Add gaussian splat asset caching groundwork
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174
docs/plan/Library启动Bootstrap与SourceHash校验解耦修复计划_2026-04-11.md
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docs/plan/Library启动Bootstrap与SourceHash校验解耦修复计划_2026-04-11.md
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# Library启动Bootstrap与SourceHash校验解耦修复计划
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日期:2026-04-11
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## 0. 计划定位
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这份计划专门处理当前 `Library` 主线收口时暴露出来的新根因问题:
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1. `SetResourceRoot()` 把 `BootstrapProjectAssets()` 接到了启动同步路径。
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2. `BootstrapProjectAssets()` 进一步进入 `AssetDatabase::Refresh()`。
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3. `Refresh()` 在扫描 `Assets/cloud.nvdb` 时同步计算 `sourceHash`。
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4. `cloud.nvdb` 是超大源文件,导致 editor 启动直接卡在主线程。
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本计划不回退单文件 artifact container,不推翻 `@entry=main`,也不回退现有 `Library` 架构。
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## 1. 当前根因
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已经确认的实际阻塞链路如下:
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1. `ResourceManager::SetResourceRoot()`
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2. `BootstrapProjectAssets()`
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3. `AssetImportService::BootstrapProject()`
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4. `AssetDatabase::Refresh()`
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5. `EnsureMetaForPath(Assets/cloud.nvdb)`
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6. `ComputeFileHash(cloud.nvdb)`
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结论:
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1. 慢的不是 `ArtifactContainer` 的 `offset / entry` 读取。
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2. 慢的不是 `VolumeField` artifact payload 本身。
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3. 真正把时间炸掉的是“启动阶段同步执行大源文件内容级校验”。
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## 2. 修复目标
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本计划的目标不是取消 `Library` 启动检查,而是把检查做对。
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目标如下:
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1. 打开项目时仍然会检查 `Library`。
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2. 启动检查只做便宜元数据检查,不做大文件内容级哈希。
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3. `Bootstrap` 与 `EnsureArtifact / Reimport` 的职责彻底拆开。
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4. `sourceHash` 只在真正需要导入、重导入、显式全量重建时才计算。
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5. `Volume`、`Shader`、`Model`、`Material` 在现有 container 架构下继续保持功能正确。
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## 3. 核心原则
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### 3.1 启动阶段只做便宜检查
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启动阶段应该只检查:
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1. `assets.db / artifacts.db` 是否存在、是否可读。
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2. schema 是否匹配。
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3. 源文件是否存在。
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4. `fileSize / writeTime / importerVersion / metaHash` 是否变化。
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5. 哪些资源只是 `DirtyCandidate`。
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启动阶段不应该做:
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1. 对每个源文件重新算 `sourceHash`。
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2. 对所有资源同步 `ImportAsset`。
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3. 对大资源执行内容级证明。
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### 3.2 sourceHash 只服务导入正确性
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`sourceHash` 的职责应该下沉到真正需要它的地方:
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1. `EnsureArtifact()`
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2. `ReimportAsset()`
