Graphics: Move FramePipeline passes to separate classes

This commit is contained in:
Jérôme Leclercq 2022-02-16 18:29:27 +01:00
parent fb9aed2800
commit 5ce8120a0c
23 changed files with 1000 additions and 543 deletions

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@ -660,7 +660,6 @@ int main()
std::shared_ptr<Nz::ShaderBinding> finalBlitBinding;
bool lightUpdate = true;
bool matUpdate = false;
std::shared_ptr<Nz::TextureSampler> textureSampler = device->InstantiateTextureSampler({});
@ -838,7 +837,7 @@ int main()
gbufferPass.SetExecutionCallback([&]
{
return (matUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
return Nz::FramePassExecution::Execute;
});
gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
@ -1566,9 +1565,9 @@ int main()
builder.CopyBuffer(lightScatteringAllocation, godRaysUBO.get());
}
matUpdate = spaceshipMatPass->Update(frame, builder) || matUpdate;
matUpdate = planeMatPass->Update(frame, builder) || matUpdate;
matUpdate = flareMaterialPass->Update(frame, builder) || matUpdate;
spaceshipMatPass->Update(frame, builder);
planeMatPass->Update(frame, builder);
flareMaterialPass->Update(frame, builder);
builder.PostTransferBarrier();
}
@ -1603,7 +1602,6 @@ int main()
frame.Present();
matUpdate = false;
lightUpdate = false;
// On incrémente le compteur de FPS improvisé

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@ -0,0 +1,73 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
#define NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Math/Frustum.hpp>
namespace Nz
{
class AbstractViewer;
class FrameGraph;
class FramePipeline;
class Material;
class NAZARA_GRAPHICS_API DepthPipelinePass : public FramePipelinePass
{
public:
DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
DepthPipelinePass(const DepthPipelinePass&) = delete;
DepthPipelinePass(DepthPipelinePass&&) = delete;
~DepthPipelinePass();
inline void ForceInvalidation();
void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash);
void RegisterMaterial(const Material& material);
void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t depthBufferIndex);
void UnregisterMaterial(const Material& material);
DepthPipelinePass& operator=(const DepthPipelinePass&) = delete;
DepthPipelinePass& operator=(DepthPipelinePass&&) = delete;
private:
struct MaterialPassEntry
{
std::size_t usedCount = 1;
NazaraSlot(MaterialPass, OnMaterialPassPipelineInvalidated, onMaterialPipelineInvalidated);
NazaraSlot(MaterialPass, OnMaterialPassShaderBindingInvalidated, onMaterialShaderBindingInvalidated);
};
std::size_t m_depthPassIndex;
std::size_t m_lastVisibilityHash;
std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
std::vector<std::unique_ptr<RenderElement>> m_renderElements;
std::vector<ElementRenderer::RenderStates> m_renderStates;
std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
RenderQueue<RenderElement*> m_renderQueue;
RenderQueueRegistry m_renderQueueRegistry;
AbstractViewer* m_viewer;
FramePipeline& m_pipeline;
bool m_rebuildCommandBuffer;
bool m_rebuildElements;
};
}
#include <Nazara/Graphics/DepthPipelinePass.inl>
#endif // NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP

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@ -0,0 +1,16 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DepthPipelinePass.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline void DepthPipelinePass::ForceInvalidation()
{
m_rebuildElements = true;
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -2,7 +2,6 @@
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DirectionalLight.hpp>
#include <Nazara/Graphics/DirectionalLight.hpp>
#include <cassert>
#include <Nazara/Graphics/Debug.hpp>

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@ -10,7 +10,9 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/BakedFrameGraph.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/DepthPipelinePass.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Light.hpp>
@ -37,33 +39,29 @@ namespace Nz
ForwardFramePipeline();
ForwardFramePipeline(const ForwardFramePipeline&) = delete;
ForwardFramePipeline(ForwardFramePipeline&&) = delete;
~ForwardFramePipeline() = default;
~ForwardFramePipeline();
void InvalidateViewer(AbstractViewer* viewerInstance) override;
void InvalidateWorldInstance(WorldInstance* worldInstance) override;
void RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable, UInt32 renderMask) override;
void RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask) override;
void RegisterMaterialPass(MaterialPass* materialPass) override;
void RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder) override;
void Render(RenderFrame& renderFrame) override;
void UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable) override;
void UnregisterLight(Light* light) override;
void UnregisterMaterialPass(MaterialPass* material) override;
void UnregisterViewer(AbstractViewer* viewerInstance) override;
ForwardFramePipeline& operator=(const ForwardFramePipeline&) = delete;
ForwardFramePipeline& operator=(ForwardFramePipeline&&) = delete;
static constexpr std::size_t MaxLightCountPerDraw = 3;
private:
BakedFrameGraph BuildFrameGraph();
void RegisterMaterialPass(MaterialPass* material);
template<typename F> void ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback);
void UnregisterMaterialPass(MaterialPass* material);
struct ViewerData;
struct LightData
@ -74,30 +72,11 @@ namespace Nz
NazaraSlot(Light, OnLightDataInvalided, onLightInvalidated);
};
using LightKey = std::array<const Light*, MaxLightCountPerDraw>;
struct LightKeyHasher
{
inline std::size_t operator()(const LightKey& lightKey) const;
};
struct LightDataUbo
{
std::shared_ptr<RenderBuffer> renderBuffer;
std::size_t offset = 0;
UploadPool::Allocation* allocation = nullptr;
};
struct LightUboPool
{
std::vector<std::shared_ptr<RenderBuffer>> lightUboBuffers;
};
struct MaterialData
struct MaterialPassData
{
std::size_t usedCount = 0;
NazaraSlot(MaterialPass, OnMaterialInvalidated, onMaterialInvalided);
NazaraSlot(MaterialPass, OnMaterialPassInvalidated, onMaterialPassInvalided);
};
struct RenderableData
@ -115,51 +94,31 @@ namespace Nz
ShaderBindingPtr blitShaderBinding;
};
struct VisibleRenderable
{
const InstancedRenderable* instancedRenderable;
const WorldInstance* worldInstance;
};
struct ViewerData
{
std::size_t colorAttachment;
std::size_t depthStencilAttachment;
std::size_t visibilityHash = 0;
std::unordered_map<const RenderElement*, RenderBufferView> lightPerRenderElement;
std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> lightBufferPerLights;
std::vector<std::unique_ptr<RenderElement>> depthPrepassRenderElements;
std::vector<std::unique_ptr<RenderElement>> forwardRenderElements;
std::vector<std::unique_ptr<ElementRendererData>> elementRendererData;
std::unique_ptr<DepthPipelinePass> depthPrepass;
std::unique_ptr<ForwardPipelinePass> forwardPass;
Int32 renderOrder = 0;
RenderQueueRegistry depthPrepassRegistry;
RenderQueueRegistry forwardRegistry;
RenderQueue<RenderElement*> depthPrepassRenderQueue;
RenderQueue<RenderElement*> forwardRenderQueue;
ShaderBindingPtr blitShaderBinding;
bool prepare = true;
bool rebuildDepthPrepass = true;
bool rebuildForwardPass = true;
};
std::size_t m_depthPassIndex;
std::size_t m_forwardPassIndex;
std::shared_ptr<LightUboPool> m_lightUboPool;
std::unordered_map<AbstractViewer*, ViewerData> m_viewers;
std::unordered_map<Light*, LightData> m_lights;
std::unordered_map<MaterialPass*, MaterialData> m_materials;
std::unordered_map<MaterialPass*, MaterialPassData> m_activeMaterialPasses;
std::unordered_map<WorldInstancePtr, std::unordered_map<const InstancedRenderable*, RenderableData>> m_renderables;
std::unordered_map<const RenderTarget*, RenderTargetData> m_renderTargets;
std::unordered_set<AbstractViewer*> m_invalidatedViewerInstances;
std::unordered_set<MaterialPass*> m_invalidatedMaterials;
std::unordered_set<MaterialPass*> m_invalidatedMaterialPasses;
std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
std::unordered_set<WorldInstancePtr> m_removedWorldInstances;
std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
std::vector<ElementRenderer::RenderStates> m_renderStates;
std::vector<const Light*> m_renderableLights;
std::vector<FramePipelinePass::VisibleRenderable> m_visibleRenderables;
std::vector<const Light*> m_visibleLights;
std::vector<LightDataUbo> m_lightDataBuffers;
std::vector<VisibleRenderable> m_visibleRenderables;
BakedFrameGraph m_bakedFrameGraph;
RenderFrame* m_currentRenderFrame;
bool m_rebuildFrameGraph;

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@ -8,20 +8,6 @@
namespace Nz
{
inline std::size_t ForwardFramePipeline::LightKeyHasher::operator()(const LightKey& lightKey) const
{
std::size_t lightHash = 5;
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
{
return currentHash * 23 + newHash;
};
std::hash<const Light*> lightPtrHasher;
for (std::size_t i = 0; i < lightKey.size(); ++i)
lightHash = CombineHash(lightHash, lightPtrHasher(lightKey[i]));
return lightHash;
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -0,0 +1,102 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
#define NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/RenderQueueRegistry.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
namespace Nz
{
class AbstractViewer;
class FrameGraph;
class FramePipeline;
class Light;
class Material;
class NAZARA_GRAPHICS_API ForwardPipelinePass : public FramePipelinePass
{
public:
ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
ForwardPipelinePass(const ForwardPipelinePass&) = delete;
ForwardPipelinePass(ForwardPipelinePass&&) = delete;
~ForwardPipelinePass();
inline void ForceInvalidation();
void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<const Light*>& visibleLights, std::size_t visibilityHash);
void RegisterMaterial(const Material& material);
void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex);
void UnregisterMaterial(const Material& material);
ForwardPipelinePass& operator=(const ForwardPipelinePass&) = delete;
ForwardPipelinePass& operator=(ForwardPipelinePass&&) = delete;
static constexpr std::size_t MaxLightCountPerDraw = 3;
private:
struct MaterialPassEntry
{
std::size_t usedCount = 1;
NazaraSlot(MaterialPass, OnMaterialPassPipelineInvalidated, onMaterialPipelineInvalidated);
NazaraSlot(MaterialPass, OnMaterialPassShaderBindingInvalidated, onMaterialShaderBindingInvalidated);
};
using LightKey = std::array<const Light*, MaxLightCountPerDraw>;
struct LightKeyHasher
{
inline std::size_t operator()(const LightKey& lightKey) const;
};
struct LightDataUbo
{
std::shared_ptr<RenderBuffer> renderBuffer;
std::size_t offset = 0;
UploadPool::Allocation* allocation = nullptr;
};
struct LightUboPool
{
std::vector<std::shared_ptr<RenderBuffer>> lightUboBuffers;
};
std::size_t m_forwardPassIndex;
std::size_t m_lastVisibilityHash;
std::shared_ptr<LightUboPool> m_lightUboPool;
std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
std::vector<std::unique_ptr<RenderElement>> m_renderElements;
std::vector<ElementRenderer::RenderStates> m_renderStates;
std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
std::unordered_map<const RenderElement*, RenderBufferView> m_lightPerRenderElement;
std::unordered_map<LightKey, RenderBufferView, LightKeyHasher> m_lightBufferPerLights;
std::vector<LightDataUbo> m_lightDataBuffers;
std::vector<const Light*> m_renderableLights;
RenderQueue<RenderElement*> m_renderQueue;
RenderQueueRegistry m_renderQueueRegistry;
AbstractViewer* m_viewer;
FramePipeline& m_pipeline;
bool m_rebuildCommandBuffer;
bool m_rebuildElements;
};
}
#include <Nazara/Graphics/ForwardPipelinePass.inl>
#endif // NAZARA_GRAPHICS_FORWARDPIPELINEPASS_HPP

