GPU correctness fixes and optimizations
This commit is contained in:
+7
-1
@@ -684,7 +684,13 @@ upload_backdrop_primitives :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPas
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sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
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sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
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)
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)
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prim_array := sdl.MapGPUTransferBuffer(device, GLOB.backdrop.primitive_buffer.transfer, false)
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// cycle=true: this is a persistent per-frame streaming transfer buffer. The previous
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// frame's UploadToGPUBuffer is almost certainly still in flight when we map here
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// (allowedFramesInFlight defaults to 2 on Metal). Without cycling, the CPU memcpy below
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// races the GPU's blit read on the same MTLBuffer.contents. Cycling rebinds the
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// container's active internal buffer to an unbound one (or allocates a new one) — O(1)
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// in steady state, no fence wait. See SDL_gpu_metal.m's METAL_INTERNAL_PrepareBufferForWrite.
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prim_array := sdl.MapGPUTransferBuffer(device, GLOB.backdrop.primitive_buffer.transfer, true)
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if prim_array == nil {
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if prim_array == nil {
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log.panicf("Failed to map backdrop primitive transfer buffer: %s", sdl.GetError())
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log.panicf("Failed to map backdrop primitive transfer buffer: %s", sdl.GetError())
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}
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}
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+7
-3
@@ -538,7 +538,9 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
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sdl.GPUBufferUsageFlags{.VERTEX},
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sdl.GPUBufferUsageFlags{.VERTEX},
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)
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)
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vert_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.vertex_buffer.transfer, false)
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// cycle=true: see backdrop.odin upload_backdrop_primitives. Persistent per-frame
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// streaming buffer; previous frame's blit is still in flight at map time.
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vert_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.vertex_buffer.transfer, true)
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if vert_array == nil {
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if vert_array == nil {
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log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError())
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log.panicf("Failed to map vertex transfer buffer: %s", sdl.GetError())
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}
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}
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@@ -569,7 +571,8 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
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grow_buffer_if_needed(device, &GLOB.core_2d.index_buffer, index_size, sdl.GPUBufferUsageFlags{.INDEX})
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grow_buffer_if_needed(device, &GLOB.core_2d.index_buffer, index_size, sdl.GPUBufferUsageFlags{.INDEX})
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idx_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.index_buffer.transfer, false)
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// cycle=true: see vertex_buffer above.
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idx_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.index_buffer.transfer, true)
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if idx_array == nil {
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if idx_array == nil {
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log.panicf("Failed to map index transfer buffer: %s", sdl.GetError())
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log.panicf("Failed to map index transfer buffer: %s", sdl.GetError())
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}
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}
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@@ -596,7 +599,8 @@ upload :: proc(device: ^sdl.GPUDevice, pass: ^sdl.GPUCopyPass) {
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sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
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sdl.GPUBufferUsageFlags{.GRAPHICS_STORAGE_READ},
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)
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)
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prim_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.primitive_buffer.transfer, false)
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// cycle=true: see vertex_buffer above.
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prim_array := sdl.MapGPUTransferBuffer(device, GLOB.core_2d.primitive_buffer.transfer, true)
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if prim_array == nil {
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if prim_array == nil {
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log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError())
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log.panicf("Failed to map primitive transfer buffer: %s", sdl.GetError())
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}
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}
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+15
-15
@@ -279,12 +279,14 @@ hellope_custom :: proc() {
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}
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}
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gauge := Gauge {
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gauge := Gauge {
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value = 0.73,
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value = 0.73,
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color = {50, 200, 100, 255},
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color = {50, 200, 100, 255},
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bg_color = {80, 80, 80, 255},
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}
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}
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gauge2 := Gauge {
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gauge2 := Gauge {
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value = 0.45,
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value = 0.45,
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color = {200, 100, 50, 255},
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color = {200, 100, 50, 255},
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bg_color = {80, 80, 80, 255},
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}
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}
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// `clay.CustomElementConfig.customData` is a rawptr; the Clay integration in `draw`
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// `clay.CustomElementConfig.customData` is a rawptr; the Clay integration in `draw`
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@@ -342,11 +344,11 @@ hellope_custom :: proc() {
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// reflection inside the strip), and gauge2 is deferred-replayed by
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// reflection inside the strip), and gauge2 is deferred-replayed by
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// `prepare_clay_batch` after the bracket closes (renders crisp on top of the
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// `prepare_clay_batch` after the bracket closes (renders crisp on top of the
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// bracket output — unrelated to the strip since they don't overlap).
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// bracket output — unrelated to the strip since they don't overlap).
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// `backgroundColor` is omitted on the gauges; bg lives on `Gauge.bg_color`. See `draw_custom`.
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if clay.UI(clay.ID("gauge"))(
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if clay.UI(clay.ID("gauge"))(
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{
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{
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layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
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layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
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custom = {customData = &gauge_custom},
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custom = {customData = &gauge_custom},
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backgroundColor = {80, 80, 80, 255},
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},
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},
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) {
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) {
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if clay.UI(clay.ID("backdrop"))(
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if clay.UI(clay.ID("backdrop"))(
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@@ -362,7 +364,6 @@ hellope_custom :: proc() {
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{
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{
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layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
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layout = {sizing = {clay.SizingFixed(300), clay.SizingFixed(30)}},
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custom = {customData = &gauge2_custom},
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custom = {customData = &gauge2_custom},
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backgroundColor = {80, 80, 80, 255},
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},
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},
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) {}
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) {}
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}
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}
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@@ -376,8 +377,9 @@ hellope_custom :: proc() {
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}
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}
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Gauge :: struct {
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Gauge :: struct {
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value: f32,
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value: f32,
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color: draw.Color,
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color: draw.Color,
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bg_color: draw.Color,
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}
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}
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draw_custom :: proc(layer: ^draw.Layer, bounds: draw.Rectangle, render_data: clay.CustomRenderData) {
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draw_custom :: proc(layer: ^draw.Layer, bounds: draw.Rectangle, render_data: clay.CustomRenderData) {
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@@ -386,14 +388,12 @@ hellope_custom :: proc() {
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// before the union refactor.
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// before the union refactor.
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gauge := cast(^Gauge)render_data.customData
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gauge := cast(^Gauge)render_data.customData
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// `gauge.bg_color` instead of `render_data.backgroundColor`: under Clay master, an
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// element with both `custom.customData` and `backgroundColor` emits a Custom AND a
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// Rectangle for the same bounds, in that order — the Rectangle paints over the
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// callback's output. Carrying bg on user data sidesteps it.
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border_width: f32 = 2
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border_width: f32 = 2
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draw.rectangle(
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draw.rectangle(layer, bounds, gauge.bg_color, outline_color = draw.WHITE, outline_width = border_width)
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layer,
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bounds,
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draw.color_from_clay(render_data.backgroundColor),
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outline_color = draw.WHITE,
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outline_width = border_width,
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)
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fill := draw.Rectangle {
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fill := draw.Rectangle {
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x = bounds.x,
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x = bounds.x,
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