refactor: route builtin object-id pass through shader assets
This commit is contained in:
@@ -3,6 +3,9 @@
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#include <XCEngine/Rendering/ObjectIdPass.h>
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#include <XCEngine/Rendering/ObjectIdEncoding.h>
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#include <XCEngine/Rendering/RenderResourceCache.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <unordered_map>
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@@ -14,6 +17,8 @@ class BuiltinObjectIdPass final : public ObjectIdPass {
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public:
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~BuiltinObjectIdPass() override;
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static RHI::InputLayoutDesc BuildInputLayout();
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bool Render(
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const RenderContext& context,
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const RenderSurface& surface,
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@@ -49,6 +54,7 @@ private:
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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Resources::ResourceHandle<Resources::Shader> m_builtinObjectIdShader;
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RenderResourceCache m_resourceCache;
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std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets;
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};
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@@ -24,6 +24,7 @@ const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
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Containers::String GetBuiltinForwardLitShaderPath();
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Containers::String GetBuiltinObjectIdShaderPath();
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Containers::String GetBuiltinDefaultPrimitiveTexturePath();
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bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
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68
engine/src/Rendering/Detail/ShaderVariantUtils.h
Normal file
68
engine/src/Rendering/Detail/ShaderVariantUtils.h
Normal file
@@ -0,0 +1,68 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <string>
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namespace XCEngine {
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namespace Rendering {
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namespace Detail {
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inline 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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inline 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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inline 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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inline 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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inline 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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} // namespace Detail
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,13 +1,17 @@
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
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#include "Components/GameObject.h"
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#include "Core/Asset/ResourceManager.h"
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#include "Debug/Logger.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIPipelineLayout.h"
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#include "RHI/RHIPipelineState.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Resources/BuiltinResources.h"
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#include "Resources/Mesh/Mesh.h"
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#include <cstddef>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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@@ -15,83 +19,41 @@ namespace Passes {
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namespace {
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const char kBuiltinObjectIdHlsl[] = R"(
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4 gObjectIdColor;
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};
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const Resources::ShaderPass* FindObjectIdCompatiblePass(
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const Resources::Shader& shader,
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Resources::ShaderBackend backend) {
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for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ObjectId) &&
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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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struct VSInput {
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float3 position : POSITION;
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};
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const Resources::ShaderPass* objectIdPass = shader.FindPass("ObjectId");
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if (objectIdPass != nullptr &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, objectIdPass->name, backend)) {
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return objectIdPass;
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}
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struct PSInput {
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float4 position : SV_POSITION;
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};
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const Resources::ShaderPass* editorObjectIdPass = shader.FindPass("EditorObjectId");
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if (editorObjectIdPass != nullptr &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorObjectIdPass->name, backend)) {
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return editorObjectIdPass;
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}
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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return output;
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}
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if (shader.GetPassCount() > 0 &&
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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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float4 MainPS(PSInput input) : SV_TARGET {
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return gObjectIdColor;
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}
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)";
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const char kBuiltinObjectIdVertexShader[] = R"(#version 430
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layout(location = 0) in vec3 aPosition;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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vec4 gObjectIdColor;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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)";
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const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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vec4 gObjectIdColor;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = gObjectIdColor;
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}
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)";
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RHI::InputLayoutDesc BuildInputLayout() {
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RHI::InputLayoutDesc inputLayout = {};
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RHI::InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
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inputLayout.elements.push_back(position);
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return inputLayout;
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return nullptr;
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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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RHI::RHIPipelineLayout* pipelineLayout,
