lovr/src/core/gpu_vk.c

3116 lines
121 KiB
C

#include "gpu.h"
#include <string.h>
#define VK_NO_PROTOTYPES
#include <vulkan/vulkan.h>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#else
#include <dlfcn.h>
#endif
// Objects
struct gpu_buffer {
VkBuffer handle;
uint32_t memory;
uint32_t offset;
};
struct gpu_texture {
VkImage handle;
VkImageView view;
VkImageAspectFlagBits aspect;
VkImageLayout layout;
uint32_t memory;
uint32_t samples;
uint32_t layers;
uint8_t format;
bool srgb;
};
struct gpu_sampler {
VkSampler handle;
};
struct gpu_layout {
VkDescriptorSetLayout handle;
uint32_t descriptorCounts[7];
};
struct gpu_shader {
VkShaderModule handles[2];
VkPipelineLayout pipelineLayout;
};
struct gpu_bundle_pool {
VkDescriptorPool handle;
};
struct gpu_bundle {
VkDescriptorSet handle;
};
struct gpu_pipeline {
VkPipeline handle;
};
struct gpu_tally {
VkQueryPool handle;
};
struct gpu_stream {
VkCommandBuffer commands;
};
size_t gpu_sizeof_buffer() { return sizeof(gpu_buffer); }
size_t gpu_sizeof_texture() { return sizeof(gpu_texture); }
size_t gpu_sizeof_sampler() { return sizeof(gpu_sampler); }
size_t gpu_sizeof_layout() { return sizeof(gpu_layout); }
size_t gpu_sizeof_shader() { return sizeof(gpu_shader); }
size_t gpu_sizeof_bundle_pool() { return sizeof(gpu_bundle_pool); }
size_t gpu_sizeof_bundle() { return sizeof(gpu_bundle); }
size_t gpu_sizeof_pipeline() { return sizeof(gpu_pipeline); }
size_t gpu_sizeof_tally() { return sizeof(gpu_tally); }
// Internals
typedef struct {
VkDeviceMemory handle;
void* pointer;
uint32_t refs;
} gpu_memory;
typedef enum {
GPU_MEMORY_BUFFER_GPU,
GPU_MEMORY_BUFFER_MAP_STREAM,
GPU_MEMORY_BUFFER_MAP_STAGING,
GPU_MEMORY_BUFFER_MAP_READBACK,
GPU_MEMORY_TEXTURE_COLOR,
GPU_MEMORY_TEXTURE_D16,
GPU_MEMORY_TEXTURE_D32F,
GPU_MEMORY_TEXTURE_D24S8,
GPU_MEMORY_TEXTURE_D32FS8,
GPU_MEMORY_TEXTURE_LAZY_COLOR,
GPU_MEMORY_TEXTURE_LAZY_D16,
GPU_MEMORY_TEXTURE_LAZY_D32F,
GPU_MEMORY_TEXTURE_LAZY_D24S8,
GPU_MEMORY_TEXTURE_LAZY_D32FS8,
GPU_MEMORY_COUNT
} gpu_memory_type;
typedef struct {
gpu_memory* block;
uint32_t cursor;
uint16_t memoryType;
uint16_t memoryFlags;
} gpu_allocator;
typedef struct {
void* handle;
VkObjectType type;
uint32_t tick;
} gpu_victim;
typedef struct {
uint32_t head;
uint32_t tail;
gpu_victim data[1024];
} gpu_morgue;
typedef struct {
uint32_t count;
uint32_t views;
uint32_t samples;
bool resolve;
struct {
VkFormat format;
VkImageLayout layout;
VkImageLayout resolveLayout;
gpu_load_op load;
gpu_save_op save;
} color[4];
struct {
VkFormat format;
VkImageLayout layout;
gpu_load_op load;
gpu_save_op save;
} depth;
} gpu_pass_info;
typedef struct {
void* object;
uint64_t hash;
} gpu_cache_entry;
typedef struct {
gpu_memory* memory;
VkBuffer buffer;
uint32_t cursor;
uint32_t size;
char* pointer;
} gpu_scratchpad;
typedef struct {
VkCommandPool pool;
gpu_stream streams[64];
VkSemaphore semaphores[2];
VkFence fence;
} gpu_tick;
// State
static struct {
void* library;
gpu_config config;
VkInstance instance;
VkPhysicalDevice adapter;
VkDevice device;
VkQueue queue;
uint32_t queueFamilyIndex;
VkSurfaceKHR surface;
VkSurfaceCapabilitiesKHR surfaceCapabilities;
VkSurfaceFormatKHR surfaceFormat;
bool swapchainValid;
VkSwapchainKHR swapchain;
VkSemaphore swapchainSemaphore;
uint32_t currentSwapchainTexture;
gpu_texture swapchainTextures[8];
VkPipelineCache pipelineCache;
VkDebugUtilsMessengerEXT messenger;
gpu_cache_entry renderpasses[16][4];
gpu_cache_entry framebuffers[16][4];
gpu_allocator allocators[GPU_MEMORY_COUNT];
uint8_t allocatorLookup[GPU_MEMORY_COUNT];
gpu_scratchpad scratchpad[3];
gpu_memory memory[256];
uint32_t streamCount;
uint32_t tick[2];
gpu_tick ticks[4];
gpu_morgue morgue;
struct {
bool validation;
bool portability;
bool debug;
} supports;
} state;
// Helpers
enum { CPU, GPU };
enum { LINEAR, SRGB };
#define MIN(a, b) (a < b ? a : b)
#define MAX(a, b) (a > b ? a : b)
#define COUNTOF(x) (sizeof(x) / sizeof(x[0]))
#define ALIGN(p, n) (((uintptr_t) (p) + (n - 1)) & ~(n - 1))
#define VK(f, s) if (!vcheck(f, s))
#define CHECK(c, s) if (!check(c, s))
#define TICK_MASK (COUNTOF(state.ticks) - 1)
#define MORGUE_MASK (COUNTOF(state.morgue.data) - 1)
#define HASH_SEED 2166136261
static uint32_t hash32(uint32_t initial, void* data, uint32_t size);
static gpu_memory* gpu_allocate(gpu_memory_type type, VkMemoryRequirements info, VkDeviceSize* offset);
static void gpu_release(gpu_memory* memory);
static void condemn(void* handle, VkObjectType type);
static void expunge(void);
static bool hasLayer(VkLayerProperties* layers, uint32_t count, const char* layer);
static bool hasExtension(VkExtensionProperties* extensions, uint32_t count, const char* extension);
static void createSwapchain(uint32_t width, uint32_t height);
static VkRenderPass getCachedRenderPass(gpu_pass_info* pass, bool exact);
static VkFramebuffer getCachedFramebuffer(VkRenderPass pass, VkImageView images[9], uint32_t imageCount, uint32_t size[2]);
static VkImageLayout getNaturalLayout(uint32_t usage, VkImageAspectFlags aspect);
static VkFormat convertFormat(gpu_texture_format format, int colorspace);
static VkPipelineStageFlags convertPhase(gpu_phase phase, bool dst);
static VkAccessFlags convertCache(gpu_cache cache);
static VkBool32 relay(VkDebugUtilsMessageSeverityFlagBitsEXT severity, VkDebugUtilsMessageTypeFlagsEXT flags, const VkDebugUtilsMessengerCallbackDataEXT* data, void* userdata);
static void nickname(void* object, VkObjectType type, const char* name);
static bool vcheck(VkResult result, const char* message);
static bool check(bool condition, const char* message);
// Loader
// Functions that don't require an instance
#define GPU_FOREACH_ANONYMOUS(X)\
X(vkEnumerateInstanceLayerProperties)\
X(vkEnumerateInstanceExtensionProperties)\
X(vkCreateInstance)
// Functions that require an instance but don't require a device
#define GPU_FOREACH_INSTANCE(X)\
X(vkDestroyInstance)\
X(vkCreateDebugUtilsMessengerEXT)\
X(vkDestroyDebugUtilsMessengerEXT)\
X(vkDestroySurfaceKHR)\
X(vkEnumeratePhysicalDevices)\
X(vkGetPhysicalDeviceProperties2)\
X(vkGetPhysicalDeviceFeatures2)\
X(vkGetPhysicalDeviceMemoryProperties)\
X(vkGetPhysicalDeviceFormatProperties)\
X(vkGetPhysicalDeviceQueueFamilyProperties)\
X(vkGetPhysicalDeviceSurfaceSupportKHR)\
X(vkGetPhysicalDeviceSurfaceCapabilitiesKHR)\
X(vkGetPhysicalDeviceSurfaceFormatsKHR)\
X(vkEnumerateDeviceExtensionProperties)\
X(vkCreateDevice)\
X(vkDestroyDevice)\
X(vkGetDeviceQueue)\
X(vkGetDeviceProcAddr)
// Functions that require a device
#define GPU_FOREACH_DEVICE(X)\
X(vkSetDebugUtilsObjectNameEXT)\
X(vkDeviceWaitIdle)\
X(vkQueueSubmit)\
X(vkQueuePresentKHR)\
X(vkCreateSwapchainKHR)\
X(vkDestroySwapchainKHR)\
X(vkGetSwapchainImagesKHR)\
X(vkAcquireNextImageKHR)\
X(vkCreateCommandPool)\
X(vkDestroyCommandPool)\
X(vkResetCommandPool)\
X(vkAllocateCommandBuffers)\
X(vkBeginCommandBuffer)\
X(vkEndCommandBuffer)\
X(vkCreateFence)\
X(vkDestroyFence)\
X(vkResetFences)\
X(vkGetFenceStatus)\
X(vkWaitForFences)\
X(vkCreateSemaphore)\
X(vkDestroySemaphore)\
X(vkCmdPipelineBarrier)\
X(vkCreateQueryPool)\
X(vkDestroyQueryPool)\
X(vkCmdResetQueryPool)\
X(vkCmdBeginQuery)\
X(vkCmdEndQuery)\
X(vkCmdWriteTimestamp)\
X(vkCmdCopyQueryPoolResults)\
X(vkCreateBuffer)\
X(vkDestroyBuffer)\
X(vkGetBufferMemoryRequirements)\
X(vkBindBufferMemory)\
X(vkCreateImage)\
X(vkDestroyImage)\
X(vkGetImageMemoryRequirements)\
X(vkBindImageMemory)\
X(vkCmdCopyBuffer)\
X(vkCmdCopyImage)\
X(vkCmdBlitImage)\
X(vkCmdCopyBufferToImage)\
X(vkCmdCopyImageToBuffer)\
X(vkCmdFillBuffer)\
X(vkCmdClearColorImage)\
X(vkCmdClearDepthStencilImage)\
X(vkAllocateMemory)\
X(vkFreeMemory)\
X(vkMapMemory)\
X(vkCreateSampler)\
X(vkDestroySampler)\
X(vkCreateRenderPass)\
X(vkDestroyRenderPass)\
X(vkCmdBeginRenderPass)\
X(vkCmdEndRenderPass)\
X(vkCreateImageView)\
X(vkDestroyImageView)\
X(vkCreateFramebuffer)\
X(vkDestroyFramebuffer)\
X(vkCreateShaderModule)\
X(vkDestroyShaderModule)\
X(vkCreateDescriptorSetLayout)\
X(vkDestroyDescriptorSetLayout)\
X(vkCreatePipelineLayout)\
X(vkDestroyPipelineLayout)\
X(vkCreateDescriptorPool)\
X(vkDestroyDescriptorPool)\
X(vkAllocateDescriptorSets)\
X(vkResetDescriptorPool)\
X(vkUpdateDescriptorSets)\
X(vkCreatePipelineCache)\
X(vkDestroyPipelineCache)\
X(vkGetPipelineCacheData)\
X(vkCreateGraphicsPipelines)\
X(vkCreateComputePipelines)\
X(vkDestroyPipeline)\
X(vkCmdSetViewport)\
X(vkCmdSetScissor)\
X(vkCmdPushConstants)\
X(vkCmdBindPipeline)\
X(vkCmdBindDescriptorSets)\
X(vkCmdBindVertexBuffers)\
X(vkCmdBindIndexBuffer)\
X(vkCmdDraw)\
X(vkCmdDrawIndexed)\
X(vkCmdDrawIndirect)\
X(vkCmdDrawIndexedIndirect)\
X(vkCmdDispatch)\
X(vkCmdDispatchIndirect)
// Used to load/declare Vulkan functions without lots of clutter
#define GPU_LOAD_ANONYMOUS(fn) fn = (PFN_##fn) vkGetInstanceProcAddr(NULL, #fn);
#define GPU_LOAD_INSTANCE(fn) fn = (PFN_##fn) vkGetInstanceProcAddr(state.instance, #fn);
#define GPU_LOAD_DEVICE(fn) fn = (PFN_##fn) vkGetDeviceProcAddr(state.device, #fn);
#define GPU_DECLARE(fn) static PFN_##fn fn;
// Declare function pointers
GPU_FOREACH_ANONYMOUS(GPU_DECLARE)
GPU_FOREACH_INSTANCE(GPU_DECLARE)
GPU_FOREACH_DEVICE(GPU_DECLARE)
// Buffer
bool gpu_buffer_init(gpu_buffer* buffer, gpu_buffer_info* info) {
if (info->handle) {
buffer->handle = (VkBuffer) info->handle;
buffer->memory = ~0u;
buffer->offset = 0;
nickname(buffer->handle, VK_OBJECT_TYPE_BUFFER, info->label);
return true;
}
VkBufferCreateInfo createInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = info->size,
.usage =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT
};
VK(vkCreateBuffer(state.device, &createInfo, NULL, &buffer->handle), "Could not create buffer") return false;
nickname(buffer->handle, VK_OBJECT_TYPE_BUFFER, info->label);
VkDeviceSize offset;
VkMemoryRequirements requirements;
vkGetBufferMemoryRequirements(state.device, buffer->handle, &requirements);
gpu_memory* memory = gpu_allocate(GPU_MEMORY_BUFFER_GPU, requirements, &offset);
VK(vkBindBufferMemory(state.device, buffer->handle, memory->handle, offset), "Could not bind buffer memory") {
vkDestroyBuffer(state.device, buffer->handle, NULL);
gpu_release(memory);
return false;
}
if (info->pointer) {
*info->pointer = memory->pointer ? (char*) memory->pointer + offset : NULL;
}
buffer->memory = memory - state.memory;
buffer->offset = 0;
return true;
}
void gpu_buffer_destroy(gpu_buffer* buffer) {
if (buffer->memory == ~0u) return;
condemn(buffer->handle, VK_OBJECT_TYPE_BUFFER);
gpu_release(&state.memory[buffer->memory]);
}
// There are 3 mapping modes, which use different strategies/memory types:
// - MAP_STREAM: Used to "stream" data to the GPU, to be read by shaders. This tries to use the
// special 256MB memory type present on discrete GPUs because it's both device local and host-
// visible and that supposedly makes it fast. A single buffer is allocated with a "zone" for each
// tick. If one of the zones fills up, a new bigger buffer is allocated. It's important to have
// one buffer and keep it alive since streaming is expected to happen very frequently.
// - MAP_STAGING: Used to stage data to upload to buffers/textures. Can only be used for transfers.
// Uses uncached host-visible memory so as to not pollute the CPU cache. This uses a slightly
// different allocation strategy where blocks of memory are allocated, linearly allocated from,
// and condemned once they fill up. This is because uploads are much less frequent than
// streaming and are usually too big to fit in the 256MB memory.
