Fix buffer updates going to the wrong cmd buffer if barriers were 0

From what I could see only SSAO & SSIL were affected when they both
call:

int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);

int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0,
sizeof(uint32_t), &zero, 0);

Also documented what setup_command_buffer & draw_command_buffer are for.
This commit is contained in:
Matias N. Goldberg 2023-10-21 11:56:37 -03:00
parent f71f4b80e3
commit c9ec1f7727
3 changed files with 10 additions and 5 deletions

View file

@ -5995,7 +5995,7 @@ Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint
// No barrier should be needed here.
// _buffer_memory_barrier(buffer->buffer, p_offset, p_size, dst_stage_mask, VK_PIPELINE_STAGE_TRANSFER_BIT, dst_access, VK_ACCESS_TRANSFER_WRITE_BIT, true);
Error err = _buffer_update(buffer, p_offset, (uint8_t *)p_data, p_size, p_post_barrier);
Error err = _buffer_update(buffer, p_offset, (uint8_t *)p_data, p_size, true);
if (err) {
return err;
}

View file

@ -1015,8 +1015,13 @@ class RenderingDeviceVulkan : public RenderingDevice {
List<ComputePipeline> compute_pipelines_to_dispose_of;
VkCommandPool command_pool = VK_NULL_HANDLE;
VkCommandBuffer setup_command_buffer = VK_NULL_HANDLE; // Used at the beginning of every frame for set-up.
VkCommandBuffer draw_command_buffer = VK_NULL_HANDLE; // Used at the beginning of every frame for set-up.
// Used for filling up newly created buffers with data provided on creation.
// Primarily intended to be accessed by worker threads.
// Ideally this cmd buffer should use an async transfer queue.
VkCommandBuffer setup_command_buffer = VK_NULL_HANDLE;
// The main cmd buffer for drawing and compute.
// Primarily intended to be used by the main thread to do most stuff.
VkCommandBuffer draw_command_buffer = VK_NULL_HANDLE;
struct Timestamp {
String description;

View file

@ -950,7 +950,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
RD::get_singleton()->draw_command_end_label(); // SSIL
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); // Zeroing importance_map_load_counter depends on us.
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
@ -1332,7 +1332,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
RD::get_singleton()->draw_command_end_label(); // Interleave
}
RD::get_singleton()->draw_command_end_label(); //SSAO
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); // Zeroing importance_map_load_counter depends on us.
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier