Common.h 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345
  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Gr/Common.h>
  7. #if ANKI_OS_LINUX
  8. # define VK_USE_PLATFORM_XCB_KHR 1
  9. # define VK_USE_PLATFORM_XLIB_KHR 1
  10. #elif ANKI_OS_WINDOWS
  11. # define VK_USE_PLATFORM_WIN32_KHR 1
  12. #elif ANKI_OS_ANDROID
  13. # define VK_USE_PLATFORM_ANDROID_KHR 1
  14. #else
  15. # error Not implemented
  16. #endif
  17. #include <Volk/volk.h>
  18. // Cleanup global namespace from these dirty libaries
  19. #if ANKI_OS_LINUX
  20. # undef Bool
  21. #elif ANKI_OS_WINDOWS
  22. # include <AnKi/Util/CleanupWindows.h>
  23. #endif
  24. namespace anki {
  25. // Forward
  26. class GrManagerImpl;
  27. /// @addtogroup vulkan
  28. /// @{
  29. #define ANKI_VK_LOGI(...) ANKI_LOG("VK ", NORMAL, __VA_ARGS__)
  30. #define ANKI_VK_LOGE(...) ANKI_LOG("VK ", ERROR, __VA_ARGS__)
  31. #define ANKI_VK_LOGW(...) ANKI_LOG("VK ", WARNING, __VA_ARGS__)
  32. #define ANKI_VK_LOGF(...) ANKI_LOG("VK ", FATAL, __VA_ARGS__)
  33. #define ANKI_VK_SELF(class_) class_& self = *static_cast<class_*>(this)
  34. #define ANKI_VK_SELF_CONST(class_) const class_& self = *static_cast<const class_*>(this)
  35. enum class DescriptorType : U8
  36. {
  37. COMBINED_TEXTURE_SAMPLER,
  38. TEXTURE,
  39. SAMPLER,
  40. UNIFORM_BUFFER,
  41. STORAGE_BUFFER,
  42. IMAGE,
  43. TEXTURE_BUFFER,
  44. ACCELERATION_STRUCTURE,
  45. COUNT
  46. };
  47. enum class VulkanExtensions : U32
  48. {
  49. NONE = 0,
  50. KHR_XCB_SURFACE = 1 << 1,
  51. KHR_XLIB_SURFACE = 1 << 2,
  52. KHR_WIN32_SURFACE = 1 << 3,
  53. KHR_ANDROID_SURFACE = 1 << 4,
  54. KHR_SWAPCHAIN = 1 << 5,
  55. KHR_SURFACE = 1 << 6,
  56. EXT_DEBUG_MARKER = 1 << 7,
  57. EXT_DEBUG_REPORT = 1 << 8,
  58. AMD_SHADER_INFO = 1 << 9,
  59. AMD_RASTERIZATION_ORDER = 1 << 10,
  60. KHR_RAY_TRACING = 1 << 11,
  61. KHR_PIPELINE_EXECUTABLE_PROPERTIES = 1 << 12,
  62. EXT_DESCRIPTOR_INDEXING = 1 << 13,
  63. KHR_BUFFER_DEVICE_ADDRESS = 1 << 14,
  64. EXT_SCALAR_BLOCK_LAYOUT = 1 << 15,
  65. KHR_TIMELINE_SEMAPHORE = 1 << 16,
  66. KHR_SHADER_FLOAT16_INT8 = 1 << 17,
  67. KHR_SHADER_ATOMIC_INT64 = 1 << 18,
  68. KHR_SPIRV_1_4 = 1 << 19,
  69. KHR_SHADER_FLOAT_CONTROLS = 1 << 20,
  70. EXT_SAMPLER_FILTER_MIN_MAX = 1 << 21,
  71. };
  72. ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(VulkanExtensions)
  73. enum class VulkanQueueType : U8
  74. {
  75. GENERAL,
  76. COMPUTE,
  77. COUNT,
  78. FIRST = 0
  79. };
  80. ANKI_ENUM_ALLOW_NUMERIC_OPERATIONS(VulkanQueueType)
  81. using VulkanQueueFamilies = Array<U32, U32(VulkanQueueType::COUNT)>;
  82. /// @name Constants
  83. /// @{
  84. constexpr U DESCRIPTOR_POOL_INITIAL_SIZE = 64;
  85. constexpr F32 DESCRIPTOR_POOL_SIZE_SCALE = 2.0f;
  86. constexpr U DESCRIPTOR_FRAME_BUFFERING = 60 * 5; ///< How many frames worth of descriptors to buffer.
  87. /// There is no need to ask for a fence or a semaphore to be waited for more than 10 seconds. The GPU will timeout
  88. /// anyway.
  89. constexpr Second MAX_FENCE_OR_SEMAPHORE_WAIT_TIME = 10.0;
  90. /// @}
  91. /// Some internal buffer usage flags.
  92. class PrivateBufferUsageBit
  93. {
  94. public:
  95. static constexpr BufferUsageBit ACCELERATION_STRUCTURE_BUILD_SCRATCH = BufferUsageBit(1ull << 29ull);
  96. static constexpr BufferUsageBit ACCELERATION_STRUCTURE = static_cast<BufferUsageBit>(1ull << 30ull);
  97. static constexpr BufferUsageBit ALL_PRIVATE = ACCELERATION_STRUCTURE_BUILD_SCRATCH | ACCELERATION_STRUCTURE;
  98. };
  99. static_assert(!(BufferUsageBit::ALL & PrivateBufferUsageBit::ALL_PRIVATE), "Update the bits in PrivateBufferUsageBit");
  100. /// Check if a vulkan function failed. It will abort on failure.
  101. #define ANKI_VK_CHECKF(x) \
  102. do \
  103. { \
  104. VkResult rez; \
  105. if(ANKI_UNLIKELY((rez = (x)) < 0)) \
  106. { \
  107. ANKI_VK_LOGF("Vulkan function failed (VkResult: %s): %s", vkResultToString(rez), #x); \
  108. } \
  109. } while(0)
  110. /// Check if a vulkan function failed.
  111. #define ANKI_VK_CHECK(x) \
  112. do \
  113. { \
  114. VkResult rez; \
  115. if(ANKI_UNLIKELY((rez = (x)) < 0)) \
  116. { \
  117. ANKI_VK_LOGE("Vulkan function failed (VkResult: %s): %s", vkResultToString(rez), #x); \
  118. return Error::FUNCTION_FAILED; \
  119. } \
  120. } while(0)
  121. /// Convert compare op.
  122. ANKI_USE_RESULT VkCompareOp convertCompareOp(CompareOperation ak);
  123. /// Convert format.
  124. ANKI_USE_RESULT inline VkFormat convertFormat(const Format ak)
  125. {
  126. ANKI_ASSERT(ak != Format::NONE);
  127. const VkFormat out = static_cast<VkFormat>(ak);
  128. return out;
  129. }
  130. /// Get format aspect mask.
  131. ANKI_USE_RESULT inline DepthStencilAspectBit getImageAspectFromFormat(const Format ak)
  132. {
  133. DepthStencilAspectBit out = DepthStencilAspectBit::NONE;
  134. if(formatIsStencil(ak))
  135. {
  136. out = DepthStencilAspectBit::STENCIL;
  137. }
  138. if(formatIsDepth(ak))
  139. {
  140. out |= DepthStencilAspectBit::DEPTH;
  141. }
  142. return out;
  143. }
  144. /// Convert image aspect.
  145. ANKI_USE_RESULT inline VkImageAspectFlags convertImageAspect(const DepthStencilAspectBit ak)
  146. {
  147. VkImageAspectFlags out = 0;
  148. if(!!(ak & DepthStencilAspectBit::DEPTH))
  149. {
  150. out |= VK_IMAGE_ASPECT_DEPTH_BIT;
  151. }
  152. if(!!(ak & DepthStencilAspectBit::STENCIL))
  153. {
  154. out |= VK_IMAGE_ASPECT_STENCIL_BIT;
  155. }
  156. if(!out)
  157. {
  158. out = VK_IMAGE_ASPECT_COLOR_BIT;
  159. }
  160. return out;
  161. }
  162. /// Convert topology.
  163. ANKI_USE_RESULT VkPrimitiveTopology convertTopology(PrimitiveTopology ak);
  164. /// Convert fill mode.
  165. ANKI_USE_RESULT VkPolygonMode convertFillMode(FillMode ak);
  166. /// Convert cull mode.
  167. ANKI_USE_RESULT VkCullModeFlags convertCullMode(FaceSelectionBit ak);
  168. /// Convert blend method.
  169. ANKI_USE_RESULT VkBlendFactor convertBlendFactor(BlendFactor ak);
  170. /// Convert blend function.
  171. ANKI_USE_RESULT VkBlendOp convertBlendOperation(BlendOperation ak);
  172. /// Convert color write mask.
  173. inline ANKI_USE_RESULT VkColorComponentFlags convertColorWriteMask(ColorBit ak)
  174. {
  175. return static_cast<VkColorComponentFlags>(ak);
  176. }
  177. /// Convert load op.
  178. ANKI_USE_RESULT VkAttachmentLoadOp convertLoadOp(AttachmentLoadOperation ak);
  179. /// Convert store op.
  180. ANKI_USE_RESULT VkAttachmentStoreOp convertStoreOp(AttachmentStoreOperation ak);
  181. /// Convert buffer usage bitmask.
  182. ANKI_USE_RESULT VkBufferUsageFlags convertBufferUsageBit(BufferUsageBit usageMask);
  183. ANKI_USE_RESULT VkImageType convertTextureType(TextureType ak);
  184. ANKI_USE_RESULT VkImageViewType convertTextureViewType(TextureType ak);
  185. ANKI_USE_RESULT VkImageUsageFlags convertTextureUsage(const TextureUsageBit ak, const Format format);
  186. ANKI_USE_RESULT VkStencilOp convertStencilOp(StencilOperation ak);
  187. ANKI_USE_RESULT VkShaderStageFlags convertShaderTypeBit(ShaderTypeBit bit);
  188. ANKI_USE_RESULT inline VkVertexInputRate convertVertexStepRate(VertexStepRate ak)
  189. {
  190. VkVertexInputRate out;
  191. switch(ak)
  192. {
  193. case VertexStepRate::VERTEX:
  194. out = VK_VERTEX_INPUT_RATE_VERTEX;
  195. break;
  196. case VertexStepRate::INSTANCE:
  197. out = VK_VERTEX_INPUT_RATE_INSTANCE;
  198. break;
  199. default:
  200. ANKI_ASSERT(0);
  201. out = VK_VERTEX_INPUT_RATE_INSTANCE;
  202. }
  203. return out;
  204. }
  205. ANKI_USE_RESULT inline VkDescriptorType convertDescriptorType(DescriptorType ak)
  206. {
  207. VkDescriptorType out;
  208. switch(ak)
  209. {
  210. case DescriptorType::COMBINED_TEXTURE_SAMPLER:
  211. out = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
  212. break;
  213. case DescriptorType::TEXTURE:
  214. out = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
  215. break;
  216. case DescriptorType::SAMPLER:
  217. out = VK_DESCRIPTOR_TYPE_SAMPLER;
  218. break;
  219. case DescriptorType::UNIFORM_BUFFER:
  220. out = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
  221. break;
  222. case DescriptorType::STORAGE_BUFFER:
  223. out = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;
  224. break;
  225. case DescriptorType::IMAGE:
  226. out = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
  227. break;
  228. case DescriptorType::ACCELERATION_STRUCTURE:
  229. out = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR;
  230. break;
  231. default:
  232. out = VK_DESCRIPTOR_TYPE_MAX_ENUM;
  233. ANKI_ASSERT(0);
  234. }
  235. return out;
  236. }
  237. ANKI_USE_RESULT inline VkIndexType convertIndexType(IndexType ak)
  238. {
  239. VkIndexType out;
  240. switch(ak)
  241. {
  242. case IndexType::U16:
  243. out = VK_INDEX_TYPE_UINT16;
  244. break;
  245. case IndexType::U32:
  246. out = VK_INDEX_TYPE_UINT32;
  247. break;
  248. default:
  249. ANKI_ASSERT(0);
  250. out = VK_INDEX_TYPE_MAX_ENUM;
  251. }
  252. return out;
  253. }
  254. ANKI_USE_RESULT inline VkRasterizationOrderAMD convertRasterizationOrder(RasterizationOrder ak)
  255. {
  256. VkRasterizationOrderAMD out;
  257. switch(ak)
  258. {
  259. case RasterizationOrder::ORDERED:
  260. out = VK_RASTERIZATION_ORDER_STRICT_AMD;
  261. break;
  262. case RasterizationOrder::RELAXED:
  263. out = VK_RASTERIZATION_ORDER_RELAXED_AMD;
  264. break;
  265. default:
  266. ANKI_ASSERT(0);
  267. out = VK_RASTERIZATION_ORDER_STRICT_AMD;
  268. }
  269. return out;
  270. }
  271. ANKI_USE_RESULT inline VkAccelerationStructureTypeKHR convertAccelerationStructureType(AccelerationStructureType ak)
  272. {
  273. VkAccelerationStructureTypeKHR out;
  274. switch(ak)
  275. {
  276. case AccelerationStructureType::BOTTOM_LEVEL:
  277. out = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
  278. break;
  279. case AccelerationStructureType::TOP_LEVEL:
  280. out = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
  281. break;
  282. default:
  283. ANKI_ASSERT(0);
  284. out = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
  285. }
  286. return out;
  287. }
  288. ANKI_USE_RESULT const char* vkResultToString(VkResult res);
  289. /// @}
  290. } // end namespace anki