#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE #define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE #include #include #include #include VK_NAMESPACE_BEGIN class Swapchain { protected: Device *device; VkExtent2D extent; VkQueue graphics_queue =VK_NULL_HANDLE; VkSwapchainKHR swap_chain =VK_NULL_HANDLE; uint32_t swap_chain_count; ObjectList sc_texture; Texture2D * sc_depth =nullptr; protected: VkPipelineStageFlags pipe_stage_flags; uint32_t current_frame; ObjectList render_frame; uint32_t current_fence; ObjectList fence_list; RenderPass *main_rp =nullptr; Semaphore *present_complete_semaphore =nullptr, *render_complete_semaphore =nullptr; VkSubmitInfo submit_info; VkPresentInfoKHR present_info; public: const VkExtent2D & GetExtent ()const {return extent;} const uint32_t GetImageCount ()const {return sc_texture.GetCount();} RenderPass * GetMainRenderPass () {return main_rp;} Framebuffer * GetFramebuffer (int index) {return render_frame[index];} const uint32_t GetCurrentFrameIndices () {return current_frame;} Framebuffer * GetCurrentFramebuffer () {return render_frame[current_frame];} public: Swapchain(Device *); virtual ~Swapchain(); void Clear (); void Recreate (); bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成 /** * 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); ///<请求获得下一帧的索引 /** * 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); ///<提交绘制指令 bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列 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