/* 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_SUBMITSCHEDULER
#define INCLUDED_RENDERER_BACKEND_VULKAN_SUBMITSCHEDULER
#include "renderer/backend/vulkan/Device.h"
#include
#include
#include
#include
#include
namespace Renderer
{
namespace Backend
{
namespace Vulkan
{
class CDevice;
class CRingCommandContext;
class CSwapChain;
/**
* A helper class to batch VkQueueSubmit calls and track VkCommandBuffer usages
* properly.
*/
class CSubmitScheduler
{
public:
using SubmitHandle = uint32_t;
static constexpr SubmitHandle INVALID_SUBMIT_HANDLE = 0;
CSubmitScheduler(CDevice* device, const uint32_t queueFamilyIndex, VkQueue queue);
~CSubmitScheduler();
bool AcquireNextImage(CSwapChain& swapChain);
void Present(CSwapChain& swapChain);
SubmitHandle Submit(VkCommandBuffer commandBuffer);
void WaitUntilFree(const SubmitHandle handle);
uint32_t GetFrameID() const { return m_FrameID; }
void Flush();
private:
CDevice* m_Device = nullptr;
VkQueue m_Queue = VK_NULL_HANDLE;
struct Fence
{
VkFence value = VK_NULL_HANDLE;
SubmitHandle lastUsedHandle = INVALID_SUBMIT_HANDLE;
bool inUse = false;
};
std::vector m_Fences;
uint32_t m_FenceIndex = 0;
// We assume that we won't run so long that the frame ID will overflow.
uint32_t m_FrameID = 0;
SubmitHandle m_CurrentHandle = INVALID_SUBMIT_HANDLE + 1;
struct SubmittedHandle
{
SubmitHandle value;
uint32_t fenceIndex;
};
std::queue m_SubmittedHandles;
// We can't reuse frame data immediately after present because it might
// still be processing on GPU.
struct FrameObject
{
// We need to wait for the image on GPU to draw to it.
VkSemaphore acquireImageSemaphore = VK_NULL_HANDLE;
// We need to present only after all submit work is done.
VkSemaphore submitDone = VK_NULL_HANDLE;
};
std::array m_FrameObjects;
VkSemaphore m_NextWaitSemaphore = VK_NULL_HANDLE;
VkPipelineStageFlags m_NextWaitDstStageMask = 0;
VkSemaphore m_NextSubmitSignalSemaphore = VK_NULL_HANDLE;
std::vector m_SubmittedCommandBuffers;
std::unique_ptr m_AcquireCommandContext;
std::unique_ptr m_PresentCommandContext;
bool m_DebugWaitIdleBeforeAcquire = false;
bool m_DebugWaitIdleBeforePresent = false;
bool m_DebugWaitIdleAfterPresent = false;
};
} // namespace Vulkan
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_VULKAN_SUBMITSCHEDULER