[WIP] optimizing VDM Support

This commit is contained in:
2024-05-28 02:21:33 +08:00
parent 742fe201ad
commit 86ff7517d9
16 changed files with 242 additions and 294 deletions

View File

@@ -28,7 +28,7 @@ private:
Pipeline * pipeline;
MaterialInstance * mi;
const PrimitiveRenderBuffer * prb;
const PrimitiveDataBuffer * prb;
const PrimitiveRenderData * prd;
public:
@@ -46,10 +46,10 @@ protected:
VABList * vbo_list;
Pipeline * last_pipeline;
const PrimitiveRenderBuffer * last_render_buf;
const PrimitiveDataBuffer * last_render_buf;
const PrimitiveRenderData * last_render_data;
bool BindVAB(const PrimitiveRenderBuffer *,const PrimitiveRenderData *,const uint);
bool BindVAB(const PrimitiveDataBuffer *,const uint);
void Render(RenderItem *);

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@@ -27,7 +27,7 @@ protected:
uint32_t index_number; ///<索引数量
IndexType index_type; ///<索引类型
IBAccess * iba; ///<索引缓冲区
IndexBuffer * ibo; ///<索引缓冲区
public:
@@ -52,11 +52,12 @@ public: //顶点缓冲区
const uint32_t GetVertexCount()const{ return vertices_number; } ///<取得顶点数量
VABAccess * AcquireVAB (const AnsiString &name,const VkFormat &format,const void *data=nullptr); ///<请求一个顶点属性数据区
bool WriteVAB (const AnsiString &name,const VkFormat &format,const void *data) ///<直接写入顶点属性数据
{
return AcquireVAB(name,format,data);
}
const int GetVABIndex (const AnsiString &name,const VkFormat &format); ///<取得顶点属性索引
void * MapVAB (const int vab_index); ///<映射一个顶点属性数据区
void UnmapVAB (const int vab_index); ///<取消映射
bool WriteVAB (const AnsiString &name,const VkFormat &format,const void *data); ///<直接写入顶点属性数据
public: //索引缓冲区
@@ -81,28 +82,27 @@ public: //创建可渲染对象
*/
template<typename T> class VABRawMap
{
VABAccess *vaba;
PrimitiveCreater *pc;
int vab_index;
T *map_ptr;
public:
VABRawMap(PrimitiveCreater *pc,const VkFormat &format,const AnsiString &name)
VABRawMap(PrimitiveCreater *c,const VkFormat &format,const AnsiString &name)
{
vaba=pc->AcquireVAB(name,format);
if(vaba)
map_ptr=(T *)(vaba->vab->Map(vaba->start,vaba->count));
else
map_ptr=nullptr;
pc=c;
vab_index=pc->GetVABIndex(name,format);
map_ptr=(T *)(pc->MapVAB(vab_index));
}
~VABRawMap()
{
if(vaba)
vaba->vab->Unmap();
if(map_ptr)
pc->UnmapVAB(vab_index);
}
const bool IsValid()const{ return vaba; }
const bool IsValid()const{ return map_ptr; }
operator T *(){ return map_ptr; }
};//template<typename T> class VABRawMap
@@ -121,19 +121,21 @@ typedef VABRawMap<double> VABRawMapDouble;
*/
template<typename T> class VABMap
{
VABAccess *vaba;
PrimitiveCreater *pc;
int vab_index;
T *vb;
public:
VABMap(PrimitiveCreater *pc,const AnsiString &name)
{
vaba=pc->AcquireVAB(name,T::GetVulkanFormat(),nullptr);
pc=c;
vab_index=pc->GetVABIndex(name,T::GetVulkanFormat(),nullptr);
if(vaba)
void *map_ptr=(T *)(pc->MapVAB(vab_index));
if(map_ptr)
{
void *map_ptr=vaba->vab->Map(vaba->start,vaba->count);
vb=T::Create(pc->GetVertexCount(),map_ptr);
vb->Begin();
@@ -146,8 +148,8 @@ public:
~VABMap()
{
if(vaba)
vaba->vab->Unmap();
if(vab)
pc->UnmapVAB(vab_index);
}
void Restart()

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@@ -54,34 +54,14 @@ class DeviceMemory;
class DeviceBuffer;
struct DeviceBufferData;
struct PrimitiveRenderBuffer;
struct PrimitiveDataBuffer;
struct PrimitiveRenderData;
class VertexAttribBuffer;
using VAB=VertexAttribBuffer;
struct VABAccess
{
VAB *vab;
uint32_t start;
uint32_t count;
public:
CompOperatorMemcmp(const VABAccess &);
};//class VABAccess
class IndexBuffer;
struct IndexBufferAccess
{
IndexBuffer *buffer;
uint32_t start;
uint32_t count;
};
using IBAccess=IndexBufferAccess;
class GPUCmdBuffer;
class RenderCmdBuffer;
class TextureCmdBuffer;

