#ifndef HGL_GRAPH_VULKAN_COMMAND_BUFFER_INCLUDE #define HGL_GRAPH_VULKAN_COMMAND_BUFFER_INCLUDE #include #include #include VK_NAMESPACE_BEGIN //push constant 一般只有128/256字节,仅能存在矩阵。 //所以我们将每个对象的独立变换矩阵存在push constant中 class GPUCmdBuffer { protected: VkDevice device; VkCommandPool pool; VkCommandBuffer cmd_buf; public: GPUCmdBuffer(VkDevice dev,VkCommandPool cp,VkCommandBuffer cb); virtual ~GPUCmdBuffer(); operator VkCommandBuffer(){return cmd_buf;} operator const VkCommandBuffer()const{return cmd_buf;} operator const VkCommandBuffer *()const{return &cmd_buf;} bool Begin(); bool End(){return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);} };//class GPUCmdBuffer class RenderCommand:public GPUCmdBuffer { uint32_t cv_count; VkClearValue *clear_values; VkRect2D render_area; VkViewport viewport; float default_line_width; Framebuffer *fbo; RenderPassBeginInfo rp_begin; VkPipelineLayout pipeline_layout; void SetFBO(Framebuffer *); public: RenderCommand(VkDevice dev,VkCommandPool cp,VkCommandBuffer cb); ~RenderCommand(); void SetRenderArea(const VkRect2D &ra){render_area=ra;} void SetRenderArea(const VkExtent2D &); void SetViewport(const VkViewport &vp){viewport=vp;} void SetClearColor(uint32_t index,float r,float g,float b,float a=1.0f) { if(index>=cv_count)return; VkClearValue *cv=clear_values+index; cv->color.float32[0]=r; cv->color.float32[1]=g; cv->color.float32[2]=b; cv->color.float32[3]=a; } void SetClearDepthStencil(uint32_t index,float d=1.0f,float s=0) { if(index>=cv_count)return; VkClearValue *cv=clear_values+index; cv->depthStencil.depth=d; cv->depthStencil.stencil=s; } //以上设定在Begin开始后即不可改变 bool BindFramebuffer(RenderPass *rp,Framebuffer *fb); bool BeginRenderPass(); bool BindPipeline(Pipeline *p) { if(!p)return(false); vkCmdBindPipeline(cmd_buf,VK_PIPELINE_BIND_POINT_GRAPHICS,*p); return(true); } bool BindDescriptorSets(DescriptorSets *dsl) { if(!dsl)return(false); pipeline_layout=dsl->GetPipelineLayout(); vkCmdBindDescriptorSets(cmd_buf,VK_PIPELINE_BIND_POINT_GRAPHICS,pipeline_layout,0,1,dsl->GetDescriptorSets(),0,nullptr); return(true); } void PushConstants(ShaderStageBit shader_stage_bit,uint32_t offset,uint32_t size,const void *pValues) { vkCmdPushConstants(cmd_buf,pipeline_layout,(VkShaderStageFlagBits)shader_stage_bit,offset,size,pValues); } void PushConstants(const void *data,const uint32_t size){vkCmdPushConstants(cmd_buf,pipeline_layout,VK_SHADER_STAGE_VERTEX_BIT,0,size,data);} bool BindVAB(RenderableInstance *); void SetViewport (uint32_t first,uint32_t count,const VkViewport *vp) {vkCmdSetViewport(cmd_buf,first,count,vp);} void SetScissor (uint32_t first,uint32_t count,const VkRect2D *sci) {vkCmdSetScissor(cmd_buf,first,count,sci);} void SetLineWidth (float line_width) {vkCmdSetLineWidth(cmd_buf,line_width);} void SetDepthBias (float constant_factor,float clamp,float slope_factor) {vkCmdSetDepthBias(cmd_buf,constant_factor,clamp,slope_factor);} void SetDepthBounds (float min_db,float max_db) {vkCmdSetDepthBounds(cmd_buf,min_db,max_db);} void SetBlendConstants (const float constants[4]) {vkCmdSetBlendConstants(cmd_buf,constants);} void SetStencilCompareMask (VkStencilFaceFlags faceMask,uint32_t compareMask) {vkCmdSetStencilCompareMask(cmd_buf,faceMask,compareMask);} void SetStencilWriteMask (VkStencilFaceFlags faceMask,uint32_t compareMask) {vkCmdSetStencilWriteMask(cmd_buf,faceMask,compareMask);} void SetStencilReference (VkStencilFaceFlags faceMask,uint32_t compareMask) {vkCmdSetStencilReference(cmd_buf,faceMask,compareMask);} public: //draw void Draw (const uint32_t vertex_count) {vkCmdDraw(cmd_buf,vertex_count,1,0,0);} void DrawIndexed(const uint32_t index_count ) {vkCmdDrawIndexed(cmd_buf,index_count,1,0,0,0);} template void Draw (ARGS...args) {vkCmdDraw(cmd_buf,args...);} template void DrawIndexed(ARGS...args) {vkCmdDrawIndexed(cmd_buf,args...);} void NextSubpass(){vkCmdNextSubpass(cmd_buf,VK_SUBPASS_CONTENTS_INLINE);} void EndRenderPass(){vkCmdEndRenderPass(cmd_buf);} };//class RenderCommand:public GPUCmdBuffer class TextureCommand:public GPUCmdBuffer { public: using GPUCmdBuffer::GPUCmdBuffer; template void PipelineBarrier (ARGS...args){vkCmdPipelineBarrier (cmd_buf,args...);} template void CopyBufferToImage (ARGS...args){vkCmdCopyBufferToImage(cmd_buf,args...);} template void CopyImageToBuffer (ARGS...args){vkCmdCopyImageToBuffer(cmd_buf,args...);} template void BlitImage (ARGS...args){vkCmdBlitImage (cmd_buf,args...);} };//class TextureCommand:public GPUCmdBuffer VK_NAMESPACE_END #endif//HGL_GRAPH_VULKAN_COMMAND_BUFFER_INCLUDE