Lower final color into final output stage
This commit is contained in:
@@ -438,6 +438,8 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderSceneData.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/CameraRenderRequest.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/FinalColorPassFactory.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/FinalColorSettings.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/SceneRenderRequestUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Picking/ObjectIdCodec.h
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@@ -456,6 +458,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinColorScalePostProcessPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinFinalColorPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
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@@ -469,6 +472,7 @@ add_library(XCEngine STATIC
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${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/BuiltinColorScalePostProcessPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinFinalColorPass.cpp
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${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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@@ -508,6 +512,7 @@ add_library(XCEngine STATIC
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# UI
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Types.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Layout/UITabStripLayout.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Core/UIInvalidation.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Core/UIViewModel.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Core/UIBuildContext.h
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@@ -519,9 +524,11 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Style/Theme.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Style/StyleSet.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Style/StyleResolver.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Style/DocumentStyleCompiler.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Style/StyleTypes.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Style/Theme.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Style/StyleResolver.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Style/DocumentStyleCompiler.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Input/UIInputPath.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Input/UIFocusController.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Input/UIInputRouter.h
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@@ -540,6 +547,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Widgets/UIKeyboardNavigationModel.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Widgets/UIPropertyEditModel.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Widgets/UISelectionModel.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/UI/Widgets/UITabStripModel.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Widgets/UIExpansionModel.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Widgets/UIKeyboardNavigationModel.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/UI/Widgets/UIPropertyEditModel.cpp
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@@ -0,0 +1,65 @@
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// XC_BUILTIN_FINAL_COLOR_OPENGL_PS
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#version 430
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layout(binding = 0) uniform sampler2D uSourceColorTexture;
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layout(std140, binding = 0) uniform FinalColorConstants {
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vec4 gColorScale;
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vec4 gFinalColorParams;
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};
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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float SRGBEncodeChannel(float value) {
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float linear = max(value, 0.0);
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return linear <= 0.0031308
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? linear * 12.92
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: 1.055 * pow(linear, 1.0 / 2.4) - 0.055;
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}
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vec3 ApplyLinearToSRGB(vec3 color) {
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return vec3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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vec3 ApplyNeutralToneMapping(vec3 color) {
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return color / (color + vec3(1.0));
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}
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vec3 ApplyAcesToneMapping(vec3 color) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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vec3 ApplyToneMapping(vec3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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void main() {
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vec4 color = texture(uSourceColorTexture, vTexCoord);
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color.rgb *= max(gFinalColorParams.x, 0.0);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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fragColor = color;
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}
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@@ -0,0 +1,66 @@
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// XC_BUILTIN_FINAL_COLOR_VULKAN_PS
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#version 450
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layout(set = 0, binding = 0, std140) uniform FinalColorConstants {
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vec4 gColorScale;
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vec4 gFinalColorParams;
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};
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layout(set = 1, binding = 0) uniform texture2D uSourceColorTexture;
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layout(set = 2, binding = 0) uniform sampler uLinearClampSampler;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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float SRGBEncodeChannel(float value) {
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float linear = max(value, 0.0);
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return linear <= 0.0031308
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? linear * 12.92
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: 1.055 * pow(linear, 1.0 / 2.4) - 0.055;
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}
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vec3 ApplyLinearToSRGB(vec3 color) {
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return vec3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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vec3 ApplyNeutralToneMapping(vec3 color) {
