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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "common/helpers.h"
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#include "common/vk_common.h"
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#include "core/command_buffer.h"
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#include "core/command_pool.h"
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#include "core/descriptor_set.h"
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#include "core/descriptor_set_layout.h"
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#include "core/framebuffer.h"
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#include "core/pipeline.h"
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#include "core/pipeline_layout.h"
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#include "core/queue.h"
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#include "core/render_pass.h"
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#include "core/shader_module.h"
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#include "core/swapchain.h"
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#include "rendering/pipeline_state.h"
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#include "rendering/render_frame.h"
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#include "rendering/render_target.h"
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#include "resource_cache.h"
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namespace vkb
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{
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class Window;
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/**
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* @brief RenderContext acts as a frame manager for the sample, with a lifetime that is the
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* same as that of the Application itself. It acts as a container for RenderFrame objects,
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* swapping between them (begin_frame, end_frame) and forwarding requests for Vulkan resources
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* to the active frame. Note that it's guaranteed that there is always an active frame.
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* More than one frame can be in-flight in the GPU, thus the need for per-frame resources.
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*
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* It requires a Device to be valid on creation, and will take control of a given Swapchain.
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*
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* For normal rendering (using a swapchain), the RenderContext can be created by passing in a
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* swapchain. A RenderFrame will then be created for each Swapchain image.
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*
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* For offscreen rendering (no swapchain), the RenderContext can be given a valid Device, and
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* a width and height. A single RenderFrame will then be created.
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*/
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class RenderContext
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{
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public:
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// The format to use for the RenderTargets if a swapchain isn't created
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static VkFormat DEFAULT_VK_FORMAT;
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/**
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* @brief Constructor
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* @param device A valid device
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* @param surface A surface, VK_NULL_HANDLE if in offscreen mode
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* @param window The window where the surface was created
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* @param present_mode Requests to set the present mode of the swapchain
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* @param present_mode_priority_list The order in which the swapchain prioritizes selecting its present mode
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* @param surface_format_priority_list The order in which the swapchain prioritizes selecting its surface format
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*/
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RenderContext(vkb::core::DeviceC &device,
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VkSurfaceKHR surface,
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const Window &window,
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VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR,
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const std::vector<VkPresentModeKHR> &present_mode_priority_list = {VK_PRESENT_MODE_FIFO_KHR, VK_PRESENT_MODE_MAILBOX_KHR},
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const std::vector<VkSurfaceFormatKHR> &surface_format_priority_list = {
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{VK_FORMAT_R8G8B8A8_SRGB, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR},
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{VK_FORMAT_B8G8R8A8_SRGB, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR}});
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RenderContext(const RenderContext &) = delete;
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RenderContext(RenderContext &&) = delete;
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virtual ~RenderContext() = default;
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RenderContext &operator=(const RenderContext &) = delete;
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RenderContext &operator=(RenderContext &&) = delete;
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/**
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* @brief Prepares the RenderFrames for rendering
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* @param thread_count The number of threads in the application, necessary to allocate this many resource pools for each RenderFrame
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* @param create_render_target_func A function delegate, used to create a RenderTarget
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*/
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void prepare(size_t thread_count = 1, RenderTarget::CreateFunc create_render_target_func = RenderTarget::DEFAULT_CREATE_FUNC);
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/**
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* @brief Updates the swapchains extent, if a swapchain exists
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* @param extent The width and height of the new swapchain images
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*/
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void update_swapchain(const VkExtent2D &extent);
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/**
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* @brief Updates the swapchains image count, if a swapchain exists
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* @param image_count The amount of images in the new swapchain
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*/
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void update_swapchain(const uint32_t image_count);
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/**
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* @brief Updates the swapchains image usage, if a swapchain exists
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* @param image_usage_flags The usage flags the new swapchain images will have
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*/
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void update_swapchain(const std::set<VkImageUsageFlagBits> &image_usage_flags);
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/**
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* @brief Updates the swapchains extent and surface transform, if a swapchain exists
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* @param extent The width and height of the new swapchain images
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* @param transform The surface transform flags
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*/
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void update_swapchain(const VkExtent2D &extent, const VkSurfaceTransformFlagBitsKHR transform);
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/**
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* @brief Updates the swapchain's compression settings, if a swapchain exists
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* @param compression The compression to use for swapchain images (default, fixed-rate, none)
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* @param compression_fixed_rate The rate to use, if compression is fixed-rate
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*/
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void update_swapchain(const VkImageCompressionFlagsEXT compression, const VkImageCompressionFixedRateFlagsEXT compression_fixed_rate);
