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authornyorain <nyorain@gmail.com>2021-02-21 18:30:12 +0100
committerSimon Ser <contact@emersion.fr>2021-10-18 11:51:13 +0200
commit8e346922508aa3eaccd6e12f2917f6574f349843 (patch)
tree550742b8a086287b6d478db1ade14b2cc4a21294 /render/vulkan/renderer.c
parent2edf468aeb7d4703aa211cea3b58f04cbc73298c (diff)
render/vulkan: add Vulkan renderer
This new renderer is implemented with the existing wlr_renderer API (which is known to be sub-optimal for some operations). It's not used by default, but users can opt-in by setting WLR_RENDERER=vulkan. The renderer depends on VK_EXT_image_drm_format_modifier and VK_EXT_physical_device_drm. Co-authored-by: Simon Ser <contact@emersion.fr> Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
Diffstat (limited to 'render/vulkan/renderer.c')
-rw-r--r--render/vulkan/renderer.c1540
1 files changed, 1540 insertions, 0 deletions
diff --git a/render/vulkan/renderer.c b/render/vulkan/renderer.c
new file mode 100644
index 00000000..4fae81a8
--- /dev/null
+++ b/render/vulkan/renderer.c
@@ -0,0 +1,1540 @@
+#define _POSIX_C_SOURCE 200809L
+#include <assert.h>
+#include <fcntl.h>
+#include <math.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <sys/types.h>
+#include <unistd.h>
+#include <drm_fourcc.h>
+#include <vulkan/vulkan.h>
+#include <wlr/render/interface.h>
+#include <wlr/types/wlr_drm.h>
+#include <wlr/types/wlr_matrix.h>
+#include <wlr/util/box.h>
+#include <wlr/util/log.h>
+#include <wlr/render/vulkan.h>
+#include <wlr/backend/interface.h>
+#include <wlr/types/wlr_linux_dmabuf_v1.h>
+
+#include "render/pixel_format.h"
+#include "render/vulkan.h"
+#include "render/vulkan/shaders/common.vert.h"
+#include "render/vulkan/shaders/texture.frag.h"
+#include "render/vulkan/shaders/quad.frag.h"
+#include "types/wlr_buffer.h"
+
+// TODO:
+// - simplify stage allocation, don't track allocations but use ringbuffer-like
+// - use a pipeline cache (not sure when to save though, after every pipeline
+// creation?)
+// - create pipelines as derivatives of each other
+// - evaluate if creating VkDeviceMemory pools is a good idea.
+// We can expect wayland client images to be fairly large (and shouldn't
+// have more than 4k of those I guess) but pooling memory allocations
+// might still be a good idea.
+
+static const VkDeviceSize min_stage_size = 1024 * 1024; // 1MB
+static const VkDeviceSize max_stage_size = 64 * min_stage_size; // 64MB
+static const size_t start_descriptor_pool_size = 256u;
+static bool default_debug = true;
+
+static const struct wlr_renderer_impl renderer_impl;
+
+struct wlr_vk_renderer *vulkan_get_renderer(struct wlr_renderer *wlr_renderer) {
+ assert(wlr_renderer->impl == &renderer_impl);
+ return (struct wlr_vk_renderer *)wlr_renderer;
+}
+
+static struct wlr_vk_render_format_setup *find_or_create_render_setup(
+ struct wlr_vk_renderer *renderer, VkFormat format);
+
+// vertex shader push constant range data
+struct vert_pcr_data {
+ float mat4[4][4];
+ float uv_off[2];
+ float uv_size[2];
+};
+
+// https://www.w3.org/Graphics/Color/srgb
+static float color_to_linear(float non_linear) {
+ return (non_linear > 0.04045) ?
+ pow((non_linear + 0.055) / 1.055, 2.4) :
+ non_linear / 12.92;
+}
+
+// renderer
+// util
+static void mat3_to_mat4(const float mat3[9], float mat4[4][4]) {
+ memset(mat4, 0, sizeof(float) * 16);
+ mat4[0][0] = mat3[0];
+ mat4[0][1] = mat3[1];
+ mat4[0][3] = mat3[2];
+
+ mat4[1][0] = mat3[3];
+ mat4[1][1] = mat3[4];
+ mat4[1][3] = mat3[5];
+
+ mat4[2][2] = 1.f;
+ mat4[3][3] = 1.f;
+}
+
+struct wlr_vk_descriptor_pool *vulkan_alloc_texture_ds(
+ struct wlr_vk_renderer *renderer, VkDescriptorSet *ds) {
+ VkResult res;
+ VkDescriptorSetAllocateInfo ds_info = {0};
+ ds_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ ds_info.descriptorSetCount = 1;
+ ds_info.pSetLayouts = &renderer->ds_layout;
+
+ bool found = false;
+ struct wlr_vk_descriptor_pool *pool;
+ wl_list_for_each(pool, &renderer->descriptor_pools, link) {
+ if (pool->free > 0) {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) { // create new pool
+ pool = calloc(1, sizeof(*pool));
+ if (!pool) {
+ wlr_log_errno(WLR_ERROR, "allocation failed");
+ return NULL;
+ }
+
+ size_t count = renderer->last_pool_size;
+ if (!count) {
+ count = start_descriptor_pool_size;
+ }
+
+ pool->free = count;
+ VkDescriptorPoolSize pool_size = {0};
+ pool_size.descriptorCount = count;
+ pool_size.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+
+ VkDescriptorPoolCreateInfo dpool_info = {0};
+ dpool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ dpool_info.maxSets = count;
+ dpool_info.poolSizeCount = 1;
+ dpool_info.pPoolSizes = &pool_size;
+ dpool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+
+ res = vkCreateDescriptorPool(renderer->dev->dev, &dpool_info, NULL,
+ &pool->pool);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateDescriptorPool", res);
+ free(pool);
+ return NULL;
+ }
+
+ wl_list_insert(&renderer->descriptor_pools, &pool->link);
+ }
+
+ ds_info.descriptorPool = pool->pool;
+ res = vkAllocateDescriptorSets(renderer->dev->dev, &ds_info, ds);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkAllocateDescriptorSets", res);
+ return NULL;
+ }
+
+ --pool->free;
+ return pool;
+}
+
+void vulkan_free_ds(struct wlr_vk_renderer *renderer,
+ struct wlr_vk_descriptor_pool *pool, VkDescriptorSet ds) {
+ vkFreeDescriptorSets(renderer->dev->dev, pool->pool, 1, &ds);
+ ++pool->free;
+}
+
+static void destroy_render_format_setup(struct wlr_vk_renderer *renderer,
+ struct wlr_vk_render_format_setup *setup) {
+ if (!setup) {
+ return;
+ }
+
+ VkDevice dev = renderer->dev->dev;
+ vkDestroyRenderPass(dev, setup->render_pass, NULL);
+ vkDestroyPipeline(dev, setup->tex_pipe, NULL);
+ vkDestroyPipeline(dev, setup->quad_pipe, NULL);
+}
+
+static void shared_buffer_destroy(struct wlr_vk_renderer *r,
+ struct wlr_vk_shared_buffer *buffer) {
+ if (!buffer) {
+ return;
+ }
+
+ if (buffer->allocs_size > 0) {
+ wlr_log(WLR_ERROR, "shared_buffer_finish: %d allocations left",
+ (unsigned) buffer->allocs_size);
+ }
+
+ free(buffer->allocs);
+ if (buffer->buffer) {
+ vkDestroyBuffer(r->dev->dev, buffer->buffer, NULL);
+ }
+ if (buffer->memory) {
+ vkFreeMemory(r->dev->dev, buffer->memory, NULL);
+ }
+
+ wl_list_remove(&buffer->link);
+ free(buffer);
+}
+
+static void release_stage_allocations(struct wlr_vk_renderer *renderer) {
+ struct wlr_vk_shared_buffer *buf;
+ wl_list_for_each(buf, &renderer->stage.buffers, link) {
+ buf->allocs_size = 0u;
+ }
+}
+
+struct wlr_vk_buffer_span vulkan_get_stage_span(struct wlr_vk_renderer *r,
+ VkDeviceSize size) {
+ // try to find free span
+ // simple greedy allocation algorithm - should be enough for this usecase
+ // since all allocations are freed together after the frame
+ struct wlr_vk_shared_buffer *buf;
+ wl_list_for_each_reverse(buf, &r->stage.buffers, link) {
+ VkDeviceSize start = 0u;
+ if (buf->allocs_size > 0) {
+ struct wlr_vk_allocation *last = &buf->allocs[buf->allocs_size - 1];
+ start = last->start + last->size;
+ }
+
+ assert(start <= buf->buf_size);
+ if (buf->buf_size - start < size) {
+ continue;
+ }
+
+ ++buf->allocs_size;
+ if (buf->allocs_size > buf->allocs_capacity) {
+ buf->allocs_capacity = buf->allocs_size * 2;
+ void *allocs = realloc(buf->allocs,
+ buf->allocs_capacity * sizeof(*buf->allocs));
+ if (!allocs) {
+ wlr_log_errno(WLR_ERROR, "Allocation failed");
+ goto error_alloc;
+ }
+
+ buf->allocs = allocs;
+ }
+
+ struct wlr_vk_allocation *a = &buf->allocs[buf->allocs_size - 1];
+ a->start = start;
+ a->size = size;
+ return (struct wlr_vk_buffer_span) {
+ .buffer = buf,
+ .alloc = *a,
+ };
+ }
+
+ // we didn't find a free buffer - create one
+ // size = clamp(max(size * 2, prev_size * 2), min_size, max_size)
+ VkDeviceSize bsize = size * 2;
+ bsize = bsize < min_stage_size ? min_stage_size : bsize;
+ if (!wl_list_empty(&r->stage.buffers)) {
+ struct wl_list *last_link = r->stage.buffers.prev;
+ struct wlr_vk_shared_buffer *prev = wl_container_of(
+ last_link, prev, link);
+ VkDeviceSize last_size = 2 * prev->buf_size;
+ bsize = bsize < last_size ? last_size : bsize;
+ }
+
+ if (bsize > max_stage_size) {
+ wlr_log(WLR_INFO, "vulkan stage buffers have reached max size");
+ bsize = max_stage_size;
+ }
+
+ // create buffer
+ buf = calloc(1, sizeof(*buf));
+ if (!buf) {
+ wlr_log_errno(WLR_ERROR, "Allocation failed");
+ goto error_alloc;
+ }
+
+ VkResult res;
+ VkBufferCreateInfo buf_info = {0};
+ buf_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buf_info.size = bsize;
+ buf_info.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT |
+ VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buf_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ res = vkCreateBuffer(r->dev->dev, &buf_info, NULL, &buf->buffer);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateBuffer", res);
+ goto error;
+ }
+
+ VkMemoryRequirements mem_reqs;
+ vkGetBufferMemoryRequirements(r->dev->dev, buf->buffer, &mem_reqs);
+
+ VkMemoryAllocateInfo mem_info = {0};
+ mem_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ mem_info.allocationSize = mem_reqs.size;
+ mem_info.memoryTypeIndex = vulkan_find_mem_type(r->dev,
+ VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
+ VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, mem_reqs.memoryTypeBits);
+ res = vkAllocateMemory(r->dev->dev, &mem_info, NULL, &buf->memory);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkAllocatorMemory", res);
+ goto error;
+ }
+
+ res = vkBindBufferMemory(r->dev->dev, buf->buffer, buf->memory, 0);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkBindBufferMemory", res);
+ goto error;
+ }
+
+ size_t start_count = 8u;
+ buf->allocs = calloc(start_count, sizeof(*buf->allocs));
+ if (!buf->allocs) {
+ wlr_log_errno(WLR_ERROR, "Allocation failed");
+ goto error;
+ }
+
+ wlr_log(WLR_DEBUG, "Created new vk staging buffer of size %" PRIu64, bsize);
+ buf->buf_size = bsize;
+ wl_list_insert(&r->stage.buffers, &buf->link);
+
+ buf->allocs_capacity = start_count;
+ buf->allocs_size = 1u;
+ buf->allocs[0].start = 0u;
+ buf->allocs[0].size = size;
+ return (struct wlr_vk_buffer_span) {
+ .buffer = buf,
+ .alloc = buf->allocs[0],
+ };
+
+error:
+ shared_buffer_destroy(r, buf);
+
+error_alloc:
+ return (struct wlr_vk_buffer_span) {
+ .buffer = NULL,
+ .alloc = (struct wlr_vk_allocation) {0, 0},
+ };
+}
+
+VkCommandBuffer vulkan_record_stage_cb(struct wlr_vk_renderer *renderer) {
+ if (!renderer->stage.recording) {
+ VkCommandBufferBeginInfo begin_info = {0};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ vkBeginCommandBuffer(renderer->stage.cb, &begin_info);
+ renderer->stage.recording = true;
+ }
+
+ return renderer->stage.cb;
+}
+
+bool vulkan_submit_stage_wait(struct wlr_vk_renderer *renderer) {
+ if (!renderer->stage.recording) {
+ return false;
+ }
+
+ vkEndCommandBuffer(renderer->stage.cb);
+ renderer->stage.recording = false;
+
+ VkSubmitInfo submit_info = {0};
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 1u;
+ submit_info.pCommandBuffers = &renderer->stage.cb;
+ VkResult res = vkQueueSubmit(renderer->dev->queue, 1,
+ &submit_info, renderer->fence);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkQueueSubmit", res);
+ return false;
+ }
+
+ res = vkWaitForFences(renderer->dev->dev, 1, &renderer->fence, true,
+ UINT64_MAX);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkWaitForFences", res);
+ return false;
+ }
+
+ // NOTE: don't release stage allocations here since they may still be
+ // used for reading. Will be done next frame.
