0ad/source/renderer/backend/vulkan/Device.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

227 lines
7.2 KiB
C++
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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE
#define INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE
#include "renderer/backend/IDevice.h"
#include "renderer/backend/vulkan/DeviceForward.h"
#include "renderer/backend/vulkan/DeviceSelection.h"
#include "renderer/backend/vulkan/Texture.h"
#include "renderer/backend/vulkan/VMA.h"
#include "scriptinterface/ScriptForward.h"
#include <glad/vulkan.h>
#include <memory>
#include <limits>
#include <queue>
#include <string>
#include <tuple>
#include <unordered_map>
#include <vector>
typedef struct SDL_Window SDL_Window;
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
static constexpr size_t NUMBER_OF_FRAMES_IN_FLIGHT = 3;
class CBuffer;
class CDescriptorManager;
class CFramebuffer;
class CRenderPassManager;
class CRingCommandContext;
class CSamplerManager;
class CSubmitScheduler;
class CSwapChain;
class CDevice final : public IDevice
{
public:
/**
* Creates the Vulkan device.
*/
static std::unique_ptr<CDevice> Create(SDL_Window* window);
~CDevice() override;
Backend GetBackend() const override { return Backend::VULKAN; }
const std::string& GetName() const override { return m_Name; }
const std::string& GetVersion() const override { return m_Version; }
const std::string& GetDriverInformation() const override { return m_DriverInformation; }
const std::vector<std::string>& GetExtensions() const override { return m_Extensions; }
void Report(const ScriptRequest& rq, JS::HandleValue settings) override;
std::unique_ptr<IDeviceCommandContext> CreateCommandContext() override;
std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
const PS::span<const SVertexAttributeFormat> attributes) override;
std::unique_ptr<ITexture> CreateTexture(
const char* name, const ITexture::Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) override;
std::unique_ptr<ITexture> CreateTexture2D(
const char* name, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1) override;
std::unique_ptr<IFramebuffer> CreateFramebuffer(
const char* name, SColorAttachment* colorAttachment,
SDepthStencilAttachment* depthStencilAttachment) override;
std::unique_ptr<IBuffer> CreateBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) override;
std::unique_ptr<CBuffer> CreateCBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic);
std::unique_ptr<IShaderProgram> CreateShaderProgram(
const CStr& name, const CShaderDefines& defines) override;
bool AcquireNextBackbuffer() override;
IFramebuffer* GetCurrentBackbuffer(
const AttachmentLoadOp colorAttachmentLoadOp,
const AttachmentStoreOp colorAttachmentStoreOp,
const AttachmentLoadOp depthStencilAttachmentLoadOp,
const AttachmentStoreOp depthStencilAttachmentStoreOp) override;
void Present() override;
void OnWindowResize(const uint32_t width, const uint32_t height) override;
bool IsTextureFormatSupported(const Format format) const override;
bool IsFramebufferFormatSupported(const Format format) const override;
Format GetPreferredDepthStencilFormat(
const uint32_t usage, const bool depth, const bool stencil) const override;
const Capabilities& GetCapabilities() const override { return m_Capabilities; }
VkDevice GetVkDevice() { return m_Device; }
VmaAllocator GetVMAAllocator() { return m_VMAAllocator; }
void ScheduleObjectToDestroy(
VkObjectType type, const void* handle, const VmaAllocation allocation)
{
ScheduleObjectToDestroy(type, reinterpret_cast<uint64_t>(handle), allocation);
}
void ScheduleObjectToDestroy(
VkObjectType type, const uint64_t handle, const VmaAllocation allocation);
void ScheduleTextureToDestroy(const CTexture::UID uid);
void SetObjectName(VkObjectType type, const void* handle, const char* name)
{
SetObjectName(type, reinterpret_cast<uint64_t>(handle), name);
}
void SetObjectName(VkObjectType type, const uint64_t handle, const char* name);
std::unique_ptr<CRingCommandContext> CreateRingCommandContext(const size_t size);
const SAvailablePhysicalDevice& GetChoosenPhysicalDevice() const { return m_ChoosenDevice; }
CRenderPassManager& GetRenderPassManager() { return *m_RenderPassManager; }
CSamplerManager& GetSamplerManager() { return *m_SamplerManager; }
CDescriptorManager& GetDescriptorManager() { return *m_DescriptorManager; }
CTexture* GetCurrentBackbufferTexture();
CTexture* GetOrCreateBackbufferReadbackTexture();
private:
CDevice();
void RecreateSwapChain();
bool IsSwapChainValid();
void ProcessObjectToDestroyQueue(const bool ignoreFrameID = false);
void ProcessTextureToDestroyQueue(const bool ignoreFrameID = false);
bool IsFormatSupportedForUsage(const Format format, const uint32_t usage) const;
std::string m_Name;
std::string m_Version;
std::string m_VendorID;
std::string m_DriverInformation;
std::vector<std::string> m_Extensions;
std::vector<std::string> m_InstanceExtensions;
std::vector<std::string> m_ValidationLayers;
SAvailablePhysicalDevice m_ChoosenDevice{};
std::vector<SAvailablePhysicalDevice> m_AvailablePhysicalDevices;
Capabilities m_Capabilities{};
VkInstance m_Instance = VK_NULL_HANDLE;
VkDebugUtilsMessengerEXT m_DebugMessenger = VK_NULL_HANDLE;
SDL_Window* m_Window = nullptr;
VkSurfaceKHR m_Surface = VK_NULL_HANDLE;
VkDevice m_Device = VK_NULL_HANDLE;
VmaAllocator m_VMAAllocator = VK_NULL_HANDLE;
VkQueue m_GraphicsQueue = VK_NULL_HANDLE;
uint32_t m_GraphicsQueueFamilyIndex = std::numeric_limits<uint32_t>::max();
std::unique_ptr<CSwapChain> m_SwapChain;
std::unique_ptr<CTexture> m_BackbufferReadbackTexture;
uint32_t m_FrameID = 0;
struct ObjectToDestroy
{
uint32_t frameID;
VkObjectType type;
uint64_t handle;
VmaAllocation allocation;
};
std::queue<ObjectToDestroy> m_ObjectToDestroyQueue;
std::queue<std::pair<uint32_t, CTexture::UID>> m_TextureToDestroyQueue;
std::unique_ptr<CRenderPassManager> m_RenderPassManager;
std::unique_ptr<CSamplerManager> m_SamplerManager;
std::unique_ptr<CDescriptorManager> m_DescriptorManager;
std::unique_ptr<CSubmitScheduler> m_SubmitScheduler;
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE