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wait_idle.h
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/* Copyright (c) 2019-2022, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "rendering/render_pipeline.h"
#include "scene_graph/components/camera.h"
#include "scene_graph/components/perspective_camera.h"
#include "vulkan_sample.h"
class WaitIdle : public vkb::VulkanSample
{
public:
WaitIdle();
virtual ~WaitIdle() = default;
virtual bool prepare(vkb::Platform &platform) override;
/**
* @brief This RenderContext is responsible containing the scene's RenderFrames
* It implements a custom wait_frame function which alternates between waiting with WaitIdle or Fences
*/
class CustomRenderContext : public vkb::RenderContext
{
public:
CustomRenderContext(vkb::Device &device, VkSurfaceKHR surface, const vkb::Window &window, int &wait_idle_enabled);
virtual void wait_frame() override;
private:
int &wait_idle_enabled;
};
virtual void prepare_render_context() override;
private:
vkb::Platform *platform;
vkb::sg::PerspectiveCamera *camera{nullptr};
virtual void draw_gui() override;
int wait_idle_enabled{0};
};
std::unique_ptr<vkb::VulkanSample> create_wait_idle();