- the light storage buffer is not dynamic

This commit is contained in:
Magnus Norddahl 2019-04-28 23:51:09 +02:00
parent 6d1a85af3c
commit 188714dc14
4 changed files with 8 additions and 17 deletions

View File

@ -44,7 +44,7 @@ FLightBuffer::FLightBuffer()
// Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs. // Hack alert: On Intel's GL driver SSBO's perform quite worse than UBOs.
// We only want to disable using SSBOs for lights but not disable the feature entirely. // We only want to disable using SSBOs for lights but not disable the feature entirely.
// Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD. // Note that using an uniform buffer here will limit the number of lights per surface so it isn't done for NVidia and AMD.
if (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER && !strstr(screen->gl_vendorstring, "Intel")) if (screen->IsVulkan() || ((screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && !strstr(screen->gl_vendorstring, "Intel")))
{ {
mBufferType = true; mBufferType = true;
mBlockAlign = 0; mBlockAlign = 0;

View File

@ -88,7 +88,7 @@ void VkRenderPassManager::CreateDynamicSetLayout()
{ {
DescriptorSetLayoutBuilder builder; DescriptorSetLayoutBuilder builder;
builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
builder.addBinding(4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT); builder.addBinding(4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
@ -138,7 +138,7 @@ void VkRenderPassManager::CreateDescriptorPool()
{ {
DescriptorPoolBuilder builder; DescriptorPoolBuilder builder;
builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 3); builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 3);
builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1); builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1);
builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1); builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1);
builder.setMaxSets(1); builder.setMaxSets(1);
DynamicDescriptorPool = builder.create(GetVulkanFrameBuffer()->device); DynamicDescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
@ -158,7 +158,7 @@ void VkRenderPassManager::UpdateDynamicSet()
WriteDescriptors update; WriteDescriptors update;
update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms)); update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms));
update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, fb->LightBufferSSO->mBuffer.get(), 0, fb->GetLightBufferBlockSize()); update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->LightBufferSSO->mBuffer.get());
update.addBuffer(DynamicSet.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->MatricesUBO->mBuffer.get(), 0, sizeof(MatricesUBO)); update.addBuffer(DynamicSet.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->MatricesUBO->mBuffer.get(), 0, sizeof(MatricesUBO));
update.addBuffer(DynamicSet.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->StreamUBO->mBuffer.get(), 0, sizeof(StreamUBO)); update.addBuffer(DynamicSet.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->StreamUBO->mBuffer.get(), 0, sizeof(StreamUBO));
update.addCombinedImageSampler(DynamicSet.get(), 4, fb->GetBuffers()->ShadowmapView.get(), fb->GetBuffers()->ShadowmapSampler.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); update.addCombinedImageSampler(DynamicSet.get(), 4, fb->GetBuffers()->ShadowmapView.get(), fb->GetBuffers()->ShadowmapSampler.get(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);

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@ -374,7 +374,7 @@ void VkRenderState::ApplyPushConstants()
if (mMaterial.mMaterial && mMaterial.mMaterial->tex) if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel }; mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel };
mPushConstants.uLightIndex = screen->mLights->BindUBO(mLightIndex); mPushConstants.uLightIndex = mLightIndex;
mPushConstants.uDataIndex = mDataIndex; mPushConstants.uDataIndex = mDataIndex;
auto fb = GetVulkanFrameBuffer(); auto fb = GetVulkanFrameBuffer();
@ -474,16 +474,15 @@ void VkRenderState::ApplyMaterial()
void VkRenderState::ApplyDynamicSet() void VkRenderState::ApplyDynamicSet()
{ {
if (mViewpointOffset != mLastViewpointOffset || mLightBufferOffset != mLastLightBufferOffset || mMatricesOffset != mLastMatricesOffset || mStreamDataOffset != mLastStreamDataOffset) if (mViewpointOffset != mLastViewpointOffset || mMatricesOffset != mLastMatricesOffset || mStreamDataOffset != mLastStreamDataOffset)
{ {
auto fb = GetVulkanFrameBuffer(); auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager(); auto passManager = fb->GetRenderPassManager();
uint32_t offsets[4] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mStreamDataOffset }; uint32_t offsets[3] = { mViewpointOffset, mMatricesOffset, mStreamDataOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 4, offsets); mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
mLastViewpointOffset = mViewpointOffset; mLastViewpointOffset = mViewpointOffset;
mLastLightBufferOffset = mLightBufferOffset;
mLastMatricesOffset = mMatricesOffset; mLastMatricesOffset = mMatricesOffset;
mLastStreamDataOffset = mStreamDataOffset; mLastStreamDataOffset = mStreamDataOffset;
} }
@ -496,11 +495,6 @@ void VkRenderState::Bind(int bindingpoint, uint32_t offset)
mViewpointOffset = offset; mViewpointOffset = offset;
mNeedApply = true; mNeedApply = true;
} }
else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
{
mLightBufferOffset = offset;
mNeedApply = true;
}
} }
void VkRenderState::BeginFrame() void VkRenderState::BeginFrame()
@ -518,7 +512,6 @@ void VkRenderState::EndRenderPass()
mRenderPassKey = {}; mRenderPassKey = {};
mLastViewpointOffset = 0xffffffff; mLastViewpointOffset = 0xffffffff;
mLastLightBufferOffset = 0xffffffff;
mLastVertexBuffer = nullptr; mLastVertexBuffer = nullptr;
mLastIndexBuffer = nullptr; mLastIndexBuffer = nullptr;
mLastModelMatrixEnabled = true; mLastModelMatrixEnabled = true;

View File

@ -91,11 +91,9 @@ protected:
PushConstants mPushConstants = {}; PushConstants mPushConstants = {};
uint32_t mLastViewpointOffset = 0xffffffff; uint32_t mLastViewpointOffset = 0xffffffff;
uint32_t mLastLightBufferOffset = 0xffffffff;
uint32_t mLastMatricesOffset = 0xffffffff; uint32_t mLastMatricesOffset = 0xffffffff;
uint32_t mLastStreamDataOffset = 0xffffffff; uint32_t mLastStreamDataOffset = 0xffffffff;
uint32_t mViewpointOffset = 0; uint32_t mViewpointOffset = 0;
uint32_t mLightBufferOffset = 0;
uint32_t mMatricesOffset = 0; uint32_t mMatricesOffset = 0;
uint32_t mDataIndex = -1; uint32_t mDataIndex = -1;
uint32_t mStreamDataOffset = 0; uint32_t mStreamDataOffset = 0;