ULRE/example/Vulkan/VKDevice.h

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#ifndef HGL_GRAPH_RENDER_SURFACE_INCLUDE
#define HGL_GRAPH_RENDER_SURFACE_INCLUDE
#include<hgl/type/List.h>
#include"VK.h"
#include"Window.h"
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#include"VKDeviceAttribute.h"
#include"VKFramebuffer.h"
VK_NAMESPACE_BEGIN
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struct PhysicalDevice;
class Buffer;
class VertexBuffer;
class IndexBuffer;
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class CommandBuffer;
class RenderPass;
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class Fence;
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class Semaphore;
class ShaderModule;
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class Material;
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#define MAX_FRAMES_IN_FLIGHT 2
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class Device
{
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DeviceAttribute *attr;
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Semaphore *image_acquired_semaphore;
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Fence *draw_fence;
RenderPass *main_rp;
ObjectList<Framebuffer> main_fb;
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uint32_t current_frame;
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VkPresentInfoKHR present;
private:
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friend Device *CreateRenderDevice(VkInstance,const PhysicalDevice *,Window *);
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Device(DeviceAttribute *da);
public:
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virtual ~Device();
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operator VkDevice () {return attr->device;}
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VkSurfaceKHR GetSurface () {return attr->surface;}
VkDevice GetDevice () {return attr->device;}
const PhysicalDevice *GetPhysicalDevice ()const {return attr->physical_device;}
const VkExtent2D & GetExtent ()const {return attr->swapchain_extent;}
VkDescriptorPool GetDescriptorPool () {return attr->desc_pool;}
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VkPipelineCache GetPipelineCache () {return attr->pipeline_cache;}
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public:
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const uint32_t GetSwapChainImageCount ()const {return attr->sc_image_views.GetCount();}
ImageView *GetColorImageView (int index) {return attr->sc_image_views[index];}
ImageView *GetDepthImageView () {return attr->depth.view;}
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const uint32_t GetCurrentFrameIndices () {return current_frame;}
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RenderPass * GetRenderPass () {return main_rp;}
Framebuffer * GetFramebuffer (int index) {return main_fb[index];}
public:
Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateBuffer(buf_usage,size,nullptr,sharing_mode);}
VertexBuffer * CreateVBO(VkFormat format,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
VertexBuffer * CreateVBO(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(format,count,nullptr,sharing_mode);}
IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
IndexBuffer * CreateIBO16(uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,data,sharing_mode);}
IndexBuffer * CreateIBO32(uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,data,sharing_mode);}
IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(index_type,count,nullptr,sharing_mode);}
IndexBuffer * CreateIBO16(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,nullptr,sharing_mode);}
IndexBuffer * CreateIBO32(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,nullptr,sharing_mode);}
#define CREATE_BUFFER_OBJECT(LargeName,type) Buffer *Create##LargeName(VkDeviceSize size,void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size,data,sharing_mode);} \
Buffer *Create##LargeName(VkDeviceSize size,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size,nullptr,sharing_mode);}
CREATE_BUFFER_OBJECT(UBO,UNIFORM)
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CREATE_BUFFER_OBJECT(SSBO,STORAGE)
CREATE_BUFFER_OBJECT(INBO,INDIRECT)
#undef CREATE_BUFFER_OBJECT
ShaderModule * CreateShaderModule(const VkShaderStageFlagBits shader_stage_bit,const void *spv_data,const uint32_t spv_size);
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Material * CreateMaterial(Shader *);
CommandBuffer * CreateCommandBuffer();
RenderPass * CreateRenderPass(VkFormat color_format,VkFormat depth_format);
Fence * CreateFence();
Semaphore * CreateSem();
bool AcquireNextImage ();
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bool QueueSubmit (CommandBuffer *);
bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1);
bool QueuePresent ();
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};//class Device
VK_NAMESPACE_END
#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE