Graphics: Add support for multi-viewer rendering (a bit hacky)
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342c053faa
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ecd1e43890
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@ -789,7 +789,7 @@ int main()
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bloomBlendPass.AddInput(bloomTextureB);
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bloomBlendPass.AddOutput(backbuffer);
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graph.SetBackbufferOutput(backbuffer);
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graph.AddBackbufferOutput(backbuffer);
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return graph.Bake();
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}();
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@ -158,9 +158,12 @@ int main()
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entt::entity text2D = registry.create();
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{
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std::shared_ptr<Nz::TextSprite> sprite2D = std::make_shared<Nz::TextSprite>(spriteMaterial);
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sprite2D->Update(Nz::SimpleTextDrawer::Draw("Voix ambiguë d'un cœur qui, au zéphyr, préfère les jattes de kiwis", 72));
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registry.emplace<Nz::NodeComponent>(text2D).SetPosition(Nz::Vector3f(0.f, 200.f, 0.f));
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auto& gfxComponent = registry.emplace<Nz::GraphicsComponent>(text2D);
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gfxComponent.AttachRenderable(sprite, 2);
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gfxComponent.AttachRenderable(sprite2D, 2);
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}
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entt::entity viewer = registry.create();
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@ -254,7 +257,7 @@ int main()
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Nz::Clock secondClock;
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unsigned int fps = 0;
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//Nz::Mouse::SetRelativeMouseMode(true);
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Nz::Mouse::SetRelativeMouseMode(true);
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float elapsedTime = 0.f;
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Nz::UInt64 time = Nz::GetElapsedMicroseconds();
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@ -26,6 +26,7 @@
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namespace Nz
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{
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class RenderFrame;
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class RenderTarget;
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class NAZARA_GRAPHICS_API ForwardFramePipeline : public FramePipeline
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{
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@ -99,6 +100,7 @@ namespace Nz
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std::unordered_map<AbstractViewer*, ViewerData> m_viewers;
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std::unordered_map<MaterialPass*, MaterialData> m_materials;
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std::unordered_map<WorldInstancePtr, std::unordered_map<const InstancedRenderable*, RenderableData>> m_renderables;
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std::unordered_map<const RenderTarget*, std::vector<const ViewerData*>> m_viewerPerTarget;
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std::unordered_set<AbstractViewer*> m_invalidatedViewerInstances;
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std::unordered_set<MaterialPass*> m_invalidatedMaterials;
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std::unordered_set<WorldInstance*> m_invalidatedWorldInstances;
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@ -31,12 +31,11 @@ namespace Nz
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~FrameGraph() = default;
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inline std::size_t AddAttachment(FramePassAttachment attachment);
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inline void AddBackbufferOutput(std::size_t backbufferOutput);
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inline FramePass& AddPass(std::string name);
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BakedFrameGraph Bake();
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inline void SetBackbufferOutput(std::size_t backbufferOutput);
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FrameGraph& operator=(const FrameGraph&) = delete;
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FrameGraph& operator=(FrameGraph&&) noexcept = default;
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@ -86,7 +85,6 @@ namespace Nz
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struct WorkData
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{
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std::size_t backbufferResourceIndex;
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std::vector<std::shared_ptr<RenderPass>> renderPasses;
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std::vector<PhysicalPassData> physicalPasses;
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std::vector<TextureData> textures;
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@ -109,7 +107,7 @@ namespace Nz
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void ReorderPasses();
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void TraverseGraph(std::size_t passIndex);
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std::optional<std::size_t> m_backbufferOutput;
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std::vector<std::size_t> m_backbufferOutputs;
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std::vector<FramePass> m_framePasses;
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std::vector<FramePassAttachment> m_attachments;
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WorkData m_pending;
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@ -16,16 +16,16 @@ namespace Nz
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return id;
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}
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inline void FrameGraph::AddBackbufferOutput(std::size_t backbufferOutput)
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{
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m_backbufferOutputs.push_back(backbufferOutput);
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}
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inline FramePass& FrameGraph::AddPass(std::string name)
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{
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std::size_t id = m_framePasses.size();
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return m_framePasses.emplace_back(*this, id, std::move(name));
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}
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inline void FrameGraph::SetBackbufferOutput(std::size_t backbufferOutput)
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{
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m_backbufferOutput = backbufferOutput;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -136,8 +136,6 @@ namespace Nz
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// Update UBOs and materials
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UploadPool& uploadPool = renderFrame.GetUploadPool();
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bool prepare = false;
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.BeginDebugRegion("UBO Update", Color::Yellow);
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@ -336,6 +334,7 @@ namespace Nz
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m_bakedFrameGraph.Execute(renderFrame);
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m_rebuildFrameGraph = false;
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m_viewerPerTarget.clear();
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const Vector2ui& frameSize = renderFrame.GetSize();
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for (auto&& [viewer, viewerData] : m_viewers)
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{
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@ -344,13 +343,25 @@ namespace Nz
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viewerData.prepare = false;
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const RenderTarget& renderTarget = viewer->GetRenderTarget();
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m_viewerPerTarget[&renderTarget].push_back(&viewerData);
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}
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for (auto&& [renderTargetPtr, viewerDataVec] : m_viewerPerTarget)
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{
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Recti renderRegion(0, 0, frameSize.x, frameSize.y);
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const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding;
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment);
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const RenderTarget& renderTarget = *renderTargetPtr;
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const auto& viewers = viewerDataVec;
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renderFrame.Execute([&](CommandBufferBuilder& builder)
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{
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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for (const ViewerData* viewerData : viewers)
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{
