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vk-device.h
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// vk-device.h
#pragma once
#include "glslang-module.h"
#include "vk-base.h"
#include "vk-framebuffer.h"
namespace gfx
{
using namespace Slang;
namespace vk
{
class DeviceImpl : public RendererBase
{
public:
// Renderer implementation
Result initVulkanInstanceAndDevice(const InteropHandle* handles, bool useValidationLayer);
virtual SLANG_NO_THROW Result SLANG_MCALL initialize(const Desc& desc) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
getFormatSupportedResourceStates(Format format, ResourceStateSet* outStates) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTransientResourceHeap(
const ITransientResourceHeap::Desc& desc,
ITransientResourceHeap** outHeap) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandQueue(const ICommandQueue::Desc& desc, ICommandQueue** outQueue) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createSwapchain(
const ISwapchain::Desc& desc,
WindowHandle window,
ISwapchain** outSwapchain) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createFramebufferLayout(
const IFramebufferLayout::Desc& desc,
IFramebufferLayout** outLayout) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createFramebuffer(const IFramebuffer::Desc& desc, IFramebuffer** outFramebuffer) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
const IRenderPassLayout::Desc& desc,
IRenderPassLayout** outRenderPassLayout) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureResource(
const ITextureResource::Desc& desc,
const ITextureResource::SubresourceData* initData,
ITextureResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferResource(
const IBufferResource::Desc& desc,
const void* initData,
IBufferResource** outResource) override;
SLANG_NO_THROW Result SLANG_MCALL createBufferResourceImpl(
const IBufferResource::Desc& desc,
VkBufferUsageFlags additionalUsageFlag,
const void* initData,
IBufferResource** outResource);
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferFromNativeHandle(
InteropHandle handle,
const IBufferResource::Desc& srcDesc,
IBufferResource** outResource) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createSamplerState(ISamplerState::Desc const& desc, ISamplerState** outSampler) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureView(
ITextureResource* texture,
IResourceView::Desc const& desc,
IResourceView** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferView(
IBufferResource* buffer,
IBufferResource* counterBuffer,
IResourceView::Desc const& desc,
IResourceView** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createInputLayout(IInputLayout::Desc const& desc, IInputLayout** outLayout) override;
virtual Result createShaderObjectLayout(
slang::ISession* session,
slang::TypeLayoutReflection* typeLayout,
ShaderObjectLayoutBase** outLayout) override;
virtual Result createShaderObject(ShaderObjectLayoutBase* layout, IShaderObject** outObject)
override;
virtual Result createMutableShaderObject(
ShaderObjectLayoutBase* layout,
IShaderObject** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createMutableRootShaderObject(IShaderProgram* program, IShaderObject** outObject) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createShaderTable(const IShaderTable::Desc& desc, IShaderTable** outShaderTable) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createProgram(
const IShaderProgram::Desc& desc,
IShaderProgram** outProgram,
ISlangBlob** outDiagnosticBlob) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
const GraphicsPipelineStateDesc& desc,
IPipelineState** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createComputePipelineState(
const ComputePipelineStateDesc& desc,
IPipelineState** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createRayTracingPipelineState(
const RayTracingPipelineStateDesc& desc,
IPipelineState** outState) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createQueryPool(const IQueryPool::Desc& desc, IQueryPool** outPool) override;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readTextureResource(
ITextureResource* texture,
ResourceState state,
ISlangBlob** outBlob,
Size* outRowPitch,
Size* outPixelSize) override;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
IBufferResource* buffer,
Offset offset,
Size size,
ISlangBlob** outBlob) override;
virtual SLANG_NO_THROW Result SLANG_MCALL getAccelerationStructurePrebuildInfo(
const IAccelerationStructure::BuildInputs& buildInputs,
IAccelerationStructure::PrebuildInfo* outPrebuildInfo) override;
virtual SLANG_NO_THROW Result SLANG_MCALL createAccelerationStructure(
const IAccelerationStructure::CreateDesc& desc,
IAccelerationStructure** outView) override;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureAllocationInfo(
const ITextureResource::Desc& desc,
Size* outSize,
Size* outAlignment) override;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureRowAlignment(Size* outAlignment) override;
virtual SLANG_NO_THROW Result SLANG_MCALL
createFence(const IFence::Desc& desc, IFence** outFence) override;
virtual SLANG_NO_THROW Result SLANG_MCALL waitForFences(
GfxCount fenceCount,
IFence** fences,
uint64_t* fenceValues,
bool waitForAll,
uint64_t timeout) override;
void waitForGpu();
virtual SLANG_NO_THROW const DeviceInfo& SLANG_MCALL getDeviceInfo() const override;
virtual SLANG_NO_THROW Result SLANG_MCALL
getNativeDeviceHandles(InteropHandles* outHandles) override;
~DeviceImpl();
public:
VkBool32 handleDebugMessage(
VkDebugReportFlagsEXT flags,
VkDebugReportObjectTypeEXT objType,
uint64_t srcObject,
Size location, // TODO: Is "location" still needed for this function?
int32_t msgCode,
const char* pLayerPrefix,
const char* pMsg);
static VKAPI_ATTR VkBool32 VKAPI_CALL debugMessageCallback(
VkDebugReportFlagsEXT flags,
VkDebugReportObjectTypeEXT objType,
uint64_t srcObject,
Size location, // TODO: Is "location" still needed? Calls handleDebugMessage() which doesn't
// use it
int32_t msgCode,
const char* pLayerPrefix,
const char* pMsg,
void* pUserData);
void _transitionImageLayout(
VkImage image,
VkFormat format,
const TextureResource::Desc& desc,
VkImageLayout oldLayout,
VkImageLayout newLayout);
void _transitionImageLayout(
VkCommandBuffer commandBuffer,
VkImage image,
VkFormat format,
const TextureResource::Desc& desc,
VkImageLayout oldLayout,
VkImageLayout newLayout);
uint32_t getQueueFamilyIndex(ICommandQueue::QueueType queueType);
public:
// DeviceImpl members.
DeviceInfo m_info;
String m_adapterName;
VkDebugReportCallbackEXT m_debugReportCallback = VK_NULL_HANDLE;
VkDevice m_device = VK_NULL_HANDLE;
VulkanModule m_module;
VulkanApi m_api;
GlslangModule m_glslang;
VulkanDeviceQueue m_deviceQueue;
uint32_t m_queueFamilyIndex;
Desc m_desc;
DescriptorSetAllocator descriptorSetAllocator;
uint32_t m_queueAllocCount;
// A list to hold objects that may have a strong back reference to the device
// instance. Because of the pipeline cache in `RendererBase`, there could be a reference
// cycle among `DeviceImpl`->`PipelineStateImpl`->`ShaderProgramImpl`->`DeviceImpl`.
// Depending on whether a `PipelineState` objects gets stored in pipeline cache, there
// may or may not be such a reference cycle.
// We need to hold strong references to any objects that may become part of the reference
// cycle here, so that when objects like `ShaderProgramImpl` lost all public refernces, we
// can always safely break the strong reference in `ShaderProgramImpl::m_device` without
// worrying the `ShaderProgramImpl` object getting destroyed after the completion of
// `DeviceImpl::~DeviceImpl()'.
ChunkedList<RefPtr<RefObject>, 1024> m_deviceObjectsWithPotentialBackReferences;
VkSampler m_defaultSampler;
RefPtr<FramebufferImpl> m_emptyFramebuffer;
};
} // namespace vk
} // namespace gfx