Rework shader bindings (WIP)

This commit is contained in:
Jérôme Leclercq
2021-10-16 12:10:14 +02:00
parent cb716e5da5
commit 58485cfa79
23 changed files with 171 additions and 253 deletions

View File

@@ -152,6 +152,16 @@ namespace Nz
std::move(defaultValues)
});
// Common data
settings.textures.push_back({
3,
"TextureOverlay",
ImageType::E2D
});
settings.sharedUniformBlocks.push_back(PredefinedInstanceData::GetUniformBlock(4, ShaderStageType::Vertex));
settings.sharedUniformBlocks.push_back(PredefinedViewerData::GetUniformBlock(5, ShaderStageType_All));
settings.shaders = std::move(uberShaders);
for (std::shared_ptr<UberShader> uberShader : settings.shaders)

View File

@@ -67,13 +67,6 @@ namespace Nz
MaterialPipeline::Initialize();
RenderPipelineLayoutInfo referenceLayoutInfo;
FillDrawDataPipelineLayout(referenceLayoutInfo);
FillViewerPipelineLayout(referenceLayoutInfo);
FillWorldPipelineLayout(referenceLayoutInfo);
m_referencePipelineLayout = m_renderDevice->InstantiateRenderPipelineLayout(std::move(referenceLayoutInfo));
BuildDefaultTextures();
BuildFullscreenVertexBuffer();
BuildBlitPipeline();

View File

@@ -29,8 +29,7 @@ namespace Nz
MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
m_settings(std::move(settings)),
m_forceCommandBufferRegeneration(false),
m_pipelineUpdated(false),
m_shaderBindingUpdated(false)
m_pipelineUpdated(false)
{
m_pipelineInfo.settings = m_settings;
@@ -44,14 +43,14 @@ namespace Nz
const auto& textureSettings = m_settings->GetTextures();
const auto& uboSettings = m_settings->GetUniformBlocks();
m_textures.resize(m_settings->GetTextures().size());
m_textures.resize(textureSettings.size());
m_uniformBuffers.reserve(m_settings->GetUniformBlocks().size());
for (const auto& uniformBufferInfo : m_settings->GetUniformBlocks())
m_uniformBuffers.reserve(uboSettings.size());
for (const auto& uniformBufferInfo : uboSettings)
{
auto& uniformBuffer = m_uniformBuffers.emplace_back();
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(Nz::BufferType::Uniform);
uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform);
if (!uniformBuffer.buffer->Initialize(uniformBufferInfo.blockSize, BufferUsage::Dynamic))
throw std::runtime_error("failed to initialize UBO memory");
@@ -60,20 +59,10 @@ namespace Nz
uniformBuffer.data.resize(uniformBufferInfo.blockSize);
std::memcpy(uniformBuffer.data.data(), uniformBufferInfo.defaultValues.data(), uniformBufferInfo.defaultValues.size());
}
UpdateShaderBinding();
}
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
{
if (!m_shaderBindingUpdated)
{
renderFrame.PushForRelease(std::move(m_shaderBinding));
m_shaderBinding.reset();
UpdateShaderBinding();
}
UploadPool& uploadPool = renderFrame.GetUploadPool();
for (auto& ubo : m_uniformBuffers)
@@ -118,60 +107,4 @@ namespace Nz
m_pipeline = MaterialPipeline::Get(m_pipelineInfo);
m_pipelineUpdated = true;
}
void MaterialPass::UpdateShaderBinding()
{
assert(!m_shaderBinding);
const auto& textureSettings = m_settings->GetTextures();
const auto& uboSettings = m_settings->GetUniformBlocks();
// TODO: Use StackVector
std::vector<ShaderBinding::Binding> bindings;
// Textures
for (std::size_t i = 0; i < m_textures.size(); ++i)
{
const auto& textureSetting = textureSettings[i];
const auto& textureSlot = m_textures[i];
if (!textureSlot.sampler)
{
TextureSamplerCache& samplerCache = Graphics::Instance()->GetSamplerCache();
textureSlot.sampler = samplerCache.Get(textureSlot.samplerInfo);
}
//TODO: Use "missing" texture
if (textureSlot.texture)
{
bindings.push_back({
textureSetting.bindingIndex,
ShaderBinding::TextureBinding {
textureSlot.texture.get(), textureSlot.sampler.get()
}
});
}
}
// Shared UBO (TODO)
// Owned UBO
for (std::size_t i = 0; i < m_uniformBuffers.size(); ++i)
{
const auto& uboSetting = uboSettings[i];
const auto& uboSlot = m_uniformBuffers[i];
bindings.push_back({
uboSetting.bindingIndex,
ShaderBinding::UniformBufferBinding {
uboSlot.buffer.get(), 0, uboSlot.buffer->GetSize()
}
});
}
m_shaderBinding = m_settings->GetRenderPipelineLayout()->AllocateShaderBinding(Graphics::MaterialBindingSet);
m_shaderBinding->Update(bindings.data(), bindings.size());
m_shaderBindingUpdated = true;
}
}

