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