+ res = vkResetFences(renderer->dev->dev, 1, &renderer->fence);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkResetFences", res);
+ return false;
+ }
+
+ return true;
+}
+
+struct wlr_vk_format_props *vulkan_format_props_from_drm(
+ struct wlr_vk_device *dev, uint32_t drm_fmt) {
+ for (size_t i = 0u; i < dev->format_prop_count; ++i) {
+ if (dev->format_props[i].format.drm_format == drm_fmt) {
+ return &dev->format_props[i];
+ }
+ }
+ return NULL;
+}
+
+// buffer import
+static void destroy_render_buffer(struct wlr_vk_render_buffer *buffer) {
+ wl_list_remove(&buffer->link);
+ wl_list_remove(&buffer->buffer_destroy.link);
+
+ assert(buffer->renderer->current_render_buffer != buffer);
+
+ VkDevice dev = buffer->renderer->dev->dev;
+
+ vkDestroyFramebuffer(dev, buffer->framebuffer, NULL);
+ vkDestroyImageView(dev, buffer->image_view, NULL);
+ vkDestroyImage(dev, buffer->image, NULL);
+
+ for (size_t i = 0u; i < buffer->mem_count; ++i) {
+ vkFreeMemory(dev, buffer->memories[i], NULL);
+ }
+
+ free(buffer);
+}
+
+static struct wlr_vk_render_buffer *get_render_buffer(
+ struct wlr_vk_renderer *renderer, struct wlr_buffer *wlr_buffer) {
+ struct wlr_vk_render_buffer *buffer;
+ wl_list_for_each(buffer, &renderer->render_buffers, link) {
+ if (buffer->wlr_buffer == wlr_buffer) {
+ return buffer;
+ }
+ }
+ return NULL;
+}
+
+static void handle_render_buffer_destroy(struct wl_listener *listener, void *data) {
+ struct wlr_vk_render_buffer *buffer =
+ wl_container_of(listener, buffer, buffer_destroy);
+ destroy_render_buffer(buffer);
+}
+
+static struct wlr_vk_render_buffer *create_render_buffer(
+ struct wlr_vk_renderer *renderer, struct wlr_buffer *wlr_buffer) {
+ VkResult res;
+
+ struct wlr_vk_render_buffer *buffer = calloc(1, sizeof(*buffer));
+ if (buffer == NULL) {
+ wlr_log_errno(WLR_ERROR, "Allocation failed");
+ return NULL;
+ }
+ buffer->wlr_buffer = wlr_buffer;
+ buffer->renderer = renderer;
+
+ struct wlr_dmabuf_attributes dmabuf = {0};
+ if (!wlr_buffer_get_dmabuf(wlr_buffer, &dmabuf)) {
+ goto error_buffer;
+ }
+
+ wlr_log(WLR_DEBUG, "vulkan create_render_buffer: %.4s, %dx%d",
+ (const char*) &dmabuf.format, dmabuf.width, dmabuf.height);
+
+ // NOTE: we could at least support WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT
+ // if it is needed by anyone. Can be implemented using negative viewport
+ // height or flipping matrix.
+ if (dmabuf.flags != 0) {
+ wlr_log(WLR_ERROR, "dmabuf flags %x not supported/implemented on vulkan",
+ dmabuf.flags);
+ goto error_buffer;
+ }
+
+ buffer->image = vulkan_import_dmabuf(renderer, &dmabuf,
+ buffer->memories, &buffer->mem_count, true);
+ if (!buffer->image) {
+ goto error_buffer;
+ }
+
+ VkDevice dev = renderer->dev->dev;
+ const struct wlr_vk_format_props *fmt = vulkan_format_props_from_drm(
+ renderer->dev, dmabuf.format);
+ if (fmt == NULL) {
+ wlr_log(WLR_ERROR, "Unsupported pixel format %"PRIx32 " (%.4s)",
+ dmabuf.format, (const char*) &dmabuf.format);
+ goto error_buffer;
+ }
+
+ VkImageViewCreateInfo view_info = {0};
+ view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ view_info.image = buffer->image;
+ view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ view_info.format = fmt->format.vk_format;
+ view_info.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
+ view_info.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
+ view_info.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
+ view_info.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
+ view_info.subresourceRange = (VkImageSubresourceRange) {
+ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1
+ };
+
+ res = vkCreateImageView(dev, &view_info, NULL, &buffer->image_view);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateImageView failed", res);
+ goto error_view;
+ }
+
+ buffer->render_setup = find_or_create_render_setup(
+ renderer, fmt->format.vk_format);
+ if (!buffer->render_setup) {
+ goto error_view;
+ }
+
+ VkFramebufferCreateInfo fb_info = {0};
+ fb_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ fb_info.attachmentCount = 1u;
+ fb_info.pAttachments = &buffer->image_view;
+ fb_info.flags = 0u;
+ fb_info.width = dmabuf.width;
+ fb_info.height = dmabuf.height;
+ fb_info.layers = 1u;
+ fb_info.renderPass = buffer->render_setup->render_pass;
+
+ res = vkCreateFramebuffer(dev, &fb_info, NULL, &buffer->framebuffer);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateFramebuffer", res);
+ goto error_view;
+ }
+
+ buffer->buffer_destroy.notify = handle_render_buffer_destroy;
+ wl_signal_add(&wlr_buffer->events.destroy, &buffer->buffer_destroy);
+ wl_list_insert(&renderer->render_buffers, &buffer->link);
+
+ return buffer;
+
+error_view:
+ vkDestroyFramebuffer(dev, buffer->framebuffer, NULL);
+ vkDestroyImageView(dev, buffer->image_view, NULL);
+ vkDestroyImage(dev, buffer->image, NULL);
+ for (size_t i = 0u; i < buffer->mem_count; ++i) {
+ vkFreeMemory(dev, buffer->memories[i], NULL);
+ }
+error_buffer:
+ wlr_dmabuf_attributes_finish(&dmabuf);
+ free(buffer);
+ return NULL;
+}
+
+// interface implementation
+static bool vulkan_bind_buffer(struct wlr_renderer *wlr_renderer,
+ struct wlr_buffer *wlr_buffer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+
+ if (renderer->current_render_buffer) {
+ wlr_buffer_unlock(renderer->current_render_buffer->wlr_buffer);
+ renderer->current_render_buffer = NULL;
+ }
+
+ if (!wlr_buffer) {
+ return true;
+ }
+
+ struct wlr_vk_render_buffer *buffer = get_render_buffer(renderer, wlr_buffer);
+ if (!buffer) {
+ buffer = create_render_buffer(renderer, wlr_buffer);
+ if (!buffer) {
+ return false;
+ }
+ }
+
+ wlr_buffer_lock(wlr_buffer);
+ renderer->current_render_buffer = buffer;
+ return true;
+}
+
+static void vulkan_begin(struct wlr_renderer *wlr_renderer,
+ uint32_t width, uint32_t height) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ assert(renderer->current_render_buffer);
+
+ VkCommandBuffer cb = renderer->cb;
+ VkCommandBufferBeginInfo begin_info = {0};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ vkBeginCommandBuffer(cb, &begin_info);
+
+ // begin render pass
+ VkFramebuffer fb = renderer->current_render_buffer->framebuffer;
+
+ VkRect2D rect = {{0, 0}, {width, height}};
+ renderer->scissor = rect;
+
+ VkRenderPassBeginInfo rp_info = {0};
+ rp_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ rp_info.renderArea = rect;
+ rp_info.renderPass = renderer->current_render_buffer->render_setup->render_pass;
+ rp_info.framebuffer = fb;
+ rp_info.clearValueCount = 0;
+ vkCmdBeginRenderPass(cb, &rp_info, VK_SUBPASS_CONTENTS_INLINE);
+
+ VkViewport vp = {0.f, 0.f, (float) width, (float) height, 0.f, 1.f};
+ vkCmdSetViewport(cb, 0, 1, &vp);
+ vkCmdSetScissor(cb, 0, 1, &rect);
+
+ // Refresh projection matrix.
+ // wlr_matrix_projection assumes a GL corrdinate system so we need
+ // to pass WL_OUTPUT_TRANSFORM_FLIPPED_180 to adjust it for vulkan.
