106 lines
3.3 KiB
C++

/**
* Control partition module is responsible for configuration and usage of Vulkan operation objects
* including command buffers, dynamic rendering, synchronization objects and so on.
*/
export module vulkan_render:control;
import :hardware;
import :workflow;
import :resources;
import :data;
import std;
import vulkan_hpp;
export namespace vulkan_render {
class Command {
public:
const Context &context;
vk::raii::CommandBuffer handle;
Command(const Context &context, vk::raii::CommandBuffer&& buffer);
Command(const Context &context, const vk::raii::CommandPool &pool);
Command(Command&&) noexcept = default;
Command(const Command&) = delete;
Command& operator=(const Command&) = delete;
void Begin() const;
void Submit(const vk::raii::Queue &queue) const;
};
/**
* Set of Vulkan commands buffers for each frame in flight.
*/
class RenderCommands {
public:
vk::raii::CommandPool graphicsPool;
vk::raii::CommandPool transferPool;
std::vector<Command> graphicsBuffers;
std::vector<Command> transferBuffers;
/**
* Create pools and initialize all command buffers.
* @param context Vulkan context with ready device.
* @param maxFramesInFlight amount of created buffers for each purpose.
*/
RenderCommands(const Context &context, std::uint32_t maxFramesInFlight);
void SubmitStagingBuffer(const BaseBuffer<BufferMode::STAGING_ACCESS> &buffer) const;
void SubmitTexture(
const BaseBuffer<BufferMode::STATIC> &buffer,
const Texture<TextureMode::PARTIAL> &texture
) const;
void TranslateTextureLayout(
const Texture<TextureMode::PARTIAL> &texture,
const vk::ImageLayout &from,
const vk::ImageLayout &to
) const;
private:
static vk::raii::CommandPool MakePool(const Context &context, std::uint32_t queueFamily);
static std::vector<Command> MakeBuffers(
const Context &context,
const vk::raii::CommandPool &pool,
std::uint32_t size
);
};
class SyncManager {
public:
const Context &context;
const std::uint32_t TIMEOUT;
std::vector<vk::raii::Semaphore> imageAvailable;
std::vector<vk::raii::Semaphore> renderFinished;
std::vector<vk::raii::Fence> inFlightFences;
std::vector<vk::Fence> imagesInFlight;
SyncManager(const Context &context, std::uint32_t maxFramesInFlight, std::uint64_t timeout);
void WaitInFlightFence(std::size_t currentFrame);
void WaitImageInFlight(std::size_t currentFrame, std::uint32_t imageIndex);
vk::Result AcquireNextImage(
const Swapchain &swapchain,
std::size_t currentFrame,
std::uint32_t &imageIndex
) const;
};
class FrameContext {
public:
const Command *renderCommand;
std::uint32_t imageIndex;
std::uint32_t currentFrame;
FrameContext(
const RenderPass &renderPass,
const Surface &surface,
const RenderCommands &renderCommands,
std::uint32_t imageIndex,
std::uint32_t currentFrame,
std::span<vk::ClearValue> clearValues
);
void Complete() const;
};
}