Blaze/Frame.cpp

65 lines
2.0 KiB
C++

#include "Frame.h"
#include <SDL3/SDL_log.h>
#include "MacroUtils.h"
#include "RenderDevice.h"
bool Frame::isInit() const
{
return static_cast<bool>(commandPool);
}
Frame::Frame( VkDevice const device, uint32_t const directQueueFamilyIndex )
{
VkCommandPoolCreateInfo const commandPoolCreateInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
.pNext = nullptr,
.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT,
.queueFamilyIndex = directQueueFamilyIndex,
};
VK_CHECK( vkCreateCommandPool(device, &commandPoolCreateInfo, nullptr, &commandPool) );
VkCommandBufferAllocateInfo const commandBufferAllocateInfo = {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.pNext = nullptr,
.commandPool = commandPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1,
};
VK_CHECK( vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer) );
VkSemaphoreCreateInfo constexpr semaphoreCreateInfo = {
.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO,
.pNext = nullptr,
.flags = 0
};
VK_CHECK( vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &imageAcquiredSemaphore) );
VK_CHECK( vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderFinishedSemaphore) );
VkFenceCreateInfo constexpr fenceCreateInfo = {
.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
.pNext = nullptr,
.flags = VK_FENCE_CREATE_SIGNALED_BIT,
};
VK_CHECK( vkCreateFence(device, &fenceCreateInfo, nullptr, &frameReadyToReuse) );
}
void Frame::destroy( RenderDevice const& renderDevice )
{
if ( !isInit() ) return;
VkDevice const device = renderDevice.device;
vkDestroyCommandPool( device, Take( commandPool ), nullptr );
vkDestroyFence( device, Take( frameReadyToReuse ), nullptr );
vkDestroySemaphore( device, Take( imageAcquiredSemaphore ), nullptr );
vkDestroySemaphore( device, Take( renderFinishedSemaphore ), nullptr );
}
Frame::~Frame()
{
// Manual Cleanup Required.
ASSERT( not isInit() );
}