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SubmitScheduler doesn't have to know anything about Acquire/Present as its responsibility to schedule and submit command buffers to a queue.
176 lines
5.3 KiB
C++
176 lines
5.3 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_SWAPCHAIN
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#define INCLUDED_RENDERER_BACKEND_VULKAN_SWAPCHAIN
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#include "renderer/backend/IFramebuffer.h"
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#include "renderer/backend/ISwapChain.h"
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#include "renderer/backend/vulkan/SubmitScheduler.h"
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#include <cstddef>
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#include <cstdint>
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#include <glad/vulkan.h>
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#include <limits>
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#include <memory>
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#include <tuple>
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#include <unordered_map>
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#include <vector>
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namespace Renderer::Backend::Vulkan { class CDevice; }
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namespace Renderer::Backend::Vulkan { class CFramebuffer; }
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namespace Renderer::Backend::Vulkan { class CRingCommandContext; }
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namespace Renderer::Backend::Vulkan { class CTexture; }
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namespace Renderer
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{
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namespace Backend
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{
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namespace Vulkan
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{
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class CSwapChain final : public ISwapChain
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{
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public:
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~CSwapChain() override;
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IDevice* GetDevice() override;
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bool IsValid() const override { return m_IsValid; }
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bool AcquireNextBackbuffer() override;
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IFramebuffer* GetCurrentBackbuffer(
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const AttachmentLoadOp colorAttachmentLoadOp,
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const AttachmentStoreOp colorAttachmentStoreOp,
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const AttachmentLoadOp depthStencilAttachmentLoadOp,
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const AttachmentStoreOp depthStencilAttachmentStoreOp) override;
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void Present() override;
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VkSwapchainKHR GetVkSwapchain() { return m_SwapChain; }
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bool AcquireNextImage();
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void SubmitCommandsAfterAcquireNextImage(
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CRingCommandContext& commandContext);
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void SubmitCommandsBeforePresent(
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CRingCommandContext& commandContext);
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void Present(VkSemaphore submitDone, VkQueue queue);
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CTexture* GetCurrentBackbufferTexture();
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CTexture* GetOrCreateBackbufferReadbackTexture();
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CTexture* GetDepthTexture() { return m_DepthTexture.get(); }
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private:
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friend class CDevice;
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static std::unique_ptr<CSwapChain> Create(
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CDevice* device, CSubmitScheduler* submitScheduler,
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const uint32_t queueFamilyIndex, VkQueue queue,
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const char* name, VkSurfaceKHR surface,
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int surfaceDrawableWidth, int surfaceDrawableHeight,
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const bool vsync, std::unique_ptr<ISwapChain> oldSwapChain);
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CSwapChain();
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CDevice* m_Device = nullptr;
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CSubmitScheduler* m_SubmitScheduler{nullptr};
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VkQueue m_Queue{VK_NULL_HANDLE};
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bool m_IsValid = false;
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VkSwapchainKHR m_SwapChain = VK_NULL_HANDLE;
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uint32_t m_CurrentImageIndex = std::numeric_limits<uint32_t>::max();
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std::vector<VkImage> m_Images;
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std::vector<std::unique_ptr<CTexture>> m_Textures;
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std::unique_ptr<CTexture> m_DepthTexture;
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VkFormat m_ImageFormat = VK_FORMAT_UNDEFINED;
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uint32_t m_FrameID{0};
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// We can't reuse the same acquire semaphore immediately after present
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// because it might still be processing on GPU as vkQueuePresentKHR doesn't
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// have to be blocking.
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// We need to wait for the image on GPU to draw to it.
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struct FrameObject
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{
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VkSemaphore acquireImageSemaphore{VK_NULL_HANDLE};
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// We need to know when we can reuse the semaphore.
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CSubmitScheduler::SubmitHandle submitHandle{CSubmitScheduler::INVALID_SUBMIT_HANDLE};
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};
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std::vector<FrameObject> m_FrameObjects;
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// The number of submit semaphores should be equal to the number of images
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// in the swapchain. We could use NUMBER_OF_FRAMES_IN_FLIGHT of objects but
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// it might be not safe. Since vkQueuePresentKHR doesn't provide a way to
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// tell that a semaphore was signaled.
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//
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// A possible situation, list of acquired indices:
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// 0, 1, 2, 0, 1, 0, 1
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// ^
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// In theory in the end we might still have a semaphore in use for the
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// 2nd swapchain image.
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//
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// See also:
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// https://docs.vulkan.org/guide/latest/swapchain_semaphore_reuse.html
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// We need to present only after all submit work is done.
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std::vector<VkSemaphore> m_SubmitSemaphores;
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struct SwapChainBackbuffer
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{
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using BackbufferKey = std::tuple<
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AttachmentLoadOp, AttachmentStoreOp,
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AttachmentLoadOp, AttachmentStoreOp>;
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struct BackbufferKeyHash
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{
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size_t operator()(const BackbufferKey& key) const;
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};
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std::unordered_map<
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BackbufferKey, std::unique_ptr<CFramebuffer>, BackbufferKeyHash> backbuffers;
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SwapChainBackbuffer();
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SwapChainBackbuffer(const SwapChainBackbuffer&) = delete;
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SwapChainBackbuffer& operator=(const SwapChainBackbuffer&) = delete;
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SwapChainBackbuffer(SwapChainBackbuffer&& other);
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SwapChainBackbuffer& operator=(SwapChainBackbuffer&& other);
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};
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std::vector<SwapChainBackbuffer> m_Backbuffers;
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std::unique_ptr<CTexture> m_BackbufferReadbackTexture;
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std::unique_ptr<CRingCommandContext> m_AcquireCommandContext;
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std::unique_ptr<CRingCommandContext> m_PresentCommandContext;
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bool m_DebugWaitIdleBeforeAcquire = false;
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bool m_DebugWaitIdleBeforePresent = false;
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bool m_DebugWaitIdleAfterPresent = false;
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};
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} // namespace Vulkan
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_VULKAN_SWAPCHAIN
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