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

339 lines
18 KiB
C++

#ifndef HGL_GRAPH_RENDER_SURFACE_INCLUDE
#define HGL_GRAPH_RENDER_SURFACE_INCLUDE
#include<hgl/type/List.h>
#include<hgl/type/String.h>
#include<hgl/type/Map.h>
#include<hgl/type/RectScope.h>
#include<hgl/platform/Window.h>
#include<hgl/graph/Bitmap.h>
#include<hgl/graph/font/Font.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/VertexAttribData.h>
#include<hgl/graph/vulkan/ShaderModuleMap.h>
namespace hgl
{
namespace graph
{
class TileData;
class TileFont;
class FontSource;
}//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 ()const {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);
Memory *CreateMemory(VkImage,const uint32 flag=VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
private: //Buffer相关
bool CreateBuffer(BufferData *buf,VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data,SharingMode sharing_mode);
public: //Buffer相关
Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data, SharingMode sharing_mode=SharingMode::Exclusive);
Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size, SharingMode sharing_mode=SharingMode::Exclusive){return CreateBuffer(buf_usage,size,nullptr,sharing_mode);}
VAB * CreateVAB (VkFormat format,uint32_t count,const void *data, SharingMode sharing_mode=SharingMode::Exclusive);
VAB * CreateVAB (VkFormat format,uint32_t count, SharingMode sharing_mode=SharingMode::Exclusive){return CreateVAB(format,count,nullptr,sharing_mode);}
VAB * CreateVAB (const VAD *vad, SharingMode sharing_mode=SharingMode::Exclusive){return CreateVAB(vad->GetVulkanFormat(),vad->GetCount(),vad->GetData(),sharing_mode);}
IndexBuffer * CreateIBO (IndexType index_type,uint32_t count,const void * data,SharingMode sharing_mode=SharingMode::Exclusive);
IndexBuffer * CreateIBO16 ( uint32_t count,const uint16 *data,SharingMode sharing_mode=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,(void *)data,sharing_mode);}
IndexBuffer * CreateIBO32 ( uint32_t count,const uint32 *data,SharingMode sharing_mode=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,(void *)data,sharing_mode);}
IndexBuffer * CreateIBO (IndexType index_type,uint32_t count,SharingMode sharing_mode=SharingMode::Exclusive){return CreateIBO(index_type,count,nullptr,sharing_mode);}
IndexBuffer * CreateIBO16 ( uint32_t count,SharingMode sharing_mode=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,nullptr,sharing_mode);}
IndexBuffer * CreateIBO32 ( uint32_t count,SharingMode sharing_mode=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,nullptr,sharing_mode);}
#define CREATE_BUFFER_OBJECT(LargeName,type) Buffer *Create##LargeName(VkDeviceSize size,void *data,SharingMode sharing_mode=SharingMode::Exclusive){return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size,data,sharing_mode);} \
Buffer *Create##LargeName(VkDeviceSize size,SharingMode sharing_mode=SharingMode::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 CreateImage (VkImageCreateInfo *);
void DestoryImage (VkImage);
public: //Texture
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
Texture2D *CreateTexture2D(TextureData *);
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
void Clear(TextureCreateInfo *);
Texture2D *CreateTexture2D(Memory *mem,VkImage image,ImageView *image_view,VkImageLayout image_layout,ImageTiling tiling);
Texture2D *CreateTexture2D(VkFormat format,uint32_t width,uint32_t height,VkImageAspectFlags aspectMask,VkImage image,VkImageLayout image_layout,ImageTiling tiling=ImageTiling::Optimal);
Texture2D *CreateTexture2D(const VkFormat format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout,ImageTiling tiling=ImageTiling::Optimal);
Texture2D *CreateTexture2DColor(const VkFormat video_format,uint32_t width,uint32_t height,const ImageTiling tiling=ImageTiling::Optimal)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
(tiling==ImageTiling::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 ImageTiling tiling=ImageTiling::Optimal)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
(tiling==ImageTiling::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_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 *CreateAttachmentTextureDepthStencil(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 ImageTiling tiling =ImageTiling::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 ImageTiling tiling =ImageTiling::Optimal);
bool ChangeTexture2D(Texture2D *,Buffer *buf,const VkBufferImageCopy *,const int count);