// - MAP_READBACK: Used for readbacks. Uses cached memory when available since reading from
// uncached memory on the CPU is super duper slow. Uses the same "zone" system as STREAM, since
// we want to be able to handle per-frame readbacks without thrashing.
void* gpu_map(gpu_buffer* buffer, uint32_t size, uint32_t align, gpu_map_mode mode) {
gpu_scratchpad* pool = &state.scratchpad[mode];
uint32_t cursor = ALIGN(pool->cursor, align);
uint32_t zone = mode == GPU_MAP_STAGING ? 0 : (state.tick[CPU] & TICK_MASK);
// If the scratchpad buffer fills up, condemn it and allocate a new/bigger one to use.
if (cursor + size > pool->size) {
VkBufferUsageFlags usages[] = {
[GPU_MAP_STREAM] =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
[GPU_MAP_STAGING] = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
[GPU_MAP_READBACK] = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
};
VkBufferCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.usage = usages[mode]
};
// Staging buffers use 4MB block sizes, stream/download start out at 4MB and double after that
if (pool->size == 0) {
pool->size = 1 << 22;
}
if (mode == GPU_MAP_STAGING) {
info.size = MAX(pool->size, size);
} else {
while (pool->size < size) {
pool->size <<= 1;
}
info.size = pool->size * COUNTOF(state.ticks);
}
VkBuffer handle;
VK(vkCreateBuffer(state.device, &info, NULL, &handle), "Could not create scratch buffer") return NULL;
nickname(handle, VK_OBJECT_TYPE_BUFFER, "Scratchpad");
VkDeviceSize offset;
VkMemoryRequirements requirements;
vkGetBufferMemoryRequirements(state.device, handle, &requirements);
gpu_memory* memory = gpu_allocate(GPU_MEMORY_BUFFER_MAP_STREAM + mode, requirements, &offset);
VK(vkBindBufferMemory(state.device, handle, memory->handle, offset), "Could not bind scratchpad memory") {
vkDestroyBuffer(state.device, handle, NULL);
gpu_release(memory);
return NULL;
}
// If this was an oversized allocation, condemn it immediately, don't touch the pool
if (size > pool->size) {
gpu_release(memory);
condemn(handle, VK_OBJECT_TYPE_BUFFER);
buffer->handle = handle;
buffer->memory = ~0u;
buffer->offset = 0;
return memory->pointer;
} else {
gpu_release(pool->memory);
condemn(pool->buffer, VK_OBJECT_TYPE_BUFFER);
pool->memory = memory;
pool->buffer = handle;
pool->cursor = cursor = 0;
pool->pointer = pool->memory->pointer;
}
}
pool->cursor = cursor + size;
buffer->handle = pool->buffer;
buffer->memory = ~0u;
buffer->offset = pool->size * zone + cursor;
return pool->pointer + pool->size * zone + cursor;
}
// Texture
bool gpu_texture_init(gpu_texture* texture, gpu_texture_info* info) {
VkImageType type;
VkImageCreateFlags flags = 0;
switch (info->type) {
case GPU_TEXTURE_2D: type = VK_IMAGE_TYPE_2D; break;
case GPU_TEXTURE_3D: type = VK_IMAGE_TYPE_3D, flags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT; break;
case GPU_TEXTURE_CUBE: type = VK_IMAGE_TYPE_2D, flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT; break;
case GPU_TEXTURE_ARRAY: type = VK_IMAGE_TYPE_2D; break;
default: return false;
}
gpu_memory_type memoryType;
switch (info->format) {
case GPU_FORMAT_D16:
texture->aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
memoryType = (info->usage & GPU_TEXTURE_TRANSIENT) ? GPU_MEMORY_TEXTURE_LAZY_D16 : GPU_MEMORY_TEXTURE_D16;
break;
case GPU_FORMAT_D32F:
texture->aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
memoryType = (info->usage & GPU_TEXTURE_TRANSIENT) ? GPU_MEMORY_TEXTURE_LAZY_D32F : GPU_MEMORY_TEXTURE_D32F;
break;
case GPU_FORMAT_D24S8:
texture->aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
memoryType = (info->usage & GPU_TEXTURE_TRANSIENT) ? GPU_MEMORY_TEXTURE_LAZY_D24S8 : GPU_MEMORY_TEXTURE_D24S8;
break;
case GPU_FORMAT_D32FS8:
texture->aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
memoryType = (info->usage & GPU_TEXTURE_TRANSIENT) ? GPU_MEMORY_TEXTURE_LAZY_D32FS8 : GPU_MEMORY_TEXTURE_D32FS8;
break;
default:
texture->aspect = VK_IMAGE_ASPECT_COLOR_BIT;
memoryType = (info->usage & GPU_TEXTURE_TRANSIENT) ? GPU_MEMORY_TEXTURE_LAZY_COLOR : GPU_MEMORY_TEXTURE_COLOR;
break;
}
texture->layout = getNaturalLayout(info->usage, texture->aspect);
texture->layers = type == VK_IMAGE_TYPE_2D ? info->size[2] : 0;
texture->samples = info->samples;
texture->format = info->format;
texture->srgb = info->srgb;
gpu_texture_view_info viewInfo = {
.source = texture,
.type = info->type
};
if (info->handle) {
texture->memory = ~0u;
texture->handle = (VkImage) info->handle;
nickname(texture->handle, VK_OBJECT_TYPE_IMAGE, info->label);
return gpu_texture_init_view(texture, &viewInfo);
}
bool depth = texture->aspect & VK_IMAGE_ASPECT_DEPTH_BIT;
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.flags = flags,
.imageType = type,
.format = convertFormat(texture->format, texture->srgb),
.extent.width = info->size[0],
.extent.height = info->size[1],
.extent.depth = texture->layers ? 1 : info->size[2],
.mipLevels = info->mipmaps,
.arrayLayers = texture->layers ? texture->layers : 1,
.samples = info->samples,
.usage =
(((info->usage & GPU_TEXTURE_RENDER) && !depth) ? VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT : 0) |
(((info->usage & GPU_TEXTURE_RENDER) && depth) ? VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT : 0) |
((info->usage & GPU_TEXTURE_SAMPLE) ? VK_IMAGE_USAGE_SAMPLED_BIT : 0) |
((info->usage & GPU_TEXTURE_STORAGE) ? VK_IMAGE_USAGE_STORAGE_BIT : 0) |
((info->usage & GPU_TEXTURE_COPY_SRC) ? VK_IMAGE_USAGE_TRANSFER_SRC_BIT : 0) |
((info->usage & GPU_TEXTURE_COPY_DST) ? VK_IMAGE_USAGE_TRANSFER_DST_BIT : 0) |
((info->usage & GPU_TEXTURE_TRANSIENT) ? VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT : 0) |
(info->upload.levelCount > 0 ? VK_IMAGE_USAGE_TRANSFER_DST_BIT : 0) |
(info->upload.generateMipmaps ? VK_IMAGE_USAGE_TRANSFER_SRC_BIT : 0)
};
VK(vkCreateImage(state.device, &imageInfo, NULL, &texture->handle), "Could not create texture") return false;
nickname(texture->handle, VK_OBJECT_TYPE_IMAGE, info->label);
VkDeviceSize offset;
VkMemoryRequirements requirements;
vkGetImageMemoryRequirements(state.device, texture->handle, &requirements);
gpu_memory* memory = gpu_allocate(memoryType, requirements, &offset);
VK(vkBindImageMemory(state.device, texture->handle, memory->handle, offset), "Could not bind texture memory") {
vkDestroyImage(state.device, texture->handle, NULL);
gpu_release(memory);
return false;
}
if (!gpu_texture_init_view(texture, &viewInfo)) {
vkDestroyImage(state.device, texture->handle, NULL);
gpu_release(memory);
return false;
}
if (info->upload.stream) {
VkImage image = texture->handle;
VkCommandBuffer commands = info->upload.stream->commands;
uint32_t levelCount = info->upload.levelCount;
gpu_buffer* buffer = info->upload.buffer;
VkPipelineStageFlags prev, next;
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkImageMemoryBarrier transition = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.image = image,
.subresourceRange.aspectMask = texture->aspect,
.subresourceRange.baseMipLevel = 0,
.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS,
.subresourceRange.baseArrayLayer = 0,
.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS
};
if (levelCount > 0) {
VkBufferImageCopy regions[16];
for (uint32_t i = 0; i < levelCount; i++) {
regions[i] = (VkBufferImageCopy) {
.bufferOffset = buffer->offset + info->upload.levelOffsets[i],
.imageSubresource.aspectMask = texture->aspect,
.imageSubresource.mipLevel = i,
.imageSubresource.baseArrayLayer = 0,
.imageSubresource.layerCount = texture->layers ? info->size[2] : 1,
.imageExtent.width = MAX(info->size[0] >> i, 1),
.imageExtent.height = MAX(info->size[1] >> i, 1),
.imageExtent.depth = texture->layers ? 1 : MAX(info->size[2] >> i, 1)
};
}
// Upload initial contents
prev = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
next = VK_PIPELINE_STAGE_TRANSFER_BIT;
transition.srcAccessMask = 0;
transition.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
transition.oldLayout = layout;
transition.newLayout = layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
vkCmdPipelineBarrier(commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
vkCmdCopyBufferToImage(commands, buffer->handle, image, layout, levelCount, regions);
// Generate mipmaps
if (info->upload.generateMipmaps) {
prev = VK_PIPELINE_STAGE_TRANSFER_BIT;
next = VK_PIPELINE_STAGE_TRANSFER_BIT;
transition.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
transition.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
transition.subresourceRange.baseMipLevel = 0;
transition.subresourceRange.levelCount = levelCount;
transition.oldLayout = layout;
transition.newLayout = layout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
vkCmdPipelineBarrier(commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
for (uint32_t i = levelCount; i < info->mipmaps; i++) {
VkImageBlit region = {
.srcSubresource = {
.aspectMask = texture->aspect,
.mipLevel = i - 1,
.layerCount = texture->layers ? info->size[2] : 1
},
.dstSubresource = {
.aspectMask = texture->aspect,
.mipLevel = i,
.layerCount = texture->layers ? info->size[2] : 1
},
.srcOffsets[1] = { MAX(info->size[0] >> (i - 1), 1), MAX(info->size[1] >> (i - 1), 1), 1 },
.dstOffsets[1] = { MAX(info->size[0] >> i, 1), MAX(info->size[1] >> i, 1), 1 }
};
vkCmdBlitImage(commands, image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region, VK_FILTER_LINEAR);
transition.subresourceRange.baseMipLevel = i;
transition.subresourceRange.levelCount = 1;
transition.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
transition.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
vkCmdPipelineBarrier(commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
}
}
}
// Transition to natural layout
prev = levelCount > 0 ? VK_PIPELINE_STAGE_TRANSFER_BIT : VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
next = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
transition.srcAccessMask = levelCount > 0 ? VK_ACCESS_TRANSFER_WRITE_BIT : 0;
transition.dstAccessMask = 0;
transition.oldLayout = layout;
transition.newLayout = texture->layout;
transition.subresourceRange.baseMipLevel = 0;
transition.subresourceRange.levelCount = info->mipmaps;
vkCmdPipelineBarrier(commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
}
texture->memory = memory - state.memory;
return true;
}
bool gpu_texture_init_view(gpu_texture* texture, gpu_texture_view_info* info) {
if (texture != info->source) {
texture->handle = VK_NULL_HANDLE;
texture->memory = ~0u;
texture->aspect = info->source->aspect;
texture->layout = info->source->layout;
texture->samples = info->source->samples;
texture->layers = info->layerCount ? info->layerCount : (info->source->layers - info->layerIndex);
texture->format = info->source->format;
texture->srgb = info->source->srgb;
}
static const VkImageViewType types[] = {
[GPU_TEXTURE_2D] = VK_IMAGE_VIEW_TYPE_2D,
[GPU_TEXTURE_3D] = VK_IMAGE_VIEW_TYPE_3D,
[GPU_TEXTURE_CUBE] = VK_IMAGE_VIEW_TYPE_CUBE,
[GPU_TEXTURE_ARRAY] = VK_IMAGE_VIEW_TYPE_2D_ARRAY
};
VkImageViewCreateInfo createInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = info->source->handle,
.viewType = types[info->type],
.format = convertFormat(texture->format, texture->srgb),
.subresourceRange = {
.aspectMask = texture->aspect,
.baseMipLevel = info ? info->levelIndex : 0,
.levelCount = (info && info->levelCount) ? info->levelCount : VK_REMAINING_MIP_LEVELS,
.baseArrayLayer = info ? info->layerIndex : 0,
.layerCount = (info && info->layerCount) ? info->layerCount : VK_REMAINING_ARRAY_LAYERS
}
};
VK(vkCreateImageView(state.device, &createInfo, NULL, &texture->view), "Could not create texture view") {
return false;
}
return true;
}
void gpu_texture_destroy(gpu_texture* texture) {
condemn(texture->view, VK_OBJECT_TYPE_IMAGE_VIEW);
if (texture->memory == ~0u) return;
condemn(texture->handle, VK_OBJECT_TYPE_IMAGE);
gpu_release(state.memory + texture->memory);
}
gpu_texture* gpu_surface_acquire() {
if (!state.swapchainValid) {
return NULL;
}
gpu_tick* tick = &state.ticks[state.tick[CPU] & TICK_MASK];
VkResult result = vkAcquireNextImageKHR(state.device, state.swapchain, UINT64_MAX, tick->semaphores[0], VK_NULL_HANDLE, &state.currentSwapchainTexture);
if (result == VK_ERROR_OUT_OF_DATE_KHR) {
state.currentSwapchainTexture = ~0u;
state.swapchainValid = false;
return NULL;
} else {
vcheck(result, "Failed to acquire swapchain");
}
state.swapchainSemaphore = tick->semaphores[0];
return &state.swapchainTextures[state.currentSwapchainTexture];
}
void gpu_surface_resize(uint32_t width, uint32_t height) {
createSwapchain(width, height);
}
// The barriers here are a bit lazy (oversynchronized) and can be improved
void gpu_xr_acquire(gpu_stream* stream, gpu_texture* texture) {
VkImageLayout attachmentLayout = texture->aspect == VK_IMAGE_ASPECT_COLOR_BIT ?
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// If the texture only has the RENDER usage, its natural layout matches the layout that OpenXR
// gives us the texture in, so no layout transition is needed.
if (texture->layout == attachmentLayout) {
return;
}
VkImageMemoryBarrier transition = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = 0,
.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT,
.oldLayout = attachmentLayout,
.newLayout = texture->layout,
.image = texture->handle,
.subresourceRange.aspectMask = texture->aspect,
.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS,
.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS
};
VkPipelineStageFlags prev = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkPipelineStageFlags next = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
vkCmdPipelineBarrier(stream->commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
}
// The barriers here are a bit lazy (oversynchronized) and can be improved
void gpu_xr_release(gpu_stream* stream, gpu_texture* texture) {
VkImageLayout attachmentLayout = texture->aspect == VK_IMAGE_ASPECT_COLOR_BIT ?
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL :
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// If the texture only has the RENDER usage, its natural layout matches the layout that OpenXR
// expects the texture to be in, so no layout transition is needed.
if (texture->layout == attachmentLayout) {
return;
}
VkImageMemoryBarrier transition = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT,
.dstAccessMask = 0,
.oldLayout = texture->layout,
.newLayout = attachmentLayout,
.image = texture->handle,
.subresourceRange.aspectMask = texture->aspect,
.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS,
.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS
};
VkPipelineStageFlags prev = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
VkPipelineStageFlags next = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
vkCmdPipelineBarrier(stream->commands, prev, next, 0, 0, NULL, 0, NULL, 1, &transition);
}
// Sampler
bool gpu_sampler_init(gpu_sampler* sampler, gpu_sampler_info* info) {
static const VkFilter filters[] = {
[GPU_FILTER_NEAREST] = VK_FILTER_NEAREST,
[GPU_FILTER_LINEAR] = VK_FILTER_LINEAR
};
static const VkSamplerMipmapMode mipFilters[] = {
[GPU_FILTER_NEAREST] = VK_SAMPLER_MIPMAP_MODE_NEAREST,
[GPU_FILTER_LINEAR] = VK_SAMPLER_MIPMAP_MODE_LINEAR
};
static const VkSamplerAddressMode wraps[] = {
[GPU_WRAP_CLAMP] = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
[GPU_WRAP_REPEAT] = VK_SAMPLER_ADDRESS_MODE_REPEAT,
[GPU_WRAP_MIRROR] = VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT
};
static const VkCompareOp compareOps[] = {
[GPU_COMPARE_NONE] = VK_COMPARE_OP_ALWAYS,
[GPU_COMPARE_EQUAL] = VK_COMPARE_OP_EQUAL,
[GPU_COMPARE_NEQUAL] = VK_COMPARE_OP_NOT_EQUAL,
[GPU_COMPARE_LESS] = VK_COMPARE_OP_LESS,
[GPU_COMPARE_LEQUAL] = VK_COMPARE_OP_LESS_OR_EQUAL,
[GPU_COMPARE_GREATER] = VK_COMPARE_OP_GREATER,
[GPU_COMPARE_GEQUAL] = VK_COMPARE_OP_GREATER_OR_EQUAL
};
VkSamplerCreateInfo samplerInfo = {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = filters[info->mag],
.minFilter = filters[info->min],
.mipmapMode = mipFilters[info->mip],
.addressModeU = wraps[info->wrap[0]],
.addressModeV = wraps[info->wrap[1]],
.addressModeW = wraps[info->wrap[2]],
.anisotropyEnable = info->anisotropy >= 1.f,
.maxAnisotropy = info->anisotropy,
.compareEnable = info->compare != GPU_COMPARE_NONE,
.compareOp = compareOps[info->compare],
.minLod = info->lodClamp[0],
.maxLod = info->lodClamp[1] < 0.f ? VK_LOD_CLAMP_NONE : info->lodClamp[1]
};
VK(vkCreateSampler(state.device, &samplerInfo, NULL, &sampler->handle), "Could not create sampler") {
return false;
}
return true;
}
void gpu_sampler_destroy(gpu_sampler* sampler) {
condemn(sampler->handle, VK_OBJECT_TYPE_SAMPLER);
}
// Layout
bool gpu_layout_init(gpu_layout* layout, gpu_layout_info* info) {
static const VkDescriptorType types[] = {
[GPU_SLOT_UNIFORM_BUFFER] = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
[GPU_SLOT_STORAGE_BUFFER] = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
[GPU_SLOT_UNIFORM_BUFFER_DYNAMIC] = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
[GPU_SLOT_STORAGE_BUFFER_DYNAMIC] = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC,
[GPU_SLOT_SAMPLED_TEXTURE] = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
[GPU_SLOT_STORAGE_TEXTURE] = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
[GPU_SLOT_SAMPLER] = VK_DESCRIPTOR_TYPE_SAMPLER
};
VkDescriptorSetLayoutBinding bindings[32];
for (uint32_t i = 0; i < info->count; i++) {
bindings[i] = (VkDescriptorSetLayoutBinding) {
.binding = info->slots[i].number,
.descriptorType = types[info->slots[i].type],
.descriptorCount = 1,
.stageFlags = info->slots[i].stages == GPU_STAGE_ALL ? VK_SHADER_STAGE_ALL :
(((info->slots[i].stages & GPU_STAGE_VERTEX) ? VK_SHADER_STAGE_VERTEX_BIT : 0) |
((info->slots[i].stages & GPU_STAGE_FRAGMENT) ? VK_SHADER_STAGE_FRAGMENT_BIT : 0) |
((info->slots[i].stages & GPU_STAGE_COMPUTE) ? VK_SHADER_STAGE_COMPUTE_BIT : 0))
};
}
VkDescriptorSetLayoutCreateInfo layoutInfo = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = info->count,
.pBindings = bindings
};
VK(vkCreateDescriptorSetLayout(state.device, &layoutInfo, NULL, &layout->handle), "Failed to create layout") {
return false;
}
memset(layout->descriptorCounts, 0, sizeof(layout->descriptorCounts));
for (uint32_t i = 0; i < info->count; i++) {
layout->descriptorCounts[info->slots[i].type]++;
}
return true;
}
void gpu_layout_destroy(gpu_layout* layout) {
condemn(layout->handle, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT);
}
// Shader
bool gpu_shader_init(gpu_shader* shader, gpu_shader_info* info) {
for (uint32_t i = 0; i < COUNTOF(info->stages) && info->stages[i].code; i++) {
VkShaderModuleCreateInfo moduleInfo = {
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = info->stages[i].length,
.pCode = info->stages[i].code
};
VK(vkCreateShaderModule(state.device, &moduleInfo, NULL, &shader->handles[i]), "Failed to load shader") {
return false;
}
}
VkDescriptorSetLayout layouts[4];
VkPipelineLayoutCreateInfo pipelineLayoutInfo = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pSetLayouts = layouts,
.pushConstantRangeCount = info->pushConstantSize > 0,
.pPushConstantRanges = &(VkPushConstantRange) {
.stageFlags = info->stages[1].code ?
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT :
VK_SHADER_STAGE_COMPUTE_BIT,
.offset = 0,
.size = info->pushConstantSize
}
};
for (uint32_t i = 0; i < COUNTOF(info->layouts) && info->layouts[i]; i++) {
layouts[i] = info->layouts[i]->handle;
pipelineLayoutInfo.setLayoutCount++;
}
VK(vkCreatePipelineLayout(state.device, &pipelineLayoutInfo, NULL, &shader->pipelineLayout), "Failed to create pipeline layout") {
gpu_shader_destroy(shader);
return false;
}
return true;
}
void gpu_shader_destroy(gpu_shader* shader) {
// The spec says it's safe to destroy shaders while still in use
if (shader->handles[0]) vkDestroyShaderModule(state.device, shader->handles[0], NULL);
if (shader->handles[1]) vkDestroyShaderModule(state.device, shader->handles[1], NULL);
condemn(shader->pipelineLayout, VK_OBJECT_TYPE_PIPELINE_LAYOUT);
}
// Bundles
bool gpu_bundle_pool_init(gpu_bundle_pool* pool, gpu_bundle_pool_info* info) {
VkDescriptorPoolSize sizes[7] = {
[GPU_SLOT_UNIFORM_BUFFER] = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0 },
[GPU_SLOT_STORAGE_BUFFER] = { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0 },
[GPU_SLOT_UNIFORM_BUFFER_DYNAMIC] = { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 0 },
[GPU_SLOT_STORAGE_BUFFER_DYNAMIC] = { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 0 },
[GPU_SLOT_SAMPLED_TEXTURE] = { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 0 },
[GPU_SLOT_STORAGE_TEXTURE] = { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0 },
[GPU_SLOT_SAMPLER] = { VK_DESCRIPTOR_TYPE_SAMPLER, 0 }
};
if (info->layout) {
for (uint32_t i = 0; i < COUNTOF(sizes); i++) {
sizes[i].descriptorCount = info->layout->descriptorCounts[i] * info->count;
}
} else {
for (uint32_t i = 0; i < info->count; i++) {
for (uint32_t j = 0; j < COUNTOF(sizes); j++) {
sizes[j].descriptorCount += info->contents[i].layout->descriptorCounts[j];
}
}
}
// Descriptor counts of zero are forbidden, so swap any zero-sized sizes with the last entry
uint32_t poolSizeCount = COUNTOF(sizes);
for (uint32_t i = 0; i < poolSizeCount; i++) {
if (sizes[i].descriptorCount == 0) {
VkDescriptorPoolSize last = sizes[poolSizeCount - 1];
sizes[poolSizeCount - 1] = sizes[i];
sizes[i] = last;
poolSizeCount--;
i--;
}
}
VkDescriptorPoolCreateInfo poolInfo = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.maxSets = info->count,
.poolSizeCount = poolSizeCount,
.pPoolSizes = sizes
};
VK(vkCreateDescriptorPool(state.device, &poolInfo, NULL, &pool->handle), "Could not create bundle pool") {
return false;
}
VkDescriptorSetLayout layouts[512];
for (uint32_t i = 0; i < info->count; i+= COUNTOF(layouts)) {
uint32_t chunk = MIN(info->count - i, COUNTOF(layouts));
for (uint32_t j = 0; j < chunk; j++) {
layouts[j] = info->layout ? info->layout->handle : info->contents[i + j].layout->handle;
}
VkDescriptorSetAllocateInfo allocateInfo = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = pool->handle,
.descriptorSetCount = chunk,
.pSetLayouts = layouts
};
VK(vkAllocateDescriptorSets(state.device, &allocateInfo, &info->bundles[i].handle), "Could not allocate descriptor sets") {
gpu_bundle_pool_destroy(pool);
return false;
}
}
return true;
}
void gpu_bundle_pool_destroy(gpu_bundle_pool* pool) {
condemn(pool->handle, VK_OBJECT_TYPE_DESCRIPTOR_POOL);
}
void gpu_bundle_write(gpu_bundle** bundles, gpu_bundle_info* infos, uint32_t count) {
VkDescriptorBufferInfo buffers[256];
VkDescriptorImageInfo images[256];
VkWriteDescriptorSet writes[256];
uint32_t bufferCount = 0;
uint32_t imageCount = 0;
uint32_t writeCount = 0;
static const VkDescriptorType types[] = {
[GPU_SLOT_UNIFORM_BUFFER] = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
[GPU_SLOT_STORAGE_BUFFER] = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
[GPU_SLOT_UNIFORM_BUFFER_DYNAMIC] = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC,
[GPU_SLOT_STORAGE_BUFFER_DYNAMIC] = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC,
[GPU_SLOT_SAMPLED_TEXTURE] = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
[GPU_SLOT_STORAGE_TEXTURE] = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
[GPU_SLOT_SAMPLER] = VK_DESCRIPTOR_TYPE_SAMPLER
};
for (uint32_t i = 0; i < count; i++) {
gpu_bundle_info* info = &infos[i];
for (uint32_t j = 0; j < info->count; j++) {
gpu_binding* binding = &info->bindings[j];
VkDescriptorType type = types[binding->type];
bool texture = type == VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE || type == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
bool sampler = type == VK_DESCRIPTOR_TYPE_SAMPLER;
bool image = texture || sampler;
writes[writeCount++] = (VkWriteDescriptorSet) {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = bundles[i]->handle,
.dstBinding = binding->number,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = type,
.pBufferInfo = &buffers[bufferCount],
.pImageInfo = &images[imageCount]
};
if (sampler) {
images[imageCount++] = (VkDescriptorImageInfo) {
.sampler = binding->sampler->handle
};
} else if (texture) {
images[imageCount++] = (VkDescriptorImageInfo) {
.imageView = binding->texture->view,
.imageLayout = binding->texture->layout
};
} else {
buffers[bufferCount++] = (VkDescriptorBufferInfo) {
.buffer = binding->buffer.object->handle,
.offset = binding->buffer.offset + binding->buffer.object->offset,
.range = binding->buffer.extent
};
}
if ((image ? imageCount >= COUNTOF(images) : bufferCount >= COUNTOF(buffers)) || writeCount >= COUNTOF(writes)) {
vkUpdateDescriptorSets(state.device, writeCount, writes, 0, NULL);
bufferCount = imageCount = writeCount = 0;
}
}
}
if (writeCount > 0) {
vkUpdateDescriptorSets(state.device, writeCount, writes, 0, NULL);
}
}
// Pipeline
bool gpu_pipeline_init_graphics(gpu_pipeline* pipeline, gpu_pipeline_info* info) {
static const VkPrimitiveTopology topologies[] = {
[GPU_DRAW_POINTS] = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
[GPU_DRAW_LINES] = VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
[GPU_DRAW_TRIANGLES] = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
};
static const VkFormat attributeTypes[] = {
[GPU_TYPE_I8x4] = VK_FORMAT_R8G8B8A8_SINT,
[GPU_TYPE_U8x4] = VK_FORMAT_R8G8B8A8_UINT,
[GPU_TYPE_SN8x4] = VK_FORMAT_R8G8B8A8_SNORM,
[GPU_TYPE_UN8x4] = VK_FORMAT_R8G8B8A8_UNORM,
[GPU_TYPE_UN10x3] = VK_FORMAT_A2B10G10R10_UNORM_PACK32,
[GPU_TYPE_I16] = VK_FORMAT_R16_SINT,
[GPU_TYPE_I16x2] = VK_FORMAT_R16G16_SINT,
[GPU_TYPE_I16x4] = VK_FORMAT_R16G16B16A16_SINT,
[GPU_TYPE_U16] = VK_FORMAT_R16_UINT,
[GPU_TYPE_U16x2] = VK_FORMAT_R16G16_UINT,
[GPU_TYPE_U16x4] = VK_FORMAT_R16G16B16A16_UINT,
[GPU_TYPE_SN16x2] = VK_FORMAT_R16G16_SNORM,
[GPU_TYPE_SN16x4] = VK_FORMAT_R16G16B16A16_SNORM,
[GPU_TYPE_UN16x2] = VK_FORMAT_R16G16_UNORM,
[GPU_TYPE_UN16x4] = VK_FORMAT_R16G16B16A16_UNORM,
[GPU_TYPE_I32] = VK_FORMAT_R32_SINT,
[GPU_TYPE_I32x2] = VK_FORMAT_R32G32_SINT,
[GPU_TYPE_I32x3] = VK_FORMAT_R32G32B32_SINT,
[GPU_TYPE_I32x4] = VK_FORMAT_R32G32B32A32_SINT,
[GPU_TYPE_U32] = VK_FORMAT_R32_UINT,
[GPU_TYPE_U32x2] = VK_FORMAT_R32G32_UINT,
[GPU_TYPE_U32x3] = VK_FORMAT_R32G32B32_UINT,
[GPU_TYPE_U32x4] = VK_FORMAT_R32G32B32A32_UINT,
[GPU_TYPE_F16x2] = VK_FORMAT_R16G16_SFLOAT,
[GPU_TYPE_F16x4] = VK_FORMAT_R16G16B16A16_SFLOAT,
[GPU_TYPE_F32] = VK_FORMAT_R32_SFLOAT,
[GPU_TYPE_F32x2] = VK_FORMAT_R32G32_SFLOAT,
[GPU_TYPE_F32x3] = VK_FORMAT_R32G32B32_SFLOAT,
[GPU_TYPE_F32x4] = VK_FORMAT_R32G32B32A32_SFLOAT
};
static const VkCullModeFlagBits cullModes[] = {
[GPU_CULL_NONE] = VK_CULL_MODE_NONE,
[GPU_CULL_FRONT] = VK_CULL_MODE_FRONT_BIT,
[GPU_CULL_BACK] = VK_CULL_MODE_BACK_BIT
};
static const VkFrontFace frontFaces[] = {
[GPU_WINDING_CCW] = VK_FRONT_FACE_COUNTER_CLOCKWISE,
[GPU_WINDING_CW] = VK_FRONT_FACE_CLOCKWISE
};
static const VkCompareOp compareOps[] = {
[GPU_COMPARE_NONE] = VK_COMPARE_OP_ALWAYS,
[GPU_COMPARE_EQUAL] = VK_COMPARE_OP_EQUAL,
[GPU_COMPARE_NEQUAL] = VK_COMPARE_OP_NOT_EQUAL,
[GPU_COMPARE_LESS] = VK_COMPARE_OP_LESS,
[GPU_COMPARE_LEQUAL] = VK_COMPARE_OP_LESS_OR_EQUAL,
[GPU_COMPARE_GREATER] = VK_COMPARE_OP_GREATER,
[GPU_COMPARE_GEQUAL] = VK_COMPARE_OP_GREATER_OR_EQUAL
};
static const VkStencilOp stencilOps[] = {
[GPU_STENCIL_KEEP] = VK_STENCIL_OP_KEEP,
[GPU_STENCIL_ZERO] = VK_STENCIL_OP_ZERO,
[GPU_STENCIL_REPLACE] = VK_STENCIL_OP_REPLACE,
[GPU_STENCIL_INCREMENT] = VK_STENCIL_OP_INCREMENT_AND_CLAMP,
[GPU_STENCIL_DECREMENT] = VK_STENCIL_OP_DECREMENT_AND_CLAMP,
[GPU_STENCIL_INCREMENT_WRAP] = VK_STENCIL_OP_INCREMENT_AND_WRAP,
[GPU_STENCIL_DECREMENT_WRAP] = VK_STENCIL_OP_DECREMENT_AND_WRAP,
[GPU_STENCIL_INVERT] = VK_STENCIL_OP_INVERT
};
static const VkBlendFactor blendFactors[] = {
[GPU_BLEND_ZERO] = VK_BLEND_FACTOR_ZERO,
[GPU_BLEND_ONE] = VK_BLEND_FACTOR_ONE,
[GPU_BLEND_SRC_COLOR] = VK_BLEND_FACTOR_SRC_COLOR,
[GPU_BLEND_ONE_MINUS_SRC_COLOR] = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
[GPU_BLEND_SRC_ALPHA] = VK_BLEND_FACTOR_SRC_ALPHA,
[GPU_BLEND_ONE_MINUS_SRC_ALPHA] = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
[GPU_BLEND_DST_COLOR] = VK_BLEND_FACTOR_DST_COLOR,
[GPU_BLEND_ONE_MINUS_DST_COLOR] = VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR,
[GPU_BLEND_DST_ALPHA] = VK_BLEND_FACTOR_DST_ALPHA,
[GPU_BLEND_ONE_MINUS_DST_ALPHA] = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA
};
static const VkBlendOp blendOps[] = {
[GPU_BLEND_ADD] = VK_BLEND_OP_ADD,
[GPU_BLEND_SUB] = VK_BLEND_OP_SUBTRACT,
[GPU_BLEND_RSUB] = VK_BLEND_OP_REVERSE_SUBTRACT,
[GPU_BLEND_MIN] = VK_BLEND_OP_MIN,
[GPU_BLEND_MAX] = VK_BLEND_OP_MAX
};
VkVertexInputBindingDescription vertexBuffers[16];
for (uint32_t i = 0; i < info->vertex.bufferCount; i++) {
vertexBuffers[i] = (VkVertexInputBindingDescription) {
.binding = i,
.stride = info->vertex.bufferStrides[i],
.inputRate = (info->vertex.instancedBuffers & (1 << i)) ? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX
};
}
VkVertexInputAttributeDescription vertexAttributes[COUNTOF(info->vertex.attributes)];
for (uint32_t i = 0; i < info->vertex.attributeCount; i++) {
vertexAttributes[i] = (VkVertexInputAttributeDescription) {
.location = info->vertex.attributes[i].location,
.binding = info->vertex.attributes[i].buffer,
.format = attributeTypes[info->vertex.attributes[i].type],
.offset = info->vertex.attributes[i].offset
};
}
VkPipelineVertexInputStateCreateInfo vertexInput = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = info->vertex.bufferCount,
.pVertexBindingDescriptions = vertexBuffers,
.vertexAttributeDescriptionCount = info->vertex.attributeCount,
.pVertexAttributeDescriptions = vertexAttributes
};
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = topologies[info->drawMode]
};
VkPipelineViewportStateCreateInfo viewport = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.scissorCount = 1
};
VkPipelineRasterizationStateCreateInfo rasterization = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = info->rasterizer.depthClamp,
.polygonMode = info->rasterizer.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL,
.cullMode = cullModes[info->rasterizer.cullMode],
.frontFace = frontFaces[info->rasterizer.winding],
.depthBiasEnable = info->rasterizer.depthOffset != 0.f || info->rasterizer.depthOffsetSloped != 0.f,
.depthBiasConstantFactor = info->rasterizer.depthOffset,
.depthBiasSlopeFactor = info->rasterizer.depthOffsetSloped,
.lineWidth = 1.f
};
VkPipelineMultisampleStateCreateInfo multisample = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = info->multisample.count,
.alphaToCoverageEnable = info->multisample.alphaToCoverage,
.alphaToOneEnable = info->multisample.alphaToOne
};
VkStencilOpState stencil = {
.failOp = stencilOps[info->stencil.failOp],
.passOp = stencilOps[info->stencil.passOp],
.depthFailOp = stencilOps[info->stencil.depthFailOp],
.compareOp = compareOps[info->stencil.test],
.compareMask = info->stencil.testMask,
.writeMask = info->stencil.writeMask,
.reference = info->stencil.value
};
VkPipelineDepthStencilStateCreateInfo depthStencil = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = info->depth.test != GPU_COMPARE_NONE,
.depthWriteEnable = info->depth.write,
.depthCompareOp = compareOps[info->depth.test],
.stencilTestEnable =
info->stencil.test != GPU_COMPARE_NONE ||
info->stencil.failOp != GPU_STENCIL_KEEP ||
info->stencil.passOp != GPU_STENCIL_KEEP ||
info->stencil.depthFailOp != GPU_STENCIL_KEEP,
.front = stencil,
.back = stencil
};
VkPipelineColorBlendAttachmentState colorAttachments[4];
for (uint32_t i = 0; i < info->attachmentCount; i++) {
colorAttachments[i] = (VkPipelineColorBlendAttachmentState) {
.blendEnable = info->color[i].blend.enabled,
.srcColorBlendFactor = blendFactors[info->color[i].blend.color.src],
.dstColorBlendFactor = blendFactors[info->color[i].blend.color.dst],
.colorBlendOp = blendOps[info->color[i].blend.color.op],
.srcAlphaBlendFactor = blendFactors[info->color[i].blend.alpha.src],
.dstAlphaBlendFactor = blendFactors[info->color[i].blend.alpha.dst],
.alphaBlendOp = blendOps[info->color[i].blend.alpha.op],
.colorWriteMask = info->color[i].mask
};
}
VkPipelineColorBlendStateCreateInfo colorBlend = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.attachmentCount = info->attachmentCount,
.pAttachments = colorAttachments
};
VkDynamicState dynamicStates[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = COUNTOF(dynamicStates),
.pDynamicStates = dynamicStates
};
uint32_t constants[32];
VkSpecializationMapEntry entries[32];
CHECK(info->flagCount <= COUNTOF(constants), "Too many specialization constants") return false;
for (uint32_t i = 0; i < info->flagCount; i++) {
gpu_shader_flag* flag = &info->flags[i];
switch (flag->type) {
case GPU_FLAG_B32: constants[i] = flag->value == 0. ? VK_FALSE : VK_TRUE; break;
case GPU_FLAG_I32: constants[i] = (uint32_t) flag->value; break;
case GPU_FLAG_U32: constants[i] = (uint32_t) flag->value; break;
case GPU_FLAG_F32: memcpy(&constants[i], &(float) { flag->value }, sizeof(float)); break;
default: flag->value = 0;
}
entries[i] = (VkSpecializationMapEntry) {
.constantID = flag->id,
.offset = i * sizeof(uint32_t),
.size = sizeof(uint32_t)
};
}
VkSpecializationInfo specialization = {
.mapEntryCount = info->flagCount,
.pMapEntries = entries,
.dataSize = sizeof(constants),
.pData = (const void*) constants
};
VkPipelineShaderStageCreateInfo shaders[2] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = info->shader->handles[0],
.pName = "main",
.pSpecializationInfo = &specialization
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = info->shader->handles[1],
.pName = "main",
.pSpecializationInfo = &specialization
}
};
bool resolve = info->multisample.count > 1;
bool depth = info->depth.format;
gpu_pass_info pass = {
.count = (info->attachmentCount << resolve) + depth,
.views = info->viewCount,
.samples = info->multisample.count,
.resolve = resolve,
.depth.format = convertFormat(info->depth.format, LINEAR),
.depth.layout = info->depth.format ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_UNDEFINED,
.depth.load = GPU_LOAD_OP_CLEAR,
.depth.save = GPU_SAVE_OP_DISCARD
};
for (uint32_t i = 0; i < info->attachmentCount; i++) {
pass.color[i].format = convertFormat(info->color[i].format, info->color[i].srgb);
pass.color[i].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
pass.color[i].resolveLayout = resolve ? VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_UNDEFINED;
pass.color[i].load = GPU_LOAD_OP_CLEAR;
pass.color[i].save = GPU_SAVE_OP_KEEP;
}
VkGraphicsPipelineCreateInfo pipelineInfo = (VkGraphicsPipelineCreateInfo) {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
.pStages = shaders,
.pVertexInputState = &vertexInput,
.pInputAssemblyState = &inputAssembly,
.pViewportState = &viewport,
.pRasterizationState = &rasterization,
.pMultisampleState = &multisample,
.pDepthStencilState = &depthStencil,
.pColorBlendState = &colorBlend,
.pDynamicState = &dynamicState,
.layout = info->shader->pipelineLayout,
.renderPass = getCachedRenderPass(&pass, false)
};
VK(vkCreateGraphicsPipelines(state.device, state.pipelineCache, 1, &pipelineInfo, NULL, &pipeline->handle), "Could not create pipeline") {
return false;
}
nickname(pipeline->handle, VK_OBJECT_TYPE_PIPELINE, info->label);
return true;
}
bool gpu_pipeline_init_compute(gpu_pipeline* pipeline, gpu_compute_pipeline_info* info) {
uint32_t constants[32];
VkSpecializationMapEntry entries[32];
CHECK(info->flagCount <= COUNTOF(constants), "Too many specialization constants") return false;
for (uint32_t i = 0; i < info->flagCount; i++) {
gpu_shader_flag* flag = &info->flags[i];
switch (flag->type) {
case GPU_FLAG_B32: default: constants[i] = flag->value == 0. ? VK_FALSE : VK_TRUE; break;
case GPU_FLAG_I32: constants[i] = (uint32_t) flag->value; break;
case GPU_FLAG_U32: constants[i] = (uint32_t) flag->value; break;
case GPU_FLAG_F32: constants[i] = (float) flag->value; break;
}
entries[i] = (VkSpecializationMapEntry) {
.constantID = flag->id,
.offset = i * sizeof(uint32_t),
.size = sizeof(uint32_t)
};
}
VkSpecializationInfo specialization = {
.mapEntryCount = info->flagCount,
.pMapEntries = entries,
.dataSize = sizeof(constants),
.pData = (const void*) constants
};
VkPipelineShaderStageCreateInfo shader = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = info->shader->handles[0],
.pName = "main",
.pSpecializationInfo = &specialization
};
VkComputePipelineCreateInfo pipelineInfo = {
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.stage = shader,
.layout = info->shader->pipelineLayout
};
VK(vkCreateComputePipelines(state.device, state.pipelineCache, 1, &pipelineInfo, NULL, &pipeline->handle), "Could not create compute pipeline") {
return false;
}
nickname(pipeline->handle, VK_OBJECT_TYPE_PIPELINE, info->label);
return true;
}
void gpu_pipeline_destroy(gpu_pipeline* pipeline) {
condemn(pipeline->handle, VK_OBJECT_TYPE_PIPELINE);
}
void gpu_pipeline_get_cache(void* data, size_t* size) {
if (vkGetPipelineCacheData(state.device, state.pipelineCache, size, data) != VK_SUCCESS) {
*size = 0;
}
}
// Tally
bool gpu_tally_init(gpu_tally* tally, gpu_tally_info* info) {
VkQueryType queryTypes[] = {
[GPU_TALLY_TIME] = VK_QUERY_TYPE_TIMESTAMP,
[GPU_TALLY_SHADER] = VK_QUERY_TYPE_PIPELINE_STATISTICS,
[GPU_TALLY_PIXEL] = VK_QUERY_TYPE_OCCLUSION
};
VkQueryPoolCreateInfo createInfo = {
.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO,
.queryType = queryTypes[info->type],
.queryCount = info->count,
.pipelineStatistics = info->type == GPU_TALLY_SHADER ? (
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT |
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT |
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT |
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT
) : 0
};
VK(vkCreateQueryPool(state.device, &createInfo, NULL, &tally->handle), "Could not create query pool") {
return false;
}
return true;
}
void gpu_tally_destroy(gpu_tally* tally) {
condemn(tally->handle, VK_OBJECT_TYPE_QUERY_POOL);
}
// Stream
gpu_stream* gpu_stream_begin(const char* label) {
gpu_tick* tick = &state.ticks[state.tick[CPU] & TICK_MASK];
CHECK(state.streamCount < COUNTOF(tick->streams), "Too many passes") return NULL;
gpu_stream* stream = &tick->streams[state.streamCount];
nickname(stream->commands, VK_OBJECT_TYPE_COMMAND_BUFFER, label);
VkCommandBufferBeginInfo beginfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
};
VK(vkBeginCommandBuffer(stream->commands, &beginfo), "Failed to begin stream") return NULL;
state.streamCount++;
return stream;
}
void gpu_stream_end(gpu_stream* stream) {
VK(vkEndCommandBuffer(stream->commands), "Failed to end stream") return;
}
void gpu_render_begin(gpu_stream* stream, gpu_canvas* canvas) {
gpu_texture* texture = canvas->color[0].texture ? canvas->color[0].texture : canvas->depth.texture;
gpu_pass_info pass = {
.views = texture->layers,
.samples = texture->samples,
.resolve = !!canvas->color[0].resolve
};
VkImageView images[9];
VkClearValue clears[9];
for (uint32_t i = 0; i < COUNTOF(canvas->color) && canvas->color[i].texture; i++) {
images[i] = canvas->color[i].texture->view;
memcpy(clears[i].color.float32, canvas->color[i].clear, 4 * sizeof(float));
pass.color[i].format = convertFormat(canvas->color[i].texture->format, canvas->color[i].texture->srgb);
pass.color[i].layout = canvas->color[i].texture->layout;
pass.color[i].load = canvas->color[i].load;
pass.color[i].save = canvas->color[i].save;
pass.count++;
}
if (pass.resolve) {
for (uint32_t i = 0; i < pass.count; i++) {
images[pass.count + i] = canvas->color[i].resolve->view;
pass.color[i].resolveLayout = canvas->color[i].resolve->layout;
}
pass.count <<= 1;
}
if (canvas->depth.texture) {
uint32_t index = pass.count++;
images[index] = canvas->depth.texture->view;
clears[index].depthStencil.depth = canvas->depth.clear.depth;
clears[index].depthStencil.stencil = canvas->depth.clear.stencil;
pass.depth.format = convertFormat(canvas->depth.texture->format, LINEAR);
pass.depth.layout = canvas->depth.texture->layout;
pass.depth.load = canvas->depth.load;
pass.depth.save = canvas->depth.save;
}
VkRenderPass renderPass = getCachedRenderPass(&pass, true);
VkFramebuffer framebuffer = getCachedFramebuffer(renderPass, images, pass.count, canvas->size);
VkRenderPassBeginInfo beginfo = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
.renderPass = renderPass,
.framebuffer = framebuffer,
.renderArea = { { 0, 0 }, { canvas->size[0], canvas->size[1] } },
.clearValueCount = pass.count,
.pClearValues = clears
};
vkCmdBeginRenderPass(stream->commands, &beginfo, VK_SUBPASS_CONTENTS_INLINE);
}
void gpu_render_end(gpu_stream* stream) {
vkCmdEndRenderPass(stream->commands);
}
void gpu_compute_begin(gpu_stream* stream) {
//
}
void gpu_compute_end(gpu_stream* stream) {
//
}
void gpu_set_viewport(gpu_stream* stream, float view[4], float depthRange[2]) {
VkViewport viewport = { view[0], view[1], view[2], view[3], depthRange[0], depthRange[1] };
vkCmdSetViewport(stream->commands, 0, 1, &viewport);
}
void gpu_set_scissor(gpu_stream* stream, uint32_t scissor[4]) {
VkRect2D rect = { { scissor[0], scissor[1] }, { scissor[2], scissor[3] } };
vkCmdSetScissor(stream->commands, 0, 1, &rect);
}
void gpu_push_constants(gpu_stream* stream, gpu_shader* shader, void* data, uint32_t size) {
VkShaderStageFlags stages = shader->handles[1] ? (VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT) : VK_SHADER_STAGE_COMPUTE_BIT;
vkCmdPushConstants(stream->commands, shader->pipelineLayout, stages, 0, size, data);
}
void gpu_bind_pipeline(gpu_stream* stream, gpu_pipeline* pipeline, bool compute) {
VkPipelineBindPoint bindPoint = compute ? VK_PIPELINE_BIND_POINT_COMPUTE : VK_PIPELINE_BIND_POINT_GRAPHICS;
vkCmdBindPipeline(stream->commands, bindPoint, pipeline->handle);
}
void gpu_bind_bundles(gpu_stream* stream, gpu_shader* shader, gpu_bundle** bundles, uint32_t first, uint32_t count, uint32_t* dynamicOffsets, uint32_t dynamicOffsetCount) {
VkDescriptorSet sets[COUNTOF(((gpu_shader_info*) NULL)->layouts)];
for (uint32_t i = 0; i < count; i++) {
sets[i] = bundles[i]->handle;
}
VkPipelineBindPoint bindPoint = shader->handles[1] ? VK_PIPELINE_BIND_POINT_GRAPHICS : VK_PIPELINE_BIND_POINT_COMPUTE;
vkCmdBindDescriptorSets(stream->commands, bindPoint, shader->pipelineLayout, first, count, sets, dynamicOffsetCount, dynamicOffsets);
}
void gpu_bind_vertex_buffers(gpu_stream* stream, gpu_buffer** buffers, uint32_t* offsets, uint32_t first, uint32_t count) {
VkBuffer handles[COUNTOF(((gpu_pipeline_info*) NULL)->vertex.bufferStrides)];
uint64_t offsets64[COUNTOF(handles)];
for (uint32_t i = 0; i < count; i++) {
handles[i] = buffers[i]->handle;
offsets64[i] = buffers[i]->offset + (offsets ? offsets[i] : 0);
}
vkCmdBindVertexBuffers(stream->commands, first, count, handles, offsets64);
}
void gpu_bind_index_buffer(gpu_stream* stream, gpu_buffer* buffer, uint32_t offset, gpu_index_type type) {
vkCmdBindIndexBuffer(stream->commands, buffer->handle, buffer->offset + offset, (VkIndexType) type);
}
void gpu_draw(gpu_stream* stream, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t baseInstance) {
vkCmdDraw(stream->commands, vertexCount, instanceCount, firstVertex, baseInstance);
}
void gpu_draw_indexed(gpu_stream* stream, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, uint32_t baseVertex, uint32_t baseInstance) {
vkCmdDrawIndexed(stream->commands, indexCount, instanceCount, firstIndex, baseVertex, baseInstance);
}
void gpu_draw_indirect(gpu_stream* stream, gpu_buffer* buffer, uint32_t offset, uint32_t drawCount, uint32_t stride) {
vkCmdDrawIndirect(stream->commands, buffer->handle, buffer->offset + offset, drawCount, stride ? stride : 16);
}
void gpu_draw_indirect_indexed(gpu_stream* stream, gpu_buffer* buffer, uint32_t offset, uint32_t drawCount, uint32_t stride) {
vkCmdDrawIndexedIndirect(stream->commands, buffer->handle, buffer->offset + offset, drawCount, stride ? stride : 20);
}
void gpu_compute(gpu_stream* stream, uint32_t x, uint32_t y, uint32_t z) {
vkCmdDispatch(stream->commands, x, y, z);
}
void gpu_compute_indirect(gpu_stream* stream, gpu_buffer* buffer, uint32_t offset) {
vkCmdDispatchIndirect(stream->commands, buffer->handle, buffer->offset + offset);
}
void gpu_copy_buffers(gpu_stream* stream, gpu_buffer* src, gpu_buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t size) {
vkCmdCopyBuffer(stream->commands, src->handle, dst->handle, 1, &(VkBufferCopy) {
.srcOffset = src->offset + srcOffset,
.dstOffset = dst->offset + dstOffset,
.size = size
});
}
void gpu_copy_textures(gpu_stream* stream, gpu_texture* src, gpu_texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t size[3]) {
vkCmdCopyImage(stream->commands, src->handle, VK_IMAGE_LAYOUT_GENERAL, dst->handle, VK_IMAGE_LAYOUT_GENERAL, 1, &(VkImageCopy) {
.srcSubresource = {
.aspectMask = src->aspect,
.mipLevel = srcOffset[3],
.baseArrayLayer = src->layers ? srcOffset[2] : 0,
.layerCount = src->layers ? size[2] : 1
},
.dstSubresource = {
.aspectMask = dst->aspect,
.mipLevel = dstOffset[3],
.baseArrayLayer = dst->layers ? dstOffset[2] : 0,
.layerCount = dst->layers ? size[2] : 1
},
.srcOffset = { srcOffset[0], srcOffset[1], src->layers ? 0 : srcOffset[2] },
.dstOffset = { dstOffset[0], dstOffset[1], dst->layers ? 0 : dstOffset[2] },
.extent = { size[0], size[1], size[2] }
});
}
void gpu_copy_buffer_texture(gpu_stream* stream, gpu_buffer* src, gpu_texture* dst, uint32_t srcOffset, uint32_t dstOffset[4], uint32_t extent[3]) {
VkBufferImageCopy region = {
.bufferOffset = src->offset + srcOffset,
.imageSubresource.aspectMask = dst->aspect,
.imageSubresource.mipLevel = dstOffset[3],
.imageSubresource.baseArrayLayer = dst->layers ? dstOffset[2] : 0,
.imageSubresource.layerCount = dst->layers ? extent[2] : 1,
.imageOffset = { dstOffset[0], dstOffset[1], dst->layers ? 0 : dstOffset[2] },
.imageExtent = { extent[0], extent[1], dst->layers ? 1 : extent[2] }
};
vkCmdCopyBufferToImage(stream->commands, src->handle, dst->handle, VK_IMAGE_LAYOUT_GENERAL, 1, &region);
}
void gpu_copy_texture_buffer(gpu_stream* stream, gpu_texture* src, gpu_buffer* dst, uint32_t srcOffset[4], uint32_t dstOffset, uint32_t extent[3]) {
VkBufferImageCopy region = {
.bufferOffset = dst->offset + dstOffset,
.imageSubresource.aspectMask = src->aspect,
.imageSubresource.mipLevel = srcOffset[3],
.imageSubresource.baseArrayLayer = src->layers ? srcOffset[2] : 0,
.imageSubresource.layerCount = src->layers ? extent[2] : 1,