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@ -0,0 +1,31 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline void ForwardPipelinePass::ForceInvalidation()
{
m_rebuildElements = true;
}
inline std::size_t ForwardPipelinePass::LightKeyHasher::operator()(const LightKey& lightKey) const
{
std::size_t lightHash = 5;
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
{
return currentHash * 23 + newHash;
};
std::hash<const Light*> lightPtrHasher;
for (std::size_t i = 0; i < lightKey.size(); ++i)
lightHash = CombineHash(lightHash, lightPtrHasher(lightKey[i]));
return lightHash;
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -9,38 +9,56 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/RenderQueue.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <memory>
#include <vector>
namespace Nz
{
class AbstractViewer;
class ElementRenderer;
class InstancedRenderable;
class Light;
class MaterialPass;
class RenderFrame;
class NAZARA_GRAPHICS_API FramePipeline
{
public:
FramePipeline() = default;
FramePipeline();
FramePipeline(const FramePipeline&) = delete;
FramePipeline(FramePipeline&&) noexcept = default;
virtual ~FramePipeline();
template<typename F> void ForEachElementRenderer(F&& callback);
inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
inline std::size_t GetElementRendererCount() const;
virtual void InvalidateViewer(AbstractViewer* viewerInstance) = 0;
virtual void InvalidateWorldInstance(WorldInstance* worldInstance) = 0;
template<typename F> void ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback);
virtual void RegisterInstancedDrawable(WorldInstancePtr worldInstance, const InstancedRenderable* instancedRenderable, UInt32 renderMask) = 0;
virtual void RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask) = 0;
virtual void RegisterMaterialPass(MaterialPass* materialPass) = 0;
virtual void RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder) = 0;
virtual void Render(RenderFrame& renderFrame) = 0;
virtual void UnregisterInstancedDrawable(const WorldInstancePtr& worldInstance, const InstancedRenderable* instancedRenderable) = 0;
virtual void UnregisterLight(Light* light) = 0;
virtual void UnregisterMaterialPass(MaterialPass* materialPass) = 0;
virtual void UnregisterViewer(AbstractViewer* viewerInstance) = 0;
FramePipeline& operator=(const FramePipeline&) = delete;
FramePipeline& operator=(FramePipeline&&) noexcept = default;
private:
std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
};
}

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@ -3,10 +3,58 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/FramePipeline.hpp>
#include <cassert>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline ElementRenderer& FramePipeline::GetElementRenderer(std::size_t elementIndex)
{
assert(elementIndex < m_elementRenderers.size());
return *m_elementRenderers[elementIndex];
}
inline std::size_t FramePipeline::GetElementRendererCount() const
{
return m_elementRenderers.size();
}
template<typename F>
void FramePipeline::ForEachElementRenderer(F&& callback)
{
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
{
if (m_elementRenderers[i])
callback(i, *m_elementRenderers[i]);
}
}
template<typename F>
void FramePipeline::ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback)
{
if (renderQueue.empty())
return;
auto it = renderQueue.begin();
auto itEnd = renderQueue.end();
while (it != itEnd)
{
const RenderElement* element = *it;
UInt8 elementType = element->GetElementType();
const Pointer<RenderElement>* first = it;
++it;
while (it != itEnd && (*it)->GetElementType() == elementType)
++it;
std::size_t count = it - first;
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
continue;
callback(elementType, first, count);
}
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -0,0 +1,39 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP
#define NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/Config.hpp>
namespace Nz
{
class InstancedRenderable;
class WorldInstance;
class NAZARA_GRAPHICS_API FramePipelinePass
{
public:
FramePipelinePass() = default;
FramePipelinePass(const FramePipelinePass&) = delete;
FramePipelinePass(FramePipelinePass&&) = delete;
virtual ~FramePipelinePass();
FramePipelinePass& operator=(const FramePipelinePass&) = delete;
FramePipelinePass& operator=(FramePipelinePass&&) = delete;
struct VisibleRenderable
{
const InstancedRenderable* instancedRenderable;
const WorldInstance* worldInstance;
};
};
}
#include <Nazara/Graphics/FramePipelinePass.inl>
#endif // NAZARA_GRAPHICS_FRAMEPIPELINEPASS_HPP

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@ -0,0 +1,12 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -16,7 +16,7 @@ namespace Nz
class NAZARA_GRAPHICS_API Material : public Resource
{
public:
Material();
Material() = default;
~Material() = default;
inline void AddPass(std::size_t passIndex, std::shared_ptr<MaterialPass> pass);
@ -24,6 +24,8 @@ namespace Nz
inline const std::shared_ptr<MaterialPass>& FindPass(const std::string& passName) const;
template<typename F> void ForEachPass(F&& callback);
inline const std::shared_ptr<MaterialPass>& GetPass(std::size_t passIndex) const;
inline bool HasPass(std::size_t passIndex) const;

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@ -27,6 +27,16 @@ namespace Nz
return GetPass(registry.GetPassIndex(passName));
}
template<typename F>
void Material::ForEachPass(F&& callback)
{
for (std::size_t i = 0; i < m_passes.size(); ++i)
{
if (m_passes[i])
callback(i, m_passes[i]);
}
}
inline const std::shared_ptr<MaterialPass>& Material::GetPass(std::size_t passIndex) const
{
if (passIndex >= m_passes.size())

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@ -103,15 +103,17 @@ namespace Nz
inline void SetTextureSampler(std::size_t textureIndex, TextureSamplerInfo samplerInfo);
inline void SetUniformBuffer(std::size_t bufferIndex, std::shared_ptr<RenderBuffer> uniformBuffer);
bool Update(RenderFrame& renderFrame, CommandBufferBuilder& builder);
void Update(RenderFrame& renderFrame, CommandBufferBuilder& builder);
// Signals:
NazaraSignal(OnMaterialInvalidated, const MaterialPass* /*material*/);
NazaraSignal(OnMaterialRelease, const MaterialPass* /*material*/);
NazaraSignal(OnMaterialPassInvalidated, const MaterialPass* /*materialPass*/);
NazaraSignal(OnMaterialPassPipelineInvalidated, const MaterialPass* /*materialPass*/);
NazaraSignal(OnMaterialPassShaderBindingInvalidated, const MaterialPass* /*materialPass*/);
NazaraSignal(OnMaterialPassRelease, const MaterialPass* /*materialPass*/);
private:
inline void InvalidateCommandBuffer();
inline void InvalidatePipeline();
inline void InvalidateShaderBinding();
inline void InvalidateTextureSampler(std::size_t textureIndex);
inline void InvalidateUniformData(std::size_t uniformBufferIndex);
void UpdatePipeline() const;
@ -137,7 +139,6 @@ namespace Nz
mutable std::shared_ptr<MaterialPipeline> m_pipeline;
mutable MaterialPipelineInfo m_pipelineInfo;
MaterialPassFlags m_flags;
bool m_forceCommandBufferRegeneration;
mutable bool m_pipelineUpdated;
};
}

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@ -16,7 +16,7 @@ namespace Nz
*/
inline MaterialPass::~MaterialPass()
{
OnMaterialRelease(this);
OnMaterialPassRelease(this);
}
/*!
@ -609,7 +609,7 @@ namespace Nz
{
m_textures[textureIndex].texture = std::move(texture);
InvalidateCommandBuffer();
InvalidateShaderBinding();
}
}
@ -632,22 +632,20 @@ namespace Nz
m_uniformBuffers[bufferIndex].buffer = std::move(uniformBuffer);
m_uniformBuffers[bufferIndex].dataInvalidated = true;
InvalidateCommandBuffer();
InvalidateShaderBinding();
}
}
inline void MaterialPass::InvalidateCommandBuffer()
{
m_forceCommandBufferRegeneration = true;
OnMaterialInvalidated(this);
}
inline void MaterialPass::InvalidatePipeline()
{
m_forceCommandBufferRegeneration = true;
m_pipelineUpdated = false;
OnMaterialInvalidated(this);
OnMaterialPassPipelineInvalidated(this);
}
inline void MaterialPass::InvalidateShaderBinding()
{
OnMaterialPassShaderBindingInvalidated(this);
}
inline void MaterialPass::InvalidateTextureSampler(std::size_t textureIndex)
@ -655,7 +653,7 @@ namespace Nz
assert(textureIndex < m_textures.size());
m_textures[textureIndex].sampler.reset();
InvalidateCommandBuffer();
InvalidateShaderBinding();
}
inline void MaterialPass::InvalidateUniformData(std::size_t uniformBufferIndex)
@ -664,7 +662,7 @@ namespace Nz
UniformBuffer& uboEntry = m_uniformBuffers[uniformBufferIndex];
uboEntry.dataInvalidated = true;
OnMaterialInvalidated(this);
OnMaterialPassInvalidated(this);
}
}

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@ -0,0 +1,179 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DepthPipelinePass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/ElementRenderer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
DepthPipelinePass::DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
m_lastVisibilityHash(0),
m_viewer(viewer),
m_pipeline(owner),
m_rebuildCommandBuffer(false),
m_rebuildElements(false)
{
m_depthPassIndex = Graphics::Instance()->GetMaterialPassRegistry().GetPassIndex("DepthPass");
}
DepthPipelinePass::~DepthPipelinePass()
{
for (auto&& [materialPass, entry] : m_materialPasses)
m_pipeline.UnregisterMaterialPass(materialPass);
}
void DepthPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash)
{
if (m_lastVisibilityHash != visibilityHash)
{
renderFrame.PushForRelease(std::move(m_renderElements));
m_renderElements.clear();
for (const auto& renderableData : visibleRenderables)
renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, m_renderElements);
m_renderQueueRegistry.Clear();
m_renderQueue.Clear();
for (const auto& renderElement : m_renderElements)
{
renderElement->Register(m_renderQueueRegistry);
m_renderQueue.Insert(renderElement.get());
}
m_renderQueueRegistry.Finalize();
m_lastVisibilityHash = visibilityHash;
m_rebuildElements = true;
}
// TODO: Don't sort every frame if no material pass requires distance sorting
m_renderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
});
if (m_rebuildElements)
{
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
{
if (elementType >= m_elementRendererData.size())
m_elementRendererData.resize(elementType + 1);
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
}
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
});
const auto& viewerInstance = m_viewer->GetViewerInstance();
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
m_renderStates.clear();
m_renderStates.resize(elementCount);
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
});
m_rebuildCommandBuffer = true;
m_rebuildElements = false;
}
}
void DepthPipelinePass::RegisterMaterial(const Material& material)
{
if (!material.HasPass(m_depthPassIndex))
return;
MaterialPass* materialPass = material.GetPass(m_depthPassIndex).get();
auto it = m_materialPasses.find(materialPass);
if (it == m_materialPasses.end())
{
m_pipeline.RegisterMaterialPass(materialPass);
auto& matPassEntry = m_materialPasses[materialPass];
matPassEntry.onMaterialPipelineInvalidated.Connect(materialPass->OnMaterialPassPipelineInvalidated, [=](const MaterialPass*)
{
m_rebuildElements = true;
});
matPassEntry.onMaterialShaderBindingInvalidated.Connect(materialPass->OnMaterialPassShaderBindingInvalidated, [=](const MaterialPass*)
{
m_rebuildCommandBuffer = true;
});
}
else
it->second.usedCount++;
}
void DepthPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t depthBufferIndex)
{
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
depthPrepass.SetDepthStencilOutput(depthBufferIndex);
depthPrepass.SetDepthStencilClear(1.f, 0);
depthPrepass.SetExecutionCallback([&]()
{
if (m_rebuildCommandBuffer)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = m_viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = m_viewer->GetViewerInstance();
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
});
m_rebuildCommandBuffer = false;
});
}
void DepthPipelinePass::UnregisterMaterial(const Material& material)
{
if (!material.HasPass(m_depthPassIndex))
return;
MaterialPass* materialPass = material.GetPass(m_depthPassIndex).get();
auto it = m_materialPasses.find(materialPass);
if (it != m_materialPasses.end())
{
if (--it->second.usedCount == 0)
{
m_pipeline.UnregisterMaterialPass(materialPass);
m_materialPasses.erase(it);
}
}
}
}

View File

@ -12,8 +12,6 @@
#include <Nazara/Graphics/PointLight.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Math/Angle.hpp>
@ -32,14 +30,13 @@ namespace Nz
m_rebuildFrameGraph(true)
{
auto& passRegistry = Graphics::Instance()->GetMaterialPassRegistry();
m_depthPassIndex = passRegistry.GetPassIndex("DepthPass");
m_forwardPassIndex = passRegistry.GetPassIndex("ForwardPass");
}
m_elementRenderers.resize(BasicRenderElementCount);
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
m_lightUboPool = std::make_shared<LightUboPool>();
ForwardFramePipeline::~ForwardFramePipeline()
{
// Force viewer passes to unregister their materials
m_viewers.clear();
}
void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance)
@ -64,15 +61,21 @@ namespace Nz
{
auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second;
renderableData.renderMask = renderMask;
renderableData.onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [this](InstancedRenderable* /*instancedRenderable*/)
renderableData.onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [=](InstancedRenderable* /*instancedRenderable*/)
{
// TODO: Invalidate only relevant viewers
// TODO: Invalidate only relevant viewers and passes
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
UInt32 viewerRenderMask = viewer->GetRenderMask();
if (viewerRenderMask & renderMask)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->ForceInvalidation();
viewerData.forwardPass->ForceInvalidation();
}
}
});
@ -80,29 +83,25 @@ namespace Nz
{
if (newMaterial)
{
if (const auto& pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
for (auto&& [viewer, viewerData] : m_viewers)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterMaterial(*newMaterial);
if (const auto& pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
viewerData.forwardPass->RegisterMaterial(*newMaterial);
}
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
if (const auto& pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
for (auto&& [viewer, viewerData] : m_viewers)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->UnregisterMaterial(*prevMaterial);
if (const auto& pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
// TODO: Invalidate only relevant viewers
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
viewerData.forwardPass->UnregisterMaterial(*prevMaterial);
}
}
});
@ -111,21 +110,13 @@ namespace Nz
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
if (const auto& pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
for (auto&& [viewer, viewerData] : m_viewers)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterMaterial(*mat);
if (const auto& pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
}
}
for (auto&& [viewer, viewerData] : m_viewers)
{
if (viewer->GetRenderMask() & renderMask)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
viewerData.forwardPass->RegisterMaterial(*mat);
}
}
}
}
@ -136,20 +127,42 @@ namespace Nz
auto& lightData = m_lights[light.get()];
lightData.light = std::move(light);
lightData.renderMask = renderMask;
lightData.onLightInvalidated.Connect(lightData.light->OnLightDataInvalided, [this](Light*)
lightData.onLightInvalidated.Connect(lightData.light->OnLightDataInvalided, [=](Light*)
{
//TODO: Switch lights to storage buffers so they can all be part of GPU memory
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
UInt32 viewerRenderMask = viewer->GetRenderMask();
if (viewerRenderMask & renderMask)
viewerData.forwardPass->ForceInvalidation();
}
});
}
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* materialPass)
{
auto it = m_activeMaterialPasses.find(materialPass);
if (it == m_activeMaterialPasses.end())
{
it = m_activeMaterialPasses.emplace(materialPass, MaterialPassData{}).first;
it->second.onMaterialPassInvalided.Connect(materialPass->OnMaterialPassInvalidated, [=](const MaterialPass* /*material*/)
{
m_invalidatedMaterialPasses.insert(materialPass);
});
m_invalidatedMaterialPasses.insert(materialPass);
}
it->second.usedCount++;
}
void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
{
auto& viewerData = m_viewers.emplace(viewerInstance, ViewerData{}).first->second;
viewerData.renderOrder = renderOrder;
viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
m_invalidatedViewerInstances.insert(viewerInstance);
m_rebuildFrameGraph = true;
@ -189,19 +202,10 @@ namespace Nz
m_invalidatedWorldInstances.clear();
for (MaterialPass* material : m_invalidatedMaterials)
{
if (material->Update(renderFrame, builder))
{
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
}
}
m_invalidatedMaterials.clear();
for (MaterialPass* materialPass : m_invalidatedMaterialPasses)
materialPass->Update(renderFrame, builder);
m_invalidatedMaterialPasses.clear();
builder.PostTransferBarrier();
}
@ -213,9 +217,6 @@ namespace Nz
return currentHash * 23 + newHash;
};
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
std::size_t lightUboAlignedSize = Align(lightOffsets.totalSize, graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment);
// Render queues handling
for (auto&& [viewer, data] : m_viewers)
{
@ -259,7 +260,9 @@ namespace Nz
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(worldInstance.get()));
}
// TODO: Lights update shouldn't trigger a rebuild of the depth prepass
// Lights update don't trigger a rebuild of the depth pre-pass
std::size_t depthVisibilityHash = visibilityHash;
m_visibleLights.clear();
for (auto&& [light, lightData] : m_lights)
{
@ -273,245 +276,10 @@ namespace Nz
}
}
if (viewerData.visibilityHash != visibilityHash)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
if (viewerData.depthPrepass)
viewerData.depthPrepass->Prepare(renderFrame, frustum, m_visibleRenderables, depthVisibilityHash);
viewerData.visibilityHash = visibilityHash;
}
if (viewerData.rebuildDepthPrepass)
{
renderFrame.PushForRelease(std::move(viewerData.depthPrepassRenderElements));
viewerData.depthPrepassRenderElements.clear();
for (const auto& renderableData : m_visibleRenderables)
renderableData.instancedRenderable->BuildElement(m_depthPassIndex, *renderableData.worldInstance, viewerData.depthPrepassRenderElements);
viewerData.depthPrepassRegistry.Clear();
viewerData.depthPrepassRenderQueue.Clear();
for (const auto& renderElement : viewerData.depthPrepassRenderElements)
{
renderElement->Register(viewerData.depthPrepassRegistry);
viewerData.depthPrepassRenderQueue.Insert(renderElement.get());
}
viewerData.depthPrepassRegistry.Finalize();
}
viewerData.depthPrepassRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, viewerData.depthPrepassRegistry);
});
if (viewerData.rebuildForwardPass)
{
renderFrame.PushForRelease(std::move(viewerData.forwardRenderElements));
viewerData.forwardRenderElements.clear();
viewerData.forwardRegistry.Clear();
viewerData.forwardRenderQueue.Clear();
viewerData.lightBufferPerLights.clear();
viewerData.lightPerRenderElement.clear();
for (auto& lightDataUbo : m_lightDataBuffers)
{
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]()
{
pool->lightUboBuffers.push_back(std::move(lightUbo));
});
}
m_lightDataBuffers.clear();
for (const auto& renderableData : m_visibleRenderables)
{
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
// Select lights (TODO: Cull lights in frustum)
m_renderableLights.clear();
for (const Light* light : m_visibleLights)
{
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
if (boundingVolume.Intersect(renderableBoundingVolume.aabb))
m_renderableLights.push_back(light);
}
// Sort lights
std::sort(m_renderableLights.begin(), m_renderableLights.end(), [&](const Light* lhs, const Light* rhs)
{
return lhs->ComputeContributionScore(renderableBoundingVolume) < rhs->ComputeContributionScore(renderableBoundingVolume);
});
std::size_t lightCount = std::min(m_renderableLights.size(), MaxLightCountPerDraw);
LightKey lightKey;
lightKey.fill(nullptr);
