Formalize camera frame composition stages

This commit is contained in:
2026-04-05 22:43:48 +08:00
parent 5342e447af
commit 58f97c416b
3 changed files with 306 additions and 41 deletions

View File

@@ -5,6 +5,9 @@
#include <XCEngine/Rendering/RenderPass.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <array>
#include <cstdint>
namespace XCEngine {
namespace Components {
class CameraComponent;
@@ -13,6 +16,53 @@ class Scene;
namespace Rendering {
enum class CameraFrameStage : uint8_t {
PreScenePasses,
ShadowCaster,
DepthOnly,
MainScene,
ObjectId,
PostScenePasses,
OverlayPasses
};
struct CameraFrameStageInfo {
CameraFrameStage stage = CameraFrameStage::MainScene;
const char* name = "";
bool runtimeStage = true;
};
inline constexpr std::array<CameraFrameStageInfo, 7> kOrderedCameraFrameStages = {{
{ CameraFrameStage::PreScenePasses, "PreScenePasses", false },
{ CameraFrameStage::ShadowCaster, "ShadowCaster", true },
{ CameraFrameStage::DepthOnly, "DepthOnly", true },
{ CameraFrameStage::MainScene, "MainScene", true },
{ CameraFrameStage::ObjectId, "ObjectId", false },
{ CameraFrameStage::PostScenePasses, "PostScenePasses", false },
{ CameraFrameStage::OverlayPasses, "OverlayPasses", false }
}};
inline constexpr const char* GetCameraFrameStageName(CameraFrameStage stage) {
switch (stage) {
case CameraFrameStage::PreScenePasses:
return "PreScenePasses";
case CameraFrameStage::ShadowCaster:
return "ShadowCaster";
case CameraFrameStage::DepthOnly:
return "DepthOnly";
case CameraFrameStage::MainScene:
return "MainScene";
case CameraFrameStage::ObjectId:
return "ObjectId";
case CameraFrameStage::PostScenePasses:
return "PostScenePasses";
case CameraFrameStage::OverlayPasses:
return "OverlayPasses";
default:
return "Unknown";
}
}
struct ScenePassRenderRequest {
RenderSurface surface;
RenderClearFlags clearFlags = RenderClearFlags::Depth;
@@ -93,6 +143,55 @@ struct CameraRenderRequest {
RenderPassSequence* postScenePasses = nullptr;
RenderPassSequence* overlayPasses = nullptr;
bool HasFrameStage(CameraFrameStage stage) const {
switch (stage) {
case CameraFrameStage::PreScenePasses:
return preScenePasses != nullptr;
case CameraFrameStage::ShadowCaster:
return shadowCaster.IsRequested() || directionalShadow.IsValid();
case CameraFrameStage::DepthOnly:
return depthOnly.IsRequested();
case CameraFrameStage::MainScene:
return true;
case CameraFrameStage::ObjectId:
return objectId.IsRequested();
case CameraFrameStage::PostScenePasses:
return postScenePasses != nullptr;
case CameraFrameStage::OverlayPasses:
return overlayPasses != nullptr;
default:
return false;
}
}
RenderPassSequence* GetPassSequence(CameraFrameStage stage) const {
switch (stage) {
case CameraFrameStage::PreScenePasses:
return preScenePasses;
case CameraFrameStage::PostScenePasses:
return postScenePasses;
case CameraFrameStage::OverlayPasses:
return overlayPasses;
default:
return nullptr;
}
}
const ScenePassRenderRequest* GetScenePassRequest(CameraFrameStage stage) const {
switch (stage) {
case CameraFrameStage::ShadowCaster:
return &shadowCaster;
case CameraFrameStage::DepthOnly:
return &depthOnly;
default:
return nullptr;
}
}
const ObjectIdRenderRequest* GetObjectIdRequest(CameraFrameStage stage) const {
return stage == CameraFrameStage::ObjectId ? &objectId : nullptr;
}
bool IsValid() const {
return scene != nullptr &&
camera != nullptr &&

