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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_VULKAN_VULKANBACKEND_H_
#define BACKEND_VULKAN_VULKANBACKEND_H_
#include "nxt/nxtcpp.h"
#include "backend/vulkan/VulkanFunctions.h"
#include "backend/vulkan/VulkanInfo.h"
#include "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/BlendState.h"
#include "backend/Device.h"
#include "backend/CommandBuffer.h"
#include "backend/ComputePipeline.h"
#include "backend/DepthStencilState.h"
#include "backend/Framebuffer.h"
#include "backend/InputState.h"
#include "backend/PipelineLayout.h"
#include "backend/Queue.h"
#include "backend/RenderPass.h"
#include "backend/RenderPipeline.h"
#include "backend/Sampler.h"
#include "backend/ShaderModule.h"
#include "backend/SwapChain.h"
#include "backend/Texture.h"
#include "backend/ToBackend.h"
#include "common/DynamicLib.h"
#include "common/Serial.h"
#include "common/SerialQueue.h"
#include <queue>
namespace backend {
namespace vulkan {
using BindGroup = BindGroupBase;
using BindGroupLayout = BindGroupLayoutBase;
using BlendState = BlendStateBase;
class Buffer;
using BufferView = BufferViewBase;
using CommandBuffer = CommandBufferBase;
using ComputePipeline = ComputePipelineBase;
using DepthStencilState = DepthStencilStateBase;
class Device;
using Framebuffer = FramebufferBase;
using InputState = InputStateBase;
using PipelineLayout = PipelineLayoutBase;
class Queue;
using RenderPass = RenderPassBase;
using RenderPipeline = RenderPipelineBase;
using Sampler = SamplerBase;
using ShaderModule = ShaderModuleBase;
class SwapChain;
class Texture;
using TextureView = TextureViewBase;
class MapReadRequestTracker;
class MemoryAllocator;
class BufferUploader;
struct VulkanBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BlendStateType = BlendState;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DepthStencilStateType = DepthStencilState;
using DeviceType = Device;
using FramebufferType = Framebuffer;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<VulkanBackendTraits>(common)) {
return ToBackendBase<VulkanBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device();
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
const VulkanDeviceInfo& GetDeviceInfo() const;
MapReadRequestTracker* GetMapReadRequestTracker() const;
MemoryAllocator* GetMemoryAllocator() const;
BufferUploader* GetBufferUploader() const;
Serial GetSerial() const;
VkCommandBuffer GetPendingCommandBuffer();
void SubmitPendingCommands();
// Contains all the Vulkan entry points, vkDoFoo is called via device->fn.DoFoo.
const VulkanFunctions fn;
VkInstance GetInstance() const;
VkDevice GetVkDevice() const;
void FakeSubmit();
private:
bool CreateInstance(VulkanGlobalKnobs* usedKnobs);
bool CreateDevice(VulkanDeviceKnobs* usedKnobs);
void GatherQueueFromDevice();
bool RegisterDebugReport();
static VkBool32 OnDebugReportCallback(VkDebugReportFlagsEXT flags,
VkDebugReportObjectTypeEXT objectType,
uint64_t object,
size_t location,
int32_t messageCode,
const char* pLayerPrefix,
const char* pMessage,
void* pUserdata);
// To make it easier to use fn it is a public const member. However
// the Device is allowed to mutate them through these private methods.
VulkanFunctions* GetMutableFunctions();
VulkanGlobalInfo globalInfo;
VulkanDeviceInfo deviceInfo;
DynamicLib vulkanLib;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice vkDevice = VK_NULL_HANDLE;
uint32_t queueFamily = 0;
VkQueue queue = VK_NULL_HANDLE;
VkDebugReportCallbackEXT debugReportCallback = VK_NULL_HANDLE;
MapReadRequestTracker* mapReadRequestTracker = nullptr;
MemoryAllocator* memoryAllocator = nullptr;
BufferUploader* bufferUploader = nullptr;
VkFence GetUnusedFence();
void CheckPassedFences();
// We track which operations are in flight on the GPU with an increasing serial.
// This works only because we have a single queue. Each submit to a queue is associated
// to a serial and a fence, such that when the fence is "ready" we know the operations
// have finished.
std::queue<std::pair<VkFence, Serial>> fencesInFlight;
std::vector<VkFence> unusedFences;
Serial nextSerial = 1;
Serial completedSerial = 0;
struct CommandPoolAndBuffer {
VkCommandPool pool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
};
CommandPoolAndBuffer GetUnusedCommands();
void RecycleCompletedCommands();
void FreeCommands(CommandPoolAndBuffer* commands);
SerialQueue<CommandPoolAndBuffer> commandsInFlight;
std::vector<CommandPoolAndBuffer> unusedCommands;
CommandPoolAndBuffer pendingCommands;
};
class Queue : public QueueBase {
public:
Queue(QueueBuilder* builder);
~Queue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
};
class Texture : public TextureBase {
public:
Texture(TextureBuilder* builder);
~Texture();
private:
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
};
class SwapChain : public SwapChainBase {
public:
SwapChain(SwapChainBuilder* builder);
~SwapChain();
protected:
TextureBase* GetNextTextureImpl(TextureBuilder* builder) override;
};
}
}
#endif // BACKEND_VULKAN_VULKANBACKEND_H_