/* 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