raze/source/common/rendering/vulkan/system/vk_builders.h
2022-07-02 10:20:11 +02:00

364 lines
14 KiB
C++

#pragma once
#include "vk_objects.h"
#include "zstring.h"
#include <cassert>
class ImageBuilder
{
public:
ImageBuilder();
ImageBuilder& Size(int width, int height, int miplevels = 1, int arrayLayers = 1);
ImageBuilder& Samples(VkSampleCountFlagBits samples);
ImageBuilder& Format(VkFormat format);
ImageBuilder& Usage(VkImageUsageFlags imageUsage, VmaMemoryUsage memoryUsage = VMA_MEMORY_USAGE_GPU_ONLY, VmaAllocationCreateFlags allocFlags = 0);
ImageBuilder& MemoryType(VkMemoryPropertyFlags requiredFlags, VkMemoryPropertyFlags preferredFlags, uint32_t memoryTypeBits = 0);
ImageBuilder& LinearTiling();
ImageBuilder& DebugName(const char* name) { debugName = name; return *this; }
bool IsFormatSupported(VulkanDevice *device, VkFormatFeatureFlags bufferFeatures = 0);
std::unique_ptr<VulkanImage> Create(VulkanDevice *device, VkDeviceSize* allocatedBytes = nullptr);
std::unique_ptr<VulkanImage> TryCreate(VulkanDevice *device);
private:
VkImageCreateInfo imageInfo = {};
VmaAllocationCreateInfo allocInfo = {};
const char* debugName = nullptr;
};
class ImageViewBuilder
{
public:
ImageViewBuilder();
ImageViewBuilder& Type(VkImageViewType type);
ImageViewBuilder& Image(VulkanImage *image, VkFormat format, VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT);
ImageViewBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanImageView> Create(VulkanDevice *device);
private:
VkImageViewCreateInfo viewInfo = {};
const char* debugName = nullptr;
};
class SamplerBuilder
{
public:
SamplerBuilder();
SamplerBuilder& AddressMode(VkSamplerAddressMode addressMode);
SamplerBuilder& AddressMode(VkSamplerAddressMode u, VkSamplerAddressMode v, VkSamplerAddressMode w);
SamplerBuilder& MinFilter(VkFilter minFilter);
SamplerBuilder& MagFilter(VkFilter magFilter);
SamplerBuilder& MipmapMode(VkSamplerMipmapMode mode);
SamplerBuilder& Anisotropy(float maxAnisotropy);
SamplerBuilder& MaxLod(float value);
SamplerBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanSampler> Create(VulkanDevice *device);
private:
VkSamplerCreateInfo samplerInfo = {};
const char* debugName = nullptr;
};
class BufferBuilder
{
public:
BufferBuilder();
BufferBuilder& Size(size_t size);
BufferBuilder& Usage(VkBufferUsageFlags bufferUsage, VmaMemoryUsage memoryUsage = VMA_MEMORY_USAGE_GPU_ONLY, VmaAllocationCreateFlags allocFlags = 0);
BufferBuilder& MemoryType(VkMemoryPropertyFlags requiredFlags, VkMemoryPropertyFlags preferredFlags, uint32_t memoryTypeBits = 0);
BufferBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanBuffer> Create(VulkanDevice *device);
private:
VkBufferCreateInfo bufferInfo = {};
VmaAllocationCreateInfo allocInfo = {};
const char* debugName = nullptr;
};
class ShaderBuilder
{
public:
ShaderBuilder();
ShaderBuilder& VertexShader(const FString &code);
ShaderBuilder& FragmentShader(const FString &code);
ShaderBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanShader> Create(const char *shadername, VulkanDevice *device);
private:
FString code;
int stage = 0;
const char* debugName = nullptr;
};
class ComputePipelineBuilder
{
public:
ComputePipelineBuilder();
ComputePipelineBuilder& Layout(VulkanPipelineLayout *layout);
ComputePipelineBuilder& ComputeShader(VulkanShader *shader);
ComputePipelineBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanPipeline> Create(VulkanDevice *device);
private:
VkComputePipelineCreateInfo pipelineInfo = {};
VkPipelineShaderStageCreateInfo stageInfo = {};
const char* debugName = nullptr;
};
class DescriptorSetLayoutBuilder
{
public:
DescriptorSetLayoutBuilder();
DescriptorSetLayoutBuilder& AddBinding(int binding, VkDescriptorType type, int arrayCount, VkShaderStageFlags stageFlags);
DescriptorSetLayoutBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanDescriptorSetLayout> Create(VulkanDevice *device);
private:
VkDescriptorSetLayoutCreateInfo layoutInfo = {};
TArray<VkDescriptorSetLayoutBinding> bindings;
const char* debugName = nullptr;
};
class DescriptorPoolBuilder
{
public:
DescriptorPoolBuilder();
DescriptorPoolBuilder& MaxSets(int value);
DescriptorPoolBuilder& AddPoolSize(VkDescriptorType type, int count);
DescriptorPoolBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanDescriptorPool> Create(VulkanDevice *device);
private:
std::vector<VkDescriptorPoolSize> poolSizes;
VkDescriptorPoolCreateInfo poolInfo = {};
const char* debugName = nullptr;
};
class QueryPoolBuilder
{
public:
QueryPoolBuilder();
QueryPoolBuilder& QueryType(VkQueryType type, int count, VkQueryPipelineStatisticFlags pipelineStatistics = 0);
QueryPoolBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanQueryPool> Create(VulkanDevice *device);
private:
VkQueryPoolCreateInfo poolInfo = {};
const char* debugName = nullptr;
};
class FramebufferBuilder
{
public:
FramebufferBuilder();
FramebufferBuilder& RenderPass(VulkanRenderPass *renderPass);
FramebufferBuilder& AddAttachment(VulkanImageView *view);
FramebufferBuilder& AddAttachment(VkImageView view);
FramebufferBuilder& Size(int width, int height, int layers = 1);
FramebufferBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanFramebuffer> Create(VulkanDevice *device);
private:
VkFramebufferCreateInfo framebufferInfo = {};
std::vector<VkImageView> attachments;
const char* debugName = nullptr;
};
union FRenderStyle;
class GraphicsPipelineBuilder
{
public:
GraphicsPipelineBuilder();
GraphicsPipelineBuilder& Subpass(int subpass);
GraphicsPipelineBuilder& Layout(VulkanPipelineLayout *layout);
GraphicsPipelineBuilder& RenderPass(VulkanRenderPass *renderPass);
GraphicsPipelineBuilder& Topology(VkPrimitiveTopology topology);
GraphicsPipelineBuilder& Viewport(float x, float y, float width, float height, float minDepth = 0.0f, float maxDepth = 1.0f);
GraphicsPipelineBuilder& Scissor(int x, int y, int width, int height);
GraphicsPipelineBuilder& RasterizationSamples(VkSampleCountFlagBits samples);
GraphicsPipelineBuilder& Cull(VkCullModeFlags cullMode, VkFrontFace frontFace);
GraphicsPipelineBuilder& DepthStencilEnable(bool test, bool write, bool stencil);
GraphicsPipelineBuilder& DepthFunc(VkCompareOp func);
GraphicsPipelineBuilder& DepthClampEnable(bool value);
GraphicsPipelineBuilder& DepthBias(bool enable, float biasConstantFactor, float biasClamp, float biasSlopeFactor);
GraphicsPipelineBuilder& ColorWriteMask(VkColorComponentFlags mask);
GraphicsPipelineBuilder& Stencil(VkStencilOp failOp, VkStencilOp passOp, VkStencilOp depthFailOp, VkCompareOp compareOp, uint32_t compareMask, uint32_t writeMask, uint32_t reference);
GraphicsPipelineBuilder& AdditiveBlendMode();
GraphicsPipelineBuilder& AlphaBlendMode();
GraphicsPipelineBuilder& BlendMode(const FRenderStyle &style);
GraphicsPipelineBuilder& BlendMode(VkBlendOp op, VkBlendFactor src, VkBlendFactor dst);
GraphicsPipelineBuilder& SubpassColorAttachmentCount(int count);
GraphicsPipelineBuilder& AddVertexShader(VulkanShader *shader);
GraphicsPipelineBuilder& AddFragmentShader(VulkanShader *shader);
GraphicsPipelineBuilder& AddVertexBufferBinding(int index, size_t stride);
GraphicsPipelineBuilder& AddVertexAttribute(int location, int binding, VkFormat format, size_t offset);
GraphicsPipelineBuilder& AddDynamicState(VkDynamicState state);
GraphicsPipelineBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanPipeline> Create(VulkanDevice *device);
private:
VkGraphicsPipelineCreateInfo pipelineInfo = { };
VkPipelineVertexInputStateCreateInfo vertexInputInfo = { };
VkPipelineInputAssemblyStateCreateInfo inputAssembly = { };
VkViewport viewport = { };
VkRect2D scissor = { };
VkPipelineViewportStateCreateInfo viewportState = { };
VkPipelineRasterizationStateCreateInfo rasterizer = { };
VkPipelineMultisampleStateCreateInfo multisampling = { };
VkPipelineColorBlendAttachmentState colorBlendAttachment = { };
VkPipelineColorBlendStateCreateInfo colorBlending = { };
VkPipelineDepthStencilStateCreateInfo depthStencil = { };
VkPipelineDynamicStateCreateInfo dynamicState = {};
std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments;
std::vector<VkVertexInputBindingDescription> vertexInputBindings;
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes;
std::vector<VkDynamicState> dynamicStates;
const char* debugName = nullptr;
};
class PipelineLayoutBuilder
{
public:
PipelineLayoutBuilder();
PipelineLayoutBuilder& AddSetLayout(VulkanDescriptorSetLayout *setLayout);
PipelineLayoutBuilder& AddPushConstantRange(VkShaderStageFlags stageFlags, size_t offset, size_t size);
PipelineLayoutBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanPipelineLayout> Create(VulkanDevice *device);
private:
VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
std::vector<VkDescriptorSetLayout> setLayouts;
std::vector<VkPushConstantRange> pushConstantRanges;
const char* debugName = nullptr;
};
class RenderPassBuilder
{
public:
RenderPassBuilder();
RenderPassBuilder& AddAttachment(VkFormat format, VkSampleCountFlagBits samples, VkAttachmentLoadOp load, VkAttachmentStoreOp store, VkImageLayout initialLayout, VkImageLayout finalLayout);
RenderPassBuilder& AddDepthStencilAttachment(VkFormat format, VkSampleCountFlagBits samples, VkAttachmentLoadOp load, VkAttachmentStoreOp store, VkAttachmentLoadOp stencilLoad, VkAttachmentStoreOp stencilStore, VkImageLayout initialLayout, VkImageLayout finalLayout);
RenderPassBuilder& AddExternalSubpassDependency(VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask);
RenderPassBuilder& AddSubpass();
RenderPassBuilder& AddSubpassColorAttachmentRef(uint32_t index, VkImageLayout layout);
RenderPassBuilder& AddSubpassDepthStencilAttachmentRef(uint32_t index, VkImageLayout layout);
RenderPassBuilder& DebugName(const char* name) { debugName = name; return *this; }
std::unique_ptr<VulkanRenderPass> Create(VulkanDevice *device);
private:
VkRenderPassCreateInfo renderPassInfo = { };
std::vector<VkAttachmentDescription> attachments;
std::vector<VkSubpassDependency> dependencies;
std::vector<VkSubpassDescription> subpasses;
struct SubpassData
{
std::vector<VkAttachmentReference> colorRefs;
VkAttachmentReference depthRef = { };
};
std::vector<std::unique_ptr<SubpassData>> subpassData;
const char* debugName = nullptr;
};
class PipelineBarrier
{
public:
PipelineBarrier& AddMemory(VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask);
PipelineBarrier& AddBuffer(VulkanBuffer *buffer, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask);
PipelineBarrier& AddBuffer(VulkanBuffer *buffer, VkDeviceSize offset, VkDeviceSize size, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask);
PipelineBarrier& AddImage(VulkanImage *image, VkImageLayout oldLayout, VkImageLayout newLayout, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, int baseMipLevel = 0, int levelCount = 1);
PipelineBarrier& AddImage(VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, int baseMipLevel = 0, int levelCount = 1);
PipelineBarrier& AddQueueTransfer(int srcFamily, int dstFamily, VulkanBuffer *buffer, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask);
PipelineBarrier& AddQueueTransfer(int srcFamily, int dstFamily, VulkanImage *image, VkImageLayout layout, VkImageAspectFlags aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, int baseMipLevel = 0, int levelCount = 1);
void Execute(VulkanCommandBuffer *commandBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkDependencyFlags dependencyFlags = 0);
private:
std::vector<VkMemoryBarrier> memoryBarriers;
std::vector<VkBufferMemoryBarrier> bufferMemoryBarriers;
std::vector<VkImageMemoryBarrier> imageMemoryBarriers;
};
class QueueSubmit
{
public:
QueueSubmit();
QueueSubmit& AddCommandBuffer(VulkanCommandBuffer *buffer);
QueueSubmit& AddWait(VkPipelineStageFlags waitStageMask, VulkanSemaphore *semaphore);
QueueSubmit& AddSignal(VulkanSemaphore *semaphore);
void Execute(VulkanDevice *device, VkQueue queue, VulkanFence *fence = nullptr);
private:
VkSubmitInfo submitInfo = {};
std::vector<VkSemaphore> waitSemaphores;
std::vector<VkPipelineStageFlags> waitStages;
std::vector<VkSemaphore> signalSemaphores;
std::vector<VkCommandBuffer> commandBuffers;
};
class WriteDescriptors
{
public:
WriteDescriptors& AddBuffer(VulkanDescriptorSet *descriptorSet, int binding, VkDescriptorType type, VulkanBuffer *buffer);
WriteDescriptors& AddBuffer(VulkanDescriptorSet *descriptorSet, int binding, VkDescriptorType type, VulkanBuffer *buffer, size_t offset, size_t range);
WriteDescriptors& AddStorageImage(VulkanDescriptorSet *descriptorSet, int binding, VulkanImageView *view, VkImageLayout imageLayout);
WriteDescriptors& AddCombinedImageSampler(VulkanDescriptorSet *descriptorSet, int binding, VulkanImageView *view, VulkanSampler *sampler, VkImageLayout imageLayout);
WriteDescriptors& AddAccelerationStructure(VulkanDescriptorSet* descriptorSet, int binding, VulkanAccelerationStructure* accelStruct);
void Execute(VulkanDevice *device);
private:
struct WriteExtra
{
VkDescriptorImageInfo imageInfo;
VkDescriptorBufferInfo bufferInfo;
VkBufferView bufferView;
VkWriteDescriptorSetAccelerationStructureKHR accelStruct;
};
std::vector<VkWriteDescriptorSet> writes;
std::vector<std::unique_ptr<WriteExtra>> writeExtras;
};