Split builtin object id pass resources

This commit is contained in:
2026-04-05 20:44:21 +08:00
parent af269b53ca
commit 18f3f9f227
3 changed files with 366 additions and 348 deletions

View File

@@ -464,6 +464,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPassResources.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp

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@@ -1,16 +1,9 @@
#include "Rendering/Passes/BuiltinObjectIdPass.h" #include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h" #include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h" #include "RHI/RHICommandList.h"
#include "RHI/RHIPipelineLayout.h"
#include "RHI/RHIPipelineState.h"
#include "Rendering/BuiltinPassLayoutUtils.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderSceneExtractor.h" #include "Rendering/RenderSceneExtractor.h"
#include "Rendering/RenderSurface.h" #include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h"
#include "Resources/Mesh/Mesh.h" #include "Resources/Mesh/Mesh.h"
#include <cstddef> #include <cstddef>
@@ -20,79 +13,6 @@ namespace XCEngine {
namespace Rendering { namespace Rendering {
namespace Passes { namespace Passes {
namespace {
const Resources::ShaderPass* FindObjectIdCompatiblePass(
const Resources::Shader& shader,
Resources::ShaderBackend backend) {
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ObjectId) &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
return &shaderPass;
}
}
const Resources::ShaderPass* objectIdPass = shader.FindPass("ObjectId");
if (objectIdPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, objectIdPass->name, backend)) {
return objectIdPass;
}
const Resources::ShaderPass* editorObjectIdPass = shader.FindPass("EditorObjectId");
if (editorObjectIdPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorObjectIdPass->name, backend)) {
return editorObjectIdPass;
}
if (shader.GetPassCount() > 0 &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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
BuiltinObjectIdPass::~BuiltinObjectIdPass() { BuiltinObjectIdPass::~BuiltinObjectIdPass() {
Shutdown(); Shutdown();
} }
@@ -212,274 +132,6 @@ void BuiltinObjectIdPass::Shutdown() {
DestroyResources(); DestroyResources();
} }
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 Passes
} // namespace Rendering } // namespace Rendering
} // namespace XCEngine } // namespace XCEngine

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@@ -0,0 +1,365 @@
#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h"
#include "RHI/RHIPipelineLayout.h"
#include "RHI/RHIPipelineState.h"
#include "Rendering/BuiltinPassLayoutUtils.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderSceneExtractor.h"
#include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h"
#include "Resources/Mesh/Mesh.h"
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
const Resources::ShaderPass* FindObjectIdCompatiblePass(
const Resources::Shader& shader,
Resources::ShaderBackend backend) {
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ObjectId) &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
return &shaderPass;
}
}
const Resources::ShaderPass* objectIdPass = shader.FindPass("ObjectId");
if (objectIdPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, objectIdPass->name, backend)) {
return objectIdPass;
}
const Resources::ShaderPass* editorObjectIdPass = shader.FindPass("EditorObjectId");
if (editorObjectIdPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorObjectIdPass->name, backend)) {
return editorObjectIdPass;
}
if (shader.GetPassCount() > 0 &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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