Add rendering pass sequence scaffolding

This commit is contained in:
2026-03-30 02:22:17 +08:00
parent b489492af0
commit 2a31628db1
10 changed files with 420 additions and 20 deletions

View File

@@ -16,6 +16,35 @@
namespace XCEngine {
namespace Rendering {
namespace Pipelines {
namespace Detail {
class BuiltinForwardOpaquePass final : public RenderPass {
public:
explicit BuiltinForwardOpaquePass(BuiltinForwardPipeline& pipeline)
: m_pipeline(pipeline) {
}
const char* GetName() const override {
return "BuiltinForwardOpaquePass";
}
bool Initialize(const RenderContext& context) override {
return m_pipeline.EnsureInitialized(context);
}
void Shutdown() override {
m_pipeline.DestroyPipelineResources();
}
bool Execute(const RenderPassContext& context) override {
return m_pipeline.ExecuteForwardOpaquePass(context);
}
private:
BuiltinForwardPipeline& m_pipeline;
};
} // namespace Detail
namespace {
@@ -101,21 +130,7 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
pipelineDesc.sampleCount = 1;
ApplyMaterialRenderState(material, pipelineDesc);
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32A32_Float);
position.inputSlot = 0;
position.alignedByteOffset = 0;
pipelineDesc.inputLayout.elements.push_back(position);
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));
pipelineDesc.inputLayout.elements.push_back(texcoord);
pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
if (backendType == RHI::RHIType::D3D12) {
pipelineDesc.vertexShader.source.assign(
@@ -170,26 +185,66 @@ const Resources::Texture* FindMaterialTexture(const Resources::Material& materia
} // namespace
BuiltinForwardPipeline::BuiltinForwardPipeline() {
m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardOpaquePass>(*this));
}
BuiltinForwardPipeline::~BuiltinForwardPipeline() {
Shutdown();
}
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 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);
return inputLayout;
}
bool BuiltinForwardPipeline::Initialize(const RenderContext& context) {
return EnsureInitialized(context);
return m_passSequence.Initialize(context);
}
void BuiltinForwardPipeline::Shutdown() {
DestroyPipelineResources();
m_passSequence.Shutdown();
}
bool BuiltinForwardPipeline::Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) {
if (!EnsureInitialized(context)) {
if (!Initialize(context)) {
return false;
}
const RenderPassContext passContext = {
context,
surface,
sceneData
};
return m_passSequence.Execute(passContext);
}
bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSurface& surface = passContext.surface;
const RenderSceneData& sceneData = passContext.sceneData;
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty()) {
return false;