Graphics/[SpriteChain|Submesh]Renderer: Fix material pass not breaking batching
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parent
b256ddd06b
commit
e1a378e733
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@ -13,6 +13,7 @@
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namespace Nz
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{
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class AbstractBuffer;
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class MaterialPass;
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class RenderPipeline;
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class VertexDeclaration;
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@ -25,17 +26,20 @@ namespace Nz
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inline void Clear();
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inline std::size_t FetchLayerIndex(int renderLayer) const;
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inline std::size_t FetchMaterialPassIndex(const MaterialPass* materialPass) const;
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inline std::size_t FetchPipelineIndex(const RenderPipeline* pipeline) const;
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inline std::size_t FetchVertexBuffer(const AbstractBuffer* vertexBuffer) const;
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inline std::size_t FetchVertexDeclaration(const VertexDeclaration* vertexDeclaration) const;
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inline void RegisterLayer(int renderLayer);
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inline void RegisterMaterialPass(const MaterialPass* materialPass);
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inline void RegisterPipeline(const RenderPipeline* pipeline);
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inline void RegisterVertexBuffer(const AbstractBuffer* vertexBuffer);
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inline void RegisterVertexDeclaration(const VertexDeclaration* vertexDeclaration);
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private:
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robin_hood::unordered_map<int, std::size_t> m_renderLayerRegistry;
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robin_hood::unordered_map<const MaterialPass*, std::size_t> m_materialPassRegistry;
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robin_hood::unordered_map<const RenderPipeline*, std::size_t> m_pipelineRegistry;
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robin_hood::unordered_map<const AbstractBuffer*, std::size_t> m_vertexBufferRegistry;
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robin_hood::unordered_map<const VertexDeclaration*, std::size_t> m_vertexDeclarationRegistry;
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@ -22,6 +22,14 @@ namespace Nz
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return it->second;
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}
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inline std::size_t RenderQueueRegistry::FetchMaterialPassIndex(const MaterialPass* materialPass) const
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{
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auto it = m_materialPassRegistry.find(materialPass);
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assert(it != m_materialPassRegistry.end());
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return it->second;
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}
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inline std::size_t RenderQueueRegistry::FetchPipelineIndex(const RenderPipeline* pipeline) const
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{
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auto it = m_pipelineRegistry.find(pipeline);
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@ -51,6 +59,11 @@ namespace Nz
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m_renderLayerRegistry.try_emplace(renderLayer, m_renderLayerRegistry.size());
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}
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inline void RenderQueueRegistry::RegisterMaterialPass(const MaterialPass* materialPass)
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{
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m_materialPassRegistry.try_emplace(materialPass, m_materialPassRegistry.size());
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}
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inline void RenderQueueRegistry::RegisterPipeline(const RenderPipeline* pipeline)
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{
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m_pipelineRegistry.try_emplace(pipeline, m_pipelineRegistry.size());
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@ -24,9 +24,6 @@ namespace Nz
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inline UInt64 RenderSpriteChain::ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const
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{
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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UInt64 elementType = GetElementType();
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UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
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UInt64 vertexDeclarationIndex = registry.FetchVertexDeclaration(m_vertexDeclaration.get());
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
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{
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@ -47,6 +44,11 @@ namespace Nz
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}
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else
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{
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UInt64 elementType = GetElementType();
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UInt64 materialPassIndex = registry.FetchMaterialPassIndex(m_materialPass.get());
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UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
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UInt64 vertexDeclarationIndex = registry.FetchVertexDeclaration(m_vertexDeclaration.get());
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UInt64 matFlags = 0;
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// Opaque RQ index:
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@ -54,14 +56,16 @@ namespace Nz
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// - Transparent flag (1bit)
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// - Element type (4bits)
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// - Pipeline (16bits)
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// - MaterialPass (16bits)
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// - VertexDeclaration (8bits)
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// - ?? (24bits) - Depth?
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// - ?? (8bits) - Depth?
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return (layerIndex & 0xFF) << 60 |
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(matFlags) << 52 |
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(elementType & 0xF) << 51 |
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(pipelineIndex & 0xFFFF) << 35 |
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(vertexDeclarationIndex & 0xFF) << 23;
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(materialPassIndex & 0xFFFF) << 23 |
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(vertexDeclarationIndex & 0xFF) << 7;
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}
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}
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@ -103,6 +107,7 @@ namespace Nz
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inline void RenderSpriteChain::Register(RenderQueueRegistry& registry) const
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{
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registry.RegisterLayer(m_renderLayer);
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registry.RegisterMaterialPass(m_materialPass.get());
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registry.RegisterPipeline(m_renderPipeline.get());
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registry.RegisterVertexDeclaration(m_vertexDeclaration.get());
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}
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@ -24,9 +24,6 @@ namespace Nz
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inline UInt64 RenderSubmesh::ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const
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{
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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UInt64 elementType = GetElementType();
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UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
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UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
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{
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@ -46,6 +43,11 @@ namespace Nz
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}
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else
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{
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UInt64 elementType = GetElementType();
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UInt64 materialPassIndex = registry.FetchMaterialPassIndex(m_materialPass.get());
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UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
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UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
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UInt64 matFlags = 0;
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// Opaque RQ index:
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@ -53,14 +55,16 @@ namespace Nz
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// - Transparent flag (1bit)
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// - Element type (4bits)
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// - Pipeline (16bits)
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// - MaterialPass (16bits)
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// - VertexBuffer (8bits)
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// - ?? (24bits) - Depth?
