242 lines
14 KiB
C++
242 lines
14 KiB
C++
#ifndef HGL_GRAPH_RENDER_SURFACE_INCLUDE
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#define HGL_GRAPH_RENDER_SURFACE_INCLUDE
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#include<hgl/type/List.h>
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#include<hgl/type/BaseString.h>
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#include<hgl/type/Map.h>
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#include<hgl/platform/Window.h>
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#include<hgl/graph/vulkan/VK.h>
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#include<hgl/graph/vulkan/VKDeviceAttribute.h>
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#include<hgl/graph/vulkan/VKSwapchain.h>
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#include<hgl/graph/vulkan/VKRenderTarget.h>
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#include<hgl/graph/VertexBufferCreater.h>
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namespace hgl
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{
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namespace graph
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{
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class TileData;
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}//namespace graph
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}//namespace hgl
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VK_NAMESPACE_BEGIN
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class Device
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{
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DeviceAttribute *attr;
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SubmitQueue *textureSQ;
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CommandBuffer *texture_cmd_buf;
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Swapchain *swapchain;
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SwapchainRenderTarget *swapchainRT;
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bool CreateSwapchainColorTexture();
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bool CreateSwapchainDepthTexture();
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bool CreateSwapchain(const VkExtent2D &acquire_extent);
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private:
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friend Device *CreateRenderDevice(VkInstance inst,const PhysicalDevice *physical_device,VkSurfaceKHR surface,const VkExtent2D &extent);
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Device(DeviceAttribute *da);
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public:
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virtual ~Device();
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operator VkDevice () {return attr->device;}
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DeviceAttribute * GetDeviceAttribute () {return attr;}
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VkSurfaceKHR GetSurface () {return attr->surface;}
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VkDevice GetDevice () {return attr->device;}
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const PhysicalDevice * GetPhysicalDevice ()const {return attr->physical_device;}
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VkDescriptorPool GetDescriptorPool () {return attr->desc_pool;}
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VkPipelineCache GetPipelineCache () {return attr->pipeline_cache;}
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const VkFormat GetSurfaceFormat ()const {return attr->format;}
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VkQueue GetGraphicsQueue () {return attr->graphics_queue;}
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Swapchain * GetSwapchain () {return swapchain;}
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SwapchainRenderTarget * GetSwapchainRT () {return swapchainRT;}
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public:
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const VkExtent2D & GetSwapchainSize ()const {return swapchain->extent;}
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bool Resize (const VkExtent2D &);
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bool Resize (const uint32_t &w,const uint32_t &h)
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{
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VkExtent2D extent={w,h};
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return Resize(extent);
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}
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public: //内存相关
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Memory *CreateMemory(const VkMemoryRequirements &,const uint32_t properties);
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private: //Buffer相关
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bool CreateBuffer(BufferData *buf,VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data,VkSharingMode sharing_mode);
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public: //Buffer相关
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Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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Buffer * CreateBuffer(VkBufferUsageFlags buf_usage,VkDeviceSize size,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateBuffer(buf_usage,size,nullptr,sharing_mode);}
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VertexBuffer * CreateVBO(VkFormat format,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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VertexBuffer * CreateVBO(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(format,count,nullptr,sharing_mode);}
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VertexBuffer * CreateVBO(const VertexBufferCreater *vbc,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(vbc->GetDataType(),vbc->GetCount(),vbc->GetData(),sharing_mode);}
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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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);}
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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);}
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(index_type,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO16(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO32(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,nullptr,sharing_mode);}
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#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);} \
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Buffer *Create##LargeName(VkDeviceSize size,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size,nullptr,sharing_mode);}
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CREATE_BUFFER_OBJECT(UBO,UNIFORM)
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CREATE_BUFFER_OBJECT(SSBO,STORAGE)
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CREATE_BUFFER_OBJECT(INBO,INDIRECT)
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#undef CREATE_BUFFER_OBJECT
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public: //Image
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VkImage CreateImage1D (const VkFormat format,const uint32_t width,const uint usage,const VkImageTiling tiling);
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VkImage CreateImage1DArray (const VkFormat format,const uint32_t width,const uint32_t layer,const uint usage,const VkImageTiling tiling);
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VkImage CreateImage2D (const VkFormat format,const uint32_t width,const uint32_t height,const uint usage,const VkImageTiling tiling);
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VkImage CreateImage2DArray (const VkFormat format,const uint32_t width,const uint32_t height,const uint32_t layer,const uint usage,const VkImageTiling tiling);
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VkImage CreateImage3D (const VkFormat format,const uint32_t width,const uint32_t height,const uint32_t depth,const uint usage,const VkImageTiling tiling);
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VkImage CreateImageCubemap (const VkFormat format,const uint32_t width,const uint32_t height,const uint usage,const VkImageTiling tiling);
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void DestoryImage(VkImage);
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Memory *CreateMemory(VkImage,const uint32 flag=VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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public: //Texture
