mirror of https://github.com/PCSX2/pcsx2.git
353 lines
13 KiB
C++
353 lines
13 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include "common/Vulkan/Loader.h"
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#include "common/Vulkan/StreamBuffer.h"
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#include <array>
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#include <atomic>
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#include <condition_variable>
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#include <functional>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <vector>
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struct WindowInfo;
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namespace Vulkan
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{
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class SwapChain;
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class Context
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{
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public:
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enum : u32
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{
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NUM_COMMAND_BUFFERS = 3,
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TEXTURE_BUFFER_SIZE = 64 * 1024 * 1024,
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};
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struct OptionalExtensions
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{
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bool vk_ext_provoking_vertex : 1;
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bool vk_ext_memory_budget : 1;
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bool vk_khr_driver_properties : 1;
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bool vk_arm_rasterization_order_attachment_access : 1;
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};
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~Context();
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// Helper method to create a Vulkan instance.
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static VkInstance CreateVulkanInstance(
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const WindowInfo* wi, bool enable_debug_utils, bool enable_validation_layer);
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// Returns a list of Vulkan-compatible GPUs.
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using GPUList = std::vector<VkPhysicalDevice>;
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using GPUNameList = std::vector<std::string>;
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static GPUList EnumerateGPUs(VkInstance instance);
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static GPUNameList EnumerateGPUNames(VkInstance instance);
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// Creates a new context and sets it up as global.
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static bool Create(std::string_view gpu_name, const WindowInfo* wi, std::unique_ptr<SwapChain>* out_swap_chain,
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VkPresentModeKHR preferred_present_mode, bool threaded_presentation, bool enable_debug_utils,
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bool enable_validation_layer);
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// Destroys context.
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static void Destroy();
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// Enable/disable debug message runtime.
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bool EnableDebugUtils();
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void DisableDebugUtils();
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// Global state accessors
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__fi VkInstance GetVulkanInstance() const { return m_instance; }
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__fi VkPhysicalDevice GetPhysicalDevice() const { return m_physical_device; }
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__fi VkDevice GetDevice() const { return m_device; }
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__fi VmaAllocator GetAllocator() const { return m_allocator; }
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__fi VkQueue GetGraphicsQueue() const { return m_graphics_queue; }
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__fi u32 GetGraphicsQueueFamilyIndex() const { return m_graphics_queue_family_index; }
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__fi VkQueue GetPresentQueue() const { return m_present_queue; }
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__fi u32 GetPresentQueueFamilyIndex() const { return m_present_queue_family_index; }
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__fi const VkQueueFamilyProperties& GetGraphicsQueueProperties() const { return m_graphics_queue_properties; }
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__fi const VkPhysicalDeviceMemoryProperties& GetDeviceMemoryProperties() const
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{
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return m_device_memory_properties;
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}
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__fi const VkPhysicalDeviceProperties& GetDeviceProperties() const { return m_device_properties; }
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__fi const VkPhysicalDeviceFeatures& GetDeviceFeatures() const { return m_device_features; }
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__fi const VkPhysicalDeviceLimits& GetDeviceLimits() const { return m_device_properties.limits; }
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__fi const VkPhysicalDeviceDriverProperties& GetDeviceDriverProperties() const { return m_device_driver_properties; }
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__fi const OptionalExtensions& GetOptionalExtensions() const { return m_optional_extensions; }
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// Helpers for getting constants
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__fi u32 GetUniformBufferAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.minUniformBufferOffsetAlignment);
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}
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__fi u32 GetTexelBufferAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.minTexelBufferOffsetAlignment);
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}
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__fi u32 GetStorageBufferAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.minStorageBufferOffsetAlignment);
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}
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__fi u32 GetBufferImageGranularity() const
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{
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return static_cast<u32>(m_device_properties.limits.bufferImageGranularity);
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}
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__fi u32 GetBufferCopyOffsetAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.optimalBufferCopyOffsetAlignment);
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}
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__fi u32 GetBufferCopyRowPitchAlignment() const
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{
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return static_cast<u32>(m_device_properties.limits.optimalBufferCopyRowPitchAlignment);
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}
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__fi u32 GetMaxImageDimension2D() const
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{
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return m_device_properties.limits.maxImageDimension2D;
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}
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// Creates a simple render pass.
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__ri VkRenderPass GetRenderPass(VkFormat color_format, VkFormat depth_format,
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VkAttachmentLoadOp color_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
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VkAttachmentStoreOp color_store_op = VK_ATTACHMENT_STORE_OP_STORE,
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VkAttachmentLoadOp depth_load_op = VK_ATTACHMENT_LOAD_OP_LOAD,
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VkAttachmentStoreOp depth_store_op = VK_ATTACHMENT_STORE_OP_STORE,
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VkAttachmentLoadOp stencil_load_op = VK_ATTACHMENT_LOAD_OP_DONT_CARE,
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VkAttachmentStoreOp stencil_store_op = VK_ATTACHMENT_STORE_OP_DONT_CARE, bool color_feedback_loop = false)
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{
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RenderPassCacheKey key = {};
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key.color_format = color_format;
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key.depth_format = depth_format;
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key.color_load_op = color_load_op;
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key.color_store_op = color_store_op;
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key.depth_load_op = depth_load_op;
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key.depth_store_op = depth_store_op;
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key.stencil_load_op = stencil_load_op;
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key.stencil_store_op = stencil_store_op;
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key.color_feedback_loop = color_feedback_loop;
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auto it = m_render_pass_cache.find(key.key);
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if (it != m_render_pass_cache.end())
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return it->second;
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return CreateCachedRenderPass(key);
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}
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// These command buffers are allocated per-frame. They are valid until the command buffer
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// is submitted, after that you should call these functions again.
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__fi u32 GetCurrentCommandBufferIndex() const { return m_current_frame; }
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__fi VkDescriptorPool GetGlobalDescriptorPool() const { return m_global_descriptor_pool; }
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__fi VkCommandBuffer GetCurrentCommandBuffer() const { return m_current_command_buffer; }
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__fi StreamBuffer& GetTextureUploadBuffer() { return m_texture_upload_buffer; }
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__fi VkDescriptorPool GetCurrentDescriptorPool() const
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{
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return m_frame_resources[m_current_frame].descriptor_pool;
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}
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VkCommandBuffer GetCurrentInitCommandBuffer();
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/// Allocates a descriptor set from the pool reserved for the current frame.
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VkDescriptorSet AllocateDescriptorSet(VkDescriptorSetLayout set_layout);
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/// Allocates a descriptor set from the pool reserved for the current frame.
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VkDescriptorSet AllocatePersistentDescriptorSet(VkDescriptorSetLayout set_layout);
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/// Frees a descriptor set allocated from the global pool.
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void FreeGlobalDescriptorSet(VkDescriptorSet set);
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// Gets the fence that will be signaled when the currently executing command buffer is
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// queued and executed. Do not wait for this fence before the buffer is executed.
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__fi VkFence GetCurrentCommandBufferFence() const { return m_frame_resources[m_current_frame].fence; }
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// Fence "counters" are used to track which commands have been completed by the GPU.
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// If the last completed fence counter is greater or equal to N, it means that the work
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// associated counter N has been completed by the GPU. The value of N to associate with
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// commands can be retreived by calling GetCurrentFenceCounter().
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u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; }
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// Gets the fence that will be signaled when the currently executing command buffer is
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// queued and executed. Do not wait for this fence before the buffer is executed.
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u64 GetCurrentFenceCounter() const { return m_frame_resources[m_current_frame].fence_counter; }
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void SubmitCommandBuffer(VkSemaphore wait_semaphore = VK_NULL_HANDLE,
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VkSemaphore signal_semaphore = VK_NULL_HANDLE, VkSwapchainKHR present_swap_chain = VK_NULL_HANDLE,
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uint32_t present_image_index = 0xFFFFFFFF, bool submit_on_thread = false);
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void MoveToNextCommandBuffer();
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void ExecuteCommandBuffer(bool wait_for_completion);
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void WaitForPresentComplete();
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// Was the last present submitted to the queue a failure? If so, we must recreate our swapchain.
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bool CheckLastPresentFail();
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// Schedule a vulkan resource for destruction later on. This will occur when the command buffer
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// is next re-used, and the GPU has finished working with the specified resource.
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void DeferBufferDestruction(VkBuffer object);
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void DeferBufferDestruction(VkBuffer object, VmaAllocation allocation);
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void DeferBufferViewDestruction(VkBufferView object);
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void DeferDeviceMemoryDestruction(VkDeviceMemory object);
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void DeferFramebufferDestruction(VkFramebuffer object);
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void DeferImageDestruction(VkImage object);
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void DeferImageDestruction(VkImage object, VmaAllocation allocation);
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void DeferImageViewDestruction(VkImageView object);
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void DeferPipelineDestruction(VkPipeline pipeline);
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void DeferSamplerDestruction(VkSampler sampler);
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// Wait for a fence to be completed.
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// Also invokes callbacks for completion.
