Split builtin forward pipeline into feature and internal modules

This commit is contained in:
2026-04-14 20:50:31 +08:00
parent e1734181a0
commit 1d171ea61c
19 changed files with 1727 additions and 1204 deletions

View File

@@ -1,676 +1,36 @@
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Debug/Logger.h"
#include "Core/Asset/ResourceManager.h"
#include "RHI/RHICommandList.h"
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
#include "Rendering/Passes/BuiltinGaussianSplatPass.h"
#include "Rendering/Materials/RenderMaterialResolve.h"
#include "Rendering/Passes/BuiltinVolumetricPass.h"
#include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h"
#include <algorithm>
#include <cstddef>
#include "Rendering/Pipelines/Internal/BuiltinForwardSceneSetup.h"
namespace XCEngine {
namespace Rendering {
namespace Pipelines {
namespace {
bool IsDepthFormat(RHI::Format format) {
return format == RHI::Format::D24_UNorm_S8_UInt ||
format == RHI::Format::D32_Float;
}
bool ShouldSampleMainDirectionalShadowMap(const RenderSceneData& sceneData) {
return sceneData.lighting.HasMainDirectionalShadow() &&
sceneData.lighting.mainDirectionalShadow.shadowMap != nullptr &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat());
}
void TransitionMainDirectionalShadowForSampling(
const RenderContext& context,
const RenderSceneData& sceneData) {
context.commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::DepthWrite,
RHI::ResourceStates::PixelShaderResource);
}
void RestoreMainDirectionalShadowAfterSampling(
const RenderContext& context,
const RenderSceneData& sceneData) {
context.commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::PixelShaderResource,
RHI::ResourceStates::DepthWrite);
}
std::vector<RHI::RHIResourceView*> CollectSurfaceColorAttachments(const RenderSurface& surface) {
std::vector<RHI::RHIResourceView*> renderTargets;
const Core::uint32 colorAttachmentCount =
::XCEngine::Rendering::Internal::ResolveSurfaceColorAttachmentCount(surface);
renderTargets.reserve(colorAttachmentCount);
for (Core::uint32 attachmentIndex = 0; attachmentIndex < colorAttachmentCount; ++attachmentIndex) {
RHI::RHIResourceView* renderTarget = surface.GetColorAttachments()[attachmentIndex];
if (renderTarget == nullptr) {
break;
}
renderTargets.push_back(renderTarget);
}
return renderTargets;
}
} // namespace
BuiltinForwardPipeline::BuiltinForwardPipeline() {
m_gaussianSplatPass = std::make_unique<Passes::BuiltinGaussianSplatPass>();
m_volumetricPass = std::make_unique<Passes::BuiltinVolumetricPass>();
Internal::RegisterBuiltinForwardSceneFeatures(m_forwardSceneFeatureHost);
}
BuiltinForwardPipeline::~BuiltinForwardPipeline() {
Shutdown();
}
void BuiltinForwardPipeline::AddForwardSceneFeaturePass(
std::unique_ptr<SceneRenderFeaturePass> featurePass) {
m_forwardSceneFeatureHost.AddFeaturePass(std::move(featurePass));
}
size_t BuiltinForwardPipeline::GetForwardSceneFeaturePassCount() const {
return m_forwardSceneFeatureHost.GetFeaturePassCount();
}
SceneRenderFeaturePass* BuiltinForwardPipeline::GetForwardSceneFeaturePass(size_t index) const {
return m_forwardSceneFeatureHost.GetFeaturePass(index);
}
std::unique_ptr<RenderPipeline> BuiltinForwardPipelineAsset::CreatePipeline() const {
return std::make_unique<BuiltinForwardPipeline>();
}
RHI::InputLayoutDesc BuiltinForwardPipeline::BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = 0;
inputLayout.elements.push_back(position);
RHI::InputElementDesc normal = {};
normal.semanticName = "NORMAL";
normal.semanticIndex = 0;
normal.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
normal.inputSlot = 0;
normal.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, normal));
inputLayout.elements.push_back(normal);
RHI::InputElementDesc texcoord = {};
texcoord.semanticName = "TEXCOORD";
texcoord.semanticIndex = 0;
texcoord.format = static_cast<uint32_t>(RHI::Format::R32G32_Float);
texcoord.inputSlot = 0;
texcoord.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, uv0));
inputLayout.elements.push_back(texcoord);
RHI::InputElementDesc backTexcoord = {};
backTexcoord.semanticName = "TEXCOORD";
backTexcoord.semanticIndex = 1;
backTexcoord.format = static_cast<uint32_t>(RHI::Format::R32G32_Float);
backTexcoord.inputSlot = 0;
backTexcoord.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, uv1));
inputLayout.elements.push_back(backTexcoord);
RHI::InputElementDesc tangent = {};
tangent.semanticName = "TEXCOORD";
tangent.semanticIndex = 2;
tangent.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
tangent.inputSlot = 0;
tangent.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, tangent));
inputLayout.elements.push_back(tangent);
RHI::InputElementDesc bitangent = {};
bitangent.semanticName = "TEXCOORD";
bitangent.semanticIndex = 3;
bitangent.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
bitangent.inputSlot = 0;
bitangent.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, bitangent));
inputLayout.elements.push_back(bitangent);
RHI::InputElementDesc color = {};
color.semanticName = "COLOR";
color.semanticIndex = 0;
color.format = static_cast<uint32_t>(RHI::Format::R32G32B32A32_Float);
color.inputSlot = 0;
color.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, color));
inputLayout.elements.push_back(color);
return inputLayout;
}
bool BuiltinForwardPipeline::Initialize(const RenderContext& context) {
return EnsureInitialized(context) &&
InitializeForwardSceneFeaturePasses(context);
}
void BuiltinForwardPipeline::Shutdown() {
ShutdownForwardSceneFeaturePasses();
DestroyPipelineResources();
}
bool BuiltinForwardPipeline::Render(
const FrameExecutionContext& executionContext) {
if (!Initialize(executionContext.renderContext)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline::Render failed: Initialize returned false");
return false;
}
if (!PrepareForwardSceneFeaturePasses(executionContext)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline::Render failed: PrepareForwardSceneFeaturePasses returned false");
return false;
}
const RenderPassContext passContext = BuildRenderPassContext(executionContext);
if (!BeginForwardScenePass(passContext)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline::Render failed: BeginForwardScenePass returned false");
return false;
}
const bool sampledDirectionalShadow =
ShouldSampleMainDirectionalShadowMap(executionContext.sceneData);
if (sampledDirectionalShadow) {
TransitionMainDirectionalShadowForSampling(
executionContext.renderContext,
executionContext.sceneData);
}
const bool renderResult = ExecuteForwardScene(executionContext);
if (sampledDirectionalShadow) {
RestoreMainDirectionalShadowAfterSampling(
executionContext.renderContext,
executionContext.sceneData);
}
EndForwardScenePass(passContext);
return renderResult;
}
bool BuiltinForwardPipeline::Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) {
return Render(FrameExecutionContext(context, surface, sceneData));
}
bool BuiltinForwardPipeline::BeginForwardScenePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSurface& surface = passContext.surface;
const RenderSceneData& sceneData = passContext.sceneData;
RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
std::vector<RHI::RHIResourceView*> renderTargets = CollectSurfaceColorAttachments(surface);
if (renderTargets.empty()) {
return false;
}
const Math::RectInt renderArea = surface.GetRenderArea();
if (renderArea.width <= 0 || renderArea.height <= 0) {
return false;
}
RHI::RHICommandList* commandList = context.commandList;
if (surface.IsAutoTransitionEnabled()) {
for (RHI::RHIResourceView* renderTarget : renderTargets) {
if (renderTarget != nullptr) {
commandList->TransitionBarrier(
renderTarget,
surface.GetColorStateBefore(),
RHI::ResourceStates::RenderTarget);
}
}
if (depthAttachment != nullptr) {
commandList->TransitionBarrier(
depthAttachment,
surface.GetDepthStateBefore(),
RHI::ResourceStates::DepthWrite);
}
}
commandList->SetRenderTargets(
static_cast<uint32_t>(renderTargets.size()),
renderTargets.data(),
depthAttachment);
const RHI::Viewport viewport = {
static_cast<float>(renderArea.x),
static_cast<float>(renderArea.y),
static_cast<float>(renderArea.width),
static_cast<float>(renderArea.height),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
renderArea.x,
renderArea.y,
renderArea.x + renderArea.width,
renderArea.y + renderArea.height
};
const RHI::Rect clearRects[] = { scissorRect };
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
const Math::Color clearColor = surface.HasClearColorOverride()
? surface.GetClearColorOverride()
: sceneData.cameraData.clearColor;
const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
if (HasRenderClearFlag(sceneData.cameraData.clearFlags, RenderClearFlags::Color) &&
!HasSkybox(sceneData)) {
for (RHI::RHIResourceView* renderTarget : renderTargets) {
if (renderTarget != nullptr) {
commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects);
}
}
}
if (depthAttachment != nullptr &&
HasRenderClearFlag(sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) {
commandList->ClearDepthStencil(depthAttachment, 1.0f, 0, 1, clearRects);
}
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
return true;
}
void BuiltinForwardPipeline::EndForwardScenePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSurface& surface = passContext.surface;
RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
std::vector<RHI::RHIResourceView*> renderTargets = CollectSurfaceColorAttachments(surface);
RHI::RHICommandList* commandList = context.commandList;
commandList->EndRenderPass();
if (!surface.IsAutoTransitionEnabled()) {
return;
}
for (RHI::RHIResourceView* renderTarget : renderTargets) {
if (renderTarget != nullptr) {
commandList->TransitionBarrier(
renderTarget,
RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
}
}
if (depthAttachment != nullptr) {
commandList->TransitionBarrier(
depthAttachment,
RHI::ResourceStates::DepthWrite,
surface.GetDepthStateAfter());
}
}
bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(
const ScenePhaseExecutionContext& executionContext) {
return DrawVisibleItems(
executionContext.frameContext,
BuildDrawSettings(executionContext.scenePhase));
}
bool BuiltinForwardPipeline::ExecuteForwardTransparentPass(
const ScenePhaseExecutionContext& executionContext) {
return DrawVisibleItems(
executionContext.frameContext,
BuildDrawSettings(executionContext.scenePhase));
}
bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) {
if (!context.IsValid()) {
return false;
}
if (m_initialized &&
m_device == context.device &&
m_backendType == context.backendType) {
return true;
}
DestroyPipelineResources();
m_device = context.device;
m_backendType = context.backendType;
m_initialized = CreatePipelineResources(context);
return m_initialized;
}
BuiltinForwardPipeline::ForwardSceneFeaturePassArray
BuiltinForwardPipeline::CollectForwardSceneFeaturePasses() const {
return {
m_gaussianSplatPass.get(),
m_volumetricPass.get()
};
}
bool BuiltinForwardPipeline::InitializeForwardSceneFeaturePasses(const RenderContext& context) {
for (SceneRenderFeaturePass* featurePass : CollectForwardSceneFeaturePasses()) {
if (featurePass == nullptr || !featurePass->Initialize(context)) {
return false;
}
}
return true;
}
void BuiltinForwardPipeline::ShutdownForwardSceneFeaturePasses() {
for (SceneRenderFeaturePass* featurePass : CollectForwardSceneFeaturePasses()) {
if (featurePass != nullptr) {
featurePass->Shutdown();
}
}
}
bool BuiltinForwardPipeline::PrepareForwardSceneFeaturePasses(
const FrameExecutionContext& executionContext) const {
for (SceneRenderFeaturePass* featurePass : CollectForwardSceneFeaturePasses()) {
if (featurePass == nullptr || !featurePass->IsActive(executionContext.sceneData)) {
continue;
}
if (!featurePass->Prepare(
executionContext.renderContext,
executionContext.sceneData)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinForwardPipeline feature prepare failed: ") +
featurePass->GetName()).CStr());
return false;
}
}
return true;
}
bool BuiltinForwardPipeline::ExecuteForwardSceneFeaturePasses(
