Add thread safe render pass and pipeline creation and fetching
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4a0a4d2fb3
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79d958f665
3 changed files with 83 additions and 13 deletions
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@ -420,8 +420,7 @@ void VkRenderState::ApplyPushConstants()
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mPushConstants.uLightIndex = mLightIndex >= 0 ? (mLightIndex % MAX_LIGHT_DATA) : -1;
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mPushConstants.uBoneIndexBase = mBoneIndexBase;
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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mCommandBuffer->pushConstants(GetPipelineLayout(mPipelineKey.NumTextureLayers), 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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@ -481,15 +480,16 @@ void VkRenderState::ApplyMaterial()
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{
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if (mMaterial.mChanged)
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{
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auto passManager = fb->GetRenderPassManager();
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auto descriptors = fb->GetDescriptorSetManager();
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VulkanPipelineLayout* layout = GetPipelineLayout(mPipelineKey.NumTextureLayers);
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
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static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
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VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(mMaterial) : descriptors->GetNullTextureDescriptorSet();
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, fb->GetDescriptorSetManager()->GetFixedDescriptorSet());
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 2, descriptorset);
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedDescriptorSet());
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptorset);
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mMaterial.mChanged = false;
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}
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}
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@ -501,12 +501,12 @@ void VkRenderState::ApplyBufferSets()
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uint32_t lightsOffset = mLightIndex >= 0 ? (uint32_t)(mLightIndex / MAX_LIGHT_DATA) * sizeof(LightBufferUBO) : mLastLightsOffset;
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if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset || lightsOffset != mLastLightsOffset)
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{
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auto passManager = fb->GetRenderPassManager();
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auto descriptors = fb->GetDescriptorSetManager();
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VulkanPipelineLayout* layout = GetPipelineLayout(mPipelineKey.NumTextureLayers);
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uint32_t offsets[4] = { mViewpointOffset, matrixOffset, streamDataOffset, lightsOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, fb->GetDescriptorSetManager()->GetFixedDescriptorSet());
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptors->GetRSBufferDescriptorSet(threadIndex), 4, offsets);
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedDescriptorSet());
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferDescriptorSet(threadIndex), 4, offsets);
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mLastViewpointOffset = mViewpointOffset;
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mLastMatricesOffset = matrixOffset;
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@ -755,7 +755,7 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
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key.DrawBuffers = mRenderTarget.DrawBuffers;
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key.DepthStencil = !!mRenderTarget.DepthStencil;
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mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
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mPassSetup = GetRenderPass(key);
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auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
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if (!framebuffer)
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@ -795,6 +795,55 @@ void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
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mClearTargets = 0;
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}
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VkThreadRenderPassSetup* VkRenderState::GetRenderPass(const VkRenderPassKey& key)
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{
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auto& item = mRenderPassSetups[key];
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if (!item)
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item.reset(new VkThreadRenderPassSetup(fb, key));
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return item.get();
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}
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VulkanPipelineLayout* VkRenderState::GetPipelineLayout(int numLayers)
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{
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if (mPipelineLayouts.size() <= (size_t)numLayers)
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mPipelineLayouts.resize(numLayers + 1);
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auto& layout = mPipelineLayouts[numLayers];
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if (layout)
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return layout;
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std::unique_lock<std::mutex> lock(fb->ThreadMutex);
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layout = fb->GetRenderPassManager()->GetPipelineLayout(numLayers);
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return layout;
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}
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/////////////////////////////////////////////////////////////////////////////
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VkThreadRenderPassSetup::VkThreadRenderPassSetup(VulkanRenderDevice* fb, const VkRenderPassKey& key) : PassKey(key), fb(fb)
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{
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}
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VulkanRenderPass* VkThreadRenderPassSetup::GetRenderPass(int clearTargets)
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{
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if (RenderPasses[clearTargets])
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return RenderPasses[clearTargets];
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std::unique_lock<std::mutex> lock(fb->ThreadMutex);
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RenderPasses[clearTargets] = fb->GetRenderPassManager()->GetRenderPass(PassKey)->GetRenderPass(clearTargets);
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return RenderPasses[clearTargets];
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}
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VulkanPipeline* VkThreadRenderPassSetup::GetPipeline(const VkPipelineKey& key)
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{
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auto& item = Pipelines[key];
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if (item)
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return item;
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std::unique_lock<std::mutex> lock(fb->ThreadMutex);
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item = fb->GetRenderPassManager()->GetRenderPass(PassKey)->GetPipeline(key);
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return item;
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}
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/////////////////////////////////////////////////////////////////////////////
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void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
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