renamed Semaphore instead of GPUSemaphore,

renamed Queue instead of GPUQueue
This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2022-10-14 19:40:16 +08:00
parent fc2c8021ba
commit f8646ca880
12 changed files with 47 additions and 47 deletions

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@ -59,7 +59,7 @@ private:
public: public:
bool Submit(GPUSemaphore *sem) bool Submit(Semaphore *sem)
{ {
return rt->Submit(cmd,sem); return rt->Submit(cmd,sem);
} }

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@ -33,7 +33,7 @@ class VulkanInstance;
class GPUPhysicalDevice; class GPUPhysicalDevice;
class GPUDevice; class GPUDevice;
struct GPUDeviceAttribute; struct GPUDeviceAttribute;
class GPUQueue; class Queue;
class ImageView; class ImageView;
class Framebuffer; class Framebuffer;
struct Swapchain; struct Swapchain;
@ -68,7 +68,7 @@ class RenderPass;
class DeviceRenderPassManage; class DeviceRenderPassManage;
class Fence; class Fence;
class GPUSemaphore; class Semaphore;
enum class DescriptorSetsType enum class DescriptorSetsType
{ {

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@ -43,7 +43,7 @@ class GPUDevice
{ {
GPUDeviceAttribute *attr; GPUDeviceAttribute *attr;
GPUQueue *texture_queue; Queue *texture_queue;
TextureCmdBuffer *texture_cmd_buf; TextureCmdBuffer *texture_cmd_buf;
private: private:
@ -241,9 +241,9 @@ public:
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2); RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
Fence * CreateFence(bool); Fence * CreateFence(bool);
GPUSemaphore * CreateGPUSemaphore(); Semaphore * CreateGPUSemaphore();
GPUQueue * CreateQueue(const uint32_t fence_count=1,const bool create_signaled=false); Queue * CreateQueue(const uint32_t fence_count=1,const bool create_signaled=false);
public: //FrameBuffer相关 public: //FrameBuffer相关

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@ -4,7 +4,7 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
#include<hgl/graph/VKFence.h> #include<hgl/graph/VKFence.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
class GPUQueue class Queue
{ {
protected: protected:
@ -21,11 +21,11 @@ private:
friend class GPUDevice; friend class GPUDevice;
GPUQueue(VkDevice dev,VkQueue q,Fence **,const uint32_t fc); Queue(VkDevice dev,VkQueue q,Fence **,const uint32_t fc);
public: public:
virtual ~GPUQueue(); virtual ~Queue();
operator VkQueue(){return queue;} operator VkQueue(){return queue;}
@ -33,8 +33,8 @@ public:
bool WaitQueue(); bool WaitQueue();
bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC); bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC);
bool Submit(const VkCommandBuffer &cmd_buf,GPUSemaphore *wait_sem,GPUSemaphore *complete_sem); bool Submit(const VkCommandBuffer &cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,GPUSemaphore *wait_sem,GPUSemaphore *complete_sem); bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,Semaphore *wait_sem,Semaphore *complete_sem);
};//class SumbitQueue };//class SumbitQueue
VK_NAMESPACE_END VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE #endif//HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE

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@ -15,14 +15,14 @@ class RenderTarget
{ {
protected: protected:
GPUQueue *queue; Queue *queue;
RenderPass *render_pass; RenderPass *render_pass;
Framebuffer *fbo; Framebuffer *fbo;
VkExtent2D extent; VkExtent2D extent;
GPUSemaphore *render_complete_semaphore =nullptr; Semaphore *render_complete_semaphore =nullptr;
protected: protected:
@ -34,14 +34,14 @@ protected:
friend class GPUDevice; friend class GPUDevice;
RenderTarget(GPUQueue *,GPUSemaphore *); RenderTarget(Queue *,Semaphore *);
RenderTarget(GPUQueue *,GPUSemaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture); RenderTarget(Queue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
public: public:
virtual ~RenderTarget(); virtual ~RenderTarget();
GPUQueue * GetQueue () {return queue;} Queue * GetQueue () {return queue;}
const VkExtent2D & GetExtent ()const {return extent;} const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return render_pass;} virtual RenderPass * GetRenderPass () {return render_pass;}
virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();} virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
@ -53,8 +53,8 @@ public:
public: // command buffer public: // command buffer
GPUSemaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;} Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,GPUSemaphore *present_complete_semaphore=nullptr); virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
bool WaitQueue(){return queue->WaitQueue();} bool WaitQueue(){return queue->WaitQueue();}
bool WaitFence(){return queue->WaitFence();} bool WaitFence(){return queue->WaitFence();}
@ -69,13 +69,13 @@ class SwapchainRenderTarget:public RenderTarget
Swapchain *swapchain; Swapchain *swapchain;
PresentInfo present_info; PresentInfo present_info;
GPUSemaphore *present_complete_semaphore=nullptr; Semaphore *present_complete_semaphore=nullptr;
uint32_t current_frame; uint32_t current_frame;
public: public:
SwapchainRenderTarget(VkDevice dev,Swapchain *sc,GPUQueue *q,GPUSemaphore *rcs,GPUSemaphore *pcs,RenderPass *rp); SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Queue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
~SwapchainRenderTarget(); ~SwapchainRenderTarget();
Framebuffer * GetFramebuffer ()override {return swapchain->render_frame[current_frame];} Framebuffer * GetFramebuffer ()override {return swapchain->render_frame[current_frame];}
@ -90,7 +90,7 @@ public:
public: public:
const uint32_t GetCurrentFrameIndices ()const {return current_frame;} const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
GPUSemaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;} Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
public: public:
@ -109,7 +109,7 @@ public:
bool PresentBackbuffer(); bool PresentBackbuffer();
bool Submit(VkCommandBuffer); bool Submit(VkCommandBuffer);
bool Submit(VkCommandBuffer,GPUSemaphore *); bool Submit(VkCommandBuffer,Semaphore *);
};//class SwapchainRenderTarget:public RenderTarget };//class SwapchainRenderTarget:public RenderTarget
VK_NAMESPACE_END VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE #endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE

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@ -3,7 +3,7 @@
#include<hgl/graph/VK.h> #include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
class GPUSemaphore class Semaphore
{ {
VkDevice device; VkDevice device;
VkSemaphore sem; VkSemaphore sem;
@ -12,7 +12,7 @@ private:
friend class GPUDevice; friend class GPUDevice;
GPUSemaphore(VkDevice d,VkSemaphore s) Semaphore(VkDevice d,VkSemaphore s)
{ {
device=d; device=d;
sem=s; sem=s;
@ -20,11 +20,11 @@ private:
public: public:
~GPUSemaphore(); ~Semaphore();
operator VkSemaphore(){return sem;} operator VkSemaphore(){return sem;}
operator const VkSemaphore *()const{return &sem;} operator const VkSemaphore *()const{return &sem;}
};//class GPUSemaphore };//class Semaphore
VK_NAMESPACE_END VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SEMAPHORE_INCLUDE #endif//HGL_GRAPH_VULKAN_SEMAPHORE_INCLUDE

