lsfg-vk/lsfg-vk-gen/include/context.hpp
2025-07-04 13:32:41 +02:00

95 lines
3.4 KiB
C++

#ifndef CONTEXT_HPP
#define CONTEXT_HPP
#include "pool/shaderpool.hpp"
#include "core/commandbuffer.hpp"
#include "core/commandpool.hpp"
#include "core/descriptorpool.hpp"
#include "core/fence.hpp"
#include "core/image.hpp"
#include "core/semaphore.hpp"
#include "shaderchains/alpha.hpp"
#include "shaderchains/beta.hpp"
#include "shaderchains/delta.hpp"
#include "shaderchains/downsample.hpp"
#include "shaderchains/epsilon.hpp"
#include "shaderchains/extract.hpp"
#include "shaderchains/gamma.hpp"
#include "shaderchains/magic.hpp"
#include "shaderchains/merge.hpp"
#include "shaderchains/zeta.hpp"
namespace LSFG {
///
/// LSFG context.
///
class Context {
public:
///
/// Create a generator instance.
///
/// @param device The Vulkan device to use.
/// @param shaderpool The shader pool to use.
/// @param width Width of the input images.
/// @param height Height of the input images.
/// @param in0 File descriptor for the first input image.
/// @param in1 File descriptor for the second input image.
/// @param outN File descriptor for the output image.
///
/// @throws LSFG::vulkan_error if the generator fails to initialize.
///
Context(const Core::Device& device, Pool::ShaderPool& shaderpool,
uint32_t width, uint32_t height, int in0, int in1,
const std::vector<int>& outN);
///
/// Schedule the next generation.
///
/// @param device The Vulkan device to use.
/// @param inSem Semaphore to wait on before starting the generation.
/// @param outSem Semaphores to signal after each generation is done.
///
/// @throws LSFG::vulkan_error if the generator fails to present.
///
void present(const Core::Device& device, int inSem,
const std::vector<int>& outSem);
// Trivially copyable, moveable and destructible
Context(const Context&) = default;
Context(Context&&) = default;
Context& operator=(const Context&) = default;
Context& operator=(Context&&) = default;
~Context() = default;
private:
Core::DescriptorPool descPool;
Core::CommandPool cmdPool;
Core::Image inImg_0, inImg_1; // inImg_0 is next (inImg_1 prev) when fc % 2 == 0
uint64_t frameIdx{0};
struct RenderInfo {
Core::Semaphore inSemaphore; // wait for copy
Core::CommandBuffer cmdBuffer1;
std::vector<Core::Semaphore> internalSemaphores; // first step output
std::vector<Core::CommandBuffer> cmdBuffers2; // second step output
std::vector<Core::Semaphore> outSemaphores; // signal when done with each pass
std::optional<std::vector<Core::Fence>> completionFences;
}; // data for a single render
std::array<RenderInfo, 8> renderInfos; // 8 passes, why not
Shaderchains::Downsample downsampleChain;
std::array<Shaderchains::Alpha, 7> alphaChains;
Shaderchains::Beta betaChain;
std::array<Shaderchains::Gamma, 4> gammaChains;
std::array<Shaderchains::Magic, 3> magicChains;
std::array<Shaderchains::Delta, 3> deltaChains;
std::array<Shaderchains::Epsilon, 3> epsilonChains;
std::array<Shaderchains::Zeta, 3> zetaChains;
std::array<Shaderchains::Extract, 2> extractChains;
Shaderchains::Merge mergeChain;
};
}
#endif // CONTEXT_HPP