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FlaxEngine/Source/Engine/GraphicsDevice/Vulkan/GPUContextVulkan.h

213 lines
8.8 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUContext.h"
#if GRAPHICS_API_VULKAN
#include "GPUDeviceVulkan.h"
#include "Types.h"
class QueueVulkan;
class CmdBufferManagerVulkan;
class ResourceOwnerVulkan;
class GPUTextureViewVulkan;
class GPUBufferVulkan;
class GPUVertexLayoutVulkan;
class GPUPipelineStateVulkan;
class GPUShaderProgramCSVulkan;
class ComputePipelineStateVulkan;
class GPUConstantBufferVulkan;
class DescriptorPoolVulkan;
class DescriptorSetLayoutVulkan;
/// <summary>
/// Enables using batched pipeline barriers to improve performance.
/// </summary>
#define VK_ENABLE_BARRIERS_BATCHING 1
/// <summary>
/// Enables pipeline barriers debugging.
/// </summary>
#define VK_ENABLE_BARRIERS_DEBUG (BUILD_DEBUG && 0)
/// <summary>
/// Size of the pipeline barriers buffer size (will be auto-flushed on overflow).
/// </summary>
#define VK_BARRIER_BUFFER_SIZE 64
/// <summary>
/// The Vulkan pipeline resources layout barrier batching structure.
/// </summary>
struct PipelineBarrierVulkan
{
VkPipelineStageFlags SourceStage = 0;
VkPipelineStageFlags DestStage = 0;
Array<VkImageMemoryBarrier, FixedAllocation<VK_BARRIER_BUFFER_SIZE>> ImageBarriers;
Array<VkBufferMemoryBarrier, FixedAllocation<VK_BARRIER_BUFFER_SIZE>> BufferBarriers;
Array<VkMemoryBarrier, FixedAllocation<4>> MemoryBarriers;
#if VK_ENABLE_BARRIERS_DEBUG
Array<GPUTextureViewVulkan*, FixedAllocation<VK_BARRIER_BUFFER_SIZE>> ImageBarriersDebug;
#endif
FORCE_INLINE bool IsFull() const
{
return ImageBarriers.Count() == VK_BARRIER_BUFFER_SIZE || BufferBarriers.Count() == VK_BARRIER_BUFFER_SIZE || MemoryBarriers.Count() == 4;
}
FORCE_INLINE bool HasBarrier() const
{
return ImageBarriers.Count() + BufferBarriers.Count() + MemoryBarriers.Count() != 0 || SourceStage + DestStage != 0;
}
void Execute(const CmdBufferVulkan* cmdBuffer);
};
/// <summary>
/// GPU Context for Vulkan backend.
/// </summary>
class GPUContextVulkan : public GPUContext
{
private:
GPUDeviceVulkan* _device;
QueueVulkan* _queue;
CmdBufferManagerVulkan* _cmdBufferManager;
PipelineBarrierVulkan _barriers;
int32 _psDirtyFlag : 1;
int32 _rtDirtyFlag : 1;
int32 _cbDirtyFlag : 1;
int32 _rtCount;
int32 _vbCount;
uint32 _stencilRef;
RenderPassVulkan* _renderPass;
GPUPipelineStateVulkan* _currentState;
GPUShaderProgramCSVulkan* _currentCompute;
GPUVertexLayoutVulkan* _vertexLayout;
GPUTextureViewVulkan* _rtDepth;
GPUTextureViewVulkan* _rtHandles[GPU_MAX_RT_BINDED];
DescriptorOwnerResourceVulkan* _cbHandles[GPU_MAX_CB_BINDED];
DescriptorOwnerResourceVulkan* _srHandles[GPU_MAX_SR_BINDED];
DescriptorOwnerResourceVulkan* _uaHandles[GPU_MAX_UA_BINDED];
VkSampler _samplerHandles[GPU_MAX_SAMPLER_BINDED];
DescriptorOwnerResourceVulkan** _handles[(int32)SpirvShaderResourceBindingType::MAX];
#if ENABLE_ASSERTION
uint32 _handlesSizes[(int32)SpirvShaderResourceBindingType::MAX];
#endif
#if COMPILE_WITH_PROFILER
void* _tracyContext;
#endif
typedef Array<DescriptorPoolVulkan*> DescriptorPoolArray;
Dictionary<uint32, DescriptorPoolArray> _descriptorPools;
public:
/// <summary>
/// Initializes a new instance of the <see cref="GPUContextVulkan"/> class.
/// </summary>
/// <param name="device">The graphics device.</param>
/// <param name="queue">The commands submission device.</param>
GPUContextVulkan(GPUDeviceVulkan* device, QueueVulkan* queue);
/// <summary>
/// Finalizes an instance of the <see cref="GPUContextVulkan"/> class.