.imageOffset = { srcOffset[0], srcOffset[1], src->layers ? 0 : srcOffset[2] },
.imageExtent = { extent[0], extent[1], src->layers ? 1 : extent[2] }
};
vkCmdCopyImageToBuffer(stream->commands, src->handle, VK_IMAGE_LAYOUT_GENERAL, dst->handle, 1, &region);
}
void gpu_copy_tally_buffer(gpu_stream* stream, gpu_tally* src, gpu_buffer* dst, uint32_t srcIndex, uint32_t dstOffset, uint32_t count, uint32_t stride) {
vkCmdCopyQueryPoolResults(stream->commands, src->handle, srcIndex, count, dst->handle, dst->offset + dstOffset, stride, VK_QUERY_RESULT_WAIT_BIT);
}
void gpu_clear_buffer(gpu_stream* stream, gpu_buffer* buffer, uint32_t offset, uint32_t size) {
vkCmdFillBuffer(stream->commands, buffer->handle, buffer->offset + offset, size, 0);
}
void gpu_clear_texture(gpu_stream* stream, gpu_texture* texture, float value[4], uint32_t layer, uint32_t layerCount, uint32_t level, uint32_t levelCount) {
VkImageSubresourceRange range = {
.aspectMask = texture->aspect,
.baseMipLevel = level,
.levelCount = levelCount,
.baseArrayLayer = layer,
.layerCount = layerCount
};
if (texture->aspect == VK_IMAGE_ASPECT_COLOR_BIT) {
VkClearColorValue clear;
memcpy(&clear.float32, value, sizeof(clear.float32));
vkCmdClearColorImage(stream->commands, texture->handle, VK_IMAGE_LAYOUT_GENERAL, &clear, 1, &range);
} else {
VkClearDepthStencilValue clear;
clear.depth = value[0];
clear.stencil = (uint8_t) value[1];
vkCmdClearDepthStencilImage(stream->commands, texture->handle, VK_IMAGE_LAYOUT_GENERAL, &clear, 1, &range);
}
}
void gpu_clear_tally(gpu_stream* stream, gpu_tally* tally, uint32_t index, uint32_t count) {
vkCmdResetQueryPool(stream->commands, tally->handle, index, count);
}
void gpu_blit(gpu_stream* stream, gpu_texture* src, gpu_texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t srcExtent[3], uint32_t dstExtent[3], gpu_filter filter) {
VkImageBlit region = {
.srcSubresource = {
.aspectMask = src->aspect,
.mipLevel = srcOffset[3],
.baseArrayLayer = src->layers ? srcOffset[2] : 0,
.layerCount = src->layers ? srcExtent[2] : 1
},
.dstSubresource = {
.aspectMask = dst->aspect,
.mipLevel = dstOffset[3],
.baseArrayLayer = dst->layers ? dstOffset[2] : 0,
.layerCount = dst->layers ? dstExtent[2] : 1
},
.srcOffsets[0] = { srcOffset[0], srcOffset[1], src->layers ? 0 : srcOffset[2] },
.dstOffsets[0] = { dstOffset[0], dstOffset[1], dst->layers ? 0 : dstOffset[2] },
.srcOffsets[1] = { srcOffset[0] + srcExtent[0], srcOffset[1] + srcExtent[1], src->layers ? 1 : srcOffset[2] + srcExtent[2] },
.dstOffsets[1] = { dstOffset[0] + dstExtent[0], dstOffset[1] + dstExtent[1], dst->layers ? 1 : dstOffset[2] + dstExtent[2] }
};
static const VkFilter filters[] = {
[GPU_FILTER_NEAREST] = VK_FILTER_NEAREST,
[GPU_FILTER_LINEAR] = VK_FILTER_LINEAR
};
vkCmdBlitImage(stream->commands, src->handle, VK_IMAGE_LAYOUT_GENERAL, dst->handle, VK_IMAGE_LAYOUT_GENERAL, 1, &region, filters[filter]);
}
void gpu_sync(gpu_stream* stream, gpu_barrier* barriers, uint32_t count) {
VkMemoryBarrier memoryBarrier = { .sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER };
VkPipelineStageFlags src = 0;
VkPipelineStageFlags dst = 0;
for (uint32_t i = 0; i < count; i++) {
gpu_barrier* barrier = &barriers[i];
src |= convertPhase(barrier->prev, false);
dst |= convertPhase(barrier->next, true);
memoryBarrier.srcAccessMask |= convertCache(barrier->flush);
memoryBarrier.dstAccessMask |= convertCache(barrier->clear);
}
if (src && dst) {
vkCmdPipelineBarrier(stream->commands, src, dst, 0, 1, &memoryBarrier, 0, NULL, 0, NULL);
}
}
void gpu_tally_begin(gpu_stream* stream, gpu_tally* tally, uint32_t index) {
vkCmdBeginQuery(stream->commands, tally->handle, index, 0);
}
void gpu_tally_end(gpu_stream* stream, gpu_tally* tally, uint32_t index) {
vkCmdEndQuery(stream->commands, tally->handle, index);
}
void gpu_tally_mark(gpu_stream* stream, gpu_tally* tally, uint32_t index) {
vkCmdWriteTimestamp(stream->commands, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, tally->handle, index);
}
// Entry
bool gpu_init(gpu_config* config) {
state.config = *config;
// Load
#ifdef _WIN32
state.library = LoadLibraryA("vulkan-1.dll");
CHECK(state.library, "Failed to load vulkan library") return gpu_destroy(), false;
PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr) GetProcAddress(state.library, "vkGetInstanceProcAddr");
#elif __APPLE__
state.library = dlopen("libvulkan.1.dylib", RTLD_NOW | RTLD_LOCAL);
CHECK(state.library, "Failed to load vulkan library") return gpu_destroy(), false;
PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr) dlsym(state.library, "vkGetInstanceProcAddr");
#else
state.library = dlopen("libvulkan.so.1", RTLD_NOW | RTLD_LOCAL);
if (!state.library) state.library = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL);
CHECK(state.library, "Failed to load vulkan library") return gpu_destroy(), false;
PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr) dlsym(state.library, "vkGetInstanceProcAddr");
#endif
GPU_FOREACH_ANONYMOUS(GPU_LOAD_ANONYMOUS);
{
// Layers
VkLayerProperties layerInfo[32];
uint32_t layerCount = COUNTOF(layerInfo);
VK(vkEnumerateInstanceLayerProperties(&layerCount, layerInfo), "Failed to enumerate instance layers") return gpu_destroy(), false;
struct { const char* name; bool shouldEnable; bool* flag; } layers[] = {
{ "VK_LAYER_KHRONOS_validation", config->debug, &state.supports.validation }
};
uint32_t enabledLayerCount = 0;
const char* enabledLayers[COUNTOF(layers)];
for (uint32_t i = 0; i < COUNTOF(layers); i++) {
if (!layers[i].shouldEnable) continue;
if (hasLayer(layerInfo, layerCount, layers[i].name)) {
CHECK(enabledLayerCount < COUNTOF(enabledLayers), "Too many layers") return gpu_destroy(), false;
if (layers[i].flag) *layers[i].flag = true;
enabledLayers[enabledLayerCount++] = layers[i].name;
} else if (!layers[i].flag) {
vcheck(VK_ERROR_LAYER_NOT_PRESENT, layers[i].name);
return gpu_destroy(), false;
}
}
// Extensions
VkExtensionProperties extensionInfo[64];
uint32_t extensionCount = COUNTOF(extensionInfo);
VK(vkEnumerateInstanceExtensionProperties(NULL, &extensionCount, extensionInfo), "Failed to enumerate instance extensions") return gpu_destroy(), false;
struct { const char* name; bool shouldEnable; bool* flag; } extensions[] = {
{ "VK_KHR_portability_enumeration", true, &state.supports.portability },
{ "VK_EXT_debug_utils", config->debug, &state.supports.debug },
{ 0 }, // extra extensions for GLFW
{ 0 }
};
uint32_t enabledExtensionCount = 0;
const char* enabledExtensions[COUNTOF(extensions)];
for (uint32_t i = 0; i < COUNTOF(extensions); i++) {
if (!extensions[i].shouldEnable) continue;
if (hasExtension(extensionInfo, extensionCount, extensions[i].name)) {
CHECK(enabledExtensionCount < COUNTOF(enabledExtensions), "Too many instance extensions") return gpu_destroy(), false;
if (extensions[i].flag) *extensions[i].flag = true;
enabledExtensions[enabledExtensionCount++] = extensions[i].name;
} else if (!extensions[i].flag) {
vcheck(VK_ERROR_EXTENSION_NOT_PRESENT, extensions[i].name);
}
}
// Extra extensions (from GLFW)
if (state.config.vk.getInstanceExtensions) {
uint32_t extraExtensionCount = 0;
const char** extraExtensions = state.config.vk.getInstanceExtensions(&extraExtensionCount);
CHECK(enabledExtensionCount + extraExtensionCount <= COUNTOF(enabledExtensions), "Too many instance extensions") return gpu_destroy(), false;
for (uint32_t i = 0; i < extraExtensionCount; i++) {
enabledExtensions[enabledExtensionCount++] = extraExtensions[i];
}
}
// Instance
VkInstanceCreateInfo instanceInfo = {
.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
.flags = state.supports.portability ? VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR : 0,
.pApplicationInfo = &(VkApplicationInfo) {
.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
.pEngineName = config->engineName,
.engineVersion = VK_MAKE_VERSION(config->engineVersion[0], config->engineVersion[1], config->engineVersion[2]),
.apiVersion = VK_MAKE_VERSION(1, 1, 0)
},
.enabledLayerCount = enabledLayerCount,
.ppEnabledLayerNames = enabledLayers,
.enabledExtensionCount = enabledExtensionCount,
.ppEnabledExtensionNames = enabledExtensions
};
if (state.config.vk.createInstance) {
VK(state.config.vk.createInstance(&instanceInfo, NULL, (uintptr_t) &state.instance, (void*) vkGetInstanceProcAddr), "Instance creation failed") return gpu_destroy(), false;
} else {
VK(vkCreateInstance(&instanceInfo, NULL, &state.instance), "Instance creation failed") return gpu_destroy(), false;
}
GPU_FOREACH_INSTANCE(GPU_LOAD_INSTANCE);
if (state.config.debug && state.config.callback) {
if (state.supports.debug) {
VkDebugUtilsMessengerCreateInfoEXT messengerInfo = {
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT,
.messageSeverity = VK_DEBUG_UTILS_MESSAGE_SEVERITY_WARNING_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_SEVERITY_ERROR_BIT_EXT,
.messageType = VK_DEBUG_UTILS_MESSAGE_TYPE_GENERAL_BIT_EXT | VK_DEBUG_UTILS_MESSAGE_TYPE_VALIDATION_BIT_EXT,
.pfnUserCallback = relay
};
VK(vkCreateDebugUtilsMessengerEXT(state.instance, &messengerInfo, NULL, &state.messenger), "Debug hook setup failed") return gpu_destroy(), false;
if (!state.supports.validation) {
state.config.callback(state.config.userdata, "Warning: GPU debugging is enabled, but validation layer is not installed", false);
}
} else {
state.config.callback(state.config.userdata, "Warning: GPU debugging is enabled, but debug extension is not supported", false);
}
}
}
// Surface
if (state.config.vk.surface && state.config.vk.createSurface) {
VK(state.config.vk.createSurface(state.instance, (void**) &state.surface), "Surface creation failed") return gpu_destroy(), false;
}
{ // Device
if (state.config.vk.getPhysicalDevice) {
state.config.vk.getPhysicalDevice(state.instance, (uintptr_t) &state.adapter);
} else {
uint32_t deviceCount = 1;
VK(vkEnumeratePhysicalDevices(state.instance, &deviceCount, &state.adapter), "Physical device enumeration failed") return gpu_destroy(), false;
}
VkPhysicalDeviceMultiviewProperties multiviewProperties = { .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES };
VkPhysicalDeviceSubgroupProperties subgroupProperties = { .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES, .pNext = &multiviewProperties };
VkPhysicalDeviceProperties2 properties2 = { .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2, .pNext = &subgroupProperties };
vkGetPhysicalDeviceProperties2(state.adapter, &properties2);
if (config->device) {
VkPhysicalDeviceProperties* properties = &properties2.properties;
config->device->deviceId = properties->deviceID;
config->device->vendorId = properties->vendorID;
memcpy(config->device->deviceName, properties->deviceName, MIN(sizeof(config->device->deviceName), sizeof(properties->deviceName)));
config->device->renderer = "Vulkan";
config->device->subgroupSize = subgroupProperties.subgroupSize;
config->device->discrete = properties->deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU;
}
if (config->limits) {
VkPhysicalDeviceLimits* limits = &properties2.properties.limits;
config->limits->textureSize2D = limits->maxImageDimension2D;
config->limits->textureSize3D = limits->maxImageDimension3D;
config->limits->textureSizeCube = limits->maxImageDimensionCube;
config->limits->textureLayers = limits->maxImageArrayLayers;
config->limits->renderSize[0] = limits->maxFramebufferWidth;
config->limits->renderSize[1] = limits->maxFramebufferHeight;
config->limits->renderSize[2] = MAX(multiviewProperties.maxMultiviewViewCount, 1);
config->limits->uniformBuffersPerStage = limits->maxPerStageDescriptorUniformBuffers;
config->limits->storageBuffersPerStage = limits->maxPerStageDescriptorStorageBuffers;
config->limits->sampledTexturesPerStage = limits->maxPerStageDescriptorSampledImages;
config->limits->storageTexturesPerStage = limits->maxPerStageDescriptorStorageImages;
config->limits->samplersPerStage = limits->maxPerStageDescriptorSamplers;
config->limits->uniformBufferRange = limits->maxUniformBufferRange;
config->limits->storageBufferRange = limits->maxStorageBufferRange;
config->limits->uniformBufferAlign = limits->minUniformBufferOffsetAlignment;
config->limits->storageBufferAlign = limits->minStorageBufferOffsetAlignment;
config->limits->vertexAttributes = MIN(limits->maxVertexInputAttributes, COUNTOF(((gpu_pipeline_info*) NULL)->vertex.attributes));
config->limits->vertexBuffers = MIN(limits->maxVertexInputBindings, COUNTOF(((gpu_pipeline_info*) NULL)->vertex.bufferStrides));
config->limits->vertexBufferStride = MIN(limits->maxVertexInputBindingStride, UINT16_MAX);
config->limits->vertexShaderOutputs = limits->maxVertexOutputComponents;
config->limits->clipDistances = limits->maxClipDistances;
config->limits->cullDistances = limits->maxCullDistances;
config->limits->clipAndCullDistances = limits->maxCombinedClipAndCullDistances;
config->limits->workgroupCount[0] = limits->maxComputeWorkGroupCount[0];
config->limits->workgroupCount[1] = limits->maxComputeWorkGroupCount[1];
config->limits->workgroupCount[2] = limits->maxComputeWorkGroupCount[2];
config->limits->workgroupSize[0] = limits->maxComputeWorkGroupSize[0];
config->limits->workgroupSize[1] = limits->maxComputeWorkGroupSize[1];
config->limits->workgroupSize[2] = limits->maxComputeWorkGroupSize[2];
config->limits->totalWorkgroupSize = limits->maxComputeWorkGroupInvocations;
config->limits->computeSharedMemory = limits->maxComputeSharedMemorySize;
config->limits->pushConstantSize = limits->maxPushConstantsSize;
config->limits->indirectDrawCount = limits->maxDrawIndirectCount;
config->limits->instances = multiviewProperties.maxMultiviewInstanceIndex;
