Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -4,6 +4,7 @@
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/ElementRendererRegistry.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
@@ -16,9 +17,10 @@
namespace Nz
{
ForwardPipelinePass::ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
ForwardPipelinePass::ForwardPipelinePass(FramePipeline& owner, ElementRendererRegistry& elementRegistry, AbstractViewer* viewer) :
m_lastVisibilityHash(0),
m_viewer(viewer),
m_elementRegistry(elementRegistry),
m_pipeline(owner),
m_rebuildCommandBuffer(false),
m_rebuildElements(false)
@@ -147,11 +149,17 @@ namespace Nz
else
lightUboView = it->second;
InstancedRenderable::ElementData elementData{
&renderableData.scissorBox,
renderableData.skeletonInstance,
renderableData.worldInstance
};
std::size_t previousCount = m_renderElements.size();
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, renderableData.skeletonInstance, m_renderElements, renderableData.scissorBox);
renderableData.instancedRenderable->BuildElement(m_elementRegistry, elementData, m_forwardPassIndex, m_renderElements);
for (std::size_t i = previousCount; i < m_renderElements.size(); ++i)
{
const RenderElement* element = m_renderElements[i].get();
const RenderElement* element = m_renderElements[i].GetElement();
m_lightPerRenderElement.emplace(element, lightUboView);
}
}
@@ -159,7 +167,7 @@ namespace Nz
for (const auto& renderElement : m_renderElements)
{
renderElement->Register(m_renderQueueRegistry);
m_renderQueue.Insert(renderElement.get());
m_renderQueue.Insert(renderElement.GetElement());
}
m_renderQueueRegistry.Finalize();
@@ -193,15 +201,13 @@ namespace Nz
if (m_rebuildElements)
{
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
{
if (elementType >= m_elementRendererData.size())
m_elementRendererData.resize(elementType + 1);
if (elementType >= m_elementRendererData.size())
m_elementRendererData.resize(elementType + 1);
if (!m_elementRendererData[elementType])
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
}
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
});
@@ -209,9 +215,9 @@ namespace Nz
const auto& viewerInstance = m_viewer->GetViewerInstance();
auto& lightPerRenderElement = m_lightPerRenderElement;
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
m_renderStates.clear();
@@ -228,7 +234,7 @@ namespace Nz
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
m_elementRegistry.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
});
@@ -291,9 +297,9 @@ namespace Nz
const auto& viewerInstance = m_viewer->GetViewerInstance();
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
m_elementRegistry.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
ElementRenderer& elementRenderer = m_elementRegistry.GetElementRenderer(elementType);
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
});