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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- avoid creating a new render pass if a pipeline bind will suffice
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parent
9ab19d057d
commit
7e37d640dc
4 changed files with 99 additions and 50 deletions
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@ -203,7 +203,6 @@ std::unique_ptr<VulkanDescriptorSet> VkRenderPassManager::AllocateTextureDescrip
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VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
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{
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CreateRenderPass(key);
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CreatePipeline(key);
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}
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void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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@ -258,7 +257,15 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
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}
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void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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VulkanPipeline *VkRenderPassSetup::GetPipeline(const VkPipelineKey &key)
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{
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auto &item = Pipelines[key];
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if (!item)
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item = CreatePipeline(key);
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return item.get();
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}
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std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipelineKey &key)
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{
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auto fb = GetVulkanFrameBuffer();
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GraphicsPipelineBuilder builder;
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@ -348,6 +355,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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builder.setLayout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
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builder.setRenderPass(RenderPass.get());
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Pipeline = builder.create(fb->device);
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Pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
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auto pipeline = builder.create(fb->device);
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pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
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return pipeline;
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}
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@ -10,7 +10,7 @@
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class VKDataBuffer;
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class VkRenderPassKey
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class VkPipelineKey
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{
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public:
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FRenderStyle RenderStyle;
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@ -36,6 +36,36 @@ public:
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bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
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bool operator<(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) < 0; }
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bool operator==(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) == 0; }
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bool operator!=(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) != 0; }
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};
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class VkRenderPassKey
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{
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public:
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VkRenderPassKey() = default;
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VkRenderPassKey(const VkPipelineKey &key)
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{
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DepthWrite = key.DepthWrite;
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DepthTest = key.DepthTest;
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StencilTest = key.StencilTest;
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Samples = key.Samples;
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ClearTargets = key.ClearTargets;
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DrawBuffers = key.DrawBuffers;
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DrawBufferFormat = key.DrawBufferFormat;
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}
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int DepthWrite;
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int DepthTest;
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int StencilTest;
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int Samples;
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int ClearTargets;
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int DrawBuffers;
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VkFormat DrawBufferFormat;
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bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
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bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
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bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }
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bool operator!=(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) != 0; }
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@ -46,13 +76,15 @@ class VkRenderPassSetup
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public:
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VkRenderPassSetup(const VkRenderPassKey &key);
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VulkanPipeline *GetPipeline(const VkPipelineKey &key);
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std::unique_ptr<VulkanRenderPass> RenderPass;
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std::unique_ptr<VulkanPipeline> Pipeline;
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std::map<VkPipelineKey, std::unique_ptr<VulkanPipeline>> Pipelines;
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std::map<VkImageView, std::unique_ptr<VulkanFramebuffer>> Framebuffer;
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private:
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void CreatePipeline(const VkRenderPassKey &key);
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void CreateRenderPass(const VkRenderPassKey &key);
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std::unique_ptr<VulkanPipeline> CreatePipeline(const VkPipelineKey &key);
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};
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class VkVertexFormat
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@ -196,65 +196,75 @@ void VkRenderState::ApplyDepthBias()
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void VkRenderState::ApplyRenderPass(int dt)
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{
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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passKey.ClearTargets = mRenderPassKey.ClearTargets | mClearTargets;
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passKey.DrawType = dt;
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passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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passKey.RenderStyle = mRenderStyle;
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passKey.DepthTest = mDepthTest;
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passKey.DepthWrite = mDepthTest && mDepthWrite;
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passKey.DepthFunc = mDepthFunc;
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passKey.DepthClamp = mDepthClamp;
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passKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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passKey.StencilTest = mStencilTest;
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passKey.StencilPassOp = mStencilOp;
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passKey.ColorMask = mColorMask;
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passKey.CullMode = mCullMode;
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passKey.DrawBufferFormat = mRenderTarget.Format;
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passKey.Samples = mRenderTarget.Samples;
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passKey.DrawBuffers = mRenderTarget.DrawBuffers;
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passKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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VkPipelineKey pipelineKey;
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pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
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pipelineKey.DrawType = dt;
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pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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pipelineKey.RenderStyle = mRenderStyle;
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pipelineKey.DepthTest = mDepthTest;
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pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
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pipelineKey.DepthFunc = mDepthFunc;
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pipelineKey.DepthClamp = mDepthClamp;
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pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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pipelineKey.StencilTest = mStencilTest;
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.DrawBufferFormat = mRenderTarget.Format;
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pipelineKey.Samples = mRenderTarget.Samples;
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pipelineKey.DrawBuffers = mRenderTarget.DrawBuffers;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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if (mSpecialEffect > EFF_NONE)
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{
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passKey.SpecialEffect = mSpecialEffect;
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passKey.EffectState = 0;
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passKey.AlphaTest = false;
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pipelineKey.SpecialEffect = mSpecialEffect;
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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passKey.SpecialEffect = EFF_NONE;
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passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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passKey.AlphaTest = mAlphaThreshold >= 0.f;
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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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// Is this the one we already have or do we need to change render pass?