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3. `ReimportAllAssets()`
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4. 用户显式 `RebuildProjectAssetCache()`
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### 3.3 日常启动和冷启动重建要分开
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语义上必须区分:
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1. 日常启动:
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- 快速检查
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- 只找出可能脏的资源
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- 不同步重导所有大资源
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2. 删除 `Library` 后的首次冷启动:
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- 允许重建索引和数据库
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- 但依然不应该把所有超大源文件的内容校验都塞进主线程同步路径
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## 4. 计划拆解
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### 阶段A:冻结当前正确成果
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目的:
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1. 不回退 `ArtifactContainer`
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2. 不回退 `@entry=main`
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3. 不破坏 `ArtifactDB schema=2`
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4. 不破坏 `runtimeLoadPath` 现有语义
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交付标准:
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1. 旧 `Library` 统一容器计划正式转入阶段归档。
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2. 后续启动链路修复不影响现有 container 主线。
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### 阶段B:拆开 Bootstrap 与导入职责
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动作:
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1. 调整 `AssetImportService::BootstrapProject()` 的语义。
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2. 让 `AssetDatabase::Refresh()` 只负责 fast refresh。
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3. 明确 `Refresh()` 不再承担内容级导入校验责任。
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交付标准:
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1. `SetResourceRoot()` 不再把大文件 `sourceHash` 强行拉进启动同步路径。
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2. `assets.db` 仍能在启动时正确恢复。
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### 阶段C:把脏判断改成元数据优先
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动作:
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1. 在 `EnsureMetaForPath()` 中优先使用:
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- `sourceFileSize`
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- `sourceWriteTime`
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- `metaHash`
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- `importerVersion`
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2. 启动扫描阶段只更新这些便宜字段。
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3. 明确区分“元数据变化”和“必须立刻重导”。
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交付标准:
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1. 打开项目时不会因为 `cloud.nvdb` 被同步全量哈希而长时间阻塞。
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2. 资源脏状态仍可被发现。
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### 阶段D:把 sourceHash 下沉到真正需要的路径
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动作:
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1. `EnsureArtifact()` 真正需要生成或验证 artifact 时,再决定是否补做 `sourceHash`。
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2. `ReimportAllAssets()`、`RebuildProjectAssetCache()` 继续保留严格路径。
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3. 对已有 artifact 且 `size/writeTime/meta/importerVersion` 未变化的资源,优先直接复用。
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交付标准:
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1. 日常启动快。
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2. 显式重导仍然正确。
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3. `VolumeFieldImporter` 不再在启动同步阶段把大文件成本炸出来。
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### 阶段E:Volume 与 Editor 回归
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动作:
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1. 回归 `VolumeFieldLoader.AssetDatabaseCreatesVolumeArtifactAndReusesItWithoutReimport`
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2. 回归 `VolumeFieldLoader.ResourceManagerLoadsVolumeByAssetRefFromProjectAssets`
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3. 回归 editor 打开 `project` 的启动路径
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4. 回归 `asset / ui / shader / gaussian_splat`
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交付标准:
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1. `project/Library` 删除后可重新生成。
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2. editor 打开项目不再出现 30s 级主线程阻塞。
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3. `cloud.nvdb` 在真正请求时仍能正确导入并渲染。
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## 5. 风险控制
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1. 不能为了消掉启动卡顿,直接把 `sourceHash` 整体删掉。
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2. 不能回退当前 `Library` 单文件 container 主线。
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3. 不能把 `Bootstrap` 改成完全不检查 `Library`,否则会把错误拖到运行时爆炸。
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4. 必须特别盯住 `Volume`,因为它是最能放大启动语义错误的大资源类型。
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## 6. 完成定义
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当以下条件全部满足时,本计划收口:
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1. 打开项目时 `SetResourceRoot()` 不再同步对 `cloud.nvdb` 做内容级哈希。
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2. `project/Library` 删除后重新打开项目,数据库能够恢复。
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3. `cloud.nvdb` 在真正被请求时仍能正确生成 volume artifact。
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4. `Volume / Asset / UI / Shader / GaussianSplat` 关键回归全部通过。
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5. 启动检查、按需导入、显式全量重建三种语义边界清晰稳定。
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564
docs/plan/Rendering通用Shader多Pass执行重构计划_2026-04-12.md
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docs/plan/Rendering通用Shader多Pass执行重构计划_2026-04-12.md
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# Rendering 通用 Shader 多 Pass 执行重构计划
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日期: `2026-04-12`
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## 1. 文档定位
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这份计划用于正式解决当前渲染系统里的一个根问题:
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- `Shader` 资源层已经支持定义多个 `Pass`
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- `UsePass` 也已经能被解析和导入
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- 但主场景 `BuiltinForwardPipeline` 还没有把“同一个材质的多个 surface pass 按顺序执行”做成正式运行时能力
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这不是 Nahida 特例,也不是某一个卡通 shader 的临时问题,而是当前 `Rendering` 模块在通用材质执行模型上的结构性缺口。
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本计划的目标不是给 Nahida 加一个专用补丁,而是把“Unity 式 shader 多 pass 执行”补成引擎正式能力。
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## 2. 结论摘要
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### 2.1 当前系统到底有没有多 pass
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当前系统是“局部有多 pass,通用 surface 没有多 pass”。
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- 有:
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- `Shader` 资源对象可以持有多个 `Pass`
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- `UsePass` 可用
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- `DepthOnly` / `ShadowCaster` / `ObjectId` / `SelectionMask` 这类专用 pass 会按 pass type 单独解析
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- `PostProcess` / `FinalOutput` 这类 fullscreen pass sequence 也支持多 pass 串联
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- 没有:
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- 主场景里“同一个材质的多个 graphics surface pass 自动执行”
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- 当前 `BuiltinForwardPipeline` 只会为一个材质挑一个主 surface pass 来画
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### 2.2 当前根因
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根因不是 shader authoring 语法不支持多 pass,而是主场景 surface draw 路径还停留在“单 pass 材质模型”。
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当前主路径的关键限制是:
