ULRE/inc/hgl/graph/vulkan/VKDevice.h

242 lines
14 KiB
C++

#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>
#include<hgl/graph/VertexAttribBufferCreater.h>
namespace hgl
{
namespace graph
{
class TileData;
}//namespace graph
}//namespace hgl
VK_NAMESPACE_BEGIN
class Device
{
DeviceAttribute *attr;
SubmitQueue *textureSQ;
CommandBuffer *texture_cmd_buf;
Swapchain *swapchain;
SwapchainRenderTarget *swapchainRT;
bool CreateSwapchainColorTexture();
bool CreateSwapchainDepthTexture();
bool CreateSwapchain(const VkExtent2D &acquire_extent);
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:
const VkExtent2D & GetSwapchainSize ()const {return swapchain->extent;}
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 *CreateMemory(const VkMemoryRequirements &,const uint32_t properties);
private: //Buffer相关
bool CreateBuffer(BufferData *buf,VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data,VkSharingMode sharing_mode);
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);}
VertexAttribBuffer * CreateVAB(VkFormat format,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
VertexAttribBuffer * CreateVAB(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVAB(format,count,nullptr,sharing_mode);}
VertexAttribBuffer * CreateVAB(const VertexAttribBufferCreater *vbc,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVAB(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: //Image
VkImage CreateImage1D (const VkFormat format,const uint32_t width,const uint usage,const VkImageTiling tiling);
VkImage CreateImage1DArray (const VkFormat format,const uint32_t width,const uint32_t layer,const uint usage,const VkImageTiling tiling);
VkImage CreateImage2D (const VkFormat format,const uint32_t width,const uint32_t height,const uint usage,const VkImageTiling tiling);
VkImage CreateImage2DArray (const VkFormat format,const uint32_t width,const uint32_t height,const uint32_t layer,const uint usage,const VkImageTiling tiling);
VkImage CreateImage3D (const VkFormat format,const uint32_t width,const uint32_t height,const uint32_t depth,const uint usage,const VkImageTiling tiling);
VkImage CreateImageCubemap (const VkFormat format,const uint32_t width,const uint32_t height,const uint usage,const VkImageTiling tiling);
void DestoryImage(VkImage);
Memory *CreateMemory(VkImage,const uint32 flag=VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
public: //Texture
Texture2D *CreateTexture2D(Memory *mem,VkImage image,ImageView *image_view,VkImageLayout image_layout,VkImageTiling tiling);
Texture2D *CreateTexture2D(VkFormat format,uint32_t width,uint32_t height,VkImageAspectFlagBits aspectMask,VkImage image,VkImageLayout image_layout,VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL);
Texture2D *CreateTexture2D(const VkFormat format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout,VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL);
Texture2D *CreateTexture2DColor(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
(tiling==VK_IMAGE_TILING_OPTIMAL?VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:VK_IMAGE_LAYOUT_GENERAL),
tiling);
}
Texture2D *CreateTexture2DDepth(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
(tiling==VK_IMAGE_TILING_OPTIMAL?VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:VK_IMAGE_LAYOUT_GENERAL),
tiling);
}
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,
const VkImageTiling tiling =VK_IMAGE_TILING_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,
const VkImageTiling tiling =VK_IMAGE_TILING_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);
public: //
Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
ShaderModuleManage *CreateShaderModuleManage();
public: //Command Buffer 相关
CommandBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count);
void CreateAttachmentReference(VkAttachmentReference *ref_list,uint start,uint count,VkImageLayout layout)const;
void CreateColorAttachmentReference(List<VkAttachmentReference> &ref_list, uint start,uint count )const{ref_list.SetCount(count); CreateAttachmentReference(ref_list.GetData(), start,count,VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);}
void CreateDepthAttachmentReference( VkAttachmentReference *depth_ref, uint index )const{ CreateAttachmentReference(depth_ref, index,1 ,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);}
void CreateInputAttachment( List<VkAttachmentReference> &ref_list, uint start,uint count )const{ref_list.SetCount(count); CreateAttachmentReference(ref_list.GetData(), start,count,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);}
bool CreateAttachment( List<VkAttachmentDescription> &color_output_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(VkSubpassDependency *);
void CreateSubpassDependency(List<VkSubpassDependency> &dependency,const uint32_t count)const;
void CreateSubpassDescription(VkSubpassDescription &,const List<VkAttachmentReference> &color_ref_list,VkAttachmentReference *depth_ref=nullptr)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;
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 *);
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
};//class Device
Device *CreateRenderDevice(Instance *inst,Window *win,const PhysicalDevice *physical_device=nullptr);
VK_NAMESPACE_END
#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE