mirror of
https://gitea.wildfiregames.com/0ad/0ad
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124 lines
3.3 KiB
C++
124 lines
3.3 KiB
C++
/* Copyright (C) 2025 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_SUBMITSCHEDULER
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#define INCLUDED_RENDERER_BACKEND_VULKAN_SUBMITSCHEDULER
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#include "renderer/backend/vulkan/Device.h"
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#include <array>
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#include <cstdint>
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#include <glad/vulkan.h>
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#include <memory>
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#include <queue>
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#include <vector>
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namespace Renderer::Backend::Vulkan { class CRingCommandContext; }
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namespace Renderer::Backend::Vulkan { class CSwapChain; }
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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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/**
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* A helper class to batch VkQueueSubmit calls and track VkCommandBuffer usages
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* properly.
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*/
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class CSubmitScheduler
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{
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public:
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using SubmitHandle = uint32_t;
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static constexpr SubmitHandle INVALID_SUBMIT_HANDLE = 0;
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static std::unique_ptr<CSubmitScheduler> Create(
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CDevice* device, const uint32_t queueFamilyIndex, VkQueue queue);
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~CSubmitScheduler();
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bool AcquireNextImage(CSwapChain& swapChain);
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void Present(CSwapChain& swapChain);
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SubmitHandle Submit(VkCommandBuffer commandBuffer);
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void WaitUntilFree(const SubmitHandle handle);
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uint32_t GetFrameID() const { return m_FrameID; }
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void Flush();
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private:
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CSubmitScheduler(CDevice* device, VkQueue queue);
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CDevice* m_Device = nullptr;
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VkQueue m_Queue = VK_NULL_HANDLE;
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struct Fence
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{
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VkFence value = VK_NULL_HANDLE;
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SubmitHandle lastUsedHandle = INVALID_SUBMIT_HANDLE;
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bool inUse = false;
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};
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std::vector<Fence> m_Fences;
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uint32_t m_FenceIndex = 0;
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// We assume that we won't run so long that the frame ID will overflow.
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uint32_t m_FrameID = 0;
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SubmitHandle m_CurrentHandle = INVALID_SUBMIT_HANDLE + 1;
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struct SubmittedHandle
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{
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SubmitHandle value;
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uint32_t fenceIndex;
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};
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std::queue<SubmittedHandle> m_SubmittedHandles;
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// We can't reuse frame data immediately after present because it might
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// still be processing on GPU.
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struct FrameObject
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{
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// We need to wait for the image on GPU to draw to it.
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VkSemaphore acquireImageSemaphore = VK_NULL_HANDLE;
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// We need to present only after all submit work is done.
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VkSemaphore submitDone = VK_NULL_HANDLE;
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};
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std::array<FrameObject, NUMBER_OF_FRAMES_IN_FLIGHT> m_FrameObjects;
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VkSemaphore m_NextWaitSemaphore = VK_NULL_HANDLE;
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VkPipelineStageFlags m_NextWaitDstStageMask = 0;
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VkSemaphore m_NextSubmitSignalSemaphore = VK_NULL_HANDLE;
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std::vector<VkCommandBuffer> m_SubmittedCommandBuffers;
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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_SUBMITSCHEDULER
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