Files
AgnosiaEngine/src/graphics/render.cpp

187 lines
7.7 KiB
C++

#include <stdexcept>
#include "imgui.h"
#include "imgui_impl_vulkan.h"
#include "../devicelibrary.h"
#include "../entrypoint.h"
#include "buffers.h"
#include "graphicspipeline.h"
#include "render.h"
#include "texture.h"
uint32_t currentFrame;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
void recreateSwapChain() {
int width = 0, height = 0;
glfwGetFramebufferSize(EntryApp::getWindow(), &width, &height);
while (width == 0 || height == 0) {
glfwGetFramebufferSize(EntryApp::getWindow(), &width, &height);
glfwWaitEvents();
}
vkDeviceWaitIdle(DeviceControl::getDevice());
// Don't really wanna do this but I also don't want to create an extra class
// instance just to call the cleanup function.
for (auto imageView : DeviceControl::getSwapChainImageViews()) {
vkDestroyImageView(DeviceControl::getDevice(), imageView, nullptr);
}
vkDestroySwapchainKHR(DeviceControl::getDevice(),
DeviceControl::getSwapChain(), nullptr);
DeviceControl::createSwapChain(EntryApp::getWindow());
DeviceControl::createImageViews();
Texture::createColorResources();
Texture::createDepthResources();
}
// At a high level, rendering in Vulkan consists of 5 steps:
// Wait for the previous frame, acquire a image from the swap chain
// record a comman d buffer which draws the scene onto that image
// submit the recorded command buffer and present the image!
void Render::drawFrame() {
vkWaitForFences(DeviceControl::getDevice(), 1, &inFlightFences[currentFrame],
VK_TRUE, UINT64_MAX);
vkResetFences(DeviceControl::getDevice(), 1, &inFlightFences[currentFrame]);
uint32_t imageIndex;
VkResult result = vkAcquireNextImageKHR(
DeviceControl::getDevice(), DeviceControl::getSwapChain(), UINT64_MAX,
imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
if (result == VK_ERROR_OUT_OF_DATE_KHR) {
recreateSwapChain();
return;
} else if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
throw std::runtime_error("failed to acquire swap chain image!");
}
vkResetFences(DeviceControl::getDevice(), 1, &inFlightFences[currentFrame]);
vkResetCommandBuffer(Buffers::getCommandBuffers()[currentFrame],
/*VkCommandBufferResetFlagBits*/ 0);
Graphics::recordCommandBuffer(Buffers::getCommandBuffers()[currentFrame],
imageIndex);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
VkSemaphore waitSemaphores[] = {imageAvailableSemaphores[currentFrame]};
VkPipelineStageFlags waitStages[] = {
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT};
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &Buffers::getCommandBuffers()[currentFrame];
VkSemaphore signalSemaphores[] = {renderFinishedSemaphores[currentFrame]};
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores;
if (vkQueueSubmit(DeviceControl::getGraphicsQueue(), 1, &submitInfo,
inFlightFences[currentFrame]) != VK_SUCCESS) {
throw std::runtime_error("failed to submit draw command buffer!");
}
VkPresentInfoKHR presentInfo{};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = signalSemaphores;
VkSwapchainKHR swapChains[] = {DeviceControl::getSwapChain()};
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = swapChains;
presentInfo.pImageIndices = &imageIndex;
result = vkQueuePresentKHR(DeviceControl::getPresentQueue(), &presentInfo);
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR ||
EntryApp::getInstance().getFramebufferResized()) {
EntryApp::getInstance().setFramebufferResized(false);
recreateSwapChain();
} else if (result != VK_SUCCESS) {
throw std::runtime_error("failed to present swap chain image!");
}
currentFrame = (currentFrame + 1) % Buffers::getMaxFramesInFlight();
}
#pragma info
// SEMAPHORES
// Synchronization of execution on the GPU in Vulkan is *explicit* The Order of
// ops is up to us to define the how we want things to run. Similarly,
// Semaphores are used to add order between queue ops. There are 2 kinds of
// Semaphores; binary, and timeline. We are using Binary semaphores, which can
// be signaled or unsignaled. Semaphores are initizalized unsignaled, the way we
// use them to order queue operations is by providing the same semaphore in one
// queue op and a wait in another. For example: VkCommandBuffer QueueOne,
// QueueTwo = ... VkSemaphore semaphore = ... enqueue QueueOne, Signal semaphore
// when done, start now. vkQueueSubmit(work: QueueOne, signal: semaphore, wait:
// none) enqueue QueueTwo, wait on semaphore to start vkQueueSubmit(
// work: QueueTwo, signal: None, wait: semaphore)
// FENCES
// Fences are basically semaphores for the CPU! Otherwise known as the host. If
// the host needs to know when the GPU has finished a task, we use a fence.
// VkCommandBuffer cmndBuf = ...
// VkFence fence = ...
// Start work immediately, signal fence when done.
// vkQueueSubmit(work: cmndBuf, fence: fence)
// vkWaitForFence(fence)
// doStuffOnceFenceDone()
#pragma endinfo
void Render::createSyncObject() {
imageAvailableSemaphores.resize(Buffers::getMaxFramesInFlight());
renderFinishedSemaphores.resize(Buffers::getMaxFramesInFlight());
inFlightFences.resize(Buffers::getMaxFramesInFlight());
VkSemaphoreCreateInfo semaphoreInfo{};
semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
for (size_t i = 0; i < Buffers::getMaxFramesInFlight(); i++) {
if (vkCreateSemaphore(DeviceControl::getDevice(), &semaphoreInfo, nullptr,
&imageAvailableSemaphores[i]) != VK_SUCCESS ||
vkCreateSemaphore(DeviceControl::getDevice(), &semaphoreInfo, nullptr,
&renderFinishedSemaphores[i]) != VK_SUCCESS ||
vkCreateFence(DeviceControl::getDevice(), &fenceInfo, nullptr,
&inFlightFences[i]) != VK_SUCCESS) {
throw std::runtime_error("Failed to create semaphores!");
}
}
}
void Render::destroyFenceSemaphores() {
for (size_t i = 0; i < Buffers::getMaxFramesInFlight(); i++) {
vkDestroySemaphore(DeviceControl::getDevice(), renderFinishedSemaphores[i],
nullptr);
vkDestroySemaphore(DeviceControl::getDevice(), imageAvailableSemaphores[i],
nullptr);
vkDestroyFence(DeviceControl::getDevice(), inFlightFences[i], nullptr);
}
}
void Render::cleanupSwapChain() {
vkDestroyImageView(DeviceControl::getDevice(), Texture::getColorImageView(),
nullptr);
vkDestroyImage(DeviceControl::getDevice(), Texture::getColorImage(), nullptr);
vkFreeMemory(DeviceControl::getDevice(), Texture::getColorImageMemory(),
nullptr);
vkDestroyImageView(DeviceControl::getDevice(), Texture::getDepthImageView(),
nullptr);
vkDestroyImage(DeviceControl::getDevice(), Texture::getDepthImage(), nullptr);
vkFreeMemory(DeviceControl::getDevice(), Texture::getDepthImageMemory(),
nullptr);
for (auto imageView : DeviceControl::getSwapChainImageViews()) {
vkDestroyImageView(DeviceControl::getDevice(), imageView, nullptr);
}
vkDestroySwapchainKHR(DeviceControl::getDevice(),
DeviceControl::getSwapChain(), nullptr);
}
uint32_t Render::getCurrentFrame() { return currentFrame; }