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- /*************************************************************************/
- /* rendering_device_vulkan.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef RENDERING_DEVICE_VULKAN_H
- #define RENDERING_DEVICE_VULKAN_H
- #include "core/oa_hash_map.h"
- #include "core/os/thread_safe.h"
- #include "core/rid_owner.h"
- #include "servers/visual/rendering_device.h"
- #ifdef DEBUG_ENABLED
- #define _DEBUG
- #endif
- #include "vk_mem_alloc.h"
- #include <vulkan/vulkan.h>
- //todo:
- //compute
- //push constants
- //views of texture slices
- class VulkanContext;
- class RenderingDeviceVulkan : public RenderingDevice {
- _THREAD_SAFE_CLASS_
- // Miscellaneous tables that map
- // our enums to enums used
- // by vulkan.
- VkPhysicalDeviceLimits limits;
- static const VkFormat vulkan_formats[DATA_FORMAT_MAX];
- static const char *named_formats[DATA_FORMAT_MAX];
- static const VkCompareOp compare_operators[COMPARE_OP_MAX];
- static const VkStencilOp stencil_operations[STENCIL_OP_MAX];
- static const VkSampleCountFlagBits rasterization_sample_count[TEXTURE_SAMPLES_MAX];
- static const VkLogicOp logic_operations[RenderingDevice::LOGIC_OP_MAX];
- static const VkBlendFactor blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
- static const VkBlendOp blend_operations[RenderingDevice::BLEND_OP_MAX];
- static const VkSamplerAddressMode address_modes[SAMPLER_REPEAT_MODE_MAX];
- static const VkBorderColor sampler_border_colors[SAMPLER_BORDER_COLOR_MAX];
- static const VkImageType vulkan_image_type[TEXTURE_TYPE_MAX];
- // Functions used for format
- // validation, and ensures the
- // user passes valid data.
- static int get_format_vertex_size(DataFormat p_format);
- static uint32_t get_image_format_pixel_size(DataFormat p_format);
- static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
- uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
- static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
- static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = NULL, uint32_t *r_blockh = NULL, uint32_t *r_depth = NULL);
- static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
- static bool format_has_stencil(DataFormat p_format);
- /***************************/
- /**** ID INFRASTRUCTURE ****/
- /***************************/
- enum IDType {
- ID_TYPE_FRAMEBUFFER_FORMAT,
- ID_TYPE_VERTEX_FORMAT,
- ID_TYPE_DRAW_LIST,
- ID_TYPE_SPLIT_DRAW_LIST,
- ID_TYPE_COMPUTE_LIST,
- ID_TYPE_MAX,
- ID_BASE_SHIFT = 58 //5 bits for ID types
- };
- VkDevice device;
- Map<RID, Set<RID> > dependency_map; //IDs to IDs that depend on it
- Map<RID, Set<RID> > reverse_dependency_map; //same as above, but in reverse
- void _add_dependency(RID p_id, RID p_depends_on);
- void _free_dependencies(RID p_id);
- /*****************/
- /**** TEXTURE ****/
- /*****************/
- // In Vulkan, the concept of textures does not exist,
- // intead there is the image (the memory prety much,
- // the view (how the memory is interpreted) and the
- // sampler (how it's sampled from the shader).
- //
- // Texture here includes the first two stages, but
- // It's possible to create textures sharing the image
- // but with different views. The main use case for this
- // is textures that can be read as both SRGB/Linear,
- // or slices of a texture (a mipmap, a layer, a 3D slice)
- // for a framebuffer to render into it.
- struct Texture {
- VkImage image;
- VmaAllocation allocation;
- VmaAllocationInfo allocation_info;
- VkImageView view;
- TextureType type;
- DataFormat format;
- TextureSamples samples;
- uint32_t width;
- uint32_t height;
- uint32_t depth;
- uint32_t layers;
- uint32_t mipmaps;
- uint32_t usage_flags;
- Vector<DataFormat> allowed_shared_formats;
- VkImageLayout layout;
- uint32_t read_aspect_mask;
- uint32_t barrier_aspect_mask;
- bool bound; //bound to framebffer
- RID owner;
- };
- RID_Owner<Texture, true> texture_owner;
- uint32_t texture_upload_region_size_px;
- Vector<uint8_t> _texture_get_data_from_image(Texture *tex, VkImage p_image, VmaAllocation p_allocation, uint32_t p_layer, bool p_2d = false);
- /*****************/
- /**** SAMPLER ****/
- /*****************/
- RID_Owner<VkSampler> sampler_owner;
- /***************************/
- /**** BUFFER MANAGEMENT ****/
- /***************************/
- // These are temporary buffers on CPU memory that hold
- // the information until the CPU fetches it and places it
- // either on GPU buffers, or images (textures). It ensures
- // updates are properly synchronized with whathever the
- // GPU is doing.
