vk_scheduler: Make use of designated initializers where applicable
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@ -100,16 +100,19 @@ void VKScheduler::RequestRenderpass(VkRenderPass renderpass, VkFramebuffer frame
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state.framebuffer = framebuffer;
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state.render_area = render_area;
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VkRenderPassBeginInfo renderpass_bi;
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renderpass_bi.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderpass_bi.pNext = nullptr;
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renderpass_bi.renderPass = renderpass;
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renderpass_bi.framebuffer = framebuffer;
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renderpass_bi.renderArea.offset.x = 0;
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renderpass_bi.renderArea.offset.y = 0;
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renderpass_bi.renderArea.extent = render_area;
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renderpass_bi.clearValueCount = 0;
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renderpass_bi.pClearValues = nullptr;
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const VkRenderPassBeginInfo renderpass_bi{
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.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
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.pNext = nullptr,
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.renderPass = renderpass,
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.framebuffer = framebuffer,
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.renderArea =
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{
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.offset = {.x = 0, .y = 0},
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.extent = render_area,
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},
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.clearValueCount = 0,
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.pClearValues = nullptr,
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};
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Record([renderpass_bi, end_renderpass](vk::CommandBuffer cmdbuf) {
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if (end_renderpass) {
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@ -157,16 +160,17 @@ void VKScheduler::SubmitExecution(VkSemaphore semaphore) {
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current_cmdbuf.End();
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VkSubmitInfo submit_info;
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submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submit_info.pNext = nullptr;
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submit_info.waitSemaphoreCount = 0;
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submit_info.pWaitSemaphores = nullptr;
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submit_info.pWaitDstStageMask = nullptr;
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = current_cmdbuf.address();
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submit_info.signalSemaphoreCount = semaphore ? 1 : 0;
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submit_info.pSignalSemaphores = &semaphore;
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const VkSubmitInfo submit_info{
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.pNext = nullptr,
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.waitSemaphoreCount = 0,
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.pWaitSemaphores = nullptr,
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.pWaitDstStageMask = nullptr,
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.commandBufferCount = 1,
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.pCommandBuffers = current_cmdbuf.address(),
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.signalSemaphoreCount = semaphore ? 1U : 0U,
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.pSignalSemaphores = &semaphore,
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};
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switch (const VkResult result = device.GetGraphicsQueue().Submit(submit_info, *current_fence)) {
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case VK_SUCCESS:
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break;
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@ -181,19 +185,18 @@ void VKScheduler::SubmitExecution(VkSemaphore semaphore) {
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void VKScheduler::AllocateNewContext() {
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++ticks;
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VkCommandBufferBeginInfo cmdbuf_bi;
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cmdbuf_bi.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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cmdbuf_bi.pNext = nullptr;
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cmdbuf_bi.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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cmdbuf_bi.pInheritanceInfo = nullptr;
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std::unique_lock lock{mutex};
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current_fence = next_fence;
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next_fence = &resource_manager.CommitFence();
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current_cmdbuf = vk::CommandBuffer(resource_manager.CommitCommandBuffer(*current_fence),
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device.GetDispatchLoader());
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current_cmdbuf.Begin(cmdbuf_bi);
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current_cmdbuf.Begin({
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.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
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.pNext = nullptr,
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.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
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.pInheritanceInfo = nullptr,
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});
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// Enable counters once again. These are disabled when a command buffer is finished.
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if (query_cache) {
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