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https://github.com/charles-lunarg/vk-bootstrap.git
synced 2024-11-22 07:24:34 +00:00
Fixed issue with queue priorities
Before it only had 1 priority even if there were multiple queues. Now it creates a vector of priorities so it shouldn't cause issues. It also means logic to setup actual priority values can be put in place in the future
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@ -767,7 +767,7 @@ void destroy_device (Device device) { vkDestroyDevice (device.device, device.all
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struct QueueFamily
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{
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int32_t family;
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uint32_t count;
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std::vector<float> priorities;
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};
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DeviceBuilder::DeviceBuilder (PhysicalDevice phys_device)
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{
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@ -779,23 +779,25 @@ detail::Expected<Device, VkResult> DeviceBuilder::build ()
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{
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auto& queue_properties = info.physical_device.queue_family_properties;
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std::vector<QueueFamily> families;
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families.push_back ({ queue_properties.graphics, queue_properties.count_graphics });
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families.push_back ({ queue_properties.graphics, std::vector<float> (queue_properties.count_graphics) });
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if (queue_properties.compute != -1 && queue_properties.compute != queue_properties.graphics)
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families.push_back ({ queue_properties.compute, queue_properties.count_compute });
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if (queue_properties.transfer != -1 && queue_properties.transfer != queue_properties.graphics)
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families.push_back ({ queue_properties.transfer, queue_properties.count_transfer });
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if (queue_properties.sparse != -1)
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families.push_back ({ queue_properties.sparse, queue_properties.count_sparse });
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families.push_back ({ queue_properties.compute, std::vector<float> (queue_properties.count_compute) });
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if (queue_properties.transfer != -1 && queue_properties.transfer != queue_properties.graphics &&
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queue_properties.transfer != queue_properties.compute)
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families.push_back ({ queue_properties.transfer, std::vector<float> (queue_properties.count_transfer) });
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if (queue_properties.sparse != -1 && queue_properties.sparse != queue_properties.graphics &&
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queue_properties.sparse != queue_properties.compute &&
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queue_properties.sparse != queue_properties.transfer)
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families.push_back ({ queue_properties.sparse, std::vector<float> (queue_properties.count_sparse) });
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std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
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float queuePriority = 1.0f;
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for (auto& queue : families)
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{
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VkDeviceQueueCreateInfo queue_create_info = {};
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queue_create_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queue_create_info.queueFamilyIndex = static_cast<uint32_t> (queue.family);
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queue_create_info.queueCount = queue.count;
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queue_create_info.pQueuePriorities = &queuePriority;
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queue_create_info.queueCount = queue.priorities.size ();
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queue_create_info.pQueuePriorities = queue.priorities.data ();
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queueCreateInfos.push_back (queue_create_info);
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}
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