From 494c4ff5ee43cd3ec3194243f8546da825856a69 Mon Sep 17 00:00:00 2001 From: hyzboy Date: Sat, 13 Jul 2019 02:38:42 +0800 Subject: [PATCH] =?UTF-8?q?=E8=BD=AC=E6=8D=A2=E6=96=B0=E6=B7=BB=E5=8A=A0?= =?UTF-8?q?=E6=96=87=E4=BB=B6=E7=BC=96=E7=A0=81=E4=B8=BAUTF8-BOM?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- inc/hgl/graph/Coordinate.h | 4 ++-- inc/hgl/graph/vulkan/VKSwapchain.h | 22 +++++++++++----------- src/RenderDevice/Vulkan/VKSwapchain.cpp | 4 ++-- src/SceneGraph/Coordinate.cpp | 2 +- 4 files changed, 16 insertions(+), 16 deletions(-) diff --git a/inc/hgl/graph/Coordinate.h b/inc/hgl/graph/Coordinate.h index a53947f7..d7361c20 100644 --- a/inc/hgl/graph/Coordinate.h +++ b/inc/hgl/graph/Coordinate.h @@ -1,4 +1,4 @@ -#ifndef HGL_GRAPH_COORDINATE_INCLUDE +#ifndef HGL_GRAPH_COORDINATE_INCLUDE #define HGL_GRAPH_COORDINATE_INCLUDE #include @@ -20,7 +20,7 @@ namespace hgl * X | Y X */ - extern Matrix4f MATRIX_FROM_OPENGL_COORDINATE; //OpenGLϵݵҷϵݱ任þ + extern Matrix4f MATRIX_FROM_OPENGL_COORDINATE; //OpenGL坐标系数据到我方坐标系数据变换用矩阵 }//namespace graph }//namespace hgl diff --git a/inc/hgl/graph/vulkan/VKSwapchain.h b/inc/hgl/graph/vulkan/VKSwapchain.h index 05053e06..2aa54cac 100644 --- a/inc/hgl/graph/vulkan/VKSwapchain.h +++ b/inc/hgl/graph/vulkan/VKSwapchain.h @@ -1,4 +1,4 @@ -#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE +#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE #define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE #include @@ -59,24 +59,24 @@ public: void Recreate (); - bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<ȴ + bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成 /** - * һ֡ȷϢ͵ָź + * 请求获得下一帧的索引,并将确认信息发送到指定信号 */ - bool AcquireNextImage (VkSemaphore); ///<һ֡ + bool AcquireNextImage (VkSemaphore); ///<请求获得下一帧的索引 /** - * ύһָ - * @param cmd_list ָ - * @param wait_sems ָʼǰҪȴȷϵź - * @param complete_semaphores ɺ͵ź + * 提交一批绘制指令 + * @param cmd_list 绘制指令 + * @param wait_sems 指令开始前要等待的确认的信号 + * @param complete_semaphores 绘制完成后发送的信号 */ - bool SubmitDraw (List &cmd_list,List &wait_sems,List &complete_semaphores); ///<ύָ + bool SubmitDraw (List &cmd_list,List &wait_sems,List &complete_semaphores); ///<提交绘制指令 - bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<ύ + bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列 - bool PresentBackbuffer (); ///<ȴƶɣֵ̨ǰ̨ + bool PresentBackbuffer (); ///<等待绘制队列完成,并将后台缓冲区呈现到前台 };//class Swapchain VK_NAMESPACE_END #endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE diff --git a/src/RenderDevice/Vulkan/VKSwapchain.cpp b/src/RenderDevice/Vulkan/VKSwapchain.cpp index 57d4503d..1b50dae0 100644 --- a/src/RenderDevice/Vulkan/VKSwapchain.cpp +++ b/src/RenderDevice/Vulkan/VKSwapchain.cpp @@ -1,4 +1,4 @@ -#include +#include #include #include @@ -117,7 +117,7 @@ bool Swapchain::SubmitDraw(List &cmd_lists,List &w if(++current_fence==swap_chain_count) current_fence=0; - //ȴfenceɣΪпqueue submitҪһ㹤ʱ䣬ʱȥɱġAcquireNextImageʱȥȴfenceһ֡fence첽 + //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 return(result==VK_SUCCESS); } diff --git a/src/SceneGraph/Coordinate.cpp b/src/SceneGraph/Coordinate.cpp index 2841bff9..872b9792 100644 --- a/src/SceneGraph/Coordinate.cpp +++ b/src/SceneGraph/Coordinate.cpp @@ -1,4 +1,4 @@ -#include +#include namespace hgl {