roleplay/client/include/gpu.h

148 lines
3.6 KiB
C

#ifndef GPU_H
#define GPU_H
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#define VK_USE_PLATFORM_MACOS_MVK
#include "vulkan/vulkan_core.h"
#include "vk_mem_alloc.h"
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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#endif
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#include <GLFW/glfw3native.h>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <cglm/types.h>
#include <cglm/mat4.h>
#include <cglm/vec3.h>
#include <cglm/affine.h>
#include <cglm/quat.h>
#include <cglm/cam.h>
#define MAX_FRAMES_IN_FLIGHT 2
#define WINDOW_MIN_WIDTH 800
#define WINDOW_MIN_HEIGHT 600
typedef struct GPUBufferStruct {
VkBuffer buffers[MAX_FRAMES_IN_FLIGHT];
VmaAllocation memory[MAX_FRAMES_IN_FLIGHT];
VkDeviceSize size;
} GPUBuffer;
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typedef struct GPUQueueStruct {
VkQueue handle;
uint32_t family;
uint32_t index;
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} GPUQueue;
VkCommandBuffer command_begin_single(VkDevice device, VkCommandPool transfer_pool);
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VkResult command_end_single(VkDevice device, VkCommandBuffer command_buffer, VkCommandPool transfer_pool, GPUQueue transfer_queue);
void command_copy_buffer(VkCommandBuffer command_buffer, VkBuffer src, VkBuffer dst, VkDeviceSize src_offset, VkDeviceSize dst_offset, VkDeviceSize size);
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VkResult command_transition_image_layout(VkDevice device, VkCommandPool transfer_pool, GPUQueue transfer_queue, VkImageLayout old_layout, VkImageLayout new_layout, VkImage image, VkAccessFlags src_mask, VkAccessFlags dst_mask, VkPipelineStageFlags source, VkPipelineStageFlags dest, uint32_t source_family, uint32_t dest_family, VkImageAspectFlags aspect_flags);
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#define VK_RESULT(x) {\
result = x;\
if(result != VK_SUCCESS) {\
return x;\
}\
}
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typedef struct SwapchainDetailsStruct {
VkSurfaceCapabilitiesKHR capabilities;
VkSurfaceFormatKHR* formats;
uint32_t formats_count;
VkPresentModeKHR* present_modes;
uint32_t present_modes_count;
} SwapchainDetails;
typedef struct FrameContextStruct {
VkFence ready;
VkSemaphore image;
VkSemaphore render;
VkSemaphore transfer;
VkSemaphore compute;
} FrameContext;
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typedef struct RenderContextStruct {
VkInstance instance;
VkDebugUtilsMessengerEXT debug_messenger;
VkPhysicalDevice physical_device;
VkSurfaceKHR surface;
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GPUQueue graphics_queue;
GPUQueue present_queue;
GPUQueue transfer_queue;
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VkDevice device;
VmaAllocator allocator;
SwapchainDetails swapchain_details;
VkSurfaceFormatKHR swapchain_format;
VkPresentModeKHR swapchain_present_mode;
VkExtent2D swapchain_extent;
VkSwapchainKHR swapchain;
uint32_t swapchain_image_count;
VkImage* swapchain_images;
VkImageView* swapchain_image_views;
VkFramebuffer* swapchain_framebuffers;
VkFormat depth_format;
VkImageView depth_image_view;
VkImage depth_image;
VmaAllocation depth_image_memory;
VkCommandPool extra_graphics_pool;
VkCommandPool graphics_pool;
VkCommandPool transfer_pool;
VkRenderPass render_pass;
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VkCommandBuffer* swapchain_command_buffers;
FrameContext frame[MAX_FRAMES_IN_FLIGHT];
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uint32_t current_frame;
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vec2 window_scale;
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} RenderContext;
GLFWwindow* init_window();
VkResult init_vulkan(
GLFWwindow* window,
RenderContext* context);
VkResult create_transfer_buffer(
VmaAllocator allocator,
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VkDeviceSize size,
VkBuffer* buffer,
VmaAllocation* memory,
void** mapped);
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void destroy_transfer_buffer(
VmaAllocator allocator,
VkBuffer buffer,
VmaAllocation memory);
VkResult create_storage_buffer(
VmaAllocator allocator,
VkBufferUsageFlags usage,
VkDeviceSize size,
VkBuffer* buffer,
VmaAllocation* memory);
VkDeviceAddress buffer_address(
VkDevice device,
VkBuffer buffer);
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#endif