Remove the need for pipelines for each material layer count
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4fbb58d836
commit
73ee25ad39
5 changed files with 10 additions and 19 deletions
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@ -235,8 +235,6 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
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pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (mSpecialEffect > EFF_NONE)
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{
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pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
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@ -435,7 +433,7 @@ void VkRenderState::ApplyPushConstants()
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mPushConstants.uBoneIndexBase = mBoneIndexBase;
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mPushConstants.uFogballIndex = mFogballIndex >= 0 ? (mFogballIndex % MAX_FOGBALL_DATA) : -1;
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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);
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mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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}
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void VkRenderState::ApplyMatrices()
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@ -501,7 +499,7 @@ void VkRenderState::ApplyBufferSets()
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if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
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{
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auto descriptors = fb->GetDescriptorSetManager();
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers, mPipelineKey.ShaderKey.UseLevelMesh);
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh);
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uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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@ -924,7 +922,7 @@ void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelin
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pushConstants.uLightIndex = -1;
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pushConstants.uBoneIndexBase = -1;
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh);
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uint32_t viewpointOffset = mViewpointOffset;
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uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
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uint32_t lightsOffset = 0;
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