#include #include #include VK_NAMESPACE_BEGIN namespace { const VkPipelineStageFlags pipe_stage_flags=VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; }//namespace SubmitQueue::SubmitQueue(Device *dev,VkQueue q,const uint32_t fence_count) { device=dev; queue=q; for(uint32_t i=0;iCreateFence(false)); current_fence=0; submit_info.pWaitDstStageMask = &pipe_stage_flags; } SubmitQueue::~SubmitQueue() { fence_list.Clear(); } bool SubmitQueue::Wait(const bool wait_all,uint64_t time_out) { VkFence fence=*fence_list[current_fence]; VkResult result; result=vkWaitForFences(device->GetDevice(),1,&fence,wait_all,time_out); result=vkResetFences(device->GetDevice(),1,&fence); if(++current_fence==fence_list.GetCount()) current_fence=0; return(true); } bool SubmitQueue::Submit(const VkCommandBuffer *cmd_buf,const uint32_t cb_count,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem) { VkSemaphore ws; VkSemaphore cs; if(wait_sem) { ws=*wait_sem; submit_info.waitSemaphoreCount =1; submit_info.pWaitSemaphores =&ws; } else { submit_info.waitSemaphoreCount =0; submit_info.pWaitSemaphores =nullptr; } if(complete_sem) { cs=*complete_sem; submit_info.signalSemaphoreCount=1; submit_info.pSignalSemaphores =&cs; } else { submit_info.signalSemaphoreCount=0; submit_info.pSignalSemaphores =nullptr; } submit_info.commandBufferCount =cb_count; submit_info.pCommandBuffers =cmd_buf; VkFence fence=*fence_list[current_fence]; VkResult result=vkQueueSubmit(queue,1,&submit_info,fence); //不在这里立即等待fence完成,是因为有可能queue submit需要久一点工作时间,我们这个时间可以去干别的。等在AcquireNextImage时再去等待fence,而且是另一帧的fence。这样有利于异步处理 return(result==VK_SUCCESS); } bool SubmitQueue::Submit(const VkCommandBuffer &cmd_buf,vulkan::Semaphore *wait_sem,vulkan::Semaphore *complete_sem) { return Submit(&cmd_buf,1,wait_sem,complete_sem); } VK_NAMESPACE_END