Actually bind a global uniform buffer, too. Not yet used.

This commit is contained in:
Henrik Rydgård 2022-10-28 10:15:36 +02:00
parent 96a5c52037
commit ab1cebec51
4 changed files with 32 additions and 5 deletions

View file

@ -273,10 +273,10 @@ public:
// Mainly used to bind the frame-global desc set. // Mainly used to bind the frame-global desc set.
// Can be done before binding a pipeline, so not asserting on that. // Can be done before binding a pipeline, so not asserting on that.
void BindDescriptorSet(int setNumber, VkDescriptorSet set, VkPipelineLayout pipelineLayout) { void BindDescriptorSet(int setNumber, VkDescriptorSet set, VkPipelineLayout pipelineLayout) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == VKRStepType::RENDER);
VkRenderData data{ VKRRenderCommand::BIND_DESCRIPTOR_SET }; VkRenderData data{ VKRRenderCommand::BIND_DESCRIPTOR_SET };
data.bindDescSet.setNumber = setNumber; data.bindDescSet.setNumber = setNumber;
data.bindDescSet.set = set; data.bindDescSet.set = set;
data.bindDescSet.pipelineLayout = pipelineLayout;
curRenderStep_->commands.push_back(data); curRenderStep_->commands.push_back(data);
} }

View file

@ -133,12 +133,12 @@ R"( mat3x4 u_bone0; mat3x4 u_bone1; mat3x4 u_bone2; mat3x4 u_bone3; mat3x4 u_bon
static const char * const ub_frame_globalstr = static const char * const ub_frame_globalstr =
R"( vec4 unused; R"( vec4 stereoParams;
)"; )";
// VR stuff will go here. // Frame-global uniforms.
struct UB_FrameGlobal { struct UB_FrameGlobal {
float unused[4]; float stereoParams[4];
}; };
void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ); void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bool hasNegZ);

View file

@ -312,7 +312,8 @@ void DrawEngineVulkan::BeginFrame() {
frame->pushVertex->Begin(vulkan); frame->pushVertex->Begin(vulkan);
frame->pushIndex->Begin(vulkan); frame->pushIndex->Begin(vulkan);
// TODO: How can we make this nicer... frame->frameDescSetUpdated = false;
tessDataTransferVulkan->SetPushBuffer(frame->pushUBO); tessDataTransferVulkan->SetPushBuffer(frame->pushUBO);
DirtyAllUBOs(); DirtyAllUBOs();
@ -1016,6 +1017,30 @@ void DrawEngineVulkan::DoFlush() {
} }
void DrawEngineVulkan::UpdateUBOs(FrameData *frame) { void DrawEngineVulkan::UpdateUBOs(FrameData *frame) {
if (!frame->frameDescSetUpdated) {
// Push frame global constants.
UB_FrameGlobal frameConstants{};
VkDescriptorBufferInfo frameConstantsBufInfo;
frame->pushUBO->PushUBOData(frameConstants, &frameConstantsBufInfo);
VulkanContext *vulkan = (VulkanContext *)draw_->GetNativeObject(Draw::NativeObject::CONTEXT);
VulkanRenderManager *renderManager = (VulkanRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
VkDescriptorSetLayout frameDescSetLayout = (VkDescriptorSetLayout)draw_->GetNativeObject(Draw::NativeObject::FRAME_DATA_DESC_SET_LAYOUT);
VkDescriptorSet frameDescSet = frame->descPool.Allocate(1, &frameDescSetLayout, "frame_desc_set");
VkWriteDescriptorSet descWrite{ VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET };
descWrite.descriptorCount = 1;
descWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descWrite.dstBinding = 0;
descWrite.dstSet = frameDescSet;
descWrite.pBufferInfo = &frameConstantsBufInfo;
vkUpdateDescriptorSets(vulkan->GetDevice(), 1, &descWrite, 0, nullptr);
renderManager->BindDescriptorSet(0, frameDescSet, pipelineLayout_);
frame->frameDescSetUpdated = true;
}
if ((dirtyUniforms_ & DIRTY_BASE_UNIFORMS) || baseBuf == VK_NULL_HANDLE) { if ((dirtyUniforms_ & DIRTY_BASE_UNIFORMS) || baseBuf == VK_NULL_HANDLE) {
baseUBOOffset = shaderManager_->PushBaseBuffer(frame->pushUBO, &baseBuf); baseUBOOffset = shaderManager_->PushBaseBuffer(frame->pushUBO, &baseBuf);
dirtyUniforms_ &= ~DIRTY_BASE_UNIFORMS; dirtyUniforms_ &= ~DIRTY_BASE_UNIFORMS;

View file

@ -255,6 +255,8 @@ private:
VulkanPushBuffer *pushVertex = nullptr; VulkanPushBuffer *pushVertex = nullptr;
VulkanPushBuffer *pushIndex = nullptr; VulkanPushBuffer *pushIndex = nullptr;
bool frameDescSetUpdated = false;
// We do rolling allocation and reset instead of caching across frames. That we might do later. // We do rolling allocation and reset instead of caching across frames. That we might do later.
DenseHashMap<DescriptorSetKey, VkDescriptorSet, (VkDescriptorSet)VK_NULL_HANDLE> descSets; DenseHashMap<DescriptorSetKey, VkDescriptorSet, (VkDescriptorSet)VK_NULL_HANDLE> descSets;