Merge branch 'master' into automatic-file-fix

This commit is contained in:
Jérôme Leclercq
2021-10-28 09:57:59 +02:00
committed by GitHub
55 changed files with 780 additions and 517 deletions

View File

@@ -5,6 +5,7 @@
#include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/RenderSpriteChain.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
@@ -52,7 +53,7 @@ namespace Nz
return std::make_unique<SpriteChainRendererData>();
}
void SpriteChainRenderer::Prepare(ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount)
void SpriteChainRenderer::Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
Graphics* graphics = Graphics::Instance();
@@ -65,10 +66,9 @@ namespace Nz
const VertexDeclaration* currentVertexDeclaration = nullptr;
AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentDrawDataBinding = nullptr;
const ShaderBinding* currentInstanceBinding = nullptr;
const ShaderBinding* currentMaterialBinding = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const Texture* currentTextureOverlay = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
auto FlushDrawCall = [&]()
{
@@ -79,7 +79,7 @@ namespace Nz
{
FlushDrawCall();
currentDrawDataBinding = nullptr;
currentShaderBinding = nullptr;
};
auto Flush = [&]()
@@ -122,24 +122,18 @@ namespace Nz
currentVertexDeclaration = vertexDeclaration;
}
if (currentPipeline != spriteChain.GetRenderPipeline())
if (currentPipeline != &spriteChain.GetRenderPipeline())
{
FlushDrawCall();
currentPipeline = spriteChain.GetRenderPipeline();
currentPipeline = &spriteChain.GetRenderPipeline();
}
if (currentMaterialBinding != &spriteChain.GetMaterialBinding())
{
FlushDrawCall();
currentMaterialBinding = &spriteChain.GetMaterialBinding();
}
if (currentInstanceBinding != &spriteChain.GetInstanceBinding())
if (currentWorldInstance != &spriteChain.GetWorldInstance())
{
// TODO: Flushing draw calls on instance binding means we can have e.g. 1000 sprites rendered using a draw call for each one
// which is far from being efficient, using some bindless could help (or at least instancing?)
FlushDrawCall();
currentInstanceBinding = &spriteChain.GetInstanceBinding();
FlushDrawData();
currentWorldInstance = &spriteChain.GetWorldInstance();
}
if (currentTextureOverlay != spriteChain.GetTextureOverlay())
@@ -177,19 +171,52 @@ namespace Nz
data.vertexBuffers.emplace_back(std::move(vertexBuffer));
}
if (!currentDrawDataBinding)
if (!currentShaderBinding)
{
ShaderBindingPtr drawDataBinding = Graphics::Instance()->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::DrawDataBindingSet);
drawDataBinding->Update({
{
0,
ShaderBinding::TextureBinding {
currentTextureOverlay, defaultSampler.get()
}
}
});
m_bindingCache.clear();
currentDrawDataBinding = drawDataBinding.get();
const MaterialPass& materialPass = spriteChain.GetMaterialPass();
materialPass.FillShaderBinding(m_bindingCache);
// Predefined shader bindings
const auto& matSettings = materialPass.GetSettings();
if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::InstanceDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
{
const auto& instanceBuffer = currentWorldInstance->GetInstanceBuffer();
auto& bindingEntry = m_bindingCache.emplace_back();
bindingEntry.bindingIndex = bindingIndex;
bindingEntry.content = ShaderBinding::UniformBufferBinding{
instanceBuffer.get(),
0, instanceBuffer->GetSize()
};
}
if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::ViewerDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
{
const auto& viewerBuffer = viewerInstance.GetViewerBuffer();
auto& bindingEntry = m_bindingCache.emplace_back();
bindingEntry.bindingIndex = bindingIndex;
bindingEntry.content = ShaderBinding::UniformBufferBinding{
viewerBuffer.get(),
0, viewerBuffer->GetSize()
};
}
if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::OverlayTexture); bindingIndex != MaterialSettings::InvalidIndex)
{
auto& bindingEntry = m_bindingCache.emplace_back();
bindingEntry.bindingIndex = bindingIndex;
bindingEntry.content = ShaderBinding::TextureBinding{
currentTextureOverlay, defaultSampler.get()
};
}
ShaderBindingPtr drawDataBinding = currentPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
drawDataBinding->Update(m_bindingCache.data(), m_bindingCache.size());
currentShaderBinding = drawDataBinding.get();
data.shaderBindings.emplace_back(std::move(drawDataBinding));
}
@@ -199,9 +226,7 @@ namespace Nz
data.drawCalls.push_back(SpriteChainRendererData::DrawCall{
currentVertexBuffer,
currentPipeline,
currentDrawDataBinding,
currentInstanceBinding,
currentMaterialBinding,
currentShaderBinding,
6 * firstQuadIndex,
0,
});
@@ -255,7 +280,7 @@ namespace Nz
}
}
void SpriteChainRenderer::Render(ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
void SpriteChainRenderer::Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
{
auto& data = static_cast<SpriteChainRendererData&>(rendererData);
@@ -263,9 +288,9 @@ namespace Nz
const AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentDrawDataBinding = nullptr;
const ShaderBinding* currentInstanceBinding = nullptr;
const ShaderBinding* currentMaterialBinding = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const ViewerInstance* currentViewerInstance = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
const RenderSpriteChain* firstSpriteChain = static_cast<const RenderSpriteChain*>(elements[0]);
auto it = data.drawCallPerElement.find(firstSpriteChain);
@@ -289,22 +314,10 @@ namespace Nz
currentPipeline = drawCall.renderPipeline;
}
if (currentDrawDataBinding != drawCall.drawDataBinding)
if (currentShaderBinding != drawCall.shaderBinding)
{
commandBuffer.BindShaderBinding(Graphics::DrawDataBindingSet, *drawCall.drawDataBinding);
currentDrawDataBinding = drawCall.drawDataBinding;
}
if (currentMaterialBinding != drawCall.materialBinding)
{
commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, *drawCall.materialBinding);
currentMaterialBinding = drawCall.materialBinding;
}
if (currentInstanceBinding != drawCall.instanceBinding)
{
commandBuffer.BindShaderBinding(Graphics::WorldBindingSet, *drawCall.instanceBinding);
currentInstanceBinding = drawCall.instanceBinding;
commandBuffer.BindShaderBinding(0, *drawCall.shaderBinding);
currentShaderBinding = drawCall.shaderBinding;
}
commandBuffer.DrawIndexed(drawCall.quadCount * 6, 1U, drawCall.firstIndex);