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#pragma once
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <stdbool.h>
#include <assert.h>
#include "config.h"
#include "common/common.h"
#include "common/msg.h"
// We need to define all platforms we want to support. Since we have
// our own mechanism for checking this, we re-define the right symbols
#if HAVE_WAYLAND
#define VK_USE_PLATFORM_WAYLAND_KHR
#endif
#if HAVE_X11
#define VK_USE_PLATFORM_XLIB_KHR
#endif
#if HAVE_WIN32_DESKTOP
#define VK_USE_PLATFORM_WIN32_KHR
#endif
#include <vulkan/vulkan.h>
// Vulkan allows the optional use of a custom allocator. We don't need one but
// mark this parameter with a better name in case we ever decide to change this
// in the future. (And to make the code more readable)
#define MPVK_ALLOCATOR NULL
// A lot of things depend on streaming resources across frames. Depending on
// how many frames we render ahead of time, we need to pick enough to avoid
// any conflicts, so make all of these tunable relative to this constant in
// order to centralize them.
#define MPVK_MAX_STREAMING_DEPTH 8
// Shared struct used to hold vulkan context information
struct mpvk_ctx {
struct mp_log *log;
VkInstance inst;
VkPhysicalDevice physd;
VkDebugReportCallbackEXT dbg;
VkDevice dev;
// Surface, must be initialized fter the context itself
VkSurfaceKHR surf;
VkSurfaceFormatKHR surf_format; // picked at surface initialization time
struct vk_malloc *alloc; // memory allocator for this device
struct spirv_compiler *spirv; // GLSL -> SPIR-V compiler
struct vk_cmdpool **pools; // command pools (one per queue family)
int num_pools;
struct vk_cmd *last_cmd; // most recently submitted command
// Queued/pending commands. These are shared for the entire mpvk_ctx to
// ensure submission and callbacks are FIFO
struct vk_cmd **cmds_queued; // recorded but not yet submitted
struct vk_cmd **cmds_pending; // submitted but not completed
int num_cmds_queued;
int num_cmds_pending;
// Pointers into *pools
struct vk_cmdpool *pool_graphics; // required
struct vk_cmdpool *pool_compute; // optional
struct vk_cmdpool *pool_transfer; // optional
// Common pool of signals, to avoid having to re-create these objects often
struct vk_signal **signals;
int num_signals;
// Cached capabilities
VkPhysicalDeviceLimits limits;
};
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