88 lines
3.6 KiB
C++
88 lines
3.6 KiB
C++
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#include "DeviceLibrary.h"
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#include <cstdint>
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#include <iostream>
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#include <optional>
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#include <ostream>
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#include <stdexcept>
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#include <vector>
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#include <vulkan/vulkan_core.h>
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using namespace AgnosiaEngine;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkPhysicalDeviceProperties deviceProperties;
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VkPhysicalDeviceFeatures deviceFeatures;
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struct QueueFamilyIndices {
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std::optional<uint32_t> graphicsFamily;
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bool isComplete() {
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return graphicsFamily.has_value();
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}
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};
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QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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// 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.
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// 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.
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// 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.
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// Which means this device supports graphical operations!
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QueueFamilyIndices indices;
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uint32_t queueFamilyCount;
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
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std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
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vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
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int i = 0;
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for(const auto& queueFamily : queueFamilies) {
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if(queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
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indices.graphicsFamily = i;
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}
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if(indices.isComplete()) {
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break;
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}
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i++;
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}
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return indices;
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}
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bool isDeviceSuitable(VkPhysicalDevice device) {
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// These two are simple, create a structure to hold the apiVersion, driverVersion, vendorID, deviceID and type, name, and a few other settings.
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// Then populate it by passing in the device and the structure reference.
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vkGetPhysicalDeviceProperties(device, &deviceProperties);
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// 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.
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// Some, like a geometry shader, and stereoscopic rendering (multiViewport) we want, so we dont return true without them.
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vkGetPhysicalDeviceFeatures(device, &deviceFeatures);
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// 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
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// is a queue family with the VK_QUEUE_GRAPHICS_BIT flipped!
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QueueFamilyIndices indices = findQueueFamilies(device);
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return deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU && deviceFeatures.multiViewport && deviceFeatures.geometryShader && indices.isComplete();
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}
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void DeviceLibrary::pickPhysicalDevice(VkInstance& instance) {
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uint32_t deviceCount = 0;
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vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
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if(deviceCount == 0) {
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throw std::runtime_error("Failed to find GPU's with Vulkan Support!!");
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}
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std::vector<VkPhysicalDevice> devices(deviceCount); // Direct Initialization is weird af, yo
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vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
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for(const auto& device : devices) {
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if(isDeviceSuitable(device)) {
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std::cout << "Using device: " << deviceProperties.deviceName << std::endl;
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//Once we have buttons or such, maybe ask the user or write a config file for which GPU to use?
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physicalDevice = device;
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break;
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}
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}
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if(physicalDevice == VK_NULL_HANDLE) {
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throw std::runtime_error("Failed to find a suitable GPU!");
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}
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}
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