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/**
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* @returns True if a valid swapchain exists in the RenderContext
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*/
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bool has_swapchain();
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/**
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* @brief Recreates the RenderFrames, called after every update
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*/
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void recreate();
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/**
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* @brief Recreates the swapchain
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*/
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void recreate_swapchain();
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/**
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* @brief Prepares the next available frame for rendering
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* @param reset_mode How to reset the command buffer
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* @returns A valid command buffer to record commands to be submitted
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* Also ensures that there is an active frame if there is no existing active frame already
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*/
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std::shared_ptr<vkb::core::CommandBufferC> begin(vkb::CommandBufferResetMode reset_mode = vkb::CommandBufferResetMode::ResetPool);
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/**
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* @brief Submits the command buffer to the right queue
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* @param command_buffer A command buffer containing recorded commands
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*/
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void submit(std::shared_ptr<vkb::core::CommandBufferC> command_buffer);
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/**
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* @brief Submits multiple command buffers to the right queue
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* @param command_buffers Command buffers containing recorded commands
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*/
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void submit(const std::vector<std::shared_ptr<vkb::core::CommandBufferC>> &command_buffers);
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/**
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* @brief begin_frame
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*/
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void begin_frame();
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VkSemaphore submit(const Queue &queue,
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const std::vector<std::shared_ptr<vkb::core::CommandBufferC>> &command_buffers,
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VkSemaphore wait_semaphore,
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VkPipelineStageFlags wait_pipeline_stage);
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/**
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* @brief Submits a command buffer related to a frame to a queue
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*/
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void submit(const Queue &queue, const std::vector<std::shared_ptr<vkb::core::CommandBufferC>> &command_buffers);
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/**
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* @brief Waits a frame to finish its rendering
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*/
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virtual void wait_frame();
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void end_frame(VkSemaphore semaphore);
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/**
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* @brief An error should be raised if the frame is not active.
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* A frame is active after @ref begin_frame has been called.
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* @return The current active frame
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*/
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vkb::rendering::RenderFrameC &get_active_frame();
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/**
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* @brief An error should be raised if the frame is not active.
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* A frame is active after @ref begin_frame has been called.
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* @return The current active frame index
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*/
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uint32_t get_active_frame_index();
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/**
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* @brief An error should be raised if a frame is active.
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* A frame is active after @ref begin_frame has been called.
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* @return The previous frame
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*/
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vkb::rendering::RenderFrameC &get_last_rendered_frame();
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VkSemaphore request_semaphore();
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VkSemaphore request_semaphore_with_ownership();
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void release_owned_semaphore(VkSemaphore semaphore);
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vkb::core::DeviceC &get_device();
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/**
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* @brief Returns the format that the RenderTargets are created with within the RenderContext
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*/
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VkFormat get_format() const;
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Swapchain const &get_swapchain() const;
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VkExtent2D const &get_surface_extent() const;
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uint32_t get_active_frame_index() const;
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std::vector<std::unique_ptr<vkb::rendering::RenderFrameC>> &get_render_frames();
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/**
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* @brief Handles surface changes, only applicable if the render_context makes use of a swapchain
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*/
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virtual bool handle_surface_changes(bool force_update = false);
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/**
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* @brief Returns the WSI acquire semaphore. Only to be used in very special circumstances.
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* @return The WSI acquire semaphore.
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*/
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VkSemaphore consume_acquired_semaphore();
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protected:
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VkExtent2D surface_extent;
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private:
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vkb::core::DeviceC &device;
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const Window &window;
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/// If swapchain exists, then this will be a present supported queue, else a graphics queue
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const Queue &queue;
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std::unique_ptr<Swapchain> swapchain;
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SwapchainProperties swapchain_properties;
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std::vector<std::unique_ptr<vkb::rendering::RenderFrameC>> frames;
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VkSemaphore acquired_semaphore;
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bool prepared{false};
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/// Current active frame index
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uint32_t active_frame_index{0};
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/// Whether a frame is active or not
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bool frame_active{false};
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RenderTarget::CreateFunc create_render_target_func = RenderTarget::DEFAULT_CREATE_FUNC;
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VkSurfaceTransformFlagBitsKHR pre_transform{VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR};
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size_t thread_count{1};
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};
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} // namespace vkb
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