- avoid creating a new render pass if a pipeline bind will suffice
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4 changed files with 99 additions and 50 deletions
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@ -196,65 +196,75 @@ void VkRenderState::ApplyDepthBias()
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void VkRenderState::ApplyRenderPass(int dt)
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{
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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passKey.ClearTargets = mRenderPassKey.ClearTargets | mClearTargets;
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passKey.DrawType = dt;
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passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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passKey.RenderStyle = mRenderStyle;
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passKey.DepthTest = mDepthTest;
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passKey.DepthWrite = mDepthTest && mDepthWrite;
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passKey.DepthFunc = mDepthFunc;
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passKey.DepthClamp = mDepthClamp;
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passKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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passKey.StencilTest = mStencilTest;
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passKey.StencilPassOp = mStencilOp;
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passKey.ColorMask = mColorMask;
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passKey.CullMode = mCullMode;
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passKey.DrawBufferFormat = mRenderTarget.Format;
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passKey.Samples = mRenderTarget.Samples;
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passKey.DrawBuffers = mRenderTarget.DrawBuffers;
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passKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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VkPipelineKey pipelineKey;
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pipelineKey.ClearTargets = mPipelineKey.ClearTargets | mClearTargets;
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pipelineKey.DrawType = dt;
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pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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pipelineKey.RenderStyle = mRenderStyle;
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pipelineKey.DepthTest = mDepthTest;
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pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
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pipelineKey.DepthFunc = mDepthFunc;
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pipelineKey.DepthClamp = mDepthClamp;
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pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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pipelineKey.StencilTest = mStencilTest;
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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.DrawBufferFormat = mRenderTarget.Format;
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pipelineKey.Samples = mRenderTarget.Samples;
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pipelineKey.DrawBuffers = mRenderTarget.DrawBuffers;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 0;
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if (mSpecialEffect > EFF_NONE)
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{
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passKey.SpecialEffect = mSpecialEffect;
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passKey.EffectState = 0;
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passKey.AlphaTest = false;
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pipelineKey.SpecialEffect = mSpecialEffect;
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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passKey.SpecialEffect = EFF_NONE;
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passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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passKey.AlphaTest = mAlphaThreshold >= 0.f;
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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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// Is this the one we already have or do we need to change render pass?
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bool changingRenderPass = (passKey != mRenderPassKey);
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// Is this the one we already have or do we need to change pipeline?
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bool changingPipeline = (pipelineKey != mPipelineKey);
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bool inRenderPass = mCommandBuffer;
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if (!mCommandBuffer)
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if (!inRenderPass)
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{
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mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
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changingRenderPass = true;
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changingPipeline = true;
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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}
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else if (changingRenderPass)
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{
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mCommandBuffer->endRenderPass();
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}
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if (changingRenderPass)
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if (changingPipeline)
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{
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passKey.ClearTargets = mClearTargets;
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pipelineKey.ClearTargets = mClearTargets;
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// Only clear depth+stencil if the render target actually has that
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if (!mRenderTarget.DepthStencil)
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passKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
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pipelineKey.ClearTargets &= ~(CT_Depth | CT_Stencil);
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BeginRenderPass(passKey, mCommandBuffer);
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mRenderPassKey = passKey;
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// Begin new render pass if needed
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VkRenderPassKey passKey = pipelineKey;
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if (!inRenderPass || passKey != VkRenderPassKey(mPipelineKey))
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{
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if (inRenderPass)
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mCommandBuffer->endRenderPass();
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BeginRenderPass(passKey, mCommandBuffer);
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}
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// Bind the pipeline
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VkRenderPassSetup *passSetup = GetVulkanFrameBuffer()->GetRenderPassManager()->GetRenderPass(passKey);
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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mPipelineKey = pipelineKey;
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mClearTargets = 0;
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}
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}
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@ -385,7 +395,7 @@ void VkRenderState::ApplyPushConstants()
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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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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}
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template<typename T>
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@ -471,7 +481,7 @@ void VkRenderState::ApplyMaterial()
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{
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, base->GetDescriptorSet(mMaterial));
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}
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mMaterial.mChanged = false;
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@ -486,7 +496,7 @@ void VkRenderState::ApplyDynamicSet()
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auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[3] = { mViewpointOffset, mMatricesOffset, mStreamDataOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mRenderPassKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
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mLastViewpointOffset = mViewpointOffset;
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mLastMatricesOffset = mMatricesOffset;
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@ -515,7 +525,7 @@ void VkRenderState::EndRenderPass()
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{
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mCommandBuffer->endRenderPass();
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mCommandBuffer = nullptr;
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mRenderPassKey = {};
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mPipelineKey = {};
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mLastViewpointOffset = 0xffffffff;
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mLastVertexBuffer = nullptr;
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@ -588,7 +598,6 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
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beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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beginInfo.addClearDepthStencil(1.0f, 0);
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cmdbuffer->beginRenderPass(beginInfo);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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mMaterial.mChanged = true;
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}
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