refactor: route builtin object-id pass through shader assets

This commit is contained in:
2026-04-02 19:17:22 +08:00
parent 9f7d8fd68d
commit 11fb8f3585
8 changed files with 390 additions and 161 deletions

View File

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