Remove the need for pipelines for each material layer count

This commit is contained in:
Magnus Norddahl 2024-02-10 01:42:28 +01:00
commit 73ee25ad39
5 changed files with 10 additions and 19 deletions

View file

@ -128,12 +128,9 @@ VkVertexFormat *VkRenderPassManager::GetVertexFormat(int index)
return &VertexFormats[index];
}
VulkanPipelineLayout* VkRenderPassManager::GetPipelineLayout(int numLayers, bool levelmesh)
VulkanPipelineLayout* VkRenderPassManager::GetPipelineLayout(bool levelmesh)
{
if (PipelineLayouts[levelmesh].size() <= (size_t)numLayers)
PipelineLayouts[levelmesh].resize(numLayers + 1);
auto &layout = PipelineLayouts[levelmesh][numLayers];
auto &layout = PipelineLayouts[levelmesh];
if (layout)
return layout.get();
@ -314,7 +311,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
builder.RasterizationSamples((VkSampleCountFlagBits)PassKey.Samples);
builder.Layout(fb->GetRenderPassManager()->GetPipelineLayout(key.NumTextureLayers, key.ShaderKey.UseLevelMesh));
builder.Layout(fb->GetRenderPassManager()->GetPipelineLayout(key.ShaderKey.UseLevelMesh));
builder.RenderPass(GetRenderPass(0));
builder.DebugName("VkRenderPassSetup.Pipeline");

View file

@ -39,12 +39,12 @@ public:
};
int VertexFormat = 0;
int NumTextureLayers = 0;
int Padding0 = 0;
VkShaderKey ShaderKey;
FRenderStyle RenderStyle;
int Padding = 0; // for 64 bit alignment
int Padding1 = 0; // for 64 bit alignment
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; }
@ -108,7 +108,7 @@ public:
VkRenderPassSetup *GetRenderPass(const VkRenderPassKey &key);
int GetVertexFormat(const std::vector<size_t>& bufferStrides, const std::vector<FVertexBufferAttribute>& attrs);
VkVertexFormat *GetVertexFormat(int index);
VulkanPipelineLayout* GetPipelineLayout(int numLayers, bool levelmesh);
VulkanPipelineLayout* GetPipelineLayout(bool levelmesh);
VkPPRenderPassSetup* GetPPRenderPass(const VkPPRenderPassKey& key);
@ -118,7 +118,7 @@ private:
VulkanRenderDevice* fb = nullptr;
std::map<VkRenderPassKey, std::unique_ptr<VkRenderPassSetup>> RenderPassSetup;
std::vector<std::unique_ptr<VulkanPipelineLayout>> PipelineLayouts[2];
std::unique_ptr<VulkanPipelineLayout> PipelineLayouts[2];
std::vector<VkVertexFormat> VertexFormats;
std::map<VkPPRenderPassKey, std::unique_ptr<VkPPRenderPassSetup>> PPRenderPassSetup;

View file

@ -10,8 +10,6 @@
#include <list>
#include <map>
#define SHADER_MIN_REQUIRED_TEXTURE_LAYERS 11
class ShaderIncludeResult;
class VulkanRenderDevice;
class VulkanDevice;

View file

@ -633,8 +633,6 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
pipelineKey.VertexFormat = levelVertexFormatIndex;
pipelineKey.RenderStyle = applyData.RenderStyle;
pipelineKey.DepthFunc = applyData.DepthFunc;
pipelineKey.NumTextureLayers = material.mMaterial ? material.mMaterial->NumLayers() : 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (applyData.SpecialEffect > EFF_NONE)
{
pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;

View file

@ -235,8 +235,6 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
if (mSpecialEffect > EFF_NONE)
{
pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
@ -435,7 +433,7 @@ void VkRenderState::ApplyPushConstants()
mPushConstants.uBoneIndexBase = mBoneIndexBase;
mPushConstants.uFogballIndex = mFogballIndex >= 0 ? (mFogballIndex % MAX_FOGBALL_DATA) : -1;
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers, mPipelineKey.ShaderKey.UseLevelMesh), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
void VkRenderState::ApplyMatrices()
@ -501,7 +499,7 @@ void VkRenderState::ApplyBufferSets()
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
{
auto descriptors = fb->GetDescriptorSetManager();
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers, mPipelineKey.ShaderKey.UseLevelMesh);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh);
uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
@ -924,7 +922,7 @@ void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelin
pushConstants.uLightIndex = -1;
pushConstants.uBoneIndexBase = -1;
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh);
uint32_t viewpointOffset = mViewpointOffset;
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t lightsOffset = 0;