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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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@@ -772,7 +772,7 @@ void RenderingDeviceGraph::_run_compute_list_command(RDD::CommandBufferID p_comm
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} break;
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case ComputeListInstruction::TYPE_BIND_UNIFORM_SETS: {
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const ComputeListBindUniformSetsInstruction *bind_uniform_sets_instruction = reinterpret_cast<const ComputeListBindUniformSetsInstruction *>(instruction);
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driver->command_bind_compute_uniform_sets(p_command_buffer, VectorView<RDD::UniformSetID>(bind_uniform_sets_instruction->uniform_set_ids(), bind_uniform_sets_instruction->set_count), bind_uniform_sets_instruction->shader, bind_uniform_sets_instruction->first_set_index, bind_uniform_sets_instruction->set_count);
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driver->command_bind_compute_uniform_sets(p_command_buffer, VectorView<RDD::UniformSetID>(bind_uniform_sets_instruction->uniform_set_ids(), bind_uniform_sets_instruction->set_count), bind_uniform_sets_instruction->shader, bind_uniform_sets_instruction->first_set_index, bind_uniform_sets_instruction->set_count, bind_uniform_sets_instruction->dynamic_offsets_mask);
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instruction_data_cursor += sizeof(ComputeListBindUniformSetsInstruction) + sizeof(RDD::UniformSetID) * bind_uniform_sets_instruction->set_count;
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} break;
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case ComputeListInstruction::TYPE_DISPATCH: {
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@@ -865,7 +865,7 @@ void RenderingDeviceGraph::_run_draw_list_command(RDD::CommandBufferID p_command
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} break;
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case DrawListInstruction::TYPE_BIND_UNIFORM_SETS: {
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const DrawListBindUniformSetsInstruction *bind_uniform_sets_instruction = reinterpret_cast<const DrawListBindUniformSetsInstruction *>(instruction);
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driver->command_bind_render_uniform_sets(p_command_buffer, VectorView<RDD::UniformSetID>(bind_uniform_sets_instruction->uniform_set_ids(), bind_uniform_sets_instruction->set_count), bind_uniform_sets_instruction->shader, bind_uniform_sets_instruction->first_set_index, bind_uniform_sets_instruction->set_count);
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driver->command_bind_render_uniform_sets(p_command_buffer, VectorView<RDD::UniformSetID>(bind_uniform_sets_instruction->uniform_set_ids(), bind_uniform_sets_instruction->set_count), bind_uniform_sets_instruction->shader, bind_uniform_sets_instruction->first_set_index, bind_uniform_sets_instruction->set_count, bind_uniform_sets_instruction->dynamic_offsets_mask);
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instruction_data_cursor += sizeof(DrawListBindUniformSetsInstruction) + sizeof(RDD::UniformSetID) * bind_uniform_sets_instruction->set_count;
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} break;
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case DrawListInstruction::TYPE_BIND_VERTEX_BUFFERS: {
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@@ -1430,7 +1430,7 @@ void RenderingDeviceGraph::_print_draw_list(const uint8_t *p_instruction_data, u
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const DrawListBindUniformSetsInstruction *bind_uniform_sets_instruction = reinterpret_cast<const DrawListBindUniformSetsInstruction *>(instruction);
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print_line("\tBIND UNIFORM SETS COUNT", bind_uniform_sets_instruction->set_count);
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for (uint32_t i = 0; i < bind_uniform_sets_instruction->set_count; i++) {
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print_line("\tBIND UNIFORM SET ID", itos(bind_uniform_sets_instruction->uniform_set_ids()[i].id), "START INDEX", bind_uniform_sets_instruction->first_set_index);
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print_line("\tBIND UNIFORM SET ID", itos(bind_uniform_sets_instruction->uniform_set_ids()[i].id), "START INDEX", bind_uniform_sets_instruction->first_set_index, "DYNAMIC_OFFSETS", bind_uniform_sets_instruction->dynamic_offsets_mask);
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}
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instruction_data_cursor += sizeof(DrawListBindUniformSetsInstruction) + sizeof(RDD::UniformSetID) * bind_uniform_sets_instruction->set_count;
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} break;
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@@ -1532,7 +1532,7 @@ void RenderingDeviceGraph::_print_compute_list(const uint8_t *p_instruction_data
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const ComputeListBindUniformSetsInstruction *bind_uniform_sets_instruction = reinterpret_cast<const ComputeListBindUniformSetsInstruction *>(instruction);
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print_line("\tBIND UNIFORM SETS COUNT", bind_uniform_sets_instruction->set_count);
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for (uint32_t i = 0; i < bind_uniform_sets_instruction->set_count; i++) {
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print_line("\tBIND UNIFORM SET ID", itos(bind_uniform_sets_instruction->uniform_set_ids()[i].id), "START INDEX", bind_uniform_sets_instruction->first_set_index);
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print_line("\tBIND UNIFORM SET ID", itos(bind_uniform_sets_instruction->uniform_set_ids()[i].id), "START INDEX", bind_uniform_sets_instruction->first_set_index, "DYNAMIC_OFFSETS", bind_uniform_sets_instruction->dynamic_offsets_mask);
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}
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instruction_data_cursor += sizeof(ComputeListBindUniformSetsInstruction) + sizeof(RDD::UniformSetID) * bind_uniform_sets_instruction->set_count;
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} break;
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@@ -1746,6 +1746,7 @@ void RenderingDeviceGraph::add_compute_list_bind_uniform_sets(RDD::ShaderID p_sh
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instruction->shader = p_shader;
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instruction->first_set_index = p_first_set_index;
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instruction->set_count = p_set_count;
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instruction->dynamic_offsets_mask = driver->uniform_sets_get_dynamic_offsets(p_uniform_sets, p_shader, p_first_set_index, p_set_count);
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RDD::UniformSetID *ids = instruction->uniform_set_ids();
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for (uint32_t i = 0; i < p_set_count; i++) {
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@@ -1864,6 +1865,7 @@ void RenderingDeviceGraph::add_draw_list_bind_uniform_sets(RDD::ShaderID p_shade
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instruction->shader = p_shader;
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instruction->first_set_index = p_first_index;
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instruction->set_count = p_set_count;
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instruction->dynamic_offsets_mask = driver->uniform_sets_get_dynamic_offsets(p_uniform_sets, p_shader, p_first_index, p_set_count);
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for (uint32_t i = 0; i < p_set_count; i++) {
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instruction->uniform_set_ids()[i] = p_uniform_sets[i];
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