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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsVulkanPrerequisites.h"
- #include "BsCommandBuffer.h"
- #include "BsVulkanRenderAPI.h"
- #include "BsVulkanResource.h"
- #include "BsVulkanGpuPipelineState.h"
- namespace bs
- {
- class VulkanImage;
- /** @addtogroup Vulkan
- * @{
- */
- #define BS_MAX_VULKAN_CB_PER_QUEUE_FAMILY BS_MAX_QUEUES_PER_TYPE * 32
- /** Wrapper around a Vulkan semaphore object that manages its usage and lifetime. */
- class VulkanSemaphore : public VulkanResource
- {
- public:
- VulkanSemaphore(VulkanResourceManager* owner);
- ~VulkanSemaphore();
- /** Returns the internal handle to the Vulkan object. */
- VkSemaphore getHandle() const { return mSemaphore; }
- private:
- VkSemaphore mSemaphore;
- };
- class VulkanCmdBuffer;
- /** Pool that allocates and distributes Vulkan command buffers. */
- class VulkanCmdBufferPool
- {
- public:
- VulkanCmdBufferPool(VulkanDevice& device);
- ~VulkanCmdBufferPool();
- /**
- * Attempts to find a free command buffer, or creates a new one if not found. Caller must guarantee the provided
- * queue family is valid.
- */
- VulkanCmdBuffer* getBuffer(UINT32 queueFamily, bool secondary);
- private:
- /** Command buffer pool and related information. */
- struct PoolInfo
- {
- VkCommandPool pool = VK_NULL_HANDLE;
- VulkanCmdBuffer* buffers[BS_MAX_VULKAN_CB_PER_QUEUE_FAMILY];
- UINT32 queueFamily = -1;
- };
- /** Creates a new command buffer. */
- VulkanCmdBuffer* createBuffer(UINT32 queueFamily, bool secondary);
- VulkanDevice& mDevice;
- UnorderedMap<UINT32, PoolInfo> mPools;
- UINT32 mNextId;
- };
- /** Determines where are the current descriptor sets bound to. */
- enum class DescriptorSetBindFlag
- {
- None = 0,
- Graphics = 1 << 0,
- Compute = 1 << 1
- };
- typedef Flags<DescriptorSetBindFlag> DescriptorSetBindFlags;
- BS_FLAGS_OPERATORS(DescriptorSetBindFlag)
- /**
- * Represents a direct wrapper over an internal Vulkan command buffer. This is unlike VulkanCommandBuffer which is a
- * higher level class, and it allows for re-use by internally using multiple low-level command buffers.
- */
- class VulkanCmdBuffer
- {
- /** Possible states a command buffer can be in. */
- enum class State
- {
- /** Buffer is ready to be re-used. */
- Ready,
- /** Buffer is currently recording commands, but isn't recording a render pass. */
- Recording,
- /** Buffer is currently recording render pass commands. */
- RecordingRenderPass,
- /** Buffer is done recording but hasn't been submitted. */
- RecordingDone,
- /** Buffer is done recording and is currently submitted on a queue. */
- Submitted
- };
- public:
- VulkanCmdBuffer(VulkanDevice& device, UINT32 id, VkCommandPool pool, UINT32 queueFamily, bool secondary);
- ~VulkanCmdBuffer();
- /** Returns an unique identifier of this command buffer. */
- UINT32 getId() const { return mId; }
- /** Returns the index of the queue family this command buffer is executing on. */
- UINT32 getQueueFamily() const { return mQueueFamily; }
- /** Returns the index of the device this command buffer will execute on. */
- UINT32 getDeviceIdx() const;
- /** Makes the command buffer ready to start recording commands. */
- void begin();
- /** Ends command buffer command recording (as started with begin()). */
- void end();
- /** Begins render pass recording. Must be called within begin()/end() calls. */
- void beginRenderPass();
- /** Ends render pass recording (as started with beginRenderPass(). */
- void endRenderPass();
- /**
- * Submits the command buffer for execution.
- *
- * @param[in] queue Queue to submit the command buffer on.
- * @param[in] queueIdx Index of the queue the command buffer was submitted on. Note that this may be different
- * from the actual VulkanQueue index since multiple command buffer queue indices can map
- * to the same queue.
- * @param[in] syncMask Mask that controls which other command buffers does this command buffer depend upon
- * (if any). See description of @p syncMask parameter in RenderAPICore::executeCommands().
- */
- void submit(VulkanQueue* queue, UINT32 queueIdx, UINT32 syncMask);
- /** Returns the handle to the internal Vulkan command buffer wrapped by this object. */
- VkCommandBuffer getHandle() const { return mCmdBuffer; }
- /** Returns a fence that can be used for tracking when the command buffer is done executing. */
- VkFence getFence() const { return mFence; }
- /**
- * Returns a semaphore that may be used for synchronizing execution between command buffers executing on different
- * queues.
- */
- VulkanSemaphore* getSemaphore() const { return mSemaphore; }
- /**
- * Allocates a new semaphore that may be used for synchronizing execution between command buffers executing on different
- * queues. Releases the previously allocated semaphore, if one exist. Use getSemaphore() to retrieve latest
- * allocated semaphore.
- */
- VulkanSemaphore* allocateSemaphore();
- /** Returns true if the command buffer is currently being processed by the device. */
- bool isSubmitted() const { return mState == State::Submitted; }
- /** Returns true if the command buffer is currently recording (but not within a render pass). */
- bool isRecording() const { return mState == State::Recording; }
- /** Returns true if the command buffer is ready to be submitted to a queue. */
- bool isReadyForSubmit() const { return mState == State::RecordingDone; }
- /** Returns true if the command buffer is currently recording a render pass. */
- bool isInRenderPass() const { return mState == State::RecordingRenderPass; }
- /** Returns a counter that gets incremented whenever the command buffer is done executing. */
- UINT32 getFenceCounter() const { return mFenceCounter; }
- /** Checks the internal fence and changes command buffer state if done executing. */
- void refreshFenceStatus();
- /**
- * Lets the command buffer know that the provided resource has been queued on it, and will be used by the
- * device when the command buffer is submitted. If a resource is an image or a buffer use the more specific
- * registerResource() overload.
- */
- void registerResource(VulkanResource* res, VulkanUseFlags flags);
- /**
- * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
- * device when the command buffer is submitted.
- */
- void registerResource(VulkanImage* res, VkAccessFlags accessFlags, VkImageLayout currentLayout,
- VkImageLayout newLayout, VulkanUseFlags flags, bool isFBAttachment = false);
- /**
- * Lets the command buffer know that the provided image resource has been queued on it, and will be used by the
- * device when the command buffer is submitted.
- */
- void registerResource(VulkanBuffer* res, VkAccessFlags accessFlags, VulkanUseFlags flags);
- /**
- * Lets the command buffer know that the provided framebuffer resource has been queued on it, and will be used by
- * the device when the command buffer is submitted.
- */
- void registerResource(VulkanFramebuffer* res, VulkanUseFlags flags);
- /************************************************************************/
- /* COMMANDS */
- /************************************************************************/
- /**
- * Assigns a render target the the command buffer. This render target's framebuffer and render pass will be used
- * when beginRenderPass() is called. Command buffer must not be currently recording a render pass.
- */
- void setRenderTarget(const SPtr<RenderTargetCore>& rt, bool readOnlyDepthStencil, RenderSurfaceMask loadMask);
- /** Clears the entirety currently bound render target. */
- void clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
- /** Clears the viewport portion of the currently bound render target. */
- void clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil, UINT8 targetMask);
- /** Assigns a pipeline state to use for subsequent draw commands. */
- void setPipelineState(const SPtr<GraphicsPipelineStateCore>& state);
- /** Assigns a pipeline state to use for subsequent dispatch commands. */
- void setPipelineState(const SPtr<ComputePipelineStateCore>& state);
- /** Assign GPU params to the GPU programs bound by the pipeline state. */
- void setGpuParams(const SPtr<GpuParamsCore>& gpuParams);
- /** Sets the current viewport which determine to which portion of the render target to render to. */
- void setViewport(const Rect2& area);
- /**
- * Sets the scissor rectangle area which determines in which area if the viewport are the fragments allowed to be
- * generated. Only relevant if enabled on the pipeline state.
- */
- void setScissorRect(const Rect2I& area);
- /** Sets a stencil reference value that will be used for comparisons in stencil operations, if enabled. */
- void setStencilRef(UINT32 value);
- /** Changes how are primitives interpreted as during rendering. */
- void setDrawOp(DrawOperationType drawOp);
- /** Sets one or multiple vertex buffers that will be used for subsequent draw() or drawIndexed() calls. */
- void setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers);
- /** Sets an index buffer that will be used for subsequent drawIndexed() calls. */
- void setIndexBuffer(const SPtr<IndexBufferCore>& buffer);
- /** Sets a declaration that determines how are vertex buffer contents interpreted. */
- void setVertexDeclaration(const SPtr<VertexDeclarationCore>& decl);
- /** Executes a draw command using the currently bound graphics pipeline, vertex buffer and render target. */
- void draw(UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount);
- /** Executes a draw command using the currently bound graphics pipeline, index & vertex buffer and render target. */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 instanceCount);
- /** Executes a dispatch command using the currently bound compute pipeline. */
- void dispatch(UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ);
- private:
- friend class VulkanCmdBufferPool;
- friend class VulkanCommandBuffer;
- friend class VulkanQueue;
- /** Contains information about a single Vulkan resource bound/used on this command buffer. */
- struct ResourceUseHandle
- {
- bool used;
- VulkanUseFlags flags;
- };
- /** Contains information about a single Vulkan buffer resource bound/used on this command buffer. */
- struct BufferInfo
- {
- VkAccessFlags accessFlags;
- ResourceUseHandle useHandle;
- };
- /** Contains information about a single Vulkan image resource bound/used on this command buffer. */
- struct ImageInfo
- {
- VkAccessFlags accessFlags;
- VkImageSubresourceRange range;
- ResourceUseHandle useHandle;
- // Only relevant for layout transitions
- VkImageLayout currentLayout;
- VkImageLayout requiredLayout;
- VkImageLayout finalLayout;
- bool isFBAttachment : 1;
- bool isShaderInput : 1;
- };
- /** Checks if all the prerequisites for rendering have been made (e.g. render target and pipeline state are set. */
- bool isReadyForRender();
- /** Marks the command buffer as submitted on a queue. */
- void setIsSubmitted() { mState = State::Submitted; }
- /** Binds the current graphics pipeline to the command buffer. Returns true if bind was successful. */
- bool bindGraphicsPipeline();
- /** Binds any dynamic states to the pipeline, as required.
- *
- * @param[in] forceAll If true all states will be bound. If false only states marked as dirty will be bound.
- */
- void bindDynamicStates(bool forceAll);
- /** Clears the specified area of the currently bound render target. */
- void clearViewport(const Rect2I& area, UINT32 buffers, const Color& color, float depth, UINT16 stencil,
- UINT8 targetMask);
- UINT32 mId;
- UINT32 mQueueFamily;
- State mState;
- VulkanDevice& mDevice;
- VkCommandPool mPool;
- VkCommandBuffer mCmdBuffer;
- VkFence mFence;
- VulkanSemaphore* mSemaphore;
- UINT32 mFenceCounter;
- VulkanFramebuffer* mFramebuffer;
- UINT32 mRenderTargetWidth;
- UINT32 mRenderTargetHeight;
- bool mRenderTargetDepthReadOnly;
- RenderSurfaceMask mRenderTargetLoadMask;
- UnorderedMap<VulkanResource*, ResourceUseHandle> mResources;
- UnorderedMap<VulkanResource*, UINT32> mImages;
- UnorderedMap<VulkanResource*, BufferInfo> mBuffers;
- Vector<ImageInfo> mImageInfos;
- UINT32 mGlobalQueueIdx;
- SPtr<VulkanGraphicsPipelineStateCore> mGraphicsPipeline;
- SPtr<VulkanComputePipelineStateCore> mComputePipeline;
- SPtr<VertexDeclarationCore> mVertexDecl;
- Rect2 mViewport;
- Rect2I mScissor;
- UINT32 mStencilRef;
- DrawOperationType mDrawOp;
- UINT32 mNumBoundDescriptorSets;
- bool mGfxPipelineRequiresBind : 1;
- bool mCmpPipelineRequiresBind : 1;
- bool mViewportRequiresBind : 1;
- bool mStencilRefRequiresBind : 1;
- bool mScissorRequiresBind : 1;
- DescriptorSetBindFlags mDescriptorSetsBindState;
- VulkanSemaphore* mSemaphoresTemp[BS_MAX_UNIQUE_QUEUES];
- VkBuffer mVertexBuffersTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
- VkDeviceSize mVertexBufferOffsetsTemp[BS_MAX_BOUND_VERTEX_BUFFERS];
- VkDescriptorSet* mDescriptorSetsTemp;
- UnorderedMap<UINT32, TransitionInfo> mTransitionInfoTemp;
- Vector<VkImageMemoryBarrier> mLayoutTransitionBarriersTemp;
- UnorderedMap<VulkanImage*, UINT32> mQueuedLayoutTransitions;
- };
- /** CommandBuffer implementation for Vulkan. */
- class VulkanCommandBuffer : public CommandBuffer
- {
- public:
- /**
- * Submits the command buffer for execution.
- *
- * @param[in] syncMask Mask that controls which other command buffers does this command buffer depend upon
- * (if any). See description of @p syncMask parameter in RenderAPICore::executeCommands().
- */
- void submit(UINT32 syncMask);
- /**
- * Returns the internal command buffer.
- *
- * @note This buffer will change after a submit() call.
- */
- VulkanCmdBuffer* getInternal() const { return mBuffer; }
- private:
- friend class VulkanCommandBufferManager;
- VulkanCommandBuffer(VulkanDevice& device, GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx,
- bool secondary);
- /**
- * Tasks the command buffer to find a new internal command buffer. Call this after the command buffer has been
- * submitted to a queue (it's not allowed to be used until the queue is done with it).
- */
- void acquireNewBuffer();
- VulkanCmdBuffer* mBuffer;
- VulkanDevice& mDevice;
- VulkanQueue* mQueue;
- UINT32 mIdMask;
- };
- /** @} */
- }
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