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return color / (color + vec3(1.0));
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}
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vec3 ApplyAcesToneMapping(vec3 color) {
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const float a = 2.51;
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const float b = 0.03;
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const float c = 2.43;
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const float d = 0.59;
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const float e = 0.14;
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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vec3 ApplyToneMapping(vec3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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void main() {
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vec4 color = texture(sampler2D(uSourceColorTexture, uLinearClampSampler), vTexCoord);
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color.rgb *= max(gFinalColorParams.x, 0.0);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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fragColor = color;
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}
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@@ -0,0 +1,65 @@
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// XC_BUILTIN_FINAL_COLOR_D3D12_PS
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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cbuffer FinalColorConstants : register(b0) {
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float4 gColorScale;
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float4 gFinalColorParams;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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float SRGBEncodeChannel(float value) {
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const float linear = max(value, 0.0f);
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return linear <= 0.0031308f
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? linear * 12.92f
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: 1.055f * pow(linear, 1.0f / 2.4f) - 0.055f;
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}
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float3 ApplyLinearToSRGB(float3 color) {
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return float3(
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SRGBEncodeChannel(color.r),
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SRGBEncodeChannel(color.g),
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SRGBEncodeChannel(color.b));
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}
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float3 ApplyNeutralToneMapping(float3 color) {
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return color / (color + 1.0f);
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}
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float3 ApplyAcesToneMapping(float3 color) {
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const float a = 2.51f;
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const float b = 0.03f;
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const float c = 2.43f;
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const float d = 0.59f;
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const float e = 0.14f;
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return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
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}
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float3 ApplyToneMapping(float3 color, float toneMappingMode) {
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if (toneMappingMode > 1.5f) {
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return ApplyAcesToneMapping(color);
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}
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if (toneMappingMode > 0.5f) {
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return ApplyNeutralToneMapping(color);
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}
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return color;
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 color = gSourceColorTexture.Sample(gLinearClampSampler, input.texcoord);
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color.rgb *= max(gFinalColorParams.x, 0.0f);
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color *= gColorScale;
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color.rgb = ApplyToneMapping(color.rgb, gFinalColorParams.z);
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if (gFinalColorParams.y > 0.5f) {
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color.rgb = ApplyLinearToSRGB(color.rgb);
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}
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return color;
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}
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31
engine/assets/builtin/shaders/final-color/final-color.shader
Normal file
31
engine/assets/builtin/shaders/final-color/final-color.shader
Normal file
@@ -0,0 +1,31 @@
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Shader "Builtin Final Color"
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{
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Properties
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{
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_ColorScale ("Color Scale", Color) = (1.0,1.0,1.0,1.0)
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_Exposure ("Exposure", Float) = 1.0
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_OutputTransferMode ("Output Transfer Mode", Float) = 0.0
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_ToneMappingMode ("Tone Mapping Mode", Float) = 0.0
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}
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SubShader
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{
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Pass
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{
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Name "FinalColor"
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Tags { "LightMode" = "FinalOutput" }
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Resources
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{
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FinalColorConstants (ConstantBuffer, 0, 0)
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SourceColorTexture (Texture2D, 1, 0)
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LinearClampSampler (Sampler, 2, 0)
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}
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HLSLPROGRAM
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#pragma vertex MainVS
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#pragma fragment MainPS
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#pragma backend D3D12 HLSL "final-color.vs.hlsl" "final-color.ps.hlsl" vs_5_0 ps_5_0
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#pragma backend OpenGL GLSL "final-color.vert.glsl" "final-color.frag.glsl"
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#pragma backend Vulkan GLSL "final-color.vert.vk.glsl" "final-color.frag.vk.glsl"
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,16 @@
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// XC_BUILTIN_FINAL_COLOR_OPENGL_VS
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#version 430
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out vec2 vTexCoord;
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void main() {
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const vec2 positions[3] = vec2[3](
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vec2(-1.0, -1.0),
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vec2(-1.0, 3.0),
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vec2( 3.0, -1.0)
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);
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vec2 position = positions[gl_VertexID];
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gl_Position = vec4(position, 1.0, 1.0);
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vTexCoord = position * 0.5 + 0.5;
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}
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@@ -0,0 +1,18 @@
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// XC_BUILTIN_FINAL_COLOR_VULKAN_VS
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#version 450
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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const vec2 positions[3] = vec2[3](
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vec2(-1.0, -1.0),
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vec2(-1.0, 3.0),
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vec2( 3.0, -1.0)
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);
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vec2 position = positions[gl_VertexIndex];
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gl_Position = vec4(position, 1.0, 1.0);
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vTexCoord = vec2(
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position.x * 0.5 + 0.5,
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1.0 - (position.y * 0.5 + 0.5));
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}
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@@ -0,0 +1,22 @@
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// XC_BUILTIN_FINAL_COLOR_D3D12_VS
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struct VSOutput {
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float4 position : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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const float2 positions[3] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 3.0f),
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float2( 3.0f, -1.0f)
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};
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const float2 position = positions[vertexId];
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VSOutput output;
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output.position = float4(position, 1.0f, 1.0f);
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output.texcoord = float2(
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position.x * 0.5f + 0.5f,
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1.0f - (position.y * 0.5f + 0.5f));
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return output;
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}
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@@ -45,17 +45,18 @@ public:
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const RenderSurface& surface);
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private:
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void PrepareOwnedCameraPostProcessState(size_t requestCount);
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void PrepareOwnedFullscreenStageState(size_t requestCount);
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void ResolveCameraFinalColorPolicies(
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std::vector<CameraRenderRequest>& requests) const;
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void AttachCameraPostProcessRequests(
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void AttachFullscreenStageRequests(
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const RenderContext& context,
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std::vector<CameraRenderRequest>& requests);
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SceneRenderRequestPlanner m_requestPlanner;
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CameraRenderer m_cameraRenderer;
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std::vector<std::unique_ptr<RenderPassSequence>> m_ownedPostProcessSequences;
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std::vector<std::unique_ptr<FullscreenPassSurfaceCache>> m_ownedPostProcessSourceSurfaces;
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std::vector<std::unique_ptr<RenderPassSequence>> m_ownedFinalOutputSequences;
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std::vector<std::unique_ptr<FullscreenPassSurfaceCache>> m_ownedFullscreenStageSurfaces;
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};
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} // namespace Rendering
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@@ -0,0 +1,68 @@
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#pragma once
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Rendering/Planning/FinalColorSettings.h>
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#include <XCEngine/Rendering/RenderPass.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/RHI/RHIEnums.h>
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namespace XCEngine {
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namespace RHI {
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class RHIDescriptorPool;
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class RHIDescriptorSet;
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class RHIPipelineLayout;
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class RHIPipelineState;
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class RHISampler;
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class RHIDevice;
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} // namespace RHI
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namespace Rendering {
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namespace Passes {
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class BuiltinFinalColorPass final : public RenderPass {
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public:
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struct OwnedDescriptorSet {
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RHI::RHIDescriptorPool* pool = nullptr;
