Split builtin object id pass resources
This commit is contained in:
@@ -464,6 +464,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPassResources.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
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@@ -1,16 +1,9 @@
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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/BuiltinPassLayoutUtils.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderSceneExtractor.h"
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#include "Rendering/RenderSurface.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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@@ -20,79 +13,6 @@ namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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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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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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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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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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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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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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pipelineDesc.renderTargetCount = 1;
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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 = 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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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = false;
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = true;
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pipelineDesc.depthStencilState.depthWriteEnable = true;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
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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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}
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} // namespace
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BuiltinObjectIdPass::~BuiltinObjectIdPass() {
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Shutdown();
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}
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@@ -212,274 +132,6 @@ void BuiltinObjectIdPass::Shutdown() {
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DestroyResources();
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}
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bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
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if (!context.IsValid()) {
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return false;
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}
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_device == context.device &&
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m_backendType == context.backendType) {
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return true;
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}
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DestroyResources();
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return CreateResources(context);
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}
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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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const Containers::Array<Resources::ShaderResourceBindingDesc>& resourceBindings = objectIdPass->resources;
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if (resourceBindings.Empty()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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(Containers::String("BuiltinObjectIdPass requires explicit resource bindings on shader pass: ") +
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objectIdPass->name).CStr());
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DestroyResources();
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return false;
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}
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BuiltinPassResourceBindingPlan bindingPlan = {};
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Containers::String bindingPlanError;
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if (!TryBuildBuiltinPassResourceBindingPlan(resourceBindings, bindingPlan, &bindingPlanError)) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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(Containers::String("BuiltinObjectIdPass failed to resolve pass resource bindings: ") + bindingPlanError).CStr());
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DestroyResources();
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return false;
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}
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if (!bindingPlan.perObject.IsValid() ||
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bindingPlan.bindings.Size() != 1u ||
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bindingPlan.descriptorSetCount != 1u ||
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!bindingPlan.usesConstantBuffers ||
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bindingPlan.usesTextures ||
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bindingPlan.usesSamplers) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdPass requires exactly one PerObject constant-buffer binding");
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DestroyResources();
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return false;
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}
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m_perObjectBinding = bindingPlan.perObject;
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m_firstDescriptorSet = bindingPlan.firstDescriptorSet;
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std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
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Containers::String setLayoutError;
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if (!TryBuildBuiltinPassSetLayouts(bindingPlan, setLayouts, &setLayoutError)) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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(Containers::String("BuiltinObjectIdPass failed to build descriptor set layouts: ") + setLayoutError).CStr());
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DestroyResources();
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return false;
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}
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if (m_perObjectBinding.set >= setLayouts.size()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdPass produced an invalid PerObject descriptor set index");
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DestroyResources();
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return false;
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}
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m_perObjectSetLayout = setLayouts[m_perObjectBinding.set];
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RefreshBuiltinPassSetLayoutMetadata(m_perObjectSetLayout);
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std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(setLayouts.size());
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for (size_t setIndex = 0; setIndex < setLayouts.size(); ++setIndex) {
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nativeSetLayouts[setIndex] = setLayouts[setIndex].layout;
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}
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
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pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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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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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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DestroyResources();
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return false;
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}
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return true;
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}
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void BuiltinObjectIdPass::DestroyResources() {
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m_resourceCache.Shutdown();
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for (auto& descriptorSetEntry : m_perObjectSets) {
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DestroyOwnedDescriptorSet(descriptorSetEntry.second);
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}
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m_perObjectSets.clear();
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_pipelineLayout != nullptr) {
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m_pipelineLayout->Shutdown();
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delete m_pipelineLayout;
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m_pipelineLayout = nullptr;
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}
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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m_perObjectBinding = {};
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m_perObjectSetLayout = {};
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m_firstDescriptorSet = 0;
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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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if (m_perObjectBinding.IsValid() == false ||
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m_perObjectSetLayout.layout.bindingCount == 0) {
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return nullptr;
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}
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const auto existing = m_perObjectSets.find(objectId);
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if (existing != m_perObjectSets.end()) {
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return existing->second.set;
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}
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RHI::DescriptorPoolDesc poolDesc = {};
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poolDesc.type = m_perObjectSetLayout.heapType;
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poolDesc.descriptorCount =
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CountBuiltinPassHeapDescriptors(m_perObjectSetLayout.heapType, m_perObjectSetLayout.bindings);
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poolDesc.shaderVisible = m_perObjectSetLayout.shaderVisible;
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OwnedDescriptorSet descriptorSet = {};
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descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
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if (descriptorSet.pool == nullptr) {
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return nullptr;
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}
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descriptorSet.set = descriptorSet.pool->AllocateSet(m_perObjectSetLayout.layout);
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if (descriptorSet.set == nullptr) {
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DestroyOwnedDescriptorSet(descriptorSet);
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return nullptr;
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}
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const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
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return result.first->second.set;
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}
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void BuiltinObjectIdPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
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if (descriptorSet.set != nullptr) {
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descriptorSet.set->Shutdown();
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delete descriptorSet.set;
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descriptorSet.set = nullptr;
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}
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if (descriptorSet.pool != nullptr) {
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descriptorSet.pool->Shutdown();
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delete descriptorSet.pool;
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descriptorSet.pool = nullptr;
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}
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}
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bool BuiltinObjectIdPass::DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleRenderItem& visibleItem) {
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if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
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return false;
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}
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const RenderResourceCache::CachedMesh* cachedMesh =
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m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
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if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
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return false;
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}
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RHI::RHICommandList* commandList = context.commandList;
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RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
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const uint64_t offsets[] = { 0 };
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const uint32_t strides[] = { cachedMesh->vertexStride };
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commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
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if (cachedMesh->indexBufferView != nullptr) {
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commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
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}
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const uint64_t objectId = visibleItem.gameObject->GetID();
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RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
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if (constantSet == nullptr) {
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return false;
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}
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const PerObjectConstants constants = {
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sceneData.cameraData.projection,
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sceneData.cameraData.view,
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visibleItem.localToWorld.Transpose(),
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EncodeObjectIdToColor(objectId)
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};
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constantSet->WriteConstant(m_perObjectBinding.binding, &constants, sizeof(constants));
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RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
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commandList->SetGraphicsDescriptorSets(m_firstDescriptorSet, 1, descriptorSets, m_pipelineLayout);
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if (visibleItem.hasSection) {
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const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
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if (visibleItem.sectionIndex >= sections.Size()) {
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return false;
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}
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const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
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if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
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commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
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} else if (section.vertexCount > 0) {
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commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
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}
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return true;
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}
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if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
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commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
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} else if (cachedMesh->vertexCount > 0) {
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commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
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}
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return true;
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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365
engine/src/Rendering/Passes/BuiltinObjectIdPassResources.cpp
Normal file
365
engine/src/Rendering/Passes/BuiltinObjectIdPassResources.cpp
Normal file
@@ -0,0 +1,365 @@
