/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* 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 RMLUI_BACKENDS_RENDERER_VK_H
#define RMLUI_BACKENDS_RENDERER_VK_H
#include
#ifdef RMLUI_PLATFORM_WIN32
#include "RmlUi_Include_Windows.h"
#define VK_USE_PLATFORM_WIN32_KHR
#endif
#include "RmlUi_Include_Vulkan.h"
#ifdef RMLUI_DEBUG
#define RMLUI_VK_ASSERTMSG(statement, msg) RMLUI_ASSERTMSG(statement, msg)
// Uncomment the following line to enable additional Vulkan debugging.
// #define RMLUI_VK_DEBUG
#else
#define RMLUI_VK_ASSERTMSG(statement, msg) static_cast(statement)
#endif
// your specified api version, but in future it will be dynamic ^_^
#define RMLUI_VK_API_VERSION VK_API_VERSION_1_0
/**
* Vulkan render interface for RmlUi
*
* My aim is to create compact, but easy to use class
* I understand that it isn't good architectural choice to keep all things in one class
* But I follow to RMLUI design and for implementing one GAPI backend it just needs one class
* For user looks cool, but for programmer...
*
* It's better to try operate with very clean 'one-class' architecture rather than create own library for Vulkan
* With many different classes, with not trivial signatures and etc
* And as a result we should document that library so it's just a headache for all of us
*
* Reminder to users: If you want to implement your Vulkan renderer check previous commits of this work, because current system works only with new
* and delete operations every frame (CPU side), on GPU we implemented the pre-allocated buffer with virtual allocs (Vma) so there's no problems and
* all fine. I wrote all ideas and implementation for that.
*
* @author wh1t3lord (https://github.com/wh1t3lord)
*/
class RenderInterface_VK : public Rml::RenderInterface {
public:
static constexpr uint32_t kSwapchainBackBufferCount = 3;
static constexpr VkDeviceSize kVideoMemoryForAllocation = 4 * 1024 * 1024; // [bytes]
RenderInterface_VK();
~RenderInterface_VK();
using CreateSurfaceCallback = bool (*)(VkInstance instance, VkSurfaceKHR* out_surface);
bool Initialize(Rml::Vector required_extensions, CreateSurfaceCallback create_surface_callback);
void Shutdown();
void BeginFrame();
void EndFrame();
void SetViewport(int width, int height);
bool IsSwapchainValid();
void RecreateSwapchain();
// -- Inherited from Rml::RenderInterface --
/// Called by RmlUi when it wants to compile geometry it believes will be static for the forseeable future.
Rml::CompiledGeometryHandle CompileGeometry(Rml::Span vertices, Rml::Span indices) override;
/// Called by RmlUi when it wants to render application-compiled geometry.
void RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture) override;
/// Called by RmlUi when it wants to release application-compiled geometry.
void ReleaseGeometry(Rml::CompiledGeometryHandle geometry) override;
/// Called by RmlUi when a texture is required by the library.
Rml::TextureHandle LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source) override;
/// Called by RmlUi when a texture is required to be built from an internally-generated sequence of pixels.
Rml::TextureHandle GenerateTexture(Rml::Span source_data, Rml::Vector2i source_dimensions) override;
/// Called by RmlUi when a loaded texture is no longer required.
void ReleaseTexture(Rml::TextureHandle texture_handle) override;
/// Called by RmlUi when it wants to enable or disable scissoring to clip content.
void EnableScissorRegion(bool enable) override;
/// Called by RmlUi when it wants to change the scissor region.
void SetScissorRegion(Rml::Rectanglei region) override;
/// Called by RmlUi when it wants to set the current transform matrix to a new matrix.
void SetTransform(const Rml::Matrix4f* transform) override;
private:
enum class shader_type_t : int { Vertex, Fragment, Unknown = -1 };
enum class shader_id_t : int { Vertex, Fragment_WithoutTextures, Fragment_WithTextures };
struct shader_vertex_user_data_t {
// Member objects are order-sensitive to match shader.
Rml::Matrix4f m_transform;
Rml::Vector2f m_translate;
};
struct texture_data_t {
VkImage m_p_vk_image;
VkImageView m_p_vk_image_view;
VkSampler m_p_vk_sampler;
VkDescriptorSet m_p_vk_descriptor_set;
VmaAllocation m_p_vma_allocation;
};
struct geometry_handle_t {
int m_num_indices;
VkDescriptorBufferInfo m_p_vertex;
VkDescriptorBufferInfo m_p_index;
VkDescriptorBufferInfo m_p_shader;
// @ this is for freeing our logical blocks for VMA
// see https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/virtual_allocator.html
VmaVirtualAllocation m_p_vertex_allocation;
VmaVirtualAllocation m_p_index_allocation;
VmaVirtualAllocation m_p_shader_allocation;
};
struct buffer_data_t {
VkBuffer m_p_vk_buffer;
VmaAllocation m_p_vma_allocation;
};
class UploadResourceManager {
public:
UploadResourceManager() : m_p_device{}, m_p_fence{}, m_p_command_buffer{}, m_p_command_pool{}, m_p_graphics_queue{} {}
~UploadResourceManager() {}
void Initialize(VkDevice p_device, VkQueue p_queue, uint32_t queue_family_index)
{
RMLUI_VK_ASSERTMSG(p_queue, "you have to pass a valid VkQueue");
RMLUI_VK_ASSERTMSG(p_device, "you have to pass a valid VkDevice for creation resources");
m_p_device = p_device;
m_p_graphics_queue = p_queue;
Create_All(queue_family_index);
}
void Shutdown()
{
vkDestroyFence(m_p_device, m_p_fence, nullptr);
vkDestroyCommandPool(m_p_device, m_p_command_pool, nullptr);
}
template
void UploadToGPU(Func&& p_user_commands) noexcept
{
RMLUI_VK_ASSERTMSG(m_p_command_buffer, "you didn't initialize VkCommandBuffer");
VkCommandBufferBeginInfo info_command = {};
info_command.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info_command.pNext = nullptr;
info_command.pInheritanceInfo = nullptr;
info_command.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VkResult status = vkBeginCommandBuffer(m_p_command_buffer, &info_command);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkBeginCommandBuffer");
p_user_commands(m_p_command_buffer);
status = vkEndCommandBuffer(m_p_command_buffer);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "faield to vkEndCommandBuffer");
Submit();
Wait();
}
private:
void Create_Fence() noexcept
{
VkFenceCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
info.pNext = nullptr;
info.flags = 0;
VkResult status = vkCreateFence(m_p_device, &info, nullptr, &m_p_fence);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkCreateFence");
}
void Create_CommandBuffer() noexcept
{
RMLUI_VK_ASSERTMSG(m_p_command_pool, "you have to initialize VkCommandPool before calling this method!");
VkCommandBufferAllocateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
info.pNext = nullptr;
info.commandPool = m_p_command_pool;
info.commandBufferCount = 1;
info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
VkResult status = vkAllocateCommandBuffers(m_p_device, &info, &m_p_command_buffer);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkAllocateCommandBuffers");
}
void Create_CommandPool(uint32_t queue_family_index) noexcept
{
VkCommandPoolCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
info.pNext = nullptr;
info.queueFamilyIndex = queue_family_index;
info.flags = 0;
VkResult status = vkCreateCommandPool(m_p_device, &info, nullptr, &m_p_command_pool);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkCreateCommandPool");
}
void Create_All(uint32_t queue_family_index) noexcept
{
Create_Fence();
Create_CommandPool(queue_family_index);
Create_CommandBuffer();
}
void Wait() noexcept
{
RMLUI_VK_ASSERTMSG(m_p_fence, "you must initialize your VkFence");
vkWaitForFences(m_p_device, 1, &m_p_fence, VK_TRUE, UINT64_MAX);
vkResetFences(m_p_device, 1, &m_p_fence);
vkResetCommandPool(m_p_device, m_p_command_pool, 0);
}
void Submit() noexcept
{
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.pNext = nullptr;
info.waitSemaphoreCount = 0;
info.signalSemaphoreCount = 0;
info.pSignalSemaphores = nullptr;
info.pWaitSemaphores = nullptr;
info.pWaitDstStageMask = nullptr;
info.pCommandBuffers = &m_p_command_buffer;
info.commandBufferCount = 1;
auto status = vkQueueSubmit(m_p_graphics_queue, 1, &info, m_p_fence);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkQueueSubmit");
}
private:
VkDevice m_p_device;
VkFence m_p_fence;
VkCommandBuffer m_p_command_buffer;
VkCommandPool m_p_command_pool;
VkQueue m_p_graphics_queue;
};
// @ main manager for "allocating" vertex, index, uniform stuff
class MemoryPool {
public:
MemoryPool();
~MemoryPool();
void Initialize(VkDeviceSize byte_size, VkDeviceSize device_min_uniform_alignment, VmaAllocator p_allocator, VkDevice p_device) noexcept;
void Shutdown() noexcept;
bool Alloc_GeneralBuffer(VkDeviceSize size, void** p_data, VkDescriptorBufferInfo* p_out, VmaVirtualAllocation* p_alloc) noexcept;
bool Alloc_VertexBuffer(uint32_t number_of_elements, uint32_t stride_in_bytes, void** p_data, VkDescriptorBufferInfo* p_out,
VmaVirtualAllocation* p_alloc) noexcept;
bool Alloc_IndexBuffer(uint32_t number_of_elements, uint32_t stride_in_bytes, void** p_data, VkDescriptorBufferInfo* p_out,
VmaVirtualAllocation* p_alloc) noexcept;
void SetDescriptorSet(uint32_t binding_index, uint32_t size, VkDescriptorType descriptor_type, VkDescriptorSet p_set) noexcept;
void SetDescriptorSet(uint32_t binding_index, VkDescriptorBufferInfo* p_info, VkDescriptorType descriptor_type,
VkDescriptorSet p_set) noexcept;
void SetDescriptorSet(uint32_t binding_index, VkSampler p_sampler, VkImageLayout layout, VkImageView p_view, VkDescriptorType descriptor_type,
VkDescriptorSet p_set) noexcept;
void Free_GeometryHandle(geometry_handle_t* p_valid_geometry_handle) noexcept;
void Free_GeometryHandle_ShaderDataOnly(geometry_handle_t* p_valid_geometry_handle) noexcept;
private:
VkDeviceSize m_memory_total_size;
VkDeviceSize m_device_min_uniform_alignment;
char* m_p_data;
VkBuffer m_p_buffer;
VmaAllocation m_p_buffer_alloc;
VkDevice m_p_device;
VmaAllocator m_p_vk_allocator;
VmaVirtualBlock m_p_block;
};
// If we need additional command buffers, we can add them to this list and retrieve them from the ring.
enum class CommandBufferName { Primary, Count };
// The command buffer ring stores a unique set of named command buffers for each bufferd frame.
// Explanation of how to use Vulkan efficiently: https://vkguide.dev/docs/chapter-4/double_buffering/
class CommandBufferRing {
public:
static constexpr uint32_t kNumFramesToBuffer = kSwapchainBackBufferCount;
static constexpr uint32_t kNumCommandBuffersPerFrame = static_cast(CommandBufferName::Count);
CommandBufferRing();
void Initialize(VkDevice p_device, uint32_t queue_index_graphics) noexcept;
void Shutdown();
void OnBeginFrame();
VkCommandBuffer GetCommandBufferForActiveFrame(CommandBufferName named_command_buffer);
private:
struct CommandBuffersPerFrame {
Rml::Array m_command_pools;
Rml::Array m_command_buffers;
};
VkDevice m_p_device;
uint32_t m_frame_index;
CommandBuffersPerFrame* m_p_current_frame;
Rml::Array m_frames;
};
class DescriptorPoolManager {
public:
DescriptorPoolManager() : m_allocated_descriptor_count{}, m_p_descriptor_pool{} {}
~DescriptorPoolManager()
{
RMLUI_VK_ASSERTMSG(m_allocated_descriptor_count <= 0, "something is wrong. You didn't free some VkDescriptorSet");
}
void Initialize(VkDevice p_device, uint32_t count_uniform_buffer, uint32_t count_image_sampler, uint32_t count_sampler,
uint32_t count_storage_buffer) noexcept
{
RMLUI_VK_ASSERTMSG(p_device, "you can't pass an invalid VkDevice here");
Rml::Array sizes;
sizes[0] = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, count_uniform_buffer};
sizes[1] = {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, count_uniform_buffer};
sizes[2] = {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, count_image_sampler};
sizes[3] = {VK_DESCRIPTOR_TYPE_SAMPLER, count_sampler};
sizes[4] = {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, count_storage_buffer};
VkDescriptorPoolCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
info.pNext = nullptr;
info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
info.maxSets = 1000;
info.poolSizeCount = static_cast(sizes.size());
info.pPoolSizes = sizes.data();
auto status = vkCreateDescriptorPool(p_device, &info, nullptr, &m_p_descriptor_pool);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkCreateDescriptorPool");
}
void Shutdown(VkDevice p_device)
{
RMLUI_VK_ASSERTMSG(p_device, "you can't pass an invalid VkDevice here");
vkDestroyDescriptorPool(p_device, m_p_descriptor_pool, nullptr);
}
uint32_t Get_AllocatedDescriptorCount() const noexcept { return m_allocated_descriptor_count; }
bool Alloc_Descriptor(VkDevice p_device, VkDescriptorSetLayout* p_layouts, VkDescriptorSet* p_sets,
uint32_t descriptor_count_for_creation = 1) noexcept
{
RMLUI_VK_ASSERTMSG(p_layouts, "you have to pass a valid and initialized VkDescriptorSetLayout (probably you must create it)");
RMLUI_VK_ASSERTMSG(p_device, "you must pass a valid VkDevice here");
VkDescriptorSetAllocateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
info.pNext = nullptr;
info.descriptorPool = m_p_descriptor_pool;
info.descriptorSetCount = descriptor_count_for_creation;
info.pSetLayouts = p_layouts;
auto status = vkAllocateDescriptorSets(p_device, &info, p_sets);
RMLUI_VK_ASSERTMSG(status == VkResult::VK_SUCCESS, "failed to vkAllocateDescriptorSets");
m_allocated_descriptor_count += descriptor_count_for_creation;
return status == VkResult::VK_SUCCESS;
}
void Free_Descriptors(VkDevice p_device, VkDescriptorSet* p_sets, uint32_t descriptor_count = 1) noexcept
{
RMLUI_VK_ASSERTMSG(p_device, "you must pass a valid VkDevice here");
if (p_sets)
{
m_allocated_descriptor_count -= descriptor_count;
vkFreeDescriptorSets(p_device, m_p_descriptor_pool, descriptor_count, p_sets);
}
}
private:
int m_allocated_descriptor_count;
VkDescriptorPool m_p_descriptor_pool;
};
struct PhysicalDeviceWrapper {
VkPhysicalDevice m_p_physical_device;
VkPhysicalDeviceProperties m_physical_device_properties;
};
using PhysicalDeviceWrapperList = Rml::Vector;
using LayerPropertiesList = Rml::Vector;
using ExtensionPropertiesList = Rml::Vector;
private:
Rml::TextureHandle CreateTexture(Rml::Span source, Rml::Vector2i dimensions, const Rml::String& name);
void Initialize_Instance(Rml::Vector required_extensions) noexcept;
void Initialize_Device() noexcept;
void Initialize_PhysicalDevice(VkPhysicalDeviceProperties& out_physical_device_properties) noexcept;
void Initialize_Swapchain(VkExtent2D window_extent) noexcept;
void Initialize_Surface(CreateSurfaceCallback create_surface_callback) noexcept;
void Initialize_QueueIndecies() noexcept;
void Initialize_Queues() noexcept;
void Initialize_SyncPrimitives() noexcept;
void Initialize_Resources(const VkPhysicalDeviceProperties& physical_device_properties) noexcept;
void Initialize_Allocator() noexcept;
void Destroy_Instance() noexcept;
void Destroy_Device() noexcept;
void Destroy_Swapchain() noexcept;
void Destroy_Surface() noexcept;
void Destroy_SyncPrimitives() noexcept;
void Destroy_Resources() noexcept;
void Destroy_Allocator() noexcept;
void QueryInstanceLayers(LayerPropertiesList& result) noexcept;
void QueryInstanceExtensions(ExtensionPropertiesList& result, const LayerPropertiesList& instance_layer_properties) noexcept;
bool AddLayerToInstance(Rml::Vector& result, const LayerPropertiesList& instance_layer_properties,
const char* p_instance_layer_name) noexcept;
bool AddExtensionToInstance(Rml::Vector& result, const ExtensionPropertiesList& instance_extension_properties,
const char* p_instance_extension_name) noexcept;
void CreatePropertiesFor_Instance(Rml::Vector& instance_layer_names, Rml::Vector& instance_extension_names) noexcept;
bool IsLayerPresent(const LayerPropertiesList& properties, const char* p_layer_name) noexcept;
bool IsExtensionPresent(const ExtensionPropertiesList& properties, const char* p_extension_name) noexcept;
bool AddExtensionToDevice(Rml::Vector& result, const ExtensionPropertiesList& device_extension_properties,
const char* p_device_extension_name) noexcept;
void CreatePropertiesFor_Device(ExtensionPropertiesList& result) noexcept;
void CreateReportDebugCallback() noexcept;
void Destroy_ReportDebugCallback() noexcept;
uint32_t GetUserAPIVersion() const noexcept;
uint32_t GetRequiredVersionAndValidateMachine() noexcept;
void CollectPhysicalDevices(PhysicalDeviceWrapperList& out_physical_devices) noexcept;
const PhysicalDeviceWrapper* ChoosePhysicalDevice(const PhysicalDeviceWrapperList& physical_devices, VkPhysicalDeviceType device_type) noexcept;
VkSurfaceFormatKHR ChooseSwapchainFormat() noexcept;
VkSurfaceTransformFlagBitsKHR CreatePretransformSwapchain() noexcept;
VkCompositeAlphaFlagBitsKHR ChooseSwapchainCompositeAlpha() noexcept;
int Choose_SwapchainImageCount(uint32_t user_swapchain_count_for_creation = kSwapchainBackBufferCount, bool if_failed_choose_min = true) noexcept;
VkPresentModeKHR GetPresentMode(VkPresentModeKHR type = VkPresentModeKHR::VK_PRESENT_MODE_FIFO_KHR) noexcept;
VkSurfaceCapabilitiesKHR GetSurfaceCapabilities() noexcept;
VkExtent2D GetValidSurfaceExtent() noexcept;
void CreateShaders() noexcept;
void CreateDescriptorSetLayout() noexcept;
void CreatePipelineLayout() noexcept;
void CreateDescriptorSets() noexcept;
void CreateSamplers() noexcept;
void Create_Pipelines() noexcept;
void CreateRenderPass() noexcept;
void CreateSwapchainFrameBuffers(const VkExtent2D& real_render_image_size) noexcept;
// This method is called in Views, so don't call it manually
void CreateSwapchainImages() noexcept;
void CreateSwapchainImageViews() noexcept;
void Create_DepthStencilImage() noexcept;
void Create_DepthStencilImageViews() noexcept;
void CreateResourcesDependentOnSize(const VkExtent2D& real_render_image_size) noexcept;
buffer_data_t CreateResource_StagingBuffer(VkDeviceSize size, VkBufferUsageFlags flags) noexcept;
void DestroyResource_StagingBuffer(const buffer_data_t& data) noexcept;
void Destroy_Textures() noexcept;
void Destroy_Geometries() noexcept;
void Destroy_Texture(const texture_data_t& p_texture) noexcept;
void DestroyResourcesDependentOnSize() noexcept;
void DestroySwapchainImageViews() noexcept;
void DestroySwapchainFrameBuffers() noexcept;
void DestroyRenderPass() noexcept;
void Destroy_Pipelines() noexcept;
void DestroyDescriptorSets() noexcept;
void DestroyPipelineLayout() noexcept;
void DestroySamplers() noexcept;
void Wait() noexcept;
void Update_PendingForDeletion_Textures_By_Frames() noexcept;
void Update_PendingForDeletion_Geometries() noexcept;
void Submit() noexcept;
void Present() noexcept;
VkFormat Get_SupportedDepthFormat();
private:
bool m_is_transform_enabled;
bool m_is_apply_to_regular_geometry_stencil;
bool m_is_use_scissor_specified;
bool m_is_use_stencil_pipeline;
int m_width;
int m_height;
uint32_t m_queue_index_present;
uint32_t m_queue_index_graphics;
uint32_t m_queue_index_compute;
uint32_t m_semaphore_index;
uint32_t m_semaphore_index_previous;
uint32_t m_image_index;
VkInstance m_p_instance;
VkDevice m_p_device;
VkPhysicalDevice m_p_physical_device;
VkSurfaceKHR m_p_surface;
VkSwapchainKHR m_p_swapchain;
VmaAllocator m_p_allocator;
// @ obtained from command list see PrepareRenderBuffer method
VkCommandBuffer m_p_current_command_buffer;
VkDescriptorSetLayout m_p_descriptor_set_layout_vertex_transform;
VkDescriptorSetLayout m_p_descriptor_set_layout_texture;
VkPipelineLayout m_p_pipeline_layout;
VkPipeline m_p_pipeline_with_textures;
VkPipeline m_p_pipeline_without_textures;
VkPipeline m_p_pipeline_stencil_for_region_where_geometry_will_be_drawn;
VkPipeline m_p_pipeline_stencil_for_regular_geometry_that_applied_to_region_with_textures;
VkPipeline m_p_pipeline_stencil_for_regular_geometry_that_applied_to_region_without_textures;
VkDescriptorSet m_p_descriptor_set;
VkRenderPass m_p_render_pass;
VkSampler m_p_sampler_linear;
VkRect2D m_scissor;
// @ means it captures the window size full width and full height, offset equals both x and y to 0
VkRect2D m_scissor_original;
VkViewport m_viewport;
VkQueue m_p_queue_present;
VkQueue m_p_queue_graphics;
VkQueue m_p_queue_compute;
#ifdef RMLUI_VK_DEBUG
VkDebugUtilsMessengerEXT m_debug_messenger;
#endif
VkSurfaceFormatKHR m_swapchain_format;
shader_vertex_user_data_t m_user_data_for_vertex_shader;
texture_data_t m_texture_depthstencil;
Rml::Matrix4f m_projection;
Rml::Vector m_executed_fences;
Rml::Vector m_semaphores_image_available;
Rml::Vector m_semaphores_finished_render;
Rml::Vector m_swapchain_frame_buffers;
Rml::Vector m_swapchain_images;
Rml::Vector m_swapchain_image_views;
Rml::Vector m_shaders;
Rml::Array, kSwapchainBackBufferCount> m_pending_for_deletion_textures_by_frames;
// vma handles that thing, so there's no need for frame splitting
Rml::Vector m_pending_for_deletion_geometries;
CommandBufferRing m_command_buffer_ring;
MemoryPool m_memory_pool;
UploadResourceManager m_upload_manager;
DescriptorPoolManager m_manager_descriptors;
};
#endif