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
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@@ -191,27 +191,39 @@ namespace Nz
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsEnabled(RendererParameter_Blend))
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if (material->IsBlendingEnabled())
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// One transparent material ? I don't like it, go see if I'm in the forward queue
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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Layer& currentLayer = GetLayer(renderOrder);
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auto& opaqueModels = currentLayer.opaqueModels;
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MeshPipelineBatches& opaqueModels = currentLayer.opaqueModels;
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auto it = opaqueModels.find(material);
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if (it == opaqueModels.end())
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const MaterialPipeline* materialPipeline = material->GetPipeline();
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auto pipelineIt = opaqueModels.find(materialPipeline);
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if (pipelineIt == opaqueModels.end())
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{
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BatchedMaterialEntry materialEntry;
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pipelineIt = opaqueModels.insert(MeshPipelineBatches::value_type(materialPipeline, std::move(materialEntry))).first;
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}
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BatchedMaterialEntry& materialEntry = pipelineIt->second;
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MeshMaterialBatches& materialMap = materialEntry.materialMap;
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auto materialIt = materialMap.find(material);
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if (materialIt == materialMap.end())
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{
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BatchedModelEntry entry;
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entry.materialReleaseSlot.Connect(material->OnMaterialRelease, this, &DeferredRenderQueue::OnMaterialInvalidation);
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it = opaqueModels.insert(std::make_pair(material, std::move(entry))).first;
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materialIt = materialMap.insert(MeshMaterialBatches::value_type(material, std::move(entry))).first;
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}
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BatchedModelEntry& entry = it->second;
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BatchedModelEntry& entry = materialIt->second;
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entry.enabled = true;
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auto& meshMap = entry.meshMap;
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MeshInstanceContainer& meshMap = entry.meshMap;
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auto it2 = meshMap.find(meshData);
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if (it2 == meshMap.end())
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@@ -225,13 +237,8 @@ namespace Nz
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it2 = meshMap.insert(std::make_pair(meshData, std::move(instanceEntry))).first;
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}
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// We add matrices to the list of instances of this object
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std::vector<Matrix4f>& instances = it2->second.instances;
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instances.push_back(transformMatrix);
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// Do we have enough instances to perform instancing ?
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if (instances.size() >= NAZARA_GRAPHICS_INSTANCING_MIN_INSTANCES_COUNT)
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entry.instancingEnabled = true; // Thus we can activate it
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}
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}
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@@ -293,7 +300,7 @@ namespace Nz
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return layer;
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}
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/*!
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* \brief Handle the invalidation of an index buffer
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*
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@@ -306,16 +313,19 @@ namespace Nz
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{
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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for (auto& pipelineEntry : layer.opaqueModels)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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for (auto& materialEntry : pipelineEntry.second.materialMap)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = materialEntry.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.indexBuffer == indexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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@@ -333,7 +343,8 @@ namespace Nz
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{
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Layer& layer = pair.second;
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layer.opaqueModels.erase(material);
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for (auto& pipelineEntry : layer.opaqueModels)
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pipelineEntry.second.materialMap.erase(material);
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}
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}
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@@ -348,73 +359,21 @@ namespace Nz
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for (auto& pair : layers)
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{
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Layer& layer = pair.second;
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for (auto& modelPair : layer.opaqueModels)
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for (auto& pipelineEntry : layer.opaqueModels)
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{
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MeshInstanceContainer& meshes = modelPair.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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for (auto& materialEntry : pipelineEntry.second.materialMap)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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MeshInstanceContainer& meshes = materialEntry.second.meshMap;
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for (auto it = meshes.begin(); it != meshes.end();)
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{
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const MeshData& renderData = it->first;
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if (renderData.vertexBuffer == vertexBuffer)
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it = meshes.erase(it);
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else
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++it;
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}
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}
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}
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}
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}
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/*!
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* \brief Functor to compare two batched model with material
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* \return true If first material is "smaller" than the second one
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*
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* \param mat1 First material to compare
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* \param mat2 Second material to compare
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*/
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bool DeferredRenderQueue::BatchedModelMaterialComparator::operator()(const Material* mat1, const Material* mat2) const
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{
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const UberShader* uberShader1 = mat1->GetShader();
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const UberShader* uberShader2 = mat2->GetShader();
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if (uberShader1 != uberShader2)
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return uberShader1 < uberShader2;
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const Shader* shader1 = mat1->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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const Shader* shader2 = mat2->GetShaderInstance(ShaderFlags_Deferred)->GetShader();
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if (shader1 != shader2)
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return shader1 < shader2;
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const Texture* diffuseMap1 = mat1->GetDiffuseMap();
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const Texture* diffuseMap2 = mat2->GetDiffuseMap();
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if (diffuseMap1 != diffuseMap2)
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return diffuseMap1 < diffuseMap2;
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return mat1 < mat2;
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}
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/*!
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* \brief Functor to compare two mesh data
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* \return true If first mesh is "smaller" than the second one
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*
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* \param data1 First mesh to compare
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* \param data2 Second mesh to compare
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*/
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bool DeferredRenderQueue::MeshDataComparator::operator()(const MeshData& data1, const MeshData& data2) const
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{
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const Buffer* buffer1;
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const Buffer* buffer2;
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buffer1 = (data1.indexBuffer) ? data1.indexBuffer->GetBuffer() : nullptr;
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buffer2 = (data2.indexBuffer) ? data2.indexBuffer->GetBuffer() : nullptr;
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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buffer1 = data1.vertexBuffer->GetBuffer();
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buffer2 = data2.vertexBuffer->GetBuffer();
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if (buffer1 != buffer2)
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return buffer1 < buffer2;
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return data1.primitiveMode < data2.primitiveMode;
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}
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}
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