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//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// RendererVk.h:
// Defines the class interface for RendererVk.
//
#ifndef LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#define LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#include <memory>
#include <vulkan/vulkan.h>
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
#include "libANGLE/renderer/vulkan/vk_format_utils.h"
namespace egl
{
class AttributeMap;
}
namespace rx
{
class FramebufferVk;
class GlslangWrapper;
namespace vk
{
struct Format;
}
class RendererVk : angle::NonCopyable
{
public:
RendererVk();
~RendererVk();
vk::Error initialize(const egl::AttributeMap &attribs, const char *wsiName);
std::string getVendorString() const;
std::string getRendererDescription() const;
VkInstance getInstance() const { return mInstance; }
VkPhysicalDevice getPhysicalDevice() const { return mPhysicalDevice; }
VkQueue getQueue() const { return mQueue; }
VkDevice getDevice() const { return mDevice; }
vk::ErrorOrResult<uint32_t> selectPresentQueueForSurface(VkSurfaceKHR surface);
vk::Error finish(const gl::Context *context);
vk::Error flush(const gl::Context *context,
const vk::Semaphore &waitSemaphore,
const vk::Semaphore &signalSemaphore);
const vk::CommandPool &getCommandPool() const;
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
vk::Error createStagingImage(TextureDimension dimension,
const vk::Format &format,
const gl::Extents &extent,
vk::StagingUsage usage,
vk::StagingImage *imageOut);
GlslangWrapper *getGlslangWrapper();
Serial getCurrentQueueSerial() const;
bool isResourceInUse(const ResourceVk &resource);
bool isSerialInUse(Serial serial);
template <typename T>
void releaseResource(const ResourceVk &resource, T *object)
{
Serial resourceSerial = resource.getQueueSerial();
releaseObject(resourceSerial, object);
}
template <typename T>
void releaseObject(Serial resourceSerial, T *object)
{
if (!isSerialInUse(resourceSerial))
{
object->destroy(mDevice);
}
else
{
object->dumpResources(resourceSerial, &mGarbage);
}
}
uint32_t getQueueFamilyIndex() const { return mCurrentQueueFamilyIndex; }
const vk::MemoryProperties &getMemoryProperties() const { return mMemoryProperties; }
// TODO(jmadill): We could pass angle::Format::ID here.
const vk::Format &getFormat(GLenum internalFormat) const
{
return mFormatTable[internalFormat];
}
vk::Error getCompatibleRenderPass(const vk::RenderPassDesc &desc,
vk::RenderPass **renderPassOut);
vk::Error getRenderPassWithOps(const vk::RenderPassDesc &desc,
const vk::AttachmentOpsArray &ops,
vk::RenderPass **renderPassOut);
// This should only be called from ResourceVk.
// TODO(jmadill): Keep in ContextVk to enable threaded rendering.
vk::CommandBufferNode *allocateCommandNode();
const vk::PipelineLayout &getGraphicsPipelineLayout() const;
const std::vector<vk::DescriptorSetLayout> &getGraphicsDescriptorSetLayouts() const;
// Issues a new serial for linked shader modules. Used in the pipeline cache.
Serial issueProgramSerial();
private:
vk::Error initializeDevice(uint32_t queueFamilyIndex);
void ensureCapsInitialized() const;
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const;
vk::Error submitFrame(const VkSubmitInfo &submitInfo, vk::CommandBuffer &&commandBatch);
vk::Error checkInFlightCommands();
void freeAllInFlightResources();
vk::Error flushCommandGraph(const gl::Context *context, vk::CommandBuffer *commandBatch);
void resetCommandGraph();
vk::Error initGraphicsPipelineLayout();
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
VkInstance mInstance;
bool mEnableValidationLayers;
VkDebugReportCallbackEXT mDebugReportCallback;
VkPhysicalDevice mPhysicalDevice;
VkPhysicalDeviceProperties mPhysicalDeviceProperties;
std::vector<VkQueueFamilyProperties> mQueueFamilyProperties;
VkQueue mQueue;
uint32_t mCurrentQueueFamilyIndex;
VkDevice mDevice;
vk::CommandPool mCommandPool;
GlslangWrapper *mGlslangWrapper;
SerialFactory mQueueSerialFactory;
SerialFactory mProgramSerialFactory;
Serial mLastCompletedQueueSerial;
Serial mCurrentQueueSerial;
struct CommandBatch final : angle::NonCopyable
{
CommandBatch();
~CommandBatch();
CommandBatch(CommandBatch &&other);
CommandBatch &operator=(CommandBatch &&other);
vk::CommandPool commandPool;
vk::Fence fence;
Serial serial;
};
std::vector<CommandBatch> mInFlightCommands;
std::vector<vk::GarbageObject> mGarbage;
vk::MemoryProperties mMemoryProperties;
vk::FormatTable mFormatTable;
RenderPassCache mRenderPassCache;
std::vector<vk::CommandBufferNode *> mOpenCommandGraph;
// ANGLE uses a single pipeline layout for all GL programs. It is owned here in the Renderer.
// See the design doc for an overview of the pipeline layout structure.
vk::PipelineLayout mGraphicsPipelineLayout;
std::vector<vk::DescriptorSetLayout> mGraphicsDescriptorSetLayouts;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_