Add FrameGraph (WIP)

This commit is contained in:
Jérôme Leclercq
2021-05-02 13:58:35 +02:00
parent 377129586b
commit 55c2dd8485
29 changed files with 1749 additions and 36 deletions

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@@ -11,6 +11,7 @@
#include <Nazara/Core/Color.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/RenderBufferView.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <string_view>
@@ -21,6 +22,7 @@ namespace Nz
class RenderPass;
class RenderPipeline;
class ShaderBinding;
class Texture;
class NAZARA_RENDERER_API CommandBufferBuilder
{
@@ -33,7 +35,9 @@ namespace Nz
virtual ~CommandBufferBuilder();
virtual void BeginDebugRegion(const std::string_view& regionName, const Nz::Color& color) = 0;
virtual void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, std::initializer_list<ClearValues> clearValues) = 0;
virtual void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, const ClearValues* clearValues, std::size_t clearValueCount) = 0;
inline void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect);
inline void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, std::initializer_list<ClearValues> clearValues);
virtual void BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset = 0) = 0;
virtual void BindPipeline(const RenderPipeline& pipeline) = 0;
@@ -51,20 +55,24 @@ namespace Nz
virtual void EndDebugRegion() = 0;
virtual void EndRenderPass() = 0;
virtual void NextSubpass() = 0;
virtual void PreTransferBarrier() = 0;
virtual void PostTransferBarrier() = 0;
virtual void SetScissor(Nz::Recti scissorRegion) = 0;
virtual void SetViewport(Nz::Recti viewportRegion) = 0;
virtual void TextureBarrier(PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout, const Texture& texture) = 0;
CommandBufferBuilder& operator=(const CommandBufferBuilder&) = delete;
CommandBufferBuilder& operator=(CommandBufferBuilder&&) = default;
struct ClearValues
{
Nz::Color color;
float depth;
UInt32 stencil;
Nz::Color color = Nz::Color::Black;
float depth = 1.f;
UInt32 stencil = 0;
};
};
}

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@@ -7,6 +7,16 @@
namespace Nz
{
inline void CommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect)
{
return BeginRenderPass(framebuffer, renderPass, renderRect, nullptr, 0);
}
inline void CommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti renderRect, std::initializer_list<ClearValues> clearValues)
{
return BeginRenderPass(framebuffer, renderPass, renderRect, clearValues.begin(), clearValues.size());
}
inline void CommandBufferBuilder::CopyBuffer(const RenderBufferView& from, const RenderBufferView& to)
{
return CopyBuffer(from, to, from.GetSize());

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@@ -33,7 +33,7 @@ namespace Nz
inline std::size_t GetAttachmentCount() const;
inline const std::vector<Attachment>& GetAttachments() const;
inline const std::vector<SubpassDescription>& GetSubpassDescriptions() const;
inline const std::vector<SubpassDependency>& GetsubpassDependencies() const;
inline const std::vector<SubpassDependency>& GetSubpassDependencies() const;
RenderPass& operator=(const RenderPass&) = delete;
RenderPass& operator=(RenderPass&&) noexcept = default;
@@ -60,6 +60,7 @@ namespace Nz
std::size_t fromSubpassIndex;
PipelineStageFlags fromStages;
MemoryAccessFlags fromAccessFlags;
std::size_t toSubpassIndex;
PipelineStageFlags toStages;
MemoryAccessFlags toAccessFlags;
@@ -70,6 +71,7 @@ namespace Nz
{
std::vector<AttachmentReference> colorAttachment;
std::vector<AttachmentReference> inputAttachments;
std::vector<std::size_t> preserveAttachments;
std::optional<AttachmentReference> depthStencilAttachment;
};

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@@ -36,7 +36,7 @@ namespace Nz
return m_subpassDescriptions;
}
inline auto RenderPass::GetsubpassDependencies() const -> const std::vector<SubpassDependency>&
inline auto RenderPass::GetSubpassDependencies() const -> const std::vector<SubpassDependency>&
{
return m_subpassDependencies;
}