refactor: route builtin object-id pass through shader assets
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@@ -6,6 +6,7 @@
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#include "Debug/Logger.h"
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#include "Core/Asset/ResourceManager.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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@@ -53,47 +54,6 @@ namespace {
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constexpr uint32_t kDescriptorFirstSet = 1;
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constexpr uint32_t kDescriptorSetCount = 5;
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Resources::ShaderBackend ToShaderBackend(RHI::RHIType backendType) {
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switch (backendType) {
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case RHI::RHIType::D3D12:
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return Resources::ShaderBackend::D3D12;
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case RHI::RHIType::Vulkan:
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return Resources::ShaderBackend::Vulkan;
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case RHI::RHIType::OpenGL:
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default:
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return Resources::ShaderBackend::OpenGL;
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}
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}
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RHI::ShaderLanguage ToRHIShaderLanguage(Resources::ShaderLanguage language) {
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switch (language) {
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case Resources::ShaderLanguage::HLSL:
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return RHI::ShaderLanguage::HLSL;
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case Resources::ShaderLanguage::SPIRV:
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return RHI::ShaderLanguage::SPIRV;
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case Resources::ShaderLanguage::GLSL:
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default:
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return RHI::ShaderLanguage::GLSL;
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}
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}
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std::wstring ToWideAscii(const Containers::String& value) {
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std::wstring wide;
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wide.reserve(value.Length());
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for (size_t index = 0; index < value.Length(); ++index) {
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wide.push_back(static_cast<wchar_t>(value[index]));
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}
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return wide;
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}
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bool ShaderPassHasGraphicsVariants(
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const Resources::Shader& shader,
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const Containers::String& passName,
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Resources::ShaderBackend backend) {
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return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend) != nullptr &&
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend) != nullptr;
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}
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const Resources::ShaderPass* FindForwardCompatiblePass(
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const Resources::Shader& shader,
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const Resources::Material* material,
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@@ -101,49 +61,38 @@ const Resources::ShaderPass* FindForwardCompatiblePass(
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if (material != nullptr && !material->GetShaderPass().Empty()) {
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const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
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if (explicitPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
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return explicitPass;
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}
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}
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for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) &&
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ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
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return &shaderPass;
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}
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}
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const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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defaultPass = shader.FindPass("Default");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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if (shader.GetPassCount() > 0 &&
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ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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return &shader.GetPasses()[0];
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}
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return nullptr;
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}
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void ApplyShaderStageVariant(
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const Resources::ShaderStageVariant& variant,
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RHI::ShaderCompileDesc& compileDesc) {
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compileDesc.source.assign(
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variant.sourceCode.CStr(),
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variant.sourceCode.CStr() + variant.sourceCode.Length());
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compileDesc.sourceLanguage = ToRHIShaderLanguage(variant.language);
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compileDesc.entryPoint = ToWideAscii(variant.entryPoint);
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compileDesc.profile = ToWideAscii(variant.profile);
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}
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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout,
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@@ -161,16 +110,16 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
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const Resources::ShaderBackend backend = ToShaderBackend(backendType);
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
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const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend);
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const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend);
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if (vertexVariant != nullptr) {
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ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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}
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if (fragmentVariant != nullptr) {
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ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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}
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return pipelineDesc;
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@@ -561,7 +510,7 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
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BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass(
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const Resources::Material* material) const {
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ResolvedShaderPass resolved = {};
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const Resources::ShaderBackend backend = ToShaderBackend(m_backendType);
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
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if (material != nullptr && material->GetShader() != nullptr) {
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const Resources::Shader* materialShader = material->GetShader();
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