ULRE/inc/hgl/graph/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<hgl/type/BaseString.h>
#include<hgl/type/Map.h>
#include<hgl/platform/Window.h>
#include<hgl/graph/vulkan/VK.h>
#include<hgl/graph/vulkan/VKDeviceAttribute.h>
#include<hgl/graph/vulkan/VKSwapchain.h>
#include<hgl/graph/vulkan/VKRenderTarget.h>
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#include<hgl/graph/VertexBufferCreater.h>
VK_NAMESPACE_BEGIN
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class Device
{
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DeviceAttribute *attr;
Fence *texture_fence;
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VkSubmitInfo texture_submit_info;
CommandBuffer *texture_cmd_buf;
Swapchain *swapchain;
SwapchainRenderTarget *swapchainRT;
private:
friend Device *CreateRenderDevice(VkInstance inst,const PhysicalDevice *physical_device,VkSurfaceKHR surface,const VkExtent2D &extent);
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Device(DeviceAttribute *da);
public:
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virtual ~Device();
operator VkDevice () {return attr->device;}
DeviceAttribute * GetDeviceAttribute () {return attr;}
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VkSurfaceKHR GetSurface () {return attr->surface;}
VkDevice GetDevice () {return attr->device;}
const PhysicalDevice * GetPhysicalDevice ()const {return attr->physical_device;}
VkDescriptorPool GetDescriptorPool () {return attr->desc_pool;}
VkPipelineCache GetPipelineCache () {return attr->pipeline_cache;}
const VkFormat GetSurfaceFormat ()const {return attr->format;}
VkQueue GetGraphicsQueue () {return attr->graphics_queue;}
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Swapchain * GetSwapchain () {return swapchain;}
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SwapchainRenderTarget * GetSwapchainRT () {return swapchainRT;}
public:
bool Resize (const VkExtent2D &);
bool Resize (const uint32_t &w,const uint32_t &h)
{
VkExtent2D extent={w,h};
return Resize(extent);
}
public: //内存相关
Memory *Device::CreateMemory(const VkMemoryRequirements &,uint32_t properties);
public: //Buffer相关
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);}
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VertexBuffer * CreateVBO(const VertexBufferCreater *vbc,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(vbc->GetDataType(),vbc->GetCount(),vbc->GetData(),sharing_mode);}
IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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IndexBuffer * CreateIBO16(uint32_t count,const uint16 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,(void *)data,sharing_mode);}
IndexBuffer * CreateIBO32(uint32_t count,const uint32 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,(void *)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
public: //material相关
Texture2D *CreateTexture2D(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout);
Texture2D *CreateTexture2DColor(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
Texture2D *CreateTexture2DDepth(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
Texture2D *CreateAttachmentTexture(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout)
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{
return CreateTexture2D(video_format,width,height,aspectMask,usage|VK_IMAGE_USAGE_SAMPLED_BIT,image_layout);
}
Texture2D *CreateAttachmentTextureColor(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateAttachmentTexture( video_format,width,height,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
Texture2D *CreateAttachmentTextureDepth(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateAttachmentTexture( video_format,width,height,
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VK_IMAGE_ASPECT_DEPTH_BIT,//|VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT|VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
}
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Texture2D *CreateTexture2D( const VkFormat video_format,Buffer *buf,uint32_t width,uint32_t height,
const VkImageAspectFlags aspectMask =VK_IMAGE_ASPECT_COLOR_BIT,
const uint usage =VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
const VkImageLayout image_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
Texture2D *CreateTexture2D( const VkFormat video_format,void *data,uint32_t width,uint32_t height,uint32_t size,
const VkImageAspectFlags aspectMask =VK_IMAGE_ASPECT_COLOR_BIT,
const uint usage =VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
const VkImageLayout image_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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bool ChangeTexture2D(Texture2D *,Buffer *buf,uint32_t left,uint32_t top,uint32_t width,uint32_t height);
bool ChangeTexture2D(Texture2D *,void *data,uint32_t left,uint32_t top,uint32_t width,uint32_t height,uint32_t size);
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Sampler *CreateSampler(VkSamplerCreateInfo *);
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ShaderModuleManage *CreateShaderModuleManage();
public: //Command Buffer 相关
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CommandBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count);
bool CreateAttachment( List<VkAttachmentReference> &ref_list,
List<VkAttachmentDescription> &desc_list,
const List<VkFormat> &color_format,
const VkFormat depth_format,
const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
bool CreateColorAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const List<VkFormat> &color_format,const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)const;
bool CreateDepthAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachmentDescription> &desc_list,const VkFormat &depth_format,const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
void CreateSubpassDependency(List<VkSubpassDependency> &dependency,const uint32_t count)const;
void CreateSubpassDescription(VkSubpassDescription &,const List<VkAttachmentReference> &)const;
RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
const List<VkSubpassDescription> &subpass,
const List<VkSubpassDependency> &dependency,
const List<VkFormat> &color_format,
const VkFormat depth_format,
const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
RenderPass * CreateRenderPass( const VkFormat color_format,
const VkFormat depth_format,
const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
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Fence * CreateFence(bool);
Semaphore * CreateSem();
public:
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
RenderTarget *CreateRenderTarget(Framebuffer *);
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};//class Device
VK_NAMESPACE_END
#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE