mirror of
https://github.com/EduApps-CDG/OpenDX
synced 2024-12-30 09:45:37 +01:00
Helps applications which frequently update buffers through either Map()/Unmap() or UpdateSubresource.
353 lines
9.9 KiB
C++
353 lines
9.9 KiB
C++
#pragma once
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#include "dxvk_adapter.h"
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#include "dxvk_buffer.h"
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#include "dxvk_compute.h"
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#include "dxvk_constant_state.h"
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#include "dxvk_context.h"
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#include "dxvk_extensions.h"
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#include "dxvk_framebuffer.h"
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#include "dxvk_image.h"
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#include "dxvk_memory.h"
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#include "dxvk_options.h"
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#include "dxvk_pipecache.h"
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#include "dxvk_pipemanager.h"
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#include "dxvk_queue.h"
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#include "dxvk_recycler.h"
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#include "dxvk_renderpass.h"
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#include "dxvk_sampler.h"
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#include "dxvk_shader.h"
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#include "dxvk_stats.h"
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#include "dxvk_swapchain.h"
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#include "dxvk_sync.h"
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namespace dxvk {
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class DxvkInstance;
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/**
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* \brief DXVK device
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*
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* Device object. This is responsible for resource creation,
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* memory allocation, command submission and state tracking.
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* Rendering commands are recorded into command lists using
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* contexts. Multiple contexts can be created for a device.
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*/
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class DxvkDevice : public RcObject {
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friend class DxvkSubmissionQueue;
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constexpr static VkDeviceSize DefaultStagingBufferSize = 4 * 1024 * 1024;
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public:
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DxvkDevice(
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const Rc<DxvkAdapter>& adapter,
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const Rc<vk::DeviceFn>& vkd,
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const Rc<DxvkDeviceExtensions>& extensions,
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const VkPhysicalDeviceFeatures& features);
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~DxvkDevice();
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/**
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* \brief Vulkan device functions
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* \returns Vulkan device functions
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*/
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Rc<vk::DeviceFn> vkd() const {
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return m_vkd;
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}
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/**
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* \brief Logical device handle
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* \returns The device handle
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*/
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VkDevice handle() const {
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return m_vkd->device();
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}
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/**
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* \brief The adapter
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*
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* The physical device that the
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* device has been created for.
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* \returns Adapter
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*/
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Rc<DxvkAdapter> adapter() const {
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return m_adapter;
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}
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/**
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* \brief Checks whether an option is enabled
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*
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* \param [in] option The option to check for
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* \returns \c true if the option is enabled
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*/
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bool hasOption(DxvkOption option) const {
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return m_options.test(option);
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}
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/**
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* \brief Enabled device extensions
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* \returns Enabled device extensions
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*/
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const DxvkDeviceExtensions& extensions() const {
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return *m_extensions;
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}
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/**
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* \brief Enabled device features
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* \returns Enabled features
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*/
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const VkPhysicalDeviceFeatures& features() const {
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return m_features;
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}
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/**
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* \brief Allocates a physical buffer
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*
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* \param [in] createInfo Buffer create info
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* \param [in] sliceCount Buffer slice count
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* \param [in] memoryType Memory property flags
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* \returns The buffer resource object
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*/
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Rc<DxvkPhysicalBuffer> allocPhysicalBuffer(
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const DxvkBufferCreateInfo& createInfo,
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VkDeviceSize sliceCount,
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VkMemoryPropertyFlags memoryType);
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/**
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* \brief Allocates a staging buffer
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*
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* Returns a staging buffer that is at least as large
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* as the requested size. It is usually bigger so that
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* a single staging buffer may serve multiple allocations.
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* \param [in] size Minimum buffer size
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* \returns The staging buffer
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*/
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Rc<DxvkStagingBuffer> allocStagingBuffer(
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VkDeviceSize size);
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/**
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* \brief Recycles a staging buffer
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*
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* When a staging buffer is no longer needed, it should
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* be returned to the device so that it can be reused
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* for subsequent allocations.
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* \param [in] buffer The buffer
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*/
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void recycleStagingBuffer(
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const Rc<DxvkStagingBuffer>& buffer);
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/**
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* \brief Creates a command list
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* \returns The command list
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*/
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Rc<DxvkCommandList> createCommandList();
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/**
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* \brief Creates a context
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*
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* Creates a context object that can
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* be used to record command buffers.
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* \returns The context object
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*/
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Rc<DxvkContext> createContext();
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/**
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* \brief Creates framebuffer for a set of render targets
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*
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* Automatically deduces framebuffer dimensions
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* from the supplied render target views.
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* \param [in] renderTargets Render targets
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* \returns The framebuffer object
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*/
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Rc<DxvkFramebuffer> createFramebuffer(
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const DxvkRenderTargets& renderTargets);
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/**
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* \brief Creates a buffer object
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*
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* \param [in] createInfo Buffer create info
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* \param [in] memoryType Memory type flags
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* \returns The buffer object
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*/
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Rc<DxvkBuffer> createBuffer(
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const DxvkBufferCreateInfo& createInfo,
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VkMemoryPropertyFlags memoryType);
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/**
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* \brief Creates a buffer view
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*
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* \param [in] buffer The buffer to view
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* \param [in] createInfo Buffer view properties
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* \returns The buffer view object
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*/
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Rc<DxvkBufferView> createBufferView(
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const Rc<DxvkBuffer>& buffer,
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const DxvkBufferViewCreateInfo& createInfo);
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/**
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* \brief Creates an image object
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*
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* \param [in] createInfo Image create info
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* \param [in] memoryType Memory type flags
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* \returns The image object
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*/
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Rc<DxvkImage> createImage(
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const DxvkImageCreateInfo& createInfo,
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VkMemoryPropertyFlags memoryType);
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/**
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* \brief Creates an image view
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*
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* \param [in] image The image to create a view for
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* \param [in] createInfo Image view create info
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* \returns The image view
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*/
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Rc<DxvkImageView> createImageView(
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const Rc<DxvkImage>& image,
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const DxvkImageViewCreateInfo& createInfo);
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/**
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* \brief Creates a sampler object
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*
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* \param [in] createInfo Sampler parameters
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* \returns Newly created sampler object
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*/
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Rc<DxvkSampler> createSampler(
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const DxvkSamplerCreateInfo& createInfo);
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/**
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* \brief Creates a semaphore object
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* \returns Newly created semaphore
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*/
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Rc<DxvkSemaphore> createSemaphore();
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/**
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* \brief Creates a shader module
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*
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* \param [in] stage Shader stage
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* \param [in] slotCount Resource slot count
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* \param [in] slotInfos Resource slot descriptions
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* \param [in] iface Inter-stage interface slots
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* \param [in] code Shader code
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* \returns New shader module
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*/
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Rc<DxvkShader> createShader(
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VkShaderStageFlagBits stage,
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uint32_t slotCount,
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const DxvkResourceSlot* slotInfos,
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const DxvkInterfaceSlots& iface,
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const SpirvCodeBuffer& code);
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/**
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* \brief Retrieves a compute pipeline
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*
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* \param [in] layout Pipeline binding layout
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* \param [in] cs Compute shader
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* \returns The compute pipeline
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*/
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Rc<DxvkComputePipeline> createComputePipeline(
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const Rc<DxvkShader>& cs);
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/**
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* \brief Retrieves a graphics pipeline object
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*
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* \param [in] vs Vertex shader
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* \param [in] tcs Tessellation control shader
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* \param [in] tes Tessellation evaluation shader
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* \param [in] gs Geometry shader
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* \param [in] fs Fragment shader
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* \returns The graphics pipeline
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*/
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Rc<DxvkGraphicsPipeline> createGraphicsPipeline(
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const Rc<DxvkShader>& vs,
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const Rc<DxvkShader>& tcs,
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const Rc<DxvkShader>& tes,
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const Rc<DxvkShader>& gs,
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const Rc<DxvkShader>& fs);
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/**
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* \brief Creates a swap chain
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*
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* \param [in] surface The target surface
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* \param [in] properties Swapchain properties
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* \returns The swapchain object
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*/
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Rc<DxvkSwapchain> createSwapchain(
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const Rc<DxvkSurface>& surface,
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const DxvkSwapchainProperties& properties);
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/**
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* \brief Presents a swap chain image
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*
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* This is implicitly called by the swap chain class
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* when presenting an image. Do not use this directly.
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* \param [in] presentInfo Swap image present info
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* \returns Present status
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*/
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VkResult presentSwapImage(
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const VkPresentInfoKHR& presentInfo);
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/**
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* \brief Submits a command list
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*
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* Synchronization arguments are optional.
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* \param [in] commandList The command list to submit
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* \param [in] waitSync (Optional) Semaphore to wait on
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* \param [in] wakeSync (Optional) Semaphore to notify
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* \returns Synchronization fence
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*/
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Rc<DxvkFence> submitCommandList(
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const Rc<DxvkCommandList>& commandList,
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const Rc<DxvkSemaphore>& waitSync,
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const Rc<DxvkSemaphore>& wakeSync);
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/**
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* \brief Waits until the device becomes idle
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*
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* Waits for the GPU to complete the execution of all
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* previously submitted command buffers. This may be
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* used to ensure that resources that were previously
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* used by the GPU can be safely destroyed.
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*/
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void waitForIdle();
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/**
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* \brief Retrieves stat counters
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* \returns Stat counters
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*/
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DxvkStatCounters queryCounters() const {
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return m_statCounters;
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}
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private:
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Rc<DxvkAdapter> m_adapter;
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Rc<vk::DeviceFn> m_vkd;
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Rc<DxvkDeviceExtensions> m_extensions;
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VkPhysicalDeviceFeatures m_features;
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Rc<DxvkMemoryAllocator> m_memory;
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Rc<DxvkRenderPassPool> m_renderPassPool;
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Rc<DxvkPipelineCache> m_pipelineCache;
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Rc<DxvkPipelineManager> m_pipelineManager;
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DxvkOptions m_options;
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std::mutex m_submissionLock;
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VkQueue m_graphicsQueue = VK_NULL_HANDLE;
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VkQueue m_presentQueue = VK_NULL_HANDLE;
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// TODO fine-tune buffer sizes
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DxvkRecycler<DxvkCommandList, 16> m_recycledCommandLists;
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DxvkRecycler<DxvkStagingBuffer, 4> m_recycledStagingBuffers;
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DxvkStatCounters m_statCounters;
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DxvkSubmissionQueue m_submissionQueue;
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void recycleCommandList(
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const Rc<DxvkCommandList>& cmdList);
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};
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} |