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RHI::RHIDescriptorSet* set = nullptr;
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};
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explicit BuiltinFinalColorPass(
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const FinalColorSettings& settings = {},
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Containers::String shaderPath = {});
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~BuiltinFinalColorPass() override;
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const char* GetName() const override;
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bool Execute(const RenderPassContext& context) override;
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void Shutdown() override;
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void SetSettings(const FinalColorSettings& settings);
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const FinalColorSettings& GetSettings() const;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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|
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private:
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bool EnsureInitialized(const RenderContext& renderContext, RHI::Format renderTargetFormat);
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bool CreateResources(const RenderContext& renderContext, RHI::Format renderTargetFormat);
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void DestroyResources();
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void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
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Containers::String m_shaderPath;
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FinalColorSettings m_settings = {};
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
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||||
Resources::ResourceHandle<Resources::Shader> m_shader;
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RHI::RHISampler* m_sampler = nullptr;
|
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
OwnedDescriptorSet m_constantsSet = {};
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||||
OwnedDescriptorSet m_textureSet = {};
|
||||
OwnedDescriptorSet m_samplerSet = {};
|
||||
RHI::RHIResourceView* m_boundSourceColorView = nullptr;
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -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
|
||||
@@ -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);
|
||||
|
||||
@@ -3,12 +3,40 @@
|
||||
#include "Components/CameraComponent.h"
|
||||
#include "Rendering/Caches/FullscreenPassSurfaceCache.h"
|
||||
#include "Rendering/Planning/CameraPostProcessPassFactory.h"
|
||||
#include "Rendering/Planning/FinalColorPassFactory.h"
|
||||
#include "Rendering/Planning/SceneRenderRequestUtils.h"
|
||||
#include "Rendering/RenderPipelineAsset.h"
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
|
||||
namespace {
|
||||
|
||||
RenderSurface ConfigureFullscreenStageSurface(
|
||||
const FullscreenPassSurfaceCache::SurfaceEntry& entry,
|
||||
const RenderSurface& templateSurface,
|
||||
bool copyDepthAttachment) {
|
||||
RenderSurface surface = entry.surface;
|
||||
if (copyDepthAttachment) {
|
||||
surface.SetDepthAttachment(templateSurface.GetDepthAttachment());
|
||||
if (templateSurface.HasClearColorOverride()) {
|
||||
surface.SetClearColorOverride(templateSurface.GetClearColorOverride());
|
||||
}
|
||||
}
|
||||
|
||||
if (templateSurface.HasCustomRenderArea()) {
|
||||
surface.SetRenderArea(templateSurface.GetRenderArea());
|
||||
} else {
|
||||
surface.ResetRenderArea();
|
||||
}
|
||||
|
||||
surface.SetColorStateBefore(RHI::ResourceStates::Common);
|
||||
surface.SetColorStateAfter(RHI::ResourceStates::PixelShaderResource);
|
||||
return surface;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
SceneRenderer::SceneRenderer() = default;
|
||||
|
||||
SceneRenderer::SceneRenderer(std::unique_ptr<RenderPipeline> pipeline)
|
||||
@@ -37,7 +65,7 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
|
||||
std::vector<CameraRenderRequest> requests =
|
||||
m_requestPlanner.BuildRequests(scene, overrideCamera, context, surface);
|
||||
ResolveCameraFinalColorPolicies(requests);
|
||||
AttachCameraPostProcessRequests(context, requests);
|
||||
AttachFullscreenStageRequests(context, requests);
|
||||
return requests;
|
||||
}
|
||||
|
||||
@@ -78,17 +106,19 @@ bool SceneRenderer::Render(
|
||||
return Render(BuildRenderRequests(scene, overrideCamera, context, surface));
|
||||
}
|
||||
|
||||
void SceneRenderer::PrepareOwnedCameraPostProcessState(size_t requestCount) {
|
||||
void SceneRenderer::PrepareOwnedFullscreenStageState(size_t requestCount) {
|
||||
m_ownedPostProcessSequences.clear();
|
||||
m_ownedPostProcessSequences.resize(requestCount);
|
||||
m_ownedFinalOutputSequences.clear();
|
||||
m_ownedFinalOutputSequences.resize(requestCount);
|
||||
|
||||
if (m_ownedPostProcessSourceSurfaces.size() < requestCount) {
|
||||
m_ownedPostProcessSourceSurfaces.resize(requestCount);
|
||||
if (m_ownedFullscreenStageSurfaces.size() < requestCount) {
|
||||
m_ownedFullscreenStageSurfaces.resize(requestCount);
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < requestCount; ++index) {
|
||||
if (m_ownedPostProcessSourceSurfaces[index] == nullptr) {
|
||||
m_ownedPostProcessSourceSurfaces[index] = std::make_unique<FullscreenPassSurfaceCache>();
|
||||
if (m_ownedFullscreenStageSurfaces[index] == nullptr) {
|
||||
m_ownedFullscreenStageSurfaces[index] = std::make_unique<FullscreenPassSurfaceCache>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -111,10 +141,10 @@ void SceneRenderer::ResolveCameraFinalColorPolicies(
|
||||
}
|
||||
}
|
||||
|
||||
void SceneRenderer::AttachCameraPostProcessRequests(
|
||||
void SceneRenderer::AttachFullscreenStageRequests(
|
||||
const RenderContext& context,
|
||||
std::vector<CameraRenderRequest>& requests) {
|
||||
PrepareOwnedCameraPostProcessState(requests.size());
|
||||
PrepareOwnedFullscreenStageState(requests.size());
|
||||
|
||||
for (size_t index = 0; index < requests.size(); ++index) {
|
||||
CameraRenderRequest& request = requests[index];
|
||||
@@ -124,8 +154,16 @@ void SceneRenderer::AttachCameraPostProcessRequests(
|
||||
continue;
|
||||
}
|
||||
|
||||
const CameraPostProcessStack& postProcessPasses = request.camera->GetPostProcessPasses();
|
||||
if (postProcessPasses.empty()) {
|
||||
std::unique_ptr<RenderPassSequence> postProcessSequence =
|
||||
BuildCameraPostProcessPassSequence(request.camera->GetPostProcessPasses());
|
||||
std::unique_ptr<RenderPassSequence> finalOutputSequence =
|
||||
BuildFinalColorPassSequence(request.finalColorPolicy);
|
||||
|
||||
const bool hasPostProcess =
|
||||
postProcessSequence != nullptr && postProcessSequence->GetPassCount() > 0u;
|
||||
const bool hasFinalOutput =
|
||||
finalOutputSequence != nullptr && finalOutputSequence->GetPassCount() > 0u;
|
||||
if (!hasPostProcess && !hasFinalOutput) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -135,46 +173,55 @@ void SceneRenderer::AttachCameraPostProcessRequests(
