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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-12 14:18:31 +09:00
[Fix] (MG_Backend/DirectVulkan): upload buffer using fence, without vkQueueWaitIdle
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@@ -287,8 +287,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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vmaUnmapMemory(m_allocator, stagingAllocation);
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// TODO: Could be uploaded asynchronously?
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const Bool ok = ExecuteCmdBufImmediate([&](VkCommandBuffer commandBuffer) {
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VkCommandBufferAllocateInfo allocInfo{};
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allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
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allocInfo.commandPool = m_commandPool;
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allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
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allocInfo.commandBufferCount = 1;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &commandBuffer), "vkAllocateCommandBuffers(texture)");
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VkCommandBufferBeginInfo beginInfo{};
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beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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VK_VERIFY(vkBeginCommandBuffer(commandBuffer, &beginInfo), "vkBeginCommandBuffer(texture)");
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const VkImageAspectFlags aspectMask = GetAspectMaskForFormat(outResource.format);
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Bool ok = TransitionImageLayout(commandBuffer, outResource.image,
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outResource.layout,
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@@ -325,8 +337,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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aspectMask);
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MOBILEGL_ASSERT(ok, "TransitionImageLayout to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL failed");
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outResource.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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return ok;
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});
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VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture)");
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VkSubmitInfo submitInfo{};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &commandBuffer;
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VkFenceCreateInfo fenceInfo{};
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fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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VkFence uploadFence = VK_NULL_HANDLE;
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VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)");
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VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture)");
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VK_VERIFY(vkWaitForFences(m_device, 1, &uploadFence, VK_TRUE, UINT64_MAX), "vkWaitForFences(texture upload)");
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vkDestroyFence(m_device, uploadFence, nullptr);
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vkFreeCommandBuffers(m_device, m_commandPool, 1, &commandBuffer);
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vmaDestroyBuffer(m_allocator, stagingBuffer, stagingAllocation);
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@@ -341,36 +368,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return true;
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}
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Bool VkTextureManager::ExecuteCmdBufImmediate(const std::function<void(VkCommandBuffer)>& recorder) const {
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VkCommandBufferAllocateInfo allocInfo{};
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allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
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allocInfo.commandPool = m_commandPool;
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allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
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allocInfo.commandBufferCount = 1;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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VK_VERIFY(vkAllocateCommandBuffers(m_device, &allocInfo, &commandBuffer), "vkAllocateCommandBuffers(texture)");
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VkCommandBufferBeginInfo beginInfo{};
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beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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VK_VERIFY(vkBeginCommandBuffer(commandBuffer, &beginInfo), "vkBeginCommandBuffer(texture)");
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recorder(commandBuffer);
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VK_VERIFY(vkEndCommandBuffer(commandBuffer), "vkEndCommandBuffer(texture)");
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VkSubmitInfo submitInfo{};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &commandBuffer;
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VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, VK_NULL_HANDLE), "vkQueueSubmit(texture)");
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VK_VERIFY(vkQueueWaitIdle(m_graphicsQueue), "vkQueueWaitIdle(texture)");
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vkFreeCommandBuffers(m_device, m_commandPool, 1, &commandBuffer);
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return true;
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}
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Bool VkTextureManager::CheckMipmapCompleteness(const MG_State::GLState::ITextureObject& texture,
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TextureUploadTarget& outTarget,
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IntVec3& outTexelSize,
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@@ -93,7 +93,6 @@ private:
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Bool UploadDirtyMipLevels(MG_State::GLState::TextureObjectMipmap &mipmapTexture,
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TextureUploadTarget uploadTarget,
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TextureResource &outResource);
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Bool ExecuteCmdBufImmediate(const std::function<void(VkCommandBuffer)>& recorder) const;
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static Bool CheckMipmapCompleteness(const MG_State::GLState::ITextureObject& texture,
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TextureUploadTarget& outTarget,
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IntVec3& outTexelSize,
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