View File

@@ -8,7 +8,7 @@
namespace Nz
{
PredefinedLightData PredefinedLightData::GetOffset()
PredefinedLightData PredefinedLightData::GetOffsets()
{
PredefinedLightData lightData;
@@ -34,7 +34,7 @@ namespace Nz
MaterialSettings::SharedUniformBlock PredefinedLightData::GetUniformBlock()
{
PredefinedLightData lightData = GetOffset();
PredefinedLightData lightData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> lightDataVariables;
for (std::size_t i = 0; i < lightData.lightArray.size(); ++i)
@@ -67,6 +67,27 @@ namespace Nz
return instanceData;
}
MaterialSettings::SharedUniformBlock PredefinedInstanceData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
{
PredefinedInstanceData instanceData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> variables = {
{
{ "WorldMatrix", instanceData.worldMatrixOffset },
{ "InvWorldMatrix", instanceData.invWorldMatrixOffset }
}
};
MaterialSettings::SharedUniformBlock uniformBlock = {
bindingIndex,
"InstanceData",
std::move(variables),
shaderStages
};
return uniformBlock;
}
PredefinedViewerData PredefinedViewerData::GetOffsets()
{
FieldOffsets viewerStruct(StructLayout::Std140);
@@ -86,4 +107,33 @@ namespace Nz
return viewerData;
}
MaterialSettings::SharedUniformBlock PredefinedViewerData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
{
PredefinedViewerData viewerData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> variables = {
{
{ "EyePosition", viewerData.eyePositionOffset },
{ "InvProjMatrix", viewerData.invProjMatrixOffset },
{ "InvTargetSize", viewerData.invTargetSizeOffset },
{ "InvViewMatrix", viewerData.invViewMatrixOffset },
{ "InvViewProjMatrix", viewerData.invViewProjMatrixOffset },
{ "ProjMatrix", viewerData.projMatrixOffset },
{ "TargetSize", viewerData.targetSizeOffset },
{ "ViewMatrix", viewerData.viewMatrixOffset },
{ "ViewProjMatrix", viewerData.viewProjMatrixOffset }
}
};
MaterialSettings::SharedUniformBlock uniformBlock = {
bindingIndex,
"ViewerData",
std::move(variables),
shaderStages
};
return uniformBlock;
}
}

View File

@@ -65,10 +65,10 @@ namespace Nz
const VertexDeclaration* currentVertexDeclaration = nullptr;
AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentDrawDataBinding = nullptr;
const ShaderBinding* currentInstanceBinding = nullptr;
const ShaderBinding* currentMaterialBinding = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const Texture* currentTextureOverlay = nullptr;
const ViewerInstance* currentViewerInstance = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
auto FlushDrawCall = [&]()
{
@@ -79,7 +79,7 @@ namespace Nz
{
FlushDrawCall();
currentDrawDataBinding = nullptr;
currentShaderBinding = nullptr;
};
auto Flush = [&]()
@@ -122,24 +122,24 @@ namespace Nz
currentVertexDeclaration = vertexDeclaration;
}
if (currentPipeline != spriteChain.GetRenderPipeline())
if (currentPipeline != &spriteChain.GetRenderPipeline())
{
FlushDrawCall();
currentPipeline = spriteChain.GetRenderPipeline();
currentPipeline = &spriteChain.GetRenderPipeline();
}
if (currentMaterialBinding != &spriteChain.GetMaterialBinding())
if (currentViewerInstance != &spriteChain.GetViewerInstance())
{
FlushDrawCall();
currentMaterialBinding = &spriteChain.GetMaterialBinding();
currentViewerInstance = &spriteChain.GetViewerInstance();
}
if (currentInstanceBinding != &spriteChain.GetInstanceBinding())
if (currentWorldInstance != &spriteChain.GetWorldInstance())
{
// TODO: Flushing draw calls on instance binding means we can have e.g. 1000 sprites rendered using a draw call for each one
// which is far from being efficient, using some bindless could help (or at least instancing?)
FlushDrawCall();
currentInstanceBinding = &spriteChain.GetInstanceBinding();
currentWorldInstance = &spriteChain.GetWorldInstance();
}
if (currentTextureOverlay != spriteChain.GetTextureOverlay())
@@ -177,9 +177,9 @@ namespace Nz
data.vertexBuffers.emplace_back(std::move(vertexBuffer));
}
if (!currentDrawDataBinding)
if (!currentShaderBinding)
{
ShaderBindingPtr drawDataBinding = Graphics::Instance()->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::DrawDataBindingSet);
ShaderBindingPtr drawDataBinding = currentPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
drawDataBinding->Update({
{
0,
@@ -189,7 +189,7 @@ namespace Nz
}
});
currentDrawDataBinding = drawDataBinding.get();
currentShaderBinding = drawDataBinding.get();
data.shaderBindings.emplace_back(std::move(drawDataBinding));
}
@@ -199,9 +199,7 @@ namespace Nz
data.drawCalls.push_back(SpriteChainRendererData::DrawCall{
currentVertexBuffer,
currentPipeline,
currentDrawDataBinding,
currentInstanceBinding,
currentMaterialBinding,
currentShaderBinding,
6 * firstQuadIndex,
0,
});
@@ -263,9 +261,9 @@ namespace Nz
const AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentDrawDataBinding = nullptr;
const ShaderBinding* currentInstanceBinding = nullptr;
const ShaderBinding* currentMaterialBinding = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const ViewerInstance* currentViewerInstance = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
const RenderSpriteChain* firstSpriteChain = static_cast<const RenderSpriteChain*>(elements[0]);
auto it = data.drawCallPerElement.find(firstSpriteChain);
@@ -289,22 +287,10 @@ namespace Nz
currentPipeline = drawCall.renderPipeline;
}
if (currentDrawDataBinding != drawCall.drawDataBinding)
if (currentShaderBinding != drawCall.shaderBinding)
{
commandBuffer.BindShaderBinding(Graphics::DrawDataBindingSet, *drawCall.drawDataBinding);
currentDrawDataBinding = drawCall.drawDataBinding;
}
if (currentMaterialBinding != drawCall.materialBinding)
{
commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, *drawCall.materialBinding);
currentMaterialBinding = drawCall.materialBinding;
}
if (currentInstanceBinding != drawCall.instanceBinding)
{
commandBuffer.BindShaderBinding(Graphics::WorldBindingSet, *drawCall.instanceBinding);
currentInstanceBinding = drawCall.instanceBinding;
commandBuffer.BindShaderBinding(0, *drawCall.shaderBinding);
currentShaderBinding = drawCall.shaderBinding;
}
commandBuffer.DrawIndexed(drawCall.quadCount * 6, 1U, drawCall.firstIndex);

View File

@@ -14,49 +14,39 @@
namespace Nz
{
ViewerInstance::ViewerInstance() :
m_invProjectionMatrix(Nz::Matrix4f::Identity()),
m_invViewProjMatrix(Nz::Matrix4f::Identity()),
m_invViewMatrix(Nz::Matrix4f::Identity()),
m_projectionMatrix(Nz::Matrix4f::Identity()),
m_viewProjMatrix(Nz::Matrix4f::Identity()),
m_viewMatrix(Nz::Matrix4f::Identity()),
m_targetSize(Nz::Vector2f(0.f, 0.f)),
m_invProjectionMatrix(Matrix4f::Identity()),
m_invViewProjMatrix(Matrix4f::Identity()),
m_invViewMatrix(Matrix4f::Identity()),
m_projectionMatrix(Matrix4f::Identity()),
m_viewProjMatrix(Matrix4f::Identity()),
m_viewMatrix(Matrix4f::Identity()),
m_targetSize(Vector2f(0.f, 0.f)),
m_dataInvalided(true)
{
Nz::PredefinedViewerData viewerUboOffsets = Nz::PredefinedViewerData::GetOffsets();
PredefinedViewerData viewerUboOffsets = PredefinedViewerData::GetOffsets();
m_viewerDataBuffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform);
if (!m_viewerDataBuffer->Initialize(viewerUboOffsets.totalSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
if (!m_viewerDataBuffer->Initialize(viewerUboOffsets.totalSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic))
throw std::runtime_error("failed to initialize viewer data UBO");
m_shaderBinding = Graphics::Instance()->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::ViewerBindingSet);
m_shaderBinding->Update({
{
0,
ShaderBinding::UniformBufferBinding {
m_viewerDataBuffer.get(), 0, m_viewerDataBuffer->GetSize()
}
}
});
}
void ViewerInstance::UpdateBuffers(UploadPool& uploadPool, CommandBufferBuilder& builder)
{
if (m_dataInvalided)
{
Nz::PredefinedViewerData viewerDataOffsets = Nz::PredefinedViewerData::GetOffsets();
PredefinedViewerData viewerDataOffsets = PredefinedViewerData::GetOffsets();
auto& allocation = uploadPool.Allocate(viewerDataOffsets.totalSize);
Nz::AccessByOffset<Nz::Vector3f&>(allocation.mappedPtr, viewerDataOffsets.eyePositionOffset) = m_viewMatrix.GetTranslation();
Nz::AccessByOffset<Nz::Vector2f&>(allocation.mappedPtr, viewerDataOffsets.invTargetSizeOffset) = 1.f / m_targetSize;
Nz::AccessByOffset<Nz::Vector2f&>(allocation.mappedPtr, viewerDataOffsets.targetSizeOffset) = m_targetSize;
AccessByOffset<Vector3f&>(allocation.mappedPtr, viewerDataOffsets.eyePositionOffset) = m_viewMatrix.GetTranslation();
AccessByOffset<Vector2f&>(allocation.mappedPtr, viewerDataOffsets.invTargetSizeOffset) = 1.f / m_targetSize;
AccessByOffset<Vector2f&>(allocation.mappedPtr, viewerDataOffsets.targetSizeOffset) = m_targetSize;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invProjMatrixOffset) = m_invProjectionMatrix;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invViewMatrixOffset) = m_invViewMatrix;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invViewProjMatrixOffset) = m_invViewProjMatrix;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.projMatrixOffset) = m_projectionMatrix;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.viewProjMatrixOffset) = m_viewProjMatrix;
Nz::AccessByOffset<Nz::Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.viewMatrixOffset) = m_viewMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invProjMatrixOffset) = m_invProjectionMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invViewMatrixOffset) = m_invViewMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.invViewProjMatrixOffset) = m_invViewProjMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.projMatrixOffset) = m_projectionMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.viewProjMatrixOffset) = m_viewProjMatrix;
AccessByOffset<Matrix4f&>(allocation.mappedPtr, viewerDataOffsets.viewMatrixOffset) = m_viewMatrix;
builder.CopyBuffer(allocation, m_viewerDataBuffer.get());

View File

@@ -14,25 +14,15 @@
namespace Nz
{
WorldInstance::WorldInstance() :
m_invWorldMatrix(Nz::Matrix4f::Identity()),
m_worldMatrix(Nz::Matrix4f::Identity()),
m_invWorldMatrix(Matrix4f::Identity()),
m_worldMatrix(Matrix4f::Identity()),
m_dataInvalided(true)
{
PredefinedInstanceData instanceUboOffsets = PredefinedInstanceData::GetOffsets();
m_instanceDataBuffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform);
if (!m_instanceDataBuffer->Initialize(instanceUboOffsets.totalSize, Nz::BufferUsage::DeviceLocal | Nz::BufferUsage::Dynamic))
if (!m_instanceDataBuffer->Initialize(instanceUboOffsets.totalSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic))
throw std::runtime_error("failed to initialize viewer data UBO");
m_shaderBinding = Graphics::Instance()->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::WorldBindingSet);
m_shaderBinding->Update({
{
0,
ShaderBinding::UniformBufferBinding {
m_instanceDataBuffer.get(), 0, m_instanceDataBuffer->GetSize()
}
}
});
}
void WorldInstance::UpdateBuffers(UploadPool& uploadPool, CommandBufferBuilder& builder)