Avoid applying state on every draw
This commit is contained in:
parent
addddcd8ed
commit
cc92dda41a
4 changed files with 25 additions and 5 deletions
|
|
@ -919,11 +919,17 @@ void VkRenderState::ApplyLevelMesh()
|
|||
ApplyStencilRef();
|
||||
ApplyDepthBias();
|
||||
mNeedApply = true;
|
||||
mLevelMeshPipelineID = -1;
|
||||
|
||||
VkBuffer vertexBuffers[2] = { fb->GetLevelMesh()->GetVertexBuffer()->buffer, fb->GetLevelMesh()->GetUniformIndexBuffer()->buffer };
|
||||
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
|
||||
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
|
||||
mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
|
||||
// Force rebind everything on next Apply
|
||||
mLastViewpointOffset = 0xffffffff;
|
||||
mLastVertexOffsets[0] = 0xffffffff;
|
||||
mIndexBufferNeedsBind = true;
|
||||
}
|
||||
|
||||
void VkRenderState::RunZMinMaxPass()
|
||||
|
|
@ -1057,10 +1063,12 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
|
|||
|
||||
void VkRenderState::DrawLevelMeshRange(int firstIndex, int indexCount, int pipelineID, LevelMeshDrawType drawType, bool noFragmentShader)
|
||||
{
|
||||
ApplyLevelMesh();
|
||||
|
||||
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
|
||||
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
|
||||
if (pipelineID != mLevelMeshPipelineID)
|
||||
{
|
||||
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
|
||||
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
|
||||
mLevelMeshPipelineID = pipelineID;
|
||||
}
|
||||
|
||||
mCommandBuffer->drawIndexed(indexCount, 1, firstIndex, 0, 0);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue