/* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * 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. */ #pragma once #include "rendering/render_pipeline.h" #include "scene_graph/components/camera.h" #include "scene_graph/components/perspective_camera.h" #include "vulkan_sample.h" class WaitIdle : public vkb::VulkanSampleC { public: WaitIdle(); virtual ~WaitIdle() = default; virtual bool prepare(const vkb::ApplicationOptions &options) override; /** * @brief This RenderContext is responsible containing the scene's RenderFrames * It implements a custom wait_frame function which alternates between waiting with WaitIdle or Fences */ class CustomRenderContext : public vkb::RenderContext { public: CustomRenderContext(vkb::core::DeviceC &device, VkSurfaceKHR surface, const vkb::Window &window, int &wait_idle_enabled); virtual void wait_frame() override; private: int &wait_idle_enabled; }; virtual void create_render_context() override; private: vkb::sg::PerspectiveCamera *camera{nullptr}; virtual void draw_gui() override; int wait_idle_enabled{0}; }; std::unique_ptr create_wait_idle();