBuilder* builder);
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~SwapChain();
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protected:
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TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
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};
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}
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}
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#endif // BACKEND_VULKAN_VULKANBACKEND_H_
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@ -48,6 +48,12 @@ if (NXT_ENABLE_OPENGL)
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)
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endif()
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if (NXT_ENABLE_VULKAN)
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list(APPEND UTILS_SOURCES
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${UTILS_DIR}/VulkanBinding.cpp
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)
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endif()
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add_library(utils STATIC ${UTILS_SOURCES})
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target_link_libraries(utils nxt_backend shaderc nxtcpp nxt)
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target_include_directories(utils PUBLIC ${SRC_DIR})
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@ -0,0 +1,42 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
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//
|
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
|
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// distributed under the License is distributed on an "AS IS" BASIS,
|
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "utils/BackendBinding.h"
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namespace backend {
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namespace vulkan {
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void Init(nxtProcTable* procs, nxtDevice* device);
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}
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}
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namespace utils {
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class VulkanBinding : public BackendBinding {
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public:
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void SetupGLFWWindowHints() override {
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}
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void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
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backend::vulkan::Init(procs, device);
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}
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uint64_t GetSwapChainImplementation() override {
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return 0;
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}
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};
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|
||||
BackendBinding* CreateVulkanBinding() {
|
||||
return new VulkanBinding;
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue