Add in-place swapchain recreation

Lots of todos, this should probably just be its own self-contained
object to allow the emulator to render "headlessly" regardless of a
swapchain existing or not.
This commit is contained in:
Wunkolo 2023-07-23 21:44:09 -07:00
parent 34b87e50bd
commit e2e49b7291
2 changed files with 221 additions and 192 deletions

View file

@ -4,6 +4,8 @@
class GPU;
class RendererVK final : public Renderer {
SDL_Window* targetWindow;
// The order of these `Unique*` members is important, they will be destroyed in RAII order
vk::UniqueInstance instance = {};
vk::UniqueDebugUtilsMessengerEXT debugMessenger = {};
@ -12,6 +14,8 @@ class RendererVK final : public Renderer {
vk::PhysicalDevice physicalDevice = {};
vk::UniqueDevice device = {};
vk::Queue presentQueue = {};
u32 presentQueueFamily = ~0u;
vk::Queue graphicsQueue = {};
@ -21,18 +25,13 @@ class RendererVK final : public Renderer {
vk::Queue transferQueue = {};
u32 transferQueueFamily = ~0u;
vk::UniqueDevice device = {};
vk::UniqueCommandPool commandPool = {};
vk::UniqueSwapchainKHR swapchain = {};
u32 swapchainImageCount = ~0u;
std::vector<vk::Image> swapchainImages = {};
std::vector<vk::UniqueImageView> swapchainImageViews = {};
// Global synchronization primitives
vk::UniqueCommandPool commandPool = {};
// Per-swapchain-image data
// Each vector is `swapchainImageCount` in size
std::vector<vk::UniqueCommandBuffer> presentCommandBuffers = {};
@ -40,6 +39,9 @@ class RendererVK final : public Renderer {
std::vector<vk::UniqueSemaphore> renderFinishedSemaphore = {};
std::vector<vk::UniqueFence> frameFinishedFences = {};
// Recreate the swapchain, possibly re-using the old one in the case of a resize
vk::Result recreateSwapchain(vk::SurfaceKHR surface, vk::Extent2D swapchainExtent);
u64 currentFrame = 0;
public:
RendererVK(GPU& gpu, const std::array<u32, regNum>& internalRegs);