Graphics: Add support for multi-viewer rendering (a bit hacky)

This commit is contained in:
Jérôme Leclercq 2021-11-13 20:08:03 +01:00
parent 342c053faa
commit ecd1e43890
8 changed files with 80 additions and 36 deletions

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@ -789,7 +789,7 @@ int main()
bloomBlendPass.AddInput(bloomTextureB);
bloomBlendPass.AddOutput(backbuffer);
graph.SetBackbufferOutput(backbuffer);
graph.AddBackbufferOutput(backbuffer);
return graph.Bake();
}();

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@ -158,9 +158,12 @@ int main()
entt::entity text2D = registry.create();
{
std::shared_ptr<Nz::TextSprite> sprite2D = std::make_shared<Nz::TextSprite>(spriteMaterial);
sprite2D->Update(Nz::SimpleTextDrawer::Draw("Voix ambiguë d'un cœur qui, au zéphyr, préfère les jattes de kiwis", 72));
registry.emplace<Nz::NodeComponent>(text2D).SetPosition(Nz::Vector3f(0.f, 200.f, 0.f));
auto& gfxComponent = registry.emplace<Nz::GraphicsComponent>(text2D);
gfxComponent.AttachRenderable(sprite, 2);
gfxComponent.AttachRenderable(sprite2D, 2);
}
entt::entity viewer = registry.create();
@ -254,7 +257,7 @@ int main()
Nz::Clock secondClock;
unsigned int fps = 0;
//Nz::Mouse::SetRelativeMouseMode(true);
Nz::Mouse::SetRelativeMouseMode(true);
float elapsedTime = 0.f;
Nz::UInt64 time = Nz::GetElapsedMicroseconds();

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@ -26,6 +26,7 @@
namespace Nz
{
class RenderFrame;
class RenderTarget;
class NAZARA_GRAPHICS_API ForwardFramePipeline : public FramePipeline
{
@ -99,6 +100,7 @@ namespace Nz
std::unordered_map<AbstractViewer*, ViewerData> m_viewers;
std::unordered_map<MaterialPass*, MaterialData> m_materials;
std::unordered_map<WorldInstancePtr, std::unordered_map<const InstancedRenderable*, RenderableData>> m_renderables;
std::unordered_map<const RenderTarget*, std::vector<const ViewerData*>> m_viewerPerTarget;
std::unordered_set<AbstractViewer*> m_invalidatedViewerInstances;
std::unordered_set<MaterialPass*> m_invalidatedMaterials;
std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;

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@ -31,12 +31,11 @@ namespace Nz
~FrameGraph() = default;
inline std::size_t AddAttachment(FramePassAttachment attachment);
inline void AddBackbufferOutput(std::size_t backbufferOutput);
inline FramePass& AddPass(std::string name);
BakedFrameGraph Bake();
inline void SetBackbufferOutput(std::size_t backbufferOutput);
FrameGraph& operator=(const FrameGraph&) = delete;
FrameGraph& operator=(FrameGraph&&) noexcept = default;
@ -86,7 +85,6 @@ namespace Nz
struct WorkData
{
std::size_t backbufferResourceIndex;
std::vector<std::shared_ptr<RenderPass>> renderPasses;
std::vector<PhysicalPassData> physicalPasses;
std::vector<TextureData> textures;
@ -109,7 +107,7 @@ namespace Nz
void ReorderPasses();
void TraverseGraph(std::size_t passIndex);
std::optional<std::size_t> m_backbufferOutput;
std::vector<std::size_t> m_backbufferOutputs;
std::vector<FramePass> m_framePasses;
std::vector<FramePassAttachment> m_attachments;
WorkData m_pending;

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@ -16,16 +16,16 @@ namespace Nz
return id;
}
inline void FrameGraph::AddBackbufferOutput(std::size_t backbufferOutput)
{
m_backbufferOutputs.push_back(backbufferOutput);
}
inline FramePass& FrameGraph::AddPass(std::string name)
{
std::size_t id = m_framePasses.size();
return m_framePasses.emplace_back(*this, id, std::move(name));
}
inline void FrameGraph::SetBackbufferOutput(std::size_t backbufferOutput)
{
m_backbufferOutput = backbufferOutput;
}
}
#include <Nazara/Graphics/DebugOff.hpp>

