Browse Source

GPU: Metal: Rebind storage buffers when changing the pipeline moves them.

Jakub Wasilewski 2 months ago
parent
commit
73c9f25867
1 changed files with 12 additions and 0 deletions
  1. 12 0
      src/gpu/metal/SDL_gpu_metal.m

+ 12 - 0
src/gpu/metal/SDL_gpu_metal.m

@@ -2409,6 +2409,7 @@ static void METAL_BindGraphicsPipeline(
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
+        MetalGraphicsPipeline *previousPipeline = metalCommandBuffer->graphics_pipeline;
         MetalGraphicsPipeline *pipeline = (MetalGraphicsPipeline *)graphicsPipeline;
         SDL_GPURasterizerState *rast = &pipeline->rasterizerState;
         Uint32 i;
@@ -2453,6 +2454,17 @@ static void METAL_BindGraphicsPipeline(
                     metalCommandBuffer);
             }
         }
+
+        if (previousPipeline && previousPipeline != pipeline) {
+            // if the number of uniform buffers has changed, the storage buffers will move as well
+            // and need a rebind at their new locations
+            if (previousPipeline->header.num_vertex_uniform_buffers != pipeline->header.num_vertex_uniform_buffers) {
+                metalCommandBuffer->needVertexStorageBufferBind = true;
+            }
+            if (previousPipeline->header.num_fragment_uniform_buffers != pipeline->header.num_fragment_uniform_buffers) {
+                metalCommandBuffer->needFragmentStorageBufferBind = true;
+            }
+        }
     }
 }