Added triple buffering of uniform buffers. Fixes constant overwrites across frames while a render is still in flight.

This commit is contained in:
Marco Weber 2015-12-18 12:26:33 +00:00
parent 98b54dffd2
commit 2551e186cd

View file

@ -18,6 +18,7 @@
#import <Foundation/Foundation.h>
#define UNIFORM_BUFFER_SIZE (1024*1024)
#define UNIFORM_BUFFER_COUNT (3)
/*
Known issues / TODOs:
@ -331,6 +332,7 @@ namespace bgfx { namespace mtl
, m_numWindows(1)
, m_rtMsaa(false)
, m_drawable(NULL)
, m_uniformBufferIndex(0)
{
}
@ -398,7 +400,10 @@ namespace bgfx { namespace mtl
m_textureDescriptor = newTextureDescriptor();
m_samplerDescriptor = newSamplerDescriptor();
m_uniformBuffer = m_device.newBufferWithLength(UNIFORM_BUFFER_SIZE, 0);
for (uint8_t i=0; i < UNIFORM_BUFFER_COUNT; ++i)
{
m_uniformBuffers[i] = m_device.newBufferWithLength(UNIFORM_BUFFER_SIZE, 0);
}
m_uniformBufferVertexOffset = 0;
m_uniformBufferFragmentOffset = 0;
@ -521,7 +526,10 @@ namespace bgfx { namespace mtl
MTL_RELEASE(m_backBufferStencil);
}
MTL_RELEASE(m_uniformBuffer);
for (uint8_t i=0; i < UNIFORM_BUFFER_COUNT; ++i)
{
MTL_RELEASE(m_uniformBuffers[i]);
}
MTL_RELEASE(m_commandQueue);
MTL_RELEASE(m_device);
}
@ -1223,9 +1231,11 @@ namespace bgfx { namespace mtl
OcclusionQueryMTL m_occlusionQuery;
Buffer m_uniformBuffer; //todo: use a pool of this
Buffer m_uniformBuffer;
Buffer m_uniformBuffers[UNIFORM_BUFFER_COUNT];
uint32_t m_uniformBufferVertexOffset;
uint32_t m_uniformBufferFragmentOffset;
uint8_t m_uniformBufferIndex;
uint16_t m_numWindows;
FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
@ -2170,6 +2180,8 @@ namespace bgfx { namespace mtl
m_drawable = m_metalLayer.nextDrawable;
// retain(m_drawable); // keep alive to be useable at 'flip'
m_uniformBuffer = m_uniformBuffers[m_uniformBufferIndex];
m_uniformBufferIndex = (m_uniformBufferIndex + 1) % UNIFORM_BUFFER_COUNT;
m_uniformBufferVertexOffset = 0;
m_uniformBufferFragmentOffset = 0;