/* * Copyright (c) 2024 Huawei Device Co., Ltd. * 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. */ #ifndef VULKAN_RENDER_FRAME_SYNC_VK_H #define VULKAN_RENDER_FRAME_SYNC_VK_H #include #include #include #include #include "device/render_frame_sync.h" RENDER_BEGIN_NAMESPACE() class Device; struct LowLevelFenceVk { VkFence fence { VK_NULL_HANDLE }; }; class RenderFrameSyncVk final : public RenderFrameSync { public: explicit RenderFrameSyncVk(Device& device); ~RenderFrameSyncVk() override; void BeginFrame() override; void WaitForFrameFence() override; // set flag that the fence has been signalled void FrameFenceIsSignalled(); LowLevelFenceVk GetFrameFence() const; private: Device& device_; struct FrameFence { VkFence fence { VK_NULL_HANDLE }; bool signalled { true }; }; BASE_NS::vector frameFences_; uint32_t bufferingIndex_ { 0 }; }; RENDER_END_NAMESPACE() #endif // VULKAN_RENDER_FRAME_SYNC_VK_H