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/*
* Copyright 2022 Frederico de Oliveira Linhares
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "device.hpp"
#include <fstream>
#include <new>
#include <vector>
#ifdef DEBUG
#include <sstream>
#endif
#include "../core.hpp"
namespace
{
VkShaderModule
create_shader_module(VkDevice vk_device, const char *filename)
{
std::ifstream file(filename, std::ios::ate | std::ios::binary);
if (!file.is_open())
{
throw std::runtime_error("Failed to open shader module file.");
}
size_t file_size = (size_t) file.tellg();
std::vector<char> code(file_size);
file.seekg(0);
file.read(code.data(), file_size);
file.close();
VkShaderModuleCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.codeSize = code.size();
create_info.pCode = reinterpret_cast<const uint32_t*>(code.data());
VkShaderModule shader_module;
if (vkCreateShaderModule(vk_device, &create_info, nullptr,
&shader_module) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create shader module.");
}
return shader_module;
}
}
namespace VK
{
Device::Device(VkPhysicalDevice vk_physical_device, bool with_swapchain)
{
this->physical_device = vk_physical_device;
std::vector<VkQueueFamilyProperties> queue_family_properties;
// Get queue families.
{
vkGetPhysicalDeviceQueueFamilyProperties(
vk_physical_device, &this->queue_families_count, nullptr);
queue_family_properties.resize(this->queue_families_count);
vkGetPhysicalDeviceQueueFamilyProperties(
vk_physical_device, &this->queue_families_count,
queue_family_properties.data());
}
// Get information from physical device.
{
VkPhysicalDeviceProperties physical_properties = {};
vkGetPhysicalDeviceProperties(vk_physical_device, &physical_properties);
VkPhysicalDeviceFeatures supported_features = {};
vkGetPhysicalDeviceFeatures(vk_physical_device, &supported_features);
#ifdef DEBUG
std::stringstream message{};
message << "Name: " << physical_properties.deviceName << std::endl;
message << "API version: " << physical_properties.apiVersion <<
std::endl;
message << "Driver version: " << physical_properties.driverVersion <<
std::endl;
message << "Vendor ID: " << physical_properties.vendorID << std::endl;
message << "Device ID: " << physical_properties.deviceID << std::endl;
message << "Device type: " << physical_properties.deviceType <<
std::endl;
cg_core.log.message(Log::Level::Trace, message.str());
#endif
std::vector<VkDeviceQueueCreateInfo> device_queue_create_infos;
std::vector<std::vector<float>> queue_priorities(
queue_family_properties.size());
device_queue_create_infos.resize(queue_family_properties.size());
for(auto i{0}; i < queue_family_properties.size(); i++)
{
// Give different priorities to queues.
int queue_count = queue_family_properties[i].queueCount;
queue_priorities[i].resize(queue_count);
float priority_unity = 1.0f/queue_count;
for(auto ii{0}; ii < queue_count; ii++)
queue_priorities[i][ii] = priority_unity * (queue_count - ii);
device_queue_create_infos[i].sType =
VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
device_queue_create_infos[i].pNext = nullptr;
device_queue_create_infos[i].flags = 0;
device_queue_create_infos[i].queueFamilyIndex = i;
device_queue_create_infos[i].queueCount = queue_priorities[i].size();
device_queue_create_infos[i].pQueuePriorities =
queue_priorities[i].data();
}
VkPhysicalDeviceFeatures required_features = {};
required_features.multiDrawIndirect = supported_features.multiDrawIndirect;
required_features.fillModeNonSolid = VK_TRUE;
required_features.geometryShader = VK_TRUE;
required_features.tessellationShader = VK_TRUE;
required_features.samplerAnisotropy = VK_TRUE;
std::vector<const char*> device_extensions;
if(with_swapchain)
device_extensions.emplace_back(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
VkDeviceCreateInfo device_create_info = {};
device_create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
device_create_info.pNext = nullptr;
device_create_info.flags = 0;
device_create_info.queueCreateInfoCount = device_queue_create_infos.size();
device_create_info.pQueueCreateInfos = device_queue_create_infos.data();
device_create_info.enabledLayerCount = 0;
device_create_info.ppEnabledLayerNames = nullptr;
device_create_info.enabledExtensionCount = device_extensions.size();
if(device_extensions.size() == 0)
device_create_info.ppEnabledExtensionNames = nullptr;
else
device_create_info.ppEnabledExtensionNames = device_extensions.data();
device_create_info.pEnabledFeatures = &required_features;
if(vkCreateDevice(this->physical_device, &device_create_info, nullptr,
&this->device) != VK_SUCCESS)
throw std::runtime_error("Failed to create Vulkan physical device.");
}
// Load Shaders
{
this->vert3d_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_3d.vert.spv");
this->frag3d_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_3d.frag.spv");
this->vert2d_solid_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_2d_solid.vert.spv");
this->frag2d_solid_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_2d_solid.frag.spv");
this->vert2d_wired_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_2d_wired.vert.spv");
this->frag2d_wired_shader_module = create_shader_module(
this->device, DATA_DIR "/glsl/shader_2d_wired.frag.spv");
}
this->queue_families = static_cast<QueueFamily*>(
std::malloc(this->queue_families_count * sizeof(QueueFamily)));
for(auto i{0}; i < this->queue_families_count; i++)
{
new(&this->queue_families[i])QueueFamily(
this, i, queue_family_properties[i]);
// Select families with graphics support.
