831 lines
26 KiB
C++
831 lines
26 KiB
C++
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#ifndef RENDERING_DEVICE_VULKAN_H
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#define RENDERING_DEVICE_VULKAN_H
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#include "core/oa_hash_map.h"
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#include "core/os/thread_safe.h"
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#include "servers/visual/rendering_device.h"
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#include "thirdparty/glslang/glslang/Public/ShaderLang.h"
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#include "vk_mem_alloc.h"
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#include <vulkan/vulkan.h>
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//todo:
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//compute
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//push constants
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//views of texture slices
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class VulkanContext;
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class RenderingDeviceVulkan : public RenderingDevice {
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_THREAD_SAFE_CLASS_
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// Miscellaneous tables that map
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// our enums to enums used
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// by vulkan.
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VkPhysicalDeviceLimits limits;
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static const VkFormat vulkan_formats[DATA_FORMAT_MAX];
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static const char *named_formats[DATA_FORMAT_MAX];
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static const VkCompareOp compare_operators[COMPARE_OP_MAX];
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static const VkStencilOp stencil_operations[STENCIL_OP_MAX];
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static const VkSampleCountFlagBits rasterization_sample_count[TEXTURE_SAMPLES_MAX];
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static const VkLogicOp logic_operations[RenderingDevice::LOGIC_OP_MAX];
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static const VkBlendFactor blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
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static const VkBlendOp blend_operations[RenderingDevice::BLEND_OP_MAX];
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static const VkSamplerAddressMode address_modes[SAMPLER_REPEAT_MODE_MAX];
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static const VkBorderColor sampler_border_colors[SAMPLER_BORDER_COLOR_MAX];
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// Functions used for format
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// validation, and ensures the
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// user passes valid data.
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static int get_format_vertex_size(DataFormat p_format);
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static uint32_t get_image_format_pixel_size(DataFormat p_format);
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static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
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uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
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static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
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static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmap, uint32_t *r_blockw = NULL, uint32_t *r_blockh = NULL);
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static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
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/***************************/
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/**** ID INFRASTRUCTURE ****/
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/***************************/
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// Everything is exposed to the user
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// as IDs instead of pointers. This
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// has a negligible CPU performance
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// impact (Open Addressing is used to
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// improve cache efficiency), but
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// makes sure the user can't screw up
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// by providing a safety layer.
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enum IDType {
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ID_TYPE_TEXTURE,
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ID_TYPE_FRAMEBUFFER_FORMAT,
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ID_TYPE_FRAMEBUFFER,
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ID_TYPE_SAMPLER,
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ID_TYPE_VERTEX_DESCRIPTION,
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ID_TYPE_VERTEX_BUFFER,
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ID_TYPE_INDEX_BUFFER,
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ID_TYPE_VERTEX_ARRAY,
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ID_TYPE_INDEX_ARRAY,
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ID_TYPE_SHADER,
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ID_TYPE_UNIFORM_BUFFER,
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ID_TYPE_STORAGE_BUFFER,
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ID_TYPE_TEXTURE_BUFFER,
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ID_TYPE_UNIFORM_SET,
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ID_TYPE_RENDER_PIPELINE,
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ID_TYPE_DRAW_LIST_THREAD_CONTEXT,
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ID_TYPE_DRAW_LIST,
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ID_TYPE_SPLIT_DRAW_LIST,
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ID_TYPE_MAX,
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ID_BASE_SHIFT = 58 //5 bits for ID types
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};
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VkDevice device;
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// this is meant to be fast, not flexible
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// so never keep pointers to the elements
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// inside this structure
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template <class T, IDType id_type>
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class ID_Pool {
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ID counter;
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OAHashMap<ID, T> map;
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public:
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ID make_id(const T &p_instance) {
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ID new_id = (ID(id_type) << ID_BASE_SHIFT) + counter;
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counter++;
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map.insert(new_id, p_instance);
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return new_id;
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}
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bool owns(ID p_id) const {
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if (p_id <= 0 || (p_id >> ID_BASE_SHIFT) != id_type) {
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return false;
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}
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return map.has(p_id);
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}
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T *getornull(ID p_id) const {
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if (p_id <= 0 || (p_id >> ID_BASE_SHIFT) != id_type) {
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return NULL;
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}
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return map.lookup_ptr(p_id);
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}
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void free(ID p_id) {
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ERR_FAIL_COND(p_id <= 0 || (p_id >> ID_BASE_SHIFT) != id_type);
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map.remove(p_id);
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}
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ID_Pool() {
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counter = 1;
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}
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};
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Map<ID, Set<ID> > dependency_map; //IDs to IDs that depend on it
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Map<ID, Set<ID> > reverse_dependency_map; //same as above, but in reverse
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void _add_dependency(ID p_id, ID p_depends_on);
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void _free_dependencies(ID p_id);
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/*****************/
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/**** TEXTURE ****/
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/*****************/
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// In Vulkan, the concept of textures does not exist,
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// intead there is the image (the memory prety much,
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// the view (how the memory is interpreted) and the
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// sampler (how it's sampled from the shader).
