diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-05-03 14:25:13 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-05-03 14:25:13 -0400 |
| commit | 367f3a78a40731da45ee12b9a18c94707f1d1429 (patch) | |
| tree | 5993ef627e1a094ea1d401c31e6b00e3c63c308a /tools/render-test/vk-device-queue.h | |
| parent | 78935493587ec65a199d844327613021667acc1b (diff) | |
Feature/vulkan first render (#545)
* First pass at InputLayout for Vulkan
Add support for RGBA_Float32
* Use VulkanModule and VulkanApi to handle accessing Vulkan types.
* First pass at Vulkan swap chain/Device queue.
* Added VulkanUtil for generic function functions.
* Move more functionality to VulkanApi and VulkanUtil.
Make Buffer able to initialize itself.
* More tidy up around VulkanDeviceQueue
* First pass use of VulkanDeviceQueue in VkRenderer
* First pass use of VulkanSwapChain on VkRenderer
* Added depth formats.
Binding for constant and vertex buffers for Vulkan.
* Setting up VkImageView on backbuffers.
* First pass support for setting up vkRenderPass.
* Fixes to work around Vulkan swap chain/verification issues.
* Added support for Pipeline and a pipeline cache.
* Working without waiting - because use of pipeline cache.
* Added support for VkFramebuffer in Vulkan.
* First pass at creating Vulkan graphics pipeline.
* More efforts to get Vulkan to render.
* Small improvement for checking of Binding flags.
* Removed setConstantBuffers from the Renderer interface - so that all resource binding takes place through the BindingState.
To make this work required a 'hack' in render-test main.cpp - so that the constant buffer binding that is needed in some tests is only added when it doesn't clash.
* RendererID -> unified into RendererType. Added getRendererType to Renderer interface.
Added ProjectionStyle, and function to get from RendererType.
Added getIdentityProjection to RendererUtil - to get projection that is the 'identity' - but hits the same pixels for all projection styles.
* Fix build problem on Win32 on Vulkan where should use VK_NULL_HANDLE.
* Improve naming, comments. Remove dead code.
* Remove unwanted comment.
Diffstat (limited to 'tools/render-test/vk-device-queue.h')
| -rw-r--r-- | tools/render-test/vk-device-queue.h | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/tools/render-test/vk-device-queue.h b/tools/render-test/vk-device-queue.h new file mode 100644 index 000000000..ea50cbd81 --- /dev/null +++ b/tools/render-test/vk-device-queue.h @@ -0,0 +1,95 @@ +// vk-swap-chain.h +#pragma once + +#include "vk-api.h" + +namespace renderer_test { + +struct VulkanDeviceQueue +{ + enum + { + kMaxCommandBuffers = 8, + }; + + enum class EventType + { + BeginFrame, + EndFrame, + CountOf, + }; + + /// Initialize - must be called before anything else can be done + SlangResult init(const VulkanApi& api, VkQueue queue, int queueIndex); + + /// Flushes the current command list, and steps to next (internally this is equivalent to a stepA followed by stepB) + void flush(); + /// Performs a full flush, and then waits for idle. + void flushAndWait(); + + /// Blocks until all work submitted to GPU has completed + void waitForIdle() { m_api->vkQueueWaitIdle(m_queue); } + + /// Set the graphics queue index (as set on init) + int getQueueIndex() const { return m_queueIndex; } + + + /// Make the specified event 'current' - meaning it's semaphone must be waited on + VkSemaphore makeCurrent(EventType eventType); + /// Makes the event no longer required to be waited on + void makeCompleted(EventType eventType); + /// Returns true if the event is already current + SLANG_FORCE_INLINE bool isCurrent(EventType eventType) const { return m_currentSemaphores[int(eventType)] != VK_NULL_HANDLE; } + + /// Get the command buffer + VkCommandBuffer getCommandBuffer() const { return m_commandBuffer; } + + /// Get the queue + VkQueue getQueue() const { return m_queue; } + + /// Get the API + const VulkanApi* getApi() const { return m_api; } + + /// Flushes the current command list + void flushStepA(); + /// Steps to next command buffer and opens. May block if command buffer is still in use + void flushStepB(); + + /// Dtor + ~VulkanDeviceQueue(); + + protected: + + struct Fence + { + VkFence fence; + bool active; + uint64_t value; + }; + + void _updateFenceAtIndex(int fenceIndex, bool blocking); + + VkQueue m_queue = VK_NULL_HANDLE; + + VkCommandPool m_commandPool = VK_NULL_HANDLE; + int m_numCommandBuffers = 0; + int m_commandBufferIndex = 0; + // There are the same amount of command buffers as fences + VkCommandBuffer m_commandBuffers[kMaxCommandBuffers] = { VK_NULL_HANDLE }; + + Fence m_fences[kMaxCommandBuffers] = { {VK_NULL_HANDLE, 0, 0u} }; + + VkCommandBuffer m_commandBuffer = VK_NULL_HANDLE; + + VkSemaphore m_semaphores[int(EventType::CountOf)]; + VkSemaphore m_currentSemaphores[int(EventType::CountOf)]; + + uint64_t m_lastFenceCompleted = 1; + uint64_t m_nextFenceValue = 2; + + int m_queueIndex = 0; + + const VulkanApi* m_api = nullptr; +}; + +} // renderer_test |