const ScenePhaseExecutionContext& executionContext) const {
const RenderPassContext passContext = BuildRenderPassContext(executionContext);
for (SceneRenderFeaturePass* featurePass : CollectForwardSceneFeaturePasses()) {
if (featurePass == nullptr ||
!featurePass->IsActive(executionContext.frameContext.sceneData)) {
continue;
}
if (!featurePass->Execute(passContext)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinForwardPipeline feature execute failed: ") +
featurePass->GetName()).CStr());
return false;
}
}
return true;
}
ScenePhaseExecutionContext BuiltinForwardPipeline::BuildScenePhaseExecutionContext(
const FrameExecutionContext& executionContext,
ScenePhase scenePhase) const {
return ScenePhaseExecutionContext(
executionContext,
scenePhase,
ShouldSampleMainDirectionalShadowMap(executionContext.sceneData));
}
DrawSettings BuiltinForwardPipeline::BuildDrawSettings(ScenePhase scenePhase) const {
DrawSettings drawSettings = {};
drawSettings.scenePhase = scenePhase;
switch (scenePhase) {
case ScenePhase::Opaque:
drawSettings.rendererListType = RendererListType::Opaque;
break;
case ScenePhase::Transparent:
drawSettings.rendererListType = RendererListType::Transparent;
break;
default:
drawSettings.rendererListType = RendererListType::AllVisible;
break;
}
return drawSettings;
}
bool BuiltinForwardPipeline::ExecuteScenePhase(
const ScenePhaseExecutionContext& executionContext) {
switch (executionContext.scenePhase) {
case ScenePhase::Opaque:
return ExecuteForwardOpaquePass(executionContext);
case ScenePhase::Skybox:
return ExecuteForwardSkyboxPass(BuildRenderPassContext(executionContext));
case ScenePhase::Feature:
return ExecuteForwardSceneFeaturePasses(executionContext);
case ScenePhase::Transparent:
return ExecuteForwardTransparentPass(executionContext);
default:
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinForwardPipeline::ExecuteScenePhase does not support scene phase: ") +
ToString(executionContext.scenePhase)).CStr());
return false;
}
}
bool BuiltinForwardPipeline::ExecuteForwardScene(
const FrameExecutionContext& executionContext) {
static constexpr ScenePhase kForwardScenePhases[] = {
ScenePhase::Opaque,
ScenePhase::Skybox,
ScenePhase::Feature,
ScenePhase::Transparent
};
for (ScenePhase scenePhase : kForwardScenePhases) {
const ScenePhaseExecutionContext scenePhaseExecutionContext =
BuildScenePhaseExecutionContext(executionContext, scenePhase);
if (!ExecuteScenePhase(scenePhaseExecutionContext)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinForwardPipeline::ExecuteForwardScene failed during phase: ") +
ToString(scenePhase)).CStr());
return false;
}
}
return true;
}
bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) {
m_builtinForwardShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinForwardLitShaderPath());
if (!m_builtinForwardShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline failed to load builtin forward shader resource");
return false;
}
m_builtinUnlitShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinUnlitShaderPath());
if (!m_builtinUnlitShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline failed to load builtin unlit shader resource");
return false;
}
m_builtinSkyboxShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinSkyboxShaderPath());
if (!m_builtinSkyboxShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline failed to load builtin skybox shader resource");
return false;
}
RHI::SamplerDesc samplerDesc = {};
samplerDesc.filter = static_cast<uint32_t>(RHI::FilterMode::Linear);
samplerDesc.addressU = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
samplerDesc.addressV = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
samplerDesc.addressW = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
samplerDesc.mipLodBias = 0.0f;
samplerDesc.maxAnisotropy = 1;
samplerDesc.comparisonFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
samplerDesc.minLod = 0.0f;
samplerDesc.maxLod = 1000.0f;
m_sampler = context.device->CreateSampler(samplerDesc);
if (m_sampler == nullptr) {
