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- add VkRenderPassManager::GetVertexFormat so that all VkRenderState access is done through functions that can then be made thread safe
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3 changed files with 12 additions and 6 deletions
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@ -93,6 +93,11 @@ int VkRenderPassManager::GetVertexFormat(int numBindingPoints, int numAttributes
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return (int)VertexFormats.size() - 1;
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}
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VkVertexFormat *VkRenderPassManager::GetVertexFormat(int index)
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{
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return &VertexFormats[index];
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}
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void VkRenderPassManager::CreateDynamicSetLayout()
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{
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DescriptorSetLayoutBuilder builder;
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@ -289,7 +294,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
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builder.addVertexShader(program->vert.get());
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builder.addFragmentShader(program->frag.get());
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const VkVertexFormat &vfmt = fb->GetRenderPassManager()->VertexFormats[key.VertexFormat];
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const VkVertexFormat &vfmt = *fb->GetRenderPassManager()->GetVertexFormat(key.VertexFormat);
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for (int i = 0; i < vfmt.NumBindingPoints; i++)
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builder.addVertexBufferBinding(i, vfmt.Stride);
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@ -88,6 +88,8 @@ public:
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VkRenderPassSetup *GetRenderPass(const VkRenderPassKey &key);
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int GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
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VkVertexFormat *GetVertexFormat(int index);
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std::unique_ptr<VulkanDescriptorSet> AllocateTextureDescriptorSet(int numLayers);
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VulkanPipelineLayout* GetPipelineLayout(int numLayers);
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@ -96,8 +98,6 @@ public:
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std::unique_ptr<VulkanDescriptorSet> DynamicSet;
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std::vector<VkVertexFormat> VertexFormats;
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private:
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void CreateDynamicSetLayout();
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void CreateDescriptorPool();
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@ -111,4 +111,5 @@ private:
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std::unique_ptr<VulkanDescriptorPool> DynamicDescriptorPool;
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std::vector<std::unique_ptr<VulkanDescriptorSetLayout>> TextureSetLayouts;
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std::vector<std::unique_ptr<VulkanPipelineLayout>> PipelineLayouts;
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std::vector<VkVertexFormat> VertexFormats;
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};
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@ -314,7 +314,7 @@ void VkRenderState::ApplyStreamData()
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mStreamData.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
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mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex)
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->tex->shaderspeed / 1000.);
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@ -385,9 +385,9 @@ void VkRenderState::ApplyVertexBuffers()
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if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
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{
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auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
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const auto &format = GetVulkanFrameBuffer()->GetRenderPassManager()->VertexFormats[vkbuf->VertexFormat];
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const VkVertexFormat *format = GetVulkanFrameBuffer()->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
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VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format.Stride, mVertexOffsets[1] * format.Stride };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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mLastVertexBuffer = mVertexBuffer;
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mLastVertexOffsets[0] = mVertexOffsets[0];
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