for (std::size_t i = 0; i < lightCount; ++i)
lightKey[i] = m_renderableLights[i];
RenderBufferView lightUboView;
auto it = viewerData.lightBufferPerLights.find(lightKey);
if (it == viewerData.lightBufferPerLights.end())
{
// Prepare light ubo upload
// Find light ubo
LightDataUbo* targetLightData = nullptr;
for (auto& lightUboData : m_lightDataBuffers)
{
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
{
targetLightData = &lightUboData;
break;
}
}
if (!targetLightData)
{
// Make a new light UBO
auto& lightUboData = m_lightDataBuffers.emplace_back();
// Reuse from pool if possible
if (!m_lightUboPool->lightUboBuffers.empty())
{
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
m_lightUboPool->lightUboBuffers.pop_back();
}
else
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
targetLightData = &lightUboData;
}
assert(targetLightData);
if (!targetLightData->allocation)
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
for (std::size_t i = 0; i < lightCount; ++i)
{
m_renderableLights[i]->FillLightData(lightPtr);
lightPtr += lightOffsets.lightSize;
}
// Associate render element with light ubo
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
targetLightData->offset += lightUboAlignedSize;
viewerData.lightBufferPerLights.emplace(lightKey, lightUboView);
}
else
lightUboView = it->second;
std::size_t previousCount = viewerData.forwardRenderElements.size();
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, viewerData.forwardRenderElements);
for (std::size_t i = previousCount; i < viewerData.forwardRenderElements.size(); ++i)
{
const RenderElement* element = viewerData.forwardRenderElements[i].get();
viewerData.lightPerRenderElement.emplace(element, lightUboView);
}
}
for (const auto& renderElement : viewerData.forwardRenderElements)
{
renderElement->Register(viewerData.forwardRegistry);
viewerData.forwardRenderQueue.Insert(renderElement.get());
}
viewerData.forwardRegistry.Finalize();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
{
for (auto& lightUboData : m_lightDataBuffers)
{
if (!lightUboData.allocation)
continue;
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
}
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
}
viewerData.forwardRenderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, viewerData.forwardRegistry);
});
}
for (auto&& [viewer, viewerData] : m_viewers)
{
if (!viewerData.prepare)
continue;
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
{
auto& elementRendererPtr = m_elementRenderers[i];
if (i >= viewerData.elementRendererData.size() || !viewerData.elementRendererData[i])
{
if (i >= viewerData.elementRendererData.size())
viewerData.elementRendererData.resize(i + 1);
viewerData.elementRendererData[i] = elementRendererPtr->InstanciateData();
}
if (elementRendererPtr)
elementRendererPtr->Reset(*viewerData.elementRendererData[i], renderFrame);
}
auto& rendererData = viewerData.elementRendererData;
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
m_renderStates.clear();
m_renderStates.resize(elementCount);
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
auto& lightPerRenderElement = viewerData.lightPerRenderElement;
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
m_renderStates.clear();
m_renderStates.reserve(elementCount);
for (std::size_t i = 0; i < elementCount; ++i)
{
auto it = lightPerRenderElement.find(elements[i]);
assert(it != lightPerRenderElement.end());
auto& renderStates = m_renderStates.emplace_back();
renderStates.lightData = it->second;
}
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
for (std::size_t i = 0; i < m_elementRenderers.size(); ++i)
m_elementRenderers[i]->PrepareEnd(renderFrame, *rendererData[i]);
viewerData.forwardPass->Prepare(renderFrame, frustum, m_visibleRenderables, m_visibleLights, visibilityHash);
}
if (m_bakedFrameGraph.Resize(renderFrame))
@ -555,13 +323,7 @@ namespace Nz
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildFrameGraph = false;
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = false;
viewerData.rebuildDepthPrepass = false;
viewerData.prepare = false;
}
// Final blit (TODO: Make part of frame graph)
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [renderTargetPtr, renderTargetData] : m_renderTargets)
{
@ -623,30 +385,31 @@ namespace Nz
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
for (auto&& [viewer, viewerData] : m_viewers)
{
const auto& material = instancedRenderable->GetMaterial(i);
if (viewerData.depthPrepass)
viewerData.depthPrepass->UnregisterMaterial(*material);
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildDepthPrepass = true;
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
viewerData.forwardPass->UnregisterMaterial(*material);
}
}
}
void ForwardFramePipeline::UnregisterLight(Light* light)
{
m_lights.erase(light);
}
for (auto&& [viewer, viewerData] : m_viewers)
{
viewerData.rebuildForwardPass = true;
viewerData.prepare = true;
}
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* materialPass)
{
auto it = m_activeMaterialPasses.find(materialPass);
assert(it != m_activeMaterialPasses.end());
MaterialPassData& materialData = it->second;
assert(materialData.usedCount > 0);
if (--materialData.usedCount == 0)
m_activeMaterialPasses.erase(materialPass);
}
void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance)
@ -676,65 +439,10 @@ namespace Nz
{
auto& viewerData = data;
FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass");
depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
depthPrepass.SetDepthStencilClear(1.f, 0);
depthPrepass.SetExecutionCallback([&]()
{
if (viewerData.rebuildDepthPrepass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
depthPrepass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
});
});
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(viewerData.colorAttachment);
forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment);
//forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment);
forwardPass.SetClearColor(0, viewer->GetClearColor());
forwardPass.SetDepthStencilClear(1.f, 0);
forwardPass.SetExecutionCallback([&]()
{
if (viewerData.rebuildForwardPass)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
forwardPass.SetCommandCallback([this, viewer = viewer, &viewerData](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elementCount, elements);
});
});
viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.colorAttachment, viewerData.depthStencilAttachment);
}
using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
@ -808,60 +516,4 @@ namespace Nz
return frameGraph.Bake();
}
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* material)
{
auto it = m_materials.find(material);
if (it == m_materials.end())
{
it = m_materials.emplace(material, MaterialData{}).first;
it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/)
{
m_invalidatedMaterials.insert(material);
});
m_invalidatedMaterials.insert(material);
}
it->second.usedCount++;
}
template<typename F>
void ForwardFramePipeline::ProcessRenderQueue(const RenderQueue<RenderElement*>& renderQueue, F&& callback)
{
if (renderQueue.empty())
return;
auto it = renderQueue.begin();
auto itEnd = renderQueue.end();
while (it != itEnd)
{
const RenderElement* element = *it;
UInt8 elementType = element->GetElementType();
const Pointer<RenderElement>* first = it;
++it;
while (it != itEnd && (*it)->GetElementType() == elementType)
++it;
std::size_t count = it - first;
if (elementType >= m_elementRenderers.size() || !m_elementRenderers[elementType])
continue;
callback(elementType, first, count);
}
}
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* material)
{
auto it = m_materials.find(material);
assert(it != m_materials.end());
MaterialData& materialData = it->second;
assert(materialData.usedCount > 0);
if (--materialData.usedCount == 0)
m_materials.erase(material);
}
}

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@ -0,0 +1,321 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ForwardPipelinePass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ForwardPipelinePass::ForwardPipelinePass(FramePipeline& owner, AbstractViewer* viewer) :
m_lastVisibilityHash(0),
m_viewer(viewer),
m_pipeline(owner),
m_rebuildCommandBuffer(false),
m_rebuildElements(false)
{
Graphics* graphics = Graphics::Instance();
m_forwardPassIndex = graphics->GetMaterialPassRegistry().GetPassIndex("ForwardPass");
m_lightUboPool = std::make_shared<LightUboPool>();
}
ForwardPipelinePass::~ForwardPipelinePass()
{
for (auto&& [materialPass, entry] : m_materialPasses)
m_pipeline.UnregisterMaterialPass(materialPass);
}
void ForwardPipelinePass::Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, const std::vector<const Light*>& visibleLights, std::size_t visibilityHash)
{
if (m_lastVisibilityHash != visibilityHash || m_rebuildElements) //< FIXME
{
renderFrame.PushForRelease(std::move(m_renderElements));
m_renderElements.clear();
m_renderQueueRegistry.Clear();
m_renderQueue.Clear();
m_lightBufferPerLights.clear();
m_lightPerRenderElement.clear();
for (auto& lightDataUbo : m_lightDataBuffers)
{
renderFrame.PushReleaseCallback([pool = m_lightUboPool, lightUbo = std::move(lightDataUbo.renderBuffer)]()
{
pool->lightUboBuffers.push_back(std::move(lightUbo));
});
}
m_lightDataBuffers.clear();
Graphics* graphics = Graphics::Instance();
PredefinedLightData lightOffsets = PredefinedLightData::GetOffsets();
std::size_t lightUboAlignedSize = AlignPow2(lightOffsets.totalSize, graphics->GetRenderDevice()->GetDeviceInfo().limits.minUniformBufferOffsetAlignment);
UploadPool& uploadPool = renderFrame.GetUploadPool();
for (const auto& renderableData : visibleRenderables)
{
BoundingVolumef renderableBoundingVolume(renderableData.instancedRenderable->GetAABB());
renderableBoundingVolume.Update(renderableData.worldInstance->GetWorldMatrix());
// Select lights
m_renderableLights.clear();
for (const Light* light : visibleLights)
{
const BoundingVolumef& boundingVolume = light->GetBoundingVolume();
if (boundingVolume.Intersect(renderableBoundingVolume.aabb))
m_renderableLights.push_back(light);
}
// Sort lights
std::sort(m_renderableLights.begin(), m_renderableLights.end(), [&](const Light* lhs, const Light* rhs)
{
return lhs->ComputeContributionScore(renderableBoundingVolume) < rhs->ComputeContributionScore(renderableBoundingVolume);
});
std::size_t lightCount = std::min(m_renderableLights.size(), MaxLightCountPerDraw);
LightKey lightKey;
lightKey.fill(nullptr);
for (std::size_t i = 0; i < lightCount; ++i)
lightKey[i] = m_renderableLights[i];
RenderBufferView lightUboView;
auto it = m_lightBufferPerLights.find(lightKey);
if (it == m_lightBufferPerLights.end())
{
// Prepare light ubo upload
// Find light ubo
LightDataUbo* targetLightData = nullptr;
for (auto& lightUboData : m_lightDataBuffers)
{
if (lightUboData.offset + lightUboAlignedSize <= lightUboData.renderBuffer->GetSize())
{
targetLightData = &lightUboData;
break;
}
}
if (!targetLightData)
{
// Make a new light UBO
auto& lightUboData = m_lightDataBuffers.emplace_back();
// Reuse from pool if possible
if (!m_lightUboPool->lightUboBuffers.empty())
{
lightUboData.renderBuffer = m_lightUboPool->lightUboBuffers.back();
m_lightUboPool->lightUboBuffers.pop_back();
}
else
lightUboData.renderBuffer = graphics->GetRenderDevice()->InstantiateBuffer(BufferType::Uniform, 256 * lightUboAlignedSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic | BufferUsage::Write);
targetLightData = &lightUboData;
}
assert(targetLightData);
if (!targetLightData->allocation)
targetLightData->allocation = &uploadPool.Allocate(targetLightData->renderBuffer->GetSize());
void* lightDataPtr = static_cast<UInt8*>(targetLightData->allocation->mappedPtr) + targetLightData->offset;
AccessByOffset<UInt32&>(lightDataPtr, lightOffsets.lightCountOffset) = SafeCast<UInt32>(lightCount);
UInt8* lightPtr = static_cast<UInt8*>(lightDataPtr) + lightOffsets.lightsOffset;
for (std::size_t i = 0; i < lightCount; ++i)
{
m_renderableLights[i]->FillLightData(lightPtr);
lightPtr += lightOffsets.lightSize;
}
// Associate render element with light ubo
lightUboView = RenderBufferView(targetLightData->renderBuffer.get(), targetLightData->offset, lightUboAlignedSize);
targetLightData->offset += lightUboAlignedSize;
m_lightBufferPerLights.emplace(lightKey, lightUboView);
}
else
lightUboView = it->second;
std::size_t previousCount = m_renderElements.size();
renderableData.instancedRenderable->BuildElement(m_forwardPassIndex, *renderableData.worldInstance, m_renderElements);
for (std::size_t i = previousCount; i < m_renderElements.size(); ++i)
{
const RenderElement* element = m_renderElements[i].get();
m_lightPerRenderElement.emplace(element, lightUboView);
}
}
for (const auto& renderElement : m_renderElements)
{
renderElement->Register(m_renderQueueRegistry);
m_renderQueue.Insert(renderElement.get());
}
m_renderQueueRegistry.Finalize();
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("Light UBO Update", Color::Yellow);
{
for (auto& lightUboData : m_lightDataBuffers)
{
if (!lightUboData.allocation)
continue;
builder.CopyBuffer(*lightUboData.allocation, RenderBufferView(lightUboData.renderBuffer.get(), 0, lightUboData.offset));
}
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
m_lastVisibilityHash = visibilityHash;
m_rebuildElements = true;
}
// TODO: Don't sort every frame if no material pass requires distance sorting
m_renderQueue.Sort([&](const RenderElement* element)
{
return element->ComputeSortingScore(frustum, m_renderQueueRegistry);
});
if (m_rebuildElements)
{
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
if (elementType >= m_elementRendererData.size() || !m_elementRendererData[elementType])
{
if (elementType >= m_elementRendererData.size())
m_elementRendererData.resize(elementType + 1);
m_elementRendererData[elementType] = elementRenderer.InstanciateData();
}
elementRenderer.Reset(*m_elementRendererData[elementType], renderFrame);
});
const auto& viewerInstance = m_viewer->GetViewerInstance();
auto& lightPerRenderElement = m_lightPerRenderElement;
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
m_renderStates.clear();
m_renderStates.reserve(elementCount);
for (std::size_t i = 0; i < elementCount; ++i)
{
auto it = lightPerRenderElement.find(elements[i]);
assert(it != lightPerRenderElement.end());
auto& renderStates = m_renderStates.emplace_back();
renderStates.lightData = it->second;
}
elementRenderer.Prepare(viewerInstance, *m_elementRendererData[elementType], renderFrame, elementCount, elements, m_renderStates.data());
});
m_pipeline.ForEachElementRenderer([&](std::size_t elementType, ElementRenderer& elementRenderer)
{
elementRenderer.PrepareEnd(renderFrame, *m_elementRendererData[elementType]);
});
m_rebuildCommandBuffer = true;
m_rebuildElements = false;
}
}
void ForwardPipelinePass::RegisterMaterial(const Material& material)
{
if (!material.HasPass(m_forwardPassIndex))
return;
MaterialPass* materialPass = material.GetPass(m_forwardPassIndex).get();
auto it = m_materialPasses.find(materialPass);
if (it == m_materialPasses.end())
{
m_pipeline.RegisterMaterialPass(materialPass);
auto& matPassEntry = m_materialPasses[materialPass];
matPassEntry.onMaterialPipelineInvalidated.Connect(materialPass->OnMaterialPassPipelineInvalidated, [=](const MaterialPass*)
{
m_rebuildElements = true;
});
matPassEntry.onMaterialShaderBindingInvalidated.Connect(materialPass->OnMaterialPassShaderBindingInvalidated, [=](const MaterialPass*)
{
m_rebuildCommandBuffer = true;
});
}
else
it->second.usedCount++;
}
void ForwardPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t colorBufferIndex, std::size_t depthBufferIndex)
{
FramePass& forwardPass = frameGraph.AddPass("Forward pass");
forwardPass.AddOutput(colorBufferIndex);
forwardPass.SetDepthStencilInput(depthBufferIndex);
forwardPass.SetClearColor(0, m_viewer->GetClearColor());
forwardPass.SetDepthStencilClear(1.f, 0);
forwardPass.SetExecutionCallback([&]()
{
if (m_rebuildCommandBuffer)
return FramePassExecution::UpdateAndExecute;
else
return FramePassExecution::Execute;
});
forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
{
Recti viewport = m_viewer->GetViewport();
builder.SetScissor(viewport);
builder.SetViewport(viewport);
const auto& viewerInstance = m_viewer->GetViewerInstance();
m_pipeline.ProcessRenderQueue(m_renderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = m_pipeline.GetElementRenderer(elementType);
elementRenderer.Render(viewerInstance, *m_elementRendererData[elementType], builder, elementCount, elements);
});
m_rebuildCommandBuffer = false;
});
}
void ForwardPipelinePass::UnregisterMaterial(const Material& material)
{
if (!material.HasPass(m_forwardPassIndex))
return;
MaterialPass* materialPass = material.GetPass(m_forwardPassIndex).get();
auto it = m_materialPasses.find(materialPass);
if (it != m_materialPasses.end())
{
if (--it->second.usedCount == 0)
{
m_materialPasses.erase(it);
m_pipeline.UnregisterMaterialPass(materialPass);
}
}
}
}

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@ -3,9 +3,20 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/FramePipeline.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
FramePipeline::FramePipeline()
{
m_elementRenderers.resize(BasicRenderElementCount);
m_elementRenderers[UnderlyingCast(BasicRenderElement::SpriteChain)] = std::make_unique<SpriteChainRenderer>(*Graphics::Instance()->GetRenderDevice());
m_elementRenderers[UnderlyingCast(BasicRenderElement::Submesh)] = std::make_unique<SubmeshRenderer>();
}
FramePipeline::~FramePipeline() = default;
}

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@ -0,0 +1,11 @@
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/FramePipelinePass.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
FramePipelinePass::~FramePipelinePass() = default;
}

View File

@ -7,7 +7,4 @@
namespace Nz
{
Material::Material()
{
}
}

View File

@ -28,7 +28,6 @@ namespace Nz
*/
MaterialPass::MaterialPass(std::shared_ptr<const MaterialSettings> settings) :
m_settings(std::move(settings)),
m_forceCommandBufferRegeneration(false),
m_pipelineUpdated(false)
{
m_pipelineInfo.settings = m_settings;
@ -109,7 +108,7 @@ namespace Nz
}
}
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
void MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
{
UploadPool& uploadPool = renderFrame.GetUploadPool();
@ -125,11 +124,6 @@ namespace Nz
ubo.dataInvalidated = false;
}
}
bool shouldRegenerateCommandBuffer = m_forceCommandBufferRegeneration;
m_forceCommandBufferRegeneration = false;
return shouldRegenerateCommandBuffer;
}
void MaterialPass::UpdatePipeline() const