View File

@@ -151,6 +151,77 @@ private:
bool m_failed = false;
};
struct CameraFrameExecutionState {
RenderPipeline* pipeline = nullptr;
RenderPass* objectIdPass = nullptr;
RenderPass* depthOnlyPass = nullptr;
RenderPass* shadowCasterPass = nullptr;
std::unique_ptr<ScopedInitializedPassSequence> preScenePasses;
std::unique_ptr<ScopedInitializedPassSequence> postScenePasses;
std::unique_ptr<ScopedInitializedPassSequence> overlayPasses;
};
bool ExecutePassSequenceStage(
std::unique_ptr<ScopedInitializedPassSequence>& activeSequence,
RenderPassSequence* sequence,
const RenderContext& context,
const RenderPassContext& passContext) {
activeSequence = std::make_unique<ScopedInitializedPassSequence>(sequence, context);
return activeSequence->IsReady() && activeSequence->Execute(passContext);
}
bool ExecuteFrameStage(
CameraFrameStage stage,
const CameraRenderRequest& request,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const RenderPassContext& passContext,
CameraFrameExecutionState& executionState) {
switch (stage) {
case CameraFrameStage::PreScenePasses:
return ExecutePassSequenceStage(
executionState.preScenePasses,
request.GetPassSequence(stage),
request.context,
passContext);
case CameraFrameStage::ShadowCaster:
return ExecuteScenePassRequest(
executionState.shadowCasterPass,
resolvedShadowCaster,
request.context,
passContext.sceneData);
case CameraFrameStage::DepthOnly:
return ExecuteScenePassRequest(
executionState.depthOnlyPass,
request.depthOnly,
request.context,
passContext.sceneData);
case CameraFrameStage::MainScene:
return executionState.pipeline != nullptr &&
executionState.pipeline->Render(request.context, request.surface, passContext.sceneData);
case CameraFrameStage::ObjectId:
return !request.objectId.IsRequested() ||
ExecuteStandalonePass(
executionState.objectIdPass,
request.context,
request.objectId.surface,
passContext.sceneData);
case CameraFrameStage::PostScenePasses:
return ExecutePassSequenceStage(
executionState.postScenePasses,
request.GetPassSequence(stage),
request.context,
passContext);
case CameraFrameStage::OverlayPasses:
return ExecutePassSequenceStage(
executionState.overlayPasses,
request.GetPassSequence(stage),
request.context,
passContext);
default:
return false;
}
}
RenderDirectionalShadowData BuildDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView) {
@@ -352,49 +423,26 @@ bool CameraRenderer::ExecuteRenderPlan(
request.surface,
sceneData
};
CameraFrameExecutionState executionState = {};
executionState.pipeline = m_pipeline.get();
executionState.objectIdPass = m_objectIdPass.get();
executionState.depthOnlyPass = m_depthOnlyPass.get();
executionState.shadowCasterPass = m_shadowCasterPass.get();
ScopedInitializedPassSequence preScenePasses(request.preScenePasses, request.context);
if (!preScenePasses.IsReady() || !preScenePasses.Execute(passContext)) {
return false;
}
for (const CameraFrameStageInfo& stageInfo : kOrderedCameraFrameStages) {
if (!request.HasFrameStage(stageInfo.stage) &&
stageInfo.stage != CameraFrameStage::MainScene) {
continue;
}
if (!ExecuteScenePassRequest(
m_shadowCasterPass.get(),
resolvedShadowCaster,
request.context,
sceneData)) {
return false;
}
if (!ExecuteScenePassRequest(
m_depthOnlyPass.get(),
request.depthOnly,
request.context,
sceneData)) {
return false;
}
if (!m_pipeline->Render(request.context, request.surface, sceneData)) {
return false;
}
if (request.objectId.IsRequested() &&
!ExecuteStandalonePass(
m_objectIdPass.get(),
request.context,
request.objectId.surface,
sceneData)) {
return false;
}
ScopedInitializedPassSequence postScenePasses(request.postScenePasses, request.context);
if (!postScenePasses.IsReady() || !postScenePasses.Execute(passContext)) {
return false;
}
ScopedInitializedPassSequence overlayPasses(request.overlayPasses, request.context);
if (!overlayPasses.IsReady() || !overlayPasses.Execute(passContext)) {
return false;
if (!ExecuteFrameStage(
stageInfo.stage,
request,
resolvedShadowCaster,
passContext,
executionState)) {
return false;
}
}
return true;

