Lower final color into final output stage

This commit is contained in:
2026-04-06 16:15:19 +08:00
parent 6645d507d0
commit 33bb84f650
17 changed files with 1149 additions and 42 deletions

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@@ -45,17 +45,18 @@ public:
const RenderSurface& surface);
private:
void PrepareOwnedCameraPostProcessState(size_t requestCount);
void PrepareOwnedFullscreenStageState(size_t requestCount);
void ResolveCameraFinalColorPolicies(
std::vector<CameraRenderRequest>& requests) const;
void AttachCameraPostProcessRequests(
void AttachFullscreenStageRequests(
const RenderContext& context,
std::vector<CameraRenderRequest>& requests);
SceneRenderRequestPlanner m_requestPlanner;
CameraRenderer m_cameraRenderer;
std::vector<std::unique_ptr<RenderPassSequence>> m_ownedPostProcessSequences;
std::vector<std::unique_ptr<FullscreenPassSurfaceCache>> m_ownedPostProcessSourceSurfaces;
std::vector<std::unique_ptr<RenderPassSequence>> m_ownedFinalOutputSequences;
std::vector<std::unique_ptr<FullscreenPassSurfaceCache>> m_ownedFullscreenStageSurfaces;
};
} // namespace Rendering

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@@ -0,0 +1,68 @@
#pragma once
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/Rendering/Planning/FinalColorSettings.h>
#include <XCEngine/Rendering/RenderPass.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/RHI/RHIEnums.h>
namespace XCEngine {
namespace RHI {
class RHIDescriptorPool;
class RHIDescriptorSet;
class RHIPipelineLayout;
class RHIPipelineState;
class RHISampler;
class RHIDevice;
} // namespace RHI
namespace Rendering {
namespace Passes {
class BuiltinFinalColorPass final : public RenderPass {
public:
struct OwnedDescriptorSet {
RHI::RHIDescriptorPool* pool = nullptr;
RHI::RHIDescriptorSet* set = nullptr;
};
explicit BuiltinFinalColorPass(
const FinalColorSettings& settings = {},
Containers::String shaderPath = {});
~BuiltinFinalColorPass() override;
const char* GetName() const override;
bool Execute(const RenderPassContext& context) override;
void Shutdown() override;
void SetSettings(const FinalColorSettings& settings);
const FinalColorSettings& GetSettings() const;
void SetShaderPath(const Containers::String& shaderPath);
const Containers::String& GetShaderPath() const;
private:
bool EnsureInitialized(const RenderContext& renderContext, RHI::Format renderTargetFormat);
bool CreateResources(const RenderContext& renderContext, RHI::Format renderTargetFormat);
void DestroyResources();
void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
Containers::String m_shaderPath;
FinalColorSettings m_settings = {};
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
Resources::ResourceHandle<Resources::Shader> m_shader;
RHI::RHISampler* m_sampler = nullptr;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
OwnedDescriptorSet m_constantsSet = {};
OwnedDescriptorSet m_textureSet = {};
OwnedDescriptorSet m_samplerSet = {};
RHI::RHIResourceView* m_boundSourceColorView = nullptr;
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -0,0 +1,24 @@
#pragma once
#include <XCEngine/Rendering/Passes/BuiltinFinalColorPass.h>
#include <XCEngine/Rendering/Planning/FinalColorSettings.h>
#include <XCEngine/Rendering/RenderPass.h>
#include <memory>
namespace XCEngine {
namespace Rendering {
inline std::unique_ptr<RenderPassSequence> BuildFinalColorPassSequence(
const ResolvedFinalColorPolicy& finalColorPolicy) {
if (!finalColorPolicy.RequiresProcessing()) {
return nullptr;
}
std::unique_ptr<RenderPassSequence> sequence = std::make_unique<RenderPassSequence>();
sequence->AddPass(std::make_unique<Passes::BuiltinFinalColorPass>(finalColorPolicy));
return sequence;
}
} // namespace Rendering
} // namespace XCEngine

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@@ -30,6 +30,7 @@ Containers::String GetBuiltinShadowCasterShaderPath();
Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinSkyboxShaderPath();
Containers::String GetBuiltinColorScalePostProcessShaderPath();
Containers::String GetBuiltinFinalColorShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath();
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);