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Texture2D *CreateTexture2D(Memory *mem,VkImage image,ImageView *image_view,VkImageLayout image_layout,VkImageTiling tiling);
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Texture2D *CreateTexture2D(VkFormat format,uint32_t width,uint32_t height,VkImageAspectFlagBits aspectMask,VkImage image,VkImageLayout image_layout,VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL);
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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);
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Texture2D *CreateTexture2DColor(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL)
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{
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return CreateTexture2D(video_format,width,height,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
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(tiling==VK_IMAGE_TILING_OPTIMAL?VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:VK_IMAGE_LAYOUT_GENERAL),
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tiling);
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}
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Texture2D *CreateTexture2DDepth(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageTiling tiling=VK_IMAGE_TILING_OPTIMAL)
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{
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return CreateTexture2D(video_format,width,height,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
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(tiling==VK_IMAGE_TILING_OPTIMAL?VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:VK_IMAGE_LAYOUT_GENERAL),
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tiling);
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}
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Texture2D *CreateAttachmentTexture(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout)
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{
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return CreateTexture2D(video_format,width,height,aspectMask,usage|VK_IMAGE_USAGE_SAMPLED_BIT,image_layout);
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}
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Texture2D *CreateAttachmentTextureColor(const VkFormat video_format,uint32_t width,uint32_t height)
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{
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return CreateAttachmentTexture( video_format,width,height,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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}
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Texture2D *CreateAttachmentTextureDepth(const VkFormat video_format,uint32_t width,uint32_t height)
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{
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return CreateAttachmentTexture( video_format,width,height,
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VK_IMAGE_ASPECT_DEPTH_BIT,//|VK_IMAGE_ASPECT_STENCIL_BIT,
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT|VK_IMAGE_USAGE_TRANSFER_SRC_BIT|VK_IMAGE_USAGE_TRANSFER_DST_BIT,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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}
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Texture2D *CreateTexture2D( const VkFormat video_format,Buffer *buf,uint32_t width,uint32_t height,
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const VkImageAspectFlags aspectMask =VK_IMAGE_ASPECT_COLOR_BIT,
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const uint usage =VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
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const VkImageLayout image_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageTiling tiling =VK_IMAGE_TILING_OPTIMAL);
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Texture2D *CreateTexture2D( const VkFormat video_format,void *data,uint32_t width,uint32_t height,uint32_t size,
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const VkImageAspectFlags aspectMask =VK_IMAGE_ASPECT_COLOR_BIT,
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const uint usage =VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
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const VkImageLayout image_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageTiling tiling =VK_IMAGE_TILING_OPTIMAL);
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bool ChangeTexture2D(Texture2D *,Buffer *buf,uint32_t left,uint32_t top,uint32_t width,uint32_t height);
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bool ChangeTexture2D(Texture2D *,void *data,uint32_t left,uint32_t top,uint32_t width,uint32_t height,uint32_t size);
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public: //
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Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
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ShaderModuleManage *CreateShaderModuleManage();
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public: //Command Buffer 相关
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CommandBuffer * CreateCommandBuffer(const VkExtent2D &extent,const uint32_t atta_count);
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void CreateAttachmentReference(VkAttachmentReference *ref_list,uint start,uint count,VkImageLayout layout)const;
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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);}
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void CreateDepthAttachmentReference( VkAttachmentReference *depth_ref, uint index )const{ CreateAttachmentReference(depth_ref, index,1 ,VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);}
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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);}
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bool CreateAttachment( List<VkAttachmentDescription> &color_output_desc_list,
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const List<VkFormat> &color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
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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;
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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;
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void CreateSubpassDependency(VkSubpassDependency *);
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void CreateSubpassDependency(List<VkSubpassDependency> &dependency,const uint32_t count)const;
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void CreateSubpassDescription(VkSubpassDescription &,const List<VkAttachmentReference> &color_ref_list,VkAttachmentReference *depth_ref=nullptr)const;
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RenderPass * CreateRenderPass( const List<VkAttachmentDescription> &desc_list,
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const List<VkSubpassDescription> &subpass,
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const List<VkSubpassDependency> &dependency,
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const List<VkFormat> &color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
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RenderPass * CreateRenderPass( const VkFormat color_format,
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const VkFormat depth_format,
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const VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
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const VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)const;
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Fence * CreateFence(bool);
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vulkan::Semaphore * CreateSem();
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public:
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bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
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RenderTarget *CreateRenderTarget(Framebuffer *);
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TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
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};//class Device
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Device *CreateRenderDevice(Instance *inst,Window *win,const PhysicalDevice *physical_device=nullptr);
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE
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