2D: Switch to VBOs for instance data

- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
  bandwidth

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
This commit is contained in:
Stuart Carnie 2025-11-07 05:50:02 +11:00
parent bad1287b62
commit 90c0e6acca
25 changed files with 893 additions and 256 deletions

View file

@ -783,10 +783,12 @@ void MDCommandBuffer::_render_set_dirty_state() {
if (render.dirty.has_flag(RenderState::DIRTY_VERTEX)) {
uint32_t p_binding_count = render.vertex_buffers.size();
uint32_t first = device_driver->get_metal_buffer_index_for_vertex_attribute_binding(p_binding_count - 1);
[render.encoder setVertexBuffers:render.vertex_buffers.ptr()
offsets:render.vertex_offsets.ptr()
withRange:NSMakeRange(first, p_binding_count)];
if (p_binding_count > 0) {
uint32_t first = device_driver->get_metal_buffer_index_for_vertex_attribute_binding(p_binding_count - 1);
[render.encoder setVertexBuffers:render.vertex_buffers.ptr()
offsets:render.vertex_offsets.ptr()
withRange:NSMakeRange(first, p_binding_count)];
}
}
render.resource_tracker.encode(render.encoder);
@ -1252,24 +1254,47 @@ void MDCommandBuffer::render_draw(uint32_t p_vertex_count,
baseInstance:p_first_instance];
}
void MDCommandBuffer::render_bind_vertex_buffers(uint32_t p_binding_count, const RDD::BufferID *p_buffers, const uint64_t *p_offsets) {
void MDCommandBuffer::render_bind_vertex_buffers(uint32_t p_binding_count, const RDD::BufferID *p_buffers, const uint64_t *p_offsets, uint64_t p_dynamic_offsets) {
DEV_ASSERT(type == MDCommandBufferStateType::Render);
render.vertex_buffers.resize(p_binding_count);
render.vertex_offsets.resize(p_binding_count);
// Are the existing buffer bindings the same?
bool same = true;
// Reverse the buffers, as their bindings are assigned in descending order.
for (uint32_t i = 0; i < p_binding_count; i += 1) {
const RenderingDeviceDriverMetal::BufferInfo *buf_info = (const RenderingDeviceDriverMetal::BufferInfo *)p_buffers[p_binding_count - i - 1].id;
render.vertex_buffers[i] = buf_info->metal_buffer;
render.vertex_offsets[i] = p_offsets[p_binding_count - i - 1];
NSUInteger dynamic_offset = 0;
if (buf_info->is_dynamic()) {
const MetalBufferDynamicInfo *dyn_buf = (const MetalBufferDynamicInfo *)buf_info;
uint64_t frame_idx = p_dynamic_offsets & 0x3;
p_dynamic_offsets >>= 2;
dynamic_offset = frame_idx * dyn_buf->size_bytes;
}
if (render.vertex_buffers[i] != buf_info->metal_buffer) {
render.vertex_buffers[i] = buf_info->metal_buffer;
same = false;
}
render.vertex_offsets[i] = dynamic_offset + p_offsets[p_binding_count - i - 1];
}
if (render.encoder) {
uint32_t first = device_driver->get_metal_buffer_index_for_vertex_attribute_binding(p_binding_count - 1);
[render.encoder setVertexBuffers:render.vertex_buffers.ptr()
offsets:render.vertex_offsets.ptr()
withRange:NSMakeRange(first, p_binding_count)];
if (same) {
NSUInteger *offset_ptr = render.vertex_offsets.ptr();
for (uint32_t i = first; i < first + p_binding_count; i++) {
[render.encoder setVertexBufferOffset:*offset_ptr atIndex:i];
offset_ptr++;
}
} else {
[render.encoder setVertexBuffers:render.vertex_buffers.ptr()
offsets:render.vertex_offsets.ptr()
withRange:NSMakeRange(first, p_binding_count)];
}
render.dirty.clear_flag(RenderState::DIRTY_VERTEX);
} else {
render.dirty.set_flag(RenderState::DIRTY_VERTEX);
@ -1394,7 +1419,9 @@ void MDCommandBuffer::RenderState::reset() {
viewports.clear();
scissors.clear();
blend_constants.reset();
bzero(vertex_buffers.ptr(), sizeof(id<MTLBuffer> __unsafe_unretained) * vertex_buffers.size());
vertex_buffers.clear();
bzero(vertex_offsets.ptr(), sizeof(NSUInteger) * vertex_offsets.size());
vertex_offsets.clear();
resource_tracker.reset();
}