VulkanRenderer: Improve transient command buffer usage

Allocate and reuse them between frames, by resetting the command pool
This commit is contained in:
SirLynix
2023-07-21 09:00:34 +02:00
parent ce2693114c
commit fbf4da3c4f
5 changed files with 25 additions and 32 deletions

View File

@@ -14,7 +14,6 @@
#include <Nazara/VulkanRenderer/Wrapper/CommandPool.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Fence.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Semaphore.hpp>
#include <vector>
namespace Nz
{
@@ -26,7 +25,7 @@ namespace Nz
VulkanRenderImage(VulkanSwapchain& owner);
VulkanRenderImage(const VulkanRenderImage&) = delete;
VulkanRenderImage(VulkanRenderImage&&) = delete;
~VulkanRenderImage();
~VulkanRenderImage() = default;
void Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags) override;
@@ -47,9 +46,9 @@ namespace Nz
VulkanRenderImage& operator=(VulkanRenderImage&&) = delete;
private:
std::size_t m_currentCommandBuffer;
std::vector<Vk::AutoCommandBuffer> m_inFlightCommandBuffers;
std::vector<VkCommandBuffer> m_graphicalCommandsBuffers;
std::size_t m_freeCommandBufferIndex;
std::vector<VkCommandBuffer> m_allocatedCommandBuffers;;
std::vector<VkCommandBuffer> m_graphicalCommandBuffers;
VulkanSwapchain& m_owner;
Vk::CommandPool m_commandPool;
Vk::Fence m_inFlightFence;