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bool changingRenderPass = (passKey != mRenderPassKey);
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// Is this the one we already have or do we need to change pipeline?
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bool changingPipeline = (pipelineKey != mPipelineKey);
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bool inRenderPass = mCommandBuffer;
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if (!mCommandBuffer)
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if (!inRenderPass)
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{
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mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
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changingRenderPass = true;
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changingPipeline = true;
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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}
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else if (changingRenderPass)
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{
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mCommandBuffer->endRenderPass();
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}
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if (changingRenderPass)
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if (changingPipeline)
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{
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passKey.ClearTargets = mClearTargets;
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pipelineKey.ClearTargets = mClearTargets;
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// Only clear depth+stencil if the render target actually has that
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if (!mRenderTarget.DepthStencil)
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passKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
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pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
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BeginRenderPass(passKey, mCommandBuffer);
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mRenderPassKey = passKey;
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// Begin new render pass if needed
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VkRenderPassKey passKey = pipelineKey;
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if (!inRenderPass || passKey != VkRenderPassKey(mPipelineKey))
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{
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if (inRenderPass)
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mCommandBuffer->endRenderPass();
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BeginRenderPass(passKey, mCommandBuffer);
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}
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// Bind the pipeline
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VkRenderPassSetup *passSetup = GetVulkanFrameBuffer()->GetRenderPassManager()->GetRenderPass(passKey);
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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mPipelineKey = pipelineKey;
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mClearTargets = 0;
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}
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}
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@ -385,7 +395,7 @@ void VkRenderState::ApplyPushConstants()
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 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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@ -471,7 +481,7 @@ void VkRenderState::ApplyMaterial()
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{
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
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}
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mMaterial.mChanged = false;
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@ -486,7 +496,7 @@ void VkRenderState::ApplyDynamicSet()
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auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[3] = { mViewpointOffset, mMatricesOffset, mStreamDataOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
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mLastViewpointOffset = mViewpointOffset;
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mLastMatricesOffset = mMatricesOffset;
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@ -515,7 +525,7 @@ void VkRenderState::EndRenderPass()
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{
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mCommandBuffer->endRenderPass();
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mCommandBuffer = nullptr;
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mRenderPassKey = {};
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mPipelineKey = {};
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mLastViewpointOffset = 0xffffffff;
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mLastVertexBuffer = nullptr;
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@ -588,7 +598,6 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
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beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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beginInfo.addClearDepthStencil(1.0f, 0);
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cmdbuffer->beginRenderPass(beginInfo);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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mMaterial.mChanged = true;
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}
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@ -66,7 +66,7 @@ protected:
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bool mDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkRenderPassKey mRenderPassKey = {};
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VkPipelineKey mPipelineKey = {};
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int mClearTargets = 0;
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bool mNeedApply = true;
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