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@ -1,6 +1,10 @@
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#include "draw.h"
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#include "draw.h"
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VkResult draw_frame(RenderContext* context, UIContextStorage* ui_context, UILayerStorage* layers, uint32_t layer_count) {
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VkResult draw_frame(
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RenderContext* context,
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UIContextStorage* ui_context,
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UIContainerStorage* containers,
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uint32_t container_count) {
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VkResult result;
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VkResult result;
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result = vkWaitForFences(context->device, 1, &context->in_flight_fences[context->current_frame], VK_TRUE, UINT64_MAX);
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result = vkWaitForFences(context->device, 1, &context->in_flight_fences[context->current_frame], VK_TRUE, UINT64_MAX);
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@ -62,21 +66,22 @@ VkResult draw_frame(RenderContext* context, UIContextStorage* ui_context, UILaye
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// Compute Pass
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// Compute Pass
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, ui_context->string_pipeline.pipeline);
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_COMPUTE, ui_context->string_pipeline.pipeline);
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for(uint32_t i = 0; i < layer_count; i++) {
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for(uint32_t i = 0; i < container_count; i++) {
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push[1] = layers[i].address;
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for(uint32_t j = 0; j < containers[i].layer_count; j++) {
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push[1] = containers[i].layers[j].address;
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VkBufferMemoryBarrier draw_command_barrier_1 = {
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VkBufferMemoryBarrier draw_command_barrier_1 = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.buffer = layers[i].layer,
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.buffer = containers[i].layers[j].layer,
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.offset = offsetof(UILayer, draw),
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.offset = offsetof(UILayer, draw),
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.size = sizeof(DrawCommand),
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.size = sizeof(DrawCommand),
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.srcAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
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.srcAccessMask = VK_ACCESS_INDIRECT_COMMAND_READ_BIT,
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.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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};
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};
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 1, &draw_command_barrier_1, 0, NULL);
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 1, &draw_command_barrier_1, 0, NULL);
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command_copy_buffer(command_buffer, layers[i].layer, layers[i].layer, offsetof(UILayer, num_drawables), offsetof(UILayer, draw) + offsetof(DrawCommand, instance_count), sizeof(uint32_t));
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command_copy_buffer(command_buffer, containers[i].layers[j].layer, containers[i].layers[j].layer, offsetof(UILayer, num_drawables), offsetof(UILayer, draw) + offsetof(DrawCommand, instance_count), sizeof(uint32_t));
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VkBufferMemoryBarrier draw_command_barrier_2 = {
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VkBufferMemoryBarrier draw_command_barrier_2 = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.buffer = layers[i].layer,
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.buffer = containers[i].layers[j].layer,
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.offset = offsetof(UILayer, draw),
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.offset = offsetof(UILayer, draw),
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.size = sizeof(DrawCommand),
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.size = sizeof(DrawCommand),
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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@ -84,10 +89,10 @@ VkResult draw_frame(RenderContext* context, UIContextStorage* ui_context, UILaye
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};
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};
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, NULL, 1, &draw_command_barrier_2, 0, NULL);
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, 0, 0, NULL, 1, &draw_command_barrier_2, 0, NULL);
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vkCmdPushConstants(command_buffer, ui_context->string_pipeline.layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 16, push);
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vkCmdPushConstants(command_buffer, ui_context->string_pipeline.layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, 16, push);
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vkCmdDispatchIndirect(command_buffer, layers[i].layer, offsetof(UILayer, dispatch_strings));
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vkCmdDispatchIndirect(command_buffer, containers[i].layers[j].layer, offsetof(UILayer, dispatch_strings));
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VkBufferMemoryBarrier draw_command_barrier_3 = {
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VkBufferMemoryBarrier draw_command_barrier_3 = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.buffer = layers[i].layer,
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.buffer = containers[i].layers[j].layer,
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.offset = offsetof(UILayer, draw),
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.offset = offsetof(UILayer, draw),
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.size = sizeof(DrawCommand),
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.size = sizeof(DrawCommand),
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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@ -97,14 +102,15 @@ VkResult draw_frame(RenderContext* context, UIContextStorage* ui_context, UILaye
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VkBufferMemoryBarrier drawables_barrier = {
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VkBufferMemoryBarrier drawables_barrier = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.buffer = layers[i].drawables,
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.buffer = containers[i].layers[j].drawables,
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.offset = 0,
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.offset = 0,
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.size = sizeof(UIDrawable)*layers[i].data.max_drawables,
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.size = sizeof(UIDrawable)*containers[i].layers[j].data.max_drawables,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
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};
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};
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, 0, 0, NULL, 1, &drawables_barrier, 0, NULL);
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT, 0, 0, NULL, 1, &drawables_barrier, 0, NULL);
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}
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}
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}
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// Render Pass
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// Render Pass
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@ -112,17 +118,17 @@ VkResult draw_frame(RenderContext* context, UIContextStorage* ui_context, UILaye
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// World subpass
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// World subpass
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vkCmdNextSubpass(command_buffer, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdNextSubpass(command_buffer, VK_SUBPASS_CONTENTS_INLINE);
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// UI subpass
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// UI subpass
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for(uint32_t i = 0; i < layer_count; i++) {
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push[1] = layers[i].address;
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vkCmdPushConstants(command_buffer, ui_context->pipeline.layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16, push);
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.pipeline);
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.pipeline);
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if(i == 0) {
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 0, 1, &ui_context->font_samplers, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 0, 1, &ui_context->font_samplers, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 1, 1, &ui_context->font_textures, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 1, 1, &ui_context->font_textures, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 2, 1, &ui_context->samplers, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 2, 1, &ui_context->samplers, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 3, 1, &ui_context->textures, 0, NULL);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, ui_context->pipeline.layout, 3, 1, &ui_context->textures, 0, NULL);
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for(uint32_t i = 0; i < container_count; i++) {
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for(uint32_t j = 0; j < containers[i].layer_count; j++) {
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push[1] = containers[i].layers[j].address;
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vkCmdPushConstants(command_buffer, ui_context->pipeline.layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16, push);
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vkCmdDrawIndirect(command_buffer, containers[i].layers[j].layer, offsetof(UILayer, draw), 1, 0);
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}
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}
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vkCmdDrawIndirect(command_buffer, layers[i].layer, offsetof(UILayer, draw), 1, 0);
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}
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}
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vkCmdEndRenderPass(command_buffer);
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vkCmdEndRenderPass(command_buffer);
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