// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin // SPDX-License-Identifier: CC-BY-NC-ND-4.0 #pragma once #include "gpu_device.h" #include "vulkan_loader.h" #include "vulkan_texture.h" #include "window_info.h" #include "common/types.h" #include #include #include #include class VulkanSwapChain final : public GPUSwapChain { public: VulkanSwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode, bool allow_present_throttle, std::optional exclusive_fullscreen_control); ~VulkanSwapChain() override; ALWAYS_INLINE VkSurfaceKHR GetSurface() const { return m_surface; } ALWAYS_INLINE VkSwapchainKHR GetSwapChain() const { return m_swap_chain; } ALWAYS_INLINE const VkSwapchainKHR* GetSwapChainPtr() const { return &m_swap_chain; } ALWAYS_INLINE u32 GetCurrentImageIndex() const { return m_current_image; } ALWAYS_INLINE const u32* GetCurrentImageIndexPtr() const { return &m_current_image; } ALWAYS_INLINE u32 GetImageCount() const { return static_cast(m_images.size()); } ALWAYS_INLINE VkImage GetCurrentImage() const { return m_images[m_current_image].image; } ALWAYS_INLINE VkImageView GetCurrentImageView() const { return m_images[m_current_image].view; } ALWAYS_INLINE VkFramebuffer GetCurrentFramebuffer() const { return m_images[m_current_image].framebuffer; } ALWAYS_INLINE VkSemaphore GetImageAvailableSemaphore() const { return m_semaphores[m_current_semaphore].available_semaphore; } ALWAYS_INLINE const VkSemaphore* GetImageAvailableSemaphorePtr() const { return &m_semaphores[m_current_semaphore].available_semaphore; } ALWAYS_INLINE VkSemaphore GetRenderingFinishedSemaphore() const { return m_semaphores[m_current_semaphore].rendering_finished_semaphore; } ALWAYS_INLINE const VkSemaphore* GetRenderingFinishedSemaphorePtr() const { return &m_semaphores[m_current_semaphore].rendering_finished_semaphore; } bool CreateSurface(VkInstance instance, VkPhysicalDevice physical_device, Error* error); bool CreateSwapChain(VulkanDevice& dev, Error* error); bool CreateSwapChainImages(VulkanDevice& dev, Error* error); void Destroy(VulkanDevice& dev, bool wait_for_idle); VkResult AcquireNextImage(bool handle_errors); void ReleaseCurrentImage(); void ResetImageAcquireResult(); bool HandleAcquireOrPresentError(VkResult& res, bool is_present_error); bool ResizeBuffers(u32 new_width, u32 new_height, float new_scale, Error* error) override; bool SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle, Error* error) override; private: // We don't actually need +1 semaphores, or, more than one really. // But, the validation layer gets cranky if we don't fence wait before the next image acquire. // So, add an additional semaphore to ensure that we're never acquiring before fence waiting. static constexpr u32 NUM_SEMAPHORES = 4; // Should be command buffers + 1 std::optional SelectSurfaceFormat(VkPhysicalDevice physdev, Error* error); std::optional SelectPresentMode(VkPhysicalDevice physdev, GPUVSyncMode& vsync_mode, Error* error); void DestroySwapChainImages(); void DestroySwapChain(); void DestroySurface(); // Assumes the command buffer has been flushed. bool RecreateSurface(VulkanDevice& dev, Error* error); bool RecreateSwapChain(VulkanDevice& dev, Error* error); struct Image { VkImage image; VkImageView view; VkFramebuffer framebuffer; }; struct ImageSemaphores { VkSemaphore available_semaphore; VkSemaphore rendering_finished_semaphore; }; VkSurfaceKHR m_surface = VK_NULL_HANDLE; #ifdef __APPLE__ // On MacOS, we need to store a pointer to the metal layer as well. void* m_metal_layer = nullptr; #endif VkSwapchainKHR m_swap_chain = VK_NULL_HANDLE; std::vector m_images; std::array m_semaphores = {}; u32 m_current_image = 0; u32 m_current_semaphore = 0; VkPresentModeKHR m_present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR; std::optional m_image_acquire_result; std::optional m_exclusive_fullscreen_control; };