// Copyright (C) 2017 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace Nz { ForwardFramePipeline::ForwardFramePipeline() : m_rebuildFrameGraph(true), m_rebuildForwardPass(false) { } void ForwardFramePipeline::InvalidateViewer(AbstractViewer* viewerInstance) { m_invalidatedViewerInstances.insert(viewerInstance); } void ForwardFramePipeline::InvalidateWorldInstance(WorldInstance* worldInstance) { m_invalidatedWorldInstances.insert(worldInstance); } void ForwardFramePipeline::RegisterInstancedDrawable(WorldInstance* worldInstance, const InstancedRenderable* instancedRenderable) { auto& renderableMap = m_renderables[worldInstance]; if (auto it = renderableMap.find(instancedRenderable); it == renderableMap.end()) { auto& renderableData = renderableMap.emplace(instancedRenderable, RenderableData{}).first->second; renderableData.onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr& newMaterial) { if (newMaterial) { if (MaterialPass* pass = newMaterial->GetPass("DepthPass")) RegisterMaterialPass(pass); if (MaterialPass* pass = newMaterial->GetPass("ForwardPass")) RegisterMaterialPass(pass); } const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex); if (prevMaterial) { if (MaterialPass* pass = prevMaterial->GetPass("DepthPass")) UnregisterMaterialPass(pass); if (MaterialPass* pass = prevMaterial->GetPass("ForwardPass")) UnregisterMaterialPass(pass); } m_rebuildForwardPass = true; }); std::size_t matCount = instancedRenderable->GetMaterialCount(); for (std::size_t i = 0; i < matCount; ++i) { if (Material* mat = instancedRenderable->GetMaterial(i).get()) { if (MaterialPass* pass = mat->GetPass("DepthPass")) RegisterMaterialPass(pass); if (MaterialPass* pass = mat->GetPass("ForwardPass")) RegisterMaterialPass(pass); } } m_rebuildForwardPass = true; } } void ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance) { m_viewers.emplace(viewerInstance, ViewerData{}); } void ForwardFramePipeline::Render(RenderFrame& renderFrame) { Graphics* graphics = Graphics::Instance(); if (m_rebuildFrameGraph) { renderFrame.PushForRelease(std::move(m_bakedFrameGraph)); m_bakedFrameGraph = BuildFrameGraph(); } // Update UBOs and materials UploadPool& uploadPool = renderFrame.GetUploadPool(); renderFrame.Execute([&](CommandBufferBuilder& builder) { builder.BeginDebugRegion("UBO Update", Color::Yellow); { builder.PreTransferBarrier(); for (AbstractViewer* viewer : m_invalidatedViewerInstances) viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder); m_invalidatedViewerInstances.clear(); for (WorldInstance* worldInstance : m_invalidatedWorldInstances) worldInstance->UpdateBuffers(uploadPool, builder); m_invalidatedWorldInstances.clear(); for (MaterialPass* material : m_invalidatedMaterials) { if (material->Update(renderFrame, builder)) m_rebuildForwardPass = true; } m_invalidatedMaterials.clear(); builder.PostTransferBarrier(); } builder.EndDebugRegion(); }, QueueType::Transfer); if (m_bakedFrameGraph.Resize(renderFrame)) { const std::shared_ptr& sampler = graphics->GetSamplerCache().Get({}); for (auto&& [_, viewerData] : m_viewers) { if (viewerData.blitShaderBinding) renderFrame.PushForRelease(std::move(viewerData.blitShaderBinding)); viewerData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0); viewerData.blitShaderBinding->Update({ { 0, ShaderBinding::TextureBinding { m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment).get(), sampler.get() } } }); } } m_bakedFrameGraph.Execute(renderFrame); m_rebuildForwardPass = false; m_rebuildFrameGraph = false; const Vector2ui& frameSize = renderFrame.GetSize(); for (auto&& [viewer, viewerData] : m_viewers) { const RenderTarget& renderTarget = viewer->GetRenderTarget(); Recti renderRegion(0, 0, frameSize.x, frameSize.y); const ShaderBindingPtr& blitShaderBinding = viewerData.blitShaderBinding; const std::shared_ptr& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(viewerData.colorAttachment); renderFrame.Execute([&](CommandBufferBuilder& builder) { builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::FragmentShader, MemoryAccess::ColorWrite, MemoryAccess::ShaderRead, TextureLayout::ColorOutput, TextureLayout::ColorInput, *sourceTexture); std::array clearValues; clearValues[0].color = Color::Black; clearValues[1].depth = 1.f; clearValues[1].stencil = 0; builder.BeginDebugRegion("Main window