View File

@@ -453,6 +453,58 @@ RenderContext CreateValidContext() {
} // namespace
TEST(CameraRenderRequest_Test, ReportsFormalFrameStageContract) {
CameraRenderRequest request;
RenderPassSequence prePasses;
RenderPassSequence postPasses;
RenderPassSequence overlayPasses;
request.preScenePasses = &prePasses;
request.postScenePasses = &postPasses;
request.overlayPasses = &overlayPasses;
request.directionalShadow.enabled = true;
request.directionalShadow.mapWidth = 128;
request.directionalShadow.mapHeight = 64;
request.directionalShadow.cameraData.viewportWidth = 128;
request.directionalShadow.cameraData.viewportHeight = 64;
request.depthOnly.surface = RenderSurface(96, 48);
request.depthOnly.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
request.objectId.surface = RenderSurface(320, 180);
request.objectId.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(2));
request.objectId.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(3));
ASSERT_EQ(kOrderedCameraFrameStages.size(), 7u);
EXPECT_EQ(kOrderedCameraFrameStages[0].stage, CameraFrameStage::PreScenePasses);
EXPECT_EQ(kOrderedCameraFrameStages[1].stage, CameraFrameStage::ShadowCaster);
EXPECT_EQ(kOrderedCameraFrameStages[2].stage, CameraFrameStage::DepthOnly);
EXPECT_EQ(kOrderedCameraFrameStages[3].stage, CameraFrameStage::MainScene);
EXPECT_EQ(kOrderedCameraFrameStages[4].stage, CameraFrameStage::ObjectId);
EXPECT_EQ(kOrderedCameraFrameStages[5].stage, CameraFrameStage::PostScenePasses);
EXPECT_EQ(kOrderedCameraFrameStages[6].stage, CameraFrameStage::OverlayPasses);
EXPECT_STREQ(GetCameraFrameStageName(CameraFrameStage::MainScene), "MainScene");
EXPECT_STREQ(GetCameraFrameStageName(CameraFrameStage::OverlayPasses), "OverlayPasses");
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::PreScenePasses));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::ShadowCaster));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::DepthOnly));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::MainScene));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::ObjectId));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::PostScenePasses));
EXPECT_TRUE(request.HasFrameStage(CameraFrameStage::OverlayPasses));
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::PreScenePasses), &prePasses);
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::PostScenePasses), &postPasses);
EXPECT_EQ(request.GetPassSequence(CameraFrameStage::OverlayPasses), &overlayPasses);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::ShadowCaster), &request.shadowCaster);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::DepthOnly), &request.depthOnly);
EXPECT_EQ(request.GetScenePassRequest(CameraFrameStage::MainScene), nullptr);
EXPECT_EQ(request.GetObjectIdRequest(CameraFrameStage::ObjectId), &request.objectId);
EXPECT_EQ(request.GetObjectIdRequest(CameraFrameStage::MainScene), nullptr);
}
TEST(CameraRenderer_Test, UsesOverrideCameraAndSurfaceSizeWhenSubmittingScene) {
Scene scene("CameraRendererScene");
@@ -608,6 +660,72 @@ TEST(CameraRenderer_Test, ExecutesObjectIdPassBetweenPipelineAndPostPassesWhenRe
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, ExecutesFormalFrameStagesInDocumentedOrder) {
Scene scene("CameraRendererFormalFrameStageScene");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetDepth(3.0f);
auto state = std::make_shared<MockPipelineState>();
CameraRenderer renderer(
std::make_unique<MockPipeline>(state),
std::make_unique<MockObjectIdPass>(state));
auto shadowPass = std::make_unique<MockScenePass>(state, "shadowCaster");
renderer.SetShadowCasterPass(std::move(shadowPass));
auto depthPass = std::make_unique<MockScenePass>(state, "depthOnly");
renderer.SetDepthOnlyPass(std::move(depthPass));
RenderPassSequence prePasses;
prePasses.AddPass(std::make_unique<TrackingPass>(state, "pre"));
RenderPassSequence postPasses;
postPasses.AddPass(std::make_unique<TrackingPass>(state, "post"));
RenderPassSequence overlayPasses;
overlayPasses.AddPass(std::make_unique<TrackingPass>(state, "overlay"));
CameraRenderRequest request;
request.scene = &scene;
request.camera = camera;
request.context = CreateValidContext();
request.surface = RenderSurface(320, 180);
request.cameraDepth = camera->GetDepth();
request.preScenePasses = &prePasses;
request.postScenePasses = &postPasses;
request.overlayPasses = &overlayPasses;
request.shadowCaster.surface = RenderSurface(128, 64);
request.shadowCaster.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
request.depthOnly.surface = RenderSurface(96, 48);
request.depthOnly.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(2));
request.objectId.surface = RenderSurface(320, 180);
request.objectId.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(3));
request.objectId.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(4));
ASSERT_TRUE(renderer.Render(request));
EXPECT_EQ(
state->eventLog,
(std::vector<std::string>{
"init:pre",
"pre",
"init:shadowCaster",
"shadowCaster",
"init:depthOnly",
"depthOnly",
"pipeline",
"objectId",
"init:post",
"post",
"init:overlay",
"overlay",
"shutdown:overlay",
"shutdown:post",
"shutdown:pre" }));
}
TEST(CameraRenderer_Test, ExecutesShadowCasterAndDepthOnlyRequestsBeforeMainPipeline) {
Scene scene("CameraRendererDepthAndShadowScene");