Proof of concept

This commit is contained in:
Jérôme Leclercq 2021-10-20 23:50:23 +02:00
parent 58485cfa79
commit e84ec8e4ac
25 changed files with 366 additions and 139 deletions

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@ -19,6 +19,7 @@ namespace Nz
class CommandBufferBuilder;
class RenderElement;
class RenderFrame;
class ViewerInstance;
struct ElementRendererData;
class NAZARA_GRAPHICS_API ElementRenderer
@ -28,8 +29,8 @@ namespace Nz
virtual ~ElementRenderer();
virtual std::unique_ptr<ElementRendererData> InstanciateData() = 0;
virtual void Prepare(ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount);
virtual void Render(ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) = 0;
virtual void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount);
virtual void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) = 0;
virtual void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame);
};

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@ -22,7 +22,7 @@ namespace Nz
inline void AddPass(std::size_t passIndex, std::shared_ptr<MaterialPass> pass);
inline void AddPass(std::string passName, std::shared_ptr<MaterialPass> pass);
inline MaterialPass* GetPass(std::size_t passIndex) const;
inline const std::shared_ptr<MaterialPass>& GetPass(std::size_t passIndex) const;
inline bool HasPass(std::size_t passIndex) const;

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@ -21,17 +21,23 @@ namespace Nz
return AddPass(registry.GetPassIndex(passName), std::move(pass));
}
inline MaterialPass* Material::GetPass(std::size_t passIndex) const
inline const std::shared_ptr<MaterialPass>& Material::GetPass(std::size_t passIndex) const
{
if (passIndex >= m_passes.size())
return nullptr;
{
static std::shared_ptr<MaterialPass> dummy;
return dummy;
}
return m_passes[passIndex].get();
return m_passes[passIndex];
}
inline bool Material::HasPass(std::size_t passIndex) const
{
return GetPass(passIndex) != nullptr;
if (passIndex >= m_passes.size())
return false;
return m_passes[passIndex] != nullptr;
}
inline void Material::RemovePass(std::size_t passIndex)

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@ -52,6 +52,8 @@ namespace Nz
inline void EnsurePipelineUpdate() const;
void FillShaderBinding(std::vector<ShaderBinding::Binding>& bindings) const;
inline RendererComparison GetDepthCompareFunc() const;
inline BlendEquation GetBlendAlphaModeEquation() const;
inline BlendEquation GetBlendColorModeEquation() const;

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@ -39,6 +39,7 @@ namespace Nz
inline const Builder& GetBuilderData() const;
inline const std::vector<Option>& GetOptions() const;
inline std::size_t GetOptionIndex(const std::string_view& name) const;
inline std::size_t GetPredefinedBinding(PredefinedShaderBinding shaderBinding) const;
inline const std::shared_ptr<RenderPipelineLayout>& GetRenderPipelineLayout() const;
inline const std::shared_ptr<UberShader>& GetShader(ShaderStageType stage) const;
inline const std::vector<std::shared_ptr<UberShader>>& GetShaders() const;
@ -60,6 +61,8 @@ namespace Nz
struct Builder
{
inline Builder();
std::vector<std::shared_ptr<UberShader>> shaders;
std::vector<Option> options;
std::vector<Texture> textures;

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@ -73,6 +73,11 @@ namespace Nz
return InvalidIndex;
}
inline std::size_t MaterialSettings::GetPredefinedBinding(PredefinedShaderBinding shaderBinding) const
{
return m_data.predefinedBindings[UnderlyingCast(shaderBinding)];
}
inline const std::shared_ptr<RenderPipelineLayout>& MaterialSettings::GetRenderPipelineLayout() const
{
return m_pipelineLayout;
@ -190,6 +195,11 @@ namespace Nz
});
}
}
inline MaterialSettings::Builder::Builder()
{
predefinedBindings.fill(InvalidIndex);
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -25,7 +25,7 @@ namespace Nz
class RenderSpriteChain : public RenderElement
{
public:
inline RenderSpriteChain(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const ViewerInstance& viewerInstance, const WorldInstance& worldInstance, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData);
inline RenderSpriteChain(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData);
~RenderSpriteChain() = default;
inline UInt64 ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const override;
@ -36,7 +36,6 @@ namespace Nz
inline const void* GetSpriteData() const;
inline const Texture* GetTextureOverlay() const;
inline const VertexDeclaration* GetVertexDeclaration() const;
inline const ViewerInstance& GetViewerInstance() const;
inline const WorldInstance& GetWorldInstance() const;
inline void Register(RenderQueueRegistry& registry) const override;
@ -48,7 +47,6 @@ namespace Nz
std::shared_ptr<Texture> m_textureOverlay;
std::size_t m_spriteCount;
const void* m_spriteData;
const ViewerInstance& m_viewerInstance;
const WorldInstance& m_worldInstance;
int m_renderLayer;
};

