Proof of concept
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@@ -5,6 +5,7 @@
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#include <Nazara/Graphics/SpriteChainRenderer.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/RenderSpriteChain.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Renderer/UploadPool.hpp>
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@@ -52,7 +53,7 @@ namespace Nz
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return std::make_unique<SpriteChainRendererData>();
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}
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void SpriteChainRenderer::Prepare(ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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void SpriteChainRenderer::Prepare(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, RenderFrame& currentFrame, const Pointer<const RenderElement>* elements, std::size_t elementCount)
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{
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Graphics* graphics = Graphics::Instance();
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@@ -67,7 +68,6 @@ namespace Nz
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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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const ViewerInstance* currentViewerInstance = nullptr;
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const WorldInstance* currentWorldInstance = nullptr;
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auto FlushDrawCall = [&]()
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@@ -128,17 +128,11 @@ namespace Nz
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currentPipeline = &spriteChain.GetRenderPipeline();
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}
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if (currentViewerInstance != &spriteChain.GetViewerInstance())
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{
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FlushDrawCall();
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currentViewerInstance = &spriteChain.GetViewerInstance();
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}
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if (currentWorldInstance != &spriteChain.GetWorldInstance())
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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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FlushDrawCall();
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FlushDrawData();
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currentWorldInstance = &spriteChain.GetWorldInstance();
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}
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@@ -179,15 +173,48 @@ namespace Nz
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if (!currentShaderBinding)
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{
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m_bindingCache.clear();
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const MaterialPass& materialPass = spriteChain.GetMaterialPass();
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materialPass.FillShaderBinding(m_bindingCache);
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// Predefined shader bindings
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const auto& matSettings = materialPass.GetSettings();
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::InstanceDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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{
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const auto& instanceBuffer = currentWorldInstance->GetInstanceBuffer();
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::UniformBufferBinding{
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instanceBuffer.get(),
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0, instanceBuffer->GetSize()
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};
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}
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::ViewerDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
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{
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const auto& viewerBuffer = viewerInstance.GetViewerBuffer();
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::UniformBufferBinding{
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viewerBuffer.get(),
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0, viewerBuffer->GetSize()
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};
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}
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if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::OverlayTexture); bindingIndex != MaterialSettings::InvalidIndex)
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{
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auto& bindingEntry = m_bindingCache.emplace_back();
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bindingEntry.bindingIndex = bindingIndex;
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bindingEntry.content = ShaderBinding::TextureBinding{
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currentTextureOverlay, defaultSampler.get()
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};
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}
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ShaderBindingPtr drawDataBinding = currentPipeline->GetPipelineInfo().pipelineLayout->AllocateShaderBinding(0);
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drawDataBinding->Update({
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{
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0,
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ShaderBinding::TextureBinding {
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currentTextureOverlay, defaultSampler.get()
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}
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}
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});
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drawDataBinding->Update(m_bindingCache.data(), m_bindingCache.size());
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currentShaderBinding = drawDataBinding.get();
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@@ -253,7 +280,7 @@ namespace Nz
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}
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}
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void SpriteChainRenderer::Render(ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
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void SpriteChainRenderer::Render(const ViewerInstance& viewerInstance, ElementRendererData& rendererData, CommandBufferBuilder& commandBuffer, const Pointer<const RenderElement>* elements, std::size_t /*elementCount*/)
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{
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auto& data = static_cast<SpriteChainRendererData&>(rendererData);
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