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@ -128,7 +128,7 @@ Fence *GPUDevice::CreateFence(bool create_signaled)
return(new Fence(attr->device,fence)); return(new Fence(attr->device,fence));
} }
GPUSemaphore *GPUDevice::CreateGPUSemaphore() Semaphore *GPUDevice::CreateGPUSemaphore()
{ {
SemaphoreCreateInfo SemaphoreCreateInfo; SemaphoreCreateInfo SemaphoreCreateInfo;
@ -137,10 +137,10 @@ GPUSemaphore *GPUDevice::CreateGPUSemaphore()
if(vkCreateSemaphore(attr->device, &SemaphoreCreateInfo, nullptr, &sem)!=VK_SUCCESS) if(vkCreateSemaphore(attr->device, &SemaphoreCreateInfo, nullptr, &sem)!=VK_SUCCESS)
return(nullptr); return(nullptr);
return(new GPUSemaphore(attr->device,sem)); return(new Semaphore(attr->device,sem));
} }
GPUQueue *GPUDevice::CreateQueue(const uint32_t fence_count,const bool create_signaled) Queue *GPUDevice::CreateQueue(const uint32_t fence_count,const bool create_signaled)
{ {
if(fence_count<=0)return(nullptr); if(fence_count<=0)return(nullptr);
@ -149,6 +149,6 @@ GPUQueue *GPUDevice::CreateQueue(const uint32_t fence_count,const bool create_si
for(uint32_t i=0;i<fence_count;i++) for(uint32_t i=0;i<fence_count;i++)
fence_list[i]=CreateFence(create_signaled); fence_list[i]=CreateFence(create_signaled);
return(new GPUQueue(attr->device,attr->graphics_queue,fence_list,fence_count)); return(new Queue(attr->device,attr->graphics_queue,fence_list,fence_count));
} }
VK_NAMESPACE_END VK_NAMESPACE_END

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@ -33,8 +33,8 @@ RenderTarget *GPUDevice::CreateRenderTarget(const FramebufferInfo *fbi,RenderPas
if(fb) if(fb)
{ {
GPUQueue *q=CreateQueue(fence_count,false); Queue *q=CreateQueue(fence_count,false);
GPUSemaphore *render_complete_semaphore=CreateGPUSemaphore(); Semaphore *render_complete_semaphore=CreateGPUSemaphore();
RenderTarget *rt=new RenderTarget(q,render_complete_semaphore,rp,fb,color_texture_list,color_count,depth_texture); RenderTarget *rt=new RenderTarget(q,render_complete_semaphore,rp,fb,color_texture_list,color_count,depth_texture);
@ -64,9 +64,9 @@ SwapchainRenderTarget *GPUDevice::CreateSwapchainRenderTarget()
if(!sc) if(!sc)
return(false); return(false);
GPUQueue *q=CreateQueue(sc->color_count,false); Queue *q=CreateQueue(sc->color_count,false);
GPUSemaphore *render_complete_semaphore=CreateGPUSemaphore(); Semaphore *render_complete_semaphore=CreateGPUSemaphore();
GPUSemaphore *present_complete_semaphore=CreateGPUSemaphore(); Semaphore *present_complete_semaphore=CreateGPUSemaphore();
SwapchainRenderTarget *srt=new SwapchainRenderTarget( attr->device, SwapchainRenderTarget *srt=new SwapchainRenderTarget( attr->device,
sc, sc,

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@ -7,7 +7,7 @@ namespace
const VkPipelineStageFlags pipe_stage_flags=VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; const VkPipelineStageFlags pipe_stage_flags=VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
}//namespace }//namespace
GPUQueue::GPUQueue(VkDevice dev,VkQueue q,Fence **fl,const uint32_t fc) Queue::Queue(VkDevice dev,VkQueue q,Fence **fl,const uint32_t fc)
{ {
device=dev; device=dev;
queue=q; queue=q;
@ -19,12 +19,12 @@ GPUQueue::GPUQueue(VkDevice dev,VkQueue q,Fence **fl,const uint32_t fc)
submit_info.pWaitDstStageMask = &pipe_stage_flags; submit_info.pWaitDstStageMask = &pipe_stage_flags;
} }
GPUQueue::~GPUQueue() Queue::~Queue()
{ {
SAFE_CLEAR_OBJECT_ARRAY(fence_list,fence_count) SAFE_CLEAR_OBJECT_ARRAY(fence_list,fence_count)
} }
bool GPUQueue::WaitQueue() bool Queue::WaitQueue()
{ {
VkResult result=vkQueueWaitIdle(queue); VkResult result=vkQueueWaitIdle(queue);
@ -34,7 +34,7 @@ bool GPUQueue::WaitQueue()
return(true); return(true);
} }
bool GPUQueue::WaitFence(const bool wait_all,uint64_t time_out) bool Queue::WaitFence(const bool wait_all,uint64_t time_out)
{ {
VkResult result; VkResult result;
VkFence fence=*fence_list[current_fence]; VkFence fence=*fence_list[current_fence];
@ -48,7 +48,7 @@ bool GPUQueue::WaitFence(const bool wait_all,uint64_t time_out)
return(true); return(true);
} }
bool GPUQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,GPUSemaphore *wait_sem,GPUSemaphore *complete_sem) bool Queue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,Semaphore *wait_sem,Semaphore *complete_sem)
{ {
VkSemaphore ws; VkSemaphore ws;
VkSemaphore cs; VkSemaphore cs;
@ -91,7 +91,7 @@ bool GPUQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,GPU
return(result==VK_SUCCESS); return(result==VK_SUCCESS);
} }
bool GPUQueue::Submit(const VkCommandBuffer &cmd_buf,GPUSemaphore *wait_sem,GPUSemaphore *complete_sem) bool Queue::Submit(const VkCommandBuffer &cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem)
{ {
return Submit(&cmd_buf,1,wait_sem,complete_sem); return Submit(&cmd_buf,1,wait_sem,complete_sem);
} }