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//
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// Texture here includes the first two stages, but
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// It's possible to create textures sharing the image
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// but with different views. The main use case for this
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// is textures that can be read as both SRGB/Linear,
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// or slices of a texture (a mipmap, a layer, a 3D slice)
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// for a framebuffer to render into it.
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struct Texture {
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VkImage image;
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VmaAllocation allocation;
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VmaAllocationInfo allocation_info;
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VkImageView view;
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TextureType type;
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DataFormat format;
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TextureSamples samples;
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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uint32_t layers;
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uint32_t mipmaps;
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uint32_t usage_flags;
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VkImageLayout bound_layout; //layout used for reading
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VkImageLayout reading_layout; //layout used for reading
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uint32_t aspect_mask;
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bool bound; //bound to framebffer
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ID owner;
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};
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ID_Pool<Texture, ID_TYPE_TEXTURE> texture_owner;
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uint32_t texture_upload_region_size_px;
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/*****************/
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/**** SAMPLER ****/
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/*****************/
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ID_Pool<VkSampler, ID_TYPE_SAMPLER> sampler_owner;
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/***************************/
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/**** BUFFER MANAGEMENT ****/
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/***************************/
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// These are temporary buffers on CPU memory that hold
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// the information until the CPU fetches it and places it
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// either on GPU buffers, or images (textures). It ensures
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// updates are properly synchronized with whathever the
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// GPU is doing.
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//
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// The logic here is as follows, only 3 of these
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// blocks are created at the beginning (one per frame)
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// they can each belong to a frame (assigned to current when
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// used) and they can only be reused after the same frame is
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// recycled.
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//
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// When CPU requires to allocate more than what is available,
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// more of these buffers are created. If a limit is reached,
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// then a fence will ensure will wait for blocks allocated
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// in previous frames are processed. If that fails, then
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// another fence will ensure everything pending for the current
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// frame is processed (effectively stalling).
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//
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// See the comments in the code to understand better how it works.
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struct StagingBufferBlock {
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VkBuffer buffer;
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VmaAllocation allocation;
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uint64_t frame_used;
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uint32_t fill_amount;
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};
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Vector<StagingBufferBlock> staging_buffer_blocks;
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int staging_buffer_current;
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uint32_t staging_buffer_block_size;
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uint64_t staging_buffer_max_size;
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bool staging_buffer_used;
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Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true, bool p_on_draw_command_buffer = false);
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Error _insert_staging_block();
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struct Buffer {
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uint32_t size;
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VkBuffer buffer;
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VmaAllocation allocation;
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VkDescriptorBufferInfo buffer_info; //used for binding
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Buffer() {
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size = 0;
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buffer = NULL;
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allocation = NULL;
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}
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};
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Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mapping);
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Error _buffer_free(Buffer *p_buffer);
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Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_buffer = false, uint32_t p_required_align = 32);
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/*********************/
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/**** FRAMEBUFFER ****/
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/*********************/
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// In Vulkan, framebuffers work similar to how they
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// do in OpenGL, with the exception that
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// the "format" (vkRenderPass) is not dynamic
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// and must be more or less the same as the one
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// used for the render pipelines.
