- fix vulkan crash when there are no textures in player's view

This commit is contained in:
Magnus Norddahl 2020-02-15 10:42:46 +01:00
parent c485256c74
commit 08e86b5bcc
3 changed files with 54 additions and 9 deletions

View file

@ -23,6 +23,7 @@
#include "vk_renderpass.h" #include "vk_renderpass.h"
#include "vk_renderbuffers.h" #include "vk_renderbuffers.h"
#include "vk_renderstate.h" #include "vk_renderstate.h"
#include "vulkan/textures/vk_samplers.h"
#include "vulkan/shaders/vk_shader.h" #include "vulkan/shaders/vk_shader.h"
#include "vulkan/system/vk_builders.h" #include "vulkan/system/vk_builders.h"
#include "vulkan/system/vk_framebuffer.h" #include "vulkan/system/vk_framebuffer.h"
@ -45,6 +46,7 @@ void VkRenderPassManager::Init()
CreateDynamicSetLayout(); CreateDynamicSetLayout();
CreateDescriptorPool(); CreateDescriptorPool();
CreateDynamicSet(); CreateDynamicSet();
CreateNullTexture();
} }
void VkRenderPassManager::RenderBuffersReset() void VkRenderPassManager::RenderBuffersReset()
@ -63,6 +65,7 @@ void VkRenderPassManager::TextureSetPoolReset()
deleteList.DescriptorPools.push_back(std::move(desc)); deleteList.DescriptorPools.push_back(std::move(desc));
} }
} }
NullTextureDescriptorSet.reset();
TextureDescriptorPools.clear(); TextureDescriptorPools.clear();
TextureDescriptorSetsLeft = 0; TextureDescriptorSetsLeft = 0;
TextureDescriptorsLeft = 0; TextureDescriptorsLeft = 0;
@ -187,6 +190,42 @@ void VkRenderPassManager::CreateDynamicSet()
I_FatalError("CreateDynamicSet failed.\n"); I_FatalError("CreateDynamicSet failed.\n");
} }
void VkRenderPassManager::CreateNullTexture()
{
auto fb = GetVulkanFrameBuffer();
ImageBuilder imgbuilder;
imgbuilder.setFormat(VK_FORMAT_R8G8B8A8_UNORM);
imgbuilder.setSize(1, 1);
imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT);
NullTexture = imgbuilder.create(fb->device);
NullTexture->SetDebugName("VkRenderPassManager.NullTexture");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(NullTexture.get(), VK_FORMAT_R8G8B8A8_UNORM);
NullTextureView = viewbuilder.create(fb->device);
NullTextureView->SetDebugName("VkRenderPassManager.NullTextureView");
PipelineBarrier barrier;
barrier.addImage(NullTexture.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT);
barrier.execute(fb->GetTransferCommands(), VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
VulkanDescriptorSet* VkRenderPassManager::GetNullTextureDescriptorSet()
{
if (!NullTextureDescriptorSet)
{
NullTextureDescriptorSet = AllocateTextureDescriptorSet(1);
auto fb = GetVulkanFrameBuffer();
WriteDescriptors update;
update.addCombinedImageSampler(NullTextureDescriptorSet.get(), 0, NullTextureView.get(), fb->GetSamplerManager()->Get(CLAMP_XY_NOMIP), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
update.updateSets(fb->device);
}
return NullTextureDescriptorSet.get();
}
void VkRenderPassManager::UpdateDynamicSet() void VkRenderPassManager::UpdateDynamicSet()
{ {
auto fb = GetVulkanFrameBuffer(); auto fb = GetVulkanFrameBuffer();

View file

@ -93,6 +93,8 @@ public:
std::unique_ptr<VulkanDescriptorSet> AllocateTextureDescriptorSet(int numLayers); std::unique_ptr<VulkanDescriptorSet> AllocateTextureDescriptorSet(int numLayers);
VulkanPipelineLayout* GetPipelineLayout(int numLayers); VulkanPipelineLayout* GetPipelineLayout(int numLayers);
VulkanDescriptorSet* GetNullTextureDescriptorSet();
std::unique_ptr<VulkanDescriptorSetLayout> DynamicSetLayout; std::unique_ptr<VulkanDescriptorSetLayout> DynamicSetLayout;
std::map<VkRenderPassKey, std::unique_ptr<VkRenderPassSetup>> RenderPassSetup; std::map<VkRenderPassKey, std::unique_ptr<VkRenderPassSetup>> RenderPassSetup;
@ -102,6 +104,7 @@ private:
void CreateDynamicSetLayout(); void CreateDynamicSetLayout();
void CreateDescriptorPool(); void CreateDescriptorPool();
void CreateDynamicSet(); void CreateDynamicSet();
void CreateNullTexture();
VulkanDescriptorSetLayout *GetTextureSetLayout(int numLayers); VulkanDescriptorSetLayout *GetTextureSetLayout(int numLayers);
@ -112,4 +115,8 @@ private:
std::vector<std::unique_ptr<VulkanDescriptorSetLayout>> TextureSetLayouts; std::vector<std::unique_ptr<VulkanDescriptorSetLayout>> TextureSetLayouts;
std::vector<std::unique_ptr<VulkanPipelineLayout>> PipelineLayouts; std::vector<std::unique_ptr<VulkanPipelineLayout>> PipelineLayouts;
std::vector<VkVertexFormat> VertexFormats; std::vector<VkVertexFormat> VertexFormats;
std::unique_ptr<VulkanImage> NullTexture;
std::unique_ptr<VulkanImageView> NullTextureView;
std::unique_ptr<VulkanDescriptorSet> NullTextureDescriptorSet;
}; };

View file

@ -228,7 +228,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp; pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask; pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode; pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0; pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 1; // Always force minimum 1 texture as the shader requires it
if (mSpecialEffect > EFF_NONE) if (mSpecialEffect > EFF_NONE)
{ {
pipelineKey.SpecialEffect = mSpecialEffect; pipelineKey.SpecialEffect = mSpecialEffect;
@ -423,16 +423,15 @@ void VkRenderState::ApplyVertexBuffers()
void VkRenderState::ApplyMaterial() void VkRenderState::ApplyMaterial()
{ {
if (mMaterial.mChanged && mMaterial.mMaterial) if (mMaterial.mChanged)
{ {
auto base = static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation)); auto fb = GetVulkanFrameBuffer();
if (base) auto passManager = fb->GetRenderPassManager();
{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
}
VkHardwareTexture* base = mMaterial.mMaterial ? static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation)) : nullptr;
VulkanDescriptorSet* descriptorset = base ? base->GetDescriptorSet(mMaterial) : passManager->GetNullTextureDescriptorSet();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptorset);
mMaterial.mChanged = false; mMaterial.mChanged = false;
} }
} }