[Milestone] new RenderWorkObject, rf_test run OK!
This commit is contained in:
parent
dcefb261ad
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dd0cf9bf51
@ -80,8 +80,15 @@ private:
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public:
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TestApp(RenderFramework *rf):WorkObject(rf)
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TestApp(RenderFramework *rf):WorkObject()
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{
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Join(rf,rf->GetSwapchainRenderTarget());
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}
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void Join(RenderFramework *rf,IRenderTarget *rt)
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{
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WorkObject::Join(rf,rt);
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if(!InitAutoMaterial())
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return;
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@ -95,31 +102,21 @@ public:
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void Tick(double)override
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{}
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void Render(double)
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void Render(double delta_time,graph::RenderCmdBuffer *cmd)
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{
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//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
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if(!cmd)
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return;
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//目前这里只是为了测试,所以这样写
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RenderFramework *rf=GetRenderFramework();
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SwapchainModule *sm=rf->GetSwapchainModule();
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RenderCmdBuffer *cb=sm->BeginRender(); //这里会有AcquireNextImage操作
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if(cb)
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{
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//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。
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//比如场景有的物件分静态和动态
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//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
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cb->SetClearColor(0,clear_color);
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cmd->SetClearColor(0,clear_color);
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cb->BeginRenderPass();
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cb->Render(render_obj);
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cb->EndRenderPass();
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sm->EndRender(); //这里会Submit和PresentBackbuffer
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}
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cmd->BeginRenderPass();
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cmd->Render(render_obj);
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cmd->EndRenderPass();
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}
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};//class TestApp:public VulkanApplicationFramework
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@ -130,7 +127,20 @@ int main(int,char **)
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if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(-1);
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WorkManager wm(&rf);
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// RenderFramework存在于外部,提供的是整体的渲染控制。
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wm.Start(new TestApp(&rf));
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// 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。
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SwapchainWorkManager wm(&rf);
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wm.Run(new TestApp(&rf));
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// 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。
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// 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.
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// 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。
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//
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// 开发者仅需要将要渲染的物件放置于场景树即可。
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// 但开发者也可以直接使用WorkObject,自行管理这些事。
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include"WorkManager.h"
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#include<hgl/graph/VKRenderTarget.h>
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namespace hgl
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{
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@ -18,17 +19,33 @@ namespace hgl
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{
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double delta_time=cur_time-last_render_time;
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if(delta_time>=frame_time)
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if(delta_time>=frame_time||wo->IsRenderDirty())
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{
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last_render_time=cur_time;
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wo->Render(delta_time);
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}
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}
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void WorkManager::Run()
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void SwapchainWorkManager::Render(WorkObject *wo)
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{
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if(!cur_work_object)
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return;
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graph::IRenderTarget *rt=swpachain_module->AcquireNextImage();
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wo->MarkRenderDirty(); //临时的,未来会被更好的机制替代
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WorkManager::Render(wo);
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rt->WaitQueue();
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rt->WaitFence();
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}
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void WorkManager::Run(WorkObject *wo)
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{
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if(!wo)return;
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last_update_time=last_render_time=0;
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cur_work_object=wo;
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wo->Join(render_framework,render_framework->GetSwapchainRenderTarget());
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Window *win=render_framework->GetWindow();
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graph::GPUDevice *dev=render_framework->GetDevice();
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@ -50,17 +67,4 @@ namespace hgl
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break;
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}
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}
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void WorkManager::Start(WorkObject *wo)
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{
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if(!wo)return;
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last_update_time=last_render_time=0;
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cur_work_object=wo;
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wo->Join(render_framework);
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Run();
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}
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}//namespcae hgl
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@ -3,6 +3,9 @@
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namespace hgl
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{
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/**
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* 工作管理器,管理一个序列的WorkObject<br>
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*/
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class WorkManager
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{
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graph::RenderFramework *render_framework;
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@ -35,10 +38,24 @@ namespace hgl
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}
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void Tick(WorkObject *wo);
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void Render(WorkObject *wo);
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void Run();
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virtual void Render(WorkObject *wo);
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void Start(WorkObject *wo);
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void Run(WorkObject *wo);
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};//class WorkManager
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class SwapchainWorkManager:public WorkManager
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{
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graph::SwapchainModule *swpachain_module;
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public:
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SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
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{
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swpachain_module=rf->GetSwapchainModule();
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}
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~SwapchainWorkManager()=default;
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void Render(WorkObject *wo) override;
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};
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}//namespcae hgl
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@ -2,18 +2,25 @@
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#include<hgl/graph/RenderFramework.h>
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#include<hgl/graph/module/SwapchainModule.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/VKRenderTarget.h>
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#include<hgl/type/object/TickObject.h>
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#include<hgl/Time.h>
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//#include<iostream>
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namespace hgl
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{
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/**
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* 工作对象</p>
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*/
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class WorkObject:public TickObject
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{
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graph::RenderFramework *render_framework=nullptr;
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graph::IRenderTarget *cur_render_target=nullptr;
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bool destroy_flag=false;
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bool renderable=true;
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bool render_dirty=true;
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protected:
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@ -29,27 +36,58 @@ namespace hgl
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const bool IsDestroy()const{return destroy_flag;}
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const bool IsRenderable()const{return renderable;}
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const bool IsRenderDirty()const{return render_dirty;}
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void MarkDestory(){destroy_flag=true;}
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void SetRenderable(bool r){renderable=r;}
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void MarkRenderDirty(){render_dirty=true;}
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public:
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WorkObject(graph::RenderFramework *rf)
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{
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Join(rf);
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}
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WorkObject()=default;
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virtual ~WorkObject()=default;
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virtual void Join(graph::RenderFramework *rf)
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virtual void Join(graph::RenderFramework *rf,graph::IRenderTarget *rt)
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{
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if(!rf)return;
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if(render_framework==rf)return;
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render_framework=rf;
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cur_render_target=rt;
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db=rf->GetRenderResource();
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}
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virtual void Render(double delta_time)=0;
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virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
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virtual void Render(double delta_time)
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{
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if(!cur_render_target)
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{
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//std::cerr<<"WorkObject::Render,cur_render_target=nullptr"<<std::endl;
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return;
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}
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//std::cout<<"WorkObject::Render begin, render_dirty="<<(render_dirty?"true":"false")<<std::endl;
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if(render_dirty)
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{
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graph::RenderCmdBuffer *cmd=cur_render_target->BeginRender();
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if(!cmd)
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{
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//std::cerr<<"WorkObject::Render,cur_render_target->BeginRender()=nullptr"<<std::endl;
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return;
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}
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Render(delta_time,cmd);
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cur_render_target->EndRender();
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cur_render_target->Submit();
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render_dirty=false;
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}
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//std::cout<<"WorkObject::Render End"<<std::endl;
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}
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};//class WorkObject
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}//namespcae hgl
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@ -1,4 +1,4 @@
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#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
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#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
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#define HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
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#include<hgl/graph/VK.h>
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@ -31,8 +31,16 @@ public:
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VkResult Present(const VkPresentInfoKHR *pi){return vkQueuePresentKHR(queue,pi);}
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/**
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* 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。
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*/
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bool WaitQueue();
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/**
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* 等待Queue命令执行完成的fence信号
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*/
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bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC);
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bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,Semaphore *wait_sem,Semaphore *complete_sem);
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bool Submit(GPUCmdBuffer *cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
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};//class DeviceQueue
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#include<hgl/graph/VKQueue.h>
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/graph/VKCommandBuffer.h>
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//#include<iostream>
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VK_NAMESPACE_BEGIN
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/**
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@ -54,6 +55,9 @@ public: // Command Buffer
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virtual bool WaitQueue ()=0;
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virtual bool WaitFence ()=0;
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virtual RenderCmdBuffer * BeginRender ()=0;
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virtual void EndRender ()=0;
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};//class IRenderTarget
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struct RenderTargetData
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@ -136,6 +140,26 @@ public: // Command Buffer
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bool WaitQueue ()override{return data->queue->WaitQueue();}
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bool WaitFence ()override{return data->queue->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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if(!data->cmd_buf)
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return(nullptr);
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data->cmd_buf->Begin();
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data->cmd_buf->BindFramebuffer(data->fbo);
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return data->cmd_buf;
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}
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virtual void EndRender() override
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{
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if(!data->cmd_buf)
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return;