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@@ -165,12 +165,16 @@ public:
if(!vab_list->IsFull())return(false);
vkCmdBindVertexBuffers(cmd_buf,0,vab_list->vab_count,vab_list->vab_list,vab_list->vab_offset);
vkCmdBindVertexBuffers(cmd_buf,
0, //first binding
vab_list->vab_count, //binding count
vab_list->vab_list, //buffers
vab_list->vab_offset); //buffer offsets
return(true);
}
void BindIBO(IndexBuffer *ibo,VkDeviceSize offset); ///<绑定IBO注意offset意为索引偏移量不是字节
void BindIBO(IBAccess *);
bool BindVAB(Renderable *);
@@ -209,7 +213,7 @@ public: //draw
void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
void Draw (const PrimitiveRenderBuffer *prb,const PrimitiveRenderData *prd);
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd);
// void DrawIndexed (const IBAccess *iba,const uint32_t instance_count);
public: //dynamic state

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@@ -22,7 +22,7 @@ class Material
{
AnsiString name;
VertexInput *primitive_render_buffer;
VertexInput *vertex_input;
ShaderModuleMap *shader_maps;
@@ -51,7 +51,7 @@ public:
const AnsiString & GetName ()const{return name;}
const VertexInput * GetVertexInput ()const{return primitive_render_buffer;}
const VertexInput * GetVertexInput ()const{return vertex_input;}
const ShaderStageCreateInfoList & GetStageList ()const{return shader_stage_list;}

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@@ -7,18 +7,8 @@
VK_NAMESPACE_BEGIN
/**
* 单一图元数据访问接口<br>
*
* 这个只是单纯的提供原始VAB/IB数据派生为两类
*
* 一类是传统的使用独统的独立VAB的
* 一类是使用VDM的
*
*
*
* WIP: *** 1.将数据全部转移到PrimitiveData完成旧的渲染测试
* 2.改成抽象类将独立VAB的做成一个实现
* 3.实现VDM支持
* 原始图元数据访问接口<br>
* Primitive的存为是为了屏蔽PrimitiveData的初始化之类的访问接口以便于更好的管理和使用
*/
class Primitive
{
@@ -43,9 +33,9 @@ public:
const VkDeviceSize GetVertexCount ()const;
const int GetVABCount ()const;
VABAccess * GetVABAccess (const AnsiString &);
IBAccess * GetIBAccess ();
IndexBuffer * GetIBO ();
const AABB & GetBoundingBox ()const{return BoundingBox;}

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@@ -9,32 +9,50 @@
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VertexAttrib.h>
VK_NAMESPACE_BEGIN
struct PrimitiveRenderBuffer
/**
* 原始图元数据缓冲区<Br>
* 提供在渲染之前的数据绑定信息
*/
struct PrimitiveDataBuffer
{
uint32_t vab_count;
VkBuffer * vab_list;
// 理论上讲每个VAB绑定时都是可以指定byte offsets的。但是随后Draw时又可以指定vertexOffset。
// 在我们支持的两种draw模式中一种是每个模型一批VAB所有VAB的offset都是0。
// 另一种是使用VDM为了批量渲染所有的VAB又必须对齐所以每个VAB单独指定offset也不可行。
// 所以干脆不支持VAB的offset只支持vertexOffset。
// uint32_t * vab_offset; //注意这里的offset是相对于vertex的代表第几个顶点不是字节偏移
// IndexBuffer 同理也不再支持buffer的offset
IndexBuffer * ibo;
public:
PrimitiveRenderBuffer(const uint32_t,const uint32_t,const IBAccess *iba);
~PrimitiveRenderBuffer();
PrimitiveDataBuffer(const uint32_t,const uint32_t, IndexBuffer *);
~PrimitiveDataBuffer();
const bool Comp(const PrimitiveRenderBuffer *prb)const;
};//struct PrimitiveRenderBuffer
const bool Comp(const PrimitiveDataBuffer *prb)const;
};//struct PrimitiveDataBuffer
/**
* 原始图元渲染数据<Br>
* 提供在渲染时的数据
*/
struct PrimitiveRenderData
{
uint vab_count;
VkDeviceSize * vab_offset;
uint32_t vertex_count;
uint32_t index_start;
uint32_t index_count;
int32_t vertex_offset; //注意这里的offset是相对于vertex的代表第几个顶点不是字节偏移
uint32_t first_index;
public:
PrimitiveRenderData(const uint32_t bc,const uint32_t vc,const IBAccess *iba);
PrimitiveRenderData(const uint32_t bc,const uint32_t vc);
~PrimitiveRenderData();
const bool Comp(const PrimitiveRenderData *)const;
@@ -49,14 +67,14 @@ class Renderable
MaterialInstance * mat_inst;
Primitive * primitive;
PrimitiveRenderBuffer * primitive_render_buffer;
PrimitiveRenderData * primitive_render_data;
PrimitiveDataBuffer * primitive_data_buffer;
PrimitiveRenderData * primitive_render_data;
private:
friend Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,PrimitiveRenderBuffer *,PrimitiveRenderData *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,PrimitiveDataBuffer *,PrimitiveRenderData *);
public:
@@ -64,7 +82,7 @@ public:
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
SAFE_CLEAR(primitive_render_buffer);
SAFE_CLEAR(primitive_data_buffer);
SAFE_CLEAR(primitive_render_data);
}
@@ -77,7 +95,7 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const PrimitiveRenderBuffer * GetRenderBuffer ()const{return primitive_render_buffer;}
const PrimitiveDataBuffer * GetRenderBuffer ()const{return primitive_data_buffer;}
const PrimitiveRenderData * GetRenderData ()const{return primitive_render_data;}
};//class Renderable