|
||||
continue;
|
||||
}
|
||||
|
||||
FullscreenPassSurfaceCache* sourceSurfaceCache = m_ownedPostProcessSourceSurfaces[index].get();
|
||||
if (sourceSurfaceCache == nullptr ||
|
||||
!sourceSurfaceCache->EnsureSurfaces(
|
||||
const size_t fullscreenSurfaceCount = hasPostProcess && hasFinalOutput ? 2u : 1u;
|
||||
FullscreenPassSurfaceCache* surfaceCache = m_ownedFullscreenStageSurfaces[index].get();
|
||||
if (surfaceCache == nullptr ||
|
||||
!surfaceCache->EnsureSurfaces(
|
||||
context,
|
||||
request.surface.GetWidth(),
|
||||
request.surface.GetHeight(),
|
||||
colorFormat,
|
||||
1u)) {
|
||||
fullscreenSurfaceCount)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const FullscreenPassSurfaceCache::SurfaceEntry* sourceEntry = sourceSurfaceCache->GetSurfaceEntry(0u);
|
||||
if (sourceEntry == nullptr || sourceEntry->shaderResourceView == nullptr) {
|
||||
const FullscreenPassSurfaceCache::SurfaceEntry* sceneColorEntry = surfaceCache->GetSurfaceEntry(0u);
|
||||
if (sceneColorEntry == nullptr || sceneColorEntry->shaderResourceView == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::unique_ptr<RenderPassSequence> postProcessSequence =
|
||||
BuildCameraPostProcessPassSequence(postProcessPasses);
|
||||
if (postProcessSequence == nullptr || postProcessSequence->GetPassCount() == 0u) {
|
||||
const FullscreenPassSurfaceCache::SurfaceEntry* postProcessOutputEntry =
|
||||
hasPostProcess && hasFinalOutput ? surfaceCache->GetSurfaceEntry(1u) : nullptr;
|
||||
if (hasPostProcess && hasFinalOutput &&
|
||||
(postProcessOutputEntry == nullptr || postProcessOutputEntry->shaderResourceView == nullptr)) {
|
||||
continue;
|
||||
}
|
||||
RenderSurface sourceSurface = sourceEntry->surface;
|
||||
sourceSurface.SetDepthAttachment(request.surface.GetDepthAttachment());
|
||||
sourceSurface.SetColorStateBefore(RHI::ResourceStates::Common);
|
||||
sourceSurface.SetColorStateAfter(RHI::ResourceStates::PixelShaderResource);
|
||||
if (request.surface.HasCustomRenderArea()) {
|
||||
sourceSurface.SetRenderArea(request.surface.GetRenderArea());
|
||||
} else {
|
||||
sourceSurface.ResetRenderArea();
|
||||
}
|
||||
if (request.surface.HasClearColorOverride()) {
|
||||
sourceSurface.SetClearColorOverride(request.surface.GetClearColorOverride());
|
||||
}
|
||||
|
||||
request.postProcess.sourceSurface = sourceSurface;
|
||||
request.postProcess.sourceColorView = sourceEntry->shaderResourceView;
|
||||
request.postProcess.destinationSurface = request.surface;
|
||||
if (hasPostProcess) {
|
||||
request.postProcess.sourceSurface =
|
||||
ConfigureFullscreenStageSurface(*sceneColorEntry, request.surface, true);
|
||||
request.postProcess.sourceColorView = sceneColorEntry->shaderResourceView;
|
||||
request.postProcess.destinationSurface =
|
||||
hasFinalOutput
|
||||
? ConfigureFullscreenStageSurface(*postProcessOutputEntry, request.surface, false)
|
||||
: request.surface;
|
||||
m_ownedPostProcessSequences[index] = std::move(postProcessSequence);
|
||||
request.postProcess.passes = m_ownedPostProcessSequences[index].get();
|
||||
}
|
||||
|
||||
if (hasFinalOutput) {
|
||||
const FullscreenPassSurfaceCache::SurfaceEntry* finalOutputSourceEntry =
|
||||
hasPostProcess ? postProcessOutputEntry : sceneColorEntry;
|
||||
request.finalOutput.sourceSurface =
|
||||
hasPostProcess
|
||||
? request.postProcess.destinationSurface
|
||||
: ConfigureFullscreenStageSurface(*sceneColorEntry, request.surface, true);
|
||||
request.finalOutput.sourceColorView = finalOutputSourceEntry->shaderResourceView;
|
||||
request.finalOutput.destinationSurface = request.surface;
|
||||
m_ownedFinalOutputSequences[index] = std::move(finalOutputSequence);
|
||||
request.finalOutput.passes = m_ownedFinalOutputSequences[index].get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Rendering
|
||||
|
||||
452
engine/src/Rendering/Passes/BuiltinFinalColorPass.cpp
Normal file
452
engine/src/Rendering/Passes/BuiltinFinalColorPass.cpp
Normal file
@@ -0,0 +1,452 @@
|
||||
#include "Rendering/Passes/BuiltinFinalColorPass.h"
|
||||
|
||||
#include "Core/Asset/ResourceManager.h"
|
||||
#include "Debug/Logger.h"
|
||||
#include "Rendering/Detail/ShaderVariantUtils.h"
|
||||
#include "Rendering/RenderSurface.h"
|
||||
#include "Resources/BuiltinResources.h"
|
||||
#include "RHI/RHICommandList.h"
|
||||
#include "RHI/RHIDescriptorPool.h"
|
||||
#include "RHI/RHIDescriptorSet.h"
|
||||
#include "RHI/RHIDevice.h"
|
||||
#include "RHI/RHIPipelineLayout.h"
|
||||
#include "RHI/RHIPipelineState.h"
|
||||
#include "RHI/RHIResourceView.h"
|
||||
#include "RHI/RHISampler.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
namespace {
|
||||
|
||||
struct FinalColorConstants {
|
||||
Math::Vector4 colorScale = Math::Vector4::One();
|
||||
Math::Vector4 params = Math::Vector4(1.0f, 0.0f, 0.0f, 0.0f);
|
||||
};
|
||||
|
||||
const Resources::ShaderPass* FindCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* finalColorPass = shader.FindPass("FinalColor");
|
||||
if (finalColorPass != nullptr &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, finalColorPass->name, backend)) {
|
||||
return finalColorPass;
|
||||
}
|
||||
|
||||
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::Format renderTargetFormat) {
|
||||
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>(renderTargetFormat);
|
||||
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
|
||||
pipelineDesc.sampleCount = 1;
|
||||
|
||||
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.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::One);
|
||||
pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::Zero);
|
||||
pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
|
||||
pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::Zero);
|
||||
pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
|
||||
pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
|
||||
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
|
||||
pipelineDesc.depthStencilState.depthTestEnable = false;
|
||||
pipelineDesc.depthStencilState.depthWriteEnable = false;
|
||||
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
float ResolveExposureMultiplier(const FinalColorSettings& settings) {
|
||||
return settings.exposureMode == FinalColorExposureMode::Fixed
|
||||
? std::max(0.0f, settings.exposureValue)
|
||||
: 1.0f;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
BuiltinFinalColorPass::BuiltinFinalColorPass(
|
||||
const FinalColorSettings& settings,
|
||||
Containers::String shaderPath)
|
||||
: m_shaderPath(std::move(shaderPath))
|
||||
, m_settings(settings) {
|
||||
if (m_shaderPath.Empty()) {
|
||||
m_shaderPath = Resources::GetBuiltinFinalColorShaderPath();
|
||||
}
|
||||
}
|
||||
|
||||
BuiltinFinalColorPass::~BuiltinFinalColorPass() {
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
const char* BuiltinFinalColorPass::GetName() const {
|
||||
return "BuiltinFinalColorPass";
|
||||
}
|
||||
|
||||
bool BuiltinFinalColorPass::Execute(const RenderPassContext& context) {
|
||||
if (!context.renderContext.IsValid() || context.sourceColorView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
|
||||
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = context.surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const RHI::Format renderTargetFormat = colorAttachments[0]->GetFormat();
|
||||
if (!EnsureInitialized(context.renderContext, renderTargetFormat)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
FinalColorConstants constants = {};
|
||||
constants.colorScale = m_settings.finalColorScale;
|
||||
constants.params = Math::Vector4(
|
||||
ResolveExposureMultiplier(m_settings),
|
||||
static_cast<float>(m_settings.outputTransferMode),
|
||||
static_cast<float>(m_settings.toneMappingMode),
|
||||
0.0f);
|
||||
m_constantsSet.set->WriteConstant(0, &constants, sizeof(constants));
|
||||
|
||||
if (m_boundSourceColorView != context.sourceColorView) {
|
||||
m_textureSet.set->Update(0, context.sourceColorView);
|
||||
m_boundSourceColorView = context.sourceColorView;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
context.surface.GetColorStateBefore(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
}
|
||||
|
||||
commandList->SetRenderTargets(1, &renderTarget, nullptr);
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = {
|
||||
m_constantsSet.set,
|
||||
m_textureSet.set,
|
||||
m_samplerSet.set
|
||||
};
|
||||
commandList->SetGraphicsDescriptorSets(0, 3, descriptorSets, m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
context.surface.GetColorStateAfter());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinFinalColorPass::Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
void BuiltinFinalColorPass::SetSettings(const FinalColorSettings& settings) {
|
||||
m_settings = settings;
|
||||
}
|
||||
|
||||
const FinalColorSettings& BuiltinFinalColorPass::GetSettings() const {
|
||||
return m_settings;
|
||||
}
|
||||
|
||||
void BuiltinFinalColorPass::SetShaderPath(const Containers::String& shaderPath) {
|
||||
if (m_shaderPath == shaderPath) {
|
||||
return;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
m_shaderPath = shaderPath;
|
||||
}
|
||||
|
||||
const Containers::String& BuiltinFinalColorPass::GetShaderPath() const {
|
||||
return m_shaderPath;
|
||||
}
|
||||
|
||||
bool BuiltinFinalColorPass::EnsureInitialized(
|
||||
const RenderContext& renderContext,
|
||||
RHI::Format renderTargetFormat) {
|
||||
if (m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType &&
|
||||
m_renderTargetFormat == renderTargetFormat &&
|
||||
m_pipelineLayout != nullptr &&
|
||||
m_pipelineState != nullptr &&
|
||||
m_sampler != nullptr &&
|
||||
m_constantsSet.set != nullptr &&
|
||||
m_textureSet.set != nullptr &&
|
||||
m_samplerSet.set != nullptr) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(renderContext, renderTargetFormat);
|
||||
}
|
||||
|
||||
bool BuiltinFinalColorPass::CreateResources(
|
||||
const RenderContext& renderContext,
|
||||
RHI::Format renderTargetFormat) {
|
||||
if (!renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinFinalColorPass requires a shader path before resource creation");
|
||||
return false;
|
||||
}
|
||||
|
||||
m_shader = Resources::ResourceManager::Get().Load<Resources::Shader>(m_shaderPath);
|
||||
if (!m_shader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinFinalColorPass failed to load configured final-color shader resource");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(renderContext.backendType);
|
||||
const Resources::ShaderPass* finalColorPass = FindCompatiblePass(*m_shader.Get(), backend);
|
||||
if (finalColorPass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinFinalColorPass could not resolve a valid FinalColor shader pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
m_renderTargetFormat = renderTargetFormat;
|
||||
|
||||
RHI::DescriptorSetLayoutBinding constantBinding = {};
|
||||
constantBinding.binding = 0;
|
||||
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
|
||||
constantBinding.count = 1;
|
||||
constantBinding.visibility = static_cast<uint32_t>(RHI::ShaderVisibility::All);
|
||||
|
||||
RHI::DescriptorSetLayoutBinding textureBinding = {};
|
||||
textureBinding.binding = 0;
|
||||
textureBinding.type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBinding.count = 1;
|
||||
textureBinding.visibility = static_cast<uint32_t>(RHI::ShaderVisibility::All);
|
||||
|
||||
RHI::DescriptorSetLayoutBinding samplerBinding = {};
|
||||
samplerBinding.binding = 0;
|
||||
samplerBinding.type = static_cast<uint32_t>(RHI::DescriptorType::Sampler);
|
||||
samplerBinding.count = 1;
|
||||
samplerBinding.visibility = static_cast<uint32_t>(RHI::ShaderVisibility::All);
|
||||
|
||||
RHI::DescriptorSetLayoutDesc constantLayout = {};
|
||||
constantLayout.bindings = &constantBinding;
|
||||
constantLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc textureLayout = {};
|
||||
textureLayout.bindings = &textureBinding;
|
||||
textureLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc samplerLayout = {};
|
||||
samplerLayout.bindings = &samplerBinding;
|
||||
samplerLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc setLayouts[] = {
|
||||
constantLayout,
|
||||
textureLayout,
|
||||
samplerLayout
|
||||
};
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = setLayouts;
|
||||
pipelineLayoutDesc.setLayoutCount = 3;
|
||||
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_pipelineLayout == nullptr) {
|
||||
DestroyResources();
|
||||
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 = m_device->CreateSampler(samplerDesc);
|
||||
if (m_sampler == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
auto createOwnedDescriptorSet =
|
||||
[this](const RHI::DescriptorSetLayoutDesc& layout,
|
||||
RHI::DescriptorHeapType heapType,
|
||||
bool shaderVisible,
|
||||
OwnedDescriptorSet& ownedSet) -> bool {
|
||||
RHI::DescriptorPoolDesc poolDesc = {};
|
||||
poolDesc.type = heapType;
|
||||
poolDesc.descriptorCount = 1;
|
||||
poolDesc.shaderVisible = shaderVisible;
|
||||
ownedSet.pool = m_device->CreateDescriptorPool(poolDesc);
|
||||
if (ownedSet.pool == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
ownedSet.set = ownedSet.pool->AllocateSet(layout);
|
||||
if (ownedSet.set == nullptr) {
|
||||
DestroyOwnedDescriptorSet(ownedSet);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
if (!createOwnedDescriptorSet(
|
||||
constantLayout,
|
||||
RHI::DescriptorHeapType::CBV_SRV_UAV,
|
||||
false,
|
||||
m_constantsSet) ||
|
||||
!createOwnedDescriptorSet(
|
||||
textureLayout,
|
||||
RHI::DescriptorHeapType::CBV_SRV_UAV,
|
||||
true,
|
||||
m_textureSet) ||
|
||||
!createOwnedDescriptorSet(
|
||||
samplerLayout,
|
||||
RHI::DescriptorHeapType::Sampler,
|
||||
true,
|
||||
m_samplerSet)) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_samplerSet.set->UpdateSampler(0, m_sampler);
|
||||
|
||||
m_pipelineState = m_device->CreatePipelineState(
|
||||
CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_shader.Get(),
|
||||
finalColorPass->name,
|
||||
m_renderTargetFormat));
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinFinalColorPass::DestroyResources() {
|
||||
m_boundSourceColorView = nullptr;
|
||||
