Rework shader bindings (WIP)
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@@ -29,8 +29,7 @@ namespace Nz
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MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
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m_settings(std::move(settings)),
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m_forceCommandBufferRegeneration(false),
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m_pipelineUpdated(false),
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m_shaderBindingUpdated(false)
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m_pipelineUpdated(false)
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{
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m_pipelineInfo.settings = m_settings;
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@@ -44,14 +43,14 @@ namespace Nz
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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_textures.resize(textureSettings.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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m_uniformBuffers.reserve(uboSettings.size());
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for (const auto& uniformBufferInfo : uboSettings)
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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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uniformBuffer.buffer = Graphics::Instance()->GetRenderDevice()->InstantiateBuffer(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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@@ -60,20 +59,10 @@ namespace Nz
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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 MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
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{
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if (!m_shaderBindingUpdated)
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{
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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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@@ -118,60 +107,4 @@ namespace Nz
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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 MaterialPass::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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