Files
test/source/blender/gpu/vulkan/vk_context.hh
Jeroen Bakker aa69ec7f80 Vulkan: Clearing Framebuffer + Scissors
This PR adds support for clearing framebuffers and scissor testing.
Tweaks had to be made to VKTexture to keep track of its layout
on the device. Based on the actual call the layout can switch
to a more optimum layout.

For example during upload of a texture the texture will be converted
to a transfer destination optimized layout. When reading from the
texture it will be converted to a transfer source optimized layout.

The order of the attachments in the framebuffer follows the next rules

- When only color attachments are there the color attachments will
  be placed in the slot they are defined. This way it will match
  the ShaderCreateInfo binding location.
- When a stencil/depth attachment is added it will be placed
  right after the color attachments. When there isn't a color
  attachment it will be the first attachment.

Pull Request: https://projects.blender.org/blender/blender/pulls/106044
2023-03-28 11:51:32 +02:00

114 lines
2.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_context_private.hh"
#include "vk_command_buffer.hh"
#include "vk_descriptor_pools.hh"
namespace blender::gpu {
class VKFrameBuffer;
class VKContext : public Context {
private:
/** Copies of the handles owned by the GHOST context. */
VkInstance vk_instance_ = VK_NULL_HANDLE;
VkPhysicalDevice vk_physical_device_ = VK_NULL_HANDLE;
VkDevice vk_device_ = VK_NULL_HANDLE;
VKCommandBuffer command_buffer_;
uint32_t vk_queue_family_ = 0;
VkQueue vk_queue_ = VK_NULL_HANDLE;
/** Allocator used for texture and buffers and other resources. */
VmaAllocator mem_allocator_ = VK_NULL_HANDLE;
VKDescriptorPools descriptor_pools_;
/** Limits of the device linked to this context. */
VkPhysicalDeviceLimits vk_physical_device_limits_;
void *ghost_context_;
public:
VKContext(void *ghost_window, void *ghost_context);
virtual ~VKContext();
void activate() override;
void deactivate() override;
void begin_frame() override;
void end_frame() override;
void flush() override;
void finish() override;
void memory_statistics_get(int *total_mem, int *free_mem) override;
void debug_group_begin(const char *, int) override;
void debug_group_end() override;
bool debug_capture_begin() override;
void debug_capture_end() override;
void *debug_capture_scope_create(const char *name) override;
bool debug_capture_scope_begin(void *scope) override;
void debug_capture_scope_end(void *scope) override;
void activate_framebuffer(VKFrameBuffer &framebuffer);
void deactivate_framebuffer();
static VKContext *get(void)
{
return static_cast<VKContext *>(Context::get());
}
VkPhysicalDevice physical_device_get() const
{
return vk_physical_device_;
}
const VkPhysicalDeviceLimits &physical_device_limits_get() const
{
return vk_physical_device_limits_;
}
VkDevice device_get() const
{
return vk_device_;
}
VKCommandBuffer &command_buffer_get()
{
return command_buffer_;
}
VkQueue queue_get() const
{
return vk_queue_;
}
const uint32_t *queue_family_ptr_get() const
{
return &vk_queue_family_;
}
VKDescriptorPools &descriptor_pools_get()
{
return descriptor_pools_;
}
VmaAllocator mem_allocator_get() const
{
return mem_allocator_;
}
private:
void init_physical_device_limits();
bool has_active_framebuffer() const;
};
} // namespace blender::gpu