- avoid creating a new render pass if a pipeline bind will suffice

This commit is contained in:
Magnus Norddahl 2019-05-18 06:54:35 +02:00
parent 9ab19d057d
commit 7e37d640dc
4 changed files with 99 additions and 50 deletions

View file

@ -203,7 +203,6 @@ std::unique_ptr<VulkanDescriptorSet> VkRenderPassManager::AllocateTextureDescrip
VkRenderPassSetup::VkRenderPassSetup(const VkRenderPassKey &key)
{
CreateRenderPass(key);
CreatePipeline(key);
}
void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
@ -258,7 +257,15 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
}
void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
VulkanPipeline *VkRenderPassSetup::GetPipeline(const VkPipelineKey &key)
{
auto &item = Pipelines[key];
if (!item)
item = CreatePipeline(key);
return item.get();
}
std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipelineKey &key)
{
auto fb = GetVulkanFrameBuffer();
GraphicsPipelineBuilder builder;
@ -348,6 +355,7 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
builder.setLayout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers));
builder.setRenderPass(RenderPass.get());
Pipeline = builder.create(fb->device);
Pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
auto pipeline = builder.create(fb->device);
pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
return pipeline;
}

View file

@ -10,7 +10,7 @@
class VKDataBuffer;
class VkRenderPassKey
class VkPipelineKey
{
public:
FRenderStyle RenderStyle;
@ -36,6 +36,36 @@ public:
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
bool operator<(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) < 0; }
bool operator==(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) == 0; }
bool operator!=(const VkPipelineKey &other) const { return memcmp(this, &other, sizeof(VkPipelineKey)) != 0; }
};
class VkRenderPassKey
{
public:
VkRenderPassKey() = default;
VkRenderPassKey(const VkPipelineKey &key)
{
DepthWrite = key.DepthWrite;
DepthTest = key.DepthTest;
StencilTest = key.StencilTest;
Samples = key.Samples;
ClearTargets = key.ClearTargets;
DrawBuffers = key.DrawBuffers;
DrawBufferFormat = key.DrawBufferFormat;
}
int DepthWrite;
int DepthTest;
int StencilTest;
int Samples;
int ClearTargets;
int DrawBuffers;
VkFormat DrawBufferFormat;
bool UsesDepthStencil() const { return DepthTest || DepthWrite || StencilTest || (ClearTargets & (CT_Depth | CT_Stencil)); }
bool operator<(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0; }
bool operator==(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) == 0; }
bool operator!=(const VkRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkRenderPassKey)) != 0; }
@ -46,13 +76,15 @@ class VkRenderPassSetup
public:
VkRenderPassSetup(const VkRenderPassKey &key);
VulkanPipeline *GetPipeline(const VkPipelineKey &key);
std::unique_ptr<VulkanRenderPass> RenderPass;
std::unique_ptr<VulkanPipeline> Pipeline;
std::map<VkPipelineKey, std::unique_ptr<VulkanPipeline>> Pipelines;
std::map<VkImageView, std::unique_ptr<VulkanFramebuffer>> Framebuffer;
private:
void CreatePipeline(const VkRenderPassKey &key);
void CreateRenderPass(const VkRenderPassKey &key);
std::unique_ptr<VulkanPipeline> CreatePipeline(const VkPipelineKey &key);
};
class VkVertexFormat

View file

@ -196,65 +196,75 @@ void VkRenderState::ApplyDepthBias()
void VkRenderState::ApplyRenderPass(int dt)
{
// Find a render pass that matches our state
VkRenderPassKey passKey;
passKey.ClearTargets = mRenderPassKey.ClearTargets | mClearTargets;
passKey.DrawType = dt;
passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
passKey.RenderStyle = mRenderStyle;
passKey.DepthTest = mDepthTest;
passKey.DepthWrite = mDepthTest && mDepthWrite;
passKey.DepthFunc = mDepthFunc;
passKey.DepthClamp = mDepthClamp;
passKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
passKey.StencilTest = mStencilTest;
passKey.StencilPassOp = mStencilOp;
passKey.ColorMask = mColorMask;
passKey.CullMode = mCullMode;
passKey.DrawBufferFormat = mRenderTarget.Format;
passKey.Samples = mRenderTarget.Samples;
passKey.DrawBuffers = mRenderTarget.DrawBuffers;
passKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
VkPipelineKey pipelineKey;
pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
pipelineKey.DrawType = dt;
pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
pipelineKey.DepthTest = mDepthTest;
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
pipelineKey.DepthFunc = mDepthFunc;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
pipelineKey.StencilTest = mStencilTest;
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.DrawBufferFormat = mRenderTarget.Format;
pipelineKey.Samples = mRenderTarget.Samples;
pipelineKey.DrawBuffers = mRenderTarget.DrawBuffers;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
if (mSpecialEffect > EFF_NONE)
{
passKey.SpecialEffect = mSpecialEffect;
passKey.EffectState = 0;
passKey.AlphaTest = false;
pipelineKey.SpecialEffect = mSpecialEffect;
pipelineKey.EffectState = 0;
pipelineKey.AlphaTest = false;
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
passKey.SpecialEffect = EFF_NONE;
passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
passKey.AlphaTest = mAlphaThreshold >= 0.f;
pipelineKey.SpecialEffect = EFF_NONE;
pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
}
// Is this the one we already have or do we need to change render pass?
bool changingRenderPass = (passKey != mRenderPassKey);
// Is this the one we already have or do we need to change pipeline?
bool changingPipeline = (pipelineKey != mPipelineKey);
bool inRenderPass = mCommandBuffer;
if (!mCommandBuffer)
if (!inRenderPass)
{
mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
changingRenderPass = true;
changingPipeline = true;
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
mBias.mChanged = true;
}
else if (changingRenderPass)
{
mCommandBuffer->endRenderPass();
}
if (changingRenderPass)
if (changingPipeline)
{
passKey.ClearTargets = mClearTargets;
pipelineKey.ClearTargets = mClearTargets;
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
passKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
BeginRenderPass(passKey, mCommandBuffer);
mRenderPassKey = passKey;
// Begin new render pass if needed
VkRenderPassKey passKey = pipelineKey;
if (!inRenderPass || passKey != VkRenderPassKey(mPipelineKey))
{
if (inRenderPass)
mCommandBuffer->endRenderPass();
BeginRenderPass(passKey, mCommandBuffer);
}
// Bind the pipeline
VkRenderPassSetup *passSetup = GetVulkanFrameBuffer()->GetRenderPassManager()->GetRenderPass(passKey);
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
mPipelineKey = pipelineKey;
mClearTargets = 0;
}
}
@ -385,7 +395,7 @@ void VkRenderState::ApplyPushConstants()
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
template<typename T>
@ -471,7 +481,7 @@ void VkRenderState::ApplyMaterial()
{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
}
mMaterial.mChanged = false;
@ -486,7 +496,7 @@ void VkRenderState::ApplyDynamicSet()
auto passManager = fb->GetRenderPassManager();
uint32_t offsets[3] = { mViewpointOffset, mMatricesOffset, mStreamDataOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastMatricesOffset = mMatricesOffset;
@ -515,7 +525,7 @@ void VkRenderState::EndRenderPass()
{
mCommandBuffer->endRenderPass();
mCommandBuffer = nullptr;
mRenderPassKey = {};
mPipelineKey = {};
mLastViewpointOffset = 0xffffffff;
mLastVertexBuffer = nullptr;
@ -588,7 +598,6 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
beginInfo.addClearDepthStencil(1.0f, 0);
cmdbuffer->beginRenderPass(beginInfo);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
mMaterial.mChanged = true;
}

View file

@ -66,7 +66,7 @@ protected:
bool mDepthClamp = true;
VulkanCommandBuffer *mCommandBuffer = nullptr;
VkRenderPassKey mRenderPassKey = {};
VkPipelineKey mPipelineKey = {};
int mClearTargets = 0;
bool mNeedApply = true;