AgnosiaEngine/src/devicelibrary.cpp

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#include "devicelibrary.h"
#include "global.h"
namespace DeviceControl {
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
std::vector<VkImage> swapChainImages;
VkFormat swapChainImageFormat;
VkExtent2D swapChainExtent;
std::vector<VkImageView> swapChainImageViews;
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
const std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device) {
// Swap chains are weird ngl, it's another one of those Vulkan platform agnosticity. The swapchain is basically a wrapper for GDI+, DXGI, X11, Wayland, etc.
// It lets us use the swap chain rather than create a different framebuffer handler for every targeted platform.
// Swap chains handle the ownership of buffers before sending them to the presentation engine.
// (still no fucking clue how it works though)
SwapChainSupportDetails details;
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vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, Global::surface, &details.capabilities);
uint32_t formatCount;
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, Global::surface, &formatCount, nullptr);
if(formatCount != 0) {
details.formats.resize(formatCount);
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vkGetPhysicalDeviceSurfaceFormatsKHR(device, Global::surface, &formatCount, details.formats.data());
}
uint32_t presentModeCount;
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, Global::surface, &presentModeCount, details.presentModes.data());
if(presentModeCount != 0) {
details.presentModes.resize(presentModeCount);
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vkGetPhysicalDeviceSurfacePresentModesKHR(device, Global::surface, &presentModeCount, details.presentModes.data());
}
return details;
}
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bool checkDeviceExtensionSupport(VkPhysicalDevice device) {
uint32_t extensionCount;
vkEnumerateDeviceExtensionProperties(device, nullptr, &extensionCount, nullptr);
std::vector<VkExtensionProperties> availableExtensions(extensionCount);
vkEnumerateDeviceExtensionProperties(device, nullptr, &extensionCount, availableExtensions.data());
std::set<std::string> requiredExtensions(deviceExtensions.begin(), deviceExtensions.end());
for (const auto& extension : availableExtensions) {
requiredExtensions.erase(extension.extensionName);
}
return requiredExtensions.empty();
}
bool isDeviceSuitable(VkPhysicalDevice device) {
// These two are simple, create a structure to hold the apiVersion, driverVersion, vendorID, deviceID and type, name, and a few other settings.
// Then populate it by passing in the device and the structure reference.
vkGetPhysicalDeviceProperties(device, &deviceProperties);
// Similarly, we can pass in the device and a deviceFeatures struct, this is quite special, it holds a struct of optional features the GPU can perform.
// Some, like a geometry shader, and stereoscopic rendering (multiViewport) we want, so we dont return true without them.
vkGetPhysicalDeviceFeatures(device, &deviceFeatures);
// We need to find a device that supports graphical operations, or else we cant do much with it! This function just runs over all the queueFamilies and sees if there
// is a queue family with the VK_QUEUE_GRAPHICS_BIT flipped!
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(device);
bool extensionSupported = checkDeviceExtensionSupport(device);
bool swapChainAdequate = false;
if(extensionSupported) {
SwapChainSupportDetails swapChainSupport = querySwapChainSupport(device);
swapChainAdequate = !swapChainSupport.formats.empty() && !swapChainSupport.presentModes.empty();
}
return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
&& deviceFeatures.multiViewport
&& indices.isComplete()
&& extensionSupported
&& swapChainAdequate;
}
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// -------------------------------------- Swap Chain Settings ----------------------------------------- //
VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats) {
// One of three settings we can set, Surface Format controls the color space and format.
for (const auto& availableFormat : availableFormats) {
if (availableFormat.format == VK_FORMAT_B8G8R8A8_SRGB && availableFormat.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) {
// sRGB & 32bit BGRA
return availableFormat;
}
}
return availableFormats[0];
}
VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes) {
// The second of the three settings, arguably the most important, the presentation mode! This dictates how images are displayed.
// MAILBOX is basically equivalent to triple buffering, it avoids screen tearing with fairly low latency,
// However, it is not always supported, so in the case that it isn't, currently we will default to FIFO,
// This is most similarly to standard V-Sync.
for(const auto& availablePresentMode : availablePresentModes) {
if(availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR) {
if(Global::enableValidationLayers) std::cout << "Using Triple Buffering\n" << std::endl;
return availablePresentMode;
}
}
if(Global::enableValidationLayers) std::cout << "Using FIFO (V-Sync)\n" << std::endl;
return VK_PRESENT_MODE_FIFO_KHR;
}
VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window) {
// Swap Extent is just a fancy way of saying the resolution of the swap images to display.
// This is almost always going to equal the resolution of the window in pixels.