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@ -8,7 +8,7 @@
namespace Nz
{
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const ViewerInstance& viewerInstance, const WorldInstance& worldInstance, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData) :
inline RenderSpriteChain::RenderSpriteChain(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::shared_ptr<VertexDeclaration> vertexDeclaration, std::shared_ptr<Texture> textureOverlay, std::size_t spriteCount, const void* spriteData) :
RenderElement(BasicRenderElement::SpriteChain),
m_materialPass(std::move(materialPass)),
m_renderPipeline(std::move(renderPipeline)),
@ -16,7 +16,6 @@ namespace Nz
m_textureOverlay(std::move(textureOverlay)),
m_spriteCount(spriteCount),
m_spriteData(spriteData),
m_viewerInstance(viewerInstance),
m_worldInstance(worldInstance),
m_renderLayer(renderLayer)
{
@ -96,11 +95,6 @@ namespace Nz
return m_vertexDeclaration.get();
}
inline const ViewerInstance& RenderSpriteChain::GetViewerInstance() const
{
return m_viewerInstance;
}
inline const WorldInstance& RenderSpriteChain::GetWorldInstance() const
{
return m_worldInstance;

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@ -17,33 +17,33 @@
namespace Nz
{
class AbstractBuffer;
class MaterialPass;
class RenderPipeline;
class ShaderBinding;
class RenderSubmesh : public RenderElement
{
public:
inline RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags);
inline RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer);
~RenderSubmesh() = default;
inline UInt64 ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const override;
inline UInt64 ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const override;
inline const AbstractBuffer* GetIndexBuffer() const;
inline std::size_t GetIndexCount() const;
inline const MaterialPass& GetMaterialPass() const;
inline const RenderPipeline* GetRenderPipeline() const;
inline const ShaderBinding& GetInstanceBinding() const;
inline const ShaderBinding& GetMaterialBinding() const;
inline const AbstractBuffer* GetVertexBuffer() const;
inline const WorldInstance& GetWorldInstance() const;
inline void Register(RenderQueueRegistry& registry) const override;
private:
std::shared_ptr<AbstractBuffer> m_indexBuffer;
std::shared_ptr<AbstractBuffer> m_vertexBuffer;
std::shared_ptr<MaterialPass> m_materialPass;
std::shared_ptr<RenderPipeline> m_renderPipeline;
std::size_t m_indexCount;
MaterialPassFlags m_matFlags;
const ShaderBinding& m_materialBinding;
const WorldInstance& m_worldInstance;
int m_renderLayer;
};

