do vertex restride on the GPU & don't over-sync

This commit is contained in:
Samuliak 2024-09-23 16:47:22 +02:00
parent 8b68df0c59
commit 3cf831d46a
3 changed files with 14 additions and 12 deletions

View file

@ -1141,6 +1141,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
// Resources
// Vertex buffers
std::vector<MTL::Resource*> barrierBuffers;
for (uint8 i = 0; i < MAX_MTL_BUFFERS; i++)
{
auto& vertexBufferRange = m_state.m_vertexBuffers[i];
@ -1161,7 +1162,7 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
uint32 bufferBaseRegisterIndex = mmSQ_VTX_ATTRIBUTE_BLOCK_START + i * 7;
uint32 bufferStride = (LatteGPUState.contextNew.GetRawView()[bufferBaseRegisterIndex + 2] >> 11) & 0xFFFF;
auto restridedBuffer = m_memoryManager->RestrideBufferIfNeeded(i, bufferStride);
auto restridedBuffer = m_memoryManager->RestrideBufferIfNeeded(i, bufferStride, barrierBuffers);
buffer = restridedBuffer.buffer;
offset = restridedBuffer.offset;
@ -1172,6 +1173,11 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
}
}
if (!barrierBuffers.empty())
{
renderCommandEncoder->memoryBarrier(barrierBuffers.data(), barrierBuffers.size(), MTL::RenderStageVertex, MTL::RenderStageVertex);
}
// Render pipeline state
MTL::RenderPipelineState* renderPipelineState;
if (usesGeometryShader)