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
This commit is contained in:
Magnus Norddahl 2024-08-28 19:53:12 +02:00
commit d12cd4d74d
7 changed files with 251 additions and 54 deletions

View file

@ -842,7 +842,7 @@ void VkRenderState::ApplyLevelMesh()
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);
mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetDrawIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
}
void VkRenderState::DrawLevelMeshSurfaces(bool noFragmentShader)
@ -854,9 +854,12 @@ void VkRenderState::DrawLevelMeshSurfaces(bool noFragmentShader)
{
int pipelineID = it.first;
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
for (MeshBufferRange& range : it.second)
if (ApplyLevelMeshPipeline(mCommandBuffer, key, noFragmentShader))
{
DrawLevelMeshRange(mCommandBuffer, key, range.Start, range.End - range.Start, noFragmentShader);
for (MeshBufferRange& range : it.second)
{
mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
}
}
}
}
@ -870,9 +873,12 @@ void VkRenderState::DrawLevelMeshPortals(bool noFragmentShader)
{
int pipelineID = it.first;
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
for (MeshBufferRange& range : it.second)
if (ApplyLevelMeshPipeline(mCommandBuffer, key, noFragmentShader))
{
DrawLevelMeshRange(mCommandBuffer, key, range.Start, range.End - range.Start, noFragmentShader);
for (MeshBufferRange& range : it.second)
{
mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
}
}
}
}
@ -909,10 +915,10 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
}
}
void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, int start, int count, bool noFragmentShader)
bool VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
{
if (noFragmentShader && pipelineKey.ShaderKey.AlphaTest)
return;
return false;
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
pipelineKey.DepthTest = mDepthTest;
@ -945,7 +951,8 @@ void VkRenderState::DrawLevelMeshRange(VulkanCommandBuffer* cmdbuffer, VkPipelin
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 4, offsets);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
cmdbuffer->drawIndexed(count, 1, start, 0, 0);
return true;
}
/////////////////////////////////////////////////////////////////////////////