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- `TryResolveSurfacePassType()` 只认 `Unlit` / `ForwardLit`
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- `ResolveSurfaceShaderPass()` 只返回一个 pass
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- `DrawVisibleItems()` 对每个 `VisibleRenderItem` 只执行一次主 surface draw
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所以:
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- 你可以在 shader 里写 `ForwardLit + Outline`
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- 资源也能读进来
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- 但运行时不会自动再画第二遍 `Outline`
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### 2.3 是否需要 Render Graph
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这轮不需要 Render Graph,而且不应该先上 Render Graph。
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原因很明确:
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- 当前问题是“主场景通用材质的多 pass 调度缺失”
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- 不是“跨资源依赖分析 / 瞬态资源分配 / 全帧拓扑求解”问题
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- 现有架构已经有显式的 `RenderPipeline` + `RenderPassSequence`
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- 这次只需要把 `BuiltinForwardPipeline` 从“单 surface pass 执行器”升级成“多 surface pass 执行器”
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结论:
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- 先不用 Render Graph
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- 先把主场景通用 multipass 执行能力补齐
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- 后续如果将来做更复杂的 frame dependency,再考虑 Render Graph
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## 3. 当前现状拆解
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## 3.1 Shader 资源层
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当前 `Shader` 资源层已经具备以下能力:
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- 一个 shader 可以拥有多个 `Pass`
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- pass 有自己的:
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- `name`
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- `tags`
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- `resources`
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- `keywordDeclarations`
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- `variants`
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- `UsePass` 会在构建时导入引用 pass
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这说明“shader 文件里写多个 pass”本身不是问题。
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## 3.2 专用渲染 pass 层
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当前系统已经有一些“按 pass type 单独拉取并执行”的路径:
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- `DepthOnly`
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- `ShadowCaster`
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- `ObjectId`
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- `SelectionMask`
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- `Skybox`
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- `GaussianSplat`
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- `Volumetric`
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它们说明当前引擎已经具备“识别 pass 元数据并挑一个对应 pass 执行”的机制,但这套机制目前没有扩展到主场景通用材质 surface 路径。
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## 3.3 主场景 surface 路径
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当前主场景 forward 渲染顺序是:
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- `ExecuteForwardOpaquePass`
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- `ExecuteForwardSkyboxPass`
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- `BuiltinGaussianSplatPass`
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- `BuiltinVolumetricPass`
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- `ExecuteForwardTransparentPass`
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但 `ExecuteForwardOpaquePass/TransparentPass` 内部依然是“每个物体只解析一个主 surface pass”的模型。
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这意味着:
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- 旧的单 pass lit/unlit 材质可以工作
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- Unity 式 `Forward + Outline` 这类角色 shader 不能完整工作
