mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
The idea is similar to the storage images but we need a separate descriptor set in Vulkan and a program interface to gather used buffer in GL. For Vulkan we also need to track buffers to free used descriptor sets.
228 lines
7.6 KiB
C++
228 lines
7.6 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT
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#define INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT
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#include "ps/containers/StaticVector.h"
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#include "renderer/backend/IBuffer.h"
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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/vulkan/DeviceObjectUID.h"
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#include <glad/vulkan.h>
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#include <memory>
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#include <vector>
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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class CBuffer;
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class CComputePipelineState;
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class CDevice;
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class CFramebuffer;
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class CGraphicsPipelineState;
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class CRingCommandContext;
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class CShaderProgram;
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class CVertexInputLayout;
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class CDeviceCommandContext final : public IDeviceCommandContext
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{
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public:
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~CDeviceCommandContext() override;
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IDevice* GetDevice() override;
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void SetGraphicsPipelineState(IGraphicsPipelineState* pipelineState) override;
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void SetComputePipelineState(IComputePipelineState* pipelineState) override;
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void BlitFramebuffer(
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IFramebuffer* destinationFramebuffer, IFramebuffer* sourceFramebuffer,
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const Rect& destinationRegion, const Rect& sourceRegion,
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const Sampler::Filter filter) override;
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void ResolveFramebuffer(
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IFramebuffer* destinationFramebuffer, IFramebuffer* sourceFramebuffer) override;
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void ClearFramebuffer(const bool color, const bool depth, const bool stencil) override;
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void BeginFramebufferPass(IFramebuffer* framebuffer) override;
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void EndFramebufferPass() override;
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void ReadbackFramebufferSync(
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const uint32_t x, const uint32_t y, const uint32_t width, const uint32_t height,
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void* data) override;
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void UploadTexture(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t level = 0, const uint32_t layer = 0) override;
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void UploadTextureRegion(ITexture* texture, const Format dataFormat,
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const void* data, const size_t dataSize,
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const uint32_t xOffset, const uint32_t yOffset,
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const uint32_t width, const uint32_t height,
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const uint32_t level = 0, const uint32_t layer = 0) override;
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void UploadBuffer(IBuffer* buffer, const void* data, const uint32_t dataSize) override;
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void UploadBuffer(IBuffer* buffer, const UploadBufferFunction& uploadFunction) override;
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void UploadBufferRegion(
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IBuffer* buffer, const void* data, const uint32_t dataOffset, const uint32_t dataSize) override;
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void UploadBufferRegion(
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IBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
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const UploadBufferFunction& uploadFunction) override;
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void SetScissors(const uint32_t scissorCount, const Rect* scissors) override;
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void SetViewports(const uint32_t viewportCount, const Rect* viewports) override;
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void SetVertexInputLayout(
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IVertexInputLayout* vertexInputLayout) override;
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void SetVertexBuffer(
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const uint32_t bindingSlot, IBuffer* buffer, const uint32_t offset) override;
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void SetVertexBufferData(
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const uint32_t bindingSlot, const void* data, const uint32_t dataSize) override;
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void SetIndexBuffer(IBuffer* buffer) override;
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void SetIndexBufferData(const void* data, const uint32_t dataSize) override;
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void BeginPass() override;
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void EndPass() override;
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void Draw(const uint32_t firstVertex, const uint32_t vertexCount) override;
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void DrawIndexed(
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const uint32_t firstIndex, const uint32_t indexCount, const int32_t vertexOffset) override;
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void DrawInstanced(
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const uint32_t firstVertex, const uint32_t vertexCount,
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const uint32_t firstInstance, const uint32_t instanceCount) override;
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void DrawIndexedInstanced(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t firstInstance, const uint32_t instanceCount,
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const int32_t vertexOffset) override;
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void DrawIndexedInRange(
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const uint32_t firstIndex, const uint32_t indexCount,
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const uint32_t start, const uint32_t end) override;
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void BeginComputePass() override;
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void EndComputePass() override;
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void Dispatch(
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const uint32_t groupCountX,
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const uint32_t groupCountY,
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const uint32_t groupCountZ) override;
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void InsertMemoryBarrier(
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const uint32_t srcStageMask, const uint32_t dstStageMask,
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const uint32_t srcAccessMask, const uint32_t dstAccessMask) override;
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void SetTexture(const int32_t bindingSlot, ITexture* texture) override;
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void SetStorageTexture(const int32_t bindingSlot, ITexture* texture) override;
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void SetStorageBuffer(const int32_t bindingSlot, IBuffer* buffer) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float value) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ) override;
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void SetUniform(
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const int32_t bindingSlot,
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const float valueX, const float valueY,
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const float valueZ, const float valueW) override;
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void SetUniform(
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const int32_t bindingSlot, PS::span<const float> values) override;
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void BeginScopedLabel(const char* name) override;
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void EndScopedLabel() override;
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void Flush() override;
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private:
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friend class CDevice;
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static std::unique_ptr<IDeviceCommandContext> Create(CDevice* device);
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CDeviceCommandContext();
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void PreDraw();
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void UpdateOutdatedConstants();
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void ApplyPipelineStateIfDirty();
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void BindVertexBuffer(const uint32_t bindingSlot, CBuffer* buffer, uint32_t offset);
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void BindIndexBuffer(CBuffer* buffer, uint32_t offset);
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VkDescriptorSet GetUniformDescriptorSet(CBuffer* buffer, const uint32_t dataSize);
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CDevice* m_Device = nullptr;
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bool m_DebugScopedLabels = false;
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std::unique_ptr<CRingCommandContext> m_PrependCommandContext;
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std::unique_ptr<CRingCommandContext> m_CommandContext;
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CGraphicsPipelineState* m_GraphicsPipelineState = nullptr;
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CVertexInputLayout* m_VertexInputLayout = nullptr;
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CFramebuffer* m_Framebuffer = nullptr;
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CComputePipelineState* m_ComputePipelineState = nullptr;
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CShaderProgram* m_ShaderProgram = nullptr;
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bool m_IsPipelineStateDirty = true;
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VkPipeline m_LastBoundPipeline = VK_NULL_HANDLE;
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bool m_InsideFramebufferPass = false;
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bool m_InsidePass = false;
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bool m_InsideComputePass = false;
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// Currently bound buffers to skip the same buffer bind.
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CBuffer* m_BoundIndexBuffer = nullptr;
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uint32_t m_BoundIndexBufferOffset = 0;
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class CUploadRing;
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std::unique_ptr<CUploadRing> m_VertexUploadRing, m_IndexUploadRing, m_UniformUploadRing;
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DeviceObjectUID m_UniformBufferUID = INVALID_DEVICE_OBJECT_UID;
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VkDescriptorPool m_UniformDescriptorPool = VK_NULL_HANDLE;
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struct UniformDescriptorSet
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{
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VkDescriptorSet descriptorSet{VK_NULL_HANDLE};
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uint32_t size{0};
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};
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PS::StaticVector<UniformDescriptorSet, 16> m_UniformDescriptorSets;
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// Currently we support readbacks only from backbuffer.
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struct QueuedReadback
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{
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uint32_t x = 0, y = 0;
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uint32_t width = 0, height = 0;
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// It's a responsibility of the caller to guarantee that data is valid.
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void* data = nullptr;
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};
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PS::StaticVector<QueuedReadback, 2> m_QueuedReadbacks;
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bool m_DebugBarrierAfterFramebufferPass = false;
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};
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT
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