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struct FramebufferFormatKey {
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Vector<AttachmentFormat> attachments;
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bool operator<(const FramebufferFormatKey &p_key) const {
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int as = attachments.size();
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int bs = p_key.attachments.size();
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if (as != bs) {
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return as < bs;
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}
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const AttachmentFormat *af_a = attachments.ptr();
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const AttachmentFormat *af_b = p_key.attachments.ptr();
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for (int i = 0; i < as; i++) {
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const AttachmentFormat &a = af_a[i];
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const AttachmentFormat &b = af_b[i];
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if (a.format != b.format) {
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return a.format < b.format;
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}
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if (a.samples != b.samples) {
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return a.samples < b.samples;
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}
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if (a.usage_flags != b.usage_flags) {
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return a.usage_flags < b.usage_flags;
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}
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}
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return false; //equal
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}
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};
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VkRenderPass _render_pass_create(const Vector<AttachmentFormat> &p_format, InitialAction p_initial_action, FinalAction p_final_action, int *r_color_attachment_count = NULL);
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// This is a cache and it's never freed, it ensures
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// IDs for a given format are always unique.
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Map<FramebufferFormatKey, ID> framebuffer_format_cache;
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struct FramebufferFormat {
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const Map<FramebufferFormatKey, ID>::Element *E;
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VkRenderPass render_pass; //here for constructing shaders, never used, see section (7.2. Render Pass Compatibility from Vulkan spec)
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int color_attachments; //used for pipeline validation
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};
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Map<ID, FramebufferFormat> framebuffer_formats;
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struct Framebuffer {
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ID format_id;
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struct VersionKey {
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InitialAction initial_action;
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FinalAction final_action;
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bool operator<(const VersionKey &p_key) const {
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if (initial_action == p_key.initial_action) {
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return final_action < p_key.final_action;
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} else {
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return initial_action < p_key.initial_action;
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}
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}
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};
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Vector<ID> texture_ids;
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struct Version {
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VkFramebuffer framebuffer;
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VkRenderPass render_pass; //this one is owned
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};
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Map<VersionKey, Version> framebuffers;
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Size2 size;
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};
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ID_Pool<Framebuffer, ID_TYPE_FRAMEBUFFER> framebuffer_owner;
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/***********************/
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/**** VERTEX BUFFER ****/
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/***********************/
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// Vertex buffers in Vulkan are similar to how
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// they work in OpenGL, except that instead of
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// an attribtue index, there is a buffer binding
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// index (for binding the buffers in real-time)
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// and a location index (what is used in the shader).
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//
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// This mapping is done here internally, and it's not
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// exposed.
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ID_Pool<Buffer, ID_TYPE_VERTEX_BUFFER> vertex_buffer_owner;
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struct VertexDescriptionKey {
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Vector<VertexDescription> vertex_descriptions;
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int buffer_count;
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bool operator<(const VertexDescriptionKey &p_key) const {
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if (buffer_count != p_key.buffer_count) {
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return buffer_count < p_key.buffer_count;
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}
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if (vertex_descriptions.size() != p_key.vertex_descriptions.size()) {
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return vertex_descriptions.size() < p_key.vertex_descriptions.size();
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} else {
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int vdc = vertex_descriptions.size();
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const VertexDescription *a_ptr = vertex_descriptions.ptr();
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const VertexDescription *b_ptr = p_key.vertex_descriptions.ptr();
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for (int i = 0; i < vdc; i++) {
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const VertexDescription &a = a_ptr[i];
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const VertexDescription &b = b_ptr[i];
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if (a.location != b.location) {
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return a.location < b.location;
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}
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if (a.offset != b.offset) {
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return a.offset < b.offset;
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}
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if (a.format != b.format) {
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return a.format < b.format;
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}
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if (a.stride != b.stride) {
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return a.stride < b.stride;
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}
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return a.frequency < b.frequency;
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}
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return false; //they are equal
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}
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}
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};
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// This is a cache and it's never freed, it ensures that
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// ID used for a specific format always remain the same.
