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Add a source that runs a compute shader and exports the GPU buffer as a DmaBuf to the clients.
66 lines
1.4 KiB
C
66 lines
1.4 KiB
C
#include <vulkan/vulkan.h>
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#include <spa/buffer/buffer.h>
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#define MAX_BUFFERS 16
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#define WORKGROUP_SIZE 32
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struct pixel {
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float r, g, b, a;
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};
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struct push_constants {
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float time;
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int frame;
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int width;
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int height;
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};
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struct vulkan_buffer {
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struct spa_buffer *buf;
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VkBuffer buffer;
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VkDeviceMemory memory;
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};
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struct vulkan_state {
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struct push_constants constants;
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VkInstance instance;
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VkPhysicalDevice physicalDevice;
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VkDevice device;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkShaderModule computeShaderModule;
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VkCommandPool commandPool;
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VkCommandBuffer commandBuffer;
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VkQueue queue;
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uint32_t queueFamilyIndex;
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VkFence fence;
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unsigned int prepared:1;
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unsigned int busy:1;
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VkDescriptorPool descriptorPool;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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struct vulkan_buffer buffers[MAX_BUFFERS];
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uint32_t n_buffers;
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uint32_t bufferSize;
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uint32_t buffer_id;
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};
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int spa_vulkan_prepare(struct vulkan_state *s);
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int spa_vulkan_use_buffers(struct vulkan_state *s, uint32_t flags,
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uint32_t n_buffers, struct spa_buffer **buffers);
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int spa_vulkan_unprepare(struct vulkan_state *s);
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int spa_vulkan_start(struct vulkan_state *s);
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int spa_vulkan_stop(struct vulkan_state *s);
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int spa_vulkan_ready(struct vulkan_state *s);
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int spa_vulkan_process(struct vulkan_state *s, uint32_t buffer_id);
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int spa_vulkan_cleanup(struct vulkan_state *s);
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