skyline/app/src/main/cpp/skyline/gpu.h
Billy Laws c15b89975b Allocate a general purpose GPU-side debug tracing buffer
Can be used for checkpoints, etc.
2023-03-19 13:52:15 +00:00

82 lines
3.1 KiB
C++

// SPDX-License-Identifier: MPL-2.0
// Copyright © 2020 Skyline Team and Contributors (https://github.com/skyline-emu/)
#pragma once
#include <adrenotools/driver.h>
#include "gpu/trait_manager.h"
#include "gpu/memory_manager.h"
#include "gpu/command_scheduler.h"
#include "gpu/presentation_engine.h"
#include "gpu/texture_manager.h"
#include "gpu/buffer_manager.h"
#include "gpu/megabuffer.h"
#include "gpu/descriptor_allocator.h"
#include "gpu/shader_manager.h"
#include "gpu/pipeline_cache_manager.h"
#include "gpu/graphics_pipeline_assembler.h"
#include "gpu/shaders/helper_shaders.h"
#include "gpu/cache/renderpass_cache.h"
#include "gpu/cache/framebuffer_cache.h"
#include "gpu/interconnect/maxwell_3d/pipeline_manager.h"
#include "gpu/interconnect/kepler_compute/pipeline_manager.h"
namespace skyline::gpu {
static constexpr u32 VkApiVersion{VK_API_VERSION_1_1}; //!< The version of core Vulkan that we require
/**
* @brief An interface to host GPU structures, anything concerning host GPU/Presentation APIs is encapsulated by this
*/
class GPU {
private:
const DeviceState &state; // We access the device state inside Texture (and Buffers) for setting up NCE memory tracking
friend Texture;
friend Buffer;
friend BufferManager;
public:
adrenotools_gpu_mapping adrenotoolsImportMapping{}; //!< Persistent struct to store active adrenotools mapping import info
vk::raii::Context vkContext;
vk::raii::Instance vkInstance;
vk::raii::DebugReportCallbackEXT vkDebugReportCallback; //!< An RAII Vulkan debug report manager which calls into 'GPU::DebugCallback'
vk::raii::PhysicalDevice vkPhysicalDevice;
u32 vkQueueFamilyIndex{};
TraitManager traits;
vk::raii::Device vkDevice;
std::mutex queueMutex; //!< Synchronizes access to the queue as it is externally synchronized
vk::raii::Queue vkQueue; //!< A Vulkan Queue supporting graphics and compute operations
memory::MemoryManager memory;
CommandScheduler scheduler;
PresentationEngine presentation;
TextureManager texture;
BufferManager buffer;
MegaBufferAllocator megaBufferAllocator;
DescriptorAllocator descriptor;
std::optional<ShaderManager> shader;
HelperShaders helperShaders;
std::optional<GraphicsPipelineAssembler> graphicsPipelineAssembler;
cache::RenderPassCache renderPassCache;
cache::FramebufferCache framebufferCache;
std::mutex channelLock;
std::optional<PipelineCacheManager> graphicsPipelineCacheManager;
std::optional<interconnect::maxwell3d::PipelineManager> graphicsPipelineManager;
interconnect::kepler_compute::PipelineManager computePipelineManager;
static constexpr size_t DebugTracingBufferSize{0x80000}; //!< 512KiB
memory::Buffer debugTracingBuffer; //!< General use buffer for debug tracing, first 4 bytes are allocated for checkpoints
GPU(const DeviceState &state);
/**
* @brief Should be called after loader population to initialize the per-title caches
*/
void Initialise();
};
}