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// Copyright 2018 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef VK_COMMAND_BUFFER_HPP_
#define VK_COMMAND_BUFFER_HPP_
#include "VkConfig.h"
#include "VkObject.hpp"
#include "VkDescriptorSet.hpp"
#include "Device/Context.hpp"
#include <memory>
#include <vector>
namespace sw
{
class Context;
class Renderer;
}
namespace vk
{
class Framebuffer;
class Pipeline;
class RenderPass;
class CommandBuffer
{
public:
static constexpr VkSystemAllocationScope GetAllocationScope() { return VK_SYSTEM_ALLOCATION_SCOPE_OBJECT; }
CommandBuffer(VkCommandBufferLevel pLevel);
void destroy(const VkAllocationCallbacks* pAllocator);
VkResult begin(VkCommandBufferUsageFlags flags, const VkCommandBufferInheritanceInfo* pInheritanceInfo);
VkResult end();
VkResult reset(VkCommandPoolResetFlags flags);
void beginRenderPass(VkRenderPass renderPass, VkFramebuffer framebuffer, VkRect2D renderArea,
uint32_t clearValueCount, const VkClearValue* pClearValues, VkSubpassContents contents);
void nextSubpass(VkSubpassContents contents);
void endRenderPass();
void executeCommands(uint32_t commandBufferCount, const VkCommandBuffer* pCommandBuffers);
void setDeviceMask(uint32_t deviceMask);
void dispatchBase(uint32_t baseGroupX, uint32_t baseGroupY, uint32_t baseGroupZ,
uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ);
void pipelineBarrier(VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkDependencyFlags dependencyFlags,
uint32_t memoryBarrierCount, const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier* pImageMemoryBarriers);
void bindPipeline(VkPipelineBindPoint pipelineBindPoint, VkPipeline pipeline);
void bindVertexBuffers(uint32_t firstBinding, uint32_t bindingCount,
const VkBuffer* pBuffers, const VkDeviceSize* pOffsets);
void beginQuery(VkQueryPool queryPool, uint32_t query, VkQueryControlFlags flags);
void endQuery(VkQueryPool queryPool, uint32_t query);
void resetQueryPool(VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount);
void writeTimestamp(VkPipelineStageFlagBits pipelineStage, VkQueryPool queryPool, uint32_t query);
void copyQueryPoolResults(VkQueryPool queryPool, uint32_t firstQuery, uint32_t queryCount,
VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize stride, VkQueryResultFlags flags);
void pushConstants(VkPipelineLayout layout, VkShaderStageFlags stageFlags,
uint32_t offset, uint32_t size, const void* pValues);
void setViewport(uint32_t firstViewport, uint32_t viewportCount, const VkViewport* pViewports);
void setScissor(uint32_t firstScissor, uint32_t scissorCount, const VkRect2D* pScissors);
void setLineWidth(float lineWidth);
void setDepthBias(float depthBiasConstantFactor, float depthBiasClamp, float depthBiasSlopeFactor);
void setBlendConstants(const float blendConstants[4]);
void setDepthBounds(float minDepthBounds, float maxDepthBounds);
void setStencilCompareMask(VkStencilFaceFlags faceMask, uint32_t compareMask);
void setStencilWriteMask(VkStencilFaceFlags faceMask, uint32_t writeMask);
void setStencilReference(VkStencilFaceFlags faceMask, uint32_t reference);
void bindDescriptorSets(VkPipelineBindPoint pipelineBindPoint, VkPipelineLayout layout,
uint32_t firstSet, uint32_t descriptorSetCount, const VkDescriptorSet* pDescriptorSets,
uint32_t dynamicOffsetCount, const uint32_t* pDynamicOffsets);
void bindIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType indexType);
void dispatch(uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ);
void dispatchIndirect(VkBuffer buffer, VkDeviceSize offset);
void copyBuffer(VkBuffer srcBuffer, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferCopy* pRegions);
void copyImage(VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout,
uint32_t regionCount, const VkImageCopy* pRegions);
void blitImage(VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout,
