示例#1
0
    //-----------------------------------------------------------------------------------
    void CompositorPass::addResourceTransition( ResourceLayoutMap::iterator currentLayout,
                                                ResourceLayout::Layout newLayout,
                                                uint32 readBarrierBits )
    {
        ResourceTransition transition;
        //transition.resource = ; TODO
        transition.oldLayout = currentLayout->second;
        transition.newLayout = newLayout;
        transition.writeBarrierBits = transitionWriteBarrierBits( transition.oldLayout );
        transition.readBarrierBits  = readBarrierBits;

        RenderSystem *renderSystem = mParentNode->getRenderSystem();
        const RenderSystemCapabilities *caps = renderSystem->getCapabilities();
        if( !caps->hasCapability( RSC_EXPLICIT_API ) )
        {
            //OpenGL. Merge the bits and use only one global barrier.
            //Keep the extra barriers uninitialized for debugging purposes,
            //but we won't be really using them.
            if( mResourceTransitions.empty() )
            {
                ResourceTransition globalBarrier;
                globalBarrier.oldLayout = ResourceLayout::Undefined;
                globalBarrier.newLayout = ResourceLayout::Undefined;
                globalBarrier.writeBarrierBits  = transition.writeBarrierBits;
                globalBarrier.readBarrierBits   = transition.readBarrierBits;
                globalBarrier.mRsData = 0;
                renderSystem->_resourceTransitionCreated( &globalBarrier );
                mResourceTransitions.push_back( globalBarrier );
            }
            else
            {
                ResourceTransition &globalBarrier = mResourceTransitions.front();

                renderSystem->_resourceTransitionDestroyed( &globalBarrier );

                globalBarrier.writeBarrierBits  |= transition.writeBarrierBits;
                globalBarrier.readBarrierBits   |= transition.readBarrierBits;

                renderSystem->_resourceTransitionCreated( &globalBarrier );
            }

            mNumValidResourceTransitions = 1;
        }
        else
        {
            //D3D12, Vulkan, Mantle. Takes advantage of per-resource barriers
            renderSystem->_resourceTransitionCreated( &transition );
            ++mNumValidResourceTransitions;
        }

        mResourceTransitions.push_back( transition );

        currentLayout->second = transition.newLayout;
    }
示例#2
0
    //-----------------------------------------------------------------------------------
    void CompositorPass::_removeAllBarriers(void)
    {
        assert( mNumValidResourceTransitions <= mResourceTransitions.size() );

        RenderSystem *renderSystem = mParentNode->getRenderSystem();
        ResourceTransitionVec::iterator itor = mResourceTransitions.begin();

        for( size_t i=0; i<mNumValidResourceTransitions; ++i )
        {
            renderSystem->_resourceTransitionDestroyed( &(*itor) );
            ++itor;
        }

        mNumValidResourceTransitions = 0;
        mResourceTransitions.clear();
    }