vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_DEVICESELECTION
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#define INCLUDED_RENDERER_BACKEND_VULKAN_DEVICESELECTION
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#include "scriptinterface/ScriptForward.h"
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#include <glad/vulkan.h>
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#include <limits>
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#include <vector>
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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/**
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* Structure to store all information that might be useful on device selection.
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*/
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struct SAvailablePhysicalDevice
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{
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uint32_t index = std::numeric_limits<uint32_t>::max();
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VkPhysicalDevice device = VK_NULL_HANDLE;
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VkPhysicalDeviceProperties properties{};
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VkPhysicalDeviceDescriptorIndexingPropertiesEXT descriptorIndexingProperties{};
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VkPhysicalDeviceMemoryProperties memoryProperties{};
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VkPhysicalDeviceFeatures features{};
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VkPhysicalDeviceDescriptorIndexingFeaturesEXT descriptorIndexingFeatures{};
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std::vector<VkQueueFamilyProperties> queueFamilies;
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bool hasRequiredExtensions = false;
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bool hasOutputToSurfaceSupport = false;
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size_t graphicsQueueFamilyIndex = 0;
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size_t presentQueueFamilyIndex = 0;
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VkDeviceSize deviceTotalMemory = 0;
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VkDeviceSize hostTotalMemory = 0;
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std::vector<std::string> extensions;
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VkSurfaceCapabilitiesKHR surfaceCapabilities;
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std::vector<VkSurfaceFormatKHR> surfaceFormats;
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std::vector<VkPresentModeKHR> presentModes;
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};
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/**
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* @return all available physical devices for the Vulkan instance with
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* additional flags of surface and required extensions support.
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* We could have a single function that returns a selected device. But we use
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* multiple functions to be able to save some information about available
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* devices before filtering and give a choice to a user.
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*/
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std::vector<SAvailablePhysicalDevice> GetAvailablePhysicalDevices(
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VkInstance instance, VkSurfaceKHR surface,
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const std::vector<const char*>& requiredDeviceExtensions);
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/**
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* @return true if we can't use the device for our needs. For example, it
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* doesn't graphics or present queues. Because we can't render the game without
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* them.
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*/
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bool IsPhysicalDeviceUnsupported(const SAvailablePhysicalDevice& device);
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/**
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* @return true if the first device is better for our needs than the second
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* one. Useful in functions like std::sort. The first and the second devices
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* should be supported (in other words IsPhysicalDeviceSupported should
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* return true for both of them).
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*/
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bool ComparePhysicalDevices(
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const SAvailablePhysicalDevice& device1,
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const SAvailablePhysicalDevice& device2);
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bool IsSurfaceFormatSupported(
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const VkSurfaceFormatKHR& surfaceFormat);
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/**
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* Report all desired information about the available physical device.
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*/
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void ReportAvailablePhysicalDevice(const SAvailablePhysicalDevice& device,
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const ScriptRequest& rq, JS::HandleValue settings);
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_DEVICESELECTION
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