#ifndef HGL_GRAPH_RENDER_SURFACE_INCLUDE #define HGL_GRAPH_RENDER_SURFACE_INCLUDE #include #include #include #include #include #include #include VK_NAMESPACE_BEGIN struct PhysicalDevice; class Buffer; class VertexBuffer; class IndexBuffer; class CommandBuffer; class RenderPass; class Fence; class Semaphore; class ShaderModule; class ShaderModuleManage; class VertexShaderModule; class Material; #define MAX_FRAMES_IN_FLIGHT 2 class Device { DeviceAttribute *attr; Semaphore *image_acquired_semaphore; Fence *draw_fence; RenderPass *main_rp; ObjectList main_fb; uint32_t current_frame; VkPresentInfoKHR present; private: friend Device *CreateRenderDevice(VkInstance,const PhysicalDevice *,Window *); Device(DeviceAttribute *da); public: virtual ~Device(); operator VkDevice () {return attr->device;} 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;} VkPipelineCache GetPipelineCache () {return attr->pipeline_cache;} public: 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;} const uint32_t GetCurrentFrameIndices () {return current_frame;} RenderPass * GetRenderPass () {return main_rp;} Framebuffer * GetFramebuffer (int index) {return main_fb[index];} 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);} 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) CREATE_BUFFER_OBJECT(SSBO,STORAGE) CREATE_BUFFER_OBJECT(INBO,INDIRECT) #undef CREATE_BUFFER_OBJECT public: //material相关 ShaderModuleManage *CreateShaderModuleManage(); public: //Command Buffer 相关 CommandBuffer * CreateCommandBuffer(); RenderPass * CreateRenderPass(VkFormat color_format,VkFormat depth_format); Fence * CreateFence(); Semaphore * CreateSem(); public: //提交相关 bool AcquireNextImage (); bool QueueSubmit (const VkCommandBuffer *,const uint32_t count=1); bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); bool QueuePresent (); };//class Device VK_NAMESPACE_END #endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE