Kelsidavis-WoWee/include/rendering/vk_context.hpp

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#pragma once
#include "rendering/vk_utils.hpp"
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <VkBootstrap.h>
#include <SDL2/SDL.h>
#include <vector>
#include <functional>
#include <cstdint>
namespace wowee {
namespace rendering {
static constexpr uint32_t MAX_FRAMES_IN_FLIGHT = 2;
struct FrameData {
VkCommandPool commandPool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
VkSemaphore imageAvailableSemaphore = VK_NULL_HANDLE;
VkSemaphore renderFinishedSemaphore = VK_NULL_HANDLE;
VkFence inFlightFence = VK_NULL_HANDLE;
};
class VkContext {
public:
VkContext() = default;
~VkContext();
VkContext(const VkContext&) = delete;
VkContext& operator=(const VkContext&) = delete;
bool initialize(SDL_Window* window);
void shutdown();
// Swapchain management
bool recreateSwapchain(int width, int height);
// Frame operations
VkCommandBuffer beginFrame(uint32_t& imageIndex);
void endFrame(VkCommandBuffer cmd, uint32_t imageIndex);
// Single-time command buffer helpers
VkCommandBuffer beginSingleTimeCommands();
void endSingleTimeCommands(VkCommandBuffer cmd);
// Immediate submit for one-off GPU work (descriptor pool creation, etc.)
void immediateSubmit(std::function<void(VkCommandBuffer cmd)>&& function);
// Batch upload mode: records multiple upload commands into a single
// command buffer, then submits with ONE fence wait instead of one per upload.
void beginUploadBatch();
void endUploadBatch(); // Async: submits but does NOT wait for fence
void endUploadBatchSync(); // Sync: submits and waits (for load screens)
bool isInUploadBatch() const { return inUploadBatch_; }
void deferStagingCleanup(AllocatedBuffer staging);
void pollUploadBatches(); // Check completed async uploads, free staging buffers
void waitAllUploads(); // Block until all in-flight uploads complete
// Defer resource destruction until it is safe with multiple frames in flight.
//
// This queues work to run after the fence for the *current frame slot* has
// signaled the next time we enter beginFrame() for that slot (i.e. after
// MAX_FRAMES_IN_FLIGHT submissions). Use this for resources that may still
// be referenced by command buffers submitted in the previous frame(s),
// such as descriptor sets and buffers freed during streaming/unload.
void deferAfterFrameFence(std::function<void()>&& fn);
// Accessors
VkInstance getInstance() const { return instance; }
VkPhysicalDevice getPhysicalDevice() const { return physicalDevice; }
VkDevice getDevice() const { return device; }
VkQueue getGraphicsQueue() const { return graphicsQueue; }
uint32_t getGraphicsQueueFamily() const { return graphicsQueueFamily; }
VmaAllocator getAllocator() const { return allocator; }
VkSurfaceKHR getSurface() const { return surface; }
VkSwapchainKHR getSwapchain() const { return swapchain; }
VkFormat getSwapchainFormat() const { return swapchainFormat; }
VkExtent2D getSwapchainExtent() const { return swapchainExtent; }
const std::vector<VkImageView>& getSwapchainImageViews() const { return swapchainImageViews; }
const std::vector<VkImage>& getSwapchainImages() const { return swapchainImages; }
uint32_t getSwapchainImageCount() const { return static_cast<uint32_t>(swapchainImages.size()); }
uint32_t getCurrentFrame() const { return currentFrame; }
const FrameData& getCurrentFrameData() const { return frames[currentFrame]; }
// For ImGui
VkRenderPass getImGuiRenderPass() const { return imguiRenderPass; }
VkDescriptorPool getImGuiDescriptorPool() const { return imguiDescriptorPool; }
const std::vector<VkFramebuffer>& getSwapchainFramebuffers() const { return swapchainFramebuffers; }
bool isSwapchainDirty() const { return swapchainDirty; }
void markSwapchainDirty() { swapchainDirty = true; }
// VSync (present mode)
bool isVsyncEnabled() const { return vsync_; }
void setVsync(bool enabled) { vsync_ = enabled; }
bool isDeviceLost() const { return deviceLost_; }
// MSAA
VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
void setMsaaSamples(VkSampleCountFlagBits samples);
VkSampleCountFlagBits getMaxUsableSampleCount() const;
VkImage getDepthImage() const { return depthImage; }
VkImage getDepthCopySourceImage() const {
return (depthResolveImage != VK_NULL_HANDLE) ? depthResolveImage : depthImage;
}
bool isDepthCopySourceMsaa() const {
return (depthResolveImage == VK_NULL_HANDLE) && (msaaSamples_ > VK_SAMPLE_COUNT_1_BIT);
}
VkFormat getDepthFormat() const { return depthFormat; }
VkImageView getDepthResolveImageView() const { return depthResolveImageView; }
VkImageView getDepthImageView() const { return depthImageView; }
// UI texture upload: creates a Vulkan texture from RGBA data and returns
// a VkDescriptorSet suitable for use as ImTextureID.
// The caller does NOT need to free the result — resources are tracked and
// cleaned up when the VkContext is destroyed.
VkDescriptorSet uploadImGuiTexture(const uint8_t* rgba, int width, int height);
private:
bool createInstance(SDL_Window* window);
bool createSurface(SDL_Window* window);
bool selectPhysicalDevice();
bool createLogicalDevice();
bool createAllocator();
bool createSwapchain(int width, int height);
void destroySwapchain();
bool createCommandPools();
bool createSyncObjects();
bool createImGuiResources();
void destroyImGuiResources();
// vk-bootstrap objects (kept alive for swapchain recreation etc.)
vkb::Instance vkbInstance_;
vkb::PhysicalDevice vkbPhysicalDevice_;
VkInstance instance = VK_NULL_HANDLE;
VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
VkSurfaceKHR surface = VK_NULL_HANDLE;
VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
VkDevice device = VK_NULL_HANDLE;
VmaAllocator allocator = VK_NULL_HANDLE;
VkQueue graphicsQueue = VK_NULL_HANDLE;
VkQueue presentQueue = VK_NULL_HANDLE;
uint32_t graphicsQueueFamily = 0;
uint32_t presentQueueFamily = 0;
// Swapchain
VkSwapchainKHR swapchain = VK_NULL_HANDLE;
VkFormat swapchainFormat = VK_FORMAT_UNDEFINED;
VkExtent2D swapchainExtent = {0, 0};
std::vector<VkImage> swapchainImages;
std::vector<VkImageView> swapchainImageViews;
std::vector<VkFramebuffer> swapchainFramebuffers;
bool swapchainDirty = false;
bool deviceLost_ = false;
bool vsync_ = true;
// Per-frame resources
FrameData frames[MAX_FRAMES_IN_FLIGHT];
uint32_t currentFrame = 0;
// Immediate submit resources
VkCommandPool immCommandPool = VK_NULL_HANDLE;
VkFence immFence = VK_NULL_HANDLE;
// Batch upload state (nesting-safe via depth counter)
int uploadBatchDepth_ = 0;
bool inUploadBatch_ = false;
VkCommandBuffer batchCmd_ = VK_NULL_HANDLE;
std::vector<AllocatedBuffer> batchStagingBuffers_;
// Async upload: in-flight batches awaiting GPU completion
struct InFlightBatch {
VkFence fence = VK_NULL_HANDLE;
VkCommandBuffer cmd = VK_NULL_HANDLE;
std::vector<AllocatedBuffer> stagingBuffers;
};
std::vector<InFlightBatch> inFlightBatches_;
void runDeferredCleanup(uint32_t frameIndex);
std::vector<std::function<void()>> deferredCleanup_[MAX_FRAMES_IN_FLIGHT];
// Depth buffer (shared across all framebuffers)
VkImage depthImage = VK_NULL_HANDLE;
VkImageView depthImageView = VK_NULL_HANDLE;
VmaAllocation depthAllocation = VK_NULL_HANDLE;
VkFormat depthFormat = VK_FORMAT_D32_SFLOAT;
bool createDepthBuffer();
void destroyDepthBuffer();
// MSAA resources
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
VkImage msaaColorImage_ = VK_NULL_HANDLE;
VkImageView msaaColorView_ = VK_NULL_HANDLE;
VmaAllocation msaaColorAllocation_ = VK_NULL_HANDLE;
bool createMsaaColorImage();
void destroyMsaaColorImage();
bool createDepthResolveImage();
void destroyDepthResolveImage();
// MSAA depth resolve support (for sampling/copying resolved depth)
bool depthResolveSupported_ = false;
VkResolveModeFlagBits depthResolveMode_ = VK_RESOLVE_MODE_NONE;
VkImage depthResolveImage = VK_NULL_HANDLE;
VkImageView depthResolveImageView = VK_NULL_HANDLE;
VmaAllocation depthResolveAllocation = VK_NULL_HANDLE;
// ImGui resources
VkRenderPass imguiRenderPass = VK_NULL_HANDLE;
VkDescriptorPool imguiDescriptorPool = VK_NULL_HANDLE;
// Shared sampler for UI textures (created on first uploadImGuiTexture call)
VkSampler uiTextureSampler_ = VK_NULL_HANDLE;
// Tracked UI textures for cleanup
struct UiTexture {
VkImage image;
VkDeviceMemory memory;
VkImageView view;
};
std::vector<UiTexture> uiTextures_;
#ifndef NDEBUG
bool enableValidation = true;
#else
bool enableValidation = false;
#endif
};
} // namespace rendering
} // namespace wowee