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Add a UniformSet cache

* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
This commit is contained in:
reduz
2022-03-06 12:57:09 +01:00
parent 272b355954
commit b0ca03b0a2
22 changed files with 883 additions and 559 deletions

View File

@@ -931,7 +931,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 1;
u.ids.push_back(state.canvas_state_buffer);
u.append_id(state.canvas_state_buffer);
uniforms.push_back(u);
}
@@ -939,7 +939,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 2;
u.ids.push_back(state.lights_uniform_buffer);
u.append_id(state.lights_uniform_buffer);
uniforms.push_back(u);
}
@@ -947,7 +947,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 3;
u.ids.push_back(storage->decal_atlas_get_texture());
u.append_id(storage->decal_atlas_get_texture());
uniforms.push_back(u);
}
@@ -955,7 +955,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 4;
u.ids.push_back(state.shadow_texture);
u.append_id(state.shadow_texture);
uniforms.push_back(u);
}
@@ -963,7 +963,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 5;
u.ids.push_back(state.shadow_sampler);
u.append_id(state.shadow_sampler);
uniforms.push_back(u);
}
@@ -980,7 +980,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
}
}
u.ids.push_back(screen);
u.append_id(screen);
uniforms.push_back(u);
}
@@ -989,17 +989,15 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 7;
RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
u.ids.push_back(sdf);
u.append_id(sdf);
uniforms.push_back(u);
}
{
//needs samplers for the material (uses custom textures) create them
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 8;
u.ids.resize(12);
RID *ids_ptr = u.ids.ptrw();
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -1012,6 +1010,9 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
uniforms.push_back(u);
}
@@ -1019,7 +1020,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 9;
u.ids.push_back(storage->global_variables_get_storage_buffer());
u.append_id(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2567,7 +2568,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(storage->get_default_rd_storage_buffer());
u.append_id(storage->get_default_rd_storage_buffer());
uniforms.push_back(u);
}