dawn-cmake/src/backend/vulkan/VulkanBackend.h
Corentin Wallez 14e0687f94 Vulkan: Implement BindGroups
For now only StorageBuffer and UniformBuffer bindings are supported as
we don't have samplers yet.
2018-02-05 13:27:47 -05:00

216 lines
8.2 KiB
C++

// 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/ComputePipeline.h"
#include "backend/DepthStencilState.h"
#include "backend/Device.h"
#include "backend/Queue.h"
#include "backend/Sampler.h"
#include "backend/ToBackend.h"
#include "backend/vulkan/VulkanFunctions.h"
#include "backend/vulkan/VulkanInfo.h"
#include "common/DynamicLib.h"
#include "common/Serial.h"
#include "common/SerialQueue.h"
#include <queue>
namespace backend { namespace vulkan {
class BindGroup;
class BindGroupLayout;
class BlendState;
class Buffer;
using BufferView = BufferViewBase;
class CommandBuffer;
using ComputePipeline = ComputePipelineBase;
using DepthStencilState = DepthStencilStateBase;
class Device;
class Framebuffer;
class InputState;
class PipelineLayout;
class Queue;
class RenderPass;
class RenderPipeline;
using Sampler = SamplerBase;
class ShaderModule;
class SwapChain;
class Texture;
class TextureView;
class BufferUploader;
class FencedDeleter;
class MapReadRequestTracker;
class MemoryAllocator;
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(const std::vector<const char*>& requiredInstanceExtensions);
~Device();
// Contains all the Vulkan entry points, vkDoFoo is called via device->fn.DoFoo.
const VulkanFunctions fn;
const VulkanDeviceInfo& GetDeviceInfo() const;
VkInstance GetInstance() const;
VkPhysicalDevice GetPhysicalDevice() const;
VkDevice GetVkDevice() const;
uint32_t GetGraphicsQueueFamily() const;
VkQueue GetQueue() const;
BufferUploader* GetBufferUploader() const;
FencedDeleter* GetFencedDeleter() const;
MapReadRequestTracker* GetMapReadRequestTracker() const;
MemoryAllocator* GetMemoryAllocator() const;
Serial GetSerial() const;
VkCommandBuffer GetPendingCommandBuffer();
void SubmitPendingCommands();
void AddWaitSemaphore(VkSemaphore semaphore);
// NXT API
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;
private:
bool CreateInstance(VulkanGlobalKnobs* usedKnobs,
const std::vector<const char*>& requiredExtensions);
bool CreateDevice(VulkanDeviceKnobs* usedKnobs);
void GatherQueueFromDevice();
bool RegisterDebugReport();
static VKAPI_ATTR VkBool32 VKAPI_CALL
OnDebugReportCallback(VkDebugReportFlagsEXT flags,
VkDebugReportObjectTypeEXT objectType,
uint64_t object,
size_t location,
int32_t messageCode,
const char* pLayerPrefix,
const char* pMessage,
void* pUserdata);
// To make it easier to use fn it is a public const member. However
// the Device is allowed to mutate them through these private methods.
VulkanFunctions* GetMutableFunctions();
VulkanGlobalInfo mGlobalInfo;
VulkanDeviceInfo mDeviceInfo;
DynamicLib mVulkanLib;
VkInstance mInstance = VK_NULL_HANDLE;
VkPhysicalDevice mPhysicalDevice = VK_NULL_HANDLE;
VkDevice mVkDevice = VK_NULL_HANDLE;
uint32_t mQueueFamily = 0;
VkQueue mQueue = VK_NULL_HANDLE;
VkDebugReportCallbackEXT mDebugReportCallback = VK_NULL_HANDLE;
BufferUploader* mBufferUploader = nullptr;
FencedDeleter* mDeleter = nullptr;
MapReadRequestTracker* mMapReadRequestTracker = nullptr;
MemoryAllocator* mMemoryAllocator = nullptr;
VkFence GetUnusedFence();
void CheckPassedFences();
// We track which operations are in flight on the GPU with an increasing serial.
// This works only because we have a single queue. Each submit to a queue is associated
// to a serial and a fence, such that when the fence is "ready" we know the operations
// have finished.
std::queue<std::pair<VkFence, Serial>> mFencesInFlight;
std::vector<VkFence> mUnusedFences;
Serial mNextSerial = 1;
Serial mCompletedSerial = 0;
struct CommandPoolAndBuffer {
VkCommandPool pool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
};
CommandPoolAndBuffer GetUnusedCommands();
void RecycleCompletedCommands();
void FreeCommands(CommandPoolAndBuffer* commands);
SerialQueue<CommandPoolAndBuffer> mCommandsInFlight;
std::vector<CommandPoolAndBuffer> mUnusedCommands;
CommandPoolAndBuffer mPendingCommands;
std::vector<VkSemaphore> mWaitSemaphores;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const* commands);
};
}} // namespace backend::vulkan
#endif // BACKEND_VULKAN_VULKANBACKEND_H_