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const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData->colorAttachment);
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture);
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}
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std::array<CommandBufferBuilder::ClearValues, 2> clearValues;
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clearValues[0].color = Color::Black;
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@ -363,12 +374,16 @@ namespace Nz
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{
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builder.SetScissor(renderRegion);
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builder.SetViewport(renderRegion);
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builder.BindPipeline(*graphics->GetBlitPipeline());
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builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
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builder.BindShaderBinding(0, *blitShaderBinding);
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builder.Draw(3);
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for (const ViewerData* viewerData : viewers)
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{
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const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
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builder.BindShaderBinding(0, *blitShaderBinding);
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builder.Draw(3);
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}
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}
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builder.EndDebugRegion();
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}
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@ -503,9 +518,8 @@ namespace Nz
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});
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}
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//FIXME: This doesn't handle multiple window viewers
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for (auto&& [viewer, viewerData] : m_viewers)
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frameGraph.SetBackbufferOutput(viewerData.colorAttachment);
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frameGraph.AddBackbufferOutput(viewerData.colorAttachment);
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return frameGraph.Bake();
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}
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@ -33,7 +33,7 @@ namespace Nz
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BakedFrameGraph FrameGraph::Bake()
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{
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if (!m_backbufferOutput.has_value())
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if (m_backbufferOutputs.empty())
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throw std::runtime_error("no backbuffer output has been set");
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m_pending.attachmentReadList.clear();
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@ -46,17 +46,18 @@ namespace Nz
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m_pending.renderPasses.clear();
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m_pending.textures.clear();
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m_pending.backbufferResourceIndex = m_backbufferOutput.value();
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BuildReadWriteList();
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auto it = m_pending.attachmentWriteList.find(m_pending.backbufferResourceIndex);
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if (it == m_pending.attachmentWriteList.end())
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throw std::runtime_error("no pass writes to backbuffer");
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for (std::size_t output : m_backbufferOutputs)
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{
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auto it = m_pending.attachmentWriteList.find(output);
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if (it == m_pending.attachmentWriteList.end())
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throw std::runtime_error("no pass writes to backbuffer");
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const std::vector<std::size_t>& backbufferPasses = it->second;
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for (std::size_t passIndex : backbufferPasses)
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TraverseGraph(passIndex);
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const std::vector<std::size_t>& backbufferPasses = it->second;
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for (std::size_t passIndex : backbufferPasses)
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TraverseGraph(passIndex);
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}
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std::reverse(m_pending.passList.begin(), m_pending.passList.end());
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@ -88,8 +89,22 @@ namespace Nz
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bakedSubpass.commandCallback = framePass.GetCommandCallback();
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for (const auto& output : framePass.GetOutputs())
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{
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, output.attachmentId));
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auto& clearValues = bakedPass.outputClearValues.emplace_back();
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if (output.clearColor)
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clearValues.color = *output.clearColor;
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}
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// Add depth-stencil clear values
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auto& dsClearValues = bakedPass.outputClearValues.emplace_back();
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if (const auto& depthStencilClear = framePass.GetDepthStencilClear())
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{
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dsClearValues.depth = depthStencilClear->depth;
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dsClearValues.stencil = depthStencilClear->stencil;
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}
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std::size_t attachmentId;
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if (attachmentId = framePass.GetDepthStencilOutput(); attachmentId != FramePass::InvalidAttachmentId)
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bakedPass.outputTextureIndices.push_back(Retrieve(m_pending.attachmentToTextures, attachmentId));
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@ -228,12 +243,14 @@ namespace Nz
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}
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// Add TextureUsage::Sampled to backbuffer output
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for (std::size_t output : m_backbufferOutputs)
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{
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auto it = m_pending.attachmentToTextures.find(output);
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assert(it != m_pending.attachmentToTextures.end());
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auto it = m_pending.attachmentToTextures.find(m_pending.backbufferResourceIndex);
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assert(it != m_pending.attachmentToTextures.end());
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auto& backbufferTexture = m_pending.textures[it->second];
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backbufferTexture.usage |= TextureUsage::ShaderSampling;
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auto& backbufferTexture = m_pending.textures[it->second];
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backbufferTexture.usage |= TextureUsage::ShaderSampling;
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}
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}
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void FrameGraph::BuildBarriers()
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@ -163,6 +163,16 @@ namespace Nz
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throw std::runtime_error("failed to instantiate blit shader");
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RenderPipelineInfo pipelineInfo;
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// Alpha blending
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pipelineInfo.blending = true;
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pipelineInfo.blend.modeColor = BlendEquation::Add;
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pipelineInfo.blend.modeAlpha = BlendEquation::Add;
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pipelineInfo.blend.srcColor = BlendFunc::One;
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pipelineInfo.blend.dstColor = BlendFunc::One;
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pipelineInfo.blend.srcAlpha = BlendFunc::One;
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pipelineInfo.blend.dstAlpha = BlendFunc::One;
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pipelineInfo.pipelineLayout = m_blitPipelineLayout;
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pipelineInfo.shaderModules.push_back(std::move(blitShader));
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pipelineInfo.vertexBuffers.assign({
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