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https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- move most push constants to dynamic uniform buffers
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parent
d958c4fec5
commit
19f4133768
7 changed files with 64 additions and 37 deletions
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@ -58,6 +58,9 @@ void VkRenderPassManager::CreateDynamicSetLayout()
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DescriptorSetLayoutBuilder builder;
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builder.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(4, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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DynamicSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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}
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@ -87,7 +90,7 @@ void VkRenderPassManager::CreatePipelineLayout()
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void VkRenderPassManager::CreateDescriptorPool()
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{
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DescriptorPoolBuilder builder;
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 4);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1);
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 512 * 6);
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builder.setMaxSets(512);
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@ -102,6 +105,9 @@ void VkRenderPassManager::CreateDynamicSet()
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WriteDescriptors update;
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update.addBuffer(DynamicSet.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ViewpointUBO->mBuffer.get(), 0, sizeof(HWViewpointUniforms));
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update.addBuffer(DynamicSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, fb->LightBufferSSO->mBuffer.get(), 0, 4096);
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update.addBuffer(DynamicSet.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->MatricesUBO->mBuffer.get(), 0, sizeof(MatricesUBO));
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update.addBuffer(DynamicSet.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->ColorsUBO->mBuffer.get(), 0, sizeof(ColorsUBO));
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update.addBuffer(DynamicSet.get(), 4, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, fb->GlowingWallsUBO->mBuffer.get(), 0, sizeof(GlowingWallsUBO));
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update.updateSets(fb->device);
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}
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@ -42,7 +42,7 @@ void VkRenderState::Draw(int dt, int index, int count, bool apply)
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BindDescriptorSets();
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drawcalls.Clock();
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//mCommandBuffer->draw(count, 1, index, 0);
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mCommandBuffer->draw(count, 1, index, 0);
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drawcalls.Unclock();
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}
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@ -54,7 +54,7 @@ void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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BindDescriptorSets();
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drawcalls.Clock();
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//mCommandBuffer->drawIndexed(count, 1, 0, index * (int)sizeof(uint32_t), 0);
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mCommandBuffer->drawIndexed(count, 1, 0, index * (int)sizeof(uint32_t), 0);
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drawcalls.Unclock();
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}
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@ -155,9 +155,7 @@ void VkRenderState::Apply(int dt)
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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}
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// To do: maybe only push the subset that changed?
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static_assert(sizeof(PushConstants) % 16 == 0, "std140 layouts must be 16 byte aligned");
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//mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
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VkDeviceSize offsets[] = { 0 };
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@ -196,8 +194,8 @@ void VkRenderState::BindDescriptorSets()
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[2] = { mViewpointOffset, mLightBufferOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 2, offsets);
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uint32_t offsets[5] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mColorsOffset, mGlowingWallsOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 5, offsets);
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mDescriptorsChanged = false;
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}
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@ -50,6 +50,9 @@ private:
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PushConstants mPushConstants;
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bool mDescriptorsChanged = true;
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uint32_t mViewpointOffset = 0, mLastViewpointOffset = 0;
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uint32_t mLightBufferOffset = 0, mLastLightBufferOffset = 0;
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uint32_t mViewpointOffset = 0;
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uint32_t mLightBufferOffset = 0;
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uint32_t mMatricesOffset = 0;
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uint32_t mColorsOffset = 0;
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uint32_t mGlowingWallsOffset = 0;
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};
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@ -46,28 +46,13 @@ static const char *shaderBindings = R"(
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vec4 lights[];
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};
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// textures
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layout(set = 1, binding = 0) uniform sampler2D tex;
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// layout(set = 1, binding = 1) uniform sampler2D texture2;
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// layout(set = 1, binding = 2) uniform sampler2D texture3;
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// layout(set = 1, binding = 3) uniform sampler2D texture4;
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// layout(set = 1, binding = 4) uniform sampler2D texture5;
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// layout(set = 1, binding = 5) uniform sampler2D texture6;
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// layout(set = 1, binding = 16) uniform sampler2D ShadowMap;
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// This must match the PushConstants struct
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layout(push_constant, std140) uniform PushConstants
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{
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// matrices
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layout(set = 0, binding = 2, std140) uniform MatricesUBO {
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mat4 ModelMatrix;
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mat4 NormalModelMatrix;
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mat4 TextureMatrix;
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};
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int uTextureMode;
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float uAlphaThreshold;
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vec2 uClipSplit;
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// colors
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layout(set = 0, binding = 3, std140) uniform ColorsUBO {
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vec4 uObjectColor;
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vec4 uObjectColor2;
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vec4 uDynLightColor;
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@ -76,8 +61,9 @@ static const char *shaderBindings = R"(
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float uDesaturationFactor;
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float uInterpolationFactor;
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float padding0, padding1;
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};
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// Glowing walls stuff
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layout(set = 0, binding = 4, std140) uniform GlowingWallsUBO {
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vec4 uGlowTopPlane;
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vec4 uGlowTopColor;
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vec4 uGlowBottomPlane;
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@ -88,6 +74,23 @@ static const char *shaderBindings = R"(
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vec4 uSplitTopPlane;
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vec4 uSplitBottomPlane;
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};
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// textures
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layout(set = 1, binding = 0) uniform sampler2D tex;
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// layout(set = 1, binding = 1) uniform sampler2D texture2;
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// layout(set = 1, binding = 2) uniform sampler2D texture3;
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// layout(set = 1, binding = 3) uniform sampler2D texture4;
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// layout(set = 1, binding = 4) uniform sampler2D texture5;
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// layout(set = 1, binding = 5) uniform sampler2D texture6;
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// layout(set = 1, binding = 16) uniform sampler2D ShadowMap;
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// This must match the PushConstants struct
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layout(push_constant) uniform PushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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vec2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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@ -8,18 +8,15 @@
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class VulkanDevice;
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class VulkanShader;
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struct PushConstants
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struct MatricesUBO
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{
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// matrices
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VSMatrix ModelMatrix;
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VSMatrix NormalModelMatrix;
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VSMatrix TextureMatrix;
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};
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int uTextureMode;
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float uAlphaThreshold;
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FVector2 uClipSplit;
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// colors
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struct ColorsUBO
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{
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FVector4 uObjectColor;
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FVector4 uObjectColor2;
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FVector4 uDynLightColor;
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@ -28,8 +25,10 @@ struct PushConstants
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float uDesaturationFactor;
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float uInterpolationFactor;
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float padding0, padding1;
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};
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// Glowing walls stuff
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struct GlowingWallsUBO
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{
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FVector4 uGlowTopPlane;
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FVector4 uGlowTopColor;
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FVector4 uGlowBottomPlane;
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@ -40,6 +39,13 @@ struct PushConstants
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FVector4 uSplitTopPlane;
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FVector4 uSplitBottomPlane;
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};
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struct PushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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FVector2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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@ -77,6 +77,14 @@ void VulkanFrameBuffer::InitializeState()
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mViewpoints = new GLViewpointBuffer;
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mLights = new FLightBuffer();
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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ColorsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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GlowingWallsUBO = (VKDataBuffer*)CreateDataBuffer(1234, false);
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MatricesUBO->SetData(sizeof(MatricesUBO) * 128, 0, false);
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ColorsUBO->SetData(sizeof(ColorsUBO) * 128, 0, false);
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GlowingWallsUBO->SetData(sizeof(GlowingWallsUBO) * 128, 0, false);
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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mRenderPassManager.reset(new VkRenderPassManager());
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@ -28,6 +28,9 @@ public:
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VKDataBuffer *ViewpointUBO = nullptr;
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VKDataBuffer *LightBufferSSO = nullptr;
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VKDataBuffer *MatricesUBO = nullptr;
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VKDataBuffer *ColorsUBO = nullptr;
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VKDataBuffer *GlowingWallsUBO = nullptr;
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VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev);
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~VulkanFrameBuffer();
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