Sort initial draw lists by pipeline
Fix applying pipeline state too often for scattered draw ranges Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
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parent
ddc3b530c7
commit
d12cd4d74d
7 changed files with 251 additions and 54 deletions
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@ -57,6 +57,7 @@ void VkLevelMesh::Reset()
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deletelist->Add(std::move(PortalBuffer));
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deletelist->Add(std::move(LightBuffer));
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deletelist->Add(std::move(LightIndexBuffer));
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deletelist->Add(std::move(DrawIndexBuffer));
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deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStruct));
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@ -197,6 +198,12 @@ void VkLevelMesh::CreateBuffers()
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.DebugName("IndexBuffer")
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.Create(fb->GetDevice());
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DrawIndexBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size((size_t)Mesh->Mesh.DrawIndexes.Size() * sizeof(uint32_t))
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.DebugName("DrawIndexBuffer")
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.Create(fb->GetDevice());
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NodeBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(sizeof(CollisionNodeBufferHeader) + Mesh->Mesh.MaxNodes * sizeof(CollisionNode))
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@ -440,6 +447,7 @@ void VkLevelMeshUploader::Upload()
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UploadRanges(Mesh->Mesh->UploadRanges.Index, Mesh->Mesh->Mesh.Indexes.Data(), Mesh->IndexBuffer.get());
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UploadRanges(Mesh->Mesh->UploadRanges.SurfaceIndex, Mesh->Mesh->Mesh.SurfaceIndexes.Data(), Mesh->SurfaceIndexBuffer.get());
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UploadRanges(Mesh->Mesh->UploadRanges.LightIndex, Mesh->Mesh->Mesh.LightIndexes.Data(), Mesh->LightIndexBuffer.get());
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UploadRanges(Mesh->Mesh->UploadRanges.DrawIndex, Mesh->Mesh->Mesh.DrawIndexes.Data(), Mesh->DrawIndexBuffer.get());
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UploadSurfaces();
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UploadUniforms();
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UploadPortals();
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@ -471,6 +479,7 @@ void VkLevelMeshUploader::ClearRanges()
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Mesh->Mesh->UploadRanges.Portals.clear();
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Mesh->Mesh->UploadRanges.Light.clear();
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Mesh->Mesh->UploadRanges.LightIndex.clear();
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Mesh->Mesh->UploadRanges.DrawIndex.clear();
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}
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void VkLevelMeshUploader::BeginTransfer(size_t transferBufferSize)
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@ -681,5 +690,6 @@ size_t VkLevelMeshUploader::GetTransferSize()
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for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Portals) transferBufferSize += range.Count() * sizeof(PortalInfo);
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for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.LightIndex) transferBufferSize += range.Count() * sizeof(int32_t);
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for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Light) transferBufferSize += range.Count() * sizeof(LightInfo);
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for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.DrawIndex) transferBufferSize += range.Count() * sizeof(uint32_t);
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return transferBufferSize;
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}
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