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Map<VertexDescriptionKey, ID> vertex_description_cache;
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struct VertexDescriptionCache {
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const Map<VertexDescriptionKey, ID>::Element *E;
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VkVertexInputBindingDescription *bindings;
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VkVertexInputAttributeDescription *attributes;
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VkPipelineVertexInputStateCreateInfo create_info;
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};
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Map<ID, VertexDescriptionCache> vertex_descriptions;
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struct VertexArray {
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ID buffer;
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ID description;
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int vertex_count;
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uint32_t max_instances_allowed;
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Vector<VkBuffer> buffers; //not owned, just referenced
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Vector<VkDeviceSize> offsets;
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};
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ID_Pool<VertexArray, ID_TYPE_VERTEX_ARRAY> vertex_array_owner;
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struct IndexBuffer : public Buffer {
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uint32_t max_index; //used for validation
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uint32_t index_count;
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VkIndexType index_type;
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bool supports_restart_indices;
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};
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ID_Pool<IndexBuffer, ID_TYPE_INDEX_BUFFER> index_buffer_owner;
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struct IndexArray {
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uint32_t max_index; //remember the maximum index here too, for validation
|
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VkBuffer buffer; //not owned, inherited from index buffer
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uint32_t offset;
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uint32_t indices;
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VkIndexType index_type;
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bool supports_restart_indices;
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};
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ID_Pool<IndexArray, ID_TYPE_INDEX_ARRAY> index_array_owner;
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||
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/****************/
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||
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/**** SHADER ****/
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||
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/****************/
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||
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|
||
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// Shaders in Vulkan are just pretty much
|
||
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// precompiled blocks of SPIR-V bytecode. They
|
||
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// are most likely not really compiled to host
|
||
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// assembly until a pipeline is created.
|
||
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//
|
||
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// When supplying the shaders, this implementation
|
||
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// will use the reflection abilities of glslang to
|
||
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// understand and cache everything required to
|
||
|
// create and use the descriptor sets (Vulkan's
|
||
|
// biggest pain).
|
||
|
//
|
||
|
// Additionally, hashes are created for every set
|
||
|
// to do quick validation and ensuring the user
|
||
|
// does not submit something invalid.
|
||
|
|
||
|
struct Shader {
|
||
|
|
||
|
struct UniformInfo {
|
||
|
UniformType type;
|
||
|
int binding;
|
||
|
uint32_t stages;
|
||
|
int length; //size of arrays (in total elements), or ubos (in bytes * total elements)
|
||
|
bool operator<(const UniformInfo &p_info) const {
|
||
|
if (type != p_info.type) {
|
||
|
return type < p_info.type;
|
||
|
}
|
||
|
if (binding != p_info.binding) {
|
||
|
return binding < p_info.binding;
|
||
|
}
|
||
|
if (stages != p_info.stages) {
|
||
|
return stages < p_info.stages;
|
||
|
}
|
||
|
return length < p_info.length;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
struct Set {
|
||
|
|
||
|
Vector<UniformInfo> uniform_info;
|
||
|
VkDescriptorSetLayout descriptor_set_layout;
|
||
|
};
|
||
|
|
||
|
Vector<int> vertex_input_locations; //inputs used, this is mostly for validation
|
||
|
int fragment_outputs;
|
||
|
|
||
|
int max_output;
|
||
|
Vector<Set> sets;
|
||
|
Vector<uint32_t> set_hashes;
|
||
|
Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
|
||
|
VkPipelineLayout pipeline_layout;
|
||
|
};
|
||
|
|
||
|
bool _uniform_add_binding(Vector<Vector<VkDescriptorSetLayoutBinding> > &bindings, Vector<Vector<Shader::UniformInfo> > &uniform_infos, const glslang::TObjectReflection &reflection, RenderingDevice::ShaderStage p_stage, String *r_error);
|
||
|
|
||
|
ID_Pool<Shader, ID_TYPE_SHADER> shader_owner;
|
||
|
|
||
|
/******************/
|
||
|
/**** UNIFORMS ****/
|
||
|
/******************/
|
||
|
|
||
|
// Descriptor sets require allocation from a pool.
|
||
|
// The documentation on how to use pools properly
|
||
|
// is scarce, and the documentation is strange.
|
||
|
//
|
||
|
// Basically, you can mix and match pools as you
|
||
|
// like, but you'll run into fragmentation issues.
|
||
|
// Because of this, the recommended approach is to
|
||
|
// create a a pool for every descriptor set type,
|
||
|
// as this prevents fragmentation.
|
||
|
//
|
||
|
// This is implemented here as a having a list of
|
||
|
// pools (each can contain up to 64 sets) for each
|
||
|
// set layout. The amount of sets for each type
|
||
|
// is used as the key.
|
||
|
|
||
|
enum {
|
||
|
MAX_DESCRIPTOR_POOL_ELEMENT = 65535
|
||
|
};
|
||
|
|
||
|
struct DescriptorPoolKey {
|
||
|
union {
|
||
|
struct {
|
||
|
uint16_t uniform_type[UNIFORM_TYPE_MAX]; //using 16 bits because, for sending arrays, each element is a pool set.
|
||
|
};
|
||
|
struct {
|
||
|
uint64_t key1;
|
||
|
uint64_t key2;
|
||
|
uint64_t key3;
|
||
|
};
|
||
|
};
|
||
|
bool operator<(const DescriptorPoolKey &p_key) const {
|
||
|
if (key1 != p_key.key1) {
|
||
|
return key1 < p_key.key1;
|
||
|
}
|
||
|
if (key2 != p_key.key2) {
|
||
|
return key2 < p_key.key2;
|
||
|
}
|
||
|
|
||
|
return key3 < p_key.key3;
|
||
|
}
|
||
|
DescriptorPoolKey() {
|
||
|
key1 = 0;
|
||
|
key2 = 0;
|
||
|
key3 = 0;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
struct DescriptorPool {
|
||
|
VkDescriptorPool pool;
|
||
|
uint32_t usage;
|
||
|
};
|
||
|
|
||
|
Map<DescriptorPoolKey, Set<DescriptorPool *> > descriptor_pools;
|
||
|
uint32_t max_descriptors_per_pool;
|
||
|
|
||
|
DescriptorPool *_descriptor_pool_allocate(const DescriptorPoolKey &p_key);
|
||
|
void _descriptor_pool_free(const DescriptorPoolKey &p_key, DescriptorPool *p_pool);
|
||
|
|
||
|
ID_Pool<Buffer, ID_TYPE_UNIFORM_BUFFER> uniform_buffer_owner;
|
||
|
ID_Pool<Buffer, ID_TYPE_STORAGE_BUFFER> storage_buffer_owner;
|
||
|
|
||
|
//texture buffer needs a view
|
||
|
struct TextureBuffer {
|
||
|
Buffer buffer;
|
||
|
VkBufferView view;
|
||
|
};
|
||
|
|
||
|
ID_Pool<TextureBuffer, ID_TYPE_TEXTURE_BUFFER> texture_buffer_owner;
|
||
|
|
||
|
// This structure contains the descriptor set. They _need_ to be allocated
|
||
|
// for a shader (and will be erased when this shader is erased), but should
|
||
|
// work for other shaders as long as the hash matches. This covers using
|
||
|
// them in shader variants.
|
||
|
//
|
||
|
// Keep also in mind that you can share buffers between descriptor sets, so
|
||
|
// the above restriction is not too serious.
|
||
|
|
||
|
struct UniformSet {
|
||
|
uint32_t hash;
|
||
|
ID shader_id;
|
||
|
DescriptorPool *pool;
|
||
|
DescriptorPoolKey pool_key;
|
||
|
VkDescriptorSet descriptor_set;
|
||
|
VkPipelineLayout pipeline_layout; //not owned, inherited from shader
|
||
|
Vector<ID> textures;
|
||
|
};
|
||
|
|
||
|
ID_Pool<UniformSet, ID_TYPE_UNIFORM_SET> uniform_set_owner;
|
||
|
|
||
|
/*******************/
|
||
|
/**** PIPELINES ****/
|
||
|
/*******************/
|
||
|
|
||
|
// Render pipeline contains ALL the
|
||
|
// information required for drawing.
|
||
|
// This includes all the rasterizer state
|
||
|
// as well as shader used, framebuffer format,
|
||
|
// etc.
|
||
|
// While the pipeline is just a single object
|
||
|
// (VkPipeline) a lot of values are also saved
|
||
|
// here to do validation (vulkan does none by
|
||
|
// default) and warn the user if something
|
||
|
// was not supplied as intended.
