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