config->limits->timestampPeriod = limits->timestampPeriod;
config->limits->anisotropy = limits->maxSamplerAnisotropy;
config->limits->pointSize = limits->pointSizeRange[1];
}
VkPhysicalDeviceShaderDrawParameterFeatures shaderDrawParameterFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETER_FEATURES
};
VkPhysicalDeviceMultiviewFeatures multiviewFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES,
.pNext = &shaderDrawParameterFeatures
};
VkPhysicalDeviceFeatures2 enabledFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2,
.pNext = &multiviewFeatures
};
if (config->features) {
VkPhysicalDeviceFeatures2 features2 = { .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2 };
VkPhysicalDeviceFeatures* enable = &enabledFeatures.features;
VkPhysicalDeviceFeatures* supports = &features2.features;
vkGetPhysicalDeviceFeatures2(state.adapter, &features2);
// Required features
enable->fullDrawIndexUint32 = true;
multiviewFeatures.multiview = true;
shaderDrawParameterFeatures.shaderDrawParameters = true;
// Internal features (exposed as limits)
enable->samplerAnisotropy = supports->samplerAnisotropy;
enable->multiDrawIndirect = supports->multiDrawIndirect;
enable->shaderClipDistance = supports->shaderClipDistance;
enable->shaderCullDistance = supports->shaderCullDistance;
enable->largePoints = supports->largePoints;
// Optional features (currently always enabled when supported)
config->features->textureBC = (enable->textureCompressionBC = supports->textureCompressionBC);
config->features->textureASTC = (enable->textureCompressionASTC_LDR = supports->textureCompressionASTC_LDR);
config->features->wireframe = (enable->fillModeNonSolid = supports->fillModeNonSolid);
config->features->depthClamp = (enable->depthClamp = supports->depthClamp);
config->features->indirectDrawFirstInstance = (enable->drawIndirectFirstInstance = supports->drawIndirectFirstInstance);
config->features->shaderTally = (enable->pipelineStatisticsQuery = supports->pipelineStatisticsQuery);
config->features->float64 = (enable->shaderFloat64 = supports->shaderFloat64);
config->features->int64 = (enable->shaderInt64 = supports->shaderInt64);
config->features->int16 = (enable->shaderInt16 = supports->shaderInt16);
// Formats
for (uint32_t i = 0; i < GPU_FORMAT_COUNT; i++) {
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(state.adapter, convertFormat(i, LINEAR), &formatProperties);
uint32_t renderMask = VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT;
uint32_t flags = formatProperties.optimalTilingFeatures;
config->features->formats[i] =
((flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT) ? GPU_FEATURE_SAMPLE : 0) |
((flags & renderMask) ? GPU_FEATURE_RENDER : 0) |
((flags & VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT) ? GPU_FEATURE_BLEND : 0) |
((flags & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT) ? GPU_FEATURE_FILTER : 0) |
((flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT) ? GPU_FEATURE_STORAGE : 0) |
((flags & VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT) ? GPU_FEATURE_ATOMIC : 0) |
((flags & VK_FORMAT_FEATURE_BLIT_SRC_BIT) ? GPU_FEATURE_BLIT_SRC : 0) |
((flags & VK_FORMAT_FEATURE_BLIT_DST_BIT) ? GPU_FEATURE_BLIT_DST : 0);
}
}
state.queueFamilyIndex = ~0u;
VkQueueFamilyProperties queueFamilies[8];
uint32_t queueFamilyCount = COUNTOF(queueFamilies);
uint32_t requiredQueueFlags = VK_QUEUE_GRAPHICS_BIT | VK_QUEUE_COMPUTE_BIT;
vkGetPhysicalDeviceQueueFamilyProperties(state.adapter, &queueFamilyCount, queueFamilies);
for (uint32_t i = 0; i < queueFamilyCount; i++) {
VkBool32 presentable = VK_TRUE;
if (state.surface) {
vkGetPhysicalDeviceSurfaceSupportKHR(state.adapter, i, state.surface, &presentable);
}
if (presentable && (queueFamilies[i].queueFlags & requiredQueueFlags) == requiredQueueFlags) {
state.queueFamilyIndex = i;
break;
}
}
CHECK(state.queueFamilyIndex != ~0u, "Queue selection failed") return gpu_destroy(), false;
struct { const char* name; bool shouldEnable; bool* flag; } extensions[] = {
{ "VK_KHR_swapchain", state.surface, NULL },
{ "VK_KHR_portability_subset", true, &state.supports.portability }
};
VkExtensionProperties extensionInfo[256];
uint32_t extensionCount = COUNTOF(extensionInfo);
VK(vkEnumerateDeviceExtensionProperties(state.adapter, NULL, &extensionCount, extensionInfo), "Failed to enumerate device extensions") return gpu_destroy(), false;
uint32_t enabledExtensionCount = 0;
const char* enabledExtensions[COUNTOF(extensions)];
for (uint32_t i = 0; i < COUNTOF(extensions); i++) {
if (!extensions[i].shouldEnable) continue;
if (hasExtension(extensionInfo, extensionCount, extensions[i].name)) {
CHECK(enabledExtensionCount < COUNTOF(enabledExtensions), "Too many device extensions") return gpu_destroy(), false;
if (extensions[i].flag) *extensions[i].flag = true;
enabledExtensions[enabledExtensionCount++] = extensions[i].name;
} else if (!extensions[i].flag) {
vcheck(VK_ERROR_EXTENSION_NOT_PRESENT, extensions[i].name);
}
}
VkDeviceCreateInfo deviceInfo = {
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = config->features ? &enabledFeatures : NULL,
.queueCreateInfoCount = 1,
.pQueueCreateInfos = &(VkDeviceQueueCreateInfo) {
.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
.queueFamilyIndex = state.queueFamilyIndex,
.pQueuePriorities = &(float) { 1.f },
.queueCount = 1
},
.enabledExtensionCount = enabledExtensionCount,
.ppEnabledExtensionNames = enabledExtensions
};
if (state.config.vk.createDevice) {
VK(state.config.vk.createDevice(state.instance, &deviceInfo, NULL, (uintptr_t) &state.device, (void*) vkGetInstanceProcAddr), "Device creation failed") return gpu_destroy(), false;
} else {
VK(vkCreateDevice(state.adapter, &deviceInfo, NULL, &state.device), "Device creation failed") return gpu_destroy(), false;
}
vkGetDeviceQueue(state.device, state.queueFamilyIndex, 0, &state.queue);
GPU_FOREACH_DEVICE(GPU_LOAD_DEVICE);
}
{ // Allocators (without VK_KHR_maintenance4, need to create objects to get memory requirements)
VkPhysicalDeviceMemoryProperties memoryProperties;
vkGetPhysicalDeviceMemoryProperties(state.adapter, &memoryProperties);
VkMemoryType* memoryTypes = memoryProperties.memoryTypes;
VkMemoryPropertyFlags hostVisible = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
// Buffers
struct { VkBufferUsageFlags usage; VkMemoryPropertyFlags flags; } bufferFlags[] = {
[GPU_MEMORY_BUFFER_GPU] = {
.usage =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT,
.flags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
},
[GPU_MEMORY_BUFFER_MAP_STREAM] = {
.usage =
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
.flags = hostVisible | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
},
[GPU_MEMORY_BUFFER_MAP_STAGING] = {
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
.flags = hostVisible
},
[GPU_MEMORY_BUFFER_MAP_READBACK] = {
.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.flags = hostVisible | VK_MEMORY_PROPERTY_HOST_CACHED_BIT
}
};
for (uint32_t i = 0; i < COUNTOF(bufferFlags); i++) {
gpu_allocator* allocator = &state.allocators[i];
state.allocatorLookup[i] = i;
VkBufferCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.usage = bufferFlags[i].usage,
.size = 4
};
VkBuffer buffer;
VkMemoryRequirements requirements;
vkCreateBuffer(state.device, &info, NULL, &buffer);
vkGetBufferMemoryRequirements(state.device, buffer, &requirements);
vkDestroyBuffer(state.device, buffer, NULL);
VkMemoryPropertyFlags fallback = i == GPU_MEMORY_BUFFER_GPU ? VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT : hostVisible;
for (uint32_t j = 0; j < memoryProperties.memoryTypeCount; j++) {
if (~requirements.memoryTypeBits & (1 << j)) {
continue;
}
if ((memoryTypes[j].propertyFlags & bufferFlags[i].flags) == bufferFlags[i].flags) {
allocator->memoryFlags = memoryTypes[j].propertyFlags;
allocator->memoryType = j;
break;
}
if ((memoryTypes[j].propertyFlags & fallback) == fallback) {
allocator->memoryFlags = memoryTypes[j].propertyFlags;
allocator->memoryType = j;
}
}
}
// Textures
VkImageUsageFlags transient = VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT;
struct { VkFormat format; VkImageUsageFlags usage; } imageFlags[] = {
[GPU_MEMORY_TEXTURE_COLOR] = { VK_FORMAT_R8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT },
[GPU_MEMORY_TEXTURE_D16] = { VK_FORMAT_D16_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT },
[GPU_MEMORY_TEXTURE_D32F] = { VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT },
[GPU_MEMORY_TEXTURE_D24S8] = { VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_USAGE_SAMPLED_BIT },
[GPU_MEMORY_TEXTURE_D32FS8] = { VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_USAGE_SAMPLED_BIT },
[GPU_MEMORY_TEXTURE_LAZY_COLOR] = { VK_FORMAT_R8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | transient },
[GPU_MEMORY_TEXTURE_LAZY_D16] = { VK_FORMAT_D16_UNORM, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | transient },
[GPU_MEMORY_TEXTURE_LAZY_D32F] = { VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | transient },
[GPU_MEMORY_TEXTURE_LAZY_D24S8] = { VK_FORMAT_D24_UNORM_S8_UINT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | transient },
[GPU_MEMORY_TEXTURE_LAZY_D32FS8] = { VK_FORMAT_D32_SFLOAT_S8_UINT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | transient }
};
uint32_t allocatorCount = GPU_MEMORY_TEXTURE_COLOR;
for (uint32_t i = GPU_MEMORY_TEXTURE_COLOR; i < COUNTOF(imageFlags); i++) {
VkImageCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = imageFlags[i].format,
.extent = { 1, 1, 1 },
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.usage = imageFlags[i].usage
};
VkImage image;
VkMemoryRequirements requirements;
vkCreateImage(state.device, &info, NULL, &image);
vkGetImageMemoryRequirements(state.device, image, &requirements);
vkDestroyImage(state.device, image, NULL);
uint16_t memoryType, memoryFlags;
for (uint32_t j = 0; j < memoryProperties.memoryTypeCount; j++) {
if ((requirements.memoryTypeBits & (1 << j)) && (memoryTypes[j].propertyFlags & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)) {
memoryFlags = memoryTypes[j].propertyFlags;
memoryType = j;
break;
}
}
// Unlike buffers, we try to merge our texture allocators since all the textures have similar
// lifetime characteristics, and using less allocators greatly reduces memory usage due to the
// huge block size for textures. Basically, only append an allocator if needed.
bool merged = false;
for (uint32_t j = GPU_MEMORY_TEXTURE_COLOR; j < allocatorCount; j++) {
if (memoryType == state.allocators[j].memoryType) {
state.allocatorLookup[i] = j;
merged = true;
break;
}
}
if (!merged) {
uint32_t index = allocatorCount++;
state.allocators[index].memoryFlags = memoryFlags;
state.allocators[index].memoryType = memoryType;
state.allocatorLookup[i] = index;
}
}
}
if (state.surface) {
vkGetPhysicalDeviceSurfaceCapabilitiesKHR(state.adapter, state.surface, &state.surfaceCapabilities);
VkSurfaceFormatKHR formats[32];
uint32_t formatCount = COUNTOF(formats);
vkGetPhysicalDeviceSurfaceFormatsKHR(state.adapter, state.surface, &formatCount, formats);
for (uint32_t i = 0; i < formatCount; i++) {
if (formats[i].format == VK_FORMAT_R8G8B8A8_SRGB || formats[i].format == VK_FORMAT_B8G8R8A8_SRGB) {
state.surfaceFormat = formats[i];
break;
}
}
VK(state.surfaceFormat.format == VK_FORMAT_UNDEFINED ? VK_ERROR_FORMAT_NOT_SUPPORTED : VK_SUCCESS, "No supported surface formats") return gpu_destroy(), false;
uint32_t width = state.surfaceCapabilities.currentExtent.width;
uint32_t height = state.surfaceCapabilities.currentExtent.height;
createSwapchain(width, height);
}
// Ticks
for (uint32_t i = 0; i < COUNTOF(state.ticks); i++) {
VkCommandPoolCreateInfo poolInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT,
.queueFamilyIndex = state.queueFamilyIndex
};
VK(vkCreateCommandPool(state.device, &poolInfo, NULL, &state.ticks[i].pool), "Command pool creation failed") return gpu_destroy(), false;
VkCommandBufferAllocateInfo allocateInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = state.ticks[i].pool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = COUNTOF(state.ticks[i].streams)
};
VkCommandBuffer* commandBuffers = &state.ticks[i].streams[0].commands;
VK(vkAllocateCommandBuffers(state.device, &allocateInfo, commandBuffers), "Commmand buffer allocation failed") return gpu_destroy(), false;
VkSemaphoreCreateInfo semaphoreInfo = {
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO
};
VK(vkCreateSemaphore(state.device, &semaphoreInfo, NULL, &state.ticks[i].semaphores[0]), "Semaphore creation failed") return gpu_destroy(), false;
VK(vkCreateSemaphore(state.device, &semaphoreInfo, NULL, &state.ticks[i].semaphores[1]), "Semaphore creation failed") return gpu_destroy(), false;
VkFenceCreateInfo fenceInfo = {
.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
.flags = VK_FENCE_CREATE_SIGNALED_BIT
};
VK(vkCreateFence(state.device, &fenceInfo, NULL, &state.ticks[i].fence), "Fence creation failed") return gpu_destroy(), false;
}
// Pipeline cache
VkPipelineCacheCreateInfo cacheInfo = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO
};
// Not using VkPipelineCacheHeaderVersionOne since it's missing from Android headers
if (config->vk.cacheSize >= 16 + VK_UUID_SIZE) {
uint32_t headerSize, headerVersion;
memcpy(&headerSize, config->vk.cacheData, 4);
memcpy(&headerVersion, (char*) config->vk.cacheData + 4, 4);
if (headerSize == 16 + VK_UUID_SIZE && headerVersion == VK_PIPELINE_CACHE_HEADER_VERSION_ONE) {
cacheInfo.initialDataSize = config->vk.cacheSize;
cacheInfo.pInitialData = config->vk.cacheData;
}
}
VK(vkCreatePipelineCache(state.device, &cacheInfo, NULL, &state.pipelineCache), "Pipeline cache creation failed") return gpu_destroy(), false;
state.tick[CPU] = COUNTOF(state.ticks) - 1;
state.currentSwapchainTexture = ~0u;
return true;
}
void gpu_destroy(void) {
if (state.device) vkDeviceWaitIdle(state.device);
state.tick[GPU] = state.tick[CPU];
expunge();
if (state.pipelineCache) vkDestroyPipelineCache(state.device, state.pipelineCache, NULL);
for (uint32_t i = 0; i < COUNTOF(state.scratchpad); i++) {
if (state.scratchpad[i].buffer) vkDestroyBuffer(state.device, state.scratchpad[i].buffer, NULL);
}
for (uint32_t i = 0; i < COUNTOF(state.ticks); i++) {
gpu_tick* tick = &state.ticks[i];
if (tick->pool) vkDestroyCommandPool(state.device, tick->pool, NULL);
if (tick->semaphores[0]) vkDestroySemaphore(state.device, tick->semaphores[0], NULL);
if (tick->semaphores[1]) vkDestroySemaphore(state.device, tick->semaphores[1], NULL);
if (tick->fence) vkDestroyFence(state.device, tick->fence, NULL);
}
for (uint32_t i = 0; i < COUNTOF(state.framebuffers); i++) {
for (uint32_t j = 0; j < COUNTOF(state.framebuffers[0]); j++) {
VkFramebuffer framebuffer = state.framebuffers[i][j].object;
if (framebuffer) vkDestroyFramebuffer(state.device, framebuffer, NULL);
}
}
for (uint32_t i = 0; i < COUNTOF(state.renderpasses); i++) {
for (uint32_t j = 0; j < COUNTOF(state.renderpasses[0]); j++) {
VkRenderPass pass = state.renderpasses[i][j].object;
if (pass) vkDestroyRenderPass(state.device, pass, NULL);
}
}
for (uint32_t i = 0; i < COUNTOF(state.memory); i++) {
if (state.memory[i].handle) vkFreeMemory(state.device, state.memory[i].handle, NULL);
}
for (uint32_t i = 0; i < COUNTOF(state.swapchainTextures); i++) {
if (state.swapchainTextures[i].view) vkDestroyImageView(state.device, state.swapchainTextures[i].view, NULL);
}
if (state.swapchain) vkDestroySwapchainKHR(state.device, state.swapchain, NULL);
if (state.device) vkDestroyDevice(state.device, NULL);
if (state.surface) vkDestroySurfaceKHR(state.instance, state.surface, NULL);
if (state.messenger) vkDestroyDebugUtilsMessengerEXT(state.instance, state.messenger, NULL);
if (state.instance) vkDestroyInstance(state.instance, NULL);
#ifdef _WIN32
if (state.library) FreeLibrary(state.library);
#else
if (state.library) dlclose(state.library);
#endif
memset(&state, 0, sizeof(state));
}
uint32_t gpu_begin() {
gpu_wait_tick(++state.tick[CPU] - COUNTOF(state.ticks));
gpu_tick* tick = &state.ticks[state.tick[CPU] & TICK_MASK];
VK(vkResetFences(state.device, 1, &tick->fence), "Fence reset failed") return 0;
VK(vkResetCommandPool(state.device, tick->pool, 0), "Command pool reset failed") return 0;
state.scratchpad[GPU_MAP_STREAM].cursor = 0;
state.scratchpad[GPU_MAP_READBACK].cursor = 0;
state.streamCount = 0;
expunge();
return state.tick[CPU];
}
void gpu_submit(gpu_stream** streams, uint32_t count) {
gpu_tick* tick = &state.ticks[state.tick[CPU] & TICK_MASK];
VkCommandBuffer commands[COUNTOF(tick->streams)];
for (uint32_t i = 0; i < count; i++) {
commands[i] = streams[i]->commands;
}
VkPipelineStageFlags waitStage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo submit = {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.waitSemaphoreCount = !!state.swapchainSemaphore,
.pWaitSemaphores = &state.swapchainSemaphore,
.pWaitDstStageMask = &waitStage,
.commandBufferCount = count,
.pCommandBuffers = commands
};
VK(vkQueueSubmit(state.queue, 1, &submit, tick->fence), "Queue submit failed") {}
state.swapchainSemaphore = VK_NULL_HANDLE;
}
void gpu_present() {
VkSemaphore semaphore = state.ticks[state.tick[CPU] & TICK_MASK].semaphores[1];
VkSubmitInfo submit = {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.signalSemaphoreCount = 1,
.pSignalSemaphores = &semaphore
};
VK(vkQueueSubmit(state.queue, 1, &submit, VK_NULL_HANDLE), "Queue submit failed") {}
VkPresentInfoKHR present = {
.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR,
.waitSemaphoreCount = 1,
.pWaitSemaphores = &semaphore,
.swapchainCount = 1,
.pSwapchains = &state.swapchain,
.pImageIndices = &state.currentSwapchainTexture
};
VkResult result = vkQueuePresentKHR(state.queue, &present);
if (result == VK_ERROR_OUT_OF_DATE_KHR) {
state.swapchainValid = false;
} else {
vcheck(result, "Queue present failed");
}
state.currentSwapchainTexture = ~0u;
}
bool gpu_is_complete(uint32_t tick) {
return state.tick[GPU] >= tick;
}
bool gpu_wait_tick(uint32_t tick) {
if (state.tick[GPU] < tick) {
VkFence fence = state.ticks[tick & TICK_MASK].fence;
VK(vkWaitForFences(state.device, 1, &fence, VK_FALSE, ~0ull), "Fence wait failed") return false;
state.tick[GPU] = tick;
return true;
} else {
return false;
}
}
void gpu_wait_idle() {
vkDeviceWaitIdle(state.device);
}
uintptr_t gpu_vk_get_instance() {
return (uintptr_t) state.instance;
}
uintptr_t gpu_vk_get_physical_device() {
return (uintptr_t) state.adapter;
}
uintptr_t gpu_vk_get_device() {
return (uintptr_t) state.device;
}
uintptr_t gpu_vk_get_queue(uint32_t* queueFamilyIndex, uint32_t* queueIndex) {
return *queueFamilyIndex = state.queueFamilyIndex, *queueIndex = 0, (uintptr_t) state.queue;
}
// Helpers
static uint32_t hash32(uint32_t initial, void* data, uint32_t size) {
const uint8_t* bytes = data;
uint32_t hash = initial;
for (uint32_t i = 0; i < size; i++) {
hash = (hash ^ bytes[i]) * 16777619;
}
return hash;
}
static gpu_memory* gpu_allocate(gpu_memory_type type, VkMemoryRequirements info, VkDeviceSize* offset) {
gpu_allocator* allocator = &state.allocators[state.allocatorLookup[type]];
static const uint32_t blockSizes[] = {
[GPU_MEMORY_BUFFER_GPU] = 1 << 26,
[GPU_MEMORY_BUFFER_MAP_STREAM] = 0,
[GPU_MEMORY_BUFFER_MAP_STAGING] = 0,
[GPU_MEMORY_BUFFER_MAP_READBACK] = 0,
[GPU_MEMORY_TEXTURE_COLOR] = 1 << 28,
[GPU_MEMORY_TEXTURE_D16] = 1 << 28,
[GPU_MEMORY_TEXTURE_D32F] = 1 << 28,
[GPU_MEMORY_TEXTURE_D24S8] = 1 << 28,
[GPU_MEMORY_TEXTURE_D32FS8] = 1 << 28,
[GPU_MEMORY_TEXTURE_LAZY_COLOR] = 1 << 28,
[GPU_MEMORY_TEXTURE_LAZY_D16] = 1 << 28,
[GPU_MEMORY_TEXTURE_LAZY_D32F] = 1 << 28,
[GPU_MEMORY_TEXTURE_LAZY_D24S8] = 1 << 28,
[GPU_MEMORY_TEXTURE_LAZY_D32FS8] = 1 << 28
};
uint32_t blockSize = blockSizes[type];
uint32_t cursor = ALIGN(allocator->cursor, info.alignment);
if (allocator->block && cursor + info.size <= blockSize) {
allocator->cursor = cursor + info.size;
allocator->block->refs++;
*offset = cursor;
return allocator->block;
}
// If there wasn't an active block or it overflowed, find an empty block to allocate
for (uint32_t i = 0; i < COUNTOF(state.memory); i++) {
if (!state.memory[i].handle) {
gpu_memory* memory = &state.memory[i];
VkMemoryAllocateInfo memoryInfo = {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.allocationSize = MAX(blockSize, info.size),
.memoryTypeIndex = allocator->memoryType
};
VK(vkAllocateMemory(state.device, &memoryInfo, NULL, &memory->handle), "Failed to allocate GPU memory") {
allocator->block = NULL;
return NULL;
}
if (allocator->memoryFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) {
VK(vkMapMemory(state.device, memory->handle, 0, VK_WHOLE_SIZE, 0, &memory->pointer), "Failed to map memory") {
vkFreeMemory(state.device, memory->handle, NULL);
memory->handle = NULL;
return NULL;
}
} else {
memory->pointer = NULL;
}
allocator->block = memory;
allocator->cursor = info.size;
allocator->block->refs = 1;
*offset = 0;
return memory;
}
}
check(false, "Out of GPU memory");
return NULL;
}
static void gpu_release(gpu_memory* memory) {
if (memory && --memory->refs == 0) {
condemn(memory->handle, VK_OBJECT_TYPE_DEVICE_MEMORY);
memory->handle = NULL;
for (uint32_t i = 0; i < COUNTOF(state.allocators); i++) {
if (state.allocators[i].block == memory) {
state.allocators[i].block = NULL;
state.allocators[i].cursor = 0;
}
}
}
}
static void condemn(void* handle, VkObjectType type) {
if (!handle) return;
gpu_morgue* morgue = &state.morgue;
check(morgue->head - morgue->tail < COUNTOF(morgue->data), "Morgue overflow (too many objects waiting to be deleted)");
morgue->data[morgue->head++ & MORGUE_MASK] = (gpu_victim) { handle, type, state.tick[CPU] };
}
static void expunge() {
gpu_morgue* morgue = &state.morgue;
while (morgue->tail != morgue->head && state.tick[GPU] >= morgue->data[morgue->tail & MORGUE_MASK].tick) {
gpu_victim* victim = &morgue->data[morgue->tail++ & MORGUE_MASK];
switch (victim->type) {
case VK_OBJECT_TYPE_BUFFER: vkDestroyBuffer(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_IMAGE: vkDestroyImage(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_IMAGE_VIEW: vkDestroyImageView(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_SAMPLER: vkDestroySampler(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT: vkDestroyDescriptorSetLayout(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_DESCRIPTOR_POOL: vkDestroyDescriptorPool(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_PIPELINE_LAYOUT: vkDestroyPipelineLayout(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_PIPELINE: vkDestroyPipeline(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_QUERY_POOL: vkDestroyQueryPool(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_RENDER_PASS: vkDestroyRenderPass(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_FRAMEBUFFER: vkDestroyFramebuffer(state.device, victim->handle, NULL); break;
case VK_OBJECT_TYPE_DEVICE_MEMORY: vkFreeMemory(state.device, victim->handle, NULL); break;
default: check(false, "Unreachable"); break;
}
}
}
static bool hasLayer(VkLayerProperties* layers, uint32_t count, const char* layer) {
for (uint32_t i = 0; i < count; i++) {
if (!strcmp(layers[i].layerName, layer)) {
return true;
}
}
return false;
}
static bool hasExtension(VkExtensionProperties* extensions, uint32_t count, const char* extension) {
for (uint32_t i = 0; i < count; i++) {
if (!strcmp(extensions[i].extensionName, extension)) {
return true;
}
}
return false;
}
static void createSwapchain(uint32_t width, uint32_t height) {
if (width == 0 || height == 0) {
state.swapchainValid = false;
return;
}
VkSwapchainKHR oldSwapchain = state.swapchain;
if (oldSwapchain) {
vkDeviceWaitIdle(state.device);
}
VkSwapchainCreateInfoKHR swapchainInfo = {
.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR,
.surface = state.surface,
.minImageCount = state.surfaceCapabilities.minImageCount,
.imageFormat = state.surfaceFormat.format,
.imageColorSpace = state.surfaceFormat.colorSpace,
.imageExtent = { width, height },
.imageArrayLayers = 1,
.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR,
.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR,
.presentMode = state.config.vk.vsync ? VK_PRESENT_MODE_FIFO_KHR : VK_PRESENT_MODE_IMMEDIATE_KHR,
.clipped = VK_TRUE,
.oldSwapchain = oldSwapchain
};
VK(vkCreateSwapchainKHR(state.device, &swapchainInfo, NULL, &state.swapchain), "Swapchain creation failed") return;
if (oldSwapchain) {
for (uint32_t i = 0; i < COUNTOF(state.swapchainTextures); i++) {
if (state.swapchainTextures[i].view) {
vkDestroyImageView(state.device, state.swapchainTextures[i].view, NULL);
}
}
memset(state.swapchainTextures, 0, sizeof(state.swapchainTextures));
vkDestroySwapchainKHR(state.device, oldSwapchain, NULL);
}
uint32_t imageCount;
VkImage images[COUNTOF(state.swapchainTextures)];
VK(vkGetSwapchainImagesKHR(state.device, state.swapchain, &imageCount, NULL), "Failed to get swapchain images") return;
VK(imageCount > COUNTOF(images) ? VK_ERROR_TOO_MANY_OBJECTS : VK_SUCCESS, "Failed to get swapchain images") return;
VK(vkGetSwapchainImagesKHR(state.device, state.swapchain, &imageCount, images), "Failed to get swapchain images") return;
for (uint32_t i = 0; i < imageCount; i++) {
gpu_texture* texture = &state.swapchainTextures[i];
texture->handle = images[i];
texture->aspect = VK_IMAGE_ASPECT_COLOR_BIT;
texture->layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
texture->samples = 1;
texture->memory = ~0u;
texture->layers = 1;
texture->format = GPU_FORMAT_SURFACE;
texture->srgb = true;
gpu_texture_view_info view = {
.source = texture,
.type = GPU_TEXTURE_2D
};
CHECK(gpu_texture_init_view(texture, &view), "Swapchain texture view creation failed") return;
}
state.swapchainValid = true;
}
// Ugliness until we can use dynamic rendering
static VkRenderPass getCachedRenderPass(gpu_pass_info* pass, bool exact) {
bool depth = pass->depth.layout != VK_IMAGE_LAYOUT_UNDEFINED;
uint32_t count = (pass->count - depth) >> pass->resolve;
uint32_t lower[] = {
count > 0 ? pass->color[0].format : 0xff,
count > 1 ? pass->color[1].format : 0xff,
count > 2 ? pass->color[2].format : 0xff,
count > 3 ? pass->color[3].format : 0xff,
depth ? pass->depth.format : 0xff,
pass->samples,
pass->resolve,
pass->views
};
uint32_t upper[] = {
count > 0 ? pass->color[0].load : 0xff,
count > 1 ? pass->color[1].load : 0xff,
count > 2 ? pass->color[2].load : 0xff,
count > 3 ? pass->color[3].load : 0xff,
count > 0 ? pass->color[0].save : 0xff,
count > 1 ? pass->color[1].save : 0xff,
count > 2 ? pass->color[2].save : 0xff,
count > 3 ? pass->color[3].save : 0xff,
depth ? pass->depth.load : 0xff,
depth ? pass->depth.save : 0xff,
count > 0 ? pass->color[0].layout : 0x00,
count > 1 ? pass->color[1].layout : 0x00,
count > 2 ? pass->color[2].layout : 0x00,
count > 3 ? pass->color[3].layout : 0x00,
pass->resolve && count > 0 ? pass->color[0].resolveLayout : 0x00,
pass->resolve && count > 1 ? pass->color[1].resolveLayout : 0x00,
pass->resolve && count > 2 ? pass->color[2].resolveLayout : 0x00,
pass->resolve && count > 3 ? pass->color[3].resolveLayout : 0x00,
depth ? pass->depth.layout : 0x00,
0
};
// The lower half of the hash contains format, sample, multiview info, which is all that's needed
// to select a "compatible" render pass (which is all that's needed for creating pipelines).