+ wlr_matrix_projection(renderer->projection, width, height,
+ WL_OUTPUT_TRANSFORM_FLIPPED_180);
+
+ renderer->render_width = width;
+ renderer->render_height = height;
+ renderer->bound_pipe = VK_NULL_HANDLE;
+}
+
+static void vulkan_end(struct wlr_renderer *wlr_renderer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ assert(renderer->current_render_buffer);
+
+ VkCommandBuffer render_cb = renderer->cb;
+ VkCommandBuffer pre_cb = vulkan_record_stage_cb(renderer);
+
+ renderer->render_width = 0u;
+ renderer->render_height = 0u;
+ renderer->bound_pipe = VK_NULL_HANDLE;
+
+ vkCmdEndRenderPass(render_cb);
+
+ // insert acquire and release barriers for dmabuf-images
+ unsigned barrier_count = wl_list_length(&renderer->foreign_textures) + 1;
+ VkImageMemoryBarrier* acquire_barriers = calloc(barrier_count, sizeof(VkImageMemoryBarrier));
+ VkImageMemoryBarrier* release_barriers = calloc(barrier_count, sizeof(VkImageMemoryBarrier));
+
+ struct wlr_vk_texture *texture, *tmp_tex;
+ unsigned idx = 0;
+
+ wl_list_for_each_safe(texture, tmp_tex, &renderer->foreign_textures, foreign_link) {
+ VkImageLayout src_layout = VK_IMAGE_LAYOUT_GENERAL;
+ if (!texture->transitioned) {
+ src_layout = VK_IMAGE_LAYOUT_PREINITIALIZED;
+ texture->transitioned = true;
+ }
+
+ // acquire
+ acquire_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ acquire_barriers[idx].srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT;
+ acquire_barriers[idx].dstQueueFamilyIndex = renderer->dev->queue_family;
+ acquire_barriers[idx].image = texture->image;
+ acquire_barriers[idx].oldLayout = src_layout;
+ acquire_barriers[idx].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ acquire_barriers[idx].srcAccessMask = 0u; // ignored anyways
+ acquire_barriers[idx].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ acquire_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ acquire_barriers[idx].subresourceRange.layerCount = 1;
+ acquire_barriers[idx].subresourceRange.levelCount = 1;
+
+ // releaes
+ release_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ release_barriers[idx].srcQueueFamilyIndex = renderer->dev->queue_family;
+ release_barriers[idx].dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT;
+ release_barriers[idx].image = texture->image;
+ release_barriers[idx].oldLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ release_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL;
+ release_barriers[idx].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ release_barriers[idx].dstAccessMask = 0u; // ignored anyways
+ release_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ release_barriers[idx].subresourceRange.layerCount = 1;
+ release_barriers[idx].subresourceRange.levelCount = 1;
+ ++idx;
+
+ wl_list_remove(&texture->foreign_link);
+ texture->owned = false;
+ }
+
+ // also add acquire/release barriers for the current render buffer
+ VkImageLayout src_layout = VK_IMAGE_LAYOUT_GENERAL;
+ if (!renderer->current_render_buffer->transitioned) {
+ src_layout = VK_IMAGE_LAYOUT_PREINITIALIZED;
+ renderer->current_render_buffer->transitioned = true;
+ }
+
+ // acquire render buffer before rendering
+ acquire_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ acquire_barriers[idx].srcQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT;
+ acquire_barriers[idx].dstQueueFamilyIndex = renderer->dev->queue_family;
+ acquire_barriers[idx].image = renderer->current_render_buffer->image;
+ acquire_barriers[idx].oldLayout = src_layout;
+ acquire_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL;
+ acquire_barriers[idx].srcAccessMask = 0u; // ignored anyways
+ acquire_barriers[idx].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
+ VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ acquire_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ acquire_barriers[idx].subresourceRange.layerCount = 1;
+ acquire_barriers[idx].subresourceRange.levelCount = 1;
+
+ // release render buffer after rendering
+ release_barriers[idx].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ release_barriers[idx].srcQueueFamilyIndex = renderer->dev->queue_family;
+ release_barriers[idx].dstQueueFamilyIndex = VK_QUEUE_FAMILY_FOREIGN_EXT;
+ release_barriers[idx].image = renderer->current_render_buffer->image;
+ release_barriers[idx].oldLayout = VK_IMAGE_LAYOUT_GENERAL;
+ release_barriers[idx].newLayout = VK_IMAGE_LAYOUT_GENERAL;
+ release_barriers[idx].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
+ VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ release_barriers[idx].dstAccessMask = 0u; // ignored anyways
+ release_barriers[idx].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ release_barriers[idx].subresourceRange.layerCount = 1;
+ release_barriers[idx].subresourceRange.levelCount = 1;
+ ++idx;
+
+ vkCmdPipelineBarrier(pre_cb, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
+ VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
+ 0, 0, NULL, 0, NULL, barrier_count, acquire_barriers);
+
+ vkCmdPipelineBarrier(render_cb, VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
+ VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, NULL,
+ barrier_count, release_barriers);
+
+ free(acquire_barriers);
+ free(release_barriers);
+
+ vkEndCommandBuffer(renderer->cb);
+
+ unsigned submit_count = 0u;
+ VkSubmitInfo submit_infos[2] = {0};
+
+ // No semaphores needed here.
+ // We don't need a semaphore from the stage/transfer submission
+ // to the render submissions since they are on the same queue
+ // and we have a renderpass dependency for that.
+ if (renderer->stage.recording) {
+ vkEndCommandBuffer(renderer->stage.cb);
+ renderer->stage.recording = false;
+
+ VkSubmitInfo *stage_sub = &submit_infos[submit_count];
+ stage_sub->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ stage_sub->commandBufferCount = 1u;
+ stage_sub->pCommandBuffers = &pre_cb;
+ ++submit_count;
+ }
+
+ VkSubmitInfo *render_sub = &submit_infos[submit_count];
+ render_sub->sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ render_sub->pCommandBuffers = &render_cb;
+ render_sub->commandBufferCount = 1u;
+ ++submit_count;
+
+ VkResult res = vkQueueSubmit(renderer->dev->queue, submit_count,
+ submit_infos, renderer->fence);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkQueueSubmit", res);
+ return;
+ }
+
+ // sadly this is required due to the current api/rendering model of wlr
+ // ideally we could use gpu and cpu in parallel (_without_ the
+ // implicit synchronization overhead and mess of opengl drivers)
+ res = vkWaitForFences(renderer->dev->dev, 1, &renderer->fence, true,
+ UINT64_MAX);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkWaitForFences", res);
+ return;
+ }
+
+ ++renderer->frame;
+ release_stage_allocations(renderer);
+
+ // destroy pending textures
+ wl_list_for_each_safe(texture, tmp_tex, &renderer->destroy_textures, destroy_link) {
+ wlr_texture_destroy(&texture->wlr_texture);
+ }
+
+ wl_list_init(&renderer->destroy_textures); // reset the list
+ res = vkResetFences(renderer->dev->dev, 1, &renderer->fence);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkResetFences", res);
+ return;
+ }
+}
+
+static bool vulkan_render_subtexture_with_matrix(struct wlr_renderer *wlr_renderer,
+ struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
+ const float matrix[static 9], float alpha) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ VkCommandBuffer cb = renderer->cb;
+
+ struct wlr_vk_texture *texture = vulkan_get_texture(wlr_texture);
+ assert(texture->renderer == renderer);
+ if (texture->dmabuf_imported && !texture->owned) {
+ // Store this texture in the list of textures that need to be
+ // acquired before rendering and released after rendering.
