1
0
mirror of https://github.com/Yours3lf/rpi-vk-driver.git synced 2024-12-01 13:24:20 +01:00
rpi-vk-driver/driver/vkExt.h

108 lines
3.1 KiB
C

#pragma once
#define VK_NO_PROTOTYPES
#include <vulkan/vulkan.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef VkResult (*PFN_vkCreateShaderModuleFromRpiAssemblyEXT)(
VkPhysicalDevice physicalDevice);
// Sooo we're not really getting the REAL VkPhysicalDevice from the Loader
// But rather a Trampoline object that points to a Terminator that finally points to
// The real object
// Therefore if we would like to pass on information in our VkPhysicalDevice object
// We need to walk this chain...
typedef struct VkRpiPhysicalDevice
{
uintptr_t loaderData;
uintptr_t customData;
} VkRpiPhysicalDevice;
typedef struct LoaderTerminator
{
uintptr_t a;
uintptr_t b;
uint8_t c;
VkRpiPhysicalDevice* physicalDevice;
} LoaderTerminator;
typedef struct LoaderTrampoline
{
uintptr_t a;
uintptr_t b;
LoaderTerminator* loaderTerminator;
} LoaderTrampoline;
/*
* assembly to vulkan resource mapping
*
* map vulkan resources such as
* -push constants
* -descriptor set entries
* -images
* -buffers
*
* to assembly uniform reads
*
* push constants should be one read
*
* buffers and images are handled through the TMU pipeline
* and therefore carry implicit uniform reads
* buffers should be one uniform (general memory read)
* number of uniforms for images are dependent on type (and TMU writes)
*
* therefore what we need is a mapping for each assembly uniform read
* to some vulkan resource
* and the driver should be able to figure out what to put in the uniform queue
* based on the mapping
*
* Coordinate shader mappings are tricky as they are not a concept in Vulkan.
* However, assuming they were compiled from the same vertex shader, they must share the same uniforms.
* Therefore Coordinate shaders will share the same uniforms, but may employ a different mappping.
* If coordinate shader mapping is absent, they'll just use the same mapping as vertex shaders.
*
* Vertex and coordinate shaders must be in the same shader module.
*
*/
typedef enum VkRpiAssemblyTypeEXT {
VK_RPI_ASSEMBLY_TYPE_COORDINATE = 0,
VK_RPI_ASSEMBLY_TYPE_VERTEX = 1,
VK_RPI_ASSEMBLY_TYPE_FRAGMENT = 2,
VK_RPI_ASSEMBLY_TYPE_COMPUTE = 3,
VK_RPI_ASSEMBLY_TYPE_MAX,
} VkRpiAssemblyTypeEXT;
typedef enum VkRpiAssemblyMappingTypeEXT {
VK_RPI_ASSEMBLY_MAPPING_TYPE_DESCRIPTOR = 0,
VK_RPI_ASSEMBLY_MAPPING_TYPE_PUSH_CONSTANT = 1,
VK_RPI_ASSEMBLY_MAPPING_TYPE_MAX
} VkRpiAssemblyMappingTypeEXT;
//defines mapping for a single uniform FIFO read to a Vulkan resource
typedef struct VkRpiAssemblyMappingEXT {
VkRpiAssemblyMappingTypeEXT mappingType;
VkDescriptorType descriptorType;
uint32_t descriptorSet;
uint32_t descriptorBinding;
uint32_t descriptorArrayElement;
uint32_t resourceOffset; //in bytes
} VkRpiAssemblyMappingEXT;
typedef struct VkRpiShaderModuleAssemblyCreateInfoEXT {
VkStructureType sType;
const void* pNext;
uint64_t** instructions;
uint32_t* numInstructions;
VkRpiAssemblyMappingEXT** mappings;
uint32_t* numMappings;
} VkRpiShaderModuleAssemblyCreateInfoEXT;
#ifdef __cplusplus
}
#endif