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Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial code. TheForge's original code had too many race conditions and was fundamentally flawed as it was too easy to incur into those data races by accident. However they identified the proper places that needed changes, and the idea was sound. I used their work as a blueprint to design this work. This PR implements: - Introduction of UMA buffers used by a few buffers (most notably the ones filled by _fill_instance_data). Ironically this change seems to positively affect PC more than it does on Mobile. Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support. Metal implementation by Stuart Carnie. Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com> Co-authored-by: TheForge team
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@@ -607,6 +607,7 @@ public:
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struct ShaderStageSPIRVData {
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ShaderStage shader_stage = SHADER_STAGE_MAX;
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Vector<uint8_t> spirv;
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Vector<uint64_t> dynamic_buffers;
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};
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/*********************/
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@@ -626,6 +627,8 @@ public:
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UNIFORM_TYPE_UNIFORM_BUFFER, // Regular uniform buffer (or UBO).
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UNIFORM_TYPE_STORAGE_BUFFER, // Storage buffer ("buffer" qualifier) like UBO, but supports storage, for compute mostly.
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UNIFORM_TYPE_INPUT_ATTACHMENT, // Used for sub-pass read/write, for mobile mostly.
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UNIFORM_TYPE_UNIFORM_BUFFER_DYNAMIC, // Same as UNIFORM but created with BUFFER_USAGE_DYNAMIC_PERSISTENT_BIT.
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UNIFORM_TYPE_STORAGE_BUFFER_DYNAMIC, // Same as STORAGE but created with BUFFER_USAGE_DYNAMIC_PERSISTENT_BIT.
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UNIFORM_TYPE_MAX
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};
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@@ -1062,6 +1065,7 @@ public:
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uint32_t fragment_output_mask = 0;
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bool is_compute = false;
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bool has_multiview = false;
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bool has_dynamic_buffers = false;
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uint32_t compute_local_size[3] = {};
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uint32_t push_constant_size = 0;
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