Create RenderState buffers for each thread

This commit is contained in:
Magnus Norddahl 2023-05-12 03:30:40 +02:00
commit d74ee4088e
14 changed files with 187 additions and 208 deletions

View file

@ -40,7 +40,7 @@
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mStreamBufferWriter(fb), mMatrixBufferWriter(fb)
VkRenderState::VkRenderState(VulkanRenderDevice* fb, int threadIndex) : fb(fb), threadIndex(threadIndex), mRSBuffers(fb->GetBufferManager()->GetRSBuffers(threadIndex)), mStreamBufferWriter(mRSBuffers), mMatrixBufferWriter(mRSBuffers)
{
mMatrices.ModelMatrix.loadIdentity();
mMatrices.NormalModelMatrix.loadIdentity();
@ -203,7 +203,7 @@ void VkRenderState::Apply(int dt)
ApplyDepthBias();
ApplyPushConstants();
ApplyVertexBuffers();
ApplyHWBufferSet();
ApplyBufferSets();
ApplyMaterial();
mNeedApply = false;
@ -224,7 +224,7 @@ void VkRenderState::ApplyRenderPass(int dt)
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.DrawType = dt;
pipelineKey.VertexFormat = mVertexBuffer ? static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat : fb->GetBufferManager()->Flatbuffer.VertexFormat;
pipelineKey.VertexFormat = mVertexBuffer ? static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat : mRSBuffers->Flatbuffer.VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
pipelineKey.DepthTest = mDepthTest;
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
@ -310,7 +310,7 @@ void VkRenderState::ApplyRenderPass(int dt)
if (!inRenderPass)
{
mCommandBuffer = fb->GetCommands()->GetDrawCommands();
mCommandBuffer = fb->GetCommands()->GetDrawCommands(threadIndex);
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
@ -451,9 +451,8 @@ void VkRenderState::ApplyVertexBuffers()
}
else
{
auto buffers = fb->GetBufferManager();
const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(buffers->Flatbuffer.VertexFormat);
VkBuffer vertexBuffers[2] = { buffers->Flatbuffer.VertexBuffer->buffer, buffers->Flatbuffer.VertexBuffer->buffer };
const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(mRSBuffers->Flatbuffer.VertexFormat);
VkBuffer vertexBuffers[2] = { mRSBuffers->Flatbuffer.VertexBuffer->buffer, mRSBuffers->Flatbuffer.VertexBuffer->buffer };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
}
@ -471,7 +470,7 @@ void VkRenderState::ApplyVertexBuffers()
}
else
{
mCommandBuffer->bindIndexBuffer(fb->GetBufferManager()->Flatbuffer.IndexBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
mCommandBuffer->bindIndexBuffer(mRSBuffers->Flatbuffer.IndexBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
}
mLastIndexBuffer = mIndexBuffer;
mIndexBufferNeedsBind = false;
@ -495,7 +494,7 @@ void VkRenderState::ApplyMaterial()
}
}
void VkRenderState::ApplyHWBufferSet()
void VkRenderState::ApplyBufferSets()
{
uint32_t matrixOffset = mMatrixBufferWriter.Offset();
uint32_t streamDataOffset = mStreamBufferWriter.StreamDataOffset();
@ -507,7 +506,7 @@ void VkRenderState::ApplyHWBufferSet()
uint32_t offsets[4] = { mViewpointOffset, matrixOffset, streamDataOffset, lightsOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, fb->GetDescriptorSetManager()->GetFixedDescriptorSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptors->GetHWBufferDescriptorSet(), 4, offsets);
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptors->GetRSBufferDescriptorSet(threadIndex), 4, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastMatricesOffset = matrixOffset;
@ -526,21 +525,20 @@ void VkRenderState::WaitForStreamBuffers()
int VkRenderState::SetViewpoint(const HWViewpointUniforms& vp)
{
auto buffers = fb->GetBufferManager();
if (buffers->Viewpoint.Count == buffers->Viewpoint.UploadIndex)
if (mRSBuffers->Viewpoint.Count == mRSBuffers->Viewpoint.UploadIndex)
{
return buffers->Viewpoint.Count - 1;
return mRSBuffers->Viewpoint.Count - 1;
}
memcpy(((char*)buffers->Viewpoint.Data) + buffers->Viewpoint.UploadIndex * buffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
int index = buffers->Viewpoint.UploadIndex++;
mViewpointOffset = index * buffers->Viewpoint.BlockAlign;
memcpy(((char*)mRSBuffers->Viewpoint.Data) + mRSBuffers->Viewpoint.UploadIndex * mRSBuffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
int index = mRSBuffers->Viewpoint.UploadIndex++;
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
mNeedApply = true;
return index;
}
void VkRenderState::SetViewpoint(int index)
{
mViewpointOffset = index * fb->GetBufferManager()->Viewpoint.BlockAlign;
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
mNeedApply = true;
}
@ -561,8 +559,6 @@ void VkRenderState::SetTextureMatrix(const VSMatrix& matrix)
int VkRenderState::UploadLights(const FDynLightData& data)
{
auto buffers = fb->GetBufferManager();
// All meaasurements here are in vec4's.
int size0 = data.arrays[0].Size() / 4;
int size1 = data.arrays[1].Size() / 4;
@ -593,17 +589,17 @@ int VkRenderState::UploadLights(const FDynLightData& data)
return -1;
// Make sure the light list doesn't cross a page boundary
if (buffers->Lightbuffer.UploadIndex % MAX_LIGHT_DATA + totalsize > MAX_LIGHT_DATA)
buffers->Lightbuffer.UploadIndex = (buffers->Lightbuffer.UploadIndex / MAX_LIGHT_DATA + 1) * MAX_LIGHT_DATA;
if (mRSBuffers->Lightbuffer.UploadIndex % MAX_LIGHT_DATA + totalsize > MAX_LIGHT_DATA)
mRSBuffers->Lightbuffer.UploadIndex = (mRSBuffers->Lightbuffer.UploadIndex / MAX_LIGHT_DATA + 1) * MAX_LIGHT_DATA;
int thisindex = buffers->Lightbuffer.UploadIndex;
if (thisindex + totalsize <= buffers->Lightbuffer.Count)
int thisindex = mRSBuffers->Lightbuffer.UploadIndex;
if (thisindex + totalsize <= mRSBuffers->Lightbuffer.Count)
{
buffers->Lightbuffer.UploadIndex += totalsize;
mRSBuffers->Lightbuffer.UploadIndex += totalsize;
float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
float* copyptr = (float*)buffers->Lightbuffer.Data + thisindex * 4;
float* copyptr = (float*)mRSBuffers->Lightbuffer.Data + thisindex * 4;
memcpy(&copyptr[0], parmcnt, sizeof(FVector4));
memcpy(&copyptr[4], &data.arrays[0][0], size0 * sizeof(FVector4));
memcpy(&copyptr[4 + 4 * size0], &data.arrays[1][0], size1 * sizeof(FVector4));
@ -618,20 +614,18 @@ int VkRenderState::UploadLights(const FDynLightData& data)
int VkRenderState::UploadBones(const TArray<VSMatrix>& bones)
{
auto buffers = fb->GetBufferManager();
int totalsize = bones.Size();
if (bones.Size() == 0)
{
return -1;
}
int thisindex = buffers->Bonebuffer.UploadIndex;
buffers->Bonebuffer.UploadIndex += totalsize;
int thisindex = mRSBuffers->Bonebuffer.UploadIndex;
mRSBuffers->Bonebuffer.UploadIndex += totalsize;
if (thisindex + totalsize <= buffers->Bonebuffer.Count)
if (thisindex + totalsize <= mRSBuffers->Bonebuffer.Count)
{
memcpy((VSMatrix*)buffers->Bonebuffer.Data + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
memcpy((VSMatrix*)mRSBuffers->Bonebuffer.Data + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
return thisindex;
}
else
@ -642,25 +636,23 @@ int VkRenderState::UploadBones(const TArray<VSMatrix>& bones)
std::pair<FFlatVertex*, unsigned int> VkRenderState::AllocVertices(unsigned int count)
{
auto buffers = fb->GetBufferManager();
unsigned int index = buffers->Flatbuffer.CurIndex;
if (index + count >= buffers->Flatbuffer.BUFFER_SIZE_TO_USE)
unsigned int index = mRSBuffers->Flatbuffer.CurIndex;
if (index + count >= mRSBuffers->Flatbuffer.BUFFER_SIZE_TO_USE)
{
// If a single scene needs 2'000'000 vertices there must be something very wrong.
