mirror of
https://github.com/encounter/dawn-cmake.git
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200 lines
7.7 KiB
C++
200 lines
7.7 KiB
C++
// 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/vulkan/VulkanFunctions.h"
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#include "backend/vulkan/VulkanInfo.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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#include "common/DynamicLib.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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// Contains all the Vulkan entry points, vkDoFoo is called via device->fn.DoFoo.
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const VulkanFunctions fn;
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VkInstance GetInstance() const;
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private:
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bool CreateInstance(VulkanGlobalKnobs* usedKnobs);
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bool CreateDevice(VulkanDeviceKnobs* usedKnobs);
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bool RegisterDebugReport();
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static VkBool32 OnDebugReportCallback(VkDebugReportFlagsEXT flags,
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VkDebugReportObjectTypeEXT objectType,
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uint64_t object,
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size_t location,
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int32_t messageCode,
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const char* pLayerPrefix,
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const char* pMessage,
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void* pUserdata);
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// To make it easier to use fn it is a public const member. However
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// the Device is allowed to mutate them through these private methods.
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VulkanFunctions* GetMutableFunctions();
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VulkanGlobalInfo globalInfo;
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VulkanDeviceInfo deviceInfo;
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DynamicLib vulkanLib;
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VkInstance instance = VK_NULL_HANDLE;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkDevice vkDevice = VK_NULL_HANDLE;
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uint32_t queueFamily = 0;
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VkDebugReportCallbackEXT debugReportCallback = VK_NULL_HANDLE;
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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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