auto &family_properties = this->queue_families[i].family_properties;
if(family_properties.queueCount > 0 &&
family_properties.queueFlags & VK_QUEUE_GRAPHICS_BIT)
this->queue_families_with_graphics.push_back(
&this->queue_families[i]);
// Select families with presentation support.
VkBool32 present_supported;
vkGetPhysicalDeviceSurfaceSupportKHR(
vk_physical_device, i, cg_core.window_surface, &present_supported);
if(present_supported)
this->queue_families_with_presentation.push_back(
&this->queue_families[i]);
}
}
Device::~Device()
{
for(auto i{0}; i < this->queue_families_count; i++)
this->queue_families[i].~QueueFamily();
std::free(this->queue_families);
// Destroy shaders
vkDestroyShaderModule(this->device, this->vert3d_shader_module, nullptr);
vkDestroyShaderModule(this->device, this->frag3d_shader_module, nullptr);
vkDestroyShaderModule(
this->device, this->vert2d_solid_shader_module, nullptr);
vkDestroyShaderModule(
this->device, this->frag2d_solid_shader_module, nullptr);
vkDestroyShaderModule(
this->device, this->vert2d_wired_shader_module, nullptr);
vkDestroyShaderModule(
this->device, this->frag2d_wired_shader_module, nullptr);
vkDeviceWaitIdle(this->device);
vkDestroyDevice(this->device, nullptr);
}
bool
Device::select_memory_type(
uint32_t *memory_type_index, VkMemoryRequirements *vk_memory_requirements,
VkMemoryPropertyFlags vk_property_flags)
{
VkPhysicalDeviceMemoryProperties vk_memory_properties;
vkGetPhysicalDeviceMemoryProperties(
this->physical_device, &vk_memory_properties);
for (auto i{0}; i < vk_memory_properties.memoryTypeCount; i++)
{
if(vk_memory_requirements->memoryTypeBits & (1 << i))
{
const VkMemoryType& type = vk_memory_properties.memoryTypes[i];
if ((type.propertyFlags & vk_property_flags) == vk_property_flags)
{
*memory_type_index = i;
return true;
}
}
}
return false;
}
QueueFamily*
Device::get_queue_family_with_graphics() const
{
/*
Returns a random queue family, so not all commands in the engine use the
same queue.
TODO: There must be a better way of doing this.
*/
std::uniform_int_distribution<std::size_t> random_distribution{
0, this->queue_families_with_graphics.size() -1};
auto random = random_distribution(random_number_generator);
return this->queue_families_with_graphics[0];
}
QueueFamily*
Device::get_queue_family_with_presentation() const
{
/*
Returns a random queue family, so not all commands in the engine use the
same queue.
TODO: There must be a better way of doing this.
*/
std::uniform_int_distribution<std::size_t> random_distribution{
0, this->queue_families_with_presentation.size() -1};
auto random = random_distribution(random_number_generator);
return this->queue_families_with_presentation[0];
}
}
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