Graphics: Add RenderSystem and frame pipeline
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296
src/Nazara/Graphics/ForwardFramePipeline.cpp
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296
src/Nazara/Graphics/ForwardFramePipeline.cpp
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/ForwardFramePipeline.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Framebuffer.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Renderer/RenderTarget.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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#include <array>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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ForwardFramePipeline::ForwardFramePipeline() :
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m_rebuildFrameGraph(true),
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m_rebuildForwardPass(false)
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{
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}
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void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
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{
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m_invalidatedViewerInstances.insert(viewerInstance);
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}
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void ForwardFramePipeline::InvalidateWorldInstance(WorldInstance* worldInstance)
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{
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m_invalidatedWorldInstances.insert(worldInstance);
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}
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void ForwardFramePipeline::RegisterInstancedDrawable(WorldInstance* worldInstance, const InstancedRenderable* instancedRenderable)
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{
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auto& renderableMap = m_renderables[worldInstance];
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if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end())
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{
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auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
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renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
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{
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if (newMaterial)
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RegisterMaterial(newMaterial.get());
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const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
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if (prevMaterial)
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UnregisterMaterial(prevMaterial.get());
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m_rebuildForwardPass = true;
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});
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std::size_t matCount = instancedRenderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (Material* mat = instancedRenderable->GetMaterial(i).get())
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RegisterMaterial(mat);
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}
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m_rebuildForwardPass = true;
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}
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}
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void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance)
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{
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m_viewers.emplace(viewerInstance, ViewerData{});
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}
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void ForwardFramePipeline::Render(RenderFrame& renderFrame)
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{
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Graphics* graphics = Graphics::Instance();
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if (m_rebuildFrameGraph)
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{
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renderFrame.PushForRelease(std::move(m_bakedFrameGraph));
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m_bakedFrameGraph = BuildFrameGraph();
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m_rebuildForwardPass = false; //< No need to rebuild forward pass twice
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}
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// Update UBOs and materials
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UploadPool& uploadPool = renderFrame.GetUploadPool();
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("UBO Update", Color::Yellow);
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{
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builder.PreTransferBarrier();
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for (AbstractViewer* viewer : m_invalidatedViewerInstances)
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viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder);
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m_invalidatedViewerInstances.clear();
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for (WorldInstance* worldInstance : m_invalidatedWorldInstances)
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worldInstance->UpdateBuffers(uploadPool, builder);
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m_invalidatedWorldInstances.clear();
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for (Material* material : m_invalidatedMaterials)
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{
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if (material->Update(renderFrame, builder))
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m_rebuildForwardPass = true;
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}
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m_invalidatedMaterials.clear();
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builder.PostTransferBarrier();
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}
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builder.EndDebugRegion();
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}, QueueType::Transfer);
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const Vector2ui& frameSize = renderFrame.GetSize();
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if (m_bakedFrameGraph.Resize(frameSize.x, frameSize.y))
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{
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const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
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for (auto&& [_, viewerData] : m_viewers)
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{
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if (viewerData.blitShaderBinding)
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renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding));
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viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
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viewerData.blitShaderBinding->Update({
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{
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0,
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ShaderBinding::TextureBinding {
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m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(),
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sampler.get()
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}
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}
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});
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}
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}
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m_bakedFrameGraph.Execute(renderFrame);
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for (auto&& [viewer, viewerData] : m_viewers)
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{
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const RenderTarget& renderTarget = viewer->GetRenderTarget();
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Recti renderRegion(0, 0, frameSize.x, frameSize.y);
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const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
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clearValues[0].color = Color::Black;
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clearValues[1].depth = 1.f;
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clearValues[1].stencil = 0;
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builder.BeginDebugRegion("Main window rendering", Color::Green);
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{
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builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
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{
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builder.SetScissor(renderRegion);
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builder.SetViewport(renderRegion);
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builder.BindPipeline(*graphics->GetBlitPipeline());
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builder.BindVertexBuffer(0, graphics->GetFullscreenVertexBuffer().get());
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builder.BindShaderBinding(0, *blitShaderBinding);
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builder.Draw(3);
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}
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builder.EndRenderPass();
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}
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builder.EndDebugRegion();
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}, QueueType::Graphics);
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}
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}
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void ForwardFramePipeline::UnregisterInstancedDrawable(WorldInstance* worldInstance, const InstancedRenderable* instancedRenderable)
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{
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auto instanceIt = m_renderables.find(worldInstance);
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if (instanceIt == m_renderables.end())
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return;
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auto& instancedRenderables = instanceIt->second;
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auto renderableIt = instancedRenderables.find(instancedRenderable);
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if (renderableIt == instancedRenderables.end())
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return;
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if (instancedRenderables.size() > 1)
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instancedRenderables.erase(renderableIt);
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else
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m_renderables.erase(worldInstance);
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std::size_t matCount = instancedRenderable->GetMaterialCount();
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for (std::size_t i = 0; i < matCount; ++i)
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{
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if (Material* mat = instancedRenderable->GetMaterial(i).get())
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UnregisterMaterial(mat);
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}
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m_rebuildForwardPass = true;
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}
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void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
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{
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m_viewers.erase(viewerInstance);
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m_rebuildFrameGraph = true;
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}
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BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
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{
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FrameGraph frameGraph;
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for (auto&& [viewer, viewerData] : m_viewers)
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{
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viewerData.colorAttachment = frameGraph.AddAttachment({
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"Color",
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PixelFormat::RGBA8
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});
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viewerData.depthStencilAttachment = frameGraph.AddAttachment({
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"Depth-stencil buffer",
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Graphics::Instance()->GetPreferredDepthStencilFormat()
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});
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}
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for (auto&& [viewer, viewerData] : m_viewers)
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{
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FramePass& framePass = frameGraph.AddPass("Forward pass");
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framePass.AddOutput(viewerData.colorAttachment);
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framePass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
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framePass.SetClearColor(0, Color::Black);
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framePass.SetDepthStencilClear(1.f, 0);
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framePass.SetExecutionCallback([this]()
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{
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if (m_rebuildForwardPass)
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{
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m_rebuildForwardPass = false;
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return FramePassExecution::UpdateAndExecute;
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}
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else
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return FramePassExecution::Execute;
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});
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framePass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& renderRect)
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{
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builder.SetScissor(renderRect);
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builder.SetViewport(renderRect);
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builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
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for (const auto& [worldInstance, renderables] : m_renderables)
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{
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builder.BindShaderBinding(Graphics::WorldBindingSet, worldInstance->GetShaderBinding());
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for (const auto& [renderable, renderableData] : renderables)
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renderable->Draw(builder);
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}
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});
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}
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//FIXME: This doesn't handle multiple window viewers
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for (auto&& [viewer, viewerData] : m_viewers)
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frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
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return frameGraph.Bake();
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}
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void ForwardFramePipeline::RegisterMaterial(Material* material)
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{
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auto it = m_materials.find(material);
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if (it == m_materials.end())
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{
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it = m_materials.emplace(material, MaterialData{}).first;
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it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const Material* /*material*/)
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{
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m_invalidatedMaterials.insert(material);
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});
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m_invalidatedMaterials.insert(material);
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}
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it->second.usedCount++;
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}
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void ForwardFramePipeline::UnregisterMaterial(Material* material)
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{
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auto it = m_materials.find(material);
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assert(it != m_materials.end());
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MaterialData& materialData = it->second;
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assert(materialData.usedCount > 0);
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if (--materialData.usedCount == 0)
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m_materials.erase(material);
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}
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}
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