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## 3.4 当前缺口的精确定义
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缺的不是“多 pass 文件格式”,而是下面这套正式能力:
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1. 主场景 surface pass 的收集
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2. 主场景 surface pass 的排序
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3. 同一 `VisibleRenderItem` 的多次 graphics draw
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4. 主 surface pass 与附加 surface pass 的阶段归属
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5. 与现有 opaque / transparent / skybox / depth / shadow / objectId 的兼容
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## 4. 本轮设计选择
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## 4.1 选择的正式方案
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本轮选择:
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- 不做 Nahida 特判
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- 不在某个 shader 上硬编码“再画一遍 outline”
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- 不重写整个渲染框架为 Render Graph
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- 直接把 `BuiltinForwardPipeline` 重构为“支持通用 surface multipass”
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## 4.2 明确拒绝的方案
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### 方案 A: Nahida / Toon 专用补丁
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拒绝原因:
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- 只解决一个案例
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- 会把根因藏在角色特判里
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- 后续别的 Unity shader 还是一样会坏
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### 方案 B: 先全面 Render Graph 化
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拒绝原因:
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- 工作量过大
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- 与当前问题不对焦
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- 会把原本中等规模的结构重构,升级成高风险基础设施重写
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### 方案 C: 继续维持单 surface pass,只在 shader 层绕
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拒绝原因:
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- 不能从根上支持 `ForwardLit + Outline`
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- 和 Unity 式多 pass 材质模型不一致
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## 5. 目标架构
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## 5.1 目标状态
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主场景渲染的目标状态是:
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- 一个材质可以在 shader 内声明多个 surface pass
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- 渲染时会先收集这些 pass
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- 再按引擎定义好的 scene phase 顺序执行
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- 同一个 mesh / material 在一帧里可以被绘制多次
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最小闭环至少要支持:
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- `Unlit`
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- `ForwardLit`
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- `Outline`
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并为后续保留扩展点:
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||||
- 更多角色附加 pass
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- 深度依赖的 rim pass
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- 特殊透明角色 pass
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## 5.2 推荐的主场景 surface 阶段模型
|
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本轮建议把主场景通用 surface pass 明确拆成以下阶段:
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1. `OpaqueBase`
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2. `Skybox`
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3. `OpaqueAuxiliary`
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4. `TransparentBase`
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5. `TransparentAuxiliary`
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其中:
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- `Unlit` / `ForwardLit` 默认属于 `Base`
|
||||
- `Outline` 默认属于 `Auxiliary`
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- 本轮重点落地 `OpaqueBase + OpaqueAuxiliary`