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
DestroyOwnedDescriptorSet(m_samplerSet);
|
||||
DestroyOwnedDescriptorSet(m_textureSet);
|
||||
DestroyOwnedDescriptorSet(m_constantsSet);
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
if (m_sampler != nullptr) {
|
||||
m_sampler->Shutdown();
|
||||
delete m_sampler;
|
||||
m_sampler = nullptr;
|
||||
}
|
||||
|
||||
m_shader.Reset();
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_renderTargetFormat = RHI::Format::Unknown;
|
||||
}
|
||||
|
||||
void BuiltinFinalColorPass::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;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -35,6 +35,7 @@ constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id"
|
||||
constexpr const char* kBuiltinSkyboxShaderPath = "builtin://shaders/skybox";
|
||||
constexpr const char* kBuiltinColorScalePostProcessShaderPath =
|
||||
"builtin://shaders/color-scale-post-process";
|
||||
constexpr const char* kBuiltinFinalColorShaderPath = "builtin://shaders/final-color";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
|
||||
@@ -59,6 +60,8 @@ constexpr const char* kBuiltinSkyboxShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/skybox/skybox.shader";
|
||||
constexpr const char* kBuiltinColorScalePostProcessShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/color-scale-post-process/color-scale-post-process.shader";
|
||||
constexpr const char* kBuiltinFinalColorShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/final-color/final-color.shader";
|
||||
|
||||
Containers::String NormalizeBuiltinAssetPath(const std::filesystem::path& path) {
|
||||
return Containers::String(path.lexically_normal().generic_string().c_str());
|
||||
@@ -143,6 +146,9 @@ const char* GetBuiltinShaderManifestRelativePath(const Containers::String& built
|
||||
if (builtinShaderPath == Containers::String(kBuiltinColorScalePostProcessShaderPath)) {
|
||||
return kBuiltinColorScalePostProcessShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinFinalColorShaderPath)) {
|
||||
return kBuiltinFinalColorShaderManifestRelativePath;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
@@ -691,6 +697,10 @@ Shader* BuildBuiltinColorScalePostProcessShader(const Containers::String& path)
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinFinalColorShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params;
|
||||
@@ -817,6 +827,10 @@ Containers::String GetBuiltinColorScalePostProcessShaderPath() {
|
||||
return Containers::String(kBuiltinColorScalePostProcessShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinFinalColorShaderPath() {
|
||||
return Containers::String(kBuiltinFinalColorShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
|
||||
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
|
||||
}
|
||||
@@ -880,10 +894,7 @@ LoadResult CreateBuiltinMeshResource(const Containers::String& path) {
|
||||
return LoadResult(Containers::String("Unsupported builtin mesh: ") + path);
|
||||
}
|
||||
|
||||
// The UV sphere generator already emits triangles in the runtime's front-face convention.
|
||||
if (primitiveType != BuiltinPrimitiveType::Sphere) {
|
||||
FlipTriangleWinding(buffers);
|
||||
}
|
||||
|
||||
Mesh* mesh = BuildMeshResource(path, GetBuiltinPrimitiveDisplayName(primitiveType), std::move(buffers));
|
||||
if (mesh == nullptr) {
|
||||
@@ -922,6 +933,8 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
shader = BuildBuiltinSkyboxShader(path);
|
||||
} else if (path == GetBuiltinColorScalePostProcessShaderPath()) {
|
||||
shader = BuildBuiltinColorScalePostProcessShader(path);
|
||||
} else if (path == GetBuiltinFinalColorShaderPath()) {
|
||||
shader = BuildBuiltinFinalColorShader(path);
|
||||
} else {
|
||||
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
|
||||
}
|
||||
|
||||
@@ -211,6 +211,53 @@ TEST(BuiltinForwardPipeline_Test, BuiltinSkyboxShaderDeclaresExplicitEnvironment
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, BuiltinFinalColorShaderDeclaresExplicitFullscreenResourceContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinFinalColorShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("FinalColor");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
ASSERT_EQ(pass->resources.Size(), 3u);
|
||||
|
||||
const ShaderPropertyDesc* colorScale = shader->FindProperty("_ColorScale");
|
||||
ASSERT_NE(colorScale, nullptr);
|
||||
EXPECT_EQ(colorScale->type, ShaderPropertyType::Color);
|
||||
|
||||
const ShaderPropertyDesc* exposure = shader->FindProperty("_Exposure");
|
||||
ASSERT_NE(exposure, nullptr);
|
||||
EXPECT_EQ(exposure->type, ShaderPropertyType::Float);
|
||||
|
||||
const ShaderPropertyDesc* outputTransferMode = shader->FindProperty("_OutputTransferMode");
|
||||
ASSERT_NE(outputTransferMode, nullptr);
|
||||
EXPECT_EQ(outputTransferMode->type, ShaderPropertyType::Float);
|
||||
|
||||
const ShaderPropertyDesc* toneMappingMode = shader->FindProperty("_ToneMappingMode");
|
||||
ASSERT_NE(toneMappingMode, nullptr);
|
||||
EXPECT_EQ(toneMappingMode->type, ShaderPropertyType::Float);
|
||||
|
||||
EXPECT_STREQ(pass->resources[0].name.CStr(), "FinalColorConstants");
|
||||
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(pass->resources[0].set, 0u);
|
||||
EXPECT_EQ(pass->resources[0].binding, 0u);
|
||||
|
||||
EXPECT_STREQ(pass->resources[1].name.CStr(), "SourceColorTexture");
|
||||
EXPECT_EQ(pass->resources[1].type, ShaderResourceType::Texture2D);
|
||||
EXPECT_EQ(pass->resources[1].set, 1u);
|
||||
EXPECT_EQ(pass->resources[1].binding, 0u);
|
||||
|
||||
EXPECT_STREQ(pass->resources[2].name.CStr(), "LinearClampSampler");
|
||||
EXPECT_EQ(pass->resources[2].type, ShaderResourceType::Sampler);
|
||||
EXPECT_EQ(pass->resources[2].set, 2u);
|
||||
EXPECT_EQ(pass->resources[2].binding, 0u);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinForwardPipeline_Test, BuildsBuiltinPassResourceBindingPlanFromExplicitForwardResources) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
|
||||
|
||||
@@ -1887,6 +1887,169 @@ TEST(SceneRenderer_Test, ResolvesFinalColorPolicyFromPipelineDefaultsAndCameraOv
|
||||
EXPECT_FALSE(request.finalOutput.IsRequested());
|
||||
}
|
||||
|
||||
TEST(SceneRenderer_Test, BuildsFinalOutputRequestFromResolvedFinalColorPolicy) {
|
||||
Scene scene("SceneRendererFinalOutputScene");
|
||||
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
camera->SetDepth(2.0f);
|
||||
|
||||
FinalColorOverrideSettings cameraOverrides = {};
|
||||
cameraOverrides.overrideExposureMode = true;
|
||||
cameraOverrides.exposureMode = FinalColorExposureMode::Fixed;
|
||||
cameraOverrides.overrideExposureValue = true;
|
||||
cameraOverrides.exposureValue = 1.6f;
|
||||
cameraOverrides.overrideFinalColorScale = true;
|
||||
cameraOverrides.finalColorScale = XCEngine::Math::Vector4(0.95f, 0.9f, 0.85f, 1.0f);
|
||||
camera->SetFinalColorOverrides(cameraOverrides);
|
||||
|
||||
auto allocationState = std::make_shared<MockShadowAllocationState>();
|
||||
MockShadowDevice device(allocationState);
|
||||
|
||||
auto* backBufferColorView = new MockShadowView(
|
||||
allocationState,
|
||||
XCEngine::RHI::ResourceViewType::RenderTarget,
