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manager.h
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#pragma once
#include "core/types.h"
#include "core/array_view.h"
#include "gpu/dll.h"
#include "gpu/command_list.h"
#include "gpu/resources.h"
#include "gpu/types.h"
namespace GPU
{
class GPU_DLL Manager final
{
public:
/**
* Initialize GPU manager
* @param setpParams Setup parameters used to create appropriate backend.
*/
static void Initialize(const SetupParams& setupParams);
/**
* Finalize GPU manager.
*/
static void Finalize();
/**
* Is initialized?
*/
static bool IsInitialized();
/**
* Enumerate adapters.
* @param outAdapters Pointer to adapter info structure array.
* @param maxAdapters Maximum number to enumerate.
* @return Total number of adapters.
*/
static i32 EnumerateAdapters(AdapterInfo* outAdapters, i32 maxAdapters);
/**
* Create adapter.
* @param adapterIdx Adapter index.
* @pre !IsInitialized()
*/
static ErrorCode CreateAdapter(i32 adapterIdx);
/**
* Is adapter created?
*/
static bool IsAdapterCreated();
/**
* Create swapchain.
* @param desc Swapchain descriptor.
* @param debugFmt Debug name format.
*/
static Handle CreateSwapChain(const SwapChainDesc& desc, const char* debugFmt, ...);
/**
* Create buffer.
* @param desc Buffer descriptor.
* @param initialData Data to create buffer with.
* @param debugFmt Debug name format.
* @pre initialData == nullptr, or allocated size matches one in @a desc
*/
static Handle CreateBuffer(const BufferDesc& desc, const void* initialData, const char* debugFmt, ...);
/**
* Create texture.
* @param desc Texture descriptor.
* @param initialData Data to create texture with.
* @param debugFmt Debug name format.
* @pre initialData == nullptr, or has enough for (levels * elements).
*/
static Handle CreateTexture(
const TextureDesc& desc, const TextureSubResourceData* initialData, const char* debugFmt, ...);
/**
* Create shader.
* @param desc Shader desc, contains byte code and type.
* @param debugFmt Debug name format.
*/
static Handle CreateShader(const ShaderDesc& desc, const char* debugFmt, ...);
/**
* Create graphics pipeline state.
*/
static Handle CreateGraphicsPipelineState(const GraphicsPipelineStateDesc& desc, const char* debugFmt, ...);
/**
* Create compute pipeline state.
*/
static Handle CreateComputePipelineState(const ComputePipelineStateDesc& desc, const char* debugFmt, ...);
/**
* Create pipeline binding set.
*/
static Handle CreatePipelineBindingSet(const PipelineBindingSetDesc& desc, const char* debugFmt, ...);
/**
* Create draw binding set.
*/
static Handle CreateDrawBindingSet(const DrawBindingSetDesc& desc, const char* debugFmt, ...);
/**
* Create frame binding set.
*/
static Handle CreateFrameBindingSet(const FrameBindingSetDesc& desc, const char* debugFmt, ...);
/**
* Create command list.
*/
static Handle CreateCommandList(const char* debugFmt, ...);
/**
* Create fence.
* Used for synchronisation in and around queues.
*/
static Handle CreateFence(const char* debugFmt, ...);
/**
* Destroy resource.
*/
static void DestroyResource(Handle handle);
/**
* Allocate temporary pipeline binding set.
* This will allocate some pipeline bindings that are only valid for the next (MAX_GPU_FRAMES-1) frames.
*/
static Handle AllocTemporaryPipelineBindingSet(const PipelineBindingSetDesc& desc);
/**
* Update pipeline bindings.
* @param handle Handle to pipeline binding set.
* @param base Base index of descriptors to update.
* @param descs Descriptors to update.
*/
static bool UpdatePipelineBindings(Handle handle, i32 base, Core::ArrayView<const BindingCBV> descs);
static bool UpdatePipelineBindings(Handle handle, i32 base, Core::ArrayView<const BindingSRV> descs);
static bool UpdatePipelineBindings(Handle handle, i32 base, Core::ArrayView<const BindingUAV> descs);
static bool UpdatePipelineBindings(Handle handle, i32 base, Core::ArrayView<const SamplerState> descs);
/**
* Copy pipeline bindings.
* @param dst Destination pipeline bindings.
* @param src Source pipeline bindings.
* @pre dst.size() == src.size().
* @pre dst & src num_ per type are equal.
*/
static bool CopyPipelineBindings(
Core::ArrayView<const PipelineBinding> dst, Core::ArrayView<const PipelineBinding> src);
/**
* Validate pipeline bindings.
* @param pb Pipeline bindings.
*/
static bool ValidatePipelineBindings(Core::ArrayView<const PipelineBinding> pb);
/**
* Compile command list.
* @param handle Handle to command list.
* @param commandList Input software command list.
* @return Success.
*/
static bool CompileCommandList(Handle handle, const CommandList& commandList);
/**
* Submit command list.
* @param handle Handle to command list.
* @return Success.
*/
static bool SubmitCommandList(Handle handle);
/**
* Submit command lists.
* @param handles Handles to command lists.
* @return Success.
*/
static bool SubmitCommandLists(Core::ArrayView<Handle> handles);
/**
* Present swapchain.
*/
static bool PresentSwapChain(Handle handle);
/**
* Resize swapchain.
*/
static bool ResizeSwapChain(Handle handle, i32 width, i32 height);
/**
* Next frame.
*/
static void NextFrame();
/**
* Is valid handle?
*/
static bool IsValidHandle(Handle handle);
/**
* Get handle allocator.
*/
static const Core::HandleAllocator& GetHandleAllocator();
/**
* Begin debug capture.
*/
static void BeginDebugCapture(const char* name);
/**
* End debug capture.
*/
static void EndDebugCapture();
/**
* Open debug capture.
* Where supported, this will open the appropriate debug tool.
* @param quitOnOpen If true, will quit once debug capture application has opened.
*/
static void OpenDebugCapture(bool quitOnOpen = false);
/**
* Trigger debug capture.
* Where supported, this will trigger a capture with debug tool.
*/
static void TriggerDebugCapture();
/**
* Scoped Debug capture.
*/
class ScopedDebugCapture
{
public:
ScopedDebugCapture(const char* name) { BeginDebugCapture(name); }
~ScopedDebugCapture() { EndDebugCapture(); }
};
/**
* Scoped manager init/fini.
* Mostly a convenience for unit tests.
*/
class Scoped
{
public:
Scoped(const SetupParams& setupParams) { Initialize(setupParams); }
~Scoped() { Finalize(); }
};
private:
Manager() = delete;
~Manager() = delete;
Manager(const Manager&) = delete;
};
} // namespace GPU