return false;
}
RHI::SamplerDesc shadowSamplerDesc = samplerDesc;
shadowSamplerDesc.filter = static_cast<uint32_t>(RHI::FilterMode::Point);
m_shadowSampler = context.device->CreateSampler(shadowSamplerDesc);
if (m_shadowSampler == nullptr) {
return false;
}
const unsigned char whitePixels2D[4] = {
255, 255, 255, 255
};
RHI::TextureDesc fallback2DDesc = {};
fallback2DDesc.width = 1;
fallback2DDesc.height = 1;
fallback2DDesc.depth = 1;
fallback2DDesc.mipLevels = 1;
fallback2DDesc.arraySize = 1;
fallback2DDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
fallback2DDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
fallback2DDesc.sampleCount = 1;
fallback2DDesc.sampleQuality = 0;
fallback2DDesc.flags = 0;
m_fallbackTexture2D = context.device->CreateTexture(
fallback2DDesc,
whitePixels2D,
sizeof(whitePixels2D),
sizeof(whitePixels2D));
if (m_fallbackTexture2D == nullptr) {
return false;
}
RHI::ResourceViewDesc fallback2DViewDesc = {};
fallback2DViewDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
fallback2DViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
fallback2DViewDesc.mipLevel = 0;
m_fallbackTexture2DView = context.device->CreateShaderResourceView(m_fallbackTexture2D, fallback2DViewDesc);
if (m_fallbackTexture2DView == nullptr) {
return false;
}
const unsigned char whitePixelsCube[6 * 4] = {
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255
};
RHI::TextureDesc fallbackCubeDesc = {};
fallbackCubeDesc.width = 1;
fallbackCubeDesc.height = 1;
fallbackCubeDesc.depth = 1;
fallbackCubeDesc.mipLevels = 1;
fallbackCubeDesc.arraySize = 6;
fallbackCubeDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
fallbackCubeDesc.textureType = static_cast<uint32_t>(RHI::TextureType::TextureCube);
fallbackCubeDesc.sampleCount = 1;
fallbackCubeDesc.sampleQuality = 0;
fallbackCubeDesc.flags = 0;
m_fallbackTextureCube = context.device->CreateTexture(
fallbackCubeDesc,
whitePixelsCube,
sizeof(whitePixelsCube),
4);
if (m_fallbackTextureCube == nullptr) {
return false;
}
RHI::ResourceViewDesc fallbackCubeViewDesc = {};
fallbackCubeViewDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
fallbackCubeViewDesc.dimension = RHI::ResourceViewDimension::TextureCube;
fallbackCubeViewDesc.mipLevel = 0;
m_fallbackTextureCubeView = context.device->CreateShaderResourceView(m_fallbackTextureCube, fallbackCubeViewDesc);
if (m_fallbackTextureCubeView == nullptr) {
return false;
}
return true;
}
void BuiltinForwardPipeline::DestroyPipelineResources() {
m_resourceCache.Shutdown();
for (auto& pipelinePair : m_pipelineStates) {
if (pipelinePair.second != nullptr) {
pipelinePair.second->Shutdown();
delete pipelinePair.second;
}
}
m_pipelineStates.clear();
for (auto& descriptorSetPair : m_dynamicDescriptorSets) {
DestroyOwnedDescriptorSet(descriptorSetPair.second.descriptorSet);
}
m_dynamicDescriptorSets.clear();
for (auto& passLayoutPair : m_passResourceLayouts) {
DestroyPassResourceLayout(passLayoutPair.second);
}
m_passResourceLayouts.clear();
DestroySkyboxResources();
if (m_fallbackTextureCubeView != nullptr) {
m_fallbackTextureCubeView->Shutdown();
delete m_fallbackTextureCubeView;
m_fallbackTextureCubeView = nullptr;
}
if (m_fallbackTextureCube != nullptr) {
m_fallbackTextureCube->Shutdown();
delete m_fallbackTextureCube;
m_fallbackTextureCube = nullptr;
}
if (m_fallbackTexture2DView != nullptr) {
m_fallbackTexture2DView->Shutdown();
delete m_fallbackTexture2DView;
m_fallbackTexture2DView = nullptr;
}
if (m_fallbackTexture2D != nullptr) {
m_fallbackTexture2D->Shutdown();
delete m_fallbackTexture2D;
m_fallbackTexture2D = nullptr;
}
if (m_sampler != nullptr) {
m_sampler->Shutdown();
delete m_sampler;
m_sampler = nullptr;
}
if (m_shadowSampler != nullptr) {
m_shadowSampler->Shutdown();
delete m_shadowSampler;
m_shadowSampler = nullptr;
}
m_device = nullptr;
m_initialized = false;
m_builtinForwardShader.Reset();
m_builtinUnlitShader.Reset();
m_builtinSkyboxShader.Reset();
}
} // namespace Pipelines
} // namespace Rendering
} // namespace XCEngine