/// </summary>
~GPUContextVulkan();
public:
FORCE_INLINE QueueVulkan* GetQueue() const
{
return _queue;
}
FORCE_INLINE CmdBufferManagerVulkan* GetCmdBufferManager() const
{
return _cmdBufferManager;
}
void AddImageBarrier(VkImage image, VkImageLayout srcLayout, VkImageLayout dstLayout, const VkImageSubresourceRange& subresourceRange, GPUTextureViewVulkan* handle);
void AddImageBarrier(GPUTextureViewVulkan* handle, VkImageLayout dstLayout);
void AddImageBarrier(GPUTextureVulkan* texture, int32 mipSlice, int32 arraySlice, VkImageLayout dstLayout);
void AddImageBarrier(GPUTextureVulkan* texture, VkImageLayout dstLayout);
void AddBufferBarrier(GPUBufferVulkan* buffer, VkAccessFlags dstAccess);
void AddMemoryBarrier();
void AddUABarrier();
void FlushBarriers();
// outSets must have been previously pre-allocated
DescriptorPoolVulkan* AllocateDescriptorSets(const VkDescriptorSetAllocateInfo& descriptorSetAllocateInfo, const DescriptorSetLayoutVulkan& layout, VkDescriptorSet* outSets);
void BeginRenderPass();
void EndRenderPass();
private:
void UpdateDescriptorSets(const struct SpirvShaderDescriptorInfo& descriptorInfo, class DescriptorSetWriterVulkan& dsWriter, bool& needsWrite);
void UpdateDescriptorSets(ComputePipelineStateVulkan* pipelineState);
void OnDrawCall();
public:
// [GPUContext]
void FrameBegin() override;
void FrameEnd() override;
#if GPU_ALLOW_PROFILE_EVENTS
void EventBegin(const Char* name) override;
void EventEnd() override;
#endif
void* GetNativePtr() const override;
bool IsDepthBufferBinded() override;
void Clear(GPUTextureView* rt, const Color& color) override;
void ClearDepth(GPUTextureView* depthBuffer, float depthValue, uint8 stencilValue) override;
void ClearUA(GPUBuffer* buf, const Float4& value) override;
void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
void ClearUA(GPUTexture* texture, const Float4& value) override;
void ResetRenderTarget() override;
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
void SetBlendFactor(const Float4& value) override;
void SetStencilRef(uint32 value) override;
void ResetSR() override;
void ResetUA() override;
void ResetCB() override;
void BindCB(int32 slot, GPUConstantBuffer* cb) override;
void BindSR(int32 slot, GPUResourceView* view) override;
void BindUA(int32 slot, GPUResourceView* view) override;
void BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets = nullptr, GPUVertexLayout* vertexLayout = nullptr) override;
void BindIB(GPUBuffer* indexBuffer) override;
void BindSampler(int32 slot, GPUSampler* sampler) override;
void UpdateCB(GPUConstantBuffer* cb, const void* data) override;
void Dispatch(GPUShaderProgramCS* shader, uint32 threadGroupCountX, uint32 threadGroupCountY, uint32 threadGroupCountZ) override;
void DispatchIndirect(GPUShaderProgramCS* shader, GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void ResolveMultisample(GPUTexture* sourceMultisampleTexture, GPUTexture* destTexture, int32 sourceSubResource, int32 destSubResource, PixelFormat format) override;
void DrawInstanced(uint32 verticesCount, uint32 instanceCount, int32 startInstance, int32 startVertex) override;
void DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex) override;
void DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs) override;
void SetViewport(const Viewport& viewport) override;
void SetScissor(const Rectangle& scissorRect) override;
GPUPipelineState* GetState() const override;
void SetState(GPUPipelineState* state) override;
void ClearState() override;
void FlushState() override;
void Flush() override;
void UpdateBuffer(GPUBuffer* buffer, const void* data, uint32 size, uint32 offset) override;
void CopyBuffer(GPUBuffer* dstBuffer, GPUBuffer* srcBuffer, uint32 size, uint32 dstOffset, uint32 srcOffset) override;
void UpdateTexture(GPUTexture* texture, int32 arrayIndex, int32 mipIndex, const void* data, uint32 rowPitch, uint32 slicePitch) override;
void CopyTexture(GPUTexture* dstResource, uint32 dstSubresource, uint32 dstX, uint32 dstY, uint32 dstZ, GPUTexture* srcResource, uint32 srcSubresource) override;
void ResetCounter(GPUBuffer* buffer) override;
void CopyCounter(GPUBuffer* dstBuffer, uint32 dstOffset, GPUBuffer* srcBuffer) override;
void CopyResource(GPUResource* dstResource, GPUResource* srcResource) override;
void CopySubresource(GPUResource* dstResource, uint32 dstSubresource, GPUResource* srcResource, uint32 srcSubresource) override;
void Transition(GPUResource* resource, GPUResourceAccess access) override;
void MemoryBarrier() override;
void OverlapUA(bool end) override;
};
#endif