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||||
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这么拆的原因是:
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||||
|
||||
- `Outline` 一般要在角色主表面之后绘制
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||||
- 又通常希望在透明物体之前完成
|
||||
- 这和当前 forward pipeline 的大框架可以自然兼容
|
||||
|
||||
## 5.3 推荐的 pass 类型模型
|
||||
|
||||
当前 `BuiltinMaterialPass` 需要正式扩展,而不是继续只停留在:
|
||||
|
||||
- `ForwardLit`
|
||||
- `Unlit`
|
||||
|
||||
建议新增:
|
||||
|
||||
- `Outline`
|
||||
|
||||
并在后续根据需要继续扩展。
|
||||
|
||||
这里的重点不是“枚举值多一个”本身,而是:
|
||||
|
||||
- 主场景 surface 路径终于承认“一个材质有多个可执行的主 graphics pass”
|
||||
- 不再把 `Outline` 当作特殊插件逻辑,而是当作正式 pass type
|
||||
|
||||
## 6. 核心改造点
|
||||
|
||||
## 6.1 Pass 元数据层
|
||||
|
||||
涉及模块:
|
||||
|
||||
- `engine/include/XCEngine/Rendering/Builtin/BuiltinPassTypes.h`
|
||||
- `engine/include/XCEngine/Rendering/Builtin/BuiltinPassMetadataUtils.h`
|
||||
- `engine/include/XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h`
|
||||
|
||||
任务:
|
||||
|
||||
- 新增 `BuiltinMaterialPass::Outline`
|
||||
- 增加 `Outline` 的 canonical name 解析
|
||||
- 为 `Outline` 建立默认资源绑定规则
|
||||
- 保持现有 `ForwardLit / Unlit / DepthOnly / ShadowCaster / ObjectId ...` 兼容
|
||||
|
||||
验收:
|
||||
|
||||
- shader 中 `Name "Outline"` 或 `Tags { "LightMode" = "Outline" }` 能稳定识别
|
||||
- 不影响现有 builtin pass 匹配行为
|
||||
|
||||
## 6.2 主场景 surface pass 收集层
|
||||
|
||||
涉及模块:
|
||||
|
||||
- `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
|
||||
- `engine/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineResources.cpp`
|
||||
|
||||
当前问题:
|
||||
|
||||
- `ResolveSurfaceShaderPass()` 是单返回值模型
|
||||
|
||||
本轮需要改成:
|
||||
|
||||
- `CollectSurfaceShaderPasses()` 或等价结构
|
||||
- 返回一组“已解析的 surface pass 列表”
|
||||
|
||||
每个条目至少包含:
|
||||
|
||||
- `passType`
|
||||
- `shader`
|
||||
- `shaderPass`
|
||||
- `passName`
|
||||
- `scenePhase`
|
||||
- `effectiveRenderState`
|
||||
|
||||
验收:
|
||||
|
||||
- 同一材质可同时解析出 `ForwardLit + Outline`
|
||||
- 旧的单 pass 材质仍只解析出一个条目
|
||||
|
||||
## 6.3 主场景 surface pass 排序与阶段归属
|
||||
|
||||
涉及模块:
|
||||
|
||||
- `BuiltinForwardPipeline.cpp`
|
||||
- `BuiltinForwardPipelineResources.cpp`
|
||||
|
||||
任务:
|
||||
|
||||
- 不再只按 `opaque/transparent` 二元划分来理解主 surface
|
||||
- 要引入“主场景 surface 子阶段”的概念
|
||||
- 至少实现:
|
||||
- opaque base
|
||||
- opaque auxiliary
|
||||
- transparent base
|
||||
|
||||
本轮建议的执行顺序:
|
||||
|
||||
1. `OpaqueBase`
|
||||
2. `Skybox`
|
||||
3. `OpaqueAuxiliary`
|
||||
4. `GaussianSplat`
|
||||
5. `Volumetric`
|
||||
6. `TransparentBase`
|
||||
7. `TransparentAuxiliary`
|
||||
|
||||
说明:
|
||||
|
||||
- `Outline` 先放在 `OpaqueAuxiliary`
|
||||
- 本轮先不支持“透明物体 outline”的复杂排序
|
||||
- 透明附加 pass 只保留接口,不要求首轮全部打通
|
||||
|
||||
## 6.4 Draw 级执行模型
|
||||
|
||||
当前问题:
|
||||
|
||||
- `DrawVisibleItems()` 对每个 item 只会 draw 一次主 surface
|
||||
|
||||
重构目标:
|
||||
|
||||
- 对每个 `VisibleRenderItem`,先收集其可执行 surface pass
|
||||
- 再按当前 scene phase 过滤
|
||||
- 每个 pass 单独:
|
||||
- 解析 pipeline state
|
||||
- 绑定 descriptor sets
|
||||
- 执行 draw
|
||||
|
||||
这一步是整个重构的真正核心。
|
||||
|
||||
验收:
|
||||
|
||||
- 一个物体在同一帧可发生多次主场景 draw
|
||||
- 每次 draw 都有独立 `passName + renderState`
|
||||
- pipeline cache 仍然以 `shader + passName + renderState + keywordSignature + surface format` 为 key 稳定工作
|
||||
|
||||
## 6.5 资源绑定与 layout 缓存
|
||||
|
||||
当前系统在这方面基础是够的,因为:
|
||||
|
||||
- `PassLayoutKey` 已经包含 `shader + passName`
|
||||
- `PipelineStateKey` 已经包含 `passName`
|
||||
|
||||
所以本轮不需要重写 cache 架构,只需要保证:
|
||||
|
||||
- 多 pass 场景下 cache key 继续区分不同 pass
|
||||
- `Outline` 这种 pass 的资源绑定计划能正确建立
|
||||
- `MaterialTexture` / `MaterialConstants` / `PerObject` 等绑定仍走现有机制
|
||||
|
||||
重点检查:
|
||||
|
||||
- `Outline` 是否需要 `Lighting`
|
||||
- `Outline` 是否需要 `ShadowReceiver`
|
||||
- `Outline` 是否只需 `PerObject + Material + MaterialTextures + Sampler`
|
||||
|
||||
## 6.6 Shader authoring 约束正式化
|
||||
|
||||
这轮需要把“主场景 surface multipass”的 authoring 约束写清楚,而不是默认靠猜。
|
||||
|
||||
建议明确约定:
|
||||
|
||||
- 主场景可执行的 surface pass 必须有明确 `Name` 或 `LightMode`
