0ad/source/renderer/backend/vulkan/Device.h
Vladislav Belov cf4a4d8fd5
Adds SwapChain as an explicit DeviceObject
It allows us more flexibility on how we control swapchain. That includes
toggling V-Sync in real time.
2026-06-08 18:26:58 +02:00

256 lines
8.3 KiB
C++

/* Copyright (C) 2026 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 "ps/CStr.h"
#include "renderer/backend/Backend.h"
#include "renderer/backend/IBuffer.h"
#include "renderer/backend/IDevice.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/vulkan/DeviceForward.h"
#include "renderer/backend/vulkan/DeviceObjectUID.h"
#include "renderer/backend/vulkan/DeviceSelection.h"
#include "renderer/backend/vulkan/VMA.h"
#include <cstddef>
#include <cstdint>
#include <glad/vulkan.h>
#include <js/TypeDecls.h>
#include <limits>
#include <memory>
#include <queue>
#include <span>
#include <string>
#include <utility>
#include <vector>
namespace Renderer::Backend { enum class Format; }
namespace Renderer::Backend::Vulkan { class CBuffer; }
namespace Renderer::Backend::Vulkan { class CDescriptorManager; }
namespace Renderer::Backend::Vulkan { class CRenderPassManager; }
namespace Renderer::Backend::Vulkan { class CRingCommandContext; }
namespace Renderer::Backend::Vulkan { class CSamplerManager; }
namespace Renderer::Backend::Vulkan { class CSubmitScheduler; }
namespace Renderer::Backend::Vulkan { class CSwapChain; }
namespace Renderer::Backend::Vulkan { class CTexture; }
typedef struct SDL_Window SDL_Window;
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
static constexpr size_t NUMBER_OF_FRAMES_IN_FLIGHT = 3;
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<ISwapChain> CreateSwapChain(
const char* name, SDL_Window* window,
int surfaceDrawableWidth, int surfaceDrawableHeight,
const bool vsync, std::unique_ptr<ISwapChain> oldSwapChain) override;
void WaitUntilIdle() override;
std::unique_ptr<IGraphicsPipelineState> CreateGraphicsPipelineState(
const SGraphicsPipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IComputePipelineState> CreateComputePipelineState(
const SComputePipelineStateDesc& pipelineStateDesc) override;
std::unique_ptr<IVertexInputLayout> CreateVertexInputLayout(
const std::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 uint32_t usage) override;
std::unique_ptr<CBuffer> CreateCBuffer(
const char* name, const IBuffer::Type type, const uint32_t size, const uint32_t usage);
std::unique_ptr<IShaderProgram> CreateShaderProgram(
const CStr& name, const CShaderDefines& defines) 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;
bool IsQueryResultAvailable(const uint32_t handle) const override;
uint32_t AllocateQuery() override;
void FreeQuery(const uint32_t handle) override;
uint64_t GetQueryResult(const uint32_t handle) override;
const Capabilities& GetCapabilities() const override { return m_Capabilities; }
void CollectStatistics(StatisticsVector& statistics) const override;
VkDevice GetVkDevice() const { return m_Device; }
VmaAllocator GetVMAAllocator() { return m_VMAAllocator; }
void InsertTimestampQuery(
VkCommandBuffer commandBuffer, const uint32_t handle, const bool isScopeBegin);
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 DeviceObjectUID uid);
void ScheduleBufferToDestroy(const DeviceObjectUID uid);
void OnPresent();
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; }
DeviceObjectUID GenerateNextDeviceObjectUID();
uint32_t GetFrameID() const { return m_FrameID; }
private:
CDevice();
void ProcessObjectToDestroyQueue(const bool ignoreFrameID = false);
void ProcessDeviceObjectToDestroyQueue(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();
VkQueryPool m_QueryPool{VK_NULL_HANDLE};
struct Query
{
uint32_t lastUsageFrameID{};
bool occupied{};
bool submitted{};
};
std::vector<Query> m_Queries;
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, DeviceObjectUID>> m_TextureToDestroyQueue;
std::queue<std::pair<uint32_t, DeviceObjectUID>> m_BufferToDestroyQueue;
std::unique_ptr<CRenderPassManager> m_RenderPassManager;
std::unique_ptr<CSamplerManager> m_SamplerManager;
std::unique_ptr<CDescriptorManager> m_DescriptorManager;
std::unique_ptr<CSubmitScheduler> m_SubmitScheduler;
DeviceObjectUID m_LastAvailableUID{1};
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICE