192 - Render System Implementation (Part 3)

Опубликовано: 18 Ноябрь 2024
на канале: StableCoder
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This session continues work on the new render system. In particular, the focus is replacing the current VkAnimationPool.

The original VkAnimationPool only iterated over all available ArmatureState objects, and matched bones between armatures and meshes and entered them freshly into GPU buffers each frame.

This moves away from that, towards using an intermediate CPU buffer which can be updated with changes from multiple non-rendered frames then quickly copied to GPU-visible buffers when a rendered frame comes along. As well, the better integration with previously determined RenderDataSets means there's much better opportunity for optimizations down the line.

Another big plus is to finally remove the boneDescriptorSet runtime data out of the backend-agnostic RenderState components.

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2023/02/08