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// - ?? (8bits) - Depth?
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return (layerIndex & 0xFF) << 60 |
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(matFlags) << 52 |
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(elementType & 0xF) << 51 |
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(pipelineIndex & 0xFFFF) << 35 |
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(vertexBufferIndex & 0xFF) << 23;
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(materialPassIndex & 0xFFFF) << 23 |
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(vertexBufferIndex & 0xFF) << 7;
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}
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}
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@ -97,6 +101,7 @@ namespace Nz
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inline void RenderSubmesh::Register(RenderQueueRegistry& registry) const
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{
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registry.RegisterLayer(m_renderLayer);
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registry.RegisterMaterialPass(m_materialPass.get());
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registry.RegisterPipeline(m_renderPipeline.get());
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registry.RegisterVertexBuffer(m_vertexBuffer.get());
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}
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@ -65,6 +65,7 @@ namespace Nz
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UInt8* currentAllocationMemPtr = nullptr;
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const VertexDeclaration* currentVertexDeclaration = nullptr;
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AbstractBuffer* currentVertexBuffer = nullptr;
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const MaterialPass* currentMaterialPass = nullptr;
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const RenderPipeline* currentPipeline = nullptr;
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const ShaderBinding* currentShaderBinding = nullptr;
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const Texture* currentTextureOverlay = nullptr;
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@ -122,24 +123,30 @@ namespace Nz
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currentVertexDeclaration = vertexDeclaration;
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}
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if (currentPipeline != &spriteChain.GetRenderPipeline())
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if (const RenderPipeline* pipeline = &spriteChain.GetRenderPipeline(); currentPipeline != pipeline)
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{
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FlushDrawCall();
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currentPipeline = &spriteChain.GetRenderPipeline();
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currentPipeline = pipeline;
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}
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if (currentWorldInstance != &spriteChain.GetWorldInstance())
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if (const MaterialPass* materialPass = &spriteChain.GetMaterialPass(); currentMaterialPass != materialPass)
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{
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FlushDrawData();
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currentMaterialPass = materialPass;
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}
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if (const WorldInstance* worldInstance = &spriteChain.GetWorldInstance(); currentWorldInstance != worldInstance)
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{
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// TODO: Flushing draw calls on instance binding means we can have e.g. 1000 sprites rendered using a draw call for each one
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// which is far from being efficient, using some bindless could help (or at least instancing?)
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FlushDrawData();
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currentWorldInstance = &spriteChain.GetWorldInstance();
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currentWorldInstance = worldInstance;
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}
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if (currentTextureOverlay != spriteChain.GetTextureOverlay())
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if (const Texture* textureOverlay = spriteChain.GetTextureOverlay(); currentTextureOverlay != textureOverlay)
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{
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FlushDrawData();
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currentTextureOverlay = spriteChain.GetTextureOverlay();
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currentTextureOverlay = textureOverlay;
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}
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std::size_t remainingQuads = spriteChain.GetSpriteCount();
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@ -29,6 +29,7 @@ namespace Nz
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const AbstractBuffer* currentIndexBuffer = nullptr;
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const AbstractBuffer* currentVertexBuffer = nullptr;
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const MaterialPass* currentMaterialPass = nullptr;
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const RenderPipeline* currentPipeline = nullptr;
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const ShaderBinding* currentShaderBinding = nullptr;
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const WorldInstance* currentWorldInstance = nullptr;
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@ -59,6 +60,12 @@ namespace Nz
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currentPipeline = pipeline;
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}
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if (const MaterialPass* materialPass = &submesh.GetMaterialPass(); currentMaterialPass != materialPass)
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{
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FlushDrawCall();
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currentMaterialPass = materialPass;
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}
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if (const AbstractBuffer* indexBuffer = submesh.GetIndexBuffer(); currentIndexBuffer != indexBuffer)
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{
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FlushDrawCall();
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@ -71,12 +78,12 @@ namespace Nz
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currentVertexBuffer = vertexBuffer;
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}
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if (currentWorldInstance != &submesh.GetWorldInstance())
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if (const WorldInstance* worldInstance = &submesh.GetWorldInstance(); currentWorldInstance != worldInstance)
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{
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// TODO: Flushing draw calls on instance binding means we can have e.g. 1000 sprites rendered using a draw call for each one
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// which is far from being efficient, using some bindless could help (or at least instancing?)
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FlushDrawData();
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currentWorldInstance = &submesh.GetWorldInstance();
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currentWorldInstance = worldInstance;
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}
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if (!currentShaderBinding)
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