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@ -4,31 +4,31 @@
#include <Nazara/Graphics/RenderSubmesh.hpp>
#include <Nazara/Graphics/Algorithm.hpp>
#include <Nazara/Graphics/MaterialPass.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<RenderPipeline> renderPipeline, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer, const WorldInstance& worldInstance, const ShaderBinding& materialBinding, const MaterialPassFlags& matFlags) :
inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, std::shared_ptr<AbstractBuffer> indexBuffer, std::shared_ptr<AbstractBuffer> vertexBuffer) :
RenderElement(BasicRenderElement::Submesh),
m_indexBuffer(std::move(indexBuffer)),
m_vertexBuffer(std::move(vertexBuffer)),
m_materialPass(std::move(materialPass)),
m_renderPipeline(std::move(renderPipeline)),
m_indexCount(indexCount),
m_matFlags(matFlags),
m_materialBinding(materialBinding),
m_worldInstance(worldInstance),
m_renderLayer(renderLayer)
{
}
inline UInt64 RenderSubmesh::ComputeSortingScore(const Nz::Frustumf& frustum, const RenderQueueRegistry& registry) const
inline UInt64 RenderSubmesh::ComputeSortingScore(const Frustumf& frustum, const RenderQueueRegistry& registry) const
{
UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
UInt64 elementType = GetElementType();
UInt64 pipelineIndex = registry.FetchPipelineIndex(m_renderPipeline.get());
UInt64 vertexBufferIndex = registry.FetchVertexBuffer(m_vertexBuffer.get());
if (m_matFlags.Test(MaterialPassFlag::Transparent))
if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
{
UInt64 matFlags = 1;
@ -74,26 +74,26 @@ namespace Nz
return m_indexCount;
}
inline const MaterialPass& RenderSubmesh::GetMaterialPass() const
{
return *m_materialPass;
}
inline const RenderPipeline* RenderSubmesh::GetRenderPipeline() const
{
return m_renderPipeline.get();
}
inline const ShaderBinding& RenderSubmesh::GetInstanceBinding() const
{
return m_worldInstance.GetShaderBinding();
}
inline const ShaderBinding& RenderSubmesh::GetMaterialBinding() const
{
return m_materialBinding;
}
inline const AbstractBuffer* RenderSubmesh::GetVertexBuffer() const
{
return m_vertexBuffer.get();
}
inline const WorldInstance& RenderSubmesh::GetWorldInstance() const
{
return m_worldInstance;
}
inline void RenderSubmesh::Register(RenderQueueRegistry& registry) const
{
registry.RegisterLayer(m_renderLayer);

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@ -30,8 +30,8 @@ namespace Nz
~SpriteChainRenderer() = default;
std::unique_ptr<ElementRendererData> InstanciateData();
void Prepare(ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount);
void Render(ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) override;
void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount);
void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) override;
void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame);
private:
@ -52,6 +52,7 @@ namespace Nz
std::size_t m_maxVertexBufferSize;
std::size_t m_maxVertexCount;
std::vector<BufferCopy> m_pendingCopies;
std::vector<ShaderBinding::Binding> m_bindingCache;
RenderDevice& m_device;
};

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@ -13,6 +13,10 @@
namespace Nz
{
class AbstractBuffer;
class RenderPipeline;
class ShaderBinding;
class NAZARA_GRAPHICS_API SubmeshRenderer : public ElementRenderer
{
public:
@ -20,10 +24,27 @@ namespace Nz
~SubmeshRenderer() = default;
std::unique_ptr<ElementRendererData> InstanciateData();
void Render(ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) override;
void Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount);
void Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount) override;
void Reset(ElementRendererData& rendererData, RenderFrame& currentFrame);
private:
ShaderBindingPtr m_renderDataBinding;
std::vector<ShaderBinding::Binding> m_bindingCache;
};
struct SubmeshRendererData : public ElementRendererData
{
struct DrawCall
{
const AbstractBuffer* indexBuffer;
const AbstractBuffer* vertexBuffer;
const RenderPipeline* renderPipeline;
const ShaderBinding* shaderBinding;
std::size_t indexCount;
};
std::vector<DrawCall> drawCalls;
std::vector<ShaderBindingPtr> shaderBindings;
};
}

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@ -33,8 +33,8 @@ namespace Nz
inline const Matrix4f& GetProjectionMatrix() const;
inline const Matrix4f& GetViewMatrix() const;
inline const Matrix4f& GetViewProjMatrix() const;
inline std::shared_ptr<AbstractBuffer>& GetInstanceBuffer();
inline const std::shared_ptr<AbstractBuffer>& GetInstanceBuffer() const;
inline std::shared_ptr<AbstractBuffer>& GetViewerBuffer();
inline const std::shared_ptr<AbstractBuffer>& GetViewerBuffer() const;
void UpdateBuffers(UploadPool& uploadPool, CommandBufferBuilder& builder);
inline void UpdateProjectionMatrix(const Matrix4f& projectionMatrix);

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@ -38,12 +38,12 @@ namespace Nz
return m_viewProjMatrix;
}
inline std::shared_ptr<AbstractBuffer>& ViewerInstance::GetInstanceBuffer()
inline std::shared_ptr<AbstractBuffer>& ViewerInstance::GetViewerBuffer()
{
return m_viewerDataBuffer;
}
inline const std::shared_ptr<AbstractBuffer>& ViewerInstance::GetInstanceBuffer() const
inline const std::shared_ptr<AbstractBuffer>& ViewerInstance::GetViewerBuffer() const
{
return m_viewerDataBuffer;
}

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@ -162,6 +162,10 @@ namespace Nz
settings.sharedUniformBlocks.push_back(PredefinedInstanceData::GetUniformBlock(4, ShaderStageType::Vertex));
settings.sharedUniformBlocks.push_back(PredefinedViewerData::GetUniformBlock(5, ShaderStageType_All));
settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::InstanceDataUbo)] = 4;
settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::OverlayTexture)] = 3;
settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::ViewerDataUbo)] = 5;
settings.shaders = std::move(uberShaders);
for (std::shared_ptr<UberShader> uberShader : settings.shaders)

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@ -9,7 +9,7 @@ namespace Nz
{
ElementRenderer::~ElementRenderer() = default;
void ElementRenderer::Prepare(ElementRendererData& /*rendererData*/, RenderFrame& /*currentFrame*/, const Pointer<const RenderElement>* /*elements*/, std::size_t /*elementCount*/)
void ElementRenderer::Prepare(const ViewerInstance& /*viewerInstance*/, ElementRendererData& /*rendererData*/, RenderFrame& /*currentFrame*/, const Pointer<const RenderElement>* /*elements*/, std::size_t /*elementCount*/)
{
}

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@ -61,21 +61,21 @@ namespace Nz
{
if (newMaterial)
{
if (MaterialPass* pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (const auto& pass = newMaterial->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
if (MaterialPass* pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
if (const auto& pass = newMaterial->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
if (MaterialPass* pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (const auto& pass = prevMaterial->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
if (MaterialPass* pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
if (const auto& pass = prevMaterial->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
for (auto&& [viewer, viewerData] : m_viewers)
@ -90,11 +90,11 @@ namespace Nz
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
if (MaterialPass* pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass);
if (const auto& pass = mat->GetPass(m_depthPassIndex))
RegisterMaterialPass(pass.get());
if (MaterialPass* pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass);
if (const auto& pass = mat->GetPass(m_forwardPassIndex))
RegisterMaterialPass(pass.get());
}
}
@ -283,20 +283,22 @@ namespace Nz
}
}
for (auto&& [_, viewerData] : m_viewers)
for (auto&& [viewer, viewerData] : m_viewers)
{
auto& rendererData = viewerData.elementRendererData;
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Prepare(*rendererData[elementType], renderFrame, elements, elementCount);
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elements, elementCount);
});
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Prepare(*rendererData[elementType], renderFrame, elements, elementCount);
elementRenderer.Prepare(viewerInstance, *rendererData[elementType], renderFrame, elements, elementCount);
});
viewerData.rebuildForwardPass = true;
@ -386,17 +388,17 @@ namespace Nz
else
{
m_removedWorldInstances.insert(worldInstance);
m_renderables.erase(instanceIt);;
m_renderables.erase(instanceIt);
}
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass);
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_depthPassIndex))
UnregisterMaterialPass(pass.get());
if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass);
if (const auto& pass = instancedRenderable->GetMaterial(i)->GetPass(m_forwardPassIndex))
UnregisterMaterialPass(pass.get());
}
for (auto&& [viewer, viewerData] : m_viewers)
@ -452,12 +454,12 @@ namespace Nz
builder.SetScissor(viewport);
builder.SetViewport(viewport);
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.depthPrepassRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(*viewerData.elementRendererData[elementType], builder, elements, elementCount);
elementRenderer.Render(viewerInstance, *viewerData.elementRendererData[elementType], builder, elements, elementCount);
});
});
@ -484,12 +486,12 @@ namespace Nz
builder.SetScissor(viewport);
builder.SetViewport(viewport);
builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding());
const auto& viewerInstance = viewer->GetViewerInstance();
ProcessRenderQueue(viewerData.forwardRenderQueue, [&](std::size_t elementType, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
ElementRenderer& elementRenderer = *m_elementRenderers[elementType];
elementRenderer.Render(*viewerData.elementRendererData[elementType], builder, elements, elementCount);
elementRenderer.Render(viewerInstance , *viewerData.elementRendererData[elementType], builder, elements, elementCount);
});
});
}

