[vulkan] Skip use of the physics event

It doesn't want to work on my nvidia (or more recent sid?) and doesn't
seem to be necessary. The problem may be multiple event sets before the
first wait, but investigation can wait for now.
This commit is contained in:
Bill Currie 2022-11-28 21:35:46 +09:00
parent 38b56b4ce8
commit 76258906f9

View file

@ -130,7 +130,7 @@ Vulkan_DrawParticles (qfv_renderframe_t *rFrame)
pframe->cmdSet.a[0]); pframe->cmdSet.a[0]);
particle_begin_subpass (pctx->draw, rFrame); particle_begin_subpass (pctx->draw, rFrame);
/*
VkBufferMemoryBarrier barrier[] = { VkBufferMemoryBarrier barrier[] = {
{ VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0, { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT VK_ACCESS_SHADER_READ_BIT
@ -158,7 +158,7 @@ Vulkan_DrawParticles (qfv_renderframe_t *rFrame)
0, 0, 0, 0,
3, barrier, 3, barrier,
0, 0); 0, 0);
*/
mat4f_t mat; mat4f_t mat;
mat4fidentity (mat); mat4fidentity (mat);
qfv_push_constants_t push_constants[] = { qfv_push_constants_t push_constants[] = {
@ -497,8 +497,8 @@ particles_update (qfv_renderframe_t *rFrame)
QFV_PushConstants (device, packet->cmd, pctx->physics_layout, QFV_PushConstants (device, packet->cmd, pctx->physics_layout,
2, push_constants); 2, push_constants);
dfunc->vkCmdDispatch (packet->cmd, MaxParticles, 1, 1); dfunc->vkCmdDispatch (packet->cmd, MaxParticles, 1, 1);
dfunc->vkCmdSetEvent (packet->cmd, pframe->physicsEvent, //dfunc->vkCmdSetEvent (packet->cmd, pframe->physicsEvent,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT); // VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
QFV_PacketSubmit (packet); QFV_PacketSubmit (packet);
pctx->psystem->numparticles = 0; pctx->psystem->numparticles = 0;