Support queue families and physical devices, choose a GPU that we can use based on what ops it can do basically

This commit is contained in:
Lillian Salehi 2024-10-05 16:53:36 -05:00
parent 4d16ae606d
commit f161504410
3 changed files with 97 additions and 0 deletions

87
src/DeviceLibrary.cpp Normal file
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#include "DeviceLibrary.h"
#include <cstdint>
#include <iostream>
#include <optional>
#include <ostream>
#include <stdexcept>
#include <vector>
#include <vulkan/vulkan_core.h>
using namespace AgnosiaEngine;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
struct QueueFamilyIndices {
std::optional<uint32_t> graphicsFamily;
bool isComplete() {
return graphicsFamily.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!
QueueFamilyIndices indices;
uint32_t queueFamilyCount;
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;
}
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!");
}
}

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src/DeviceLibrary.h Normal file
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#include <vulkan/vulkan_core.h>
namespace AgnosiaEngine {
class DeviceLibrary {
public:
void pickPhysicalDevice(VkInstance& instance);
};
}

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@ -4,6 +4,7 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "debug/VulkanDebugLibs.h" #include "debug/VulkanDebugLibs.h"
#include "DeviceLibrary.h"
using namespace AgnosiaEngine; using namespace AgnosiaEngine;
#include <cstdint> #include <cstdint>
@ -36,6 +37,7 @@ private:
GLFWwindow* window; GLFWwindow* window;
VkInstance instance; VkInstance instance;
VulkanDebugLibs debug; VulkanDebugLibs debug;
DeviceLibrary device;
// Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for // Initialize GLFW Window. First, Initialize GLFW lib, disable resizing for
// now, and create window. // now, and create window.
void initWindow() { void initWindow() {
@ -50,6 +52,7 @@ private:
void initVulkan() { void initVulkan() {
createInstance(); createInstance();
debug.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile) debug.setupDebugMessenger(instance); // The debug messenger is out holy grail, it gives us Vulkan related debug info when built with the -DNDEBUG flag (as per the makefile)
device.pickPhysicalDevice(instance);
} }
void createInstance() { void createInstance() {