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@ -136,8 +136,6 @@ namespace Nz
// Update UBOs and materials
UploadPool& uploadPool = renderFrame.GetUploadPool();
bool prepare = false;
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.BeginDebugRegion("UBO Update", Color::Yellow);
@ -336,6 +334,7 @@ namespace Nz
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildFrameGraph = false;
m_viewerPerTarget.clear();
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [viewer, viewerData] : m_viewers)
{
@ -344,13 +343,25 @@ namespace Nz
viewerData.prepare = false;
const RenderTarget& renderTarget = viewer->GetRenderTarget();
m_viewerPerTarget[&renderTarget].push_back(&viewerData);
}
for (auto&& [renderTargetPtr, viewerDataVec] : m_viewerPerTarget)
{
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
const RenderTarget& renderTarget = *renderTargetPtr;
const auto& viewers = viewerDataVec;
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
for (const ViewerData* viewerData : viewers)
{
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData->colorAttachment);
builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
}
std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
clearValues[0].color = Color::Black;
@ -363,12 +374,16 @@ namespace Nz
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline());
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
for (const ViewerData* viewerData : viewers)
{
const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
}
}
builder.EndDebugRegion();
}
@ -503,9 +518,8 @@ namespace Nz
});
}
//FIXME: This doesn't handle multiple window viewers
for (auto&& [viewer, viewerData] : m_viewers)
frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
frameGraph.AddBackbufferOutput(viewerData.colorAttachment);
return frameGraph.Bake();
}

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@ -33,7 +33,7 @@ namespace Nz
BakedFrameGraph FrameGraph::Bake()
{
if (!m_backbufferOutput.has_value())
if (m_backbufferOutputs.empty())
throw std::runtime_error("no backbuffer output has been set");
m_pending.attachmentReadList.clear();
@ -46,17 +46,18 @@ namespace Nz
m_pending.renderPasses.clear();
m_pending.textures.clear();
m_pending.backbufferResourceIndex = m_backbufferOutput.value();
BuildReadWriteList();
auto it = m_pending.attachmentWriteList.find(m_pending.backbufferResourceIndex);
if (it == m_pending.attachmentWriteList.end())
throw std::runtime_error("no pass writes to backbuffer");
for (std::size_t output : m_backbufferOutputs)
{
auto it = m_pending.attachmentWriteList.find(output);
if (it == m_pending.attachmentWriteList.end())
throw std::runtime_error("no pass writes to backbuffer");
const std::vector<std::size_t>& backbufferPasses = it->second;
for (std::size_t passIndex : backbufferPasses)
TraverseGraph(passIndex);
const std::vector<std::size_t>& backbufferPasses = it->second;
for (std::size_t passIndex : backbufferPasses)
TraverseGraph(passIndex);
}
std::reverse(m_pending.passList.begin(), m_pending.passList.end());
@ -88,8 +89,22 @@ namespace Nz
bakedSubpass.commandCallback = framePass.GetCommandCallback();
for (const auto& output : framePass.GetOutputs())
{
bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, output.attachmentId));
auto& clearValues = bakedPass.outputClearValues.emplace_back();
if (output.clearColor)
clearValues.color = *output.clearColor;
}
// Add depth-stencil clear values
auto& dsClearValues = bakedPass.outputClearValues.emplace_back();
if (const auto& depthStencilClear = framePass.GetDepthStencilClear())
{
dsClearValues.depth = depthStencilClear->depth;
dsClearValues.stencil = depthStencilClear->stencil;
}
std::size_t attachmentId;
if (attachmentId = framePass.GetDepthStencilOutput(); attachmentId != FramePass::InvalidAttachmentId)
bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId));
@ -228,12 +243,14 @@ namespace Nz
}
// Add TextureUsage::Sampled to backbuffer output
for (std::size_t output : m_backbufferOutputs)
{
auto it = m_pending.attachmentToTextures.find(output);
assert(it != m_pending.attachmentToTextures.end());
auto it = m_pending.attachmentToTextures.find(m_pending.backbufferResourceIndex);
assert(it != m_pending.attachmentToTextures.end());
auto& backbufferTexture = m_pending.textures[it->second];
backbufferTexture.usage |= TextureUsage::ShaderSampling;
auto& backbufferTexture = m_pending.textures[it->second];
backbufferTexture.usage |= TextureUsage::ShaderSampling;
}
}
void FrameGraph::BuildBarriers()

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@ -163,6 +163,16 @@ namespace Nz
throw std::runtime_error("failed to instantiate blit shader");
RenderPipelineInfo pipelineInfo;
// Alpha blending
pipelineInfo.blending = true;
pipelineInfo.blend.modeColor = BlendEquation::Add;
pipelineInfo.blend.modeAlpha = BlendEquation::Add;
pipelineInfo.blend.srcColor = BlendFunc::One;
pipelineInfo.blend.dstColor = BlendFunc::One;
pipelineInfo.blend.srcAlpha = BlendFunc::One;
pipelineInfo.blend.dstAlpha = BlendFunc::One;
pipelineInfo.pipelineLayout = m_blitPipelineLayout;
pipelineInfo.shaderModules.push_back(std::move(blitShader));
pipelineInfo.vertexBuffers.assign({