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void WaitForFenceCounter(u64 fence_counter);
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void WaitForGPUIdle();
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float GetAndResetAccumulatedGPUTime();
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bool SetEnableGPUTiming(bool enabled);
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private:
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Context(VkInstance instance, VkPhysicalDevice physical_device);
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union RenderPassCacheKey
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{
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struct
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{
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u32 color_format : 8;
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u32 depth_format : 8;
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u32 color_load_op : 2;
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u32 color_store_op : 1;
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u32 depth_load_op : 2;
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u32 depth_store_op : 1;
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u32 stencil_load_op : 2;
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u32 stencil_store_op : 1;
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u32 color_feedback_loop : 1;
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};
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u32 key;
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};
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using ExtensionList = std::vector<const char*>;
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static bool SelectInstanceExtensions(
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ExtensionList* extension_list, const WindowInfo* wi, bool enable_debug_utils);
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bool SelectDeviceExtensions(ExtensionList* extension_list, bool enable_surface);
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bool SelectDeviceFeatures(const VkPhysicalDeviceFeatures* required_features);
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bool CreateDevice(VkSurfaceKHR surface, bool enable_validation_layer, const char** required_device_extensions,
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u32 num_required_device_extensions, const char** required_device_layers, u32 num_required_device_layers,
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const VkPhysicalDeviceFeatures* required_features);
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void ProcessDeviceExtensions();
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bool CreateAllocator();
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void DestroyAllocator();
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bool CreateCommandBuffers();
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void DestroyCommandBuffers();
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bool CreateGlobalDescriptorPool();
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void DestroyGlobalDescriptorPool();
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bool CreateTextureStreamBuffer();
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VkRenderPass CreateCachedRenderPass(RenderPassCacheKey key);
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void DestroyRenderPassCache();
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void ActivateCommandBuffer(u32 index);
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void WaitForCommandBufferCompletion(u32 index);
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void DoSubmitCommandBuffer(u32 index, VkSemaphore wait_semaphore, VkSemaphore signal_semaphore);
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void DoPresent(VkSemaphore wait_semaphore, VkSwapchainKHR present_swap_chain, uint32_t present_image_index);
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void WaitForPresentComplete(std::unique_lock<std::mutex>& lock);
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void PresentThread();
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void StartPresentThread();
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void StopPresentThread();
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struct FrameResources
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{
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// [0] - Init (upload) command buffer, [1] - draw command buffer
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VkCommandPool command_pool = VK_NULL_HANDLE;
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std::array<VkCommandBuffer, 2> command_buffers{VK_NULL_HANDLE, VK_NULL_HANDLE};
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VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
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VkFence fence = VK_NULL_HANDLE;
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u64 fence_counter = 0;
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bool init_buffer_used = false;
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bool needs_fence_wait = false;
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bool timestamp_written = false;
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std::vector<std::function<void()>> cleanup_resources;
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};
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VkInstance m_instance = VK_NULL_HANDLE;
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VkPhysicalDevice m_physical_device = VK_NULL_HANDLE;
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VkDevice m_device = VK_NULL_HANDLE;
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VmaAllocator m_allocator = VK_NULL_HANDLE;
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VkCommandBuffer m_current_command_buffer = VK_NULL_HANDLE;
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VkDescriptorPool m_global_descriptor_pool = VK_NULL_HANDLE;
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VkQueue m_graphics_queue = VK_NULL_HANDLE;
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VkQueue m_present_queue = VK_NULL_HANDLE;
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u32 m_graphics_queue_family_index = 0;
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u32 m_present_queue_family_index = 0;
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VkQueryPool m_timestamp_query_pool = VK_NULL_HANDLE;
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float m_accumulated_gpu_time = 0.0f;
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bool m_gpu_timing_enabled = false;
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bool m_gpu_timing_supported = false;
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std::array<FrameResources, NUM_COMMAND_BUFFERS> m_frame_resources;
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u64 m_next_fence_counter = 1;
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u64 m_completed_fence_counter = 0;
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u32 m_current_frame = 0;
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StreamBuffer m_texture_upload_buffer;
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std::atomic_bool m_last_present_failed{false};
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std::atomic_bool m_present_done{true};
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std::mutex m_present_mutex;
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std::condition_variable m_present_queued_cv;
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std::condition_variable m_present_done_cv;
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std::thread m_present_thread;
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std::atomic_bool m_present_thread_done{false};
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struct QueuedPresent
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{
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VkSemaphore wait_semaphore;
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VkSemaphore signal_semaphore;
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VkSwapchainKHR present_swap_chain;
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u32 command_buffer_index;
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u32 present_image_index;
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};
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QueuedPresent m_queued_present = {};
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std::map<u32, VkRenderPass> m_render_pass_cache;
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VkDebugUtilsMessengerEXT m_debug_messenger_callback = VK_NULL_HANDLE;
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VkQueueFamilyProperties m_graphics_queue_properties = {};
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VkPhysicalDeviceFeatures m_device_features = {};
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VkPhysicalDeviceProperties m_device_properties = {};
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VkPhysicalDeviceMemoryProperties m_device_memory_properties = {};
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VkPhysicalDeviceDriverPropertiesKHR m_device_driver_properties = {};
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OptionalExtensions m_optional_extensions = {};
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};
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} // namespace Vulkan
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extern std::unique_ptr<Vulkan::Context> g_vulkan_context;
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