#pragma once #include "vk_objects.h" #include "zstring.h" #include 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 Create(VulkanDevice *device, VkDeviceSize* allocatedBytes = nullptr); std::unique_ptr 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 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 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 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 Create(const char *shadername, VulkanDevice *device); private: FString code; int stage = 0; const char* debugName = nullptr; }; class AccelerationStructureBuilder { public: AccelerationStructureBuilder(); AccelerationStructureBuilder& Type(VkAccelerationStructureTypeKHR type); AccelerationStructureBuilder& Buffer(VulkanBuffer* buffer, VkDeviceSize size); AccelerationStructureBuilder& Buffer(VulkanBuffer* buffer, VkDeviceSize offset, VkDeviceSize size); AccelerationStructureBuilder& DebugName(const char* name) { debugName = name; return *this; } std::unique_ptr Create(VulkanDevice* device); private: VkAccelerationStructureCreateInfoKHR createInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_CREATE_INFO_KHR }; 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 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 Create(VulkanDevice *device); private: VkDescriptorSetLayoutCreateInfo layoutInfo = {}; TArray 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 Create(VulkanDevice *device); private: std::vector 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 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 Create(VulkanDevice *device); private: VkFramebufferCreateInfo framebufferInfo = {}; std::vector 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 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 shaderStages; std::vector colorBlendAttachments; std::vector vertexInputBindings; std::vector vertexInputAttributes; std::vector 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 Create(VulkanDevice *device); private: VkPipelineLayoutCreateInfo pipelineLayoutInfo = {}; std::vector setLayouts; std::vector 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 Create(VulkanDevice *device); private: VkRenderPassCreateInfo renderPassInfo = { }; std::vector attachments; std::vector dependencies; std::vector subpasses; struct SubpassData { std::vector colorRefs; VkAttachmentReference depthRef = { }; }; std::vector> 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 memoryBarriers; std::vector bufferMemoryBarriers; std::vector 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 waitSemaphores; std::vector waitStages; std::vector signalSemaphores; std::vector 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 writes; std::vector> writeExtras; };