[Vulkan] Bind the vertex set to DS slot 2

This commit is contained in:
DrChat 2018-02-18 18:50:53 -06:00
parent 9463732709
commit 4e1a55f585
3 changed files with 13 additions and 70 deletions

View File

@ -44,7 +44,8 @@ PipelineCache::~PipelineCache() { Shutdown(); }
VkResult PipelineCache::Initialize(
VkDescriptorSetLayout uniform_descriptor_set_layout,
VkDescriptorSetLayout texture_descriptor_set_layout) {
VkDescriptorSetLayout texture_descriptor_set_layout,
VkDescriptorSetLayout vertex_descriptor_set_layout) {
VkResult status;
// Initialize the shared driver pipeline cache.
@ -70,6 +71,8 @@ VkResult PipelineCache::Initialize(
uniform_descriptor_set_layout,
// All texture bindings.
texture_descriptor_set_layout,
// Vertex bindings.
vertex_descriptor_set_layout,
};
// Push constants used for draw parameters.

View File

@ -43,7 +43,8 @@ class PipelineCache {
~PipelineCache();
VkResult Initialize(VkDescriptorSetLayout uniform_descriptor_set_layout,
VkDescriptorSetLayout texture_descriptor_set_layout);
VkDescriptorSetLayout texture_descriptor_set_layout,
VkDescriptorSetLayout vertex_descriptor_set_layout);
void Shutdown();
// Loads a shader from the cache, possibly translating it.

View File

@ -106,7 +106,8 @@ bool VulkanCommandProcessor::SetupContext() {
pipeline_cache_ = std::make_unique<PipelineCache>(register_file_, device_);
status = pipeline_cache_->Initialize(
buffer_cache_->constant_descriptor_set_layout(),
texture_cache_->texture_descriptor_set_layout());
texture_cache_->texture_descriptor_set_layout(),
buffer_cache_->vertex_descriptor_set_layout());
if (status != VK_SUCCESS) {
XELOGE("Unable to initialize pipeline cache");
pipeline_cache_->Shutdown();
@ -823,74 +824,12 @@ bool VulkanCommandProcessor::PopulateVertexBuffers(
}
assert_true(vertex_bindings.size() <= 32);
VkBuffer all_buffers[32];
VkDeviceSize all_buffer_offsets[32];
uint32_t buffer_index = 0;
if (vertex_bindings.size() >= xe::countof(all_buffers)) {
XELOGE("PopulateVertexBuffers failed: Too many bindings! (%zd >= %zd)",
vertex_bindings.size(), xe::countof(all_buffers));
return false;
}
for (const auto& vertex_binding : vertex_bindings) {
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 +
(vertex_binding.fetch_constant / 3) * 6;
const auto group = reinterpret_cast<xe_gpu_fetch_group_t*>(&regs.values[r]);
const xe_gpu_vertex_fetch_t* fetch = nullptr;
switch (vertex_binding.fetch_constant % 3) {
case 0:
fetch = &group->vertex_fetch_0;
break;
case 1:
fetch = &group->vertex_fetch_1;
break;
case 2:
fetch = &group->vertex_fetch_2;
break;
}
if (fetch->type != 0x3) {
// TODO(DrChat): Some games use type 0x0 (with no data).
return false;
}
// TODO(benvanik): compute based on indices or vertex count.
// THIS CAN BE MASSIVELY INCORRECT (too large).
uint32_t source_length = fetch->size * 4;
uint32_t physical_address = fetch->address << 2;
trace_writer_.WriteMemoryRead(physical_address, source_length);
// Upload (or get a cached copy of) the buffer.
// TODO: Make the buffer cache ... actually cache buffers. We can have
// a list of buffers that were cached, and store those in chunks in a
// multiple of the host's page size.
// So, we need to track all vertex buffers in a sorted map, and track all
// write watches in a sorted map. When a vertex buffer is uploaded, track
// all untracked pages with 1-page write watches. In the callback,
// invalidate any overlapping vertex buffers.
//
// We would keep the old transient buffer as a staging buffer, and upload
// to a GPU-only buffer that tracks all cached vertex buffers.
auto buffer_ref = buffer_cache_->UploadVertexBuffer(
current_setup_buffer_, physical_address, source_length,
static_cast<Endian>(fetch->endian), current_batch_fence_);
if (buffer_ref.second == VK_WHOLE_SIZE) {
// Failed to upload buffer.
return false;
}
// Stash the buffer reference for our bulk bind at the end.
all_buffers[buffer_index] = buffer_ref.first;
all_buffer_offsets[buffer_index] = buffer_ref.second;
++buffer_index;
}
// Bind buffers.
vkCmdBindVertexBuffers(command_buffer, 0, buffer_index, all_buffers,
all_buffer_offsets);
auto descriptor_set = buffer_cache_->PrepareVertexSet(
command_buffer, current_batch_fence_, vertex_bindings);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipeline_cache_->pipeline_layout(), 2, 1,
&descriptor_set, 0, nullptr);
return true;
}