MayaFlux 0.4.0
Digital-First Multimedia Processing Framework
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◆ submit_async()

FenceID MayaFlux::Portal::Graphics::ShaderFoundry::submit_async ( CommandBufferID  cmd_id)

Submit command buffer asynchronously, returning a fence.

Parameters
cmd_idCommand buffer ID to submit
Returns
Fence ID to wait on later

Definition at line 861 of file ShaderFoundry.cpp.

862{
863 auto cmd_it = m_command_buffers.find(cmd_id);
864 if (cmd_it == m_command_buffers.end() || !cmd_it->second.is_active) {
865 return INVALID_FENCE;
866 }
867
868 cmd_it->second.cmd.end();
869
870 FenceID fence_id = m_next_fence_id++;
871
872 vk::FenceCreateInfo fence_info;
873 FenceState& fence_state = m_fences[fence_id];
874 fence_state.fence = get_device().createFence(fence_info);
875 fence_state.signaled = false;
876
877 vk::SubmitInfo submit_info;
878 submit_info.commandBufferCount = 1;
879 submit_info.pCommandBuffers = &cmd_it->second.cmd;
880
881 vk::Queue queue;
882 switch (cmd_it->second.type) {
884 queue = m_graphics_queue;
885 break;
887 queue = m_compute_queue;
888 break;
890 queue = m_transfer_queue;
891 break;
892 }
893
894 if (queue.submit(1, &submit_info, fence_state.fence) != vk::Result::eSuccess) {
896 "Failed to submit command buffer");
897 return INVALID_FENCE;
898 }
899
900 cmd_it->second.is_active = false;
901
902 return fence_id;
903}
#define MF_ERROR(comp, ctx,...)
vk::Device get_device() const
Get logical device handle.
std::unordered_map< FenceID, FenceState > m_fences
std::unordered_map< CommandBufferID, CommandBufferState > m_command_buffers
@ ShaderCompilation
Shader compilation tasks (Portal::Graphics::ShaderCompiler)
@ Portal
High-level user-facing API layer.
constexpr FenceID INVALID_FENCE

References COMPUTE, MayaFlux::Portal::Graphics::ShaderFoundry::FenceState::fence, get_device(), GRAPHICS, MayaFlux::Portal::Graphics::INVALID_FENCE, m_command_buffers, m_compute_queue, m_fences, m_graphics_queue, m_next_fence_id, m_transfer_queue, MF_ERROR, MayaFlux::Journal::Portal, MayaFlux::Journal::ShaderCompilation, MayaFlux::Portal::Graphics::ShaderFoundry::FenceState::signaled, and TRANSFER.

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