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https://github.com/doitsujin/dxvk.git
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[dxvk] Reimplement vertex buffer bindings
Reduces the number of Vulkan calls for vertex buffer bindings and works around incorrect validation errors emitted when applications do not use a consecutive range of vertex bindings. No performance impact is expected in most games.
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@ -1945,29 +1945,51 @@ namespace dxvk {
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if (m_flags.test(DxvkContextFlag::GpDirtyVertexBuffers)) {
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m_flags.clr(DxvkContextFlag::GpDirtyVertexBuffers);
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std::array<VkBuffer, MaxNumVertexBindings> buffers;
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std::array<VkDeviceSize, MaxNumVertexBindings> offsets;
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// Set buffer handles and offsets for active bindings
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uint32_t bindingCount = 0;
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uint32_t bindingMask = 0;
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for (uint32_t i = 0; i < m_state.gp.state.ilBindingCount; i++) {
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const uint32_t binding = m_state.gp.state.ilBindings[i].binding;
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bindingCount = std::max(bindingCount, binding + 1);
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if (m_state.vi.vertexBuffers[binding].defined()) {
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auto vbo = m_state.vi.vertexBuffers[binding].physicalSlice();
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const VkBuffer handle = vbo.handle();
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const VkDeviceSize offset = vbo.offset();
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m_cmd->cmdBindVertexBuffers(binding, 1, &handle, &offset);
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m_cmd->trackResource(vbo.resource());
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buffers[binding] = vbo.handle();
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offsets[binding] = vbo.offset();
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bindingMask |= 1u << binding;
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} else {
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const VkBuffer handle = m_device->dummyBufferHandle();
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const VkDeviceSize offset = 0;
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m_cmd->cmdBindVertexBuffers(binding, 1, &handle, &offset);
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m_cmd->trackResource(vbo.resource());
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}
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}
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// Bind a dummy buffer to the remaining bindings
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uint32_t bindingsUsed = (1u << bindingCount) - 1u;
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uint32_t bindingsSet = bindingMask;
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while (bindingsSet != bindingsUsed) {
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uint32_t binding = tzcnt(~bindingsSet);
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buffers[binding] = m_device->dummyBufferHandle();
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offsets[binding] = 0;
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bindingsSet |= 1u << binding;
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}
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// Bind all vertex buffers at once
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if (bindingCount != 0) {
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m_cmd->cmdBindVertexBuffers(0, bindingCount,
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buffers.data(), offsets.data());
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}
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// If the set of active bindings has changed, we'll
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// need to adjust the strides of the inactive ones
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// and compile a new pipeline
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if (m_state.vi.bindingMask != bindingMask) {
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m_flags.set(DxvkContextFlag::GpDirtyPipelineState);
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m_state.vi.bindingMask = bindingMask;
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