ULRE/inc/hgl/graph/vulkan/VKSwapchain.h
hyzboy 4a46a6e014 1.拆分建立独立的SwapchainAttribute
2.Swapchain代码完全迁移到VKSwapchain
2019-07-15 22:37:00 +08:00

99 lines
3.2 KiB
C++

#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
#include<hgl/graph/Vulkan/VK.h>
#include<hgl/graph/vulkan/VKFramebuffer.h>
#include<hgl/graph/vulkan/VKFence.h>
#include<hgl/graph/vulkan/VKSemaphore.h>
VK_NAMESPACE_BEGIN
struct SwapchainAttribute
{
VkDevice device;
VkExtent2D extent;
VkQueue graphics_queue =VK_NULL_HANDLE;
VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
uint32_t swap_chain_count;
ObjectList<Texture2D> sc_color;
Texture2D * sc_depth =nullptr;
};//struct SwapchainAttribute
class Swapchain
{
protected:
Device *device;
SwapchainAttribute *sc_attr;
protected:
VkPipelineStageFlags pipe_stage_flags;
uint32_t current_frame;
ObjectList<Framebuffer> render_frame;
uint32_t current_fence;
ObjectList<Fence> fence_list;
RenderPass *main_rp =nullptr;
Semaphore *present_complete_semaphore =nullptr,
*render_complete_semaphore =nullptr;
VkSubmitInfo submit_info;
VkPresentInfoKHR present_info;
public:
const VkExtent2D & GetExtent ()const {return sc_attr->extent;}
const uint32_t GetImageCount ()const {return sc_attr->sc_color.GetCount();}
RenderPass * GetMainRenderPass () {return main_rp;}
Framebuffer * GetFramebuffer (int index) {return render_frame[index];}
const uint32_t GetCurrentFrameIndices () {return current_frame;}
Framebuffer * GetCurrentFramebuffer () {return render_frame[current_frame];}
public:
Swapchain(Device *,SwapchainAttribute *sa);
virtual ~Swapchain();
void Recreate ();
bool Wait (bool wait_all=VK_TRUE,uint64_t time_out=HGL_NANO_SEC_PER_SEC*0.1); ///<等待队列完成
/**
* 请求获得下一帧的索引,并将确认信息发送到指定信号
* @param complete_semaphore 完成后请发送至此信号
* @return 下一帧的索引
* @return <0 错误
*/
int AcquireNextImage (VkSemaphore complete_semaphore); ///<请求获得下一帧的索引
/**
* 提交一个绘制指令
* @param cmd_list 绘制指令
* @param wait_sem 指令开始前要等待的确认的信号
* @param complete_semaphore 绘制完成后发送的信号
*/
bool SubmitDraw (VkCommandBuffer &cmd_list,VkSemaphore &wait_sem,VkSemaphore &complete_semaphore); ///<提交绘制指令
/**
* 提交一批绘制指令
* @param cmd_list 绘制指令
* @param wait_sems 指令开始前要等待的确认的信号
* @param complete_semaphores 绘制完成后发送的信号
*/
bool SubmitDraw (List<VkCommandBuffer> &cmd_list,List<VkSemaphore> &wait_sems,List<VkSemaphore> &complete_semaphores); ///<提交绘制指令
bool PresentBackbuffer (); ///<等待绘制队列完成,并将后台缓冲区呈现到前台
};//class Swapchain
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE