c/render: Remove unused render_gfx_view and other fields on render_gfx

This commit is contained in:
Jakob Bornecrantz 2023-10-06 22:42:57 +01:00
parent ff51653ffd
commit 89c99de598
2 changed files with 6 additions and 55 deletions

View file

@ -512,29 +512,9 @@ render_gfx_target_resources_close(struct render_gfx_target_resources *rtr)
bool
render_gfx_init(struct render_gfx *rr, struct render_resources *r)
{
struct vk_bundle *vk = r->vk;
VkResult ret;
// Init fields.
rr->r = r;
/*
* Mesh per view
*/
ret = vk_create_descriptor_set( //
vk, // vk_bundle
r->mesh.descriptor_pool, // descriptor_pool
r->mesh.descriptor_set_layout, // descriptor_set_layout
&rr->views[0].mesh.descriptor_set); // descriptor_set
VK_CHK_WITH_RET(ret, "vk_create_descriptor_set", false);
ret = vk_create_descriptor_set( //
vk, // vk_bundle
r->mesh.descriptor_pool, // descriptor_pool
r->mesh.descriptor_set_layout, // descriptor_set_layout
&rr->views[1].mesh.descriptor_set); // descriptor_set
VK_CHK_WITH_RET(ret, "vk_create_descriptor_set", false);
// Used to sub-allocate UBOs from, restart from scratch each frame.
render_sub_alloc_tracker_init(&rr->ubo_tracker, &r->gfx.shared_ubo);
@ -600,15 +580,13 @@ render_gfx_close(struct render_gfx *rr)
struct vk_bundle *vk = vk_from_rr(rr);
struct render_resources *r = rr->r;
// Reclaimed by vkResetDescriptorPool.
rr->views[0].mesh.descriptor_set = VK_NULL_HANDLE;
rr->views[1].mesh.descriptor_set = VK_NULL_HANDLE;
// Reclaim all descriptor sets.
vk->vkResetDescriptorPool( //
vk->device, //
r->mesh.descriptor_pool, //
0); //
// This "reclaims" the allocated UBOs.
U_ZERO(rr);
}
@ -663,8 +641,6 @@ render_gfx_begin_view(struct render_gfx *rr, uint32_t view, const struct render_
assert(view == 0 || view == 1);
assert(rr->rtr != NULL);
rr->current_view = view;
/*
* Viewport

View file

@ -720,14 +720,9 @@ render_gfx_render_pass_close(struct render_gfx_render_pass *rgrp);
/*!
* Each rendering (@ref render_gfx) render to one or more targets
* (@ref render_gfx_target_resources), each target can have one or more
* views (@ref render_gfx_view), this struct holds all the vulkan resources
* that is specific to the target.
*
* Technically the framebuffer could be moved out of this struct and all of this
* state be turned into a CSO object that depends only only the format and
* external status of the target, but is combined to reduce the number of
* objects needed to render.
* (@ref render_gfx_target_resources), the target points to one render pass and
* it's pipelines (@ref render_gfx_render_pass). It is up to the code using
* these to do reuse of render passes and ensure they match.
*/
struct render_gfx_target_resources
{
@ -771,20 +766,6 @@ render_gfx_target_resources_close(struct render_gfx_target_resources *rtr);
*
*/
/*!
* Each rendering (@ref render_gfx) render to one or more targets
* (@ref render_gfx_target_resources), each target can have one or more
* views (@ref render_gfx_view), this struct holds all the vulkan resources
* that is specific to the view.
*/
struct render_gfx_view
{
struct
{
VkDescriptorSet descriptor_set;
} mesh;
};
/*!
* A rendering is used to create command buffers needed to do one frame of
* compositor rendering, it holds onto resources used by the command buffer.
@ -799,12 +780,6 @@ struct render_gfx
//! The current target we are rendering too, can change during command building.
struct render_gfx_target_resources *rtr;
//! Holds per view data.
struct render_gfx_view views[2];
//! The current view we are rendering to.
uint32_t current_view;
};
/*!