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

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@@ -3,6 +3,9 @@
#include <XCEngine/Rendering/ObjectIdPass.h> #include <XCEngine/Rendering/ObjectIdPass.h>
#include <XCEngine/Rendering/ObjectIdEncoding.h> #include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/Rendering/RenderResourceCache.h> #include <XCEngine/Rendering/RenderResourceCache.h>
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <unordered_map> #include <unordered_map>
@@ -14,6 +17,8 @@ class BuiltinObjectIdPass final : public ObjectIdPass {
public: public:
~BuiltinObjectIdPass() override; ~BuiltinObjectIdPass() override;
static RHI::InputLayoutDesc BuildInputLayout();
bool Render( bool Render(
const RenderContext& context, const RenderContext& context,
const RenderSurface& surface, const RenderSurface& surface,
@@ -49,6 +54,7 @@ private:
RHI::RHIType m_backendType = RHI::RHIType::D3D12; RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr; RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr; RHI::RHIPipelineState* m_pipelineState = nullptr;
Resources::ResourceHandle<Resources::Shader> m_builtinObjectIdShader;
RenderResourceCache m_resourceCache; RenderResourceCache m_resourceCache;
std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets; std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets;
}; };

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@@ -24,6 +24,7 @@ const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType); Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinDefaultPrimitiveMaterialPath(); Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
Containers::String GetBuiltinForwardLitShaderPath(); Containers::String GetBuiltinForwardLitShaderPath();
Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath(); Containers::String GetBuiltinDefaultPrimitiveTexturePath();
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType); bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);

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@@ -0,0 +1,68 @@
#pragma once
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <string>
namespace XCEngine {
namespace Rendering {
namespace Detail {
inline 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;
}
}
inline 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;
}
}
inline 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;
}
inline 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);
}
inline 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;
}
} // namespace Detail
} // namespace Rendering
} // namespace XCEngine

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@@ -1,13 +1,17 @@
#include "Rendering/Passes/BuiltinObjectIdPass.h" #include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Components/GameObject.h" #include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h" #include "RHI/RHICommandList.h"
#include "RHI/RHIPipelineLayout.h" #include "RHI/RHIPipelineLayout.h"
#include "RHI/RHIPipelineState.h" #include "RHI/RHIPipelineState.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Resources/BuiltinResources.h"
#include "Resources/Mesh/Mesh.h" #include "Resources/Mesh/Mesh.h"
#include <cstddef> #include <cstddef>
#include <cstring>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
@@ -15,83 +19,41 @@ namespace Passes {
namespace { namespace {
const char kBuiltinObjectIdHlsl[] = R"( const Resources::ShaderPass* FindObjectIdCompatiblePass(
cbuffer PerObjectConstants : register(b0) { const Resources::Shader& shader,
float4x4 gProjectionMatrix; Resources::ShaderBackend backend) {
float4x4 gViewMatrix; for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
float4x4 gModelMatrix; if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ObjectId) &&
float4 gObjectIdColor; ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
}; return &shaderPass;
}
}
struct VSInput { const Resources::ShaderPass* objectIdPass = shader.FindPass("ObjectId");
float3 position : POSITION; if (objectIdPass != nullptr &&
}; ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, objectIdPass->name, backend)) {
return objectIdPass;
}
struct PSInput { const Resources::ShaderPass* editorObjectIdPass = shader.FindPass("EditorObjectId");
float4 position : SV_POSITION; if (editorObjectIdPass != nullptr &&
}; ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorObjectIdPass->name, backend)) {
return editorObjectIdPass;
}
PSInput MainVS(VSInput input) { if (shader.GetPassCount() > 0 &&
PSInput output; ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0)); return &shader.GetPasses()[0];
float4 positionVS = mul(gViewMatrix, positionWS); }
output.position = mul(gProjectionMatrix, positionVS);
return output;
}
float4 MainPS(PSInput input) : SV_TARGET { return nullptr;
return gObjectIdColor;
}
)";
const char kBuiltinObjectIdVertexShader[] = R"(#version 430
layout(location = 0) in vec3 aPosition;
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
}
)";
const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = gObjectIdColor;
}
)";
RHI::InputLayoutDesc BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
inputLayout.elements.push_back(position);
return inputLayout;
} }
RHI::GraphicsPipelineDesc CreatePipelineDesc( RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType, RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout) { RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName) {
RHI::GraphicsPipelineDesc pipelineDesc = {}; RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout; pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle); pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
@@ -99,7 +61,7 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm); pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt); pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
pipelineDesc.sampleCount = 1; pipelineDesc.sampleCount = 1;
pipelineDesc.inputLayout = BuildInputLayout(); pipelineDesc.inputLayout = BuiltinObjectIdPass::BuildInputLayout();
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid); pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None); pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
@@ -113,32 +75,14 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
pipelineDesc.depthStencilState.depthWriteEnable = false; pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual); pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
if (backendType == RHI::RHIType::D3D12) { const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
pipelineDesc.vertexShader.source.assign( if (const Resources::ShaderStageVariant* vertexVariant =
kBuiltinObjectIdHlsl, shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl)); ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL; }
pipelineDesc.vertexShader.entryPoint = L"MainVS"; if (const Resources::ShaderStageVariant* fragmentVariant =
pipelineDesc.vertexShader.profile = L"vs_5_0"; shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
pipelineDesc.fragmentShader.source.assign(
kBuiltinObjectIdHlsl,
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
} else {
pipelineDesc.vertexShader.source.assign(
kBuiltinObjectIdVertexShader,
kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_30";
pipelineDesc.fragmentShader.source.assign(
kBuiltinObjectIdFragmentShader,
kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_30";
} }
return pipelineDesc; return pipelineDesc;
@@ -150,6 +94,19 @@ BuiltinObjectIdPass::~BuiltinObjectIdPass() {
Shutdown(); Shutdown();
} }
RHI::InputLayoutDesc BuiltinObjectIdPass::BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
inputLayout.elements.push_back(position);
return inputLayout;
}
bool BuiltinObjectIdPass::Render( bool BuiltinObjectIdPass::Render(
const RenderContext& context, const RenderContext& context,
const RenderSurface& surface, const RenderSurface& surface,
@@ -244,6 +201,26 @@ bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) { bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
m_device = context.device; m_device = context.device;
m_backendType = context.backendType; m_backendType = context.backendType;
m_builtinObjectIdShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinObjectIdShaderPath());
if (!m_builtinObjectIdShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdPass failed to load builtin object-id shader resource");
DestroyResources();
return false;
}
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
const Resources::ShaderPass* objectIdPass =
FindObjectIdCompatiblePass(*m_builtinObjectIdShader.Get(), backend);
if (objectIdPass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdPass could not resolve a valid ObjectId shader pass");
DestroyResources();
return false;
}
RHI::DescriptorSetLayoutBinding constantBinding = {}; RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0; constantBinding.binding = 0;
@@ -263,7 +240,12 @@ bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
return false; return false;
} }
m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout)); m_pipelineState = m_device->CreatePipelineState(
CreatePipelineDesc(
m_backendType,
m_pipelineLayout,
*m_builtinObjectIdShader.Get(),
objectIdPass->name));
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) { if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
if (m_pipelineState != nullptr) { if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown(); m_pipelineState->Shutdown();
@@ -299,6 +281,7 @@ void BuiltinObjectIdPass::DestroyResources() {
m_device = nullptr; m_device = nullptr;
m_backendType = RHI::RHIType::D3D12; m_backendType = RHI::RHIType::D3D12;
m_builtinObjectIdShader.Reset();
} }
RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) { RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {

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@@ -6,6 +6,7 @@
#include "Debug/Logger.h" #include "Debug/Logger.h"
#include "Core/Asset/ResourceManager.h" #include "Core/Asset/ResourceManager.h"
#include "RHI/RHICommandList.h" #include "RHI/RHICommandList.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderMaterialUtility.h" #include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSurface.h" #include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h" #include "Resources/BuiltinResources.h"
@@ -53,47 +54,6 @@ namespace {
constexpr uint32_t kDescriptorFirstSet = 1; constexpr uint32_t kDescriptorFirstSet = 1;
constexpr uint32_t kDescriptorSetCount = 5; 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::ShaderPass* FindForwardCompatiblePass(
const Resources::Shader& shader, const Resources::Shader& shader,
const Resources::Material* material, const Resources::Material* material,
@@ -101,49 +61,38 @@ const Resources::ShaderPass* FindForwardCompatiblePass(
if (material != nullptr && !material->GetShaderPass().Empty()) { if (material != nullptr && !material->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass()); const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
if (explicitPass != nullptr && if (explicitPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) { ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
return explicitPass; return explicitPass;
} }
} }
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) { for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) && if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) &&
ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) { ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
return &shaderPass; return &shaderPass;
} }
} }
const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit"); const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit");
if (defaultPass != nullptr && if (defaultPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) { ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
return defaultPass; return defaultPass;
} }
defaultPass = shader.FindPass("Default"); defaultPass = shader.FindPass("Default");
if (defaultPass != nullptr && if (defaultPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) { ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
return defaultPass; return defaultPass;
} }
if (shader.GetPassCount() > 0 && 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 &shader.GetPasses()[0];
} }
return nullptr; 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::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType, RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout, RHI::RHIPipelineLayout* pipelineLayout,
@@ -161,16 +110,16 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout(); pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
const Resources::ShaderBackend backend = ToShaderBackend(backendType); const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
const Resources::ShaderStageVariant* vertexVariant = const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend); shader.FindVariant(passName, Resources::ShaderType::Vertex, backend);
const Resources::ShaderStageVariant* fragmentVariant = const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend); shader.FindVariant(passName, Resources::ShaderType::Fragment, backend);
if (vertexVariant != nullptr) { if (vertexVariant != nullptr) {
ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader); ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
} }
if (fragmentVariant != nullptr) { if (fragmentVariant != nullptr) {
ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader); ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
} }
return pipelineDesc; return pipelineDesc;
@@ -561,7 +510,7 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass( BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass(
const Resources::Material* material) const { const Resources::Material* material) const {
ResolvedShaderPass resolved = {}; 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) { if (material != nullptr && material->GetShader() != nullptr) {
const Resources::Shader* materialShader = material->GetShader(); const Resources::Shader* materialShader = material->GetShader();

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@@ -25,6 +25,7 @@ constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
constexpr const char* kBuiltinTexturePrefix = "builtin://textures/"; constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive"; constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit"; constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo"; constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
constexpr float kPi = 3.14159265358979323846f; constexpr float kPi = 3.14159265358979323846f;
@@ -214,6 +215,99 @@ void main() {
} }
)"; )";
const char kBuiltinObjectIdHlsl[] = R"(
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4 gObjectIdColor;
};
struct VSInput {
float3 position : POSITION;
};
struct PSInput {
float4 position : SV_POSITION;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
return output;
}
float4 MainPS(PSInput input) : SV_TARGET {
return gObjectIdColor;
}
)";
const char kBuiltinObjectIdVertexShader[] = R"(#version 430
layout(location = 0) in vec3 aPosition;
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
}
)";
const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = gObjectIdColor;
}
)";
const char kBuiltinObjectIdVulkanVertexShader[] = R"(#version 450
layout(location = 0) in vec3 aPosition;
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
}
)";
const char kBuiltinObjectIdVulkanFragmentShader[] = R"(#version 450
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = gObjectIdColor;
}
)";
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) { Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
if (vertices.empty()) { if (vertices.empty()) {
return Math::Bounds(); return Math::Bounds();
@@ -776,6 +870,79 @@ Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
return shader; return shader;
} }
Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
auto* shader = new Shader();
IResource::ConstructParams params;
params.name = Containers::String("Builtin Object Id");
params.path = path;
params.guid = ResourceGUID::Generate(path);
params.memorySize = 0;
shader->Initialize(params);
const Containers::String passName("ObjectId");
shader->SetPassTag(passName, "LightMode", "ObjectId");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinObjectIdHlsl,
"MainVS",
"vs_5_0");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinObjectIdHlsl,
"MainPS",
"ps_5_0");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::GLSL,
ShaderBackend::OpenGL,
kBuiltinObjectIdVertexShader,
"main",
"vs_4_30");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::GLSL,
ShaderBackend::OpenGL,
kBuiltinObjectIdFragmentShader,
"main",
"fs_4_30");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::GLSL,
ShaderBackend::Vulkan,
kBuiltinObjectIdVulkanVertexShader,
"main",
"vs_4_50");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::GLSL,
ShaderBackend::Vulkan,
kBuiltinObjectIdVulkanFragmentShader,
"main",
"fs_4_50");
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
return shader;
}
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) { Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
auto* material = new Material(); auto* material = new Material();
IResource::ConstructParams params; IResource::ConstructParams params;
@@ -878,6 +1045,10 @@ Containers::String GetBuiltinForwardLitShaderPath() {
return Containers::String(kBuiltinForwardLitShaderPath); return Containers::String(kBuiltinForwardLitShaderPath);
} }
Containers::String GetBuiltinObjectIdShaderPath() {
return Containers::String(kBuiltinObjectIdShaderPath);
}
Containers::String GetBuiltinDefaultPrimitiveTexturePath() { Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
return Containers::String(kBuiltinDefaultPrimitiveTexturePath); return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
} }
@@ -965,11 +1136,15 @@ LoadResult CreateBuiltinMaterialResource(const Containers::String& path) {
} }
LoadResult CreateBuiltinShaderResource(const Containers::String& path) { LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
if (path != GetBuiltinForwardLitShaderPath()) { Shader* shader = nullptr;
if (path == GetBuiltinForwardLitShaderPath()) {
shader = BuildBuiltinForwardLitShader(path);
} else if (path == GetBuiltinObjectIdShaderPath()) {
shader = BuildBuiltinObjectIdShader(path);
} else {
return LoadResult(Containers::String("Unknown builtin shader: ") + path); return LoadResult(Containers::String("Unknown builtin shader: ") + path);
} }
Shader* shader = BuildBuiltinForwardLitShader(path);
if (shader == nullptr) { if (shader == nullptr) {
return LoadResult(Containers::String("Failed to create builtin shader: ") + path); return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
} }