rendering", Color::Green); { builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] }); { builder.SetScissor(renderRegion); builder.SetViewport(renderRegion); builder.BindPipeline(*graphics->GetBlitPipeline()); builder.BindVertexBuffer(0, graphics->GetFullscreenVertexBuffer().get()); builder.BindShaderBinding(0, *blitShaderBinding); builder.Draw(3); } builder.EndRenderPass(); } builder.EndDebugRegion(); }, QueueType::Graphics); } } void ForwardFramePipeline::UnregisterInstancedDrawable(WorldInstance* worldInstance, const InstancedRenderable* instancedRenderable) { auto instanceIt = m_renderables.find(worldInstance); if (instanceIt == m_renderables.end()) return; auto& instancedRenderables = instanceIt->second; auto renderableIt = instancedRenderables.find(instancedRenderable); if (renderableIt == instancedRenderables.end()) return; if (instancedRenderables.size() > 1) instancedRenderables.erase(renderableIt); else m_renderables.erase(worldInstance); std::size_t matCount = instancedRenderable->GetMaterialCount(); for (std::size_t i = 0; i < matCount; ++i) { if (MaterialPass* pass = instancedRenderable->GetMaterial(i)->GetPass("ForwardPass")) UnregisterMaterialPass(pass); } m_rebuildForwardPass = true; } void ForwardFramePipeline::UnregisterViewer(AbstractViewer* viewerInstance) { m_viewers.erase(viewerInstance); m_rebuildFrameGraph = true; } BakedFrameGraph ForwardFramePipeline::BuildFrameGraph() { FrameGraph frameGraph; for (auto&& [viewer, viewerData] : m_viewers) { viewerData.colorAttachment = frameGraph.AddAttachment({ "Color", PixelFormat::RGBA8 }); viewerData.depthStencilAttachment = frameGraph.AddAttachment({ "Depth-stencil buffer", Graphics::Instance()->GetPreferredDepthStencilFormat() }); } for (auto&& [viewer, viewerData] : m_viewers) { FramePass& depthPrepass = frameGraph.AddPass("Depth pre-pass"); depthPrepass.SetDepthStencilOutput(viewerData.depthStencilAttachment); depthPrepass.SetDepthStencilClear(1.f, 0); depthPrepass.SetExecutionCallback([this]() { if (m_rebuildForwardPass) return FramePassExecution::UpdateAndExecute; else return FramePassExecution::Execute; }); depthPrepass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/) { Recti viewport = viewer->GetViewport(); builder.SetScissor(viewport); builder.SetViewport(viewport); builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding()); for (const auto& [worldInstance, renderables] : m_renderables) { builder.BindShaderBinding(Graphics::WorldBindingSet, worldInstance->GetShaderBinding()); for (const auto& [renderable, renderableData] : renderables) renderable->Draw("DepthPass", builder); } }); FramePass& forwardPass = frameGraph.AddPass("Forward pass"); forwardPass.AddOutput(viewerData.colorAttachment); forwardPass.SetDepthStencilInput(viewerData.depthStencilAttachment); forwardPass.SetDepthStencilOutput(viewerData.depthStencilAttachment); forwardPass.SetClearColor(0, Color::Black); forwardPass.SetDepthStencilClear(1.f, 0); forwardPass.SetExecutionCallback([this]() { if (m_rebuildForwardPass) return FramePassExecution::UpdateAndExecute; else return FramePassExecution::Execute; }); forwardPass.SetCommandCallback([this, viewer = viewer](CommandBufferBuilder& builder, const Recti& /*renderRect*/) { Recti viewport = viewer->GetViewport(); builder.SetScissor(viewport); builder.SetViewport(viewport); builder.BindShaderBinding(Graphics::ViewerBindingSet, viewer->GetViewerInstance().GetShaderBinding()); for (const auto& [worldInstance, renderables] : m_renderables) { builder.BindShaderBinding(Graphics::WorldBindingSet, worldInstance->GetShaderBinding()); for (const auto& [renderable, renderableData] : renderables) renderable->Draw("ForwardPass", builder); } }); } //FIXME: This doesn't handle multiple window viewers for (auto&& [viewer, viewerData] : m_viewers) frameGraph.SetBackbufferOutput(viewerData.colorAttachment); return frameGraph.Bake(); } void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* material) { auto it = m_materials.find(material); if (it == m_materials.end()) { it = m_materials.emplace(material, MaterialData{}).first; it->second.onMaterialInvalided.Connect(material->OnMaterialInvalidated, [this, material](const MaterialPass* /*material*/) { m_invalidatedMaterials.insert(material); }); m_invalidatedMaterials.insert(material); } it->second.usedCount++; } void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* material) { auto it = m_materials.find(material); assert(it != m_materials.end()); MaterialData& materialData = it->second; assert(materialData.usedCount > 0); if (--materialData.usedCount == 0) m_materials.erase(material); } }