diff --git a/example/Basic/rf_test.cpp b/example/Basic/rf_test.cpp
index d1efee0c..66632a7e 100644
--- a/example/Basic/rf_test.cpp
+++ b/example/Basic/rf_test.cpp
@@ -80,8 +80,15 @@ private:
public:
- TestApp(RenderFramework *rf):WorkObject(rf)
+ TestApp(RenderFramework *rf):WorkObject()
{
+ Join(rf,rf->GetSwapchainRenderTarget());
+ }
+
+ void Join(RenderFramework *rf,IRenderTarget *rt)
+ {
+ WorkObject::Join(rf,rt);
+
if(!InitAutoMaterial())
return;
@@ -95,31 +102,21 @@ public:
void Tick(double)override
{}
- void Render(double)
+ void Render(double delta_time,graph::RenderCmdBuffer *cmd)
{
- //WorkObject是工作对象,不是渲染对象,所以不应该直接自动指定RenderTarget,更不能直接指定RenderCmdBuffer
+ if(!cmd)
+ return;
- //目前这里只是为了测试,所以这样写
+ //这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。
+ //比如场景有的物件分静态和动态
- RenderFramework *rf=GetRenderFramework();
- SwapchainModule *sm=rf->GetSwapchainModule();
+ //可能静态物件就全部一次性录制好,而动态物件则是每帧录制
- RenderCmdBuffer *cb=sm->BeginRender(); //这里会有AcquireNextImage操作
- if(cb)
- {
- //这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。
- //比如场景有的物件分静态和动态
+ cmd->SetClearColor(0,clear_color);
- //可能静态物件就全部一次性录制好,而动态物件则是每帧录制
-
- cb->SetClearColor(0,clear_color);
-
- cb->BeginRenderPass();
- cb->Render(render_obj);
- cb->EndRenderPass();
-
- sm->EndRender(); //这里会Submit和PresentBackbuffer
- }
+ cmd->BeginRenderPass();
+ cmd->Render(render_obj);
+ cmd->EndRenderPass();
}
};//class TestApp:public VulkanApplicationFramework
@@ -130,7 +127,20 @@ int main(int,char **)
if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(-1);
- WorkManager wm(&rf);
+ // RenderFramework存在于外部,提供的是整体的渲染控制。
- wm.Start(new TestApp(&rf));
+ // WorkManager是提供一个工作业务管理,但开发者并不一定要使用它,所以我们不将它们整合在一起。
+
+ SwapchainWorkManager wm(&rf);
+
+ wm.Run(new TestApp(&rf));
+
+ // WorkObject被定义为工作对象,所有的渲染控制都需要被写在WorkObject的Render函数下。
+
+ // 但我们认为游戏开发者不应该关注如何控制渲染,而应该关注如何处理游戏逻辑.
+ // 所以我们在WorkObject的基础上再提供RenderWorkObject派生类,用于直接封装好的渲染场景树控制。
+ //
+ // 开发者仅需要将要渲染的物件放置于场景树即可。
+
+ // 但开发者也可以直接使用WorkObject,自行管理这些事。
}
diff --git a/example/common/WorkManager.cpp b/example/common/WorkManager.cpp
index 4c17d939..220ebba6 100644
--- a/example/common/WorkManager.cpp
+++ b/example/common/WorkManager.cpp
@@ -1,5 +1,6 @@
#pragma once
#include"WorkManager.h"
+#include
namespace hgl
{
@@ -18,17 +19,33 @@ namespace hgl
{
double delta_time=cur_time-last_render_time;
- if(delta_time>=frame_time)
+ if(delta_time>=frame_time||wo->IsRenderDirty())
{
last_render_time=cur_time;
wo->Render(delta_time);
}
}
- void WorkManager::Run()
+ void SwapchainWorkManager::Render(WorkObject *wo)
{
- if(!cur_work_object)
- return;
+ graph::IRenderTarget *rt=swpachain_module->AcquireNextImage();
+
+ wo->MarkRenderDirty(); //临时的,未来会被更好的机制替代
+ WorkManager::Render(wo);
+
+ rt->WaitQueue();
+ rt->WaitFence();
+ }
+
+ void WorkManager::Run(WorkObject *wo)
+ {
+ if(!wo)return;
+
+ last_update_time=last_render_time=0;
+
+ cur_work_object=wo;
+
+ wo->Join(render_framework,render_framework->GetSwapchainRenderTarget());
Window *win=render_framework->GetWindow();
graph::GPUDevice *dev=render_framework->GetDevice();