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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/BuiltinPassLayoutUtils.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderSceneExtractor.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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#include "Resources/Mesh/Mesh.h"
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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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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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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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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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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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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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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pipelineDesc.renderTargetCount = 1;
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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);
|
||||
pipelineDesc.sampleCount = 1;
|
||||
pipelineDesc.inputLayout = BuiltinObjectIdPass::BuildInputLayout();
|
||||
|
||||
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
|
||||
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
|
||||
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
|
||||
pipelineDesc.rasterizerState.depthClipEnable = true;
|
||||
|
||||
pipelineDesc.blendState.blendEnable = false;
|
||||
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
|
||||
pipelineDesc.depthStencilState.depthTestEnable = true;
|
||||
pipelineDesc.depthStencilState.depthWriteEnable = true;
|
||||
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
|
||||
if (!context.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr &&
|
||||
m_pipelineState != nullptr &&
|
||||
m_device == context.device &&
|
||||
m_backendType == context.backendType) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(context);
|
||||
}
|
||||
|
||||
bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
|
||||
m_device = context.device;
|
||||
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;
|
||||
}
|
||||
|
||||
const Containers::Array<Resources::ShaderResourceBindingDesc>& resourceBindings = objectIdPass->resources;
|
||||
if (resourceBindings.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
(Containers::String("BuiltinObjectIdPass requires explicit resource bindings on shader pass: ") +
|
||||
objectIdPass->name).CStr());
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
BuiltinPassResourceBindingPlan bindingPlan = {};
|
||||
Containers::String bindingPlanError;
|
||||
if (!TryBuildBuiltinPassResourceBindingPlan(resourceBindings, bindingPlan, &bindingPlanError)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
(Containers::String("BuiltinObjectIdPass failed to resolve pass resource bindings: ") + bindingPlanError).CStr());
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!bindingPlan.perObject.IsValid() ||
|
||||
bindingPlan.bindings.Size() != 1u ||
|
||||
bindingPlan.descriptorSetCount != 1u ||
|
||||
!bindingPlan.usesConstantBuffers ||
|
||||
bindingPlan.usesTextures ||
|
||||
bindingPlan.usesSamplers) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdPass requires exactly one PerObject constant-buffer binding");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_perObjectBinding = bindingPlan.perObject;
|
||||
m_firstDescriptorSet = bindingPlan.firstDescriptorSet;
|
||||
|
||||
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
||||
Containers::String setLayoutError;
|
||||
if (!TryBuildBuiltinPassSetLayouts(bindingPlan, setLayouts, &setLayoutError)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
(Containers::String("BuiltinObjectIdPass failed to build descriptor set layouts: ") + setLayoutError).CStr());
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
if (m_perObjectBinding.set >= setLayouts.size()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdPass produced an invalid PerObject descriptor set index");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
m_perObjectSetLayout = setLayouts[m_perObjectBinding.set];
|
||||
RefreshBuiltinPassSetLayoutMetadata(m_perObjectSetLayout);
|
||||
|
||||
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(setLayouts.size());
|
||||
for (size_t setIndex = 0; setIndex < setLayouts.size(); ++setIndex) {
|
||||
nativeSetLayouts[setIndex] = setLayouts[setIndex].layout;
|
||||
}
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
|
||||
pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
|
||||
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_pipelineLayout == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
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->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinObjectIdPass::DestroyResources() {
|
||||
m_resourceCache.Shutdown();
|
||||
|
||||
for (auto& descriptorSetEntry : m_perObjectSets) {
|
||||
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
|
||||
}
|
||||
m_perObjectSets.clear();
|
||||
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_perObjectBinding = {};
|
||||
m_perObjectSetLayout = {};
|
||||
m_firstDescriptorSet = 0;
|
||||
m_builtinObjectIdShader.Reset();
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {
|
||||
if (m_perObjectBinding.IsValid() == false ||
|
||||
m_perObjectSetLayout.layout.bindingCount == 0) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto existing = m_perObjectSets.find(objectId);
|
||||
if (existing != m_perObjectSets.end()) {
|
||||
return existing->second.set;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc poolDesc = {};
|
||||
poolDesc.type = m_perObjectSetLayout.heapType;
|
||||
poolDesc.descriptorCount =
|
||||
CountBuiltinPassHeapDescriptors(m_perObjectSetLayout.heapType, m_perObjectSetLayout.bindings);
|
||||
poolDesc.shaderVisible = m_perObjectSetLayout.shaderVisible;
|
||||
|
||||
OwnedDescriptorSet descriptorSet = {};
|
||||
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
|
||||
if (descriptorSet.pool == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
descriptorSet.set = descriptorSet.pool->AllocateSet(m_perObjectSetLayout.layout);
|
||||
if (descriptorSet.set == nullptr) {
|
||||
DestroyOwnedDescriptorSet(descriptorSet);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
|
||||
return result.first->second.set;
|
||||
}
|
||||
|
||||
void BuiltinObjectIdPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
|
||||
if (descriptorSet.set != nullptr) {
|
||||
descriptorSet.set->Shutdown();
|
||||
delete descriptorSet.set;
|
||||
descriptorSet.set = nullptr;
|
||||
}
|
||||
|
||||
if (descriptorSet.pool != nullptr) {
|
||||
descriptorSet.pool->Shutdown();
|
||||
delete descriptorSet.pool;
|
||||
descriptorSet.pool = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool BuiltinObjectIdPass::DrawVisibleItem(
|
||||
const RenderContext& context,
|
||||
const RenderSceneData& sceneData,
|
||||
const VisibleRenderItem& visibleItem) {
|
||||
if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const RenderResourceCache::CachedMesh* cachedMesh =
|
||||
m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
|
||||
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.commandList;
|
||||
|
||||
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
|
||||
const uint64_t offsets[] = { 0 };
|
||||
const uint32_t strides[] = { cachedMesh->vertexStride };
|
||||
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
|
||||
if (cachedMesh->indexBufferView != nullptr) {
|
||||
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
|
||||
}
|
||||
|
||||
const uint64_t objectId = visibleItem.gameObject->GetID();
|
||||
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
|
||||
if (constantSet == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const PerObjectConstants constants = {
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleItem.localToWorld.Transpose(),
|
||||
EncodeObjectIdToColor(objectId)
|
||||
};
|
||||
constantSet->WriteConstant(m_perObjectBinding.binding, &constants, sizeof(constants));
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
|
||||
commandList->SetGraphicsDescriptorSets(m_firstDescriptorSet, 1, descriptorSets, m_pipelineLayout);
|
||||
|
||||
if (visibleItem.hasSection) {
|
||||
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
|
||||
if (visibleItem.sectionIndex >= sections.Size()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
|
||||
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
|
||||
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
|
||||
} else if (section.vertexCount > 0) {
|
||||
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
|
||||
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
|
||||
} else if (cachedMesh->vertexCount > 0) {
|
||||
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user