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@ -6,7 +6,7 @@
#include<hgl/graph/VKFramebuffer.h> #include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
RenderTarget::RenderTarget(GPUQueue *q,GPUSemaphore *s) RenderTarget::RenderTarget(Queue *q,Semaphore *s)
{ {
queue=q; queue=q;
render_pass=nullptr; render_pass=nullptr;
@ -18,7 +18,7 @@ RenderTarget::RenderTarget(GPUQueue *q,GPUSemaphore *s)
render_complete_semaphore=s; render_complete_semaphore=s;
} }
RenderTarget::RenderTarget(GPUQueue *q,GPUSemaphore *s,RenderPass *_rp,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt) RenderTarget::RenderTarget(Queue *q,Semaphore *s,RenderPass *_rp,Framebuffer *_fb,Texture2D **ctl,const uint32_t cc,Texture2D *dt)
{ {
queue=q; queue=q;
render_pass=_rp; render_pass=_rp;
@ -59,7 +59,7 @@ RenderTarget::~RenderTarget()
SAFE_CLEAR(fbo); SAFE_CLEAR(fbo);
} }
bool RenderTarget::Submit(RenderCmdBuffer *command_buffer,GPUSemaphore *present_complete_semaphore) bool RenderTarget::Submit(RenderCmdBuffer *command_buffer,Semaphore *present_complete_semaphore)
{ {
return queue->Submit(*command_buffer,present_complete_semaphore,render_complete_semaphore); return queue->Submit(*command_buffer,present_complete_semaphore,render_complete_semaphore);
} }

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@ -1,6 +1,6 @@
#include<hgl/graph/VKSemaphore.h> #include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
GPUSemaphore::~GPUSemaphore() Semaphore::~Semaphore()
{ {
vkDestroySemaphore(device,sem,nullptr); vkDestroySemaphore(device,sem,nullptr);
} }

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@ -3,7 +3,7 @@
#include<hgl/graph/VKSemaphore.h> #include<hgl/graph/VKSemaphore.h>
VK_NAMESPACE_BEGIN VK_NAMESPACE_BEGIN
SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,GPUQueue *q,GPUSemaphore *rcs,GPUSemaphore *pcs,RenderPass *rp):RenderTarget(q,rcs) SwapchainRenderTarget::SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Queue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp):RenderTarget(q,rcs)
{ {
device=dev; device=dev;
@ -70,7 +70,7 @@ bool SwapchainRenderTarget::Submit(VkCommandBuffer cb)
return queue->Submit(cb,present_complete_semaphore,render_complete_semaphore); return queue->Submit(cb,present_complete_semaphore,render_complete_semaphore);
} }
bool SwapchainRenderTarget::Submit(VkCommandBuffer cb,GPUSemaphore *pce) bool SwapchainRenderTarget::Submit(VkCommandBuffer cb,Semaphore *pce)
{ {
return queue->Submit(cb,pce,render_complete_semaphore); return queue->Submit(cb,pce,render_complete_semaphore);
} }