- use one render pass for the entire scene or until postprocess or command buffer flushing forces it to end

This commit is contained in:
Magnus Norddahl 2019-05-18 08:12:46 +02:00
commit 680a6f348b
4 changed files with 59 additions and 84 deletions

View file

@ -195,9 +195,8 @@ void VkRenderState::ApplyDepthBias()
void VkRenderState::ApplyRenderPass(int dt)
{
// Find a render pass that matches our state
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
pipelineKey.DrawType = dt;
pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
@ -210,9 +209,6 @@ void VkRenderState::ApplyRenderPass(int dt)
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)
{
@ -228,44 +224,25 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
}
// Is this the one we already have or do we need to change pipeline?
bool changingPipeline = (pipelineKey != mPipelineKey);
// Is this the one we already have?
bool inRenderPass = mCommandBuffer;
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
if (!inRenderPass)
{
mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
changingPipeline = true;
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
mBias.mChanged = true;
BeginRenderPass(mCommandBuffer);
}
if (changingPipeline)
{
pipelineKey.ClearTargets = mClearTargets;
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
// 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));
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
mPipelineKey = pipelineKey;
mClearTargets = 0;
}
}
@ -563,32 +540,42 @@ void VkRenderState::SetRenderTarget(VulkanImageView *view, VulkanImageView *dept
mRenderTarget.Samples = samples;
}
void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuffer *cmdbuffer)
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
{
auto fb = GetVulkanFrameBuffer();
VkRenderPassSetup *passSetup = fb->GetRenderPassManager()->GetRenderPass(key);
VkRenderPassKey key = {};
key.DrawBufferFormat = mRenderTarget.Format;
key.Samples = mRenderTarget.Samples;
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
auto &framebuffer = passSetup->Framebuffer[mRenderTarget.View->view];
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
auto &framebuffer = mPassSetup->Framebuffer[mRenderTarget.View->view];
if (!framebuffer)
{
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.setRenderPass(passSetup->RenderPass.get());
builder.setRenderPass(mPassSetup->GetRenderPass(0));
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
builder.addAttachment(mRenderTarget.View);
if (key.DrawBuffers > 1)
builder.addAttachment(buffers->SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.addAttachment(buffers->SceneNormal.View.get());
if (key.UsesDepthStencil())
if (key.DepthStencil)
builder.addAttachment(mRenderTarget.DepthStencil);
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
}
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
mClearTargets &= ~(CT_Depth | CT_Stencil);
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderPass(mPassSetup->GetRenderPass(mClearTargets));
beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
beginInfo.setFramebuffer(framebuffer.get());
beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
@ -600,6 +587,7 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
cmdbuffer->beginRenderPass(beginInfo);
mMaterial.mChanged = true;
mClearTargets = 0;
}
/////////////////////////////////////////////////////////////////////////////