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NazaraEngine/src/Nazara/Graphics/ForwardFramePipeline.cpp

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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ForwardFramePipeline.hpp>
#include <Nazara/Core/StackArray.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/FrameGraph.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/PointLight.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/Framebuffer.hpp>
#include <Nazara/Renderer/RenderFrame.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Renderer/UploadPool.hpp>
#include <array>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ForwardFramePipeline::ForwardFramePipeline() :
m_renderablePool(4096),
m_lightPool(64),
m_viewerPool(8),
m_worldInstances(2048),
m_rebuildFrameGraph(true)
{
}
ForwardFramePipeline::~ForwardFramePipeline()
{
// Force viewer passes to unregister their materials
m_viewerPool.Clear();
}
void ForwardFramePipeline::InvalidateViewer(std::size_t viewerIndex)
{
m_invalidatedViewerInstances.Set(viewerIndex);
}
void ForwardFramePipeline::InvalidateWorldInstance(std::size_t worldInstanceIndex)
{
m_invalidatedWorldInstances.Set(worldInstanceIndex);
}
std::size_t ForwardFramePipeline::RegisterLight(std::shared_ptr<Light> light, UInt32 renderMask)
{
std::size_t lightIndex;
LightData* lightData = m_lightPool.Allocate(lightIndex);
lightData->light = std::move(light);
lightData->renderMask = renderMask;
lightData->onLightInvalidated.Connect(lightData->light->OnLightDataInvalided, [=](Light*)
{
//TODO: Switch lights to storage buffers so they can all be part of GPU memory
for (auto& viewerData : m_viewerPool)
{
UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
if (viewerRenderMask & renderMask)
viewerData.forwardPass->InvalidateElements();
}
});
return lightIndex;
}
void ForwardFramePipeline::RegisterMaterialPass(MaterialPass* materialPass)
{
auto it = m_activeMaterialPasses.find(materialPass);
if (it == m_activeMaterialPasses.end())
{
it = m_activeMaterialPasses.emplace(materialPass, MaterialPassData{}).first;
it->second.onMaterialPassInvalided.Connect(materialPass->OnMaterialPassInvalidated, [=](const MaterialPass* /*material*/)
{
m_invalidatedMaterialPasses.insert(materialPass);
});
m_invalidatedMaterialPasses.insert(materialPass);
}
it->second.usedCount++;
}
std::size_t ForwardFramePipeline::RegisterRenderable(std::size_t worldInstanceIndex, const InstancedRenderable* instancedRenderable, UInt32 renderMask, const Recti& scissorBox)
{
std::size_t renderableIndex;
RenderableData* renderableData = m_renderablePool.Allocate(renderableIndex);
renderableData->renderable = instancedRenderable;
renderableData->renderMask = renderMask;
renderableData->scissorBox = scissorBox;
renderableData->worldInstanceIndex = worldInstanceIndex;
renderableData->onElementInvalidated.Connect(instancedRenderable->OnElementInvalidated, [=](InstancedRenderable* /*instancedRenderable*/)
{
// TODO: Invalidate only relevant viewers and passes
for (auto& viewerData : m_viewerPool)
{
UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
if (viewerRenderMask & renderMask)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->InvalidateElements();
viewerData.forwardPass->InvalidateElements();
}
}
});
renderableData->onMaterialInvalidated.Connect(instancedRenderable->OnMaterialInvalidated, [this](InstancedRenderable* instancedRenderable, std::size_t materialIndex, const std::shared_ptr<Material>& newMaterial)
{
if (newMaterial)
{
for (auto& viewerData : m_viewerPool)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterMaterial(*newMaterial);
viewerData.forwardPass->RegisterMaterial(*newMaterial);
}
}
const auto& prevMaterial = instancedRenderable->GetMaterial(materialIndex);
if (prevMaterial)
{
for (auto& viewerData : m_viewerPool)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->UnregisterMaterial(*prevMaterial);
viewerData.forwardPass->UnregisterMaterial(*prevMaterial);
}
}
});
std::size_t matCount = instancedRenderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
if (Material* mat = instancedRenderable->GetMaterial(i).get())
{
for (auto& viewerData : m_viewerPool)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterMaterial(*mat);
viewerData.forwardPass->RegisterMaterial(*mat);
}
}
}
return renderableIndex;
}
std::size_t ForwardFramePipeline::RegisterViewer(AbstractViewer* viewerInstance, Int32 renderOrder)
{
std::size_t viewerIndex;
auto& viewerData = *m_viewerPool.Allocate(viewerIndex);
viewerData.renderOrder = renderOrder;
viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, viewerInstance);
viewerData.forwardPass = std::make_unique<ForwardPipelinePass>(*this, viewerInstance);
viewerData.viewer = viewerInstance;
m_invalidatedViewerInstances.UnboundedSet(viewerIndex);
m_rebuildFrameGraph = true;
return viewerIndex;
}
std::size_t ForwardFramePipeline::RegisterWorldInstance(WorldInstancePtr worldInstance)
{
std::size_t worldInstanceIndex;
m_worldInstances.Allocate(worldInstanceIndex, std::move(worldInstance));
m_invalidatedWorldInstances.UnboundedSet(worldInstanceIndex);
return worldInstanceIndex;
}
void ForwardFramePipeline::Render(RenderFrame& renderFrame)
{
m_currentRenderFrame = &renderFrame;
Graphics* graphics = Graphics::Instance();
// Destroy world instances at the end of the frame
for (std::size_t worldInstanceIndex = m_removedWorldInstances.FindFirst(); worldInstanceIndex != m_removedWorldInstances.npos; worldInstanceIndex = m_removedWorldInstances.FindNext(worldInstanceIndex))
{
renderFrame.PushForRelease(*m_worldInstances.RetrieveFromIndex(worldInstanceIndex));
m_worldInstances.Free(worldInstanceIndex);
}
m_removedWorldInstances.Clear();
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 (std::size_t viewerIndex = m_invalidatedViewerInstances.FindFirst(); viewerIndex != m_invalidatedViewerInstances.npos; viewerIndex = m_invalidatedViewerInstances.FindNext(viewerIndex))
{
ViewerData* viewerData = m_viewerPool.RetrieveFromIndex(viewerIndex);
viewerData->viewer->GetViewerInstance().UpdateBuffers(uploadPool, builder);
}
m_invalidatedViewerInstances.Reset();
for (std::size_t worldInstanceIndex = m_invalidatedWorldInstances.FindFirst(); worldInstanceIndex != m_invalidatedWorldInstances.npos; worldInstanceIndex = m_invalidatedWorldInstances.FindNext(worldInstanceIndex))
{
WorldInstancePtr& worldInstance = *m_worldInstances.RetrieveFromIndex(worldInstanceIndex);
worldInstance->UpdateBuffers(uploadPool, builder);
}
m_invalidatedWorldInstances.Reset();
for (MaterialPass* materialPass : m_invalidatedMaterialPasses)
materialPass->Update(renderFrame, builder);
m_invalidatedMaterialPasses.clear();
builder.PostTransferBarrier();
}
builder.EndDebugRegion();
}, QueueType::Transfer);
auto CombineHash = [](std::size_t currentHash, std::size_t newHash)
{
return currentHash * 23 + newHash;
};
// Render queues handling
for (auto& viewerData : m_viewerPool)
{
UInt32 renderMask = viewerData.viewer->GetRenderMask();
// Frustum culling
const Matrix4f& viewProjMatrix = viewerData.viewer->GetViewerInstance().GetViewProjMatrix();
Frustumf frustum = Frustumf::Extract(viewProjMatrix);
std::size_t visibilityHash = 5U;
m_visibleRenderables.clear();
for (const RenderableData& renderableData : m_renderablePool)
{
if ((renderMask & renderableData.renderMask) == 0)
continue;
WorldInstancePtr& worldInstance = *m_worldInstances.RetrieveFromIndex(renderableData.worldInstanceIndex);
// Get global AABB
BoundingVolumef boundingVolume(renderableData.renderable->GetAABB());
boundingVolume.Update(worldInstance->GetWorldMatrix());
if (!frustum.Contains(boundingVolume))
continue;
auto& visibleRenderable = m_visibleRenderables.emplace_back();
visibleRenderable.instancedRenderable = renderableData.renderable;
visibleRenderable.scissorBox = renderableData.scissorBox;
visibleRenderable.worldInstance = worldInstance.get();
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(&renderableData));
}
// Lights update don't trigger a rebuild of the depth pre-pass
std::size_t depthVisibilityHash = visibilityHash;
m_visibleLights.clear();
for (const LightData& lightData : m_lightPool)
{
const BoundingVolumef& boundingVolume = lightData.light->GetBoundingVolume();
// TODO: Use more precise tests for point lights (frustum/sphere is cheap)
if (renderMask & lightData.renderMask && frustum.Contains(boundingVolume))
{
m_visibleLights.push_back(lightData.light.get());
visibilityHash = CombineHash(visibilityHash, std::hash<const void*>()(lightData.light.get()));
}
}
if (viewerData.depthPrepass)
viewerData.depthPrepass->Prepare(renderFrame, frustum, m_visibleRenderables, depthVisibilityHash);
viewerData.forwardPass->Prepare(renderFrame, frustum, m_visibleRenderables, m_visibleLights, visibilityHash);
}
if (m_bakedFrameGraph.Resize(renderFrame))
{
const std::shared_ptr<TextureSampler>& sampler = graphics->GetSamplerCache().Get({});
for (auto& viewerData : m_viewerPool)
{
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()
}
}
});
}
for (auto&& [_, renderTargetData] : m_renderTargets)
{
if (renderTargetData.blitShaderBinding)
renderFrame.PushForRelease(std::move(renderTargetData.blitShaderBinding));
renderTargetData.blitShaderBinding = graphics->GetBlitPipelineLayout()->AllocateShaderBinding(0);
renderTargetData.blitShaderBinding->Update({
{
0,
ShaderBinding::TextureBinding {
m_bakedFrameGraph.GetAttachmentTexture(renderTargetData.finalAttachment).get(),
sampler.get()
}
}
});
}
}
m_bakedFrameGraph.Execute(renderFrame);
m_rebuildFrameGraph = false;
// Final blit (TODO: Make part of frame graph)
const Vector2ui& frameSize = renderFrame.GetSize();
for (auto&& [renderTargetPtr, renderTargetData] : m_renderTargets)
{
Recti renderRegion(0, 0, frameSize.x, frameSize.y);
const RenderTarget& renderTarget = *renderTargetPtr;
const auto& data = renderTargetData;
renderFrame.Execute([&](CommandBufferBuilder& builder)
{
const std::shared_ptr<Texture>& sourceTexture = m_bakedFrameGraph.GetAttachmentTexture(data.finalAttachment);
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;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginRenderPass(renderTarget.GetFramebuffer(renderFrame.GetFramebufferIndex()), renderTarget.GetRenderPass(), renderRegion, { clearValues[0], clearValues[1] });
{
builder.BeginDebugRegion("Main window rendering", Color::Green);
{
builder.SetScissor(renderRegion);
builder.SetViewport(renderRegion);
builder.BindPipeline(*graphics->GetBlitPipeline(false));
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
builder.BindShaderBinding(0, *data.blitShaderBinding);
builder.Draw(3);
}
builder.EndDebugRegion();
}
builder.EndRenderPass();
}, QueueType::Graphics);
}
}
void ForwardFramePipeline::UnregisterLight(std::size_t lightIndex)
{
m_lightPool.Free(lightIndex);
}
void ForwardFramePipeline::UnregisterMaterialPass(MaterialPass* materialPass)
{
auto it = m_activeMaterialPasses.find(materialPass);
assert(it != m_activeMaterialPasses.end());
MaterialPassData& materialData = it->second;
assert(materialData.usedCount > 0);
if (--materialData.usedCount == 0)
m_activeMaterialPasses.erase(materialPass);
}
void ForwardFramePipeline::UnregisterRenderable(std::size_t renderableIndex)
{
RenderableData& renderable = *m_renderablePool.RetrieveFromIndex(renderableIndex);
std::size_t matCount = renderable.renderable->GetMaterialCount();
for (std::size_t i = 0; i < matCount; ++i)
{
for (auto& viewerData : m_viewerPool)
{
const auto& material = renderable.renderable->GetMaterial(i);
if (viewerData.depthPrepass)
viewerData.depthPrepass->UnregisterMaterial(*material);
viewerData.forwardPass->UnregisterMaterial(*material);
}
}
m_renderablePool.Free(renderableIndex);
}
void ForwardFramePipeline::UnregisterViewer(std::size_t viewerIndex)
{
m_viewerPool.Free(viewerIndex);
m_invalidatedViewerInstances.Reset(viewerIndex);
m_rebuildFrameGraph = true;
}
void ForwardFramePipeline::UnregisterWorldInstance(std::size_t worldInstance)
{
// Defer world instance release
m_removedWorldInstances.UnboundedSet(worldInstance);
}
void ForwardFramePipeline::UpdateLightRenderMask(std::size_t lightIndex, UInt32 renderMask)
{
LightData* lightData = m_lightPool.RetrieveFromIndex(lightIndex);
lightData->renderMask = renderMask;
}
void ForwardFramePipeline::UpdateRenderableRenderMask(std::size_t renderableIndex, UInt32 renderMask)
{
RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
renderableData->renderMask = renderMask;
}
void ForwardFramePipeline::UpdateRenderableScissorBox(std::size_t renderableIndex, const Recti& scissorBox)
{
RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
renderableData->scissorBox = scissorBox;
// TODO: Invalidate only relevant viewers and passes
for (auto& viewerData : m_viewerPool)
{
UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
if (viewerRenderMask & renderableData->renderMask)
{
if (viewerData.depthPrepass)
viewerData.depthPrepass->InvalidateElements();
viewerData.forwardPass->InvalidateElements();
}
}
}
void ForwardFramePipeline::UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder)
{
ViewerData* viewerData = m_viewerPool.RetrieveFromIndex(viewerIndex);
if (viewerData->renderOrder != renderOrder)
{
viewerData->renderOrder = renderOrder;
m_rebuildFrameGraph = true;
}
}
BakedFrameGraph ForwardFramePipeline::BuildFrameGraph()
{
FrameGraph frameGraph;
for (auto& viewerData : m_viewerPool)
{
viewerData.colorAttachment = frameGraph.AddAttachment({
"Color",
PixelFormat::RGBA8
});
viewerData.depthStencilAttachment = frameGraph.AddAttachment({
"Depth-stencil buffer",
Graphics::Instance()->GetPreferredDepthStencilFormat()
});
if (viewerData.depthPrepass)
viewerData.depthPrepass->RegisterToFrameGraph(frameGraph, viewerData.depthStencilAttachment);
viewerData.forwardPass->RegisterToFrameGraph(frameGraph, viewerData.colorAttachment, viewerData.depthStencilAttachment, viewerData.depthPrepass != nullptr);
}
using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
StackArray<ViewerPair> viewers = NazaraStackArray(ViewerPair, m_viewerPool.size());
auto viewerIt = viewers.begin();
for (auto& viewerData : m_viewerPool)
{
const RenderTarget& renderTarget = viewerData.viewer->GetRenderTarget();
*viewerIt++ = std::make_pair(&renderTarget, &viewerData);
}
std::sort(viewers.begin(), viewers.end(), [](const ViewerPair& lhs, const ViewerPair& rhs)
{
return lhs.second->renderOrder < rhs.second->renderOrder;
});
m_renderTargets.clear();
for (auto&& [renderTarget, viewerData] : viewers)
{
auto& renderTargetData = m_renderTargets[renderTarget];
renderTargetData.viewers.push_back(viewerData);
}
for (auto&& [renderTarget, renderTargetData] : m_renderTargets)
{
const auto& targetViewers = renderTargetData.viewers;
FramePass& mergePass = frameGraph.AddPass("Merge pass");
renderTargetData.finalAttachment = frameGraph.AddAttachment({
"Viewer output",
PixelFormat::RGBA8
});
for (const ViewerData* viewerData : targetViewers)
mergePass.AddInput(viewerData->colorAttachment);
mergePass.AddOutput(renderTargetData.finalAttachment);
mergePass.SetClearColor(0, Color::Black);
mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
{
builder.SetScissor(env.renderRect);
builder.SetViewport(env.renderRect);
Graphics* graphics = Graphics::Instance();
builder.BindPipeline(*graphics->GetBlitPipeline(false));
builder.BindVertexBuffer(0, *graphics->GetFullscreenVertexBuffer());
bool first = true;
for (const ViewerData* viewerData : targetViewers)
{
const ShaderBindingPtr& blitShaderBinding = viewerData->blitShaderBinding;
builder.BindShaderBinding(0, *blitShaderBinding);
builder.Draw(3);
if (first)
{
builder.BindPipeline(*graphics->GetBlitPipeline(true));
first = false;
}
}
});
frameGraph.AddBackbufferOutput(renderTargetData.finalAttachment);
}
return frameGraph.Bake();
}
}