//! Deals with all the Vulkan/HAL details. //! This relies on draw passes for the actual drawing logic. use std::{ any::{Any, TypeId}, collections::HashMap, mem::ManuallyDrop, ptr::read, sync::{Arc, RwLock}, }; use anyhow::{Context, Result}; use hal::{pool::CommandPoolCreateFlags, PhysicalDeviceProperties}; use log::debug; use winit::window::Window; use super::{ draw_passes::{DrawPass, IntoDrawPass}, queue_negotiator::{DrawQueue, QueueNegotiator}, target::{SwapchainProperties, TargetChain}, }; use crate::{ draw_passes::Singular, error::{EnvironmentError, LockPoisoned}, mem::MemoryPool, types::*, }; use stockton_types::Session; /// Contains most root vulkan objects, and some precalculated info such as best formats to use. /// In most cases, this and the DrawPass should contain all vulkan objects present. pub struct RenderingContext { /// Vulkan Instance instance: ManuallyDrop, /// Device we're using device: Arc>, /// Adapter we're using adapter: Adapter, /// The properties of the physical device we're using physical_device_properties: PhysicalDeviceProperties, /// Swapchain and stuff target_chain: ManuallyDrop, // Command pool and buffers /// The command pool used for our buffers cmd_pool: ManuallyDrop, /// The queue negotiator to use queue_negotiator: QueueNegotiator, /// The queue to use for drawing queue: Arc>, /// Number of pixels per standard point pixels_per_point: f32, /// The list of memory pools memory_pools: HashMap>, } impl RenderingContext { /// Create a new RenderingContext for the given window. pub fn new, DP: DrawPass>( window: &Window, ) -> Result { // Create surface let (instance, surface, mut adapters) = unsafe { let instance = back::Instance::create("stockton", 1).context("Error creating vulkan instance")?; let surface = instance .create_surface(window) .context("Error creating surface")?; let adapters = instance.enumerate_adapters(); (instance, surface, adapters) }; // TODO: Properly figure out which adapter to use let adapter = adapters.remove(0); // Queue Negotiator let mut queue_families_specs = Vec::new(); let (mut queue_negotiator, surface) = { let dq: DrawQueue = DrawQueue { surface }; let mut qn = QueueNegotiator::default(); // Draw Queue qn.find(&adapter, &dq) .context("Couldn't find draw queue family")?; queue_families_specs.push( qn.family_spec::(&adapter.queue_families, 1) .context("Couldn't find draw queue family")?, ); // Auxiliary queues for DP queue_families_specs.extend( IDP::find_aux_queues(&adapter, &mut qn) .context("Level pass couldn't populate queue negotiator")?, ); (qn, dq.surface) }; // Device & Queue groups let (device_lock, queue_groups) = { // TODO: This sucks, but hal is restrictive on how we can pass this specific argument. // Deduplicate families & convert to specific type. let mut queue_families_specs_real = Vec::with_capacity(queue_families_specs.len()); for (qf, ns) in queue_families_specs.iter_mut() { if let Some(existing_family_spec) = queue_families_specs_real .iter() .position(|(qf2, _): &(&QueueFamilyT, &[f32])| qf2.id() == qf.id()) { ns.extend(queue_families_specs_real[existing_family_spec].1.iter()); queue_families_specs_real[existing_family_spec] = (*qf, ns.as_slice()); } else { queue_families_specs_real.push((*qf, ns.as_slice())) } } let gpu = unsafe { adapter .physical_device .open(queue_families_specs_real.as_slice(), hal::Features::empty()) .context("Error opening logical device")? }; (Arc::new(RwLock::new(gpu.device)), gpu.queue_groups) }; queue_negotiator.set_queue_groups(queue_groups); // Figure out what our swapchain will look like let swapchain_properties = SwapchainProperties::find_best(&adapter, &surface) .context("Error getting properties for swapchain")?; // Lock device let mut device = device_lock .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; debug!("Detected swapchain properties: {:?