Files
0ad/source/renderer/backend/dummy/Texture.h
T
trompetin17 256dff7fd4 Font: make atlas uploads queue-aware on Vulkan
Goal
----
Avoid corrupting the dynamic font-atlas on Vulkan by blocking any
re-uploads until the command buffer that created / last updated the
texture has actually been submitted.

What changed
------------
* **Queue-aware textures**
  * Added `queueSubmitAware` flag to `IDevice::CreateTexture*` APIs.
  * `Vulkan::CTexture` now stores two booleans:
      - `m_QueueSubmitAware` – opt-in per texture.
      - `m_PendingQueueSubmit` – set to *true* the moment an upload
        is recorded, cleared once the submit scheduler has flushed.
  * `CRingCommandContext::ScheduleUpload` marks the texture as
    pending (`SetPendingQueueSubmit(true)`).

* **Device-side watcher**
  * `Vulkan::CDevice` keeps a
    `m_TextureUploadWatcherQueue`. Each frame it checks textures that
    were uploaded ≥ `NUMBER_OF_FRAMES_IN_FLIGHT` frames ago and
    clears their pending flag.
  * New helpers
    `ScheduleTextureUploadWatch `,
    `ProcessTextureUploadWatchQueue()`.

* **Font code**
  * Atlas texture is now created with
    `queueSubmitAware = true`.
  * `CFont::UploadTextureAtlasToGPU()` early-outs when
    `IsPendingQueueSubmit()` returns *true*, instead of tracking a
    submit-handle or the manual `m_IsLoadingTextureToGPU` flag
    (removed).

Why this is better
------------------
The logic to wait for a flush is localised inside the rendering
backend, so `CFont` only needs to ask *“is my texture busy?”*.
This removes the fragile submit-handle bookkeeping and works even if
the scheduler issues multiple submits per frame in future.

Result
------
Atlas uploads are deferred until the previous submit completes,
eliminating the intermittent glyph corruption on the Vulkan backend
while leaving GL and the dummy backend unchanged.
2025-07-09 13:09:46 -05:00

83 lines
2.1 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_DUMMY_TEXTURE
#define INCLUDED_RENDERER_BACKEND_DUMMY_TEXTURE
#include "renderer/backend/ITexture.h"
#include "renderer/backend/Format.h"
#include <cstdint>
#include <memory>
namespace Renderer
{
namespace Backend
{
namespace Dummy
{
class CDevice;
class CTexture : public ITexture
{
public:
~CTexture() override;
IDevice* GetDevice() override;
Type GetType() const override { return m_Type; }
uint32_t GetUsage() const override { return m_Usage; }
Format GetFormat() const override { return m_Format; }
uint32_t GetWidth() const override { return m_Width; }
uint32_t GetHeight() const override { return m_Height; }
uint32_t GetMIPLevelCount() const override { return m_MIPLevelCount; }
// Dummy backend does not support queue submission.
bool IsPendingQueueSubmit() const override { return false; }
private:
friend class CDevice;
CTexture();
static std::unique_ptr<ITexture> Create(
CDevice* device, const Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const uint32_t MIPLevelCount);
CDevice* m_Device = nullptr;
Type m_Type = Type::TEXTURE_2D;
uint32_t m_Usage = 0;
Format m_Format = Format::UNDEFINED;
uint32_t m_Width = 0;
uint32_t m_Height = 0;
uint32_t m_MIPLevelCount = 0;
};
} // namespace Dummy
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_DUMMY_TEXTURE