- //
- // The logic here is as follows, only 3 of these
- // blocks are created at the beginning (one per frame)
- // they can each belong to a frame (assigned to current when
- // used) and they can only be reused after the same frame is
- // recycled.
- //
- // When CPU requires to allocate more than what is available,
- // more of these buffers are created. If a limit is reached,
- // then a fence will ensure will wait for blocks allocated
- // in previous frames are processed. If that fails, then
- // another fence will ensure everything pending for the current
- // frame is processed (effectively stalling).
- //
- // See the comments in the code to understand better how it works.
- struct StagingBufferBlock {
- VkBuffer buffer;
- VmaAllocation allocation;
- uint64_t frame_used;
- uint32_t fill_amount;
- };
- Vector<StagingBufferBlock> staging_buffer_blocks;
- int staging_buffer_current;
- uint32_t staging_buffer_block_size;
- uint64_t staging_buffer_max_size;
- bool staging_buffer_used;
- Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true, bool p_on_draw_command_buffer = false);
- Error _insert_staging_block();
- struct Buffer {
- uint32_t size;
- VkBuffer buffer;
- VmaAllocation allocation;
- VkDescriptorBufferInfo buffer_info; //used for binding
- Buffer() {
- size = 0;
- buffer = NULL;
- allocation = NULL;
- }
- };
- Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mapping);
- Error _buffer_free(Buffer *p_buffer);
- Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_buffer = false, uint32_t p_required_align = 32);
- void _full_barrier(bool p_sync_with_draw);
- void _memory_barrier(VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_sccess, bool p_sync_with_draw);
- void _buffer_memory_barrier(VkBuffer buffer, uint64_t p_from, uint64_t p_size, VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_sccess, bool p_sync_with_draw);
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
- // In Vulkan, framebuffers work similar to how they
- // do in OpenGL, with the exception that
- // the "format" (vkRenderPass) is not dynamic
- // and must be more or less the same as the one
- // used for the render pipelines.
- struct FramebufferFormatKey {
- Vector<AttachmentFormat> attachments;
- bool operator<(const FramebufferFormatKey &p_key) const {
- int as = attachments.size();
- int bs = p_key.attachments.size();
- if (as != bs) {
- return as < bs;
- }
- const AttachmentFormat *af_a = attachments.ptr();
- const AttachmentFormat *af_b = p_key.attachments.ptr();
- for (int i = 0; i < as; i++) {
- const AttachmentFormat &a = af_a[i];
- const AttachmentFormat &b = af_b[i];
- if (a.format != b.format) {
- return a.format < b.format;
- }
- if (a.samples != b.samples) {
- return a.samples < b.samples;
- }
- if (a.usage_flags != b.usage_flags) {
- return a.usage_flags < b.usage_flags;
- }
- }
- return false; //equal
- }
- };
- VkRenderPass _render_pass_create(const Vector<AttachmentFormat> &p_format, InitialAction p_initial_action, FinalAction p_final_action, InitialAction p_initial_depth_action, FinalAction p_final_depthcolor_action, int *r_color_attachment_count = NULL);
- // This is a cache and it's never freed, it ensures
- // IDs for a given format are always unique.
- Map<FramebufferFormatKey, FramebufferFormatID> framebuffer_format_cache;
- struct FramebufferFormat {
- const Map<FramebufferFormatKey, FramebufferFormatID>::Element *E;
- VkRenderPass render_pass; //here for constructing shaders, never used, see section (7.2. Render Pass Compatibility from Vulkan spec)
- int color_attachments; //used for pipeline validation
- TextureSamples samples;
- };
- Map<FramebufferFormatID, FramebufferFormat> framebuffer_formats;
- struct Framebuffer {
- FramebufferFormatID format_id;
- struct VersionKey {
- InitialAction initial_color_action;
- FinalAction final_color_action;
- InitialAction initial_depth_action;
- FinalAction final_depth_action;
- bool operator<(const VersionKey &p_key) const {
- if (initial_color_action == p_key.initial_color_action) {
- if (final_color_action == p_key.final_color_action) {
- if (initial_depth_action == p_key.initial_depth_action) {
- return final_depth_action < p_key.final_depth_action;
- } else {
- return initial_depth_action < p_key.initial_depth_action;
- }
- } else {
- return final_color_action < p_key.final_color_action;
- }
- } else {
- return initial_color_action < p_key.initial_color_action;
- }
- }
- };
- uint32_t storage_mask;
- Vector<RID> texture_ids;
- struct Version {
- VkFramebuffer framebuffer;
- VkRenderPass render_pass; //this one is owned
- };
- Map<VersionKey, Version> framebuffers;
- Size2 size;
- };
- RID_Owner<Framebuffer, true> framebuffer_owner;
- /***********************/
- /**** VERTEX BUFFER ****/
- /***********************/
- // Vertex buffers in Vulkan are similar to how
- // they work in OpenGL, except that instead of
- // an attribtue index, there is a buffer binding
- // index (for binding the buffers in real-time)
- // and a location index (what is used in the shader).
- //
- // This mapping is done here internally, and it's not
- // exposed.
- RID_Owner<Buffer, true> vertex_buffer_owner;
- struct VertexDescriptionKey {
- Vector<VertexDescription> vertex_formats;
- bool operator==(const VertexDescriptionKey &p_key) const {
- int vdc = vertex_formats.size();
- int vdck = p_key.vertex_formats.size();
- if (vdc != vdck) {
- return false;
- } else {
- const VertexDescription *a_ptr = vertex_formats.ptr();
- const VertexDescription *b_ptr = p_key.vertex_formats.ptr();
- for (int i = 0; i < vdc; i++) {
- const VertexDescription &a = a_ptr[i];
- const VertexDescription &b = b_ptr[i];
- if (a.location != b.location) {
- return false;
- }
- if (a.offset != b.offset) {
- return false;
- }
- if (a.format != b.format) {
- return false;
- }
- if (a.stride != b.stride) {
- return false;
- }
- return a.frequency != b.frequency;
- }
- return true; //they are equal
- }
- }
- uint32_t hash() const {
- int vdc = vertex_formats.size();
- uint32_t h = hash_djb2_one_32(vdc);
- const VertexDescription *ptr = vertex_formats.ptr();
- for (int i = 0; i < vdc; i++) {
- const VertexDescription &vd = ptr[i];
- h = hash_djb2_one_32(vd.location, h);
- h = hash_djb2_one_32(vd.offset, h);
- h = hash_djb2_one_32(vd.format, h);
- h = hash_djb2_one_32(vd.stride, h);
- h = hash_djb2_one_32(vd.frequency, h);
- }
- return h;
- }
- };
- struct VertexDescriptionHash {
- static _FORCE_INLINE_ uint32_t hash(const VertexDescriptionKey &p_key) {
- return p_key.hash();
- }
- };
- // This is a cache and it's never freed, it ensures that
- // ID used for a specific format always remain the same.
- HashMap<VertexDescriptionKey, VertexFormatID, VertexDescriptionHash> vertex_format_cache;
- struct VertexDescriptionCache {
- Vector<VertexDescription> vertex_formats;
- VkVertexInputBindingDescription *bindings;
- VkVertexInputAttributeDescription *attributes;
- VkPipelineVertexInputStateCreateInfo create_info;
- };
- Map<VertexFormatID, VertexDescriptionCache> vertex_formats;
- struct VertexArray {
- RID buffer;
- VertexFormatID description;
- int vertex_count;
- uint32_t max_instances_allowed;
- Vector<VkBuffer> buffers; //not owned, just referenced
- Vector<VkDeviceSize> offsets;
- };
- RID_Owner<VertexArray, true> vertex_array_owner;
- struct IndexBuffer : public Buffer {
- uint32_t max_index; //used for validation
- uint32_t index_count;
- VkIndexType index_type;
- bool supports_restart_indices;
- };
- RID_Owner<IndexBuffer, true> index_buffer_owner;
- struct IndexArray {
- uint32_t max_index; //remember the maximum index here too, for validation
- VkBuffer buffer; //not owned, inherited from index buffer
- uint32_t offset;
- uint32_t indices;
- VkIndexType index_type;
- bool supports_restart_indices;
- };
- RID_Owner<IndexArray, true> index_array_owner;
- /****************/
- /**** SHADER ****/
- /****************/
- // Vulkan specifies a really complex behavior for the application
- // in order to tell when descriptor sets need to be re-bound (or not).
- // "When binding a descriptor set (see Descriptor Set Binding) to set
- // number N, if the previously bound descriptor sets for sets zero
- // through N-1 were all bound using compatible pipeline layouts,
- // then performing this binding does not disturb any of the lower numbered sets.
- // If, additionally, the previous bound descriptor set for set N was
- // bound using a pipeline layout compatible for set N, then the bindings
- // in sets numbered greater than N are also not disturbed."
- // As a result, we need to figure out quickly when something is no longer "compatible".
- // in order to avoid costly rebinds.
- enum {
- MAX_UNIFORM_SETS = 16
- };
- struct UniformInfo {
- UniformType type;
- int binding;
- uint32_t stages;
- int length; //size of arrays (in total elements), or ubos (in bytes * total elements)
- bool operator!=(const UniformInfo &p_info) const {
- return (binding != p_info.binding || type != p_info.type || stages != p_info.stages || length != p_info.length);
- }
- bool operator<(const UniformInfo &p_info) const {
- if (binding != p_info.binding) {
- return binding < p_info.binding;
- }
- if (type != p_info.type) {
- return type < p_info.type;
- }
- if (stages != p_info.stages) {
- return stages < p_info.stages;
- }
- return length < p_info.length;
- }
- };
- struct UniformSetFormat {
- Vector<UniformInfo> uniform_info;
- bool operator<(const UniformSetFormat &p_format) const {
- uint32_t size = uniform_info.size();
- uint32_t psize = p_format.uniform_info.size();
- if (size != psize) {
- return size < psize;
- }
- const UniformInfo *infoptr = uniform_info.ptr();
- const UniformInfo *pinfoptr = p_format.uniform_info.ptr();
- for (uint32_t i = 0; i < size; i++) {
- if (infoptr[i] != pinfoptr[i]) {
- return infoptr[i] < pinfoptr[i];
- }
- }
- return false;
- }
- };
- // Always grows, never shrinks, ensuring unique IDs, but we assume
- // the amount of formats will never be a problem, as the amount of shaders
- // in a game is limited.
- Map<UniformSetFormat, uint32_t> uniform_set_format_cache;
- // Shaders in Vulkan are just pretty much
- // precompiled blocks of SPIR-V bytecode. They
- // are most likely not really compiled to host
- // assembly until a pipeline is created.
- //
- // When supplying the shaders, this implementation
- // will use the reflection abilities of glslang to
- // understand and cache everything required to
- // create and use the descriptor sets (Vulkan's
- // biggest pain).
- //
- // Additionally, hashes are created for every set
- // to do quick validation and ensuring the user
- // does not submit something invalid.
- struct Shader {
- struct Set {
- Vector<UniformInfo> uniform_info;
- VkDescriptorSetLayout descriptor_set_layout;
- };
- uint32_t vertex_input_mask; //inputs used, this is mostly for validation
- int fragment_outputs;
- struct PushConstant {
- uint32_t push_constant_size;
- uint32_t push_constants_vk_stage;
- };
- PushConstant push_constant;
- bool is_compute = false;
- int max_output;
- Vector<Set> sets;
- Vector<uint32_t> set_formats;
- Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
- VkPipelineLayout pipeline_layout;
- };
- String _shader_uniform_debug(RID p_shader, int p_set = -1);
- RID_Owner<Shader, true> shader_owner;
- /******************/
- /**** UNIFORMS ****/
- /******************/
- // Descriptor sets require allocation from a pool.
- // The documentation on how to use pools properly
- // is scarce, and the documentation is strange.
- //
- // Basically, you can mix and match pools as you
- // like, but you'll run into fragmentation issues.
- // Because of this, the recommended approach is to
- // create a a pool for every descriptor set type,
- // as this prevents fragmentation.
- //
- // This is implemented here as a having a list of
- // pools (each can contain up to 64 sets) for each
- // set layout. The amount of sets for each type
- // is used as the key.
- enum {
- MAX_DESCRIPTOR_POOL_ELEMENT = 65535
- };
- struct DescriptorPoolKey {
- union {
- struct {
- uint16_t uniform_type[UNIFORM_TYPE_MAX]; //using 16 bits because, for sending arrays, each element is a pool set.
- };
- struct {
- uint64_t key1;
- uint64_t key2;
- uint64_t key3;
- };
- };
- bool operator<(const DescriptorPoolKey &p_key) const {
- if (key1 != p_key.key1) {
- return key1 < p_key.key1;
- }
- if (key2 != p_key.key2) {
- return key2 < p_key.key2;
- }
- return key3 < p_key.key3;
- }
- DescriptorPoolKey() {
- key1 = 0;
- key2 = 0;
- key3 = 0;
- }
- };
- struct DescriptorPool {
- VkDescriptorPool pool;
- uint32_t usage;
- };
- Map<DescriptorPoolKey, Set<DescriptorPool *> > descriptor_pools;
- uint32_t max_descriptors_per_pool;
- DescriptorPool *_descriptor_pool_allocate(const DescriptorPoolKey &p_key);
- void _descriptor_pool_free(const DescriptorPoolKey &p_key, DescriptorPool *p_pool);
- RID_Owner<Buffer, true> uniform_buffer_owner;
- RID_Owner<Buffer, true> storage_buffer_owner;
- //texture buffer needs a view
- struct TextureBuffer {
- Buffer buffer;
- VkBufferView view;
- };
- RID_Owner<TextureBuffer, true> texture_buffer_owner;
- // This structure contains the descriptor set. They _need_ to be allocated
- // for a shader (and will be erased when this shader is erased), but should
- // work for other shaders as long as the hash matches. This covers using
- // them in shader variants.
- //
- // Keep also in mind that you can share buffers between descriptor sets, so
- // the above restriction is not too serious.
- struct UniformSet {
- uint32_t format;
- RID shader_id;
- uint32_t shader_set;
- DescriptorPool *pool;
- DescriptorPoolKey pool_key;
- VkDescriptorSet descriptor_set;
- //VkPipelineLayout pipeline_layout; //not owned, inherited from shader
- Vector<RID> attachable_textures; //used for validation
- Vector<Texture *> mutable_sampled_textures; //used for layout change
- Vector<Texture *> mutable_storage_textures; //used for layout change
- };
- RID_Owner<UniformSet, true> uniform_set_owner;
- /*******************/
- /**** PIPELINES ****/
- /*******************/
- // Render pipeline contains ALL the
- // information required for drawing.
- // This includes all the rasterizer state
- // as well as shader used, framebuffer format,
- // etc.
- // While the pipeline is just a single object
- // (VkPipeline) a lot of values are also saved
- // here to do validation (vulkan does none by
- // default) and warn the user if something
- // was not supplied as intended.
- struct RenderPipeline {
- //Cached values for validation
- #ifdef DEBUG_ENABLED
- struct Validation {
- FramebufferFormatID framebuffer_format;
- uint32_t dynamic_state;
- VertexFormatID vertex_format;
- bool uses_restart_indices;
- uint32_t primitive_minimum;
- uint32_t primitive_divisor;
- } validation;
- #endif
- //Actual pipeline
- RID shader;
- Vector<uint32_t> set_formats;
- VkPipelineLayout pipeline_layout; // not owned, needed for push constants
- VkPipeline pipeline;
- uint32_t push_constant_size;
- uint32_t push_constant_stages;
- };
- RID_Owner<RenderPipeline, true> render_pipeline_owner;
- struct ComputePipeline {
- RID shader;
- Vector<uint32_t> set_formats;
- VkPipelineLayout pipeline_layout; // not owned, needed for push constants
- VkPipeline pipeline;
- uint32_t push_constant_size;
- uint32_t push_constant_stages;
- };
- RID_Owner<ComputePipeline, true> compute_pipeline_owner;
- /*******************/
- /**** DRAW LIST ****/
- /*******************/
- // Draw list contains both the command buffer
- // used for drawing as well as a LOT of
- // information used for validation. This
- // validation is cheap so most of it can
- // also run in release builds.
- // When using split command lists, this is
- // implemented internally using secondary command
- // buffers. As they can be created in threads,
- // each needs it's own command pool.
- struct SplitDrawListAllocator {
- VkCommandPool command_pool;
- Vector<VkCommandBuffer> command_buffers; //one for each frame
- };
- Vector<SplitDrawListAllocator> split_draw_list_allocators;
- struct DrawList {
- VkCommandBuffer command_buffer; //if persistent, this is owned, otherwise it's shared with the ringbuffer
- Rect2i viewport;
- struct SetState {
- uint32_t pipeline_expected_format;
- uint32_t uniform_set_format;
- VkDescriptorSet descriptor_set;
- RID uniform_set;
- bool bound;
- SetState() {
- bound = false;
- pipeline_expected_format = 0;
- uniform_set_format = 0;
- descriptor_set = VK_NULL_HANDLE;
- }
- };
- struct State {
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count;
- RID pipeline;
- RID pipeline_shader;
- VkPipelineLayout pipeline_layout;
- RID vertex_array;
- RID index_array;
- uint32_t pipeline_push_constant_stages;
- State() {
- set_count = 0;
- pipeline_layout = VK_NULL_HANDLE;
- pipeline_push_constant_stages = 0;
- }
- } state;
- #ifdef DEBUG_ENABLED
- struct Validation {
- bool active; //means command buffer was not closes, so you can keep adding things
- FramebufferFormatID framebuffer_format;
- //actual render pass values
- uint32_t dynamic_state;
- VertexFormatID vertex_format; //INVALID_ID if not set
- uint32_t vertex_array_size; //0 if not set
- uint32_t vertex_max_instances_allowed;
- bool index_buffer_uses_restart_indices;
- uint32_t index_array_size; //0 if index buffer not set
- uint32_t index_array_max_index;
- uint32_t index_array_offset;
- Vector<uint32_t> set_formats;
- Vector<bool> set_bound;
- Vector<RID> set_rids;
- //last pipeline set values
- bool pipeline_active;
- uint32_t pipeline_dynamic_state;
- VertexFormatID pipeline_vertex_format;
- RID pipeline_shader;
- uint32_t invalid_set_from;
- bool pipeline_uses_restart_indices;
- uint32_t pipeline_primitive_divisor;
- uint32_t pipeline_primitive_minimum;
- Vector<uint32_t> pipeline_set_formats;
- uint32_t pipeline_push_constant_size;
- bool pipeline_push_constant_suppplied;
- Validation() {
- active = true;
- dynamic_state = 0;
- vertex_format = INVALID_ID;
- vertex_array_size = 0;
- vertex_max_instances_allowed = 0xFFFFFFFF;
- framebuffer_format = INVALID_ID;
- index_array_size = 0; //not sent
- index_array_max_index = 0; //not set
- index_buffer_uses_restart_indices = false;
- invalid_set_from = 0;
- //pipeline state initalize
- pipeline_active = false;
- pipeline_dynamic_state = 0;
- pipeline_vertex_format = INVALID_ID;
- pipeline_uses_restart_indices = false;
- pipeline_push_constant_size = 0;
- pipeline_push_constant_suppplied = false;
- }
- } validation;
- #else
- struct Validation {
- uint32_t vertex_array_size; //0 if not set
- uint32_t index_array_size; //0 if index buffer not set
- uint32_t index_array_offset;
- Validation() {
- vertex_array_size = 0;
- index_array_size = 0; //not sent
- }
- } validation;
- #endif
- };
- DrawList *draw_list; //one for regular draw lists, multiple for split.
- uint32_t draw_list_count;
- bool draw_list_split;
- Vector<RID> draw_list_bound_textures;
- bool draw_list_unbind_color_textures;
- bool draw_list_unbind_depth_textures;
- void _draw_list_insert_clear_region(DrawList *draw_list, Framebuffer *framebuffer, Point2i viewport_offset, Point2i viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
- Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass);
- Error _draw_list_render_pass_begin(Framebuffer *framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents);
- _FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
- /**********************/
- /**** COMPUTE LIST ****/
- /**********************/
- struct ComputeList {
- VkCommandBuffer command_buffer; //if persistent, this is owned, otherwise it's shared with the ringbuffer
- struct SetState {
- uint32_t pipeline_expected_format;
- uint32_t uniform_set_format;
- VkDescriptorSet descriptor_set;
- RID uniform_set;
- bool bound;
- SetState() {
- bound = false;
- pipeline_expected_format = 0;
- uniform_set_format = 0;
- descriptor_set = VK_NULL_HANDLE;
- }
- };
- struct State {
- Set<Texture *> textures_to_sampled_layout;
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count;
- RID pipeline;
- RID pipeline_shader;
- VkPipelineLayout pipeline_layout;
- uint32_t pipeline_push_constant_stages;
- State() {
- set_count = 0;
- pipeline_layout = VK_NULL_HANDLE;
- pipeline_push_constant_stages = 0;
- }
- } state;
- #ifdef DEBUG_ENABLED
- struct Validation {
- bool active; //means command buffer was not closes, so you can keep adding things
- Vector<uint32_t> set_formats;
- Vector<bool> set_bound;
- Vector<RID> set_rids;
- //last pipeline set values
- bool pipeline_active;
- RID pipeline_shader;
- uint32_t invalid_set_from;
- Vector<uint32_t> pipeline_set_formats;
- uint32_t pipeline_push_constant_size;
- bool pipeline_push_constant_suppplied;
- Validation() {
- active = true;
- invalid_set_from = 0;
- //pipeline state initalize
- pipeline_active = false;
- pipeline_push_constant_size = 0;
- pipeline_push_constant_suppplied = false;
- }
- } validation;
- #endif
- };
- ComputeList *compute_list;
- /**************************/
- /**** FRAME MANAGEMENT ****/
- /**************************/
- // This is the frame structure. There are normally
- // 3 of these (used for triple buffering), or 2
- // (double buffering). They are cycled constantly.
- //
- // It contains two command buffers, one that is
- // used internally for setting up (creating stuff)
- // and another used mostly for drawing.
- //
- // They also contains a list of things that need
- // to be disposed of when deleted, which can't
- // happen immediately due to the asynchronous
- // nature of the GPU. They will get deleted
- // when the frame is cycled.
- struct Frame {
- //list in usage order, from last to free to first to free
- List<Buffer> buffers_to_dispose_of;
- List<Texture> textures_to_dispose_of;
- List<Framebuffer> framebuffers_to_dispose_of;
- List<VkSampler> samplers_to_dispose_of;
- List<Shader> shaders_to_dispose_of;
- List<VkBufferView> buffer_views_to_dispose_of;
- List<UniformSet> uniform_sets_to_dispose_of;
- List<RenderPipeline> render_pipelines_to_dispose_of;
- List<ComputePipeline> compute_pipelines_to_dispose_of;
- VkCommandPool command_pool;
- VkCommandBuffer setup_command_buffer; //used at the begining of every frame for set-up
- VkCommandBuffer draw_command_buffer; //used at the begining of every frame for set-up
- struct Timestamp {
- String description;
- uint64_t value;
- };
- VkQueryPool timestamp_pool;
- String *timestamp_names;
- uint64_t *timestamp_cpu_values;
- uint32_t timestamp_count;
- String *timestamp_result_names;
- uint64_t *timestamp_cpu_result_values;
- uint64_t *timestamp_result_values;
- uint32_t timestamp_result_count;
- uint64_t index;
- };
- uint32_t max_timestamp_query_elements;
- Frame *frames; //frames available, they are cycled (usually 3)
- int frame; //current frame
- int frame_count; //total amount of frames
- uint64_t frames_drawn;
- void _free_pending_resources(int p_frame);
- VmaAllocator allocator;
- VulkanContext *context;
- void _free_internal(RID p_id);
- void _flush(bool p_current_frame);
- bool screen_prepared;
- template <class T>
- void _free_rids(T &p_owner, const char *p_type);
- public:
- virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t> > &p_data = Vector<Vector<uint8_t> >());
- virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
- virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false);
- virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);
- virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const;
- virtual bool texture_is_shared(RID p_texture);
- virtual bool texture_is_valid(RID p_texture);
- virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, bool p_sync_with_draw = false);
- virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, bool p_sync_with_draw = false);
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
- virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format);
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format);
- virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID);
- virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer);
- /*****************/
- /**** SAMPLER ****/
- /*****************/
- virtual RID sampler_create(const SamplerState &p_state);
- /**********************/
- /**** VERTEX ARRAY ****/
- /**********************/
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- // Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated
- virtual VertexFormatID vertex_format_create(const Vector<VertexDescription> &p_vertex_formats);
- virtual RID vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const Vector<RID> &p_src_buffers);
- virtual RID index_buffer_create(uint32_t p_size_indices, IndexBufferFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_restart_indices = false);
- virtual RID index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
- /****************/
- /**** SHADER ****/
- /****************/
- virtual RID shader_create(const Vector<ShaderStageData> &p_stages);
- virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader);
- /*****************/
- /**** UNIFORM ****/
- /*****************/
- virtual RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID storage_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
- virtual bool uniform_set_is_valid(RID p_uniform_set);
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, bool p_sync_with_draw = false); //works for any buffer
- virtual Vector<uint8_t> buffer_get_data(RID p_buffer);
- /*************************/
- /**** RENDER PIPELINE ****/
- /*************************/
- virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
- virtual bool render_pipeline_is_valid(RID p_pipeline);
- /**************************/
- /**** COMPUTE PIPELINE ****/
- /**************************/
- virtual RID compute_pipeline_create(RID p_shader);
- virtual bool compute_pipeline_is_valid(RID p_pipeline);
- /****************/
- /**** SCREEN ****/
- /****************/
- virtual int screen_get_width(int p_screen = 0) const;
- virtual int screen_get_height(int p_screen = 0) const;
- virtual FramebufferFormatID screen_get_framebuffer_format() const;
- /********************/
- /**** DRAW LISTS ****/
- /********************/
- virtual DrawListID draw_list_begin_for_screen(int p_screen = 0, const Color &p_clear_color = Color());
- virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
- virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
- virtual void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
- virtual void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array);
- virtual void draw_list_bind_index_array(DrawListID p_list, RID p_index_array);
- virtual void draw_list_set_line_width(DrawListID p_list, float p_width);
- virtual void draw_list_set_push_constant(DrawListID p_list, void *p_data, uint32_t p_data_size);
- virtual void draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances = 1, uint32_t p_procedural_vertices = 0);
- virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
- virtual void draw_list_disable_scissor(DrawListID p_list);
- virtual void draw_list_end();
- /***********************/
- /**** COMPUTE LISTS ****/
- /***********************/
- virtual ComputeListID compute_list_begin();
- virtual void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline);
- virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void compute_list_set_push_constant(ComputeListID p_list, void *p_data, uint32_t p_data_size);
- virtual void compute_list_add_barrier(ComputeListID p_list);
- virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
- virtual void compute_list_end();
- /**************/
- /**** FREE ****/
- /**************/
- virtual void free(RID p_id);
- /****************/
- /**** Timing ****/
- /****************/
- virtual void capture_timestamp(const String &p_name, bool p_sync_to_draw);
- virtual uint32_t get_captured_timestamps_count() const;
- virtual uint64_t get_captured_timestamps_frame() const;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
- virtual String get_captured_timestamp_name(uint32_t p_index) const;
- /****************/
- /**** Limits ****/
- /****************/
- virtual int limit_get(Limit p_limit);
- virtual void prepare_screen_for_drawing();
- void initialize(VulkanContext *p_context);
- void finalize();
- virtual void swap_buffers();
- virtual uint32_t get_frame_delay() const;
- RenderingDeviceVulkan();
- };
- #endif // RENDERING_DEVICE_VULKAN_H
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