Add builtin GaussianSplat forward pass baseline
This commit is contained in:
@@ -62,6 +62,18 @@ inline bool TryBuildBuiltinPassResourceBindingPlan(
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case BuiltinPassResourceSemantic::VolumeField:
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location = &outPlan.volumeField;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatPositionBuffer:
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location = &outPlan.gaussianSplatPositionBuffer;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatOtherBuffer:
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location = &outPlan.gaussianSplatOtherBuffer;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatColorBuffer:
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location = &outPlan.gaussianSplatColorBuffer;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatSHBuffer:
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location = &outPlan.gaussianSplatSHBuffer;
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break;
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case BuiltinPassResourceSemantic::BaseColorTexture:
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location = &outPlan.baseColorTexture;
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break;
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@@ -334,6 +346,24 @@ inline bool TryBuildBuiltinPassDefaultResourceBindings(
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return true;
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}
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::GaussianSplat)) {
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AppendBuiltinPassResourceBinding(
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outBindings,
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"PerObjectConstants",
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Resources::ShaderResourceType::ConstantBuffer,
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0u,
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0u,
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"PerObject");
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AppendBuiltinPassResourceBinding(
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outBindings,
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"MaterialConstants",
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Resources::ShaderResourceType::ConstantBuffer,
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1u,
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0u,
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"Material");
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return true;
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}
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::PostProcess)) {
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AppendBuiltinPassResourceBinding(
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outBindings,
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@@ -570,6 +600,18 @@ inline bool TryBuildBuiltinPassSetLayouts(
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case BuiltinPassResourceSemantic::VolumeField:
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setLayout.usesVolumeField = true;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatPositionBuffer:
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setLayout.usesGaussianSplatPositionBuffer = true;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatOtherBuffer:
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setLayout.usesGaussianSplatOtherBuffer = true;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatColorBuffer:
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setLayout.usesGaussianSplatColorBuffer = true;
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break;
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case BuiltinPassResourceSemantic::GaussianSplatSHBuffer:
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setLayout.usesGaussianSplatSHBuffer = true;
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break;
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case BuiltinPassResourceSemantic::BaseColorTexture:
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setLayout.usesTexture = true;
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setLayout.usesBaseColorTexture = true;
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@@ -27,6 +27,8 @@ inline const char* GetBuiltinPassCanonicalName(BuiltinMaterialPass pass) {
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return "selectionmask";
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case BuiltinMaterialPass::Skybox:
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return "skybox";
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case BuiltinMaterialPass::GaussianSplat:
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return "gaussiansplat";
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case BuiltinMaterialPass::Volumetric:
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return "volumetric";
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case BuiltinMaterialPass::PostProcess:
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@@ -145,6 +147,30 @@ inline BuiltinPassResourceSemantic ResolveBuiltinPassResourceSemantic(
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return BuiltinPassResourceSemantic::VolumeField;
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}
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if (semantic == Containers::String("gaussiansplatpositionbuffer") ||
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semantic == Containers::String("gaussiansplatpositions") ||
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semantic == Containers::String("splatpositions")) {
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return BuiltinPassResourceSemantic::GaussianSplatPositionBuffer;
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}
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if (semantic == Containers::String("gaussiansplatotherbuffer") ||
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semantic == Containers::String("gaussiansplatother") ||
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semantic == Containers::String("splatother")) {
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return BuiltinPassResourceSemantic::GaussianSplatOtherBuffer;
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}
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if (semantic == Containers::String("gaussiansplatcolorbuffer") ||
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semantic == Containers::String("gaussiansplatcolor") ||
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semantic == Containers::String("splatcolor")) {
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return BuiltinPassResourceSemantic::GaussianSplatColorBuffer;
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}
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if (semantic == Containers::String("gaussiansplatshbuffer") ||
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semantic == Containers::String("gaussiansplatsh") ||
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semantic == Containers::String("splatsh")) {
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return BuiltinPassResourceSemantic::GaussianSplatSHBuffer;
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}
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if (semantic == Containers::String("basecolortexture") ||
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semantic == Containers::String("maintex")) {
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return BuiltinPassResourceSemantic::BaseColorTexture;
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@@ -207,6 +233,14 @@ inline const char* BuiltinPassResourceSemanticToString(BuiltinPassResourceSemant
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return "PassConstants";
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case BuiltinPassResourceSemantic::VolumeField:
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return "VolumeField";
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case BuiltinPassResourceSemantic::GaussianSplatPositionBuffer:
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return "GaussianSplatPositionBuffer";
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case BuiltinPassResourceSemantic::GaussianSplatOtherBuffer:
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return "GaussianSplatOtherBuffer";
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case BuiltinPassResourceSemantic::GaussianSplatColorBuffer:
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return "GaussianSplatColorBuffer";
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case BuiltinPassResourceSemantic::GaussianSplatSHBuffer:
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return "GaussianSplatSHBuffer";
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case BuiltinPassResourceSemantic::BaseColorTexture:
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return "BaseColorTexture";
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case BuiltinPassResourceSemantic::SourceColorTexture:
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@@ -295,6 +329,12 @@ inline bool IsBuiltinPassResourceTypeCompatible(
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case BuiltinPassResourceSemantic::VolumeField:
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return type == Resources::ShaderResourceType::StructuredBuffer ||
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type == Resources::ShaderResourceType::RawBuffer;
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case BuiltinPassResourceSemantic::GaussianSplatPositionBuffer:
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case BuiltinPassResourceSemantic::GaussianSplatOtherBuffer:
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case BuiltinPassResourceSemantic::GaussianSplatColorBuffer:
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case BuiltinPassResourceSemantic::GaussianSplatSHBuffer:
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return type == Resources::ShaderResourceType::StructuredBuffer ||
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type == Resources::ShaderResourceType::RawBuffer;
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case BuiltinPassResourceSemantic::BaseColorTexture:
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case BuiltinPassResourceSemantic::SourceColorTexture:
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case BuiltinPassResourceSemantic::SkyboxPanoramicTexture:
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@@ -20,6 +20,7 @@ enum class BuiltinMaterialPass : Core::uint32 {
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ObjectId,
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SelectionMask,
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Skybox,
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GaussianSplat,
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Volumetric,
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PostProcess,
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FinalColor,
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@@ -45,6 +46,11 @@ enum class BuiltinPassResourceSemantic : Core::uint8 {
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Environment,
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PassConstants,
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VolumeField,
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GaussianSplatOrderBuffer,
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GaussianSplatPositionBuffer,
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GaussianSplatOtherBuffer,
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GaussianSplatColorBuffer,
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GaussianSplatSHBuffer,
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BaseColorTexture,
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SourceColorTexture,
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SkyboxPanoramicTexture,
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@@ -78,6 +84,11 @@ struct BuiltinPassResourceBindingPlan {
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PassResourceBindingLocation shadowReceiver = {};
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PassResourceBindingLocation environment = {};
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PassResourceBindingLocation passConstants = {};
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PassResourceBindingLocation gaussianSplatOrderBuffer = {};
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PassResourceBindingLocation gaussianSplatPositionBuffer = {};
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PassResourceBindingLocation gaussianSplatOtherBuffer = {};
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PassResourceBindingLocation gaussianSplatColorBuffer = {};
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PassResourceBindingLocation gaussianSplatSHBuffer = {};
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PassResourceBindingLocation baseColorTexture = {};
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PassResourceBindingLocation sourceColorTexture = {};
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PassResourceBindingLocation skyboxPanoramicTexture = {};
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@@ -111,6 +122,11 @@ struct BuiltinPassSetLayoutMetadata {
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bool usesPassConstants = false;
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bool usesMaterialBuffers = false;
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bool usesVolumeField = false;
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bool usesGaussianSplatOrderBuffer = false;
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bool usesGaussianSplatPositionBuffer = false;
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bool usesGaussianSplatOtherBuffer = false;
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bool usesGaussianSplatColorBuffer = false;
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bool usesGaussianSplatSHBuffer = false;
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bool usesTexture = false;
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bool usesBaseColorTexture = false;
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bool usesSourceColorTexture = false;
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@@ -0,0 +1,225 @@
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#pragma once
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Math/Matrix4.h>
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#include <XCEngine/Rendering/Builtin/BuiltinPassTypes.h>
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#include <XCEngine/Rendering/Caches/RenderResourceCache.h>
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#include <XCEngine/Rendering/Materials/RenderMaterialResolve.h>
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#include <XCEngine/Rendering/Materials/RenderMaterialStateUtils.h>
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#include <XCEngine/Rendering/RenderPass.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class GameObject;
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} // namespace Components
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namespace Resources {
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class GaussianSplat;
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class Material;
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class Shader;
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} // namespace Resources
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namespace Rendering {
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struct VisibleGaussianSplatItem;
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namespace Passes {
