Graphics/Material: Rework UBO handling

This commit is contained in:
Jérôme Leclercq 2021-01-22 23:31:54 +01:00
parent a0d5750ec8
commit 19783f7755
5 changed files with 123 additions and 43 deletions

View File

@ -67,13 +67,13 @@ namespace Nz
inline BlendFunc GetSrcBlend() const;
inline const std::shared_ptr<Texture>& GetTexture(std::size_t textureIndex) const;
inline const std::shared_ptr<TextureSampler>& GetTextureSampler(std::size_t textureIndex) const;
inline UniformBufferRef& GetUniformBuffer(std::size_t bufferIndex);
inline const UniformBufferRef& GetUniformBuffer(std::size_t bufferIndex) const;
inline const std::shared_ptr<AbstractBuffer>& GetUniformBuffer(std::size_t bufferIndex) const;
inline std::vector<UInt8>& GetUniformBufferData(std::size_t bufferIndex);
inline const std::vector<UInt8>& GetUniformBufferConstData(std::size_t bufferIndex);
inline bool HasTexture(std::size_t textureIndex) const;
inline bool HasVertexColor() const;
inline bool IsAlphaTestEnabled() const;
inline bool IsBlendingEnabled() const;
inline bool IsColorWriteEnabled() const;
inline bool IsConditionEnabled(std::size_t conditionIndex) const;
@ -93,16 +93,19 @@ namespace Nz
inline void SetFaceFilling(FaceFilling filling);
inline void SetLineWidth(float lineWidth);
inline void SetPointSize(float pointSize);
inline void SetUniformBuffer(std::size_t bufferIndex, UniformBufferRef uniformBuffer);
inline void SetUniformBuffer(std::size_t bufferIndex, std::shared_ptr<AbstractBuffer> uniformBuffer);
inline void SetSrcBlend(BlendFunc func);
inline void SetTexture(std::size_t textureIndex, std::shared_ptr<Texture> texture);
inline void SetTextureSampler(std::size_t textureIndex, std::shared_ptr<TextureSampler> sampler);
void UpdateShaderBinding(ShaderBinding& shaderBinding) const;
// Signals:
NazaraSignal(OnMaterialRelease, const Material* /*material*/);
private:
inline void InvalidatePipeline();
inline void InvalidateShaderBinding();
inline void UpdatePipeline() const;
struct MaterialTexture
@ -111,9 +114,16 @@ namespace Nz
std::shared_ptr<Texture> texture;
};
struct UniformBuffer
{
std::shared_ptr<AbstractBuffer> buffer;
std::vector<UInt8> data;
bool dataInvalidated = true;
};
std::shared_ptr<const MaterialSettings> m_settings;
std::vector<MaterialTexture> m_textures;
std::vector<UniformBufferRef> m_uniformBuffers;
std::vector<UniformBuffer> m_uniformBuffers;
mutable std::shared_ptr<MaterialPipeline> m_pipeline;
UInt64 m_enabledConditions;
mutable MaterialPipelineInfo m_pipelineInfo;

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@ -442,16 +442,24 @@ namespace Nz
return m_textures[textureIndex].sampler;
}
inline UniformBufferRef& Material::GetUniformBuffer(std::size_t bufferIndex)
inline const std::shared_ptr<AbstractBuffer>& Material::GetUniformBuffer(std::size_t bufferIndex) const
{
NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index");
return m_uniformBuffers[bufferIndex];
return m_uniformBuffers[bufferIndex].buffer;
}
inline const UniformBufferRef& Material::GetUniformBuffer(std::size_t bufferIndex) const
inline std::vector<UInt8>& Material::GetUniformBufferData(std::size_t bufferIndex)
{
NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index");
return m_uniformBuffers[bufferIndex];
UniformBuffer& uboEntry = m_uniformBuffers[bufferIndex];
uboEntry.dataInvalidated = true;
return uboEntry.data;
}
inline const std::vector<UInt8>& Material::GetUniformBufferConstData(std::size_t bufferIndex)
{
NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid uniform buffer index");
return m_uniformBuffers[bufferIndex].data;
}
inline bool Material::HasTexture(std::size_t textureIndex) const
@ -666,22 +674,35 @@ namespace Nz
InvalidatePipeline();
}
inline void Material::SetUniformBuffer(std::size_t bufferIndex, UniformBufferRef uniformBuffer)
inline void Material::SetUniformBuffer(std::size_t bufferIndex, std::shared_ptr<AbstractBuffer> uniformBuffer)
{
NazaraAssert(bufferIndex < m_uniformBuffers.size(), "Invalid shared uniform buffer index");
m_uniformBuffers[bufferIndex] = std::move(uniformBuffer);
if (m_uniformBuffers[bufferIndex].buffer != uniformBuffer)
{
m_uniformBuffers[bufferIndex].buffer = std::move(uniformBuffer);
m_uniformBuffers[bufferIndex].dataInvalidated = true;
InvalidateShaderBinding();
}
}
inline void Material::SetTexture(std::size_t textureIndex, std::shared_ptr<Texture> texture)
{
NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index");
m_textures[textureIndex].texture = std::move(texture);
if (m_textures[textureIndex].texture != texture)
{
m_textures[textureIndex].texture = std::move(texture);
InvalidateShaderBinding();
}
}
inline void Material::SetTextureSampler(std::size_t textureIndex, std::shared_ptr<TextureSampler> sampler)
{
NazaraAssert(textureIndex < m_textures.size(), "Invalid texture index");
m_textures[textureIndex].sampler = std::move(sampler);
if (m_textures[textureIndex].sampler != sampler)
{
m_textures[textureIndex].sampler = std::move(sampler);
InvalidateShaderBinding();
}
}
/*!
@ -705,6 +726,11 @@ namespace Nz
m_pipelineUpdated = false;
}
inline void Material::InvalidateShaderBinding()
{
//TODO
}
inline void Material::UpdatePipeline() const
{
for (auto& shader : m_pipelineInfo.shaders)

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@ -60,17 +60,18 @@ namespace Nz
{
NazaraAssert(HasAlphaTestThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_uniformOffsets.alphaThreshold);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
return AccessByOffset<const float&>(bufferData.data(), m_uniformOffsets.alphaThreshold);
}
Color BasicMaterial::GetDiffuseColor() const
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_uniformOffsets.diffuseColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@ -78,16 +79,17 @@ namespace Nz
{
NazaraAssert(HasAlphaTestThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_WriteOnly);
AccessByOffset<float&>(mapper.GetPointer(), m_uniformOffsets.alphaThreshold) = alphaThreshold;
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
AccessByOffset<float&>(bufferData.data(), m_uniformOffsets.alphaThreshold) = alphaThreshold;
}
void BasicMaterial::SetDiffuseColor(const Color& diffuse)
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_uniformBlockIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_uniformOffsets.diffuseColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_uniformOffsets.diffuseColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;

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@ -39,11 +39,53 @@ namespace Nz
m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
{
//TODO: Use pools
UniformBufferRef ubo = UniformBuffer::New(static_cast<UInt32>(uniformBufferInfo.blockSize), DataStorage_Hardware, BufferUsage_Dynamic);
ubo->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
auto& uniformBuffer = m_uniformBuffers.emplace_back();
m_uniformBuffers.emplace_back(std::move(ubo));
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice().InstantiateBuffer(Nz::BufferType_Uniform);
if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage_Dynamic))
throw std::runtime_error("failed to initialize UBO memory");
assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
uniformBuffer.buffer->Fill(uniformBufferInfo.defaultValues.data(), 0, uniformBufferInfo.defaultValues.size());
uniformBuffer.data.resize(uniformBufferInfo.blockSize);
std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
}
}
void Material::UpdateShaderBinding(ShaderBinding& shaderBinding) const
{
// TODO: Use StackVector
std::vector<ShaderBinding::Binding> bindings;
std::size_t bindingIndex = 0;
for (const auto& textureSlot : m_textures)
{
if (textureSlot.texture && textureSlot.sampler)
{
bindings.push_back({
bindingIndex,
ShaderBinding::TextureBinding {
textureSlot.texture.get(), textureSlot.sampler.get()
}
});
}
bindingIndex++;
}
for (const auto& ubo : m_uniformBuffers)
{
bindings.push_back({
bindingIndex++,
ShaderBinding::UniformBufferBinding {
ubo.buffer.get(), 0, ubo.buffer->GetSize()
}
});
}
shaderBinding.Update(bindings.data(), bindings.size());
}
}

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@ -49,17 +49,17 @@ namespace Nz
{
NazaraAssert(HasAlphaThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_phongUniformOffsets.alphaThreshold);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
return AccessByOffset<const float&>(bufferData.data(), m_phongUniformOffsets.alphaThreshold);
}
Color PhongLightingMaterial::GetAmbientColor() const
{
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.ambientColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@ -67,9 +67,9 @@ namespace Nz
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.diffuseColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.diffuseColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@ -77,17 +77,17 @@ namespace Nz
{
NazaraAssert(HasShininess(), "Material has no shininess uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
return AccessByOffset<const float&>(mapper.GetPointer(), m_phongUniformOffsets.shininess);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
return AccessByOffset<const float&>(bufferData.data(), m_phongUniformOffsets.shininess);
}
Color PhongLightingMaterial::GetSpecularColor() const
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_ReadOnly);
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_phongUniformIndex);
const float* colorPtr = AccessByOffset<const float*>(mapper.GetPointer(), m_phongUniformOffsets.specularColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
}
@ -95,16 +95,16 @@ namespace Nz
{
NazaraAssert(HasAlphaThreshold(), "Material has no alpha threshold uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
AccessByOffset<float&>(mapper.GetPointer(), m_phongUniformOffsets.alphaThreshold) = alphaThreshold;
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
AccessByOffset<float&>(bufferData.data(), m_phongUniformOffsets.alphaThreshold) = alphaThreshold;
}
void PhongLightingMaterial::SetAmbientColor(const Color& ambient)
{
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.ambientColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.ambientColor);
colorPtr[0] = ambient.r / 255.f;
colorPtr[1] = ambient.g / 255.f;
colorPtr[2] = ambient.b / 255.f;
@ -115,8 +115,8 @@ namespace Nz
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.diffuseColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.diffuseColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;
@ -127,8 +127,8 @@ namespace Nz
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
BufferMapper<UniformBuffer> mapper(m_material.GetUniformBuffer(m_phongUniformIndex), BufferAccess_WriteOnly);
float* colorPtr = AccessByOffset<float*>(mapper.GetPointer(), m_phongUniformOffsets.specularColor);
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_phongUniformIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
colorPtr[0] = diffuse.r / 255.f;
colorPtr[1] = diffuse.g / 255.f;
colorPtr[2] = diffuse.b / 255.f;