/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_RENDERER_BACKEND_VULKAN_RINGCOMMANDCONTEXT
#define INCLUDED_RENDERER_BACKEND_VULKAN_RINGCOMMANDCONTEXT
#include "renderer/backend/vulkan/SubmitScheduler.h"
#include
#include
#include
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
class CBuffer;
class CDevice;
/**
* A simple helper class to decouple command buffers rotation from frames
* presenting. It might be useful when sometimes we need to submit more work
* than we can usually have during a frame. For example if we need to upload
* something, an upload buffer is full and we can't extend it at the moment.
* Then the only way is to wait until uploading is done and submit more work.
* @note not thread-safe, should be created and used from the same thread.
*/
class CRingCommandContext
{
public:
CRingCommandContext(
CDevice* device, const size_t size, const uint32_t queueFamilyIndex,
CSubmitScheduler& submitScheduler);
~CRingCommandContext();
/**
* @return the current available command buffer. If there is none waits until
* it appeared.
*/
VkCommandBuffer GetCommandBuffer();
/**
* Submits the current command buffer to the SubmitScheduler.
*/
void Flush();
/**
* The same as Flush but also waits until it's completed. It means it
* forces SubmitScheduler to submit all previously queued work to GPU.
*/
void FlushAndWait();
/**
* Schedules uploads until next render pass or flush.
* @note doesn't save a command buffer returned by GetCommandBuffer during
* scheduling uploads, because it might be changed.
*/
void ScheduleUpload(
CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t level, const uint32_t layer);
void ScheduleUpload(
CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level, const uint32_t layer);
void ScheduleUpload(
CBuffer* buffer, const void* data, const uint32_t dataOffset,
const uint32_t dataSize);
using UploadBufferFunction = std::function;
void ScheduleUpload(
CBuffer* buffer,
const uint32_t dataOffset, const uint32_t dataSize,
const UploadBufferFunction& uploadFunction);
private:
void Begin();
void End();
void ScheduleUpload(
CBuffer* buffer, const uint32_t dataOffset, const uint32_t dataSize,
const uint32_t acquiredOffset);
uint32_t AcquireFreeSpace(
const uint32_t requiredSize, const uint32_t requiredAlignment);
uint32_t GetFreeSpaceOffset(
const uint32_t requiredSize, const uint32_t requiredAlignment) const;
CDevice* m_Device = nullptr;
CSubmitScheduler& m_SubmitScheduler;
std::unique_ptr m_StagingBuffer;
uint32_t m_StagingBufferFirst = 0, m_StagingBufferCurrentFirst = 0, m_StagingBufferLast = 0;
uint32_t m_OptimalBufferCopyOffsetAlignment = 1;
uint32_t m_MaxStagingBufferCapacity = 0;
struct RingItem
{
VkCommandPool commandPool = VK_NULL_HANDLE;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
CSubmitScheduler::SubmitHandle handle = CSubmitScheduler::INVALID_SUBMIT_HANDLE;
bool isBegan = false;
uint32_t stagingBufferFirst = 0, stagingBufferLast = 0;
};
std::vector m_Ring;
size_t m_RingIndex = 0;
void WaitUntilFree(RingItem& item);
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_RINGCOMMANDCONTEXT