Graphics: Rename Material to MaterialPass
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@@ -1,180 +0,0 @@
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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/Material.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Graphics/UberShader.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::Material
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* \brief Graphics class that represents a material
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*/
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/*!
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* \brief Constructs a Material object with default states
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*
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* \see Reset
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*/
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Material::Material(std::shared_ptr<const MaterialSettings> settings) :
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m_settings(std::move(settings)),
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m_enabledOptions(0),
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m_pipelineUpdated(false),
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m_shaderBindingUpdated(false)
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{
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m_pipelineInfo.settings = m_settings;
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const auto& shaders = m_settings->GetShaders();
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for (const auto& shader : shaders)
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{
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auto& shaderData = m_pipelineInfo.shaders.emplace_back();
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shaderData.uberShader = shader;
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}
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const auto& textureSettings = m_settings->GetTextures();
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const auto& uboSettings = m_settings->GetUniformBlocks();
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m_textures.resize(m_settings->GetTextures().size());
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m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
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for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
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{
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auto& uniformBuffer = m_uniformBuffers.emplace_back();
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uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(Nz::BufferType::Uniform);
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if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage::Dynamic))
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throw std::runtime_error("failed to initialize UBO memory");
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assert(uniformBufferInfo.defaultValues.size() <= uniformBufferInfo.blockSize);
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uniformBuffer.data.resize(uniformBufferInfo.blockSize);
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std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
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}
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UpdateShaderBinding();
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}
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bool Material::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
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{
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bool shouldRegenerateCommandBuffer = false;
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if (!m_shaderBindingUpdated)
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{
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shouldRegenerateCommandBuffer = true;
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renderFrame.PushForRelease(std::move(m_shaderBinding));
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m_shaderBinding.reset();
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UpdateShaderBinding();
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}
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UploadPool& uploadPool = renderFrame.GetUploadPool();
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for (auto& ubo : m_uniformBuffers)
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{
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if (ubo.dataInvalidated)
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{
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auto& allocation = uploadPool.Allocate(ubo.data.size());
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std::memcpy(allocation.mappedPtr, ubo.data.data(), ubo.data.size());
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builder.CopyBuffer(allocation, ubo.buffer.get());
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ubo.dataInvalidated = false;
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}
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}
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return shouldRegenerateCommandBuffer;
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}
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void Material::UpdatePipeline() const
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{
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for (auto& shader : m_pipelineInfo.shaders)
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shader.enabledOptions = 0;
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const auto& options = m_settings->GetOptions();
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for (std::size_t optionIndex = 0; optionIndex < options.size(); ++optionIndex)
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{
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if (TestBit<UInt64>(m_enabledOptions, optionIndex))
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{
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for (auto& shader : m_pipelineInfo.shaders)
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{
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ShaderStageTypeFlags supportedStages = shader.uberShader->GetSupportedStages();
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for (std::size_t i = 0; i < ShaderStageTypeCount; ++i)
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{
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ShaderStageType shaderStage = static_cast<ShaderStageType>(i);
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if (supportedStages & shaderStage)
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shader.enabledOptions |= options[optionIndex].enabledOptions[i];
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}
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}
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}
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}
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m_pipeline = MaterialPipeline::Get(m_pipelineInfo);
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m_pipelineUpdated = true;
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}
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void Material::UpdateShaderBinding()
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{
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assert(!m_shaderBinding);
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const auto& textureSettings = m_settings->GetTextures();
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const auto& uboSettings = m_settings->GetUniformBlocks();
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// TODO: Use StackVector
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std::vector<ShaderBinding::Binding> bindings;
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// Textures
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for (std::size_t i = 0; i < m_textures.size(); ++i)
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{
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const auto& textureSetting = textureSettings[i];
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const auto& textureSlot = m_textures[i];
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if (!textureSlot.sampler)
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{
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TextureSamplerCache& samplerCache = Graphics::Instance()->GetSamplerCache();
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textureSlot.sampler = samplerCache.Get(textureSlot.samplerInfo);
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}
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//TODO: Use "missing" texture
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if (textureSlot.texture)
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{
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bindings.push_back({
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textureSetting.bindingIndex,
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ShaderBinding::TextureBinding {
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textureSlot.texture.get(), textureSlot.sampler.get()
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}
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});
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}
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}
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// Shared UBO (TODO)
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// Owned UBO
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for (std::size_t i = 0; i < m_uniformBuffers.size(); ++i)
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{
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const auto& uboSetting = uboSettings[i];
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const auto& uboSlot = m_uniformBuffers[i];
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bindings.push_back({
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uboSetting.bindingIndex,
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ShaderBinding::UniformBufferBinding {
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uboSlot.buffer.get(), 0, uboSlot.buffer->GetSize()
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}
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});
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}
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m_shaderBinding = m_settings->GetRenderPipelineLayout()->AllocateShaderBinding(Graphics::MaterialBindingSet);
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m_shaderBinding->Update(bindings.data(), bindings.size());
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m_shaderBindingUpdated = true;
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}
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}
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