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