@@ -50,17 +67,4 @@ namespace hgl
break;
}
}
-
- void WorkManager::Start(WorkObject *wo)
- {
- if(!wo)return;
-
- last_update_time=last_render_time=0;
-
- cur_work_object=wo;
-
- wo->Join(render_framework);
-
- Run();
- }
}//namespcae hgl
diff --git a/example/common/WorkManager.h b/example/common/WorkManager.h
index 2695d3af..531c820e 100644
--- a/example/common/WorkManager.h
+++ b/example/common/WorkManager.h
@@ -3,6 +3,9 @@
namespace hgl
{
+ /**
+ * 工作管理器,管理一个序列的WorkObject
+ */
class WorkManager
{
graph::RenderFramework *render_framework;
@@ -35,10 +38,24 @@ namespace hgl
}
void Tick(WorkObject *wo);
- void Render(WorkObject *wo);
- void Run();
+ virtual void Render(WorkObject *wo);
- void Start(WorkObject *wo);
+ void Run(WorkObject *wo);
};//class WorkManager
+
+ class SwapchainWorkManager:public WorkManager
+ {
+ graph::SwapchainModule *swpachain_module;
+
+ public:
+
+ SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
+ {
+ swpachain_module=rf->GetSwapchainModule();
+ }
+ ~SwapchainWorkManager()=default;
+
+ void Render(WorkObject *wo) override;
+ };
}//namespcae hgl
diff --git a/example/common/WorkObject.h b/example/common/WorkObject.h
index 1cc7b246..39181fa8 100644
--- a/example/common/WorkObject.h
+++ b/example/common/WorkObject.h
@@ -2,18 +2,25 @@
#include
#include
#include
+#include
#include
#include
+//#include
namespace hgl
{
+ /**
+ * 工作对象
+ */
class WorkObject:public TickObject
{
graph::RenderFramework *render_framework=nullptr;
+ graph::IRenderTarget *cur_render_target=nullptr;
bool destroy_flag=false;
bool renderable=true;
+ bool render_dirty=true;
protected:
@@ -29,27 +36,58 @@ namespace hgl
const bool IsDestroy()const{return destroy_flag;}
const bool IsRenderable()const{return renderable;}
+ const bool IsRenderDirty()const{return render_dirty;}
void MarkDestory(){destroy_flag=true;}
void SetRenderable(bool r){renderable=r;}
+ void MarkRenderDirty(){render_dirty=true;}
public:
- WorkObject(graph::RenderFramework *rf)
- {
- Join(rf);
- }
+ WorkObject()=default;
virtual ~WorkObject()=default;
- virtual void Join(graph::RenderFramework *rf)
+ virtual void Join(graph::RenderFramework *rf,graph::IRenderTarget *rt)
{
if(!rf)return;
if(render_framework==rf)return;
render_framework=rf;
+ cur_render_target=rt;
db=rf->GetRenderResource();
}
- virtual void Render(double delta_time)=0;
+ virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
+
+ virtual void Render(double delta_time)
+ {
+ if(!cur_render_target)
+ {
+ //std::cerr<<"WorkObject::Render,cur_render_target=nullptr"<BeginRender();
+
+ if(!cmd)
+ {
+ //std::cerr<<"WorkObject::Render,cur_render_target->BeginRender()=nullptr"<EndRender();
+ cur_render_target->Submit();
+
+ render_dirty=false;
+ }
+
+ //std::cout<<"WorkObject::Render End"<
@@ -31,8 +31,16 @@ public:
VkResult Present(const VkPresentInfoKHR *pi){return vkQueuePresentKHR(queue,pi);}
+ /**
+ * 等待Submit的队列完成操作。这个操作会阻塞当前线程,所以在Submit后请不要立即使用它。而是在下一次队列提交前再做这个操作。
+ */
bool WaitQueue();
+
+ /**
+ * 等待Queue命令执行完成的fence信号
+ */
bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC);
