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#pragma once
#include <vulkan/vk_platform.h>
#include <vulkan/vulkan.h>
#include <vulkan/vulkan_core.h>
#include "defines.h"
#include "mem.h"
#include "ral.h"
#include "ral_types.h"
#define MAX_FRAMES_IN_FLIGHT 2
#define GPU_SWAPCHAIN_IMG_COUNT 2
/*
Conventions:
- Place the 'handle' as the first field of a struct
- Vulkan specific data goes at the top, followed by our internal data
*/
typedef struct queue_family_indices {
u32 graphics_family_index;
u32 present_family_index;
u32 compute_family_index;
u32 transfer_family_index;
bool has_graphics;
bool has_present;
bool has_compute;
bool has_transfer;
} queue_family_indices;
// typedef struct vulkan_framebuffer {
// } vulkan_framebuffer;
typedef struct gpu_swapchain {
VkSwapchainKHR handle;
arena swapchain_arena;
VkExtent2D extent;
VkSurfaceFormatKHR image_format;
VkPresentModeKHR present_mode;
u32 image_count;
VkImage* images;
VkImageView* image_views;
} gpu_swapchain;
typedef struct gpu_device {
// In Vulkan we store both physical and logical device here
VkPhysicalDevice physical_device;
VkDevice logical_device;
VkPhysicalDeviceProperties properties;
VkPhysicalDeviceFeatures features;
VkPhysicalDeviceMemoryProperties memory;
queue_family_indices queue_family_indicies;
VkQueue graphics_queue;
VkQueue present_queue;
VkQueue compute_queue;
VkQueue transfer_queue;
VkCommandPool pool;
} gpu_device;
typedef struct gpu_pipeline_layout {
VkPipelineLayout handle;
} gpu_pipeline_layout;
typedef struct desc_set_uniform_buffer {
VkBuffer buffers[MAX_FRAMES_IN_FLIGHT];
VkDeviceMemory uniform_buf_memorys[MAX_FRAMES_IN_FLIGHT];
void* uniform_buf_mem_mappings[MAX_FRAMES_IN_FLIGHT];
size_t size;
} desc_set_uniform_buffer;
typedef struct gpu_pipeline {
VkPipeline handle;
VkPipelineLayout layout_handle;
// Descriptor gubbins
shader_data data_layouts[MAX_SHADER_DATA_LAYOUTS];
u32 data_layouts_count;
VkDescriptorSetLayout* desc_set_layouts;
// Based on group, we know which data to load
desc_set_uniform_buffer* uniform_pointers;
u32 desc_set_layouts_count;
} gpu_pipeline;
typedef struct gpu_renderpass {
VkRenderPass handle;
// TODO: Where to store framebuffers? VkFramebuffer framebuffers[GPU_SWAPCHAIN_IMG_COUNT];
} gpu_renderpass;
typedef struct gpu_cmd_encoder {
VkCommandBuffer cmd_buffer;
VkDescriptorPool descriptor_pool;
gpu_pipeline* pipeline;
} gpu_cmd_encoder;
typedef struct gpu_cmd_buffer {
VkCommandBuffer cmd_buffer;
} gpu_cmd_buffer;
typedef struct gpu_buffer {
VkBuffer handle;
VkDeviceMemory memory;
u64 size;
} gpu_buffer;
typedef struct gpu_texture {
VkImage handle;
VkDeviceMemory memory;
u64 size;
texture_desc desc;
} gpu_texture;
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