#pragma once #include "video/out/vo.h" #include "video/out/gpu/context.h" #include "video/mp_image.h" #include "common.h" #include "formats.h" #define VK_LOAD_PFN(name) PFN_##name pfn_##name = (PFN_##name) \ vkGetInstanceProcAddr(vk->inst, #name); #if HAVE_WIN32_DESKTOP #define MP_VK_EXTERNAL_MEMORY_EXPORT_EXTENSION_NAME VK_KHR_EXTERNAL_MEMORY_WIN32_EXTENSION_NAME #else #define MP_VK_EXTERNAL_MEMORY_EXPORT_EXTENSION_NAME VK_KHR_EXTERNAL_MEMORY_FD_EXTENSION_NAME #endif // Return a human-readable name for various struct mpvk_ctx enums const char* vk_err(VkResult res); // Convenience macros to simplify a lot of common boilerplate #define VK_ASSERT(res, str) \ do { \ if (res != VK_SUCCESS) { \ MP_ERR(vk, str ": %s\n", vk_err(res)); \ goto error; \ } \ } while (0) #define VK(cmd) \ do { \ MP_TRACE(vk, #cmd "\n"); \ VkResult res ## __LINE__ = (cmd); \ VK_ASSERT(res ## __LINE__, #cmd); \ } while (0) // Uninits everything in the correct order void mpvk_uninit(struct mpvk_ctx *vk); // Initialization functions: As a rule of thumb, these need to be called in // this order, followed by vk_malloc_init, followed by RA initialization, and // finally followed by vk_swchain initialization. // Create a vulkan instance. Returns VK_NULL_HANDLE on failure bool mpvk_instance_init(struct mpvk_ctx *vk, struct mp_log *log, const char *surf_ext_name, bool debug); // Generate a VkSurfaceKHR usable for video output. Returns VK_NULL_HANDLE on // failure. Must be called after mpvk_instance_init. bool mpvk_surface_init(struct vo *vo, struct mpvk_ctx *vk); // Find a suitable physical device for use with rendering and which supports // the surface. // name: only match a device with this name // sw: also allow software/virtual devices bool mpvk_find_phys_device(struct mpvk_ctx *vk, const char *name, bool sw); // Get the UUID for the selected physical device bool mpvk_get_phys_device_uuid(struct mpvk_ctx *vk, uint8_t uuid_out[VK_UUID_SIZE]); // Pick a suitable surface format that's supported by this physical device. bool mpvk_pick_surface_format(struct mpvk_ctx *vk); struct mpvk_device_opts { int queue_count; // number of queues to use int async_transfer; // enable async transfer int async_compute; // enable async compute }; // Create a logical device and initialize the vk_cmdpools bool mpvk_device_init(struct mpvk_ctx *vk, struct mpvk_device_opts opts); // Wait for all currently pending commands to have completed. This is the only // function that actually processes the callbacks. Will wait at most `timeout` // nanoseconds for the completion of each command. Using it with a value of // UINT64_MAX effectively means waiting until the pool/device is idle. The // timeout may also be passed as 0, in which case this function will not block, // but only poll for completed commands. void mpvk_poll_commands(struct mpvk_ctx *vk, uint64_t timeout); // Flush all currently queued commands. Call this once per frame, after // submitting all of the command buffers for that frame. Calling this more // often than that is possible but bad for performance. // Returns whether successful. Failed commands will be implicitly dropped. bool mpvk_flush_commands(struct mpvk_ctx *vk); // Since lots of vulkan operations need to be done lazily once the affected // resources are no longer in use, provide an abstraction for tracking these. // In practice, these are only checked and run when submitting new commands, so // the actual execution may be delayed by a frame. typedef void (*vk_cb)(void *priv, void *arg); struct vk_callback { vk_cb run; void *priv; void *arg; // as a convenience, you also get to pass an arg for "free" }; // Associate a callback with the completion of all currently pending commands. // This will essentially run once the device is completely idle. void vk_dev_callback(struct mpvk_ctx *vk, vk_cb callback, void *p, void *arg); // Helper wrapper around command buffers that also track dependencies, // callbacks and synchronization primitives struct vk_cmd { struct vk_cmdpool *pool; // pool it was allocated from VkQueue queue; // the submission queue (for recording/pending) VkCommandBuffer buf; // the command buffer itself VkFence fence; // the fence guards cmd buffer reuse // The semaphores represent dependencies that need to complete before // this command can be executed. These are *not* owned by the vk_cmd VkSemaphore *deps; VkPipelineStageFlags *depstages; int num_deps; // The signals represent semaphores that fire once the command finishes // executing. These are also not owned by the vk_cmd VkSemaphore *sigs; int num_sigs; // Since VkFences are useless, we have to manually track "callbacks" // to fire once the VkFence completes. These are used for multiple purposes, // ranging from garbage collection (resource deallocation) to fencing. struct vk_callback *callbacks; int num_callbacks; }; // Associate a callback with the completion of the current command. This // bool will be set to `true` once the command completes, or shortly thereafter. void vk_cmd_callback(struct vk_cmd *cmd, vk_cb callback, void *p, void *arg); // Associate a raw dependency for the current command. This semaphore must // signal by the corresponding stage before the command may execute. void vk_cmd_dep(struct vk_cmd *cmd, VkSemaphore dep, VkPipelineStageFlags stage); // Associate a raw signal with the current command. This semaphore will signal // after the command completes. void vk_cmd_sig(struct vk_cmd *cmd, VkSemaphore sig); // Signal abstraction: represents an abstract synchronization mechanism. // Internally, this may either resolve as a semaphore or an event depending // on whether the appropriate conditions are met. struct vk_signal { VkSemaphore semaphore; VkEvent event; VkQueue event_source; }; // Generates a signal after the execution of all previous commands matching the // given the pipeline stage. The signal is owned by the caller, and must be // consumed eith vk_cmd_wait or released with vk_signal_cancel in order to // free the resources. struct vk_signal *vk_cmd_signal(struct mpvk_ctx *vk, struct vk_cmd *cmd, VkPipelineStageFlags stage); // Consumes a previously generated signal. This signal must fire by the // indicated stage before the command can run. If *event is not NULL, then it // MAY be set to a VkEvent which the caller MUST manually wait on in the most // appropriate way. This function takes over ownership of the signal (and the // signal will be released/reused automatically) void vk_cmd_wait(struct mpvk_ctx *vk, struct vk_cmd *cmd, struct vk_signal **sigptr, VkPipelineStageFlags stage, VkEvent *out_event); // Destroys a currently pending signal, for example if the resource is no // longer relevant. void vk_signal_destroy(struct mpvk_ctx *vk, struct vk_signal **sig); // Command pool / queue family hybrid abstraction struct vk_cmdpool { VkQueueFamilyProperties props; int qf; // queue family index VkCommandPool pool; VkQueue *queues; int num_queues; int idx_queues; // Command buffers associated with this queue. These are available for // re-recording struct vk_cmd **cmds; int num_cmds; }; // Fetch a command buffer from a command pool and begin recording to it. // Returns NULL on failure. struct vk_cmd *vk_cmd_begin(struct mpvk_ctx *vk, struct vk_cmdpool *pool); // Finish recording a command buffer and queue it for execution. This function // takes over ownership of *cmd, i.e. the caller should not touch it again. void vk_cmd_queue(struct mpvk_ctx *vk, struct vk_cmd *cmd); // Predefined structs for a simple non-layered, non-mipped image extern const VkImageSubresourceRange vk_range; extern const VkImageSubresourceLayers vk_layers;