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class BuiltinGaussianSplatPass final : public RenderPass {
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public:
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~BuiltinGaussianSplatPass() override;
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const char* GetName() const override;
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bool Initialize(const RenderContext& context) override;
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bool PrepareGaussianSplatResources(
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const RenderContext& context,
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const RenderSceneData& sceneData);
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bool Execute(const RenderPassContext& context) override;
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void Shutdown() override;
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private:
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struct PerObjectConstants {
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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Math::Matrix4x4 view = Math::Matrix4x4::Identity();
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Math::Matrix4x4 model = Math::Matrix4x4::Identity();
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Math::Vector4 cameraRight = Math::Vector4::Zero();
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Math::Vector4 cameraUp = Math::Vector4::Zero();
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};
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struct OwnedDescriptorSet {
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RHI::RHIDescriptorPool* pool = nullptr;
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RHI::RHIDescriptorSet* set = nullptr;
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};
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struct PassLayoutKey {
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const Resources::Shader* shader = nullptr;
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Containers::String passName;
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bool operator==(const PassLayoutKey& other) const {
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return shader == other.shader && passName == other.passName;
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}
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};
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struct PassLayoutKeyHash {
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size_t operator()(const PassLayoutKey& key) const noexcept {
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size_t hash = reinterpret_cast<size_t>(key.shader);
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hash ^= std::hash<Containers::String>{}(key.passName) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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struct PassResourceLayout {
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RHI::RHIPipelineLayout* pipelineLayout = nullptr;
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Core::uint32 firstDescriptorSet = 0;
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Core::uint32 descriptorSetCount = 0;
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std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
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PassResourceBindingLocation perObject = {};
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PassResourceBindingLocation material = {};
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PassResourceBindingLocation gaussianSplatPositionBuffer = {};
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PassResourceBindingLocation gaussianSplatOtherBuffer = {};
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PassResourceBindingLocation gaussianSplatColorBuffer = {};
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PassResourceBindingLocation gaussianSplatSHBuffer = {};
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};
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struct DynamicDescriptorSetKey {
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PassLayoutKey passLayout = {};
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Core::uint32 setIndex = 0;
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Core::uint64 objectId = 0;
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const Resources::Material* material = nullptr;
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const Resources::GaussianSplat* gaussianSplat = nullptr;
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bool operator==(const DynamicDescriptorSetKey& other) const {
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return passLayout == other.passLayout &&
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setIndex == other.setIndex &&
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objectId == other.objectId &&
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material == other.material &&
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gaussianSplat == other.gaussianSplat;
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}
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};
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struct DynamicDescriptorSetKeyHash {
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size_t operator()(const DynamicDescriptorSetKey& key) const noexcept {
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size_t hash = PassLayoutKeyHash()(key.passLayout);
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hash ^= std::hash<Core::uint32>{}(key.setIndex) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint64>{}(key.objectId) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= reinterpret_cast<size_t>(key.material) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= reinterpret_cast<size_t>(key.gaussianSplat) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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struct CachedDescriptorSet {
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OwnedDescriptorSet descriptorSet = {};
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Core::uint64 materialVersion = 0;
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RHI::RHIResourceView* positionsView = nullptr;
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RHI::RHIResourceView* otherView = nullptr;
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RHI::RHIResourceView* colorView = nullptr;
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RHI::RHIResourceView* shView = nullptr;
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};
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struct ResolvedShaderPass {
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const Resources::Shader* shader = nullptr;
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const Resources::ShaderPass* pass = nullptr;
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Containers::String passName;
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};
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struct PipelineStateKey {
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Resources::MaterialRenderState renderState;
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const Resources::Shader* shader = nullptr;
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Containers::String passName;
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Containers::String keywordSignature;
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Core::uint32 renderTargetCount = 0;
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Core::uint32 renderTargetFormat = 0;
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Core::uint32 depthStencilFormat = 0;
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Core::uint32 sampleCount = 1;
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Core::uint32 sampleQuality = 0;
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bool operator==(const PipelineStateKey& other) const {
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return renderState == other.renderState &&
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shader == other.shader &&
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passName == other.passName &&
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keywordSignature == other.keywordSignature &&
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renderTargetCount == other.renderTargetCount &&
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renderTargetFormat == other.renderTargetFormat &&
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depthStencilFormat == other.depthStencilFormat &&
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sampleCount == other.sampleCount &&
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sampleQuality == other.sampleQuality;
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}
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};
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struct PipelineStateKeyHash {
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size_t operator()(const PipelineStateKey& key) const noexcept {
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size_t hash = MaterialRenderStateHash()(key.renderState);
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hash ^= reinterpret_cast<size_t>(key.shader) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Containers::String>{}(key.passName) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Containers::String>{}(key.keywordSignature) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint32>{}(key.renderTargetCount) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint32>{}(key.renderTargetFormat) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint32>{}(key.depthStencilFormat) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint32>{}(key.sampleCount) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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hash ^= std::hash<Core::uint32>{}(key.sampleQuality) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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bool EnsureInitialized(const RenderContext& context);
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bool CreateResources(const RenderContext& context);
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void DestroyResources();
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const Resources::Material* ResolveGaussianSplatMaterial(
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const VisibleGaussianSplatItem& visibleGaussianSplat) const;
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ResolvedShaderPass ResolveGaussianSplatShaderPass(
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const RenderSceneData& sceneData,
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const Resources::Material* material) const;
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PassResourceLayout* GetOrCreatePassResourceLayout(
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const RenderContext& context,
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const ResolvedShaderPass& resolvedShaderPass);
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RHI::RHIPipelineState* GetOrCreatePipelineState(
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData,
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const Resources::Material* material);
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bool CreateOwnedDescriptorSet(
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const BuiltinPassSetLayoutMetadata& setLayout,
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OwnedDescriptorSet& descriptorSet);
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CachedDescriptorSet* GetOrCreateDynamicDescriptorSet(
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const PassLayoutKey& passLayoutKey,
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const PassResourceLayout& passLayout,
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const BuiltinPassSetLayoutMetadata& setLayout,
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Core::uint32 setIndex,
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Core::uint64 objectId,
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const Resources::Material* material,
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const Resources::GaussianSplat* gaussianSplat,
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const MaterialConstantPayloadView& materialConstants,
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const RenderResourceCache::CachedGaussianSplat& cachedGaussianSplat);
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void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
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void DestroyPassResourceLayout(PassResourceLayout& passLayout);
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bool DrawVisibleGaussianSplat(
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData,
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const VisibleGaussianSplatItem& visibleGaussianSplat);
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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Resources::ResourceHandle<Resources::Shader> m_builtinGaussianSplatShader;
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std::unique_ptr<Resources::Material> m_builtinGaussianSplatMaterial;
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RenderResourceCache m_resourceCache;
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std::unordered_map<PassLayoutKey, PassResourceLayout, PassLayoutKeyHash> m_passResourceLayouts;
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std::unordered_map<PipelineStateKey, RHI::RHIPipelineState*, PipelineStateKeyHash> m_pipelineStates;
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std::unordered_map<DynamicDescriptorSetKey, CachedDescriptorSet, DynamicDescriptorSetKeyHash> m_dynamicDescriptorSets;
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -39,6 +39,7 @@ namespace Pipelines {
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} // namespace Pipelines
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namespace Passes {
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class BuiltinGaussianSplatPass;
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class BuiltinVolumetricPass;
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} // namespace Passes
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@@ -355,6 +356,7 @@ private:
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OwnedDescriptorSet m_skyboxSamplerSet = {};
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RHI::RHIResourceView* m_skyboxBoundPanoramicTextureView = nullptr;
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RHI::RHIResourceView* m_skyboxBoundCubemapTextureView = nullptr;
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std::unique_ptr<Passes::BuiltinGaussianSplatPass> m_gaussianSplatPass;
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std::unique_ptr<Passes::BuiltinVolumetricPass> m_volumetricPass;
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};
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@@ -38,6 +38,7 @@ Containers::String GetBuiltinObjectIdOutlineShaderPath();
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Containers::String GetBuiltinSelectionMaskShaderPath();
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Containers::String GetBuiltinSelectionOutlineShaderPath();
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Containers::String GetBuiltinSkyboxShaderPath();
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Containers::String GetBuiltinGaussianSplatShaderPath();
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Containers::String GetBuiltinVolumetricShaderPath();
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Containers::String GetBuiltinColorScalePostProcessShaderPath();
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Containers::String GetBuiltinFinalColorShaderPath();
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Block a user