0ad/source/renderer/backend/vulkan/DeviceCommandContext.h
vladislavbelov 7c84c23114 Adds Vulkan backend.
Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D4876
This was SVN commit r27412.
2023-01-10 20:22:20 +00:00

196 lines
6.6 KiB
C++

/* 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_VULKAN_DEVICECOMMANDCONTEXT
#define INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT
#include "renderer/backend/IBuffer.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include <glad/vulkan.h>
#include <memory>
#include <vector>
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
class CBuffer;
class CDevice;
class CFramebuffer;
class CGraphicsPipelineState;
class CRingCommandContext;
class CShaderProgram;
class CVertexInputLayout;
class CDeviceCommandContext final : public IDeviceCommandContext
{
public:
~CDeviceCommandContext() override;
IDevice* GetDevice() override;
void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) override;
void BlitFramebuffer(IFramebuffer* destinationFramebuffer, IFramebuffer* sourceFramebuffer) override;
void ClearFramebuffer(const bool color, const bool depth, const bool stencil) override;
void BeginFramebufferPass(IFramebuffer* framebuffer) override;
void EndFramebufferPass() override;
void ReadbackFramebufferSync(
const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height,
void* data) override;
void UploadTexture(ITexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t level = 0, const uint32_t layer = 0) override;
void UploadTextureRegion(ITexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level = 0, const uint32_t layer = 0) override;
void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) override;
void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) override;
void UploadBufferRegion(
IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) override;
void UploadBufferRegion(
IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
const UploadBufferFunction& uploadFunction) override;
void SetScissors(const uint32_t scissorCount, const Rect* scissors) override;
void SetViewports(const uint32_t viewportCount, const Rect* viewports) override;
void SetVertexInputLayout(
IVertexInputLayout* vertexInputLayout) override;
void SetVertexBuffer(
const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) override;
void SetVertexBufferData(
const uint32_t bindingSlot, const void* data, const uint32_t dataSize) override;
void SetIndexBuffer(IBuffer* buffer) override;
void SetIndexBufferData(const void* data, const uint32_t dataSize) override;
void BeginPass() override;
void EndPass() override;
void Draw(const uint32_t firstVertex, const uint32_t vertexCount) override;
void DrawIndexed(
const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) override;
void DrawInstanced(
const uint32_t firstVertex, const uint32_t vertexCount,
const uint32_t firstInstance, const uint32_t instanceCount) override;
void DrawIndexedInstanced(
const uint32_t firstIndex, const uint32_t indexCount,
const uint32_t firstInstance, const uint32_t instanceCount,
const int32_t vertexOffset) override;
void DrawIndexedInRange(
const uint32_t firstIndex, const uint32_t indexCount,
const uint32_t start, const uint32_t end) override;
void SetTexture(const int32_t bindingSlot, ITexture* texture) override;
void SetUniform(
const int32_t bindingSlot,
const float value) override;
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY) override;
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ) override;
void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ, const float valueW) override;
void SetUniform(
const int32_t bindingSlot, PS::span<const float> values) override;
void BeginScopedLabel(const char* name) override;
void EndScopedLabel() override;
void Flush() override;
private:
friend class CDevice;
static std::unique_ptr<IDeviceCommandContext> Create(CDevice* device);
CDeviceCommandContext();
void PreDraw();
void ApplyPipelineStateIfDirty();
void BindVertexBuffer(const uint32_t bindingSlot, CBuffer* buffer, uint32_t offset);
void BindIndexBuffer(CBuffer* buffer, uint32_t offset);
CDevice* m_Device = nullptr;
bool m_DebugScopedLabels = false;
std::unique_ptr<CRingCommandContext> m_PrependCommandContext;
std::unique_ptr<CRingCommandContext> m_CommandContext;
CGraphicsPipelineState* m_GraphicsPipelineState = nullptr;
CVertexInputLayout* m_VertexInputLayout = nullptr;
CFramebuffer* m_Framebuffer = nullptr;
CShaderProgram* m_ShaderProgram = nullptr;
bool m_IsPipelineStateDirty = true;
VkPipeline m_LastBoundPipeline = VK_NULL_HANDLE;
bool m_InsideFramebufferPass = false;
bool m_InsidePass = false;
// Currently bound buffers to skip the same buffer bind.
CBuffer* m_BoundIndexBuffer = nullptr;
uint32_t m_BoundIndexBufferOffset = 0;
// TODO: reduce code duplication.
std::unique_ptr<CBuffer> m_UniformBuffer;
std::unique_ptr<CBuffer> m_UniformStagingBuffer;
VkDescriptorPool m_UniformDescriptorPool = VK_NULL_HANDLE;
VkDescriptorSet m_UniformDescriptorSet = VK_NULL_HANDLE;
// TODO: combine buffers.
// Vertex buffer for in-place vertex data.
std::unique_ptr<CBuffer> m_InPlaceVertexBuffer;
std::unique_ptr<CBuffer> m_InPlaceIndexBuffer;
std::unique_ptr<CBuffer> m_InPlaceVertexStagingBuffer;
std::unique_ptr<CBuffer> m_InPlaceIndexStagingBuffer;
void* m_InPlaceVertexStagingBufferMappedData = nullptr;
void* m_InPlaceIndexStagingBufferMappedData = nullptr;
void* m_UniformStagingBufferMappedData = nullptr;
// TODO: add descriptions.
uint32_t m_InPlaceBlockIndex = 0;
uint32_t m_InPlaceBlockVertexOffset = 0;
uint32_t m_InPlaceBlockIndexOffset = 0;
uint32_t m_UniformOffset = 0;
uint32_t m_UniformIndexOffset = 0;
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT