#ifndef LOVE_GRAPHICS_VULKAN_GRAPHICS_H #define LOVE_GRAPHICS_VULKAN_GRAPHICS_H #include "graphics/Graphics.h" #include "StreamBuffer.h" #include "ShaderStage.h" #include "Shader.h" #include "Texture.h" #include #include "vk_mem_alloc.h" #include #include #include #include namespace love { namespace graphics { namespace vulkan { struct GraphicsPipelineConfiguration { std::vector vertexInputBindingDescriptions; std::vector vertexInputAttributeDescriptions; Shader* shader = nullptr; PrimitiveType primitiveType = PRIMITIVE_MAX_ENUM; VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL; BlendState blendState; ColorChannelMask colorChannelMask; Winding winding; CullMode cullmode; VkFormat framebufferFormat; float viewportWidth; float viewportHeight; friend static bool operator==(const GraphicsPipelineConfiguration& first, const GraphicsPipelineConfiguration& other); }; struct DecriptorSetConfiguration { graphics::Texture* texture; graphics::StreamBuffer* buffer; bool operator==(const DecriptorSetConfiguration& conf2) { return this->texture == conf2.texture && this->buffer == conf2.buffer; } }; struct BatchedDrawBuffers { StreamBuffer* vertexBuffer1; StreamBuffer* vertexBuffer2; StreamBuffer* indexBuffer; StreamBuffer* constantColorBuffer; ~BatchedDrawBuffers() { delete vertexBuffer1; delete vertexBuffer2; delete indexBuffer; delete constantColorBuffer; } }; struct QueueFamilyIndices { std::optional graphicsFamily; std::optional presentFamily; bool isComplete() { return graphicsFamily.has_value() && presentFamily.has_value(); } }; struct SwapChainSupportDetails { VkSurfaceCapabilitiesKHR capabilities{}; std::vector formats; std::vector presentModes; }; class Graphics final : public love::graphics::Graphics { public: Graphics() = default; virtual ~Graphics(); const char* getName() const override; const VkDevice getDevice() const; const VkPhysicalDevice getPhysicalDevice() const; const VmaAllocator getVmaAllocator() const; // implementation for virtual functions love::graphics::Texture* newTexture(const love::graphics::Texture::Settings& settings, const love::graphics::Texture::Slices* data = nullptr) override; love::graphics::Buffer* newBuffer(const love::graphics::Buffer::Settings& settings, const std::vector& format, const void* data, size_t size, size_t arraylength) override; void clear(OptionalColorD color, OptionalInt stencil, OptionalDouble depth) override { } void clear(const std::vector& colors, OptionalInt stencil, OptionalDouble depth) override { } Matrix4 computeDeviceProjection(const Matrix4& projection, bool rendertotexture) const override; void discard(const std::vector& colorbuffers, bool depthstencil) override { } void present(void* screenshotCallbackdata) override; void setViewportSize(int width, int height, int pixelwidth, int pixelheight) override; bool setMode(void* context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil, int msaa) override; void unSetMode() override; void setActive(bool active) override { } int getRequestedBackbufferMSAA() const override { return 0; } int getBackbufferMSAA() const override { return 0; } void setColor(Colorf c) override; void setScissor(const Rect& rect) override { } void setScissor() override { } void setStencilMode(StencilAction action, CompareMode compare, int value, love::uint32 readmask, love::uint32 writemask) override { } void setDepthMode(CompareMode compare, bool write) override { } void setFrontFaceWinding(Winding winding) override; void setColorMask(ColorChannelMask mask) override; void setBlendState(const BlendState& blend) override; void setPointSize(float size) override; void setWireframe(bool enable) override; PixelFormat getSizedFormat(PixelFormat format, bool rendertarget, bool readable) const override; bool isPixelFormatSupported(PixelFormat format, uint32 usage, bool sRGB = false) override; Renderer getRenderer() const override; bool usesGLSLES() const override; RendererInfo getRendererInfo() const override; void draw(const DrawCommand& cmd) override; void draw(const DrawIndexedCommand& cmd) override; void drawQuads(int start, int count, const VertexAttributes& attributes, const BufferBindings& buffers, graphics::Texture* texture) override; GraphicsReadback* newReadbackInternal(ReadbackMethod method, love::graphics::Buffer* buffer, size_t offset, size_t size, data::ByteData* dest, size_t destoffset) override { return nullptr; }; GraphicsReadback* newReadbackInternal(ReadbackMethod method, love::graphics::Texture* texture, int slice, int mipmap, const Rect& rect, image::ImageData* dest, int destx, int desty) { return nullptr; } VkCommandBuffer beginSingleTimeCommands(); void endSingleTimeCommands(VkCommandBuffer); protected: graphics::ShaderStage* newShaderStageInternal(ShaderStageType stage, const std::string& cachekey, const std::string& source, bool gles) override { return new ShaderStage(this, stage, source, gles, cachekey); } graphics::Shader* newShaderInternal(StrongRef stages[SHADERSTAGE_MAX_ENUM]) override { return new Shader(stages); } graphics::StreamBuffer* newStreamBuffer(BufferUsage type, size_t size) override; bool dispatch(int x, int y, int z) override { return false; } void initCapabilities() override; void getAPIStats(int& shaderswitches) const override { } void setRenderTargetsInternal(const RenderTargets& rts, int pixelw, int pixelh, bool hasSRGBtexture) override; private: void createVulkanInstance(); bool checkValidationSupport(); void pickPhysicalDevice(); int rateDeviceSuitability(VkPhysicalDevice device); QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device); void createLogicalDevice(); void initVMA(); void createSurface(); bool checkDeviceExtensionSupport(VkPhysicalDevice device); SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device); VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector& availableFormats); VkPresentModeKHR chooseSwapPresentMode(const std::vector& availablePresentModes); VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities); void createSwapChain(); void createImageViews(); void createDefaultShaders(); void createDescriptorSetLayout(); void createDescriptorPool(); std::vector createDescriptorSets(DecriptorSetConfiguration); VkPipeline createGraphicsPipeline(GraphicsPipelineConfiguration); void createCommandPool(); void createCommandBuffers(); void createSyncObjects(); void createDefaultTexture(); void createQuadIndexBuffer(); void cleanup(); void cleanupSwapChain(); void recreateSwapChain(); void startRecordingGraphicsCommands(); void endRecordingGraphicsCommands(); void ensureGraphicsPipelineConfiguration(GraphicsPipelineConfiguration); graphics::StreamBuffer* createUniformBufferFromData(graphics::Shader::BuiltinUniformData); graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData(); void setTexture(graphics::Texture* texture); void updatedBatchedDrawBuffers(); VkDescriptorSet* getDescriptorSet(int currentFrame); graphics::StreamBuffer* getUniformBuffer(); void createVulkanVertexFormat(VertexAttributes vertexAttributes, bool& useConstantVertexColor, GraphicsPipelineConfiguration& configuration); void prepareDraw(const VertexAttributes& attributes, const BufferBindings& buffers, graphics::Texture* texture, PrimitiveType, CullMode); void startRenderPass(Texture*, uint32_t w, uint32_t h); void endRenderPass(); VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkQueue graphicsQueue = VK_NULL_HANDLE; VkQueue presentQueue = VK_NULL_HANDLE; VkSurfaceKHR surface = VK_NULL_HANDLE; VkSwapchainKHR swapChain = VK_NULL_HANDLE; std::vector swapChainImages; VkFormat swapChainImageFormat = VK_FORMAT_UNDEFINED; VkExtent2D swapChainExtent = VkExtent2D(); std::vector swapChainImageViews; VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE; VkPipelineLayout pipelineLayout = VK_NULL_HANDLE; VkPipeline currentGraphicsPipeline = VK_NULL_HANDLE; std::vector> graphicsPipelines; // FIXME improve performance by using a hash map std::vector graphicsPipelineLayouts; VkCommandPool commandPool = VK_NULL_HANDLE; std::vector commandBuffers; VkClearValue clearColor = { {{0.0f, 0.0f, 0.0f, 1.0f}} }; VkDescriptorPool descriptorPool = VK_NULL_HANDLE; std::vector imageAvailableSemaphores; std::vector renderFinishedSemaphores; std::vector inFlightFences; std::vector imagesInFlight; size_t currentFrame = 0; uint32_t imageIndex = 0; bool framebufferResized = false; VmaAllocator vmaAllocator = VK_NULL_HANDLE; std::unique_ptr standardTexture = nullptr; std::unique_ptr quadIndexBuffer = nullptr; // we need an array of draw buffers, since the frames are being rendered asynchronously // and we can't (or shouldn't) update the contents of the buffers while they're still in flight / being rendered. std::vector batchedDrawBuffers; graphics::Texture* currentTexture = nullptr; std::vector> uniformBufferMap; std::vector>> descriptorSetsMap; VkPolygonMode currentPolygonMode = VK_POLYGON_MODE_FILL; VkFormat currentFramebufferOutputFormat = VK_FORMAT_UNDEFINED; Texture* renderTargetTexture; float currentViewportWidth = 0; float currentViewportHeight = 0; }; } } } #endif