implementing renderpass and vieport
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@@ -1,11 +1,14 @@
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#include "VulkanQueue.h"
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#include "VulkanInitializer.h"
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#include "VulkanGraphics.h"
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#include "VulkanAllocator.h"
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#include "VulkanCommandBuffer.h"
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#include "VulkanGraphicsEnums.h"
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using namespace Seele;
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using namespace Seele::Vulkan;
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Queue::Queue(PGraphics graphics, QueueType queueType, uint32 familyIndex, uint32 queueIndex)
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Queue::Queue(PGraphics graphics, Gfx::QueueType queueType, uint32 familyIndex, uint32 queueIndex)
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: familyIndex(familyIndex)
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, graphics(graphics)
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, queueType(queueType)
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@@ -16,4 +19,47 @@ Queue::Queue(PGraphics graphics, QueueType queueType, uint32 familyIndex, uint32
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Queue::~Queue()
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{
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}
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void Queue::submitCommandBuffer(PCmdBuffer cmdBuffer, uint32 numSignalSemaphores, VkSemaphore* signalSemaphores)
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{
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assert(cmdBuffer->state == CmdBuffer::State::Ended);
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PFence fence = cmdBuffer->fence;
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assert(!fence->isSignaled());
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const VkCommandBuffer cmdBuffers[] = {cmdBuffer->handle};
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VkSubmitInfo submitInfo =
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init::SubmitInfo();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = cmdBuffers;
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submitInfo.signalSemaphoreCount = static_cast<uint32>(numSignalSemaphores);
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submitInfo.pSignalSemaphores = signalSemaphores;
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Array<VkSemaphore> waitSemaphores;
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if(cmdBuffer->waitSemaphores.size() > 0)
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{
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for(PSemaphore semaphore : cmdBuffer->waitSemaphores)
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{
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waitSemaphores.add(semaphore->getHandle());
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}
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submitInfo.waitSemaphoreCount = static_cast<uint32>(cmdBuffer->waitSemaphores.size());
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submitInfo.pWaitSemaphores = waitSemaphores.data();
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submitInfo.pWaitDstStageMask = cmdBuffer->waitFlags.data();
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}
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VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, fence->getHandle()));
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cmdBuffer->state = CmdBuffer::State::Submitted;
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cmdBuffer->waitFlags.clear();
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cmdBuffer->waitSemaphores.clear();
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if(Gfx::waitIdleOnSubmit)
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{
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fence->wait(200 * 1000ull);
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}
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cmdBuffer->refreshFence();
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graphics->getStagingManager()->clearPending();
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}
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