Swap Chain's setup rudimentarily, resizing the window is not available as of yet, because that would invalidate the swap chain, but now we have a target to render to.

This commit is contained in:
Lillian Salehi 2024-10-06 20:17:19 -05:00
parent ee0b68588c
commit 3bb747bfae
4 changed files with 198 additions and 8 deletions

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@ -1,11 +1,15 @@
#include "DeviceLibrary.h"
#include "global.h"
#include <algorithm>
#include <cstdint>
#include <limits>
#include <optional>
#include <ostream>
#include <set>
#include <stdexcept>
#include <vulkan/vulkan_core.h>
#include <string>
#include <vector>
namespace DeviceControl {
@ -15,6 +19,11 @@ namespace DeviceControl {
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
VkSwapchainKHR swapChain;
std::vector<VkImage> swapChainImages;
VkFormat swapChainImageFormat;
VkExtent2D swapChainExtent;
VkQueue graphicsQueue;
VkQueue presentQueue;
@ -28,7 +37,14 @@ namespace DeviceControl {
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
};
const std::vector<const char*> deviceExtensions = {
VK_KHR_SWAPCHAIN_EXTENSION_NAME
};
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.
@ -63,6 +79,49 @@ namespace DeviceControl {
return indices;
}
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();
}
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;
vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities);
uint32_t formatCount;
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr);
if(formatCount != 0) {
details.formats.resize(formatCount);
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats.data());
}
uint32_t presentModeCount;
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data());
if(presentModeCount != 0) {
details.presentModes.resize(presentModeCount);
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data());
}
return details;
}
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.
@ -73,10 +132,68 @@ namespace DeviceControl {
// 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();
}
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
&& deviceFeatures.geometryShader
&& indices.isComplete()
&& extensionSupported
&& swapChainAdequate;
}
// -------------------------------------- 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) {
return availablePresentMode;
}
}
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;
}
}
// --------------------------------------- External Functions -----------------------------------------//
void DeviceLibrary::pickPhysicalDevice(VkInstance& instance) {
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
@ -135,8 +252,8 @@ namespace DeviceControl {
createDeviceInfo.pQueueCreateInfos = queueCreateInfos.data();
createDeviceInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
createDeviceInfo.pEnabledFeatures = &deviceFeatures;
createDeviceInfo.enabledExtensionCount = 0;
createDeviceInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
createDeviceInfo.ppEnabledExtensionNames = deviceExtensions.data();
if(Global::enableValidationLayers) {
createDeviceInfo.enabledLayerCount = static_cast<uint32_t>(Global::validationLayers.size());
@ -152,4 +269,74 @@ namespace DeviceControl {
vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
}
void DeviceLibrary::createSwapChain(GLFWwindow* window, VkDevice& device) {
SwapChainSupportDetails swapChainSupport = querySwapChainSupport(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;
createSwapChainInfo.surface = 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
QueueFamilyIndices indices = findQueueFamilies(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(device, &createSwapChainInfo, nullptr, &swapChain) != VK_SUCCESS) {
throw std::runtime_error("Failed to create the swap chain!!");
}
std::cout << "Swap Chain created successfully\n" << std::endl;
vkGetSwapchainImagesKHR(device, swapChain, &imageCount, nullptr);
swapChainImages.resize(imageCount);
vkGetSwapchainImagesKHR(device, swapChain, &imageCount, swapChainImages.data());
swapChainImageFormat = surfaceFormat.format;
swapChainExtent = extent;
}
void DeviceLibrary::destroySwapChain(VkDevice& device) {
vkDestroySwapchainKHR(device, swapChain, nullptr);
std::cout << "Destroyed Swap Chain safely\n" << std::endl;
}
}

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@ -8,6 +8,8 @@ namespace DeviceControl {
void createLogicalDevice(VkDevice& device);
void createSurface(VkInstance& instance, GLFWwindow* window);
void destroySurface(VkInstance& instance);
void createSwapChain(GLFWwindow* window, VkDevice& device);
void destroySwapChain(VkDevice& device);
};
}

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@ -4,7 +4,6 @@ namespace Global {
const std::vector<const char*> validationLayers = {
"VK_LAYER_KHRONOS_validation"
};
#ifdef DEBUG
const bool enableValidationLayers = true;
#else

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@ -46,6 +46,7 @@ private:
deviceLibs.createSurface(instance, window);
deviceLibs.pickPhysicalDevice(instance);
deviceLibs.createLogicalDevice(device);
deviceLibs.createSwapChain(window, device);
}
void createInstance() {
@ -75,6 +76,7 @@ private:
}
void cleanup() { // Similar to the last handoff, destroy the debug util in a safe manner in the library!
deviceLibs.destroySwapChain(device);
vkDestroyDevice(device, nullptr);
if(Global::enableValidationLayers) {
debugController.DestroyDebugUtilsMessengerEXT(instance, nullptr);