monado/src/xrt/compositor/render/comp_render.h

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// Copyright 2019-2020, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
* @brief The NEW compositor rendering code header.
* @author Lubosz Sarnecki <lubosz.sarnecki@collabora.com>
* @author Jakob Bornecrantz <jakob@collabora.com>
* @ingroup comp_main
*/
#pragma once
#include "xrt/xrt_compiler.h"
#include "xrt/xrt_defines.h"
#include "vk/vk_helpers.h"
#ifdef __cplusplus
extern "C" {
#endif
struct comp_compositor;
struct comp_swapchain_image;
/*!
* @addtogroup comp_main
* @{
*/
/*
*
* Buffer
*
*/
/*!
* Helper struct holding a buffer and it's memory.
*/
struct comp_buffer
{
//! Backing memory.
VkDeviceMemory memory;
//! Buffer.
VkBuffer buffer;
//! Size of the buffer.
VkDeviceSize size;
//! Size of the memory allocation.
VkDeviceSize allocation_size;
//! Alignment of the buffer.
VkDeviceSize alignment;
void *mapped;
};
/*!
* Initialize a buffer.
*/
VkResult
comp_buffer_init(struct vk_bundle *vk,
struct comp_buffer *buffer,
VkBufferUsageFlags usage_flags,
VkMemoryPropertyFlags memory_property_flags,
VkDeviceSize size);
/*!
* Frees all resources that this buffer has, doesn't not free the buffer itself.
*/
void
comp_buffer_close(struct vk_bundle *vk, struct comp_buffer *buffer);
/*!
* Maps the memory, sets comp_buffer::mapped to the memory.
*/
VkResult
comp_buffer_map(struct vk_bundle *vk, struct comp_buffer *buffer);
/*!
* Unmaps the memory.
*/
void
comp_buffer_unmap(struct vk_bundle *vk, struct comp_buffer *buffer);
/*!
* Maps the buffer, and copies the given data to the buffer.
*/
VkResult
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comp_buffer_map_and_write(struct vk_bundle *vk, struct comp_buffer *buffer, void *data, VkDeviceSize size);
/*!
* Writes the given data to the buffer, will map it temporarily if not mapped.
*/
VkResult
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comp_buffer_write(struct vk_bundle *vk, struct comp_buffer *buffer, void *data, VkDeviceSize size);
/*
*
* Resources
*
*/
/*!
* Holds all pools and static resources for rendering.
*/
struct comp_resources
{
/*
* Shared pools and caches.
*/
//! Shared for all rendering.
VkPipelineCache pipeline_cache;
//! Descriptor pool for mesh rendering.
VkDescriptorPool mesh_descriptor_pool;
/*
* Static
*/
struct
{
//! The binding index for the source texture.
uint32_t src_binding;
//! The binding index for the UBO.
uint32_t ubo_binding;
//! Descriptor set layout for mesh distortion.
VkDescriptorSetLayout descriptor_set_layout;
//! Pipeline layout used for mesh.
VkPipelineLayout pipeline_layout;
struct comp_buffer vbo;
struct comp_buffer ibo;
uint32_t num_vertices;
uint32_t num_indices[2];
uint32_t stride;
uint32_t offset_indices[2];
uint32_t total_num_indices;
} mesh;
};
/*!
* Allocate pools and static resources.
*
* @ingroup comp_main
*/
bool
comp_resources_init(struct comp_compositor *c, struct comp_resources *r);
/*!
* Free all pools and static resources, does not free the struct itself.
*/
void
comp_resources_close(struct comp_compositor *c, struct comp_resources *r);
/*
*
* Rendering
*
*/
/*!
* Each rendering (@ref comp_rendering) render to one or more targets, each
* target can have one or more views (@ref comp_rendering_view), this struct
* holds all the data that is specific to the target.
*/
struct comp_target_data
{
// The format that should be used to read from the target.
VkFormat format;
// Is this target a external target.
bool is_external;
//! Total height and width of the target.
uint32_t width, height;
};
/*!
* Each rendering (@ref comp_rendering) render to one or more targets, each
* target can have one or more views (@ref comp_rendering_view), this struct
* holds all the data that is specific to the target.
*/
struct comp_rendering_view
{
struct
{
struct comp_buffer ubo;
VkDescriptorSet descriptor_set;
} mesh;
};
/*!
* A rendering is used to create command buffers needed to do one frame of
* compositor rendering, it holds onto resources used by the command buffer.
*/
struct comp_rendering
{
struct comp_compositor *c;
struct comp_resources *r;
//! Command buffer where all commands are recorded.
VkCommandBuffer cmd;
//! Render pass used for rendering.
VkRenderPass render_pass;
struct
{
//! The data for this target.
struct comp_target_data data;
//! Framebuffer for this target.
VkFramebuffer framebuffer;
} targets[2];
//! Number of different targets, number of views are always two.
uint32_t num_targets;
struct
{
//! Pipeline layout used for mesh.
VkPipeline pipeline;
} mesh;
//! Holds per view data.
struct comp_rendering_view views[2];
//! The current view we are rendering to.
uint32_t current_view;
};
/*!
* Init struct and create resources needed for rendering.
*/
bool
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comp_rendering_init(struct comp_compositor *c, struct comp_resources *r, struct comp_rendering *rr);
/*!
* Frees all resources held by the rendering, does not free the struct itself.
*/
void
comp_rendering_close(struct comp_rendering *rr);
/*
*
* Drawing
*
*/
/*!
* The pure data information about a view that the renderer is rendering to.
*/
struct comp_viewport_data
{
uint32_t x, y;
uint32_t w, h;
};
/*!
* UBO data that is sent to the mesh shaders.
*/
struct comp_mesh_ubo_data
{
struct xrt_matrix_2x2 rot;
int flip_y;
};
/*!
* This function allocates everything to start a single rendering. This is the
* first function you call when you start rendering, you follow up with a call
* to comp_draw_begin_view.
*/
bool
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comp_draw_begin_target_single(struct comp_rendering *rr, VkImageView target, struct comp_target_data *data);
void
comp_draw_end_target(struct comp_rendering *rr);
void
comp_draw_begin_view(struct comp_rendering *rr,
uint32_t target,
uint32_t view,
struct comp_viewport_data *viewport_data);
void
comp_draw_end_view(struct comp_rendering *rr);
/*!
* Does any needed teardown of state after all of the drawing commands have been
* submitted.
*/
void
comp_draw_end_drawing(struct comp_resources *r);
void
comp_draw_projection_layer(struct comp_rendering *rr,
uint32_t layer,
VkSampler sampler,
VkImageView l_image_view,
VkImageView r_image_view,
struct xrt_layer_data *data);
void
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comp_draw_quad_layer(
struct comp_rendering *rr, uint32_t layer, VkSampler sampler, VkImageView image_view, struct xrt_layer_data *data);
void
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comp_draw_cylinder_layer(
struct comp_rendering *rr, uint32_t layer, VkSampler sampler, VkImageView image_view, struct xrt_layer_data *data);
void
comp_draw_distortion(struct comp_rendering *rr,
VkSampler sampler,
VkImageView image_view,
struct comp_mesh_ubo_data *data);
/*!
* @}
*/
#ifdef __cplusplus
}
#endif