View File

@@ -1,10 +1,12 @@
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h> #include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
#include <XCEngine/Resources/Mesh/Mesh.h> #include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/RHI/RHIEnums.h> #include <XCEngine/RHI/RHIEnums.h>
using namespace XCEngine::Rendering::Pipelines; using namespace XCEngine::Rendering::Pipelines;
using namespace XCEngine::Rendering::Passes;
using namespace XCEngine::Resources; using namespace XCEngine::Resources;
using namespace XCEngine::RHI; using namespace XCEngine::RHI;
@@ -34,3 +36,16 @@ TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVert
EXPECT_EQ(texcoord.inputSlot, 0u); EXPECT_EQ(texcoord.inputSlot, 0u);
EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0))); EXPECT_EQ(texcoord.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
} }
TEST(BuiltinObjectIdPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
const InputLayoutDesc inputLayout = BuiltinObjectIdPass::BuildInputLayout();
ASSERT_EQ(inputLayout.elements.size(), 1u);
const InputElementDesc& position = inputLayout.elements[0];
EXPECT_EQ(position.semanticName, "POSITION");
EXPECT_EQ(position.semanticIndex, 0u);
EXPECT_EQ(position.format, static_cast<uint32_t>(Format::R32G32B32_Float));
EXPECT_EQ(position.inputSlot, 0u);
EXPECT_EQ(position.alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
}

View File

@@ -32,6 +32,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.glsl")); EXPECT_TRUE(loader.CanLoad("test.glsl"));
EXPECT_TRUE(loader.CanLoad("test.hlsl")); EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath())); EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt")); EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png")); EXPECT_FALSE(loader.CanLoad("test.png"));
} }
@@ -100,6 +101,33 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
delete shader; delete shader;
} }
TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ObjectId");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ObjectId");
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ObjectId", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) { TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get(); ResourceManager& manager = ResourceManager::Get();
manager.Shutdown(); manager.Shutdown();
@@ -109,6 +137,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ASSERT_TRUE(shaderHandle.IsValid()); ASSERT_TRUE(shaderHandle.IsValid());
ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr); ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
ResourceHandle<Shader> objectIdShaderHandle = manager.Load<Shader>(GetBuiltinObjectIdShaderPath());
ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
manager.Shutdown(); manager.Shutdown();
} }