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@ -61,6 +61,52 @@ namespace Nz
}
}
void MaterialPass::FillShaderBinding(std::vector<ShaderBinding::Binding>& bindings) const
{
const auto& textureSettings = m_settings->GetTextures();
const auto& uboSettings = m_settings->GetUniformBlocks();
// Textures
for (std::size_t i = 0; i < m_textures.size(); ++i)
{
const auto& textureSetting = textureSettings[i];
const auto& textureSlot = m_textures[i];
if (!textureSlot.sampler)
{
TextureSamplerCache& samplerCache = Graphics::Instance()->GetSamplerCache();
textureSlot.sampler = samplerCache.Get(textureSlot.samplerInfo);
}
//TODO: Use "missing" texture
if (textureSlot.texture)
{
bindings.push_back({
textureSetting.bindingIndex,
ShaderBinding::TextureBinding {
textureSlot.texture.get(), textureSlot.sampler.get()
}
});
}
}
// Shared UBO (TODO)
// Owned UBO
for (std::size_t i = 0; i < m_uniformBuffers.size(); ++i)
{
const auto& uboSetting = uboSettings[i];
const auto& uboSlot = m_uniformBuffers[i];
bindings.push_back({
uboSetting.bindingIndex,
ShaderBinding::UniformBufferBinding {
uboSlot.buffer.get(), 0, uboSlot.buffer->GetSize()
}
});
}
}
bool MaterialPass::Update(RenderFrame& renderFrame, CommandBufferBuilder& builder)
{
UploadPool& uploadPool = renderFrame.GetUploadPool();

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@ -37,7 +37,7 @@ namespace Nz
{
const auto& submeshData = m_submeshes[i];
MaterialPass* materialPass = submeshData.material->GetPass(passIndex);
const auto& materialPass = submeshData.material->GetPass(passIndex);
if (!materialPass)
continue;
@ -45,7 +45,7 @@ namespace Nz
const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance, materialPass->GetShaderBinding(), materialPass->GetFlags()));
elements.emplace_back(std::make_unique<RenderSubmesh>(0, materialPass, renderPipeline, worldInstance, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer));
}
}

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@ -40,12 +40,12 @@ struct ViewerData
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(1), binding(0)] instanceData: uniform<InstanceData>,
[set(2), binding(0)] TextureOverlay: sampler2D<f32>,
[set(3), binding(0)] settings: uniform<BasicSettings>,
[set(3), binding(2)] MaterialAlphaMap: sampler2D<f32>,
[set(3), binding(1)] MaterialDiffuseMap: sampler2D<f32>
[binding(0)] settings: uniform<BasicSettings>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] MaterialAlphaMap: sampler2D<f32>,
[binding(3)] TextureOverlay: sampler2D<f32>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(5)] viewerData: uniform<ViewerData>,
}
// Fragment stage

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@ -34,12 +34,12 @@ struct ViewerData
external
{
[set(0), binding(0)] viewerData: uniform<ViewerData>,
[set(1), binding(0)] instanceData: uniform<InstanceData>,
[set(2), binding(0)] TextureOverlay: sampler2D<f32>,
[set(3), binding(0)] settings: uniform<BasicSettings>,
[set(3), binding(2)] MaterialAlphaMap: sampler2D<f32>,
[set(3), binding(1)] MaterialDiffuseMap: sampler2D<f32>
[binding(0)] settings: uniform<BasicSettings>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] MaterialAlphaMap: sampler2D<f32>,
[binding(3)] TextureOverlay: sampler2D<f32>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(5)] viewerData: uniform<ViewerData>,
}
// Fragment stage

