VideoBackends / VideoCommon: add new uniform buffer object for custom shader materials (slot 3, geometry shader buffer moves to slot 4 if available)

This commit is contained in:
iwubcode
2023-09-19 19:29:38 -05:00
parent 92accc3ef7
commit b6d321bfb1
16 changed files with 214 additions and 83 deletions

View File

@ -167,7 +167,7 @@ void VertexManager::UpdateGeometryShaderConstants()
if (!geometry_shader_manager.dirty || !ReserveConstantStorage())
return;
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
Gfx::GetInstance()->SetConstantBuffer(3, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &geometry_shader_manager.constants,
sizeof(GeometryShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
@ -180,23 +180,41 @@ void VertexManager::UpdatePixelShaderConstants()
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
if (!pixel_shader_manager.dirty || !ReserveConstantStorage())
if (!ReserveConstantStorage())
return;
Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &pixel_shader_manager.constants,
sizeof(PixelShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants));
pixel_shader_manager.dirty = false;
if (pixel_shader_manager.dirty)
{
Gfx::GetInstance()->SetConstantBuffer(0, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &pixel_shader_manager.constants,
sizeof(PixelShaderConstants));
m_uniform_stream_buffer.CommitMemory(sizeof(PixelShaderConstants));
ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(PixelShaderConstants));
pixel_shader_manager.dirty = false;
}
if (pixel_shader_manager.custom_constants_dirty)
{
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(),
pixel_shader_manager.custom_constants.data(),
pixel_shader_manager.custom_constants.size());
m_uniform_stream_buffer.CommitMemory(
static_cast<u32>(pixel_shader_manager.custom_constants.size()));
pixel_shader_manager.custom_constants_dirty = false;
}
}
bool VertexManager::ReserveConstantStorage()
{
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
static constexpr u32 reserve_size =
static_cast<u32>(std::max({sizeof(PixelShaderConstants), sizeof(VertexShaderConstants),
sizeof(GeometryShaderConstants)}));
if (m_uniform_stream_buffer.ReserveMemory(reserve_size,
const u32 custom_constants_size = static_cast<u32>(pixel_shader_manager.custom_constants.size());
if (m_uniform_stream_buffer.ReserveMemory(reserve_size + custom_constants_size,
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT))
{
return true;
@ -214,6 +232,9 @@ bool VertexManager::ReserveConstantStorage()
void VertexManager::UploadAllConstants()
{
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
// We are free to re-use parts of the buffer now since we're uploading all constants.
const u32 pixel_constants_offset = 0;
constexpr u32 vertex_constants_offset =
@ -222,7 +243,11 @@ void VertexManager::UploadAllConstants()
constexpr u32 geometry_constants_offset =
Common::AlignUp(vertex_constants_offset + sizeof(VertexShaderConstants),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
const u32 allocation_size = geometry_constants_offset + sizeof(GeometryShaderConstants);
constexpr u32 custom_pixel_constants_offset =
Common::AlignUp(geometry_constants_offset + sizeof(GeometryShaderConstants),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
const u32 allocation_size = custom_pixel_constants_offset +
static_cast<u32>(pixel_shader_manager.custom_constants.size());
// Allocate everything at once.
// We should only be here if the buffer was full and a command buffer was submitted anyway.
@ -239,10 +264,10 @@ void VertexManager::UploadAllConstants()
Gfx::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer() +
vertex_constants_offset);
Gfx::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer() +
custom_pixel_constants_offset);
Gfx::GetInstance()->SetConstantBuffer(3, m_uniform_stream_buffer.GetCurrentGPUPointer() +
geometry_constants_offset);
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager();
auto& geometry_shader_manager = system.GetGeometryShaderManager();
@ -253,6 +278,12 @@ void VertexManager::UploadAllConstants()
&vertex_shader_manager.constants, sizeof(VertexShaderConstants));
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
&geometry_shader_manager.constants, sizeof(GeometryShaderConstants));
if (!pixel_shader_manager.custom_constants.empty())
{
std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + custom_pixel_constants_offset,
pixel_shader_manager.custom_constants.data(),
pixel_shader_manager.custom_constants.size());
}
// Finally, flush buffer memory after copying
m_uniform_stream_buffer.CommitMemory(allocation_size);