+ // We don't do it here immediately since barriers inside
+ // a renderpass are suboptimal (would require additional renderpass
+ // dependency and potentially multiple barriers) and it's
+ // better to issue one barrier for all used textures anyways.
+ texture->owned = true;
+ assert(texture->foreign_link.prev == NULL);
+ assert(texture->foreign_link.next == NULL);
+ wl_list_insert(&renderer->foreign_textures, &texture->foreign_link);
+ }
+
+ VkPipeline pipe = renderer->current_render_buffer->render_setup->tex_pipe;
+ if (pipe != renderer->bound_pipe) {
+ vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
+ renderer->bound_pipe = pipe;
+ }
+
+ vkCmdBindDescriptorSets(cb, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ renderer->pipe_layout, 0, 1, &texture->ds, 0, NULL);
+
+ float final_matrix[9];
+ wlr_matrix_multiply(final_matrix, renderer->projection, matrix);
+
+ struct vert_pcr_data vert_pcr_data;
+ mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
+
+ vert_pcr_data.uv_off[0] = box->x / wlr_texture->width;
+ vert_pcr_data.uv_off[1] = box->y / wlr_texture->height;
+ vert_pcr_data.uv_size[0] = box->width / wlr_texture->width;
+ vert_pcr_data.uv_size[1] = box->height / wlr_texture->height;
+
+ if (texture->invert_y) {
+ vert_pcr_data.uv_off[1] += vert_pcr_data.uv_size[1];
+ vert_pcr_data.uv_size[1] = -vert_pcr_data.uv_size[1];
+ }
+
+ // When the texture itself does not have alpha information we want
+ // to ignore the sampled value and just use the alpha passed here,
+ // we pass a negative value to communicate that.
+ // See the texture.frag shader for more details.
+ const struct wlr_pixel_format_info *format_info = drm_get_pixel_format_info(
+ texture->format->drm_format);
+ assert(format_info);
+ if (!format_info->has_alpha) {
+ alpha *= -1;
+ }
+
+ vkCmdPushConstants(cb, renderer->pipe_layout,
+ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
+ vkCmdPushConstants(cb, renderer->pipe_layout,
+ VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float),
+ &alpha);
+ vkCmdDraw(cb, 4, 1, 0, 0);
+ texture->last_used = renderer->frame;
+
+ return true;
+}
+
+static void vulkan_clear(struct wlr_renderer *wlr_renderer,
+ const float color[static 4]) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ VkCommandBuffer cb = renderer->cb;
+
+ VkClearAttachment att = {0};
+ att.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ att.colorAttachment = 0u;
+
+ // Input color values are given in srgb space, vulkan expects
+ // them in linear space. We explicitly import argb8 render buffers
+ // as srgb, vulkan will convert the input values we give here to
+ // srgb first.
+ // But in other parts of wlroots we just always assume
+ // srgb so that's why we have to convert here.
+ att.clearValue.color.float32[0] = color_to_linear(color[0]);
+ att.clearValue.color.float32[1] = color_to_linear(color[1]);
+ att.clearValue.color.float32[2] = color_to_linear(color[2]);
+ att.clearValue.color.float32[3] = color[3]; // no conversion for alpha
+
+ VkClearRect rect = {0};
+ rect.rect = renderer->scissor;
+ rect.layerCount = 1;
+ vkCmdClearAttachments(cb, 1, &att, 1, &rect);
+}
+
+static void vulkan_scissor(struct wlr_renderer *wlr_renderer,
+ struct wlr_box *box) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ VkCommandBuffer cb = renderer->cb;
+
+ uint32_t w = renderer->render_width;
+ uint32_t h = renderer->render_height;
+ struct wlr_box dst = {0, 0, w, h};
+ if (box && !wlr_box_intersection(&dst, box, &dst)) {
+ dst = (struct wlr_box) {0, 0, 0, 0}; // empty
+ }
+
+ VkRect2D rect = (VkRect2D) {{dst.x, dst.y}, {dst.width, dst.height}};
+ renderer->scissor = rect;
+ vkCmdSetScissor(cb, 0, 1, &rect);
+}
+
+static const uint32_t *vulkan_get_shm_texture_formats(
+ struct wlr_renderer *wlr_renderer, size_t *len) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ *len = renderer->dev->shm_format_count;
+ return renderer->dev->shm_formats;
+}
+
+static void vulkan_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
+ const float color[static 4], const float matrix[static 9]) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ VkCommandBuffer cb = renderer->cb;
+
+ VkPipeline pipe = renderer->current_render_buffer->render_setup->quad_pipe;
+ if (pipe != renderer->bound_pipe) {
+ vkCmdBindPipeline(cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
+ renderer->bound_pipe = pipe;
+ }
+
+ float final_matrix[9];
+ wlr_matrix_multiply(final_matrix, renderer->projection, matrix);
+
+ struct vert_pcr_data vert_pcr_data;
+ mat3_to_mat4(final_matrix, vert_pcr_data.mat4);
+ vert_pcr_data.uv_off[0] = 0.f;
+ vert_pcr_data.uv_off[1] = 0.f;
+ vert_pcr_data.uv_size[0] = 1.f;
+ vert_pcr_data.uv_size[1] = 1.f;
+
+ // Input color values are given in srgb space, shader expects
+ // them in linear space. The shader does all computation in linear
+ // space and expects in inputs in linear space since it outputs
+ // colors in linear space as well (and vulkan then automatically
+ // does the conversion for out SRGB render targets).
+ // But in other parts of wlroots we just always assume
+ // srgb so that's why we have to convert here.
+ float linear_color[4];
+ linear_color[0] = color_to_linear(color[0]);
+ linear_color[1] = color_to_linear(color[1]);
+ linear_color[2] = color_to_linear(color[2]);
+ linear_color[3] = color[3]; // no conversion for alpha
+
+ vkCmdPushConstants(cb, renderer->pipe_layout,
+ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(vert_pcr_data), &vert_pcr_data);
+ vkCmdPushConstants(cb, renderer->pipe_layout,
+ VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(vert_pcr_data), sizeof(float) * 4,
+ linear_color);
+ vkCmdDraw(cb, 4, 1, 0, 0);
+}
+
+static const struct wlr_drm_format_set *vulkan_get_dmabuf_texture_formats(
+ struct wlr_renderer *wlr_renderer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ return &renderer->dev->dmabuf_texture_formats;
+}
+
+static const struct wlr_drm_format_set *vulkan_get_render_formats(
+ struct wlr_renderer *wlr_renderer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ return &renderer->dev->dmabuf_render_formats;
+}
+
+static uint32_t vulkan_preferred_read_format(
+ struct wlr_renderer *wlr_renderer) {
+ // TODO: implement!