+
bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,Semaphore *wait_sem,Semaphore *complete_sem);
bool Submit(GPUCmdBuffer *cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
};//class DeviceQueue
diff --git a/inc/hgl/graph/VKRenderTarget.h b/inc/hgl/graph/VKRenderTarget.h
index 19ec6ba4..494a0eda 100644
--- a/inc/hgl/graph/VKRenderTarget.h
+++ b/inc/hgl/graph/VKRenderTarget.h
@@ -7,6 +7,7 @@
#include
#include
#include
+//#include
VK_NAMESPACE_BEGIN
/**
@@ -54,6 +55,9 @@ public: // Command Buffer
virtual bool WaitQueue ()=0;
virtual bool WaitFence ()=0;
+
+ virtual RenderCmdBuffer * BeginRender ()=0;
+ virtual void EndRender ()=0;
};//class IRenderTarget
struct RenderTargetData
@@ -136,6 +140,26 @@ public: // Command Buffer
bool WaitQueue ()override{return data->queue->WaitQueue();}
bool WaitFence ()override{return data->queue->WaitFence();}
+
+public:
+
+ virtual RenderCmdBuffer *BeginRender()override
+ {
+ if(!data->cmd_buf)
+ return(nullptr);
+
+ data->cmd_buf->Begin();
+ data->cmd_buf->BindFramebuffer(data->fbo);
+ return data->cmd_buf;
+ }
+
+ virtual void EndRender() override
+ {
+ if(!data->cmd_buf)
+ return;
+
+ data->cmd_buf->End();
+ }
};//class RenderTarget
/**
@@ -212,6 +236,20 @@ public: // Command Buffer
bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
+
+public:
+
+ virtual RenderCmdBuffer *BeginRender()override
+ {
+ //std::cout<<"Begin Render frame="<BeginRender();
+ }
+
+ virtual void EndRender() override
+ {
+ //std::cout<<"End Render frame="<EndRender();
+ }
};//class MFRenderTarget
/**
@@ -238,13 +276,8 @@ public:
public:
- RenderCmdBuffer *AcquireNextImage(); ///<获取下一帧的索引
+ IRenderTarget *AcquireNextImage(); ///<获取下一帧的索引
- bool PresentBackbuffer(); ///<推送后台画面到前台
-
- bool Submit()override
- {
- return rt_list[current_frame]->Submit(present_complete_semaphore);
- }
+ bool Submit()override; ///<提交当前帧的渲染,交推送到前台
};//class SwapchainRenderTarget:public RenderTarget
VK_NAMESPACE_END
diff --git a/inc/hgl/graph/module/SwapchainModule.h b/inc/hgl/graph/module/SwapchainModule.h
index 49d0b025..7c8fc8bf 100644
--- a/inc/hgl/graph/module/SwapchainModule.h
+++ b/inc/hgl/graph/module/SwapchainModule.h
@@ -33,9 +33,9 @@ public:
SwapchainModule(GPUDevice *,TextureManager *tm,RenderTargetManager *rtm,RenderPassManager *rpm);
virtual ~SwapchainModule();
- RenderCmdBuffer *BeginRender();
+// RenderCmdBuffer *BeginRender();
- void EndRender();
+ //void EndRender();
public:
@@ -44,6 +44,7 @@ public:
const VkExtent2D & GetSwapchainSize()const{return sc_render_target->GetExtent();}
SwapchainRenderTarget * GetRenderTarget ()const{return sc_render_target;}
+ IRenderTarget * AcquireNextImage()const{return sc_render_target->AcquireNextImage();}
};//class SwapchainModule:public GraphModule
VK_NAMESPACE_END
diff --git a/res b/res
index e1a36d78..475d8ad4 160000
--- a/res
+++ b/res
@@ -1 +1 @@
-Subproject commit e1a36d78f0eead5f6bb65493432c4690637b991d
+Subproject commit 475d8ad43ceee084cd24f5d0bed59de9f6aa36fd
diff --git a/src/SceneGraph/Vulkan/VKQueue.cpp b/src/SceneGraph/Vulkan/VKQueue.cpp
index 7af7f758..6846133d 100644
--- a/src/SceneGraph/Vulkan/VKQueue.cpp
+++ b/src/SceneGraph/Vulkan/VKQueue.cpp
@@ -67,6 +67,10 @@ bool DeviceQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,
submit_info.pWaitSemaphores =nullptr;
}
+ // wait 信号的意思是等待这个Image有效
+ // signal 则是这个queue已执行完成,和fence功能类似。
+ // 所以Wait信号一般是上一次的signal信号
+
if(complete_sem)
{
cs=*complete_sem;
diff --git a/src/SceneGraph/Vulkan/VKSwapchainRenderTarget.cpp b/src/SceneGraph/Vulkan/VKSwapchainRenderTarget.cpp
index 4d6e684f..9b46022a 100644
--- a/src/SceneGraph/Vulkan/VKSwapchainRenderTarget.cpp
+++ b/src/SceneGraph/Vulkan/VKSwapchainRenderTarget.cpp
@@ -1,6 +1,7 @@
#include
#include
#include
+//#include
VK_NAMESPACE_BEGIN
SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(sc->image_count,rtl)
@@ -16,6 +17,10 @@ SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphor
present_info.pSwapchains = &(swapchain->swap_chain);
present_complete_semaphore=pcs;
+
+ VkSemaphore sem=*present_complete_semaphore;
+
+// std::cout<<"present complete semaphore : "<swap_chain,
UINT64_MAX,
- *present_complete_semaphore,
+ sem,
VK_NULL_HANDLE,
¤t_frame)!=VK_SUCCESS)
return(nullptr);
- SwapchainImage *sc_image=&(swapchain->sc_image[current_frame]);
+ //std::cerr<<"AcquireNextImage current_frame="<cmd_buf->Begin();
- sc_image->cmd_buf->BindFramebuffer(sc_image->fbo);
-
- return sc_image->cmd_buf;
+ return rt_list[current_frame];
}
-bool SwapchainRenderTarget::PresentBackbuffer()
+bool SwapchainRenderTarget::Submit()
{
+ IRenderTarget *rt=rt_list[current_frame];
+
+ //std::cout<<"submit frame="<Submit(present_complete_semaphore))
+ return(false);
+
DeviceQueue *queue=GetQueue();
- VkSemaphore wait_semaphores=*GetRenderCompleteSemaphore();
+ VkSemaphore wait_semaphores=*rt->GetRenderCompleteSemaphore();
present_info.waitSemaphoreCount =1;
present_info.pWaitSemaphores =&wait_semaphores;
present_info.pImageIndices =¤t_frame;
+// std::cout<<"present frame="<Present(&present_info);
if (!((result == VK_SUCCESS) || (result == VK_SUBOPTIMAL_KHR)))
diff --git a/src/SceneGraph/module/SwapchainModule.cpp b/src/SceneGraph/module/SwapchainModule.cpp
index 9f3c3e88..804ed539 100644
--- a/src/SceneGraph/module/SwapchainModule.cpp
+++ b/src/SceneGraph/module/SwapchainModule.cpp
@@ -6,6 +6,7 @@
#include
#include
#include
+#include
VK_NAMESPACE_BEGIN
namespace
@@ -266,18 +267,18 @@ void SwapchainModule::OnResize(const VkExtent2D &extent)
CreateSwapchainRenderTarget();
}
-
-RenderCmdBuffer *SwapchainModule::BeginRender()
-{
- return sc_render_target->AcquireNextImage();
-}
-
-void SwapchainModule::EndRender()
-{
- sc_render_target->Submit();
- sc_render_target->PresentBackbuffer();
- sc_render_target->WaitQueue();
- sc_render_target->WaitFence();
-}
+//
+//RenderCmdBuffer *SwapchainModule::BeginRender()
+//{
+// return sc_render_target->AcquireNextImage();
+//}
+//
+//void SwapchainModule::EndRender()
+//{
+// sc_render_target->Submit();
+// sc_render_target->PresentBackbuffer();
+// sc_render_target->WaitQueue();
+// sc_render_target->WaitFence();
+//}
VK_NAMESPACE_END