}", swapchain_properties); // Command pool let mut cmd_pool = unsafe { device.create_command_pool( queue_negotiator .family::() .ok_or(EnvironmentError::NoSuitableFamilies)?, CommandPoolCreateFlags::RESET_INDIVIDUAL, ) } .context("Error creating draw command pool")?; // Swapchain and associated resources let target_chain = TargetChain::new( &mut device, &adapter, surface, &mut cmd_pool, swapchain_properties, ) .context("Error creating target chain")?; // Unlock device drop(device); let queue = queue_negotiator .get_queue::() .context("Error getting draw queue")?; Ok(RenderingContext { instance: ManuallyDrop::new(instance), device: device_lock, physical_device_properties: adapter.physical_device.properties(), adapter, queue_negotiator, queue, target_chain: ManuallyDrop::new(target_chain), cmd_pool: ManuallyDrop::new(cmd_pool), pixels_per_point: window.scale_factor() as f32, memory_pools: HashMap::new(), }) } /// If this function fails the whole context is probably dead /// # Safety /// The context must not be used while this is being called pub unsafe fn handle_surface_change(&mut self) -> Result<()> { let mut device = self .device .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; device .wait_idle() .context("Error waiting for device to become idle")?; let surface = ManuallyDrop::into_inner(read(&self.target_chain)) .deactivate_with_recyling(&mut device, &mut self.cmd_pool); let properties = SwapchainProperties::find_best(&self.adapter, &surface) .context("Error finding best swapchain properties")?; self.target_chain = ManuallyDrop::new( TargetChain::new( &mut device, &self.adapter, surface, &mut self.cmd_pool, properties, ) .context("Error creating target chain")?, ); Ok(()) } /// Draw onto the next frame of the swapchain pub fn draw_next_frame>( &mut self, session: &Session, dp: &mut DP, ) -> Result<()> { let mut device = self .device .write() .map_err(|_| LockPoisoned::Device) .context("Error getting device lock")?; let mut queue = self .queue .write() .map_err(|_| LockPoisoned::Queue) .context("Error getting draw queue lock")?; // Level draw pass self.target_chain .do_draw_with(&mut device, &mut queue, dp, session) .context("Error preparing next target")?; Ok(()) } /// Get a reference to the rendering context's pixels per point. pub fn pixels_per_point(&self) -> f32 { self.pixels_per_point } /// Get a reference to the rendering context's device. pub fn device(&self) -> &Arc> { &self.device } /// Get a reference to the rendering context's target chain. pub fn target_chain(&self) -> &TargetChain { &self.target_chain } /// Get a reference to the rendering context's adapter. pub fn adapter(&self) -> &Adapter { &self.adapter } /// Get a mutable reference to the rendering context's queue negotiator. pub fn queue_negotiator_mut(&mut self) -> &mut QueueNegotiator { &mut self.queue_negotiator } /// Get a reference to the physical device's properties. pub fn physical_device_properties(&self) -> &PhysicalDeviceProperties { &self.physical_device_properties } /// Get the specified memory pool, lazily initialising it if it's not yet present pub fn memory_pool(&mut self) -> Result<&Arc>> { self.ensure_memory_pool::

()?; Ok(self.existing_memory_pool::

().unwrap()) } /// Ensure the specified memory pool is initialised. #[allow(clippy::map_entry)] // We can't follow the suggestion because of a borrowing issue pub fn ensure_memory_pool(&mut self) -> Result<()> { let tid = TypeId::of::

(); if !self.memory_pools.contains_key(&tid) { self.memory_pools .insert(tid, Box::new(P::from_context(self)?)); } Ok(()) } /// Get the specified memory pool, returning None if it's not yet present /// You should only use this when you're certain it exists, such as when freeing memory /// allocated from that pool pub fn existing_memory_pool(&self) -> Option<&Arc>> { self.memory_pools .get(&TypeId::of::

()) .map(|x| x.downcast_ref().unwrap()) } } impl core::ops::Drop for RenderingContext { fn drop(&mut self) { { self.device.write().unwrap().wait_idle().unwrap(); } // TODO: Better deactivation code unsafe { let mut device = self.device.write().unwrap(); ManuallyDrop::into_inner(read(&self.target_chain)).deactivate( &mut self.instance, &mut device, &mut self.cmd_pool, ); device.destroy_command_pool(ManuallyDrop::into_inner(read(&self.cmd_pool))); } } }