175 lines
6.1 KiB
C++
175 lines
6.1 KiB
C++
/**
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* Control partition module is responsible for configuration and usage of Vulkan operation objects
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* including command buffers, dynamic rendering, synchronization objects and so on.
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*/
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export module vulkan_render:control;
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import :hardware;
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import :workflow;
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import :resources;
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import :data;
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import std;
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import vulkan_hpp;
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export namespace vulkan_render {
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/**
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* Command to perform an action on GPU such as rendering, copying, etc.
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*
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* Usage:
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* 1. instantiate command from pool.
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* 1. call vulkan_render::Command::Begin.
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* 1. call Vulkan API with vulkan_render::Command::handle.
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* 1. call vulkan_render::Command::Submit.
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*/
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class Command {
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public:
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const Context &context;
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vk::raii::CommandBuffer handle;
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/**
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* Constructs wrapper for existing command.
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* @param context Vulkan context with ready device.
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* @param buffer source command buffer.
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*/
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Command(const Context &context, vk::raii::CommandBuffer&& buffer);
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/**
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* Instantiates command buffer.
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* @param context Vulkan context with ready device.
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* @param pool commands source.
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*/
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Command(const Context &context, const vk::raii::CommandPool &pool);
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Command(Command&&) noexcept = default;
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Command(const Command&) = delete;
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Command& operator=(const Command&) = delete;
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/**
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* Sets buffer in ready state to record command.
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*/
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void Begin() const;
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/**
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* Sends recorded command to GPU queue.
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* @note vulkan_render::Command::Begin and
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* vulkan_render::Command::handle methods should be called earlier.
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* @param queue target.
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*/
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void Submit(const vk::raii::Queue &queue) const;
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};
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/**
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* Set of Vulkan commands buffers for each frame in flight.
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*/
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class RenderCommands {
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public:
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vk::raii::CommandPool graphicsPool;
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vk::raii::CommandPool transferPool;
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std::vector<Command> graphicsBuffers;
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std::vector<Command> transferBuffers;
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/**
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* Creates pools and initialize all command buffers.
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* @param context Vulkan context with ready device.
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* @param maxFramesInFlight amount of created buffers for each purpose.
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*/
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RenderCommands(const Context &context, std::uint32_t maxFramesInFlight);
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/**
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* Transfers current buffer data from CPU to GPU.
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* @param buffer target.
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*/
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void SubmitStagingBuffer(const BaseBuffer<BufferMode::STAGING_ACCESS> &buffer) const;
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/**
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* Updates texture with data from buffer.
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* @param buffer source data.
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* @param texture destination texture.
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*/
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void SubmitTexture(
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const BaseBuffer<BufferMode::STATIC> &buffer,
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const Texture<TextureMode::PARTIAL> &texture
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) const;
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/**
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* Changes texture image layout using pipeline barrier.
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* @param texture target.
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* @param from current layout.
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* @param to new layout.
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*/
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void TranslateTextureLayout(
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const Texture<TextureMode::PARTIAL> &texture,
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const vk::ImageLayout &from,
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const vk::ImageLayout &to
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) const;
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private:
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static vk::raii::CommandPool MakePool(const Context &context, std::uint32_t queueFamily);
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static std::vector<Command> MakeBuffers(
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const Context &context,
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const vk::raii::CommandPool &pool,
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std::uint32_t size
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);
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};
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/**
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* Controls synchronization between CPU and GPU using semaphores and fences.
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*/
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class SyncManager {
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public:
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const Context &context;
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const std::uint32_t TIMEOUT;
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std::vector<vk::raii::Semaphore> imageAvailable;
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std::vector<vk::raii::Semaphore> renderFinished;
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std::vector<vk::raii::Fence> inFlightFences;
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std::vector<vk::Fence> imagesInFlight;
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/**
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* Inits synchronization objects for a given number of frames in flight.
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* @param context Vulkan context with ready device.
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* @param maxFramesInFlight maximum number of frames that may be processed concurrently.
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* @param timeout timeout in nanoseconds for fence waiting.
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*/
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SyncManager(const Context &context, std::uint32_t maxFramesInFlight, std::uint64_t timeout);
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/**
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* Waits for the fence that guards the current frame submission to finish.
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* @param currentFrame index of the current in-flight frame (0..maxFramesInFlight-1).
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*/
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void WaitInFlightFence(std::size_t currentFrame);
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/**
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* Waits for any previous frame fence that is still associated with a swapchain image,
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* then associates the current frame fence with that image.
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* @param currentFrame index of the current in-flight frame (0..maxFramesInFlight-1).
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* @param imageIndex index of the swapchain image that is about to be acquired.
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*/
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void WaitImageInFlight(std::size_t currentFrame, std::uint32_t imageIndex);
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/**
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* Acquires the index of the next available swapchain image.
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* @param swapchain source to acquire the image.
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* @param currentFrame index of the current in-flight frame (0..maxFramesInFlight-1).
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* @param[out] imageIndex index of acquired image.
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* @return result code of operation.
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*/
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vk::Result AcquireNextImage(
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const Swapchain &swapchain,
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std::size_t currentFrame,
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std::uint32_t &imageIndex
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) const;
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};
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class FrameContext {
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public:
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const Command *renderCommand;
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std::uint32_t imageIndex;
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std::uint32_t currentFrame;
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FrameContext(
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const RenderPass &renderPass,
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const Surface &surface,
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const RenderCommands &renderCommands,
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std::uint32_t imageIndex,
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std::uint32_t currentFrame,
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std::span<vk::ClearValue> clearValues
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);
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void Complete() const;
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};
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} |