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- use the uniform buffer alignment as returned by the vulkan device
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95116e8580
commit
e06f8f172d
4 changed files with 13 additions and 16 deletions
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@ -479,16 +479,6 @@ void VkRenderState::ApplyPushConstants()
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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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}
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template<typename T>
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static void CopyToBuffer(uint32_t &offset, const T &data, VKDataBuffer *buffer)
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{
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if (offset + (UniformBufferAlignment<T>() << 1) < buffer->Size())
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{
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offset += UniformBufferAlignment<T>();
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memcpy(static_cast<uint8_t*>(buffer->Memory()) + offset, &data, sizeof(T));
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}
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}
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template<typename T>
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static void BufferedSet(bool &modified, T &dst, const T &src)
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{
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@ -533,7 +523,12 @@ void VkRenderState::ApplyMatrices()
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if (modified)
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{
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auto fb = GetVulkanFrameBuffer();
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CopyToBuffer(mMatricesOffset, mMatrices, fb->MatricesUBO);
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if (mMatricesOffset + (fb->UniformBufferAlignedSize<MatricesUBO>() << 1) < fb->MatricesUBO->Size())
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{
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mMatricesOffset += fb->UniformBufferAlignedSize<MatricesUBO>();
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memcpy(static_cast<uint8_t*>(fb->MatricesUBO->Memory()) + mMatricesOffset, &mMatrices, sizeof(MatricesUBO));
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}
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}
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}
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@ -11,9 +11,6 @@
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class VulkanDevice;
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class VulkanShader;
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// To do: we need to read this from the card - or maybe merge ColorsUBO with GlowingWallsUBO since we have to use 256 bytes anyway
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template<typename T> int UniformBufferAlignment() { return (sizeof(T) + 255) / 256 * 256; }
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struct MatricesUBO
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{
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VSMatrix ModelMatrix;
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@ -99,6 +99,8 @@ void VulkanFrameBuffer::InitializeState()
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gl_vendorstring = "Vulkan";
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hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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uniformblockalignment = (unsigned int)device->deviceProperties.limits.minUniformBufferOffsetAlignment;
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maxuniformblock = device->deviceProperties.limits.maxUniformBufferRange;
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mUploadSemaphore.reset(new VulkanSemaphore(device));
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mGraphicsCommandPool.reset(new VulkanCommandPool(device, device->graphicsFamily));
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@ -113,8 +115,8 @@ void VulkanFrameBuffer::InitializeState()
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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MatricesUBO->SetData(UniformBufferAlignment<::MatricesUBO>() * 50000, nullptr, false);
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StreamUBO->SetData(UniformBufferAlignment<::StreamUBO>() * 200, nullptr, false);
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MatricesUBO->SetData(UniformBufferAlignedSize<::MatricesUBO>() * 50000, nullptr, false);
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StreamUBO->SetData(UniformBufferAlignedSize<::StreamUBO>() * 200, nullptr, false);
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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@ -30,6 +30,9 @@ public:
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unsigned int GetLightBufferBlockSize() const;
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template<typename T>
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int UniformBufferAlignedSize() const { return (sizeof(T) + uniformblockalignment - 1) / uniformblockalignment * uniformblockalignment; }
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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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