#ifndef HGL_GRAPH_RENDER_SURFACE_INCLUDE #define HGL_GRAPH_RENDER_SURFACE_INCLUDE #include #include #include #include #include #include #include #include #include VK_NAMESPACE_BEGIN class Device { DeviceAttribute *attr; SubmitQueue *textureSQ; CommandBuffer *texture_cmd_buf; Swapchain *swapchain; SwapchainRenderTarget *swapchainRT; private: friend Device *CreateRenderDevice(VkInstance inst,const PhysicalDevice *physical_device,VkSurfaceKHR surface,const VkExtent2D &extent); Device(DeviceAttribute *da); public: virtual ~Device(); operator VkDevice () {return attr->device;} DeviceAttribute * GetDeviceAttribute () {return attr;} 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;} Swapchain * GetSwapchain () {return swapchain;} 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);} 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); 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) 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) { 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, 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, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL); } 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); 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); Sampler *CreateSampler(VkSamplerCreateInfo *); ShaderModuleManage *CreateShaderModuleManage(); public: //Command Buffer 相关 CommandBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count); bool CreateAttachment( List &ref_list, List &desc_list, const List &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 &ref_list,List &desc_list,const List &color_format,const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)const; bool CreateDepthAttachment( List &ref_list,List &desc_list,const VkFormat &depth_format,const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const; void CreateSubpassDependency(List &dependency,const uint32_t count)const; void CreateSubpassDescription(VkSubpassDescription &,const List &)const; RenderPass * CreateRenderPass( const List &desc_list, const List &subpass, const List &dependency, const List &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; Fence * CreateFence(bool); vulkan::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 *); };//class Device Device *CreateRenderDevice(Instance *inst,Window *win,const PhysicalDevice *physical_device=nullptr); VK_NAMESPACE_END #endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE