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:
Lynix
2016-08-05 22:09:39 +02:00
parent 8fbe279a50
commit 87b5047b14
31 changed files with 2249 additions and 1422 deletions

View File

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