Vulkan SDK for Android 1.1.1 Mali Developer Center
fence_manager.cpp
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20 
21 #include "fence_manager.hpp"
22 
23 namespace MaliSDK
24 {
25 FenceManager::FenceManager(VkDevice vkDevice)
26  : device(vkDevice)
27  , count(0)
28 {
29 }
30 
32 {
33  beginFrame();
34  for (auto &fence : fences)
35  vkDestroyFence(device, fence, nullptr);
36 }
37 
39 {
40  // If we have outstanding fences for this swapchain image, wait for them to
41  // complete first.
42  // Normally, this doesn't really block at all,
43  // since we're waiting for old frames to have been completed, but just in
44  // case.
45  if (count != 0)
46  {
47  vkWaitForFences(device, count, fences.data(), true, UINT64_MAX);
48  vkResetFences(device, count, fences.data());
49  }
50  count = 0;
51 }
52 
54 {
55  if (count < fences.size())
56  return fences[count++];
57 
58  VkFence fence;
59  VkFenceCreateInfo info = { VK_STRUCTURE_TYPE_FENCE_CREATE_INFO };
60  VK_CHECK(vkCreateFence(device, &info, nullptr, &fence));
61  fences.push_back(fence);
62  count++;
63  return fence;
64 }
65 }
void beginFrame()
Begins the frame. Waits for GPU to trigger all outstanding fences. After begin frame returns...
~FenceManager()
Destructor.
FenceManager(VkDevice device)
Constructor.
VkFence requestClearedFence()
Called internally by the Context whenever submissions to GPU happens.