+ wlr_log(WLR_ERROR, "vulkan_preferred_read_format not implemented");
+ return DRM_FORMAT_XBGR8888;
+}
+
+static void vulkan_destroy(struct wlr_renderer *wlr_renderer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ struct wlr_vk_device *dev = renderer->dev;
+ if (!dev) {
+ free(renderer);
+ return;
+ }
+
+ assert(!renderer->current_render_buffer);
+
+ // stage.cb automatically freed with command pool
+ struct wlr_vk_shared_buffer *buf, *tmp_buf;
+ wl_list_for_each_safe(buf, tmp_buf, &renderer->stage.buffers, link) {
+ shared_buffer_destroy(renderer, buf);
+ }
+
+ struct wlr_vk_texture *tex, *tex_tmp;
+ wl_list_for_each_safe(tex, tex_tmp, &renderer->textures, link) {
+ vulkan_texture_destroy(tex);
+ }
+
+ struct wlr_vk_render_buffer *render_buffer, *render_buffer_tmp;
+ wl_list_for_each_safe(render_buffer, render_buffer_tmp,
+ &renderer->render_buffers, link) {
+ destroy_render_buffer(render_buffer);
+ }
+
+ struct wlr_vk_render_format_setup *setup, *tmp_setup;
+ wl_list_for_each_safe(setup, tmp_setup,
+ &renderer->render_format_setups, link) {
+ destroy_render_format_setup(renderer, setup);
+ }
+
+ struct wlr_vk_descriptor_pool *pool, *tmp_pool;
+ wl_list_for_each_safe(pool, tmp_pool, &renderer->descriptor_pools, link) {
+ vkDestroyDescriptorPool(dev->dev, pool->pool, NULL);
+ free(pool);
+ }
+
+ vkDestroyShaderModule(dev->dev, renderer->vert_module, NULL);
+ vkDestroyShaderModule(dev->dev, renderer->tex_frag_module, NULL);
+ vkDestroyShaderModule(dev->dev, renderer->quad_frag_module, NULL);
+
+ vkDestroyFence(dev->dev, renderer->fence, NULL);
+ vkDestroyPipelineLayout(dev->dev, renderer->pipe_layout, NULL);
+ vkDestroyDescriptorSetLayout(dev->dev, renderer->ds_layout, NULL);
+ vkDestroySampler(dev->dev, renderer->sampler, NULL);
+ vkDestroyCommandPool(dev->dev, renderer->command_pool, NULL);
+
+ struct wlr_vk_instance *ini = dev->instance;
+ vulkan_device_destroy(dev);
+ vulkan_instance_destroy(ini);
+ free(renderer);
+}
+
+static bool vulkan_read_pixels(struct wlr_renderer *wlr_renderer,
+ uint32_t drm_format, uint32_t *flags, uint32_t stride,
+ uint32_t width, uint32_t height, uint32_t src_x, uint32_t src_y,
+ uint32_t dst_x, uint32_t dst_y, void *data) {
+ // TODO: implement!
+ wlr_log(WLR_ERROR, "vulkan_read_pixels not implemented");
+ return false;
+}
+
+static int vulkan_get_drm_fd(struct wlr_renderer *wlr_renderer) {
+ struct wlr_vk_renderer *renderer = vulkan_get_renderer(wlr_renderer);
+ return renderer->dev->drm_fd;
+}
+
+static uint32_t vulkan_get_render_buffer_caps(struct wlr_renderer *wlr_renderer) {
+ return WLR_BUFFER_CAP_DMABUF;
+}
+
+static const struct wlr_renderer_impl renderer_impl = {
+ .bind_buffer = vulkan_bind_buffer,
+ .begin = vulkan_begin,
+ .end = vulkan_end,
+ .clear = vulkan_clear,
+ .scissor = vulkan_scissor,
+ .render_subtexture_with_matrix = vulkan_render_subtexture_with_matrix,
+ .render_quad_with_matrix = vulkan_render_quad_with_matrix,
+ .get_shm_texture_formats = vulkan_get_shm_texture_formats,
+ .get_dmabuf_texture_formats = vulkan_get_dmabuf_texture_formats,
+ .get_render_formats = vulkan_get_render_formats,
+ .preferred_read_format = vulkan_preferred_read_format,
+ .read_pixels = vulkan_read_pixels,
+ .destroy = vulkan_destroy,
+ .get_drm_fd = vulkan_get_drm_fd,
+ .get_render_buffer_caps = vulkan_get_render_buffer_caps,
+ .texture_from_buffer = vulkan_texture_from_buffer,
+};
+
+// Initializes the VkDescriptorSetLayout and VkPipelineLayout needed
+// for the texture rendering pipeline using the given VkSampler.
+static bool init_tex_layouts(struct wlr_vk_renderer *renderer,
+ VkSampler tex_sampler, VkDescriptorSetLayout *out_ds_layout,
+ VkPipelineLayout *out_pipe_layout) {
+ VkResult res;
+ VkDevice dev = renderer->dev->dev;
+
+ // layouts
+ // descriptor set
+ VkDescriptorSetLayoutBinding ds_bindings[1] = {{
+ 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1,
+ VK_SHADER_STAGE_FRAGMENT_BIT, &tex_sampler,
+ }};
+
+ VkDescriptorSetLayoutCreateInfo ds_info = {0};
+ ds_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ ds_info.bindingCount = 1;
+ ds_info.pBindings = ds_bindings;
+
+ res = vkCreateDescriptorSetLayout(dev, &ds_info, NULL, out_ds_layout);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateDescriptorSetLayout", res);
+ return false;
+ }
+
+ // pipeline layout
+ VkPushConstantRange pc_ranges[2] = {0};
+ pc_ranges[0].size = sizeof(struct vert_pcr_data);
+ pc_ranges[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+
+ pc_ranges[1].offset = pc_ranges[0].size;
+ pc_ranges[1].size = sizeof(float) * 4; // alpha or color
+ pc_ranges[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+
+ VkPipelineLayoutCreateInfo pl_info = {0};
+ pl_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ pl_info.setLayoutCount = 1;
+ pl_info.pSetLayouts = out_ds_layout;
+ pl_info.pushConstantRangeCount = 2;
+ pl_info.pPushConstantRanges = pc_ranges;
+
+ res = vkCreatePipelineLayout(dev, &pl_info, NULL, out_pipe_layout);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreatePipelineLayout", res);
+ return false;
+ }
+
+ return true;
+}
+
+// Initializes the pipeline for rendering textures and using the given
+// VkRenderPass and VkPipelineLayout.
+static bool init_tex_pipeline(struct wlr_vk_renderer *renderer,
+ VkRenderPass rp, VkPipelineLayout pipe_layout, VkPipeline *pipe) {
+ VkResult res;
+ VkDevice dev = renderer->dev->dev;
+
+ // shaders
+ VkPipelineShaderStageCreateInfo vert_stage = {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ NULL, 0, VK_SHADER_STAGE_VERTEX_BIT, renderer->vert_module,
+ "main", NULL
+ };
+
+ VkPipelineShaderStageCreateInfo tex_stages[2] = {vert_stage, {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ NULL, 0, VK_SHADER_STAGE_FRAGMENT_BIT, renderer->tex_frag_module,
+ "main", NULL
+ }};
+
+ // info
+ VkPipelineInputAssemblyStateCreateInfo assembly = {0};
+ assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN;
+
+ VkPipelineRasterizationStateCreateInfo rasterization = {0};
+ rasterization.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rasterization.polygonMode = VK_POLYGON_MODE_FILL;
+ rasterization.cullMode = VK_CULL_MODE_NONE;
+ rasterization.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rasterization.lineWidth = 1.f;
+
+ VkPipelineColorBlendAttachmentState blend_attachment = {0};
+ blend_attachment.blendEnable = true;
+ // we generally work with pre-multiplied alpha
+ blend_attachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.colorBlendOp = VK_BLEND_OP_ADD;
+ blend_attachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.alphaBlendOp = VK_BLEND_OP_ADD;
+ blend_attachment.colorWriteMask =
+ VK_COLOR_COMPONENT_R_BIT |
+ VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT |
+ VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineColorBlendStateCreateInfo blend = {0};
+ blend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend.attachmentCount = 1;
+ blend.pAttachments = &blend_attachment;
+
+ VkPipelineMultisampleStateCreateInfo multisample = {0};
+ multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineViewportStateCreateInfo viewport = {0};
+ viewport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport.viewportCount = 1;
+ viewport.scissorCount = 1;
+
+ VkDynamicState dynStates[2] = {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_SCISSOR,
+ };
+ VkPipelineDynamicStateCreateInfo dynamic = {0};
+ dynamic.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic.pDynamicStates = dynStates;
+ dynamic.dynamicStateCount = 2;
+
+ VkPipelineVertexInputStateCreateInfo vertex = {0};
+ vertex.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+
+ VkGraphicsPipelineCreateInfo pinfo = {0};
+ pinfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ pinfo.layout = pipe_layout;
+ pinfo.renderPass = rp;
+ pinfo.subpass = 0;
+ pinfo.stageCount = 2;
+ pinfo.pStages = tex_stages;
+
+ pinfo.pInputAssemblyState = &assembly;
+ pinfo.pRasterizationState = &rasterization;
+ pinfo.pColorBlendState = &blend;
+ pinfo.pMultisampleState = &multisample;
+ pinfo.pViewportState = &viewport;
+ pinfo.pDynamicState = &dynamic;
+ pinfo.pVertexInputState = &vertex;
+
+ // NOTE: use could use a cache here for faster loading
+ // store it somewhere like $XDG_CACHE_HOME/wlroots/vk_pipe_cache
+ VkPipelineCache cache = VK_NULL_HANDLE;
+ res = vkCreateGraphicsPipelines(dev, cache, 1, &pinfo, NULL, pipe);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("failed to create vulkan pipelines:", res);
+ return false;
+ }
+
+ return true;
+}
+
+// Creates static render data, such as sampler, layouts and shader modules
+// for the given rednerer.
+// Cleanup is done by destroying the renderer.
+static bool init_static_render_data(struct wlr_vk_renderer *renderer) {
+ VkResult res;
+ VkDevice dev = renderer->dev->dev;
+
+ // default sampler (non ycbcr)
+ VkSamplerCreateInfo sampler_info = {0};
+ sampler_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ sampler_info.magFilter = VK_FILTER_LINEAR;
+ sampler_info.minFilter = VK_FILTER_LINEAR;
+ sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
+ sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.maxAnisotropy = 1.f;
+ sampler_info.minLod = 0.f;
+ sampler_info.maxLod = 0.25f;
+ sampler_info.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
+
+ res = vkCreateSampler(dev, &sampler_info, NULL, &renderer->sampler);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("Failed to create sampler", res);
+ return false;
+ }
+
+ if (!init_tex_layouts(renderer, renderer->sampler,
+ &renderer->ds_layout, &renderer->pipe_layout)) {
+ return false;
+ }
+
+ // load vert module and tex frag module since they are needed to
+ // initialize the tex pipeline
+ VkShaderModuleCreateInfo sinfo = {0};
+ sinfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ sinfo.codeSize = sizeof(common_vert_data);
+ sinfo.pCode = common_vert_data;
+ res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->vert_module);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("Failed to create vertex shader module", res);
+ return false;
+ }
+
+ // tex frag
+ sinfo.codeSize = sizeof(texture_frag_data);
+ sinfo.pCode = texture_frag_data;
+ res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->tex_frag_module);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("Failed to create tex fragment shader module", res);
+ return false;
+ }
+
+ // quad frag
+ sinfo.codeSize = sizeof(quad_frag_data);
+ sinfo.pCode = quad_frag_data;
+ res = vkCreateShaderModule(dev, &sinfo, NULL, &renderer->quad_frag_module);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("Failed to create quad fragment shader module", res);
+ return false;
+ }
+
+ return true;
+}
+
+static struct wlr_vk_render_format_setup *find_or_create_render_setup(
+ struct wlr_vk_renderer *renderer, VkFormat format) {
+ struct wlr_vk_render_format_setup *setup;
+ wl_list_for_each(setup, &renderer->render_format_setups, link) {
+ if (setup->render_format == format) {
+ return setup;
+ }
+ }
+
+ setup = calloc(1u, sizeof(*setup));
+ if (!setup) {
+ wlr_log(WLR_ERROR, "Allocation failed");
+ return NULL;
+ }
+
+ setup->render_format = format;
+
+ // util
+ VkDevice dev = renderer->dev->dev;
+ VkResult res;
+
+ VkAttachmentDescription attachment = {0};
+ attachment.format = format;
+ attachment.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
+ attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ attachment.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
+ attachment.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
+
+ VkAttachmentReference color_ref = {0};
+ color_ref.attachment = 0u;
+ color_ref.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+
+ VkSubpassDescription subpass = {0};
+ subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+ subpass.colorAttachmentCount = 1;
+ subpass.pColorAttachments = &color_ref;
+
+ VkSubpassDependency deps[2] = {0};
+ deps[0].srcSubpass = VK_SUBPASS_EXTERNAL;
+ deps[0].srcStageMask = VK_PIPELINE_STAGE_HOST_BIT |
+ VK_PIPELINE_STAGE_TRANSFER_BIT |
+ VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT |
+ VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ deps[0].srcAccessMask = VK_ACCESS_HOST_WRITE_BIT |
+ VK_ACCESS_TRANSFER_WRITE_BIT |
+ VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ deps[0].dstSubpass = 0;
+ deps[0].dstStageMask = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
+ deps[0].dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT |
+ VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT |
+ VK_ACCESS_INDIRECT_COMMAND_READ_BIT |
+ VK_ACCESS_SHADER_READ_BIT;
+
+ deps[1].srcSubpass = 0;
+ deps[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ deps[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ deps[1].dstSubpass = VK_SUBPASS_EXTERNAL;
+ deps[1].dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT |
+ VK_PIPELINE_STAGE_HOST_BIT | VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
+ deps[1].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT |
+ VK_ACCESS_MEMORY_READ_BIT;
+
+ VkRenderPassCreateInfo rp_info = {0};
+ rp_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ rp_info.attachmentCount = 1;
+ rp_info.pAttachments = &attachment;
+ rp_info.subpassCount = 1;
+ rp_info.pSubpasses = &subpass;
+ rp_info.dependencyCount = 2u;
+ rp_info.pDependencies = deps;
+
+ res = vkCreateRenderPass(dev, &rp_info, NULL, &setup->render_pass);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("Failed to create render pass", res);
+ free(setup);
+ return NULL;
+ }
+
+ if (!init_tex_pipeline(renderer, setup->render_pass, renderer->pipe_layout,
+ &setup->tex_pipe)) {
+ goto error;
+ }
+
+ VkPipelineShaderStageCreateInfo vert_stage = {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ NULL, 0, VK_SHADER_STAGE_VERTEX_BIT, renderer->vert_module,
+ "main", NULL
+ };
+
+ VkPipelineShaderStageCreateInfo quad_stages[2] = {vert_stage, {
+ VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ NULL, 0, VK_SHADER_STAGE_FRAGMENT_BIT,
+ renderer->quad_frag_module, "main", NULL
+ }};
+
+ // info
+ VkPipelineInputAssemblyStateCreateInfo assembly = {0};
+ assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN;
+
+ VkPipelineRasterizationStateCreateInfo rasterization = {0};
+ rasterization.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ rasterization.polygonMode = VK_POLYGON_MODE_FILL;
+ rasterization.cullMode = VK_CULL_MODE_NONE;
+ rasterization.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ rasterization.lineWidth = 1.f;
+
+ VkPipelineColorBlendAttachmentState blend_attachment = {0};
+ blend_attachment.blendEnable = true;
+ blend_attachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.colorBlendOp = VK_BLEND_OP_ADD;
+ blend_attachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ blend_attachment.alphaBlendOp = VK_BLEND_OP_ADD;
+ blend_attachment.colorWriteMask =
+ VK_COLOR_COMPONENT_R_BIT |
+ VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT |
+ VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineColorBlendStateCreateInfo blend = {0};
+ blend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend.attachmentCount = 1;
+ blend.pAttachments = &blend_attachment;
+
+ VkPipelineMultisampleStateCreateInfo multisample = {0};
+ multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineViewportStateCreateInfo viewport = {0};
+ viewport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport.viewportCount = 1;
+ viewport.scissorCount = 1;
+
+ VkDynamicState dynStates[2] = {
+ VK_DYNAMIC_STATE_VIEWPORT,
+ VK_DYNAMIC_STATE_SCISSOR,
+ };
+ VkPipelineDynamicStateCreateInfo dynamic = {0};
+ dynamic.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic.pDynamicStates = dynStates;
+ dynamic.dynamicStateCount = 2;
+
+ VkPipelineVertexInputStateCreateInfo vertex = {0};
+ vertex.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+
+ VkGraphicsPipelineCreateInfo pinfo = {0};
+ pinfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ pinfo.layout = renderer->pipe_layout;
+ pinfo.renderPass = setup->render_pass;
+ pinfo.subpass = 0;
+ pinfo.stageCount = 2;
+ pinfo.pStages = quad_stages;
+
+ pinfo.pInputAssemblyState = &assembly;
+ pinfo.pRasterizationState = &rasterization;
+ pinfo.pColorBlendState = &blend;
+ pinfo.pMultisampleState = &multisample;
+ pinfo.pViewportState = &viewport;
+ pinfo.pDynamicState = &dynamic;
+ pinfo.pVertexInputState = &vertex;
+
+ // NOTE: use could use a cache here for faster loading
+ // store it somewhere like $XDG_CACHE_HOME/wlroots/vk_pipe_cache.bin
+ VkPipelineCache cache = VK_NULL_HANDLE;
+ res = vkCreateGraphicsPipelines(dev, cache, 1, &pinfo, NULL, &setup->quad_pipe);
+ if (res != VK_SUCCESS) {
+ wlr_log(WLR_ERROR, "failed to create vulkan quad pipeline: %d", res);
+ goto error;
+ }
+
+ wl_list_insert(&renderer->render_format_setups, &setup->link);
+ return setup;
+
+error:
+ destroy_render_format_setup(renderer, setup);
+ return NULL;
+}
+
+struct wlr_renderer *vulkan_renderer_create_for_device(struct wlr_vk_device *dev) {
+ struct wlr_vk_renderer *renderer;
+ VkResult res;
+ if (!(renderer = calloc(1, sizeof(*renderer)))) {
+ wlr_log_errno(WLR_ERROR, "failed to allocate wlr_vk_renderer");
+ return NULL;
+ }
+
+ renderer->dev = dev;
+ wlr_renderer_init(&renderer->wlr_renderer, &renderer_impl);
+ wl_list_init(&renderer->stage.buffers);
+ wl_list_init(&renderer->destroy_textures);
+ wl_list_init(&renderer->foreign_textures);
+ wl_list_init(&renderer->textures);
+ wl_list_init(&renderer->descriptor_pools);
+ wl_list_init(&renderer->render_format_setups);
+ wl_list_init(&renderer->render_buffers);
+
+ if (!init_static_render_data(renderer)) {
+ goto error;
+ }
+
+ // command pool
+ VkCommandPoolCreateInfo cpool_info = {0};
+ cpool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ cpool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ cpool_info.queueFamilyIndex = dev->queue_family;
+ res = vkCreateCommandPool(dev->dev, &cpool_info, NULL,
+ &renderer->command_pool);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateCommandPool", res);
+ goto error;
+ }
+
+ VkCommandBufferAllocateInfo cbai = {0};
+ cbai.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ cbai.commandBufferCount = 1u;
+ cbai.commandPool = renderer->command_pool;
+ cbai.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ res = vkAllocateCommandBuffers(dev->dev, &cbai, &renderer->cb);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkAllocateCommandBuffers", res);
+ goto error;
+ }
+
+ VkFenceCreateInfo fence_info = {0};
+ fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ res = vkCreateFence(dev->dev, &fence_info, NULL,
+ &renderer->fence);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkCreateFence", res);
+ goto error;
+ }
+
+ // staging command buffer
+ VkCommandBufferAllocateInfo cmd_buf_info = {0};
+ cmd_buf_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ cmd_buf_info.commandPool = renderer->command_pool;
+ cmd_buf_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ cmd_buf_info.commandBufferCount = 1u;
+ res = vkAllocateCommandBuffers(dev->dev, &cmd_buf_info,
+ &renderer->stage.cb);
+ if (res != VK_SUCCESS) {
+ wlr_vk_error("vkAllocateCommandBuffers", res);
+ goto error;
+ }
+
+ return &renderer->wlr_renderer;
+
+error:
+ vulkan_destroy(&renderer->wlr_renderer);
+ return NULL;
+}
+
+struct wlr_renderer *wlr_vk_renderer_create_with_drm_fd(int drm_fd) {
+ wlr_log(WLR_INFO, "The vulkan renderer is only experimental and "
+ "not expected to be ready for daily use");
+
+ // NOTE: we could add functionality to allow the compositor passing its
+ // name and version to this function. Just use dummies until then,
+ // shouldn't be relevant to the driver anyways
+ struct wlr_vk_instance *ini = vulkan_instance_create(0, NULL, default_debug);
+ if (!ini) {
+ wlr_log(WLR_ERROR, "creating vulkan instance for renderer failed");
+ return NULL;
+ }
+
+ VkPhysicalDevice phdev = vulkan_find_drm_phdev(ini, drm_fd);
+ if (!phdev) {
+ // We rather fail here than doing some guesswork
+ wlr_log(WLR_ERROR, "Could not match drm and vulkan device");
+ return NULL;
+ }
+
+ // queue families
+ uint32_t qfam_count;
+ vkGetPhysicalDeviceQueueFamilyProperties(phdev, &qfam_count, NULL);
+ VkQueueFamilyProperties queue_props[qfam_count];
+ vkGetPhysicalDeviceQueueFamilyProperties(phdev, &qfam_count,
+ queue_props);
+
+ struct wlr_vk_device *dev = vulkan_device_create(ini, phdev, 0, NULL);
+ if (!dev) {
+ wlr_log(WLR_ERROR, "Failed to create vulkan device");
+ vulkan_instance_destroy(ini);
+ return NULL;
+ }
+
+ // We duplicate it so it's not closed while we still need it.
+ dev->drm_fd = fcntl(drm_fd, F_DUPFD_CLOEXEC, 0);
+ if (dev->drm_fd < 0) {
+ wlr_log_errno(WLR_ERROR, "fcntl(F_DUPFD_CLOEXEC) failed");
+ vulkan_device_destroy(dev);
+ vulkan_instance_destroy(ini);
+ return NULL;
+ }
+
+ return vulkan_renderer_create_for_device(dev);
+}