AgnosiaEngine/src/DeviceLibrary.cpp

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#include "DeviceLibrary.h"
#include <cstdint>
#include <optional>
#include <ostream>
#include <set>
#include <stdexcept>
#include <vulkan/vulkan_core.h>
namespace DeviceControl {
VkSurfaceKHR surface;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
VkQueue graphicsQueue;
VkQueue presentQueue;
struct QueueFamilyIndices {
// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
// therefore, we take into account both for completion.
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool isComplete() {
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
// First we feed in a integer we want to use to hold the number of queued items, that fills it, then we create that amount of default constructed *VkQueueFamilyProperties* structs.
// These store the flags, the amount of queued items in the family, and timestamp data. Queue families are simply group collections of tasks we want to get done.
// Next, we check the flags of the queueFamily item, use a bitwise and to see if they match, i.e. support graphical operations, then return that to notify that we have at least one family that supports VK_QUEUE_GRAPHICS_BIT.
// Which means this device supports graphical operations!
// We also do the same thing for window presentation, just check to see if its supported.
QueueFamilyIndices indices;
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
int i = 0;
for(const auto& queueFamily : queueFamilies) {
if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
indices.graphicsFamily = i;
}
VkBool32 presentSupport = false;
vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport);
if(presentSupport) {
indices.presentFamily = i;
}
if(indices.isComplete()) {
break;
}
i++;
}
return indices;
}
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!
QueueFamilyIndices indices = findQueueFamilies(device);
return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.multiViewport && deviceFeatures.geometryShader && indices.isComplete();
}
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)) {
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?
physicalDevice = device;
break;
}
}
if(physicalDevice == VK_NULL_HANDLE) {
throw std::runtime_error("Failed to find a suitable GPU!");
}
}
void DeviceLibrary::destroySurface(VkInstance& instance) {
vkDestroySurfaceKHR(instance, surface, nullptr);
std::cout << "Destroyed surface safely\n" << std::endl;
}
void DeviceLibrary::createSurface(VkInstance& instance, GLFWwindow* window) {
if(glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS) {
throw std::runtime_error("Failed to create window surface!!");
}
std::cout << "GLFW Window Surface created successfully\n" << std::endl;
}
void DeviceLibrary::createLogicalDevice(VkDevice& device) {
// 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.
QueueFamilyIndices indices = findQueueFamilies(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 = {};
VkPhysicalDeviceFeatures emptyFeatures = {};
createDeviceInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
createDeviceInfo.pQueueCreateInfos = queueCreateInfos.data();
createDeviceInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
createDeviceInfo.pEnabledFeatures = &emptyFeatures;
createDeviceInfo.enabledExtensionCount = 0;
if(Global::enableValidationLayers) {
createDeviceInfo.enabledLayerCount = static_cast<uint32_t>(Global::validationLayers.size());
createDeviceInfo.ppEnabledLayerNames = Global::validationLayers.data();
} else {
createDeviceInfo.enabledLayerCount = 0;
}
if(vkCreateDevice(physicalDevice, &createDeviceInfo, nullptr, &device) != VK_SUCCESS) {
throw std::runtime_error("Failed to create logical device");
}
std::cout << "Created Logical device successfully!\n" << std::endl;
vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
}
}