slit RenderTarget, created VKRenderTargetData.h/.cpp, VKRenderTargetSingle.h/.cpp, VKRenderTargetMultiFrame.h, VKRenderTargetSwapchain.h
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@@ -16,16 +16,6 @@ class RenderFramework;
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using UBOViewportInfo=DeviceBufferMap<graph::ViewportInfo>;
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/**
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* RenderTarget 存在几种情况:
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*
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* 1.正常单帧渲染目标,即只有一帧的数据,每次渲染都是当前帧
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*
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* 2.多帧渲染目标,即有多帧数据,每次渲染都是指定帧,典型的是Swapchain
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*
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* 所以RenderTarget的其实是一个多态类,根据不同的情况,有不同的实现
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*/
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class IRenderTarget
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{
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RenderFramework *render_framework;
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@@ -89,226 +79,4 @@ public:
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}
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};//class IRenderTarget
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struct RenderTargetData
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{
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Framebuffer * fbo;
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DeviceQueue * queue;
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Semaphore * render_complete_semaphore;
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RenderCmdBuffer * cmd_buf;
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uint32_t color_count; ///<颜色成分数量
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Texture2D ** color_textures; ///<颜色成分纹理列表
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Texture2D * depth_texture; ///<深度成分纹理
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public:
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Texture2D *GetColorTexture(const uint32_t index)
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{
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if(index>=color_count)
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return(nullptr);
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return color_textures[index];
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}
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virtual void Clear();
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};//struct RenderTargetData
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/**
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* 单帧渲染目标
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*/
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class RenderTarget:public IRenderTarget
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{
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RenderTargetData *data;
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protected:
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friend class SwapchainModule;
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friend class RenderTargetManager;
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RenderTarget(RenderFramework *rf,RenderTargetData *rtd):IRenderTarget(rf,rtd->fbo->GetExtent())
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{
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data=rtd;
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data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
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}
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public:
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virtual ~RenderTarget() override
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{
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if(data)
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{
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data->Clear();
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delete data;
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}
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}
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Framebuffer * GetFramebuffer ()override{return data->fbo;}
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RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
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uint32_t GetColorCount ()override{return data->color_count;}
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bool hasDepth ()override{return data->depth_texture;}
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Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return data->depth_texture;}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return data->queue;}
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Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
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virtual bool Submit (Semaphore *wait_sem)override
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{
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if(!data)
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return(false);
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return data->queue->Submit(data->cmd_buf,wait_sem,data->render_complete_semaphore);
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}
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bool WaitQueue ()override{return data->queue->WaitQueue();}
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bool WaitFence ()override{return data->queue->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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if(!data->cmd_buf)
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return(nullptr);
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data->cmd_buf->Begin();
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data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
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data->cmd_buf->BindFramebuffer(data->fbo);
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return data->cmd_buf;
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}
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virtual void EndRender() override
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{
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if(!data->cmd_buf)
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return;
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data->cmd_buf->End();
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}
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};//class RenderTarget
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/**
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* 多帧渲染目标
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*/
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class MFRenderTarget:public IRenderTarget
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{
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protected:
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uint32_t frame_number;
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uint32_t current_frame;
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RenderTarget **rt_list;
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protected:
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friend class RenderTargetManager;
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MFRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTarget **rtl):IRenderTarget(rf,rtl[0]->GetFramebuffer()->GetExtent())
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{
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frame_number=fn;
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current_frame=0;
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rt_list=rtl;
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}
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public:
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virtual ~MFRenderTarget() override
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{
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SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
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}
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virtual void NextFrame()
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{
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++current_frame;
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if(current_frame>=frame_number)
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current_frame=0;
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}
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uint32_t GetCurrentFrameIndices ()const{return current_frame;}
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uint32_t GetFrameCount ()const{return frame_number;}
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RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
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public:
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Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
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RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
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uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
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Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
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bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
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Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
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Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
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RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
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virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
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virtual bool Submit (Semaphore *wait_sem) override
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{
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return rt_list[current_frame]->Submit(wait_sem);
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}
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bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
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bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
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public:
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virtual RenderCmdBuffer *BeginRender()override
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{
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//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
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return rt_list[current_frame]->BeginRender();
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}
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virtual void EndRender() override
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{
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//std::cout<<"End Render frame="<<current_frame<<std::endl;
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rt_list[current_frame]->EndRender();
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}
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};//class MFRenderTarget
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/**
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* 交换链专用渲染目标
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*/
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class SwapchainRenderTarget:public MFRenderTarget
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{
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Swapchain *swapchain;
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PresentInfo present_info;
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Semaphore *present_complete_semaphore=nullptr;
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private:
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SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
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friend class SwapchainModule;
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friend class RenderTargetManager;
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public:
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~SwapchainRenderTarget() override;
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public:
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IRenderTarget *AcquireNextImage(); ///<获取下一帧的索引
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bool Submit()override; ///<提交当前帧的渲染,交推送到前台
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};//class SwapchainRenderTarget:public RenderTarget
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VK_NAMESPACE_END
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