// The max int32 value tells us that the window manager lets us change the windth and height to what we wish!
if (capabilities.currentExtent.width != std::numeric_limits<uint32_t>::max()) {
return capabilities.currentExtent;
} else {
int width, height;
glfwGetFramebufferSize(window, &width, &height);
VkExtent2D actualExtent = {
static_cast<uint32_t>(width),
static_cast<uint32_t>(height)
};
// Clamp the image size to the minimum extent values specified by vulkan for our window manager.
actualExtent.width = std::clamp(actualExtent.width, capabilities.minImageExtent.width, capabilities.maxImageExtent.width);
actualExtent.height = std::clamp(actualExtent.height, capabilities.minImageExtent.height, capabilities.maxImageExtent.height);
return actualExtent;
}
}
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// --------------------------------------- External Functions ----------------------------------------- //
void devicelibrary::pickPhysicalDevice(VkInstance& instance) {
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
if(deviceCount == 0) {
throw std::runtime_error("Failed to find GPU's with Vulkan Support!!");
}
std::vector<VkPhysicalDevice> devices(deviceCount); // Direct Initialization is weird af, yo
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
for(const auto& device : devices) {
if(isDeviceSuitable(device)) {
if(Global::enableValidationLayers) std::cout << "Using device: " << deviceProperties.deviceName << std::endl;
//Once we have buttons or such, maybe ask the user or write a config file for which GPU to use?
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Global::physicalDevice = device;
break;
}
}
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if(Global::physicalDevice == VK_NULL_HANDLE) {
throw std::runtime_error("Failed to find a suitable GPU!");
}
}
void devicelibrary::destroySurface(VkInstance& instance) {
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vkDestroySurfaceKHR(instance, Global::surface, nullptr);
if(Global::enableValidationLayers) std::cout << "Destroyed surface safely\n" << std::endl;
}
void devicelibrary::createSurface(VkInstance& instance, GLFWwindow* window) {
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if(glfwCreateWindowSurface(instance, window, nullptr, &Global::surface) != VK_SUCCESS) {
throw std::runtime_error("Failed to create window surface!!");
}
if(Global::enableValidationLayers) std::cout << "GLFW Window Surface created successfully\n" << std::endl;
}
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void devicelibrary::createLogicalDevice() {
// Describe how many queues we want for a single family (1) here, right now we are solely interested in graphics capabilites,
// but Compute Shaders, transfer ops, decode and encode operations can also queued with setup! We also assign each queue a priority.
// We do this by looping over all the queueFamilies and sorting them by indices to fill the queue at the end!
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(Global::physicalDevice);
std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
std::set<uint32_t> uniqueQueueFamilies = {
indices.graphicsFamily.value(),
indices.presentFamily.value()
};
float queuePriority = 1.0f;
for(uint32_t queueFamily : uniqueQueueFamilies) {
VkDeviceQueueCreateInfo queueCreateSingularInfo = {};
queueCreateSingularInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateSingularInfo.queueFamilyIndex = queueFamily;
queueCreateSingularInfo.queueCount = 1;
queueCreateSingularInfo.pQueuePriorities = &queuePriority;
queueCreateInfos.push_back(queueCreateSingularInfo);
}
VkDeviceCreateInfo createDeviceInfo = {};
createDeviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
createDeviceInfo.pQueueCreateInfos = queueCreateInfos.data();
createDeviceInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
createDeviceInfo.pEnabledFeatures = &deviceFeatures;
createDeviceInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
createDeviceInfo.ppEnabledExtensionNames = deviceExtensions.data();
if(Global::enableValidationLayers) {
createDeviceInfo.enabledLayerCount = static_cast<uint32_t>(Global::validationLayers.size());
createDeviceInfo.ppEnabledLayerNames = Global::validationLayers.data();
} else {
createDeviceInfo.enabledLayerCount = 0;
}
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if(vkCreateDevice(Global::physicalDevice, &createDeviceInfo, nullptr, &Global::device) != VK_SUCCESS) {
throw std::runtime_error("Failed to create logical device");
}
if(Global::enableValidationLayers) std::cout << "Created Logical device successfully!\n" << std::endl;
vkGetDeviceQueue(Global::device, indices.graphicsFamily.value(), 0, &Global::graphicsQueue);
vkGetDeviceQueue(Global::device, indices.presentFamily.value(), 0, &Global::presentQueue);
}
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void devicelibrary::createSwapChain(GLFWwindow* window) {
SwapChainSupportDetails swapChainSupport = querySwapChainSupport(Global::physicalDevice);
VkSurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats);
VkPresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.presentModes);
VkExtent2D extent = chooseSwapExtent(swapChainSupport.capabilities, window);
// Number of images to hold in the swap chain, 1 over the minimum guarantees we won't have to wait on the driver to complete
// internal operations before acquiring another image. Absolutely a TODO to determine the best amount to queue.
uint32_t imageCount = swapChainSupport.capabilities.minImageCount + 1;
// Make sure not to queue more than the max! 0 indicates that there is no maximum.
if (swapChainSupport.capabilities.maxImageCount > 0 && imageCount > swapChainSupport.capabilities.maxImageCount) {
imageCount = swapChainSupport.capabilities.maxImageCount;
}
VkSwapchainCreateInfoKHR createSwapChainInfo{};
createSwapChainInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
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createSwapChainInfo.surface = Global::surface;
createSwapChainInfo.minImageCount = imageCount;
createSwapChainInfo.imageFormat = surfaceFormat.format;
createSwapChainInfo.imageColorSpace = surfaceFormat.colorSpace;
createSwapChainInfo.imageExtent = extent;
// Image array layers is always 1 unless we are developing for VR (Spoiler: we are, we will use a build flag.)
// Image Usage specifies what operations you use the images for, COLOR_ATTACH means we render directly to them,
// if you wanted to render to separate images for things like post processing, you can use TRANSFER_DST and use a
// memory operation to transfer the image to a swap chain, this is also a TODO item eventually.
createSwapChainInfo.imageArrayLayers = 1;
createSwapChainInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
// This handles swap chain images across multiple queue families, ie, if the graphics queue family is different from the present queue
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Global::QueueFamilyIndices indices = Global::findQueueFamilies(Global::physicalDevice);
uint32_t queueFamilyIndices[] = {indices.graphicsFamily.value(), indices.presentFamily.value()};
// Usage across multiple queue families without explicit transfer of ownership if they are different queue families.
// Otherwise, no sharing without explicit handoffs, faster, but not easily supported with multiple families.
// Presentation and Graphics families are usually merged on most hardware.
if (indices.graphicsFamily != indices.presentFamily) {
createSwapChainInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
createSwapChainInfo.queueFamilyIndexCount = 2;
createSwapChainInfo.pQueueFamilyIndices = queueFamilyIndices;
} else {
createSwapChainInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
}
// Transformation of image support.
createSwapChainInfo.preTransform = swapChainSupport.capabilities.currentTransform;
// Do NOT blend with other windows on the system.
createSwapChainInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
createSwapChainInfo.presentMode = presentMode;
// This is interesting, clip pixels that are obscured for performance, but that means you wont be able to reaf them reliably..
// I am curious if this would affect screen-space rendering techniques, may be something to note.
createSwapChainInfo.clipped = VK_TRUE;
// This is something that needs to be implemented later, operations like resizing the window invalidate the swap chain and
// require you to recreate it and reference the old one specified here, will revisit in a few days.
createSwapChainInfo.oldSwapchain = VK_NULL_HANDLE;
if(vkCreateSwapchainKHR(Global::device, &createSwapChainInfo, nullptr, &Global::swapChain) != VK_SUCCESS) {
throw std::runtime_error("Failed to create the swap chain!!");
}
if(Global::enableValidationLayers) std::cout << "Swap Chain created successfully\n" << std::endl;
vkGetSwapchainImagesKHR(Global::device, Global::swapChain, &imageCount, nullptr);
swapChainImages.resize(imageCount);
vkGetSwapchainImagesKHR(Global::device, Global::swapChain, &imageCount, swapChainImages.data());
swapChainImageFormat = surfaceFormat.format;
swapChainExtent = extent;
}
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void devicelibrary::destroySwapChain() {
vkDestroySwapchainKHR(Global::device, Global::swapChain, nullptr);
if(Global::enableValidationLayers) std::cout << "Destroyed Swap Chain safely\n" << std::endl;
}
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void devicelibrary::createImageViews() {
swapChainImageViews.resize(swapChainImages.size());
for(size_t i = 0; i < swapChainImages.size(); i++) {
VkImageViewCreateInfo createImageViewInfo{};
createImageViewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createImageViewInfo.image = swapChainImages[i];
// Are we treating images as 1D, 2D or 3D?
createImageViewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
createImageViewInfo.format = swapChainImageFormat;
// Allow us to swizzle color channels
createImageViewInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
createImageViewInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
createImageViewInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
createImageViewInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
createImageViewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createImageViewInfo.subresourceRange.baseMipLevel = 0;
createImageViewInfo.subresourceRange.levelCount = 1;
createImageViewInfo.subresourceRange.baseArrayLayer = 0;
// Yet another setting we would increase for VR applications, and specifically create a swap chain with more layers as well. The other layers would be the eye outputs.
createImageViewInfo.subresourceRange.layerCount = 1;
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if(vkCreateImageView(Global::device, &createImageViewInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS) {
throw std::runtime_error("failed to create image views!");
}
if(Global::enableValidationLayers) std::cout << "Image views created successfully\n" << std::endl;
}
}
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void devicelibrary::destroyImageViews() {
for (auto imageView : swapChainImageViews) {
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vkDestroyImageView(Global::device, imageView, nullptr);
}
if(Global::enableValidationLayers) std::cout << "Image destroyed safely\n" << std::endl;
}
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// --------------------------------------- Getters & Setters ------------------------------------------ //
VkFormat devicelibrary::getImageFormat() {
return swapChainImageFormat;
}
std::vector<VkImageView> devicelibrary::getSwapChainImageViews() {
return swapChainImageViews;
}
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VkExtent2D devicelibrary::getSwapChainExtent() {
return swapChainExtent;
}
}
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