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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
#include "video_core/renderer_vulkan/declarations.h"
namespace Vulkan {
class VKDevice;
class VKFence;
class VKResourceManager;
class VKFenceView {
public:
VKFenceView() = default;
VKFenceView(VKFence* const& fence) : fence{fence} {}
VKFence* operator->() const noexcept {
return fence;
}
operator VKFence&() const noexcept {
return *fence;
}
private:
VKFence* const& fence;
};
class VKCommandBufferView {
public:
VKCommandBufferView() = default;
VKCommandBufferView(const vk::CommandBuffer& cmdbuf) : cmdbuf{cmdbuf} {}
const vk::CommandBuffer* operator->() const noexcept {
return &cmdbuf;
}
operator vk::CommandBuffer() const noexcept {
return cmdbuf;
}
private:
const vk::CommandBuffer& cmdbuf;
};
/// The scheduler abstracts command buffer and fence management with an interface that's able to do
/// OpenGL-like operations on Vulkan command buffers.
class VKScheduler {
public:
explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
~VKScheduler();
/// Gets a reference to the current fence.
VKFenceView GetFence() const {
return current_fence;
}
/// Gets a reference to the current command buffer.
VKCommandBufferView GetCommandBuffer() const {
return current_cmdbuf;
}
/// Sends the current execution context to the GPU.
void Flush(bool release_fence = true, vk::Semaphore semaphore = nullptr);
/// Sends the current execution context to the GPU and waits for it to complete.
void Finish(bool release_fence = true, vk::Semaphore semaphore = nullptr);
private:
void SubmitExecution(vk::Semaphore semaphore);
void AllocateNewContext();
const VKDevice& device;
VKResourceManager& resource_manager;
vk::CommandBuffer current_cmdbuf;
VKFence* current_fence = nullptr;
VKFence* next_fence = nullptr;
};
} // namespace Vulkan
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