bool ChangeTexture2D(Texture2D *,Buffer *buf,const List<ImageRegion> &);
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);
template<typename T>
bool ChangeTexture2D(Texture2D *tex,Buffer *buf,const RectScope2<T> &rs)
{
return ChangeTexture2D( tex,
buf,
rs.GetLeft(),
rs.GetTop(),
rs.GetWidth(),
rs.GetHeight());
}
template<typename T>
bool ChangeTexture2D(Texture2D *tex,void *data,const RectScope2<T> &rs,uint32_t size)
{
return ChangeTexture2D( tex,
data,
rs.GetLeft(),
rs.GetTop(),
rs.GetWidth(),
rs.GetHeight(),
size);
}
public: //
Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
public: //shader & material
DescriptorSetLayoutCreater *CreateDescriptorSetLayoutCreater();
ShaderModule *CreateShaderModule(ShaderResource *);
Material *CreateMaterial(ShaderModuleMap *shader_maps);
Material *CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *fragment_shader_module);
Material *CreateMaterial(const VertexShaderModule *vertex_shader_module,const ShaderModule *geometry_shader_module,const ShaderModule *fragment_shader_module);
public: //Command Buffer 相关
CommandBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count);
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);
RenderPass * CreateRenderPass( 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);
RenderPass * CreateRenderPass( const 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);
Fence * CreateFence(bool);
vulkan::Semaphore * CreateSem();
public: //FrameBuffer相关
Framebuffer *CreateFramebuffer(RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth);
// Framebuffer *CreateFramebuffer(RenderPass *,List<ImageView *> &color,ImageView *depth);
Framebuffer *CreateFramebuffer(RenderPass *,ImageView *color,ImageView *depth);
Framebuffer *CreateFramebuffer(RenderPass *,ImageView *);
public:
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
RenderTarget *CreateRenderTarget( Framebuffer *,const uint32_t fence_count=1);
RenderTarget *CreateRenderTarget( const uint,const uint,
const List<VkFormat> &color_format_list,
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 uint32_t fence_count=1);
RenderTarget *CreateRenderTarget( const uint,const uint,
const 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 uint32_t fence_count=1);
RenderTarget *CreateRenderTarget( const uint,const uint,const VkFormat,const VkImageLayout final_layout,const uint32_t fence_count=1);
RenderTarget *CreateColorRenderTarget( const uint w,const uint h,const VkFormat format,const uint32_t fence_count=1)
{
return CreateRenderTarget(w,h,format,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,fence_count);
}
RenderTarget *CreateDepthRenderTarget( const uint w,const uint h,const VkFormat format,const uint32_t fence_count=1)
{
return CreateRenderTarget(w,h,format,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,fence_count);
}
public:
Pipeline *CreatePipeline(const InlinePipeline &,const Material *,const RenderTarget *);
Pipeline *CreatePipeline( PipelineData *, const Material *,const RenderTarget *);
public:
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
TileFont *CreateTileFont(FontSource *fs,int limit_count=-1); ///<创建一个Tile字体
};//class Device
//void CreateSubpassDependency(VkSubpassDependency *);
void CreateSubpassDependency(List<VkSubpassDependency> &dependency,const uint32_t count);
void CreateAttachmentReference(VkAttachmentReference *ref_list,uint start,uint count,VkImageLayout layout);
inline void CreateColorAttachmentReference(VkAttachmentReference *ref_list, uint start,uint count) {CreateAttachmentReference(ref_list, start,count,VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);}
inline void CreateDepthAttachmentReference(VkAttachmentReference *depth_ref,uint index) {CreateAttachmentReference(depth_ref, index,1 ,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);}
inline void CreateInputAttachmentReference(VkAttachmentReference *ref_list, uint start,uint count) {CreateAttachmentReference(ref_list, start,count,VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);}
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);
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);
bool CreateAttachmentDescription( 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);
Device *CreateRenderDevice(Instance *inst,Window *win,const PhysicalDevice *physical_device=nullptr);
VK_NAMESPACE_END
#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE