Quake-III-Arena-VS/src/engine/renderer/vk.h
2017-10-22 20:08:54 +02:00

300 lines
9.1 KiB
C++

#pragma once
#ifdef _WIN32
#define VK_USE_PLATFORM_WIN32_KHR
#define NOMINMAX
#endif
#define VK_NO_PROTOTYPES
#include "vulkan/vulkan.h"
#include "D3d12.h"
#include "D3d12SDKLayers.h"
#include "DXGI1_4.h"
#include "wrl.h"
#include "d3dx12.h"
#include "D3Dcompiler.h"
#include <DirectXMath.h>
#include "../../engine/platform/win_local.h"
using Microsoft::WRL::ComPtr;
using namespace DirectX;
const int MAX_SWAPCHAIN_IMAGES = 8;
const int MAX_VK_SAMPLERS = 32;
const int MAX_VK_PIPELINES = 1024;
const int MAX_VK_IMAGES = 2048; // should be the same as MAX_DRAWIMAGES
const int IMAGE_CHUNK_SIZE = 32 * 1024 * 1024;
const int MAX_IMAGE_CHUNKS = 16;
const int D3D_FRAME_COUNT = 2;
#define VK_CHECK(function_call) { \
VkResult result = function_call; \
if (result < 0) \
ri.Error(ERR_FATAL, "Vulkan: error code %d returned by %s", result, #function_call); \
}
#define DX_CHECK(function_call) { \
HRESULT hr = function_call; \
if (FAILED(hr)) \
ri.Error(ERR_FATAL, "Direct3D: error returned by %s", #function_call); \
}
enum class Vk_Shader_Type {
single_texture,
multi_texture_mul,
multi_texture_add
};
// used with cg_shadows == 2
enum class Vk_Shadow_Phase {
disabled,
shadow_edges_rendering,
fullscreen_quad_rendering
};
enum class Vk_Depth_Range {
normal, // [0..1]
force_zero, // [0..0]
force_one, // [1..1]
weapon // [0..0.3]
};
struct Vk_Sampler_Def {
bool repeat_texture = false; // clamp/repeat texture addressing mode
int gl_mag_filter = 0; // GL_XXX mag filter
int gl_min_filter = 0; // GL_XXX min filter
};
struct Vk_Pipeline_Def {
Vk_Shader_Type shader_type = Vk_Shader_Type::single_texture;
unsigned int state_bits = 0; // GLS_XXX flags
int face_culling = 0;// cullType_t
bool polygon_offset = false;
bool clipping_plane = false;
bool mirror = false;
bool line_primitives = false;
Vk_Shadow_Phase shadow_phase = Vk_Shadow_Phase::disabled;
};
struct Vk_Image {
VkImage handle = VK_NULL_HANDLE;
VkImageView view = VK_NULL_HANDLE;
// Descriptor set that contains single descriptor used to access the given image.
// It is updated only once during image initialization.
VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
};
//
// Initialization.
//
// Initializes VK_Instance structure.
// After calling this function we get fully functional vulkan subsystem.
void vk_initialize();
void dx_initialize();
// Shutdown vulkan subsystem by releasing resources acquired by Vk_Instance.
void vk_shutdown();
void dx_shutdown();
// Releases vulkan resources allocated during program execution.
// This effectively puts vulkan subsystem into initial state (the state we have after vk_initialize call).
void vk_release_resources();
//
// Resources allocation.
//
Vk_Image vk_create_image(int width, int height, VkFormat format, int mip_levels, bool repeat_texture);
void vk_upload_image_data(VkImage image, int width, int height, bool mipmap, const uint8_t* pixels, int bytes_per_pixel);
void vk_update_descriptor_set(VkDescriptorSet set, VkImageView image_view, bool mipmap, bool repeat_texture);
VkSampler vk_find_sampler(const Vk_Sampler_Def& def);
VkPipeline vk_find_pipeline(const Vk_Pipeline_Def& def);
//
// Rendering setup.
//
void vk_clear_attachments(bool clear_depth_stencil, bool clear_color, vec4_t color);
void vk_bind_geometry();
void vk_shade_geometry(VkPipeline pipeline, bool multitexture, Vk_Depth_Range depth_range, bool indexed = true);
void vk_begin_frame();
void vk_end_frame();
void dx_begin_frame();
void dx_end_frame();
void vk_read_pixels(byte* buffer); // screenshots
// Vk_Instance contains engine-specific vulkan resources that persist entire renderer lifetime.
// This structure is initialized/deinitialized by vk_initialize/vk_shutdown functions correspondingly.
struct Vk_Instance {
bool active = false;
ID3D12Device* dx_device = nullptr;
ID3D12CommandQueue* dx_command_queue = nullptr;
ComPtr<IDXGISwapChain3> dx_swapchain;
ID3D12DescriptorHeap* dx_rtv_heap = nullptr;
UINT dx_rtv_descriptor_size = 0;
ID3D12Resource* dx_render_targets[D3D_FRAME_COUNT];
ID3D12RootSignature* dx_root_signature = nullptr;
ID3D12CommandAllocator* dx_command_allocator = nullptr;
ID3D12GraphicsCommandList* dx_command_list = nullptr;
ID3D12PipelineState* dx_pipeline_state = nullptr;
UINT dx_frame_index = 0;
ID3D12Fence* dx_fence = nullptr;
UINT64 dx_fence_value = 0;
HANDLE dx_fence_event = NULL;
ID3D12Resource* dx_vertex_buffer = nullptr;
D3D12_VERTEX_BUFFER_VIEW dx_vertex_buffer_view;
VkInstance instance = VK_NULL_HANDLE;
VkPhysicalDevice physical_device = VK_NULL_HANDLE;
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkSurfaceFormatKHR surface_format = {};
uint32_t queue_family_index = 0;
VkDevice device = VK_NULL_HANDLE;
VkQueue queue = VK_NULL_HANDLE;
VkSwapchainKHR swapchain = VK_NULL_HANDLE;
uint32_t swapchain_image_count = 0;
VkImage swapchain_images[MAX_SWAPCHAIN_IMAGES];
VkImageView swapchain_image_views[MAX_SWAPCHAIN_IMAGES];
uint32_t swapchain_image_index = -1;
VkSemaphore image_acquired = VK_NULL_HANDLE;
VkSemaphore rendering_finished = VK_NULL_HANDLE;
VkFence rendering_finished_fence = VK_NULL_HANDLE;
VkCommandPool command_pool = VK_NULL_HANDLE;
VkCommandBuffer command_buffer = VK_NULL_HANDLE;
VkImage depth_image = VK_NULL_HANDLE;
VkDeviceMemory depth_image_memory = VK_NULL_HANDLE;
VkImageView depth_image_view = VK_NULL_HANDLE;
VkRenderPass render_pass = VK_NULL_HANDLE;
VkFramebuffer framebuffers[MAX_SWAPCHAIN_IMAGES];
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
VkDescriptorSetLayout set_layout = VK_NULL_HANDLE;
VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
VkBuffer vertex_buffer = VK_NULL_HANDLE;
byte* vertex_buffer_ptr = nullptr; // pointer to mapped vertex buffer
int xyz_elements = 0;
int color_st_elements = 0;
VkBuffer index_buffer = VK_NULL_HANDLE;
byte* index_buffer_ptr = nullptr; // pointer to mapped index buffer
VkDeviceSize index_buffer_offset = 0;
// host visible memory that holds both vertex and index data
VkDeviceMemory geometry_buffer_memory = VK_NULL_HANDLE;
//
// Shader modules.
//
VkShaderModule single_texture_vs = VK_NULL_HANDLE;
VkShaderModule single_texture_clipping_plane_vs = VK_NULL_HANDLE;
VkShaderModule single_texture_fs = VK_NULL_HANDLE;
VkShaderModule multi_texture_vs = VK_NULL_HANDLE;
VkShaderModule multi_texture_clipping_plane_vs = VK_NULL_HANDLE;
VkShaderModule multi_texture_mul_fs = VK_NULL_HANDLE;
VkShaderModule multi_texture_add_fs = VK_NULL_HANDLE;
//
// Standard pipelines.
//
VkPipeline skybox_pipeline = VK_NULL_HANDLE;
// dim 0: 0 - front side, 1 - back size
// dim 1: 0 - normal view, 1 - mirror view
VkPipeline shadow_volume_pipelines[2][2];
VkPipeline shadow_finish_pipeline;
// dim 0 is based on fogPass_t: 0 - corresponds to FP_EQUAL, 1 - corresponds to FP_LE.
// dim 1 is directly a cullType_t enum value.
// dim 2 is a polygon offset value (0 - off, 1 - on).
VkPipeline fog_pipelines[2][3][2];
// dim 0 is based on dlight additive flag: 0 - not additive, 1 - additive
// dim 1 is directly a cullType_t enum value.
// dim 2 is a polygon offset value (0 - off, 1 - on).
VkPipeline dlight_pipelines[2][3][2];
// debug visualization pipelines
VkPipeline tris_debug_pipeline;
VkPipeline tris_mirror_debug_pipeline;
VkPipeline normals_debug_pipeline;
VkPipeline surface_debug_pipeline_solid;
VkPipeline surface_debug_pipeline_outline;
VkPipeline images_debug_pipeline;
};
// Vk_World contains vulkan resources/state requested by the game code.
// It is reinitialized on a map change.
struct Vk_World {
//
// Resources.
//
int num_samplers = 0;
Vk_Sampler_Def sampler_defs[MAX_VK_SAMPLERS];
VkSampler samplers[MAX_VK_SAMPLERS];
int num_pipelines = 0;
Vk_Pipeline_Def pipeline_defs[MAX_VK_PIPELINES];
VkPipeline pipelines[MAX_VK_PIPELINES];
float pipeline_create_time;
Vk_Image images[MAX_VK_IMAGES];
//
// Memory allocations.
//
struct Chunk {
VkDeviceMemory memory = VK_NULL_HANDLE;
VkDeviceSize used = 0;
};
int num_image_chunks = 0;
Chunk image_chunks[MAX_IMAGE_CHUNKS];
// Host visible memory used to copy image data to device local memory.
VkBuffer staging_buffer = VK_NULL_HANDLE;
VkDeviceMemory staging_buffer_memory = VK_NULL_HANDLE;
VkDeviceSize staging_buffer_size = 0;
byte* staging_buffer_ptr = nullptr; // pointer to mapped staging buffer
//
// State.
//
// Descriptor sets corresponding to bound texture images.
VkDescriptorSet current_descriptor_sets[2];
// This flag is used to decide whether framebuffer's depth attachment should be cleared
// with vmCmdClearAttachment (dirty_depth_attachment == true), or it have just been
// cleared by render pass instance clear op (dirty_depth_attachment == false).
bool dirty_depth_attachment;
float modelview_transform[16];
};
// Most of the renderer's code uses Vulkan API via function provides in this file but
// there are few places outside of vk.cpp where we use Vulkan commands directly.
extern PFN_vkCreateWin32SurfaceKHR vkCreateWin32SurfaceKHR;
extern PFN_vkFreeDescriptorSets vkFreeDescriptorSets;
extern PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr;
extern PFN_vkGetPhysicalDeviceProperties vkGetPhysicalDeviceProperties;
extern PFN_vkDestroyImage vkDestroyImage;
extern PFN_vkDestroyImageView vkDestroyImageView;
extern PFN_vkDeviceWaitIdle vkDeviceWaitIdle;