Graphics: Separate pipeline state from Material into a new class, MaterialPipeline
This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: 4ed2f66567f7da6b6b6ee073e4d855b9a935000d [formerly b540f468fc700a16d5136d4dbb8632e23882fd3d] [formerly 37fff624ec65cc387130875410b6ea35c1a5bcfb [formerly ab9a88f514f46f6596499e285981fa6da588bb03]] Former-commit-id: a2e8859196c0f72b7d7ffd8764a887e6c8173743 [formerly c886cdade14769db243ff993a1741f6052a2eb2a] Former-commit-id: e1d02662fb1ac165c7e888380afee7601350060f
This commit is contained in:
@@ -73,122 +73,132 @@ namespace Nz
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const Shader* lastShader = nullptr;
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const ShaderUniforms* shaderUniforms = nullptr;
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for (auto& pair : m_renderQueue->layers)
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for (auto& layerPair : m_renderQueue->layers)
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{
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DeferredRenderQueue::Layer& layer = pair.second;
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for (auto& matIt : layer.opaqueModels)
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for (auto& pipelinePair : layerPair.second.opaqueModels)
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{
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auto& matEntry = matIt.second;
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const MaterialPipeline* pipeline = pipelinePair.first;
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auto& pipelineEntry = pipelinePair.second;
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if (matEntry.enabled)
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if (pipelineEntry.maxInstanceCount > 0)
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{
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DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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bool instancing = (pipelineEntry.maxInstanceCount > NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT);
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if (!meshInstances.empty())
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UInt32 flags = ShaderFlags_Deferred;
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if (instancing)
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flags |= ShaderFlags_Instancing;
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const MaterialPipeline::Instance& pipelineInstance = pipeline->Apply(flags);
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const Shader* shader = pipelineInstance.uberInstance->GetShader();
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// Uniforms are conserved in our program, there's no point to send them back until they change
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if (shader != lastShader)
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{
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const Material* material = matIt.first;
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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bool useInstancing = instancingEnabled && matEntry.instancingEnabled;
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// Ambiant color of the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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// We begin by getting the program for materials
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UInt32 flags = ShaderFlags_Deferred;
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if (useInstancing)
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flags |= ShaderFlags_Instancing;
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lastShader = shader;
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}
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const Shader* shader = material->Apply(flags);
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for (auto& materialPair : pipelineEntry.materialMap)
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{
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const Material* material = materialPair.first;
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auto& matEntry = materialPair.second;
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// The uniforms are conserved in our program, there's no point to send them back if they don't change
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if (shader != lastShader)
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if (matEntry.enabled)
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{
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// Index of uniforms in the shader
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shaderUniforms = GetShaderUniforms(shader);
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DeferredRenderQueue::MeshInstanceContainer& meshInstances = matEntry.meshMap;
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// Ambient color for the scene
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position of the camera
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shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
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lastShader = shader;
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}
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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const MeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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std::vector<Matrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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if (!meshInstances.empty())
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{
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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material->Apply(pipelineInstance);
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// Handle draw call before rendering loop
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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if (indexBuffer)
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// Meshes
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for (auto& meshIt : meshInstances)
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{
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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const MeshData& meshData = meshIt.first;
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auto& meshEntry = meshIt.second;
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Renderer::SetIndexBuffer(indexBuffer);
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Renderer::SetVertexBuffer(vertexBuffer);
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if (useInstancing)
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{
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// We get the buffer for instance of Renderer and we configure it to work with matrices
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The number of matrices that can be hold in the buffer
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while (instanceCount > 0)
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std::vector<Matrix4f>& instances = meshEntry.instances;
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if (!instances.empty())
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{
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// We compute the number of instances that we will be able to show this time (Depending on the instance buffer size)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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const IndexBuffer* indexBuffer = meshData.indexBuffer;
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const VertexBuffer* vertexBuffer = meshData.vertexBuffer;
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// We fill the instancing buffer with our world matrices
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceMatrices += renderedInstanceCount;
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// Handle draw call before rendering loop
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Renderer::DrawCall drawFunc;
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Renderer::DrawCallInstanced instancedDrawFunc;
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unsigned int indexCount;
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// And we show
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instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
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if (indexBuffer)
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{
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drawFunc = Renderer::DrawIndexedPrimitives;
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instancedDrawFunc = Renderer::DrawIndexedPrimitivesInstanced;
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indexCount = indexBuffer->GetIndexCount();
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}
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else
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{
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drawFunc = Renderer::DrawPrimitives;
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instancedDrawFunc = Renderer::DrawPrimitivesInstanced;
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indexCount = vertexBuffer->GetVertexCount();
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}
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Renderer::SetIndexBuffer(indexBuffer);
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Renderer::SetVertexBuffer(vertexBuffer);
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if (instancing)
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{
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// We get the buffer for instance of Renderer and we configure it to work with matrices
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VertexBuffer* instanceBuffer = Renderer::GetInstanceBuffer();
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instanceBuffer->SetVertexDeclaration(VertexDeclaration::Get(VertexLayout_Matrix4));
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const Matrix4f* instanceMatrices = &instances[0];
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unsigned int instanceCount = instances.size();
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unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // The number of matrices that can be hold in the buffer
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while (instanceCount > 0)
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{
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// We compute the number of instances that we will be able to show this time (Depending on the instance buffer size)
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unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
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instanceCount -= renderedInstanceCount;
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// We fill the instancing buffer with our world matrices
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceMatrices += renderedInstanceCount;
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// And we show
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instancedDrawFunc(renderedInstanceCount, meshData.primitiveMode, 0, indexCount);
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}
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}
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else
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{
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// Without instancing, we must do one draw call for each instance
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// This may be faster than instancing under a threshold
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// Due to the time to modify the instancing buffer
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for (const Matrix4f& matrix : instances)
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{
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Renderer::SetMatrix(MatrixType_World, matrix);
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drawFunc(meshData.primitiveMode, 0, indexCount);
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}
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}
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instances.clear();
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}
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}
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else
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{
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// Without instancing, we must do one draw call for each instance
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// This may be faster than instancing under a threshold
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// Due to the time to modify the instancing buffer
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for (const Matrix4f& matrix : instances)
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{
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Renderer::SetMatrix(MatrixType_World, matrix);
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drawFunc(meshData.primitiveMode, 0, indexCount);
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}
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}
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instances.clear();
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}
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// And we set it back data to zero
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matEntry.enabled = false;
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}
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}
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// Abd we set it back data to zero
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matEntry.enabled = false;
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matEntry.instancingEnabled = false;
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pipelineEntry.maxInstanceCount = 0;
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}
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}
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}
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