I_FatalError("Out of vertex memory. Tried to allocate more than %u vertices for a single frame", index + count);
}
buffers->Flatbuffer.CurIndex += count;
return std::make_pair(buffers->Flatbuffer.Vertices + index, index);
mRSBuffers->Flatbuffer.CurIndex += count;
return std::make_pair(mRSBuffers->Flatbuffer.Vertices + index, index);
}
void VkRenderState::SetShadowData(const TArray<FFlatVertex>& vertices, const TArray<uint32_t>& indexes)
{
auto buffers = fb->GetBufferManager();
auto commands = fb->GetCommands();
UpdateShadowData(0, vertices.Data(), vertices.Size());
buffers->Flatbuffer.ShadowDataSize = vertices.Size();
buffers->Flatbuffer.CurIndex = buffers->Flatbuffer.ShadowDataSize;
mRSBuffers->Flatbuffer.ShadowDataSize = vertices.Size();
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
if (indexes.Size() > 0)
{
@ -685,8 +677,8 @@ void VkRenderState::SetShadowData(const TArray<FFlatVertex>& vertices, const TAr
commands->GetTransferCommands()->copyBuffer(staging.get(), buffer.get());
commands->TransferDeleteList->Add(std::move(staging));
commands->DrawDeleteList->Add(std::move(buffers->Flatbuffer.IndexBuffer));
buffers->Flatbuffer.IndexBuffer = std::move(buffer);
commands->DrawDeleteList->Add(std::move(mRSBuffers->Flatbuffer.IndexBuffer));
mRSBuffers->Flatbuffer.IndexBuffer = std::move(buffer);
mIndexBufferNeedsBind = true;
mNeedApply = true;
@ -695,13 +687,12 @@ void VkRenderState::SetShadowData(const TArray<FFlatVertex>& vertices, const TAr
void VkRenderState::UpdateShadowData(unsigned int index, const FFlatVertex* vertices, unsigned int count)
{
memcpy(fb->GetBufferManager()->Flatbuffer.Vertices + index, vertices, count * sizeof(FFlatVertex));
memcpy(mRSBuffers->Flatbuffer.Vertices + index, vertices, count * sizeof(FFlatVertex));
}
void VkRenderState::ResetVertices()
{
auto buffers = fb->GetBufferManager();
buffers->Flatbuffer.CurIndex = buffers->Flatbuffer.ShadowDataSize;
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
}
void VkRenderState::BeginFrame()
@ -709,10 +700,9 @@ void VkRenderState::BeginFrame()
mMaterial.Reset();
mApplyCount = 0;
auto buffers = fb->GetBufferManager();
buffers->Viewpoint.UploadIndex = 0;
buffers->Lightbuffer.UploadIndex = 0;
buffers->Bonebuffer.UploadIndex = 0;
mRSBuffers->Viewpoint.UploadIndex = 0;
mRSBuffers->Lightbuffer.UploadIndex = 0;
mRSBuffers->Bonebuffer.UploadIndex = 0;
}
void VkRenderState::EndRenderPass()