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data->cmd_buf->End();
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}
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};//class RenderTarget
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/**
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@ -212,6 +236,20 @@ public: // Command Buffer
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bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
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bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
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return rt_list[current_frame]->BeginRender();
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}
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virtual void EndRender() override
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{
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//std::cout<<"End Render frame="<<current_frame<<std::endl;
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rt_list[current_frame]->EndRender();
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}
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};//class MFRenderTarget
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/**
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@ -238,13 +276,8 @@ public:
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public:
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RenderCmdBuffer *AcquireNextImage(); ///<获取下一帧的索引
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IRenderTarget *AcquireNextImage(); ///<获取下一帧的索引
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bool PresentBackbuffer(); ///<推送后台画面到前台
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bool Submit()override
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{
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return rt_list[current_frame]->Submit(present_complete_semaphore);
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}
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bool Submit()override; ///<提交当前帧的渲染,交推送到前台
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};//class SwapchainRenderTarget:public RenderTarget
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VK_NAMESPACE_END
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@ -33,9 +33,9 @@ public:
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SwapchainModule(GPUDevice *,TextureManager *tm,RenderTargetManager *rtm,RenderPassManager *rpm);
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virtual ~SwapchainModule();
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RenderCmdBuffer *BeginRender();
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// RenderCmdBuffer *BeginRender();
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void EndRender();
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//void EndRender();
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public:
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@ -44,6 +44,7 @@ public:
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const VkExtent2D & GetSwapchainSize()const{return sc_render_target->GetExtent();}
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SwapchainRenderTarget * GetRenderTarget ()const{return sc_render_target;}
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IRenderTarget * AcquireNextImage()const{return sc_render_target->AcquireNextImage();}
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};//class SwapchainModule:public GraphModule
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VK_NAMESPACE_END
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2
res
2
res
@ -1 +1 @@
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Subproject commit e1a36d78f0eead5f6bb65493432c4690637b991d
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Subproject commit 475d8ad43ceee084cd24f5d0bed59de9f6aa36fd
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@ -67,6 +67,10 @@ bool DeviceQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,
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submit_info.pWaitSemaphores =nullptr;
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}
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// wait 信号的意思是等待这个Image有效
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// signal 则是这个queue已执行完成,和fence功能类似。
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// 所以Wait信号一般是上一次的signal信号
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if(complete_sem)
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{
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cs=*complete_sem;
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@ -1,6 +1,7 @@
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#include<hgl/graph/VKRenderTarget.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKSemaphore.h>
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//#include<iostream>
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VK_NAMESPACE_BEGIN
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SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl):MFRenderTarget(sc->image_count,rtl)
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@ -16,6 +17,10 @@ SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphor
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present_info.pSwapchains = &(swapchain->swap_chain);
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present_complete_semaphore=pcs;
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VkSemaphore sem=*present_complete_semaphore;
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// std::cout<<"present complete semaphore : "<<std::hex<<sem<<std::endl;
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}
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SwapchainRenderTarget::~SwapchainRenderTarget()
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@ -24,34 +29,44 @@ SwapchainRenderTarget::~SwapchainRenderTarget()
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delete swapchain;
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}
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RenderCmdBuffer *SwapchainRenderTarget::AcquireNextImage()
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IRenderTarget *SwapchainRenderTarget::AcquireNextImage()
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{
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VkSemaphore sem=*present_complete_semaphore;
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//std::cout<<"AcquireNextImage present_complete_semaphore : "<<std::hex<<sem<<std::endl;
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if(vkAcquireNextImageKHR(device,
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swapchain->swap_chain,
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UINT64_MAX,
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*present_complete_semaphore,
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sem,
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VK_NULL_HANDLE,
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¤t_frame)!=VK_SUCCESS)
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return(nullptr);
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SwapchainImage *sc_image=&(swapchain->sc_image[current_frame]);
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//std::cerr<<"AcquireNextImage current_frame="<<current_frame<<std::endl;
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sc_image->cmd_buf->Begin();
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sc_image->cmd_buf->BindFramebuffer(sc_image->fbo);
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return sc_image->cmd_buf;
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return rt_list[current_frame];
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}
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bool SwapchainRenderTarget::PresentBackbuffer()
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bool SwapchainRenderTarget::Submit()
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{
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IRenderTarget *rt=rt_list[current_frame];
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//std::cout<<"submit frame="<<current_frame<<std::endl;
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if(!rt->Submit(present_complete_semaphore))
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return(false);
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DeviceQueue *queue=GetQueue();
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VkSemaphore wait_semaphores=*GetRenderCompleteSemaphore();
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VkSemaphore wait_semaphores=*rt->GetRenderCompleteSemaphore();
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present_info.waitSemaphoreCount =1;
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present_info.pWaitSemaphores =&wait_semaphores;
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present_info.pImageIndices =¤t_frame;
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// std::cout<<"present frame="<<current_frame<<std::endl;
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VkResult result=queue->Present(&present_info);
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if (!((result == VK_SUCCESS) || (result == VK_SUBOPTIMAL_KHR)))
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@ -6,6 +6,7 @@
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#include<hgl/graph/VKDeviceAttribute.h>
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#include<hgl/graph/VKRenderTarget.h>
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#include<hgl/graph/VKCommandBuffer.h>
|
||||
#include<hgl/graph/VKSemaphore.h>
|
||||
|
||||
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
|
||||
|
Loading…
x
Reference in New Issue
Block a user