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https://gitea.wildfiregames.com/0ad/0ad.git
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256dff7fd4
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.
70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_ITEXTURE
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#define INCLUDED_RENDERER_BACKEND_ITEXTURE
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#include "renderer/backend/Format.h"
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#include "renderer/backend/IDeviceObject.h"
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#include <cstdint>
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namespace Renderer
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{
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namespace Backend
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{
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class ITexture : public IDeviceObject<ITexture>
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{
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public:
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enum class Type
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{
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TEXTURE_2D,
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TEXTURE_2D_MULTISAMPLE,
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TEXTURE_CUBE
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};
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// Using a struct instead of a enum allows using the same syntax while
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// avoiding adding operator overrides and additional checks on casts.
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struct Usage
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{
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static constexpr uint32_t TRANSFER_SRC = 1u << 0u;
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static constexpr uint32_t TRANSFER_DST = 1u << 1u;
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static constexpr uint32_t SAMPLED = 1u << 2u;
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static constexpr uint32_t COLOR_ATTACHMENT = 1u << 3u;
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static constexpr uint32_t DEPTH_STENCIL_ATTACHMENT = 1u << 4u;
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static constexpr uint32_t STORAGE = 1u << 5u;
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};
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virtual Type GetType() const = 0;
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virtual uint32_t GetUsage() const = 0;
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virtual Format GetFormat() const = 0;
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virtual uint32_t GetWidth() const = 0;
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virtual uint32_t GetHeight() const = 0;
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virtual uint32_t GetMIPLevelCount() const = 0;
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virtual bool IsPendingQueueSubmit() const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_ITEXTURE
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