// The upper half of the hash contains load/store info and usage flags (for layout transitions),
// which is necessary to select an "exact" match when e.g. actually beginning a render pass
uint64_t hash = ((uint64_t) hash32(HASH_SEED, upper, sizeof(upper)) << 32) | hash32(HASH_SEED, lower, sizeof(lower));
uint64_t mask = exact ? ~0ull : ~0u;
// Search for a pass, they are always stored in MRU order, which requires moving it to the first
// column if you end up using it, and shifting down the rest (dunno if that's actually worth it)
uint32_t rows = COUNTOF(state.renderpasses);
uint32_t cols = COUNTOF(state.renderpasses[0]);
gpu_cache_entry* row = state.renderpasses[hash & (rows - 1)];
for (uint32_t i = 0; i < cols && row[i].object; i++) {
if ((row[i].hash & mask) == hash) {
gpu_cache_entry entry = row[i];
if (i > 0) {
for (uint32_t j = i; j >= 1; j--) {
row[j] = row[j - 1];
}
row[0] = entry;
}
return entry.object;
}
}
// If no render pass was found, make a new one, potentially condemning and evicting an old one
static const VkAttachmentLoadOp loadOps[] = {
[GPU_LOAD_OP_CLEAR] = VK_ATTACHMENT_LOAD_OP_CLEAR,
[GPU_LOAD_OP_DISCARD] = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
[GPU_LOAD_OP_KEEP] = VK_ATTACHMENT_LOAD_OP_LOAD
};
static const VkAttachmentStoreOp storeOps[] = {
[GPU_SAVE_OP_KEEP] = VK_ATTACHMENT_STORE_OP_STORE,
[GPU_SAVE_OP_DISCARD] = VK_ATTACHMENT_STORE_OP_DONT_CARE
};
VkAttachmentDescription attachments[9];
VkAttachmentReference references[9];
for (uint32_t i = 0; i < count; i++) {
references[i].attachment = i;
references[i].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
bool surface = pass->color[i].format == state.surfaceFormat.format; // FIXME
bool discard = surface || pass->color[i].load != GPU_LOAD_OP_KEEP;
attachments[i] = (VkAttachmentDescription) {
.format = pass->color[i].format,
.samples = pass->samples,
.loadOp = loadOps[pass->color[i].load],
.storeOp = pass->resolve ? VK_ATTACHMENT_STORE_OP_DONT_CARE : storeOps[pass->color[i].save],
.initialLayout = discard ? VK_IMAGE_LAYOUT_UNDEFINED : pass->color[i].layout,
.finalLayout = surface && !pass->resolve ? VK_IMAGE_LAYOUT_PRESENT_SRC_KHR : pass->color[i].layout
};
}
if (pass->resolve) {
for (uint32_t i = 0; i < count; i++) {
uint32_t index = count + i;
references[index].attachment = index;
references[index].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
bool surface = pass->color[i].format == state.surfaceFormat.format; // FIXME
attachments[index] = (VkAttachmentDescription) {
.format = pass->color[i].format,
.samples = VK_SAMPLE_COUNT_1_BIT,
.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
.storeOp = storeOps[pass->color[i].save],
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.finalLayout = surface ? VK_IMAGE_LAYOUT_PRESENT_SRC_KHR : pass->color[i].resolveLayout
};
}
}
if (depth) {
uint32_t index = pass->count - 1;
references[index].attachment = index;
references[index].layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachments[index] = (VkAttachmentDescription) {
.format = pass->depth.format,
.samples = pass->samples,
.loadOp = loadOps[pass->depth.load],
.storeOp = storeOps[pass->depth.save],
.stencilLoadOp = loadOps[pass->depth.load],
.stencilStoreOp = storeOps[pass->depth.save],
.initialLayout = pass->depth.load == GPU_LOAD_OP_KEEP ? pass->depth.layout : VK_IMAGE_LAYOUT_UNDEFINED,
.finalLayout = pass->depth.layout
};
}
VkSubpassDescription subpass = {
.colorAttachmentCount = count,
.pColorAttachments = &references[0],
.pResolveAttachments = pass->resolve ? &references[count] : NULL,
.pDepthStencilAttachment = depth ? &references[pass->count - 1] : NULL
};
VkRenderPassMultiviewCreateInfo multiview = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO,
.subpassCount = 1,
.pViewMasks = (uint32_t[1]) { (1 << pass->views) - 1 }
};
VkRenderPassCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
.pNext = pass->views > 0 ? &multiview : NULL,
.attachmentCount = pass->count,
.pAttachments = attachments,
.subpassCount = 1,
.pSubpasses = &subpass
};
VkRenderPass handle;
VK(vkCreateRenderPass(state.device, &info, NULL, &handle), "Could not create render pass") {
return VK_NULL_HANDLE;
}
condemn(row[cols - 1].object, VK_OBJECT_TYPE_RENDER_PASS);
memmove(row + 1, row, (cols - 1) * sizeof(row[0]));
row[0].object = handle;
row[0].hash = hash;
return handle;
}
VkFramebuffer getCachedFramebuffer(VkRenderPass pass, VkImageView images[9], uint32_t imageCount, uint32_t size[2]) {
uint32_t hash = HASH_SEED;
hash = hash32(hash, images, imageCount * sizeof(images[0]));
hash = hash32(hash, size, 2 * sizeof(uint32_t));
hash = hash32(hash, &pass, sizeof(pass));
uint32_t rows = COUNTOF(state.framebuffers);
uint32_t cols = COUNTOF(state.framebuffers[0]);
gpu_cache_entry* row = state.framebuffers[hash & (rows - 1)];
for (uint32_t i = 0; i < cols; i++) {
if ((row[i].hash & ~0u) == hash) {
row[i].hash = ((uint64_t) state.tick[CPU] << 32) | hash;
return row[i].object;
}
}
VkFramebufferCreateInfo info = {
.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
.renderPass = pass,
.attachmentCount = imageCount,
.pAttachments = images,
.width = size[0],
.height = size[1],
.layers = 1
};
gpu_cache_entry* entry = &row[0];
for (uint32_t i = 1; i < cols; i++) {
if (!row[i].object || row[i].hash < entry->hash) {
entry = &row[i];
}
}
if (entry->object && gpu_is_complete(entry->hash >> 32)) {
vkDestroyFramebuffer(state.device, entry->object, NULL);
} else {
condemn(entry->object, VK_OBJECT_TYPE_FRAMEBUFFER);
}
VkFramebuffer framebuffer;
VK(vkCreateFramebuffer(state.device, &info, NULL, &framebuffer), "Failed to create framebuffer") {
return VK_NULL_HANDLE;
}
entry->object = framebuffer;
entry->hash = ((uint64_t) state.tick[CPU] << 32) | hash;
return framebuffer;
}
static VkImageLayout getNaturalLayout(uint32_t usage, VkImageAspectFlags aspect) {
if (usage & (GPU_TEXTURE_STORAGE | GPU_TEXTURE_COPY_SRC | GPU_TEXTURE_COPY_DST)) {
return VK_IMAGE_LAYOUT_GENERAL;
} else if (usage & GPU_TEXTURE_SAMPLE) {
return VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
} else {
if (aspect == VK_IMAGE_ASPECT_COLOR_BIT) {
return VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
} else {
return VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
}
return VK_IMAGE_LAYOUT_UNDEFINED;
}
static VkFormat convertFormat(gpu_texture_format format, int colorspace) {
static const VkFormat formats[][2] = {
[GPU_FORMAT_R8] = { VK_FORMAT_R8_UNORM, VK_FORMAT_R8_SRGB },
[GPU_FORMAT_RG8] = { VK_FORMAT_R8G8_UNORM, VK_FORMAT_R8G8_SRGB },
[GPU_FORMAT_RGBA8] = { VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_R8G8B8A8_SRGB },
[GPU_FORMAT_R16] = { VK_FORMAT_R16_UNORM, VK_FORMAT_R16_UNORM },
[GPU_FORMAT_RG16] = { VK_FORMAT_R16G16_UNORM, VK_FORMAT_R16G16_UNORM },
[GPU_FORMAT_RGBA16] = { VK_FORMAT_R16G16B16A16_UNORM, VK_FORMAT_R16G16B16A16_UNORM },
[GPU_FORMAT_R16F] = { VK_FORMAT_R16_SFLOAT, VK_FORMAT_R16_SFLOAT },
[GPU_FORMAT_RG16F] = { VK_FORMAT_R16G16_SFLOAT, VK_FORMAT_R16G16_SFLOAT },
[GPU_FORMAT_RGBA16F] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R16G16B16A16_SFLOAT },
[GPU_FORMAT_R32F] = { VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32_SFLOAT },
[GPU_FORMAT_RG32F] = { VK_FORMAT_R32G32_SFLOAT, VK_FORMAT_R32G32_SFLOAT },
[GPU_FORMAT_RGBA32F] = { VK_FORMAT_R32G32B32A32_SFLOAT, VK_FORMAT_R32G32B32A32_SFLOAT },
[GPU_FORMAT_RGB565] = { VK_FORMAT_R5G6B5_UNORM_PACK16, VK_FORMAT_R5G6B5_UNORM_PACK16 },
[GPU_FORMAT_RGB5A1] = { VK_FORMAT_R5G5B5A1_UNORM_PACK16, VK_FORMAT_R5G5B5A1_UNORM_PACK16 },
[GPU_FORMAT_RGB10A2] = { VK_FORMAT_A2B10G10R10_UNORM_PACK32, VK_FORMAT_A2B10G10R10_UNORM_PACK32 },
[GPU_FORMAT_RG11B10F] = { VK_FORMAT_B10G11R11_UFLOAT_PACK32, VK_FORMAT_B10G11R11_UFLOAT_PACK32 },
[GPU_FORMAT_D16] = { VK_FORMAT_D16_UNORM, VK_FORMAT_D16_UNORM },
[GPU_FORMAT_D32F] = { VK_FORMAT_D32_SFLOAT, VK_FORMAT_D32_SFLOAT },
[GPU_FORMAT_D24S8] = { VK_FORMAT_D24_UNORM_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT },
[GPU_FORMAT_D32FS8] = { VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D32_SFLOAT_S8_UINT },
[GPU_FORMAT_BC1] = { VK_FORMAT_BC1_RGB_UNORM_BLOCK, VK_FORMAT_BC1_RGB_SRGB_BLOCK },
[GPU_FORMAT_BC2] = { VK_FORMAT_BC2_UNORM_BLOCK, VK_FORMAT_BC2_SRGB_BLOCK },
[GPU_FORMAT_BC3] = { VK_FORMAT_BC3_UNORM_BLOCK, VK_FORMAT_BC3_SRGB_BLOCK },
[GPU_FORMAT_BC4U] = { VK_FORMAT_BC4_UNORM_BLOCK, VK_FORMAT_BC4_UNORM_BLOCK },
[GPU_FORMAT_BC4S] = { VK_FORMAT_BC4_SNORM_BLOCK, VK_FORMAT_BC4_SNORM_BLOCK },
[GPU_FORMAT_BC5U] = { VK_FORMAT_BC4_UNORM_BLOCK, VK_FORMAT_BC5_UNORM_BLOCK },
[GPU_FORMAT_BC5S] = { VK_FORMAT_BC4_SNORM_BLOCK, VK_FORMAT_BC5_SNORM_BLOCK },
[GPU_FORMAT_BC6UF] = { VK_FORMAT_BC6H_UFLOAT_BLOCK, VK_FORMAT_BC6H_UFLOAT_BLOCK },
[GPU_FORMAT_BC6SF] = { VK_FORMAT_BC6H_SFLOAT_BLOCK, VK_FORMAT_BC6H_SFLOAT_BLOCK },
[GPU_FORMAT_BC7] = { VK_FORMAT_BC7_UNORM_BLOCK, VK_FORMAT_BC7_SRGB_BLOCK },
[GPU_FORMAT_ASTC_4x4] = { VK_FORMAT_ASTC_4x4_UNORM_BLOCK, VK_FORMAT_ASTC_4x4_SRGB_BLOCK },
[GPU_FORMAT_ASTC_5x4] = { VK_FORMAT_ASTC_5x4_UNORM_BLOCK, VK_FORMAT_ASTC_5x4_SRGB_BLOCK },
[GPU_FORMAT_ASTC_5x5] = { VK_FORMAT_ASTC_5x5_UNORM_BLOCK, VK_FORMAT_ASTC_5x5_SRGB_BLOCK },
[GPU_FORMAT_ASTC_6x5] = { VK_FORMAT_ASTC_6x5_UNORM_BLOCK, VK_FORMAT_ASTC_6x5_SRGB_BLOCK },
[GPU_FORMAT_ASTC_6x6] = { VK_FORMAT_ASTC_6x6_UNORM_BLOCK, VK_FORMAT_ASTC_6x6_SRGB_BLOCK },
[GPU_FORMAT_ASTC_8x5] = { VK_FORMAT_ASTC_8x5_UNORM_BLOCK, VK_FORMAT_ASTC_8x5_SRGB_BLOCK },
[GPU_FORMAT_ASTC_8x6] = { VK_FORMAT_ASTC_8x6_UNORM_BLOCK, VK_FORMAT_ASTC_8x6_SRGB_BLOCK },
[GPU_FORMAT_ASTC_8x8] = { VK_FORMAT_ASTC_8x8_UNORM_BLOCK, VK_FORMAT_ASTC_8x8_SRGB_BLOCK },
[GPU_FORMAT_ASTC_10x5] = { VK_FORMAT_ASTC_10x5_UNORM_BLOCK, VK_FORMAT_ASTC_10x5_SRGB_BLOCK },
[GPU_FORMAT_ASTC_10x6] = { VK_FORMAT_ASTC_10x6_UNORM_BLOCK, VK_FORMAT_ASTC_10x6_SRGB_BLOCK },
[GPU_FORMAT_ASTC_10x8] = { VK_FORMAT_ASTC_10x8_UNORM_BLOCK, VK_FORMAT_ASTC_10x8_SRGB_BLOCK },
[GPU_FORMAT_ASTC_10x10] = { VK_FORMAT_ASTC_10x10_UNORM_BLOCK, VK_FORMAT_ASTC_10x10_SRGB_BLOCK },
[GPU_FORMAT_ASTC_12x10] = { VK_FORMAT_ASTC_12x10_UNORM_BLOCK, VK_FORMAT_ASTC_12x10_SRGB_BLOCK },
[GPU_FORMAT_ASTC_12x12] = { VK_FORMAT_ASTC_12x12_UNORM_BLOCK, VK_FORMAT_ASTC_12x12_SRGB_BLOCK }
};
if (format == GPU_FORMAT_SURFACE) {
return state.surfaceFormat.format;
}
return formats[format][colorspace];
}
static VkPipelineStageFlags convertPhase(gpu_phase phase, bool dst) {
VkPipelineStageFlags flags = 0;
if (phase & GPU_PHASE_INDIRECT) flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
if (phase & GPU_PHASE_INPUT_INDEX) flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
if (phase & GPU_PHASE_INPUT_VERTEX) flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT;
if (phase & GPU_PHASE_SHADER_VERTEX) flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT;
if (phase & GPU_PHASE_SHADER_FRAGMENT) flags |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
if (phase & GPU_PHASE_SHADER_COMPUTE) flags |= VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
if (phase & GPU_PHASE_DEPTH_EARLY) flags |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
if (phase & GPU_PHASE_DEPTH_LATE) flags |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
if (phase & GPU_PHASE_COLOR) flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
if (phase & GPU_PHASE_TRANSFER) flags |= VK_PIPELINE_STAGE_TRANSFER_BIT;
if (phase & GPU_PHASE_ALL) flags |= dst ? VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT : VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
return flags;
}
static VkAccessFlags convertCache(gpu_cache cache) {
VkAccessFlags flags = 0;
if (cache & GPU_CACHE_INDIRECT) flags |= VK_ACCESS_INDIRECT_COMMAND_READ_BIT;
if (cache & GPU_CACHE_INDEX) flags |= VK_ACCESS_INDEX_READ_BIT;
if (cache & GPU_CACHE_VERTEX) flags |= VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT;
if (cache & GPU_CACHE_UNIFORM) flags |= VK_ACCESS_UNIFORM_READ_BIT;
if (cache & GPU_CACHE_TEXTURE) flags |= VK_ACCESS_SHADER_READ_BIT;
if (cache & GPU_CACHE_STORAGE_READ) flags |= VK_ACCESS_SHADER_READ_BIT;
if (cache & GPU_CACHE_STORAGE_WRITE) flags |= VK_ACCESS_SHADER_WRITE_BIT;
if (cache & GPU_CACHE_DEPTH_READ) flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
if (cache & GPU_CACHE_DEPTH_WRITE) flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
if (cache & GPU_CACHE_COLOR_READ) flags |= VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
if (cache & GPU_CACHE_COLOR_WRITE) flags |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
if (cache & GPU_CACHE_TRANSFER_READ) flags |= VK_ACCESS_TRANSFER_READ_BIT;
if (cache & GPU_CACHE_TRANSFER_WRITE) flags |= VK_ACCESS_TRANSFER_WRITE_BIT;
return flags;
}
static VkBool32 relay(VkDebugUtilsMessageSeverityFlagBitsEXT severity, VkDebugUtilsMessageTypeFlagsEXT flags, const VkDebugUtilsMessengerCallbackDataEXT* data, void* userdata) {
state.config.callback(state.config.userdata, data->pMessage, false);
return VK_FALSE;
}
static void nickname(void* handle, VkObjectType type, const char* name) {
if (name && state.supports.debug) {
union { uint64_t u64; void* p; } pointer = { .p = handle };
VkDebugUtilsObjectNameInfoEXT info = {
.sType = VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
.objectType = type,
.objectHandle = pointer.u64,
.pObjectName = name
};
VK(vkSetDebugUtilsObjectNameEXT(state.device, &info), "Nickname failed") {}
}
}
static bool vcheck(VkResult result, const char* message) {
if (result >= 0) return true;
if (!state.config.callback) return false;
const char* errorCode = "";
#define CASE(x) case x: errorCode = " (" #x ")"; break;
switch (result) {
CASE(VK_ERROR_OUT_OF_HOST_MEMORY);
CASE(VK_ERROR_OUT_OF_DEVICE_MEMORY);
CASE(VK_ERROR_INITIALIZATION_FAILED);
CASE(VK_ERROR_DEVICE_LOST);
CASE(VK_ERROR_MEMORY_MAP_FAILED);
CASE(VK_ERROR_LAYER_NOT_PRESENT);
CASE(VK_ERROR_EXTENSION_NOT_PRESENT);
CASE(VK_ERROR_FEATURE_NOT_PRESENT);
CASE(VK_ERROR_INCOMPATIBLE_DRIVER);
CASE(VK_ERROR_TOO_MANY_OBJECTS);
CASE(VK_ERROR_FORMAT_NOT_SUPPORTED);
CASE(VK_ERROR_FRAGMENTED_POOL);
CASE(VK_ERROR_OUT_OF_POOL_MEMORY);
default: break;
}
#undef CASE
char string[128];
size_t length1 = strlen(message);
size_t length2 = strlen(errorCode);
if (length1 + length2 >= sizeof(string)) {
state.config.callback(state.config.userdata, message, true);
return false;
} else {
memcpy(string, message, length1);
memcpy(string + length1, errorCode, length2);
string[length1 + length2] = '\0';
state.config.callback(state.config.userdata, string, true);
return false;
}
}
static bool check(bool condition, const char* message) {
if (!condition && state.config.callback) {
state.config.callback(state.config.userdata, message, true);
}
return condition;
}