#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE #define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE #include #include #include #include #include VK_NAMESPACE_BEGIN /** * 渲染目标 */ class RenderTarget:public SubmitQueue { protected: RenderPass *rp; Framebuffer *fb; VkExtent2D extent; GPUSemaphore * render_complete_semaphore =nullptr; CommandBuffer * command_buffer =nullptr; protected: uint32_t color_count; Texture2D **color_textures; Texture2D *depth_texture; protected: friend class Device; RenderTarget(Device *dev,Framebuffer *_fb,CommandBuffer *_cb,const uint32_t fence_count=1); RenderTarget(Device *dev,RenderPass *_rp,Framebuffer *_fb,CommandBuffer *_cb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1); public: virtual ~RenderTarget(); const VkExtent2D & GetExtent ()const {return extent;} GPUSemaphore * GetCompleteSemaphore(){return render_complete_semaphore;} CommandBuffer * GetCommandBuffer () {return command_buffer;} virtual const VkRenderPass GetRenderPass ()const {return fb->GetRenderPass();} virtual const uint32_t GetColorCount ()const {return fb->GetColorCount();} virtual const VkFramebuffer GetFramebuffer ()const {return fb->GetFramebuffer();} virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];} virtual Texture2D * GetDepthTexture (){return depth_texture;} virtual bool Submit (GPUSemaphore *present_complete_semaphore=nullptr); };//class RenderTarget /** * 交换链专用渲染目标 */ class SwapchainRenderTarget:public RenderTarget { Swapchain *swapchain; VkSwapchainKHR vk_swapchain; PresentInfo present_info; GPUSemaphore *present_complete_semaphore=nullptr; RenderPass *main_rp=nullptr; uint32_t swap_chain_count; uint32_t current_frame; Framebuffer **render_frame; public: SwapchainRenderTarget(Device *dev,Swapchain *sc); ~SwapchainRenderTarget(); const VkRenderPass GetRenderPass ()const override {return *main_rp;} const VkFramebuffer GetFramebuffer ()const override {return render_frame[current_frame]->GetFramebuffer();} VkFramebuffer GetFramebuffer (const uint32_t index) {return render_frame[index]->GetFramebuffer();} const uint32_t GetColorCount ()const override {return 1;} const uint32_t GetImageCount ()const {return swap_chain_count;} const uint32_t GetCurrentFrameIndices()const{return current_frame;} GPUSemaphore * GetPresentCompleteSemaphore(){return present_complete_semaphore;} virtual Texture2D * GetColorTexture(const int index=0) override{return swapchain->GetColorTexture(index);} virtual Texture2D * GetDepthTexture() override{return swapchain->GetDepthTexture();} public: /** * 请求下一帧画面的索引 * @param present_complete_semaphore 推送完成信号 */ int AcquireNextImage(); /** * 推送后台画面到前台 * @param render_complete_semaphore 渲染完成信号 */ bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count); bool PresentBackbuffer(); bool Submit(VkCommandBuffer); bool Submit(VkCommandBuffer,GPUSemaphore *); };//class SwapchainRenderTarget:public RenderTarget VK_NAMESPACE_END #endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE