Files
test/source/blender/gpu/vulkan/vk_batch.cc
Jeroen Bakker d638357d6f Fix: Vulkan Multi Indirect Drawing
Multi indirect drawing would bind an offset index buffer, but
indirect drawing parameters also offset the index buffer so
incorrect geometry was drawn.

Fixes drawing of meshes with multiple materials.

Pull Request: https://projects.blender.org/blender/blender/pulls/115190
2023-11-20 15:48:06 +01:00

110 lines
3.0 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_batch.hh"
#include "vk_context.hh"
#include "vk_index_buffer.hh"
#include "vk_state_manager.hh"
#include "vk_storage_buffer.hh"
#include "vk_vertex_attribute_object.hh"
#include "vk_vertex_buffer.hh"
namespace blender::gpu {
void VKBatch::draw_setup()
{
/* Currently the pipeline is rebuild on each draw command. Clearing the dirty flag for
* consistency with the internals of GPU module. */
flag &= ~GPU_BATCH_DIRTY;
/* Finalize graphics pipeline */
VKContext &context = *VKContext::get();
VKStateManager &state_manager = context.state_manager_get();
state_manager.apply_state();
state_manager.apply_bindings();
VKVertexAttributeObject vao;
vao.update_bindings(context, *this);
context.bind_graphics_pipeline(prim_type, vao);
/* Bind geometry resources. */
vao.bind(context);
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
if (draw_indexed) {
index_buffer->upload_data();
index_buffer->bind(context);
}
}
void VKBatch::draw(int vertex_first, int vertex_count, int instance_first, int instance_count)
{
draw_setup();
VKContext &context = *VKContext::get();
VKCommandBuffers &command_buffers = context.command_buffers_get();
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
if (draw_indexed) {
command_buffers.draw_indexed(vertex_count,
instance_count,
vertex_first,
index_buffer->index_start_get(),
instance_first);
}
else {
command_buffers.draw(vertex_first, vertex_count, instance_first, instance_count);
}
command_buffers.submit();
}
void VKBatch::draw_indirect(GPUStorageBuf *indirect_buf, intptr_t offset)
{
multi_draw_indirect(indirect_buf, 1, offset, 0);
}
void VKBatch::multi_draw_indirect(GPUStorageBuf *indirect_buf,
int count,
intptr_t offset,
intptr_t stride)
{
draw_setup();
VKStorageBuffer &indirect_buffer = *unwrap(unwrap(indirect_buf));
VKContext &context = *VKContext::get();
VKIndexBuffer *index_buffer = index_buffer_get();
const bool draw_indexed = index_buffer != nullptr;
VKCommandBuffers &command_buffers = context.command_buffers_get();
if (draw_indexed) {
command_buffers.draw_indexed_indirect(indirect_buffer, offset, count, stride);
}
else {
command_buffers.draw_indirect(indirect_buffer, offset, count, stride);
}
command_buffers.submit();
}
VKVertexBuffer *VKBatch::vertex_buffer_get(int index)
{
return unwrap(verts_(index));
}
VKVertexBuffer *VKBatch::instance_buffer_get(int index)
{
return unwrap(inst_(index));
}
VKIndexBuffer *VKBatch::index_buffer_get()
{
return unwrap(unwrap(elem));
}
} // namespace blender::gpu