roleplay/client/include/gpu.h

247 lines
5.3 KiB
C

#ifndef GPU_H
#define GPU_H
#define VK_USE_PLATFORM_MACOS_MVK
#include "vulkan/vk_enum_string_helper.h"
#include "vulkan/vulkan_core.h"
#include "vk_mem_alloc.h"
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#ifdef __APPLE__
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#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>
#include <math.h>
#define MAX_FRAMES_IN_FLIGHT 2
#define WINDOW_MIN_WIDTH 800
#define WINDOW_MIN_HEIGHT 600
#define PERSPECTIVE_FOVY (-M_PI/3)
#define PERSPECTIVE_NEARZ 0.01
#define PERSPECTIVE_FARZ 1000
#define VK_RESULT(x) {\
result = x;\
if(result != VK_SUCCESS) {\
fprintf(stderr, "%s:%d %s failed with %s\n", __FILE__, __LINE__, #x, string_VkResult(result));\
return x;\
}\
}
typedef struct ComputePipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} ComputePipeline;
typedef struct GraphicsPipelineStruct {
VkPipelineLayout layout;
VkPipeline pipeline;
} GraphicsPipeline;
typedef struct DrawCommandStruct {
uint32_t vertex_count;
uint32_t instance_count;
uint32_t first_vertex;
uint32_t first_instance;
} DrawCommand;
typedef struct DispatchCommandStruct {
uint32_t x;
uint32_t y;
uint32_t z;
} DispatchCommand;
typedef struct GPUQueueStruct {
VkQueue handle;
uint32_t family;
uint32_t index;
} GPUQueue;
typedef struct SwapchainDetailsStruct {
VkSurfaceCapabilitiesKHR capabilities;
VkSurfaceFormatKHR* formats;
uint32_t formats_count;
VkPresentModeKHR* present_modes;
uint32_t present_modes_count;
} SwapchainDetails;
typedef struct TransferInfoStruct {
VkDeviceSize offset;
VkDeviceSize size;
VkBuffer buffer;
} TransferInfo;
typedef struct TransferBufferStruct {
VkBuffer buffer;
VmaAllocation memory;
void* mapped;
size_t written;
size_t max_size;
size_t max_count;
TransferInfo* infos;
uint32_t count;
} TransferBuffer;
typedef struct FrameContextStruct {
VkFence ready;
VkSemaphore image;
VkSemaphore render;
VkSemaphore transfer;
VkSemaphore compute;
uint64_t transfer_index;
uint64_t compute_index;
VkCommandBuffer compute_commands;
VkCommandBuffer transfer_commands;
TransferBuffer transfers[2];
} FrameContext;
typedef struct RenderContextStruct {
VkInstance instance;
VkDebugUtilsMessengerEXT debug_messenger;
VkPhysicalDevice physical_device;
VkSurfaceKHR surface;
GPUQueue graphics_queue;
GPUQueue present_queue;
GPUQueue transfer_queue;
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;
VkCommandBuffer* swapchain_command_buffers;
FrameContext frame[MAX_FRAMES_IN_FLIGHT];
uint32_t current_frame;
vec2 window_scale;
bool framebuffer_recreated;
} RenderContext;
GLFWwindow* init_window();
VkResult init_vulkan(
GLFWwindow* window,
RenderContext* context);
VkResult create_transfer_buffer(
VmaAllocator allocator,
VkDeviceSize size,
VkBuffer* buffer,
VmaAllocation* memory,
void** mapped);
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);
VkResult add_transfer(
void* data,
VkBuffer buffer,
VkDeviceSize offset,
VkDeviceSize size,
uint32_t frame_index,
RenderContext* gpu);
VkResult add_transfers(
void* data,
VkBuffer* buffers,
VkDeviceSize offset,
VkDeviceSize size,
RenderContext* gpu);
VkCommandBuffer command_begin_single(
VkDevice device,
VkCommandPool transfer_pool);
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);
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);
VkShaderModule load_shader_file(
const char* path,
VkDevice device);
VkResult recreate_framebuffer(
RenderContext* gpu);
#endif