合并Device中的纹理提交定义Fence/VkSubmitInfo,改为使用SubmitQueue。和RenderTarget共用代码
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@ -223,14 +223,7 @@ public:
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int AcquireNextImage()
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{
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if(sc_render_target->Wait())
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{
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int cur=sc_render_target->AcquireNextImage(present_complete_semaphore);
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return cur;
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}
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return -1;
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return sc_render_target->AcquireNextImage(present_complete_semaphore);
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}
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void SubmitDraw(int index)
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@ -239,6 +232,7 @@ public:
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sc_render_target->Submit(cb,present_complete_semaphore,render_complete_semaphore);
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sc_render_target->PresentBackbuffer(render_complete_semaphore);
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sc_render_target->Wait();
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}
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virtual void Draw()
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@ -16,9 +16,7 @@ class Device
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{
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DeviceAttribute *attr;
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Fence *texture_fence;
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VkSubmitInfo texture_submit_info;
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SubmitQueue *textureSQ;
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CommandBuffer *texture_cmd_buf;
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Swapchain *swapchain;
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@ -25,7 +25,8 @@ public:
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virtual ~SubmitQueue();
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bool Wait(const bool wait_wall=true,const uint64 time_out=HGL_NANO_SEC_PER_SEC);
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bool Submit(VkCommandBuffer &cmd_buf,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem);
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bool Submit(const VkCommandBuffer &cmd_buf,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem);
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bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem);
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};//class SumbitQueue
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/**
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@ -17,11 +17,7 @@ Device::Device(DeviceAttribute *da)
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{
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attr=da;
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texture_fence=this->CreateFence(false);
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hgl_zero(texture_submit_info);
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texture_submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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textureSQ=nullptr;
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texture_cmd_buf=nullptr;
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swapchain=nullptr;
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@ -34,8 +30,8 @@ Device::~Device()
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SAFE_CLEAR(swapchainRT);
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SAFE_CLEAR(swapchain);
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delete texture_cmd_buf;
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delete texture_fence;
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SAFE_CLEAR(textureSQ);
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SAFE_CLEAR(texture_cmd_buf);
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delete attr;
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}
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@ -45,11 +41,13 @@ bool Device::Resize(const VkExtent2D &extent)
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SAFE_CLEAR(swapchainRT);
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SAFE_CLEAR(swapchain);
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swapchain=CreateSwapchain(attr,extent);
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if(texture_cmd_buf)delete texture_cmd_buf;
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SAFE_CLEAR(textureSQ);
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SAFE_CLEAR(texture_cmd_buf);
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texture_cmd_buf=CreateCommandBuffer(swapchain->GetExtent(),0);
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swapchain=CreateSwapchain(attr,extent);
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texture_cmd_buf=CreateCommandBuffer(extent,0);
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textureSQ=new SubmitQueue(this,attr->graphics_queue,1);
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swapchainRT=new SwapchainRenderTarget(this,swapchain);
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@ -156,14 +156,8 @@ bool Device::SubmitTexture(const VkCommandBuffer *cmd_bufs,const uint32_t count)
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if(!cmd_bufs||count<=0)
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return(false);
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texture_submit_info.commandBufferCount = count;
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texture_submit_info.pCommandBuffers = cmd_bufs;
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VkFence fence=*texture_fence;
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if(vkQueueSubmit(attr->graphics_queue, 1, &texture_submit_info, fence))return(false);
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if(vkWaitForFences(attr->device, 1, &fence, VK_TRUE, HGL_NANO_SEC_PER_SEC*0.1)!=VK_SUCCESS)return(false);
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vkResetFences(attr->device,1,&fence);
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textureSQ->Submit(cmd_bufs,count,nullptr,nullptr);
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textureSQ->Wait();
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return(true);
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}
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@ -15,17 +15,13 @@ SubmitQueue::SubmitQueue(Device *dev,VkQueue q,const uint32_t fence_count)
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queue=q;
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for(uint32_t i=0;i<fence_count;i++)
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fence_list.Add(device->CreateFence(true));
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fence_list.Add(device->CreateFence(false));
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current_fence=0;
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.pNext = nullptr;
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//submit_info.waitSemaphoreCount = 1;
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//submit_info.pWaitSemaphores = *present_complete_semaphore;
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submit_info.pWaitDstStageMask = &pipe_stage_flags;
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//submit_info.signalSemaphoreCount = 1;
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//submit_info.pSignalSemaphores = *render_complete_semaphore;
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}
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SubmitQueue::~SubmitQueue()
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@ -42,32 +38,59 @@ bool SubmitQueue::Wait(const bool wait_all,uint64_t time_out)
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result=vkWaitForFences(device->GetDevice(),1,&fence,wait_all,time_out);
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result=vkResetFences(device->GetDevice(),1,&fence);
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if(++current_fence==fence_list.GetCount())
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current_fence=0;
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return(true);
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}
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bool SubmitQueue::Submit(VkCommandBuffer &cmd_buf,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem)
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bool SubmitQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem)
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{
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VkSemaphore ws=*wait_sem;
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VkSemaphore cs=*complete_sem;
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VkSemaphore ws;
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VkSemaphore cs;
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submit_info.waitSemaphoreCount =1;
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submit_info.pWaitSemaphores =&ws;
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submit_info.commandBufferCount =1;
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submit_info.pCommandBuffers =&cmd_buf;
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submit_info.signalSemaphoreCount=1;
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submit_info.pSignalSemaphores =&cs;
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if(wait_sem)
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{
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ws=*wait_sem;
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submit_info.waitSemaphoreCount =1;
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submit_info.pWaitSemaphores =&ws;
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}
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else
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{
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submit_info.waitSemaphoreCount =0;
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submit_info.pWaitSemaphores =nullptr;
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}
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if(complete_sem)
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{
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cs=*complete_sem;
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submit_info.signalSemaphoreCount=1;
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submit_info.pSignalSemaphores =&cs;
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}
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else
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{
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submit_info.signalSemaphoreCount=0;
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submit_info.pSignalSemaphores =nullptr;
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}
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submit_info.commandBufferCount =cb_count;
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submit_info.pCommandBuffers =cmd_buf;
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VkFence fence=*fence_list[current_fence];
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VkResult result=vkQueueSubmit(queue,1,&submit_info,fence);
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if(++current_fence==fence_list.GetCount())
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current_fence=0;
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//不在这里立即等待fence完成,是因为有可能queue submit需要久一点工作时间,我们这个时间可以去干别的。等在AcquireNextImage时再去等待fence,而且是另一帧的fence。这样有利于异步处理
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return(result==VK_SUCCESS);
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}
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bool SubmitQueue::Submit(const VkCommandBuffer &cmd_buf,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem)
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{
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return Submit(&cmd_buf,1,wait_sem,complete_sem);
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}
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RenderTarget::RenderTarget(Device *dev,Framebuffer *_fb,const uint32_t fence_count):SubmitQueue(dev,dev->GetGraphicsQueue(),fence_count)
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{
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