implement custom uniforms for material shaders
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d23c727350
commit
ea09ae1461
13 changed files with 406 additions and 299 deletions
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@ -330,7 +330,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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if (changingPipeline)
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{
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey, mUniforms));
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mPipelineKey = pipelineKey;
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}
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}
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@ -444,7 +444,12 @@ void VkRenderState::ApplyPushConstants()
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mPushConstants.uBoneIndexBase = mBoneIndexBase;
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mPushConstants.uFogballIndex = mFogballIndex >= 0 ? (mFogballIndex % MAX_FOGBALL_DATA) : -1;
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mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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if(mUniforms.sz > 0)
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{
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mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, (uint32_t)sizeof(PushConstants), (uint32_t)mUniforms.sz, mUniforms.addr);
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}
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}
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void VkRenderState::ApplyMatrices()
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@ -510,7 +515,7 @@ void VkRenderState::ApplyBufferSets()
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if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
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{
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auto descriptors = fb->GetDescriptorSetManager();
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh);
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz);
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uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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@ -1092,14 +1097,14 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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pushConstants.uBoneIndexBase = -1;
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pushConstants.uFogballIndex = -1;
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh);
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VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh, mUniforms.sz);
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uint32_t viewpointOffset = mViewpointOffset;
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uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
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uint32_t fogballsOffset = 0;
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uint32_t offsets[] = { viewpointOffset, matrixOffset, fogballsOffset };
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auto descriptors = fb->GetDescriptorSetManager();
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey, mUniforms));
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
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