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const Resources::Shader& shader,
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const Containers::String& passName) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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@@ -99,7 +61,7 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.inputLayout = BuildInputLayout();
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pipelineDesc.inputLayout = BuiltinObjectIdPass::BuildInputLayout();
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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@@ -113,32 +75,14 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
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if (backendType == RHI::RHIType::D3D12) {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdHlsl,
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kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdHlsl,
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kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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} else {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdVertexShader,
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kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_30";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdFragmentShader,
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kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_30";
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
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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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@@ -150,6 +94,19 @@ BuiltinObjectIdPass::~BuiltinObjectIdPass() {
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Shutdown();
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}
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RHI::InputLayoutDesc BuiltinObjectIdPass::BuildInputLayout() {
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RHI::InputLayoutDesc inputLayout = {};
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RHI::InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
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inputLayout.elements.push_back(position);
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return inputLayout;
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}
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bool BuiltinObjectIdPass::Render(
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const RenderContext& context,
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const RenderSurface& surface,
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@@ -244,6 +201,26 @@ bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
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bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
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m_device = context.device;
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m_backendType = context.backendType;
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m_builtinObjectIdShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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Resources::GetBuiltinObjectIdShaderPath());
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if (!m_builtinObjectIdShader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdPass failed to load builtin object-id shader resource");
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DestroyResources();
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return false;
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}
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
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const Resources::ShaderPass* objectIdPass =
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FindObjectIdCompatiblePass(*m_builtinObjectIdShader.Get(), backend);
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if (objectIdPass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdPass could not resolve a valid ObjectId shader pass");
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DestroyResources();
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return false;
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}
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RHI::DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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@@ -263,7 +240,12 @@ bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
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return false;
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}
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m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout));
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m_pipelineState = m_device->CreatePipelineState(
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CreatePipelineDesc(
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m_backendType,
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m_pipelineLayout,
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*m_builtinObjectIdShader.Get(),
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objectIdPass->name));
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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@@ -299,6 +281,7 @@ void BuiltinObjectIdPass::DestroyResources() {
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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m_builtinObjectIdShader.Reset();
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}
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RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {
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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)) {
|
||||
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();
|
||||
|
||||
@@ -25,6 +25,7 @@ constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
|
||||
constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
|
||||
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 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) {
|
||||
if (vertices.empty()) {
|
||||
return Math::Bounds();
|
||||
@@ -776,6 +870,79 @@ Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
|
||||
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) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params;
|
||||
@@ -878,6 +1045,10 @@ Containers::String GetBuiltinForwardLitShaderPath() {
|
||||
return Containers::String(kBuiltinForwardLitShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinObjectIdShaderPath() {
|
||||
return Containers::String(kBuiltinObjectIdShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
||||
}
|
||||
@@ -965,11 +1136,15 @@ LoadResult CreateBuiltinMaterialResource(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);
|
||||
}
|
||||
|
||||
Shader* shader = BuildBuiltinForwardLitShader(path);
|
||||
if (shader == nullptr) {
|
||||
return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
|
||||
}
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
|
||||
#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/RHI/RHIEnums.h>
|
||||
|
||||
using namespace XCEngine::Rendering::Pipelines;
|
||||
using namespace XCEngine::Rendering::Passes;
|
||||
using namespace XCEngine::Resources;
|
||||
using namespace XCEngine::RHI;
|
||||
|
||||
@@ -34,3 +36,16 @@ TEST(BuiltinForwardPipeline_Test, UsesFloat3PositionInputLayoutForStaticMeshVert
|
||||
EXPECT_EQ(texcoord.inputSlot, 0u);
|
||||
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)));
|
||||
}
|
||||
|
||||
@@ -32,6 +32,7 @@ TEST(ShaderLoader, CanLoad) {
|
||||
EXPECT_TRUE(loader.CanLoad("test.glsl"));
|
||||
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
|
||||
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
|
||||
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
|
||||
EXPECT_FALSE(loader.CanLoad("test.txt"));
|
||||
EXPECT_FALSE(loader.CanLoad("test.png"));
|
||||
}
|
||||
@@ -100,6 +101,33 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
|
||||
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) {
|
||||
ResourceManager& manager = ResourceManager::Get();
|
||||
manager.Shutdown();
|
||||
@@ -109,6 +137,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
|
||||
ASSERT_TRUE(shaderHandle.IsValid());
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user