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

186 lines
9.4 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/VKFramebuffer.h>
#include<hgl/graph/vulkan/VKFence.h>
#include<hgl/graph/vulkan/VKSemaphore.h>
#include<hgl/graph/VertexBufferCreater.h>
VK_NAMESPACE_BEGIN
class Device
{
DeviceAttribute *attr;
uint swap_chain_count;
Semaphore *present_complete_semaphore=nullptr,
*render_complete_semaphore=nullptr;
VkPipelineStageFlags pipe_stage_flags;
VkSubmitInfo submit_info;
Fence *texture_fence;
VkSubmitInfo texture_submit_info;
CommandBuffer *texture_cmd_buf;
RenderPass *main_rp;
uint32_t current_frame;
ObjectList<Framebuffer> render_frame;
uint32_t current_fence;
ObjectList<Fence> fence_list;
VkPresentInfoKHR present_info;
private:
void RecreateDevice();
private:
friend Device *CreateRenderDevice(VkInstance inst,const PhysicalDevice *physical_device,VkSurfaceKHR surface,uint width,uint height);
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_texture.GetCount();}
//ImageView *GetColorImageView (int index) {return attr->sc_image_views[index];}
//ImageView *GetDepthImageView () {return attr->depth.view;}
RenderPass * GetRenderPass () {return main_rp;}
Framebuffer * GetFramebuffer (int index) {return render_frame[index];}
const uint32_t GetCurrentFrameIndices () {return current_frame;}
Framebuffer * GetCurrentFramebuffer () {return render_frame[current_frame];}
bool Resize (uint,uint);
public: //内存相关
Memory *Device::CreateMemory(const VkMemoryRequirements &,uint32_t properties);
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);}
VertexBuffer * CreateVBO(const VertexBufferCreater *vbc,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(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: //material相关
Texture2D *CreateTexture2D(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const uint usage,const VkImageLayout image_layout);
Texture2D *CreateTexture2DColor(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
Texture2D *CreateTexture2DDepth(const VkFormat video_format,uint32_t width,uint32_t height)
{
return CreateTexture2D(video_format,width,height,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_USAGE_TRANSFER_DST_BIT|VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
Texture2D *CreateAttachmentTexture(const VkFormat video_format,uint32_t width,uint32_t height,const VkImageAspectFlags aspectMask,const VkImageUsageFlagBits 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_LAYOUT_DEPTH_STENCIL_ATTACHMENT_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);
bool ChangeTexture2D(Texture2D *,void *data,uint32_t left,uint32_t top,uint32_t width,uint32_t height,uint32_t size);
Sampler *CreateSampler(VkSamplerCreateInfo *);
ShaderModuleManage *CreateShaderModuleManage();
public: //Command Buffer 相关
CommandBuffer * CreateCommandBuffer();
RenderPass * CreateRenderPass( List<VkFormat> color_format,VkFormat depth_format,
VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
RenderPass * CreateRenderPass( VkFormat color_format,VkFormat depth_format,
VkImageLayout color_final_layout=VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
VkImageLayout depth_final_layout=VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Fence * CreateFence(bool);
Semaphore * CreateSem();
public: //提交相关
bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成
bool AcquireNextImage (); ///<请求切换到下一帧(注意此函数调用并不代表画面会出现)
bool SubmitDraw (const VkCommandBuffer *,const uint32_t count=1); ///<提交绘制指令
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
bool QueuePresent (); ///<等待队列完成,并将画面呈现出来
};//class Device
VK_NAMESPACE_END
#endif//HGL_GRAPH_RENDER_SURFACE_INCLUDE