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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
2019-09-02 22:37:42 +01:00

99 lines
3.0 KiB
C

#pragma once
#ifdef __cplusplus
extern "C" {
#endif
//we need something like the other platforms to create surfaces on the RPI
//so I created this little "extension"
//full spec in this file ;)
typedef enum VkRpiSurfaceCreateFlagsEXT {
//reserved
VK_RPI_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
} VkRpiSurfaceCreateFlagsEXT;
typedef struct VkRpiSurfaceCreateInfoEXT {
VkStructureType sType;
const void* pNext;
VkRpiSurfaceCreateFlagsEXT flags; //reserved
//maybe include some other stuff dunno
} VkRpiSurfaceCreateInfoEXT;
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;
/*
* 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
*
* vertex and coordinate shader mappings are shared
*
*/
//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
VkShaderStageFlagBits shaderStage;
} VkRpiAssemblyMappingEXT;
typedef struct VkRpiShaderModuleAssemblyCreateInfoEXT {
VkStructureType sType;
const void* pNext;
char** asmStrings;
VkRpiAssemblyMappingEXT* mappings;
uint32_t numMappings;
} VkRpiShaderModuleAssemblyCreateInfoEXT;
//TODO could use this extension https://vulkan.lunarg.com/doc/view/1.0.30.0/windows/vkspec.chunked/ch29s03.html
//extension name something like: VK_KHR_rpi_surface
//extension that allows developers to create a surface to render to on Raspbian Stretch Lite
VkResult vkCreateRpiSurfaceEXT(
VkInstance instance,
const VkRpiSurfaceCreateInfoEXT* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSurfaceKHR* pSurface);
//extension that allows developers to submit QPU assembly directly and thus hand optimise code
VkResult vkCreateShaderModuleFromRpiAssemblyEXT(
VkDevice device,
VkRpiShaderModuleAssemblyCreateInfoEXT* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkShaderModule* pShaderModule
);
//TODO performance counters / perfmon
#ifdef __cplusplus
}
#endif