|
||
|
|
||
|
struct RenderPipeline {
|
||
|
//Cached values for validation
|
||
|
ID framebuffer_format;
|
||
|
uint32_t dynamic_state;
|
||
|
ID vertex_format;
|
||
|
bool uses_restart_indices;
|
||
|
uint32_t primitive_minimum;
|
||
|
uint32_t primitive_divisor;
|
||
|
Vector<uint32_t> set_hashes;
|
||
|
//Actual pipeline
|
||
|
VkPipeline pipeline;
|
||
|
};
|
||
|
|
||
|
ID_Pool<RenderPipeline, ID_TYPE_RENDER_PIPELINE> pipeline_owner;
|
||
|
|
||
|
/*******************/
|
||
|
/**** DRAW LIST ****/
|
||
|
/*******************/
|
||
|
|
||
|
// Draw list contains both the command buffer
|
||
|
// used for drawing as well as a LOT of
|
||
|
// information used for validation. This
|
||
|
// validation is cheap so most of it can
|
||
|
// also run in release builds.
|
||
|
|
||
|
// When using split command lists, this is
|
||
|
// implemented internally using secondary command
|
||
|
// buffers. As they can be created in threads,
|
||
|
// each needs it's own command pool.
|
||
|
|
||
|
struct SplitDrawListAllocator {
|
||
|
VkCommandPool command_pool;
|
||
|
Vector<VkCommandBuffer> command_buffers; //one for each frame
|
||
|
};
|
||
|
|
||
|
Vector<SplitDrawListAllocator> split_draw_list_allocators;
|
||
|
|
||
|
struct DrawList {
|
||
|
|
||
|
VkCommandBuffer command_buffer; //if persistent, this is owned, otherwise it's shared with the ringbuffer
|
||
|
|
||
|
struct Validation {
|
||
|
bool active; //means command buffer was not closes, so you can keep adding things
|
||
|
ID framebuffer_format;
|
||
|
//actual render pass values
|
||
|
uint32_t dynamic_state;
|
||
|
ID vertex_format; //INVALID_ID if not set
|
||
|
uint32_t vertex_array_size; //0 if not set
|
||
|
uint32_t vertex_max_instances_allowed;
|
||
|
bool index_buffer_uses_restart_indices;
|
||
|
uint32_t index_array_size; //0 if index buffer not set
|
||
|
uint32_t index_array_max_index;
|
||
|
uint32_t index_array_offset;
|
||
|
Vector<uint32_t> set_hashes;
|
||
|
//last pipeline set values
|
||
|
bool pipeline_active;
|
||
|
uint32_t pipeline_dynamic_state;
|
||
|
ID pipeline_vertex_format;
|
||
|
bool pipeline_uses_restart_indices;
|
||
|
uint32_t pipeline_primitive_divisor;
|
||
|
uint32_t pipeline_primitive_minimum;
|
||
|
Vector<uint32_t> pipeline_set_hashes;
|
||
|
|
||
|
Validation() {
|
||
|
active = true;
|
||
|
dynamic_state = 0;
|
||
|
vertex_format = INVALID_ID;
|
||
|
vertex_array_size = INVALID_ID;
|
||
|
vertex_max_instances_allowed = 0xFFFFFFFF;
|
||
|
framebuffer_format = INVALID_ID;
|
||
|
index_array_size = 0; //not sent
|
||
|
index_array_max_index = 0; //not set
|
||
|
index_buffer_uses_restart_indices = false;
|
||
|
|
||
|
//pipeline state initalize
|
||
|
pipeline_active = false;
|
||
|
pipeline_dynamic_state = 0;
|
||
|
pipeline_vertex_format = INVALID_ID;
|
||
|
pipeline_uses_restart_indices = false;
|
||
|
}
|
||
|
} validation;
|
||
|
};
|
||
|
|
||
|
DrawList *draw_list; //one for regular draw lists, multiple for split.
|
||
|
uint32_t draw_list_count;
|
||
|
bool draw_list_split;
|
||
|
Vector<ID> draw_list_bound_textures;
|
||
|
bool draw_list_unbind_textures;
|
||
|
|
||
|
Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_action, FinalAction p_final_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass);
|
||
|
Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Color> &p_clear_colors, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents);
|
||
|
_FORCE_INLINE_ DrawList *_get_draw_list_ptr(ID p_id);
|
||
|
|
||
|
/**************************/
|
||
|
/**** FRAME MANAGEMENT ****/
|
||
|
/**************************/
|
||
|
|
||
|
// This is the frame structure. There are normally
|
||
|
// 3 of these (used for triple buffering), or 2
|
||
|
// (double buffering). They are cycled constantly.
|
||
|
//
|
||
|
// It contains two command buffers, one that is
|
||
|
// used internally for setting up (creating stuff)
|
||
|
// and another used mostly for drawing.
|
||
|
//
|
||
|
// They also contains a list of things that need
|
||
|
// to be disposed of when deleted, which can't
|
||
|
// happen immediately due to the asynchronous
|
||
|
// nature of the GPU. They will get deleted
|
||
|
// when the frame is cycled.
|
||
|
|
||
|
struct Frame {
|
||
|
//list in usage order, from last to free to first to free
|
||
|
List<Buffer> buffers_to_dispose_of;
|
||
|
List<Texture> textures_to_dispose_of;
|
||
|
List<Framebuffer> framebuffers_to_dispose_of;
|
||
|
List<VkSampler> samplers_to_dispose_of;
|
||
|
List<Shader> shaders_to_dispose_of;
|
||
|
List<VkBufferView> buffer_views_to_dispose_of;
|
||
|
List<UniformSet> uniform_sets_to_dispose_of;
|
||
|
List<RenderPipeline> pipelines_to_dispose_of;
|
||
|
|
||
|
VkCommandPool command_pool;
|
||
|
VkCommandBuffer setup_command_buffer; //used at the begining of every frame for set-up
|
||
|
VkCommandBuffer draw_command_buffer; //used at the begining of every frame for set-up
|
||
|
};
|
||
|
|
||
|
Frame *frames; //frames available, they are cycled (usually 3)
|
||
|
int frame; //current frame
|
||
|
int frame_count; //total amount of frames
|
||
|
uint64_t frames_drawn;
|
||
|
|
||
|
void _free_pending_resources();
|
||
|
|
||
|
VmaAllocator allocator;
|
||
|
|
||
|
VulkanContext *context;
|
||
|
|
||
|
void _free_internal(ID p_id);
|
||
|
|
||
|
public:
|
||
|
virtual ID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<PoolVector<uint8_t> > &p_data = Vector<PoolVector<uint8_t> >());
|
||
|
virtual ID texture_create_shared(const TextureView &p_view, ID p_with_texture);
|
||
|
virtual Error texture_update(ID p_texture, uint32_t p_mipmap, uint32_t p_layer, const PoolVector<uint8_t> &p_data, bool p_sync_with_draw = false);
|
||
|
|
||
|
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, TextureUsageBits p_usage) const;
|
||
|
|
||
|
/*********************/
|
||
|
/**** FRAMEBUFFER ****/
|
||
|
/*********************/
|
||
|
|
||
|
ID framebuffer_format_create(const Vector<AttachmentFormat> &p_format);
|
||
|
|
||
|
virtual ID framebuffer_create(const Vector<ID> &p_texture_attachments, ID p_format_check = INVALID_ID);
|
||
|
|
||
|
virtual ID framebuffer_get_format(ID p_framebuffer);
|
||
|
|
||
|
/*****************/
|
||
|
/**** SAMPLER ****/
|
||
|
/*****************/
|
||
|
|
||
|
virtual ID sampler_create(const SamplerState &p_state);
|
||
|
|
||
|
/**********************/
|
||
|
/**** VERTEX ARRAY ****/
|
||
|
/**********************/
|
||
|
|
||
|
virtual ID vertex_buffer_create(uint32_t p_size_bytes, const PoolVector<uint8_t> &p_data = PoolVector<uint8_t>());
|
||
|
|
||
|
// Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated
|
||
|
virtual ID vertex_description_create(const Vector<VertexDescription> &p_vertex_descriptions);
|
||
|
virtual ID vertex_array_create(uint32_t p_vertex_count, ID p_vertex_description, const Vector<ID> &p_src_buffers);
|
||
|
|
||
|
virtual ID index_buffer_create(uint32_t p_size_indices, IndexBufferFormat p_format, const PoolVector<uint8_t> &p_data = PoolVector<uint8_t>(), bool p_use_restart_indices = false);
|
||
|
|
||
|
virtual ID index_array_create(ID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
|
||
|
|
||
|
/****************/
|
||
|
/**** SHADER ****/
|
||
|
/****************/
|
||
|
|
||
|
virtual ID shader_create_from_source(const Vector<ShaderStageSource> &p_stages, String *r_error = NULL, bool p_allow_cache = true);
|
||
|
|
||
|
/*****************/
|
||
|
/**** UNIFORM ****/
|
||
|
/*****************/
|
||
|
|
||
|
virtual ID uniform_buffer_create(uint32_t p_size_bytes, const PoolVector<uint8_t> &p_data = PoolVector<uint8_t>());
|
||
|
virtual ID storage_buffer_create(uint32_t p_size_bytes, const PoolVector<uint8_t> &p_data = PoolVector<uint8_t>());
|
||
|
virtual ID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const PoolVector<uint8_t> &p_data = PoolVector<uint8_t>());
|
||
|
|
||
|
virtual ID uniform_set_create(const Vector<Uniform> &p_uniforms, ID p_shader, uint32_t p_shader_set);
|
||
|
|
||
|
virtual Error buffer_update(ID p_buffer, uint32_t p_offset, uint32_t p_size, void *p_data, bool p_sync_with_draw = false); //works for any buffer
|
||
|
|
||
|
/*************************/
|
||
|
/**** RENDER PIPELINE ****/
|
||
|
/*************************/
|
||
|
|
||
|
virtual ID render_pipeline_create(ID p_shader, ID p_framebuffer_format, ID p_vertex_description, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
|
||
|
|
||
|
/****************/
|
||
|
/**** SCREEN ****/
|
||
|
/****************/
|
||
|
|
||
|
virtual int screen_get_width(int p_screen = 0) const;
|
||
|
virtual int screen_get_height(int p_screen = 0) const;
|
||
|
virtual ID screen_get_framebuffer_format() const;
|
||
|
|
||
|
/********************/
|
||
|
/**** DRAW LISTS ****/
|
||
|
/********************/
|
||
|
|
||
|
virtual ID draw_list_begin_for_screen(int p_screen = 0, const Color &p_clear_color = Color());
|
||
|
virtual ID draw_list_begin(ID p_framebuffer, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Color> &p_clear_colors = Vector<Color>(), const Rect2 &p_region = Rect2());
|
||
|
virtual Error draw_list_begin_split(ID p_framebuffer, uint32_t p_splits, ID *r_split_ids, InitialAction p_initial_action, FinalAction p_final_action, const Vector<Color> &p_clear_colors = Vector<Color>(), const Rect2 &p_region = Rect2());
|
||
|
|
||
|
virtual void draw_list_bind_render_pipeline(ID p_list, ID p_render_pipeline);
|
||
|
virtual void draw_list_bind_uniform_set(ID p_list, ID p_uniform_set, uint32_t p_index);
|
||
|
virtual void draw_list_bind_vertex_array(ID p_list, ID p_vertex_array);
|
||
|
virtual void draw_list_bind_index_array(ID p_list, ID p_index_array);
|
||
|
|
||
|
virtual void draw_list_draw(ID p_list, bool p_use_indices, uint32_t p_instances = 1);
|
||
|
|
||
|
virtual void draw_list_enable_scissor(ID p_list, const Rect2 &p_rect);
|
||
|
virtual void draw_list_disable_scissor(ID p_list);
|
||
|
|
||
|
virtual void draw_list_end();
|
||
|
|
||
|
virtual void free(ID p_id);
|
||
|
|
||
|
/**************/
|
||
|
/**** FREE ****/
|
||
|
/**************/
|
||
|
|
||
|
void initialize(VulkanContext *p_context);
|
||
|
void finalize();
|
||
|
|
||
|
void finalize_frame();
|
||
|
void advance_frame();
|
||
|
|
||
|
RenderingDeviceVulkan();
|
||
|
};
|
||
|
|
||
|
#endif // RENDERING_DEVICE_VULKAN_H
|