uint32_t regionCount, const VkImageBlit* pRegions, VkFilter filter);
void copyBufferToImage(VkBuffer srcBuffer, VkImage dstImage, VkImageLayout dstImageLayout,
uint32_t regionCount, const VkBufferImageCopy* pRegions);
void copyImageToBuffer(VkImage srcImage, VkImageLayout srcImageLayout, VkBuffer dstBuffer,
uint32_t regionCount, const VkBufferImageCopy* pRegions);
void updateBuffer(VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize dataSize, const void* pData);
void fillBuffer(VkBuffer dstBuffer, VkDeviceSize dstOffset, VkDeviceSize size, uint32_t data);
void clearColorImage(VkImage image, VkImageLayout imageLayout, const VkClearColorValue* pColor,
uint32_t rangeCount, const VkImageSubresourceRange* pRanges);
void clearDepthStencilImage(VkImage image, VkImageLayout imageLayout, const VkClearDepthStencilValue* pDepthStencil,
uint32_t rangeCount, const VkImageSubresourceRange* pRanges);
void clearAttachments(uint32_t attachmentCount, const VkClearAttachment* pAttachments,
uint32_t rectCount, const VkClearRect* pRects);
void resolveImage(VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout,
uint32_t regionCount, const VkImageResolve* pRegions);
void setEvent(VkEvent event, VkPipelineStageFlags stageMask);
void resetEvent(VkEvent event, VkPipelineStageFlags stageMask);
void waitEvents(uint32_t eventCount, const VkEvent* pEvents, VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask, uint32_t memoryBarrierCount, const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier* pImageMemoryBarriers);
void draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance);
void drawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance);
void drawIndirect(VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride);
void drawIndexedIndirect(VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride);
// TODO(sugoi): Move ExecutionState out of CommandBuffer (possibly into Device)
struct ExecutionState
{
struct PipelineState
{
Pipeline *pipeline = nullptr;
vk::DescriptorSet::Bindings descriptorSets = {};
vk::DescriptorSet::DynamicOffsets descriptorDynamicOffsets = {};
};
sw::Renderer* renderer = nullptr;
RenderPass* renderPass = nullptr;
Framebuffer* renderPassFramebuffer = nullptr;
std::array<PipelineState, VK_PIPELINE_BIND_POINT_RANGE_SIZE> pipelineState;
struct DynamicState
{
VkViewport viewport;
VkRect2D scissor;
sw::Color<float> blendConstants;
float depthBiasConstantFactor = 0.0f;
float depthBiasClamp = 0.0f;
float depthBiasSlopeFactor = 0.0f;
float minDepthBounds = 0.0f;
float maxDepthBounds = 0.0f;
uint32_t compareMask[2] = { 0 };
uint32_t writeMask[2] = { 0 };
uint32_t reference[2] = { 0 };
};
DynamicState dynamicState;
sw::PushConstantStorage pushConstants;
struct VertexInputBinding
{
VkBuffer buffer;
VkDeviceSize offset;
};
VertexInputBinding vertexInputBindings[MAX_VERTEX_INPUT_BINDINGS] = {};
VertexInputBinding indexBufferBinding;
VkIndexType indexType;
void bindAttachments();
void bindVertexInputs(sw::Context& context, int firstVertex, int firstInstance);
};
void submit(CommandBuffer::ExecutionState& executionState);
void submitSecondary(CommandBuffer::ExecutionState& executionState) const;
class Command;
private:
void resetState();
template<typename T, typename... Args> void addCommand(Args&&... args);
enum State { INITIAL, RECORDING, EXECUTABLE, PENDING, INVALID };
State state = INITIAL;
VkCommandBufferLevel level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
// FIXME (b/119409619): replace this vector by an allocator so we can control all memory allocations
std::vector<std::unique_ptr<Command>>* commands;
};
using DispatchableCommandBuffer = DispatchableObject<CommandBuffer, VkCommandBuffer>;
static inline CommandBuffer* Cast(VkCommandBuffer object)
{
return DispatchableCommandBuffer::Cast(object);
}
} // namespace vk
#endif // VK_COMMAND_BUFFER_HPP_