|
||||
XCEngine::RHI::Format::R8G8B8A8_UNorm,
|
||||
XCEngine::RHI::ResourceViewDimension::Texture2D);
|
||||
auto* depthView = new MockShadowView(
|
||||
allocationState,
|
||||
XCEngine::RHI::ResourceViewType::DepthStencil,
|
||||
XCEngine::RHI::Format::D24_UNorm_S8_UInt,
|
||||
XCEngine::RHI::ResourceViewDimension::Texture2D);
|
||||
|
||||
auto assetState = std::make_shared<MockPipelineAssetState>();
|
||||
assetState->defaultFinalColorSettings.outputTransferMode =
|
||||
FinalColorOutputTransferMode::LinearToSRGB;
|
||||
|
||||
RenderContext context = CreateValidContext();
|
||||
context.device = &device;
|
||||
|
||||
RenderSurface surface(800, 600);
|
||||
surface.SetColorAttachment(backBufferColorView);
|
||||
surface.SetDepthAttachment(depthView);
|
||||
|
||||
SceneRenderer renderer(std::make_shared<MockPipelineAsset>(assetState));
|
||||
const std::vector<CameraRenderRequest> requests =
|
||||
renderer.BuildRenderRequests(scene, nullptr, context, surface);
|
||||
|
||||
ASSERT_EQ(requests.size(), 1u);
|
||||
const CameraRenderRequest& request = requests[0];
|
||||
EXPECT_FALSE(request.postProcess.IsRequested());
|
||||
EXPECT_TRUE(request.finalOutput.IsRequested());
|
||||
EXPECT_TRUE(request.finalOutput.IsValid());
|
||||
ASSERT_NE(request.finalOutput.passes, nullptr);
|
||||
EXPECT_EQ(request.finalOutput.passes->GetPassCount(), 1u);
|
||||
EXPECT_EQ(request.finalOutput.destinationSurface.GetColorAttachments()[0], backBufferColorView);
|
||||
EXPECT_EQ(request.finalOutput.destinationSurface.GetDepthAttachment(), depthView);
|
||||
EXPECT_EQ(request.finalOutput.sourceSurface.GetDepthAttachment(), depthView);
|
||||
EXPECT_EQ(request.finalOutput.sourceSurface.GetWidth(), 800u);
|
||||
EXPECT_EQ(request.finalOutput.sourceSurface.GetHeight(), 600u);
|
||||
EXPECT_NE(request.finalOutput.sourceColorView, nullptr);
|
||||
EXPECT_NE(request.finalOutput.sourceColorView, backBufferColorView);
|
||||
ASSERT_FALSE(request.finalOutput.sourceSurface.GetColorAttachments().empty());
|
||||
EXPECT_NE(request.finalOutput.sourceSurface.GetColorAttachments()[0], backBufferColorView);
|
||||
EXPECT_EQ(allocationState->createTextureCalls, 1);
|
||||
EXPECT_EQ(allocationState->createRenderTargetViewCalls, 1);
|
||||
EXPECT_EQ(allocationState->createShaderViewCalls, 1);
|
||||
|
||||
delete depthView;
|
||||
delete backBufferColorView;
|
||||
}
|
||||
|
||||
TEST(SceneRenderer_Test, RoutesPostProcessIntoIntermediateSurfaceBeforeFinalOutput) {
|
||||
Scene scene("SceneRendererPostProcessFinalOutputScene");
|
||||
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
camera->SetDepth(2.0f);
|
||||
camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.125f, 0.5f, 0.625f));
|
||||
camera->SetPostProcessPasses({
|
||||
XCEngine::Rendering::CameraPostProcessPassDesc::MakeColorScale(
|
||||
XCEngine::Math::Vector4(1.0f, 0.75f, 0.75f, 1.0f))
|
||||
});
|
||||
|
||||
FinalColorOverrideSettings cameraOverrides = {};
|
||||
cameraOverrides.overrideOutputTransferMode = true;
|
||||
cameraOverrides.outputTransferMode = FinalColorOutputTransferMode::LinearToSRGB;
|
||||
cameraOverrides.overrideFinalColorScale = true;
|
||||
cameraOverrides.finalColorScale = XCEngine::Math::Vector4(0.95f, 0.9f, 0.85f, 1.0f);
|
||||
camera->SetFinalColorOverrides(cameraOverrides);
|
||||
|
||||
auto allocationState = std::make_shared<MockShadowAllocationState>();
|
||||
MockShadowDevice device(allocationState);
|
||||
|
||||
auto* backBufferColorView = new MockShadowView(
|
||||
allocationState,
|
||||
XCEngine::RHI::ResourceViewType::RenderTarget,
|
||||
XCEngine::RHI::Format::R8G8B8A8_UNorm,
|
||||
XCEngine::RHI::ResourceViewDimension::Texture2D);
|
||||
auto* depthView = new MockShadowView(
|
||||
allocationState,
|
||||
XCEngine::RHI::ResourceViewType::DepthStencil,
|
||||
XCEngine::RHI::Format::D24_UNorm_S8_UInt,
|
||||
XCEngine::RHI::ResourceViewDimension::Texture2D);
|
||||
|
||||
RenderContext context = CreateValidContext();
|
||||
context.device = &device;
|
||||
|
||||
RenderSurface surface(800, 600);
|
||||
surface.SetColorAttachment(backBufferColorView);
|
||||
surface.SetDepthAttachment(depthView);
|
||||
|
||||
SceneRenderer renderer;
|
||||
const std::vector<CameraRenderRequest> requests =
|
||||
renderer.BuildRenderRequests(scene, nullptr, context, surface);
|
||||
|
||||
ASSERT_EQ(requests.size(), 1u);
|
||||
const CameraRenderRequest& request = requests[0];
|
||||
EXPECT_TRUE(request.postProcess.IsRequested());
|
||||
EXPECT_TRUE(request.finalOutput.IsRequested());
|
||||
ASSERT_NE(request.postProcess.passes, nullptr);
|
||||
ASSERT_NE(request.finalOutput.passes, nullptr);
|
||||
EXPECT_EQ(request.postProcess.passes->GetPassCount(), 1u);
|
||||
EXPECT_EQ(request.finalOutput.passes->GetPassCount(), 1u);
|
||||
|
||||
ASSERT_FALSE(request.postProcess.sourceSurface.GetColorAttachments().empty());
|
||||
ASSERT_FALSE(request.postProcess.destinationSurface.GetColorAttachments().empty());
|
||||
ASSERT_FALSE(request.finalOutput.sourceSurface.GetColorAttachments().empty());
|
||||
|
||||
EXPECT_NE(
|
||||
request.postProcess.sourceSurface.GetColorAttachments()[0],
|
||||
request.postProcess.destinationSurface.GetColorAttachments()[0]);
|
||||
EXPECT_EQ(
|
||||
request.finalOutput.sourceSurface.GetColorAttachments()[0],
|
||||
request.postProcess.destinationSurface.GetColorAttachments()[0]);
|
||||
EXPECT_EQ(request.finalOutput.destinationSurface.GetColorAttachments()[0], backBufferColorView);
|
||||
|
||||
EXPECT_EQ(request.postProcess.sourceSurface.GetDepthAttachment(), depthView);
|
||||
EXPECT_EQ(request.postProcess.destinationSurface.GetDepthAttachment(), nullptr);
|
||||
EXPECT_EQ(request.finalOutput.sourceSurface.GetDepthAttachment(), nullptr);
|
||||
EXPECT_EQ(request.finalOutput.destinationSurface.GetDepthAttachment(), depthView);
|
||||
|
||||
const XCEngine::Math::RectInt postProcessSourceArea = request.postProcess.sourceSurface.GetRenderArea();
|
||||
EXPECT_EQ(postProcessSourceArea.x, 200);
|
||||
EXPECT_EQ(postProcessSourceArea.y, 75);
|
||||
EXPECT_EQ(postProcessSourceArea.width, 400);
|
||||
EXPECT_EQ(postProcessSourceArea.height, 375);
|
||||
const XCEngine::Math::RectInt finalOutputSourceArea = request.finalOutput.sourceSurface.GetRenderArea();
|
||||
EXPECT_EQ(finalOutputSourceArea.x, 200);
|
||||
EXPECT_EQ(finalOutputSourceArea.y, 75);
|
||||
EXPECT_EQ(finalOutputSourceArea.width, 400);
|
||||
EXPECT_EQ(finalOutputSourceArea.height, 375);
|
||||
|
||||
EXPECT_NE(request.postProcess.sourceColorView, nullptr);
|
||||
EXPECT_NE(request.finalOutput.sourceColorView, nullptr);
|
||||
EXPECT_NE(request.postProcess.sourceColorView, request.finalOutput.sourceColorView);
|
||||
EXPECT_EQ(allocationState->createTextureCalls, 2);
|
||||
EXPECT_EQ(allocationState->createRenderTargetViewCalls, 2);
|
||||
EXPECT_EQ(allocationState->createShaderViewCalls, 2);
|
||||
|
||||
delete depthView;
|
||||
delete backBufferColorView;
|
||||
}
|
||||
|
||||
TEST(CameraRenderer_Test, UsesResolvedRenderAreaForCameraViewportDimensions) {
|
||||
Scene scene("CameraRendererViewportRectScene");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user