duckstation/src/util/vulkan_swap_chain.h
Stenzek 92bcf64fe8
VulkanDevice: Refactor present failure handling
Shouldn't deadlock anymore...
2024-11-10 17:52:12 +10:00

114 lines
4.1 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// 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 <array>
#include <memory>
#include <optional>
#include <vector>
class VulkanSwapChain final : public GPUSwapChain
{
public:
VulkanSwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode, bool allow_present_throttle,
std::optional<bool> 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<u32>(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<VkSurfaceFormatKHR> SelectSurfaceFormat(VkPhysicalDevice physdev, Error* error);
std::optional<VkPresentModeKHR> 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<Image> m_images;
std::array<ImageSemaphores, NUM_SEMAPHORES> m_semaphores = {};
u32 m_current_image = 0;
u32 m_current_semaphore = 0;
VkPresentModeKHR m_present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR;
std::optional<VkResult> m_image_acquire_result;
std::optional<bool> m_exclusive_fullscreen_control;
};