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@ -24,7 +24,7 @@ namespace Nz
void Sprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
{
MaterialPass* materialPass = m_material->GetPass(passIndex);
const auto& materialPass = m_material->GetPass(passIndex);
if (!materialPass)
return;
@ -42,7 +42,7 @@ namespace Nz
const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTexture2d;
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, whiteTexture, 1, m_vertices.data(), materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, materialPass, renderPipeline, worldInstance, vertexDeclaration, whiteTexture, 1, m_vertices.data()));
}
inline const Color& Sprite::GetColor() const

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@ -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();
@ -67,7 +68,6 @@ namespace Nz
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const Texture* currentTextureOverlay = nullptr;
const ViewerInstance* currentViewerInstance = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
auto FlushDrawCall = [&]()
@ -128,17 +128,11 @@ namespace Nz
currentPipeline = &spriteChain.GetRenderPipeline();
}
if (currentViewerInstance != &spriteChain.GetViewerInstance())
{
FlushDrawCall();
currentViewerInstance = &spriteChain.GetViewerInstance();
}
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();
FlushDrawData();
currentWorldInstance = &spriteChain.GetWorldInstance();
}
@ -179,15 +173,48 @@ namespace Nz
if (!currentShaderBinding)
{
m_bindingCache.clear();
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({
{
0,
ShaderBinding::TextureBinding {
currentTextureOverlay, defaultSampler.get()
}
}
});
drawDataBinding->Update(m_bindingCache.data(), m_bindingCache.size());
currentShaderBinding = drawDataBinding.get();
@ -253,7 +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);

View File

@ -5,41 +5,48 @@
#include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/RenderSubmesh.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
SubmeshRenderer::SubmeshRenderer()
{
Graphics* graphics = Graphics::Instance();
const auto& whiteTexture = graphics->GetDefaultTextures().whiteTexture2d;
const auto& defaultSampler = graphics->GetSamplerCache().Get({});
m_renderDataBinding = graphics->GetReferencePipelineLayout()->AllocateShaderBinding(Graphics::DrawDataBindingSet);
m_renderDataBinding->Update({
{
0,
ShaderBinding::TextureBinding {
whiteTexture.get(), defaultSampler.get()
}
}
});
}
std::unique_ptr<ElementRendererData> SubmeshRenderer::InstanciateData()
{
return {};
return std::make_unique<SubmeshRendererData>();
}
void SubmeshRenderer::Render(ElementRendererData& /*rendererData*/, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t elementCount)
void SubmeshRenderer::Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& /*currentFrame*/, const Pointer<const RenderElement>* elements, std::size_t elementCount)
{
Graphics* graphics = Graphics::Instance();
auto& data = static_cast<SubmeshRendererData&>(rendererData);
const AbstractBuffer* currentIndexBuffer = nullptr;
const AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentMaterialBinding = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
const WorldInstance* currentWorldInstance = nullptr;
commandBuffer.BindShaderBinding(Graphics::DrawDataBindingSet, *m_renderDataBinding);
auto FlushDrawCall = [&]()
{
// Does nothing for now (but will serve once instancing is implemented)
};
auto FlushDrawData = [&]()
{
FlushDrawCall();
currentShaderBinding = nullptr;
};
const auto& whiteTexture = Graphics::Instance()->GetDefaultTextures().whiteTexture2d;
const auto& defaultSampler = graphics->GetSamplerCache().Get({});
for (std::size_t i = 0; i < elementCount; ++i)
{
@ -48,34 +55,139 @@ namespace Nz
if (const RenderPipeline* pipeline = submesh.GetRenderPipeline(); currentPipeline != pipeline)
{
commandBuffer.BindPipeline(*pipeline);
FlushDrawCall();
currentPipeline = pipeline;
}
if (const ShaderBinding* materialBinding = &submesh.GetMaterialBinding(); currentMaterialBinding != materialBinding)
{
commandBuffer.BindShaderBinding(Graphics::MaterialBindingSet, *materialBinding);
currentMaterialBinding = materialBinding;
}
if (const AbstractBuffer* indexBuffer = submesh.GetIndexBuffer(); currentIndexBuffer != indexBuffer)
{
commandBuffer.BindIndexBuffer(*indexBuffer);
FlushDrawCall();
currentIndexBuffer = indexBuffer;
}
if (const AbstractBuffer* vertexBuffer = submesh.GetVertexBuffer(); currentVertexBuffer != vertexBuffer)
{
commandBuffer.BindVertexBuffer(0, *vertexBuffer);
FlushDrawCall();
currentVertexBuffer = vertexBuffer;
}
commandBuffer.BindShaderBinding(Graphics::WorldBindingSet, submesh.GetInstanceBinding());
if (currentWorldInstance != &submesh.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?)
FlushDrawData();
currentWorldInstance = &submesh.GetWorldInstance();
}
if (currentIndexBuffer)
commandBuffer.DrawIndexed(submesh.GetIndexCount());
else
commandBuffer.Draw(submesh.GetIndexCount());
if (!currentShaderBinding)
{
m_bindingCache.clear();
const MaterialPass& materialPass = submesh.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{
whiteTexture.get(), 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));
}
auto& drawCall = data.drawCalls.emplace_back();
drawCall.indexBuffer = currentIndexBuffer;
drawCall.indexCount = submesh.GetIndexCount();
drawCall.renderPipeline = currentPipeline;
drawCall.shaderBinding = currentShaderBinding;
drawCall.vertexBuffer = currentVertexBuffer;
}
}
void SubmeshRenderer::Render(const ViewerInstance& /*viewerInstance*/, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* /*elements*/, std::size_t /*elementCount*/)
{
auto& data = static_cast<SubmeshRendererData&>(rendererData);
const AbstractBuffer* currentIndexBuffer = nullptr;
const AbstractBuffer* currentVertexBuffer = nullptr;
const RenderPipeline* currentPipeline = nullptr;
const ShaderBinding* currentShaderBinding = nullptr;
for (const auto& drawData : data.drawCalls)
{
if (currentPipeline != drawData.renderPipeline)
{
commandBuffer.BindPipeline(*drawData.renderPipeline);
currentPipeline = drawData.renderPipeline;
}
if (currentShaderBinding != drawData.shaderBinding)
{
commandBuffer.BindShaderBinding(0, *drawData.shaderBinding);
currentShaderBinding = drawData.shaderBinding;
}
if (currentIndexBuffer != drawData.indexBuffer)
{
commandBuffer.BindIndexBuffer(*drawData.indexBuffer);
currentIndexBuffer = drawData.indexBuffer;
}
if (currentVertexBuffer != drawData.vertexBuffer)
{
commandBuffer.BindVertexBuffer(0, *drawData.vertexBuffer);
currentVertexBuffer = drawData.vertexBuffer;
}
if (currentIndexBuffer)
commandBuffer.DrawIndexed(drawData.indexCount);
else
commandBuffer.Draw(drawData.indexCount);
}
}
void SubmeshRenderer::Reset(ElementRendererData& rendererData, RenderFrame& currentFrame)
{
auto& data = static_cast<SubmeshRendererData&>(rendererData);
for (auto& shaderBinding : data.shaderBindings)
currentFrame.PushForRelease(std::move(shaderBinding));
data.shaderBindings.clear();
data.drawCalls.clear();
}
}

View File

@ -20,7 +20,7 @@ namespace Nz
void TextSprite::BuildElement(std::size_t passIndex, const WorldInstance& worldInstance, std::vector<std::unique_ptr<RenderElement>>& elements) const
{
MaterialPass* materialPass = m_material->GetPass(passIndex);
const auto& materialPass = m_material->GetPass(passIndex);
if (!materialPass)
return;
@ -42,7 +42,7 @@ namespace Nz
RenderIndices& indices = pair.second;
if (indices.count > 0)
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
elements.emplace_back(std::make_unique<RenderSpriteChain>(0, materialPass, renderPipeline, worldInstance, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4]));
}
}