Remove multithreading RenderState as that seemed to be a poor approach

This commit is contained in:
dpjudas 2023-10-09 03:20:19 +02:00
commit 411b281e7c
19 changed files with 64 additions and 237 deletions

View file

@ -40,7 +40,7 @@
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
VkRenderState::VkRenderState(VulkanRenderDevice* fb, int threadIndex) : fb(fb), threadIndex(threadIndex), mRSBuffers(fb->GetBufferManager()->GetRSBuffers(threadIndex)), mStreamBufferWriter(mRSBuffers), mMatrixBufferWriter(mRSBuffers)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mRSBuffers(fb->GetBufferManager()->GetRSBuffers()), mStreamBufferWriter(mRSBuffers), mMatrixBufferWriter(mRSBuffers)
{
mMatrices.ModelMatrix.loadIdentity();
mMatrices.NormalModelMatrix.loadIdentity();
@ -188,7 +188,7 @@ void VkRenderState::Apply(int dt)
drawcalls.Clock();
mApplyCount++;
if (threadIndex == 0 && mApplyCount >= vk_submit_size)
if (mApplyCount >= vk_submit_size)
{
fb->GetCommands()->FlushCommands(false);
mApplyCount = 0;
@ -310,15 +310,7 @@ void VkRenderState::ApplyRenderPass(int dt)
if (!inRenderPass)
{
if (threadIndex == 0)
{
mCommandBuffer = fb->GetCommands()->GetDrawCommands();
}
else
{
mThreadCommandBuffer = fb->GetCommands()->BeginThreadCommands();
mCommandBuffer = mThreadCommandBuffer.get();
}
mCommandBuffer = fb->GetCommands()->GetDrawCommands();
mScissorChanged = true;
mViewportChanged = true;
@ -429,7 +421,7 @@ void VkRenderState::ApplyPushConstants()
mPushConstants.uLightIndex = mLightIndex >= 0 ? (mLightIndex % MAX_LIGHT_DATA) : -1;
mPushConstants.uBoneIndexBase = mBoneIndexBase;
mCommandBuffer->pushConstants(GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
void VkRenderState::ApplyMatrices()
@ -490,12 +482,12 @@ void VkRenderState::ApplyMaterial()
if (mMaterial.mChanged)
{
auto descriptors = fb->GetDescriptorSetManager();
VulkanPipelineLayout* layout = GetPipelineLayout(mPipelineKey.NumTextureLayers);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers);
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(threadIndex, mMaterial) : descriptors->GetNullTextureDescriptorSet();
VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(mMaterial) : descriptors->GetNullTextureDescriptorSet();
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedDescriptorSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptorset);
@ -511,11 +503,11 @@ void VkRenderState::ApplyBufferSets()
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset || lightsOffset != mLastLightsOffset)
{
auto descriptors = fb->GetDescriptorSetManager();
VulkanPipelineLayout* layout = GetPipelineLayout(mPipelineKey.NumTextureLayers);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers);
uint32_t offsets[4] = { mViewpointOffset, matrixOffset, streamDataOffset, lightsOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedDescriptorSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferDescriptorSet(threadIndex), 4, offsets);
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferDescriptorSet(), 4, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastMatricesOffset = matrixOffset;
@ -722,11 +714,6 @@ void VkRenderState::EndRenderPass()
mCommandBuffer = nullptr;
}
if (mThreadCommandBuffer)
{
fb->GetCommands()->EndThreadCommands(std::move(mThreadCommandBuffer));
}
// Force rebind of everything on next draw
mPipelineKey = {};
mLastViewpointOffset = 0xffffffff;
@ -740,12 +727,6 @@ void VkRenderState::EndFrame()
mStreamBufferWriter.Reset();
}
void VkRenderState::ResetCache()
{
mRenderPassSetups.clear();
mPipelineLayouts.clear();
}
void VkRenderState::EnableDrawBuffers(int count, bool apply)
{
if (mRenderTarget.DrawBuffers != count)
@ -775,7 +756,7 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
mPassSetup = GetRenderPass(key);
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
if (!framebuffer)
@ -815,55 +796,6 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
mClearTargets = 0;
}
VkThreadRenderPassSetup* VkRenderState::GetRenderPass(const VkRenderPassKey& key)
{
auto& item = mRenderPassSetups[key];
if (!item)
item.reset(new VkThreadRenderPassSetup(fb, key));
return item.get();
}
VulkanPipelineLayout* VkRenderState::GetPipelineLayout(int numLayers)
{
if (mPipelineLayouts.size() <= (size_t)numLayers)
mPipelineLayouts.resize(numLayers + 1);
auto& layout = mPipelineLayouts[numLayers];
if (layout)
return layout;
std::unique_lock<std::mutex> lock(fb->ThreadMutex);
layout = fb->GetRenderPassManager()->GetPipelineLayout(numLayers);
return layout;
}
/////////////////////////////////////////////////////////////////////////////
VkThreadRenderPassSetup::VkThreadRenderPassSetup(VulkanRenderDevice* fb, const VkRenderPassKey& key) : PassKey(key), fb(fb)
{
}
VulkanRenderPass* VkThreadRenderPassSetup::GetRenderPass(int clearTargets)
{
if (RenderPasses[clearTargets])
return RenderPasses[clearTargets];
std::unique_lock<std::mutex> lock(fb->ThreadMutex);
RenderPasses[clearTargets] = fb->GetRenderPassManager()->GetRenderPass(PassKey)->GetRenderPass(clearTargets);
return RenderPasses[clearTargets];
}
VulkanPipeline* VkThreadRenderPassSetup::GetPipeline(const VkPipelineKey& key)
{
auto& item = Pipelines[key];
if (item)
return item;
std::unique_lock<std::mutex> lock(fb->ThreadMutex);
item = fb->GetRenderPassManager()->GetRenderPass(PassKey)->GetPipeline(key);
return item;
}
/////////////////////////////////////////////////////////////////////////////
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)