|
||||
- pass 名称与 builtin canonical name 的映射规则固定
|
||||
- `ForwardLit` / `Unlit` / `Outline` 属于主场景通用 surface pass
|
||||
- `DepthOnly` / `ShadowCaster` / `ObjectId` / `SelectionMask` 继续属于专用路径
|
||||
|
||||
这样做的价值是:
|
||||
|
||||
- shader authoring 规则清晰
|
||||
- 不会再出现“写了 pass 但没人知道该在哪个阶段执行”
|
||||
|
||||
## 6.7 XCCharacterToon.shader 的正式接入方式
|
||||
|
||||
在 multipass 正式能力完成后,`XCCharacterToon.shader` 的正确接法应为:
|
||||
|
||||
- `ForwardLit` 负责角色主表面
|
||||
- `Outline` 负责描边
|
||||
- `DepthOnly` / `ShadowCaster` 继续沿用已有专用 pass
|
||||
|
||||
本轮对 Nahida 的定位是:
|
||||
|
||||
- 不再作为特判对象
|
||||
- 只作为 multipass 正式化后的第一个高价值验证样本
|
||||
|
||||
## 7. 分阶段执行计划
|
||||
|
||||
## Phase 0: 基线确认与测试样本准备
|
||||
|
||||
### 目标
|
||||
|
||||
在改主路径前固定当前行为,防止重构期间把旧材质全带坏。
|
||||
|
||||
### 任务
|
||||
|
||||
- 盘点当前所有依赖 `ForwardLit / Unlit` 的单 pass 集成测试
|
||||
- 新建一个最小 multipass 测试场景:
|
||||
- 一个简单 mesh
|
||||
- 一个 `ForwardLit + Outline` 测试 shader
|
||||
- 明确 Nahida 作为高复杂度回归样本,不作为最小开发起点
|
||||
|
||||
### 完成标准
|
||||
|
||||
- 有一个简单到足以定位多 pass 执行问题的专门测试场景
|
||||
- 现有 lit/unlit 场景回归基线不丢
|
||||
|
||||
## Phase 1: 主场景通用 surface multipass 基础设施
|
||||
|
||||
### 目标
|
||||
|
||||
让 `BuiltinForwardPipeline` 具备“一个物体可执行多个主 surface pass”的正式能力。
|
||||
|
||||
### 任务
|
||||
|
||||
- 扩展 `BuiltinMaterialPass`
|
||||
- 新增 `Outline` pass type
|
||||
- 单 pass 解析模型改成 multi-pass collection 模型
|
||||
- 引入主场景 surface phase
|
||||
- 重写 `DrawVisibleItems()` 执行逻辑
|
||||
|
||||
### 完成标准
|
||||
|
||||
- 最小 multipass 测试 shader 能完成两次 draw
|
||||
- 单 pass shader 行为不回归
|
||||
|
||||
## Phase 2: Outline 正式落地
|
||||
|
||||
### 目标
|
||||
|
||||
让 `Outline` 成为主场景正式 pass,而不是外置补丁。
|
||||
|
||||
### 任务
|
||||
|
||||
- 为 `Outline` 补齐 builtin metadata / layout / binding 规则
|
||||
- 在 `XCCharacterToon.shader` 中加入正式 `Outline` pass
|
||||
- 验证 `Cull Front / ZTest / ZWrite / Blend` 等状态是否符合需求
|
||||
- 首轮先以 static mesh + vertex color alpha 宽度控制闭环
|
||||
|
||||
### 明确暂缓
|
||||
|
||||
- `smoothNormal` 新顶点语义支持
|
||||
- skinned mesh outline
|
||||
- 透明角色 outline 排序
|
||||
|
||||
### 完成标准
|
||||
|
||||
- 最小 multipass 测试场景通过
|
||||
- Nahida 在 `original` 模式里开始出现正确的独立 outline draw
|
||||
|
||||
## Phase 3: Nahida / Unity 风格角色卡通验证
|
||||
|
||||
### 目标
|
||||
|
||||
把 multipass 正式能力用于 Nahida,验证这套方案确实能支撑 Unity 风格角色 shader。
|
||||
|
||||
### 任务
|
||||
|
||||
- 将 `XCCharacterToon.shader` 的 `Outline` 接入正式主场景 multipass
|
||||
- 重新生成 `nahida.png`
|
||||
- 对比 `unlit`、`forward lit`、`original` 三种模式的画面差异
|
||||
- 评估是否可以锁定新的 `GT.ppm`
|
||||
|
||||
### 完成标准
|
||||
|
||||
- Nahida 的描边不再依赖临时逻辑
|
||||
- `original` 渲染链路进入可持续迭代状态
|
||||
|
||||
## Phase 4: 通用化与规则收口
|
||||
|
||||
### 目标
|
||||
|
||||
把这次重构从“够 Nahida 用”收口成“引擎正式通用能力”。
|
||||
|
||||
### 任务
|
||||
|
||||
- 补文档,明确 shader multipass authoring 规范
|
||||
- 视情况支持更多主场景 surface pass type
|
||||
- 清理旧的单 pass 假设与命名
|
||||
- 审查编辑器 / 材质检查器 / shader 资源导入链路是否需要显示 pass 信息
|
||||
|
||||
### 完成标准
|
||||
|
||||
- Multipass 不再是隐式能力
|
||||
- 规则、测试、运行时行为三者一致
|
||||
|
||||
## 8. 测试计划
|
||||
|
||||
## 8.1 单元测试
|
||||
|
||||
重点新增或补强:
|
||||
|
||||
- `BuiltinPassMetadataUtils`
|
||||
- `Outline` canonical name 匹配
|
||||
- `BuiltinPassLayoutUtils`
|
||||
- `Outline` 资源绑定计划
|
||||
- `BuiltinForwardPipeline`
|
||||
- 单材质多 surface pass 收集
|
||||
- scene phase 排序
|
||||
- 单 pass 回归不变
|
||||
|
||||
## 8.2 集成测试
|
||||
|
||||
建议新增:
|
||||
|
||||
- `tests/Rendering/integration/multipass_outline_scene`
|
||||
- 最小 multipass 样例
|
||||
- 继续保留:
|
||||
- `nahida_preview_scene`
|
||||
- 现有 lit/unlit/backpack/material_state 等基础场景
|
||||
|
||||
## 8.3 人工验收
|
||||
|
||||
人工验收重点不只是“有没有画出来”,而是:
|
||||
|
||||
- 是否真的发生了两次 draw
|
||||
- state / cull / depth 是否正确
|
||||
- 单 pass 材质是否回归
|
||||
- Nahida 的 outline 是否来自正式 pass,而不是额外补丁
|
||||
|
||||
## 9. 风险与控制
|
||||
|
||||
## 9.1 最大风险
|
||||
|
||||
最大风险不是代码量,而是“把旧的单 pass 假设改坏”。
|
||||
|
||||
具体风险包括:
|
||||
|
||||
- 单 pass lit/unlit 材质回归
|
||||
- opaque / transparent 分类被打乱
|
||||
- pipeline cache 或 descriptor set 复用逻辑出错
|
||||
- 新增 `Outline` 后错误进入 shadow/depth/objectId 路径
|
||||
|
||||
## 9.2 风险控制策略
|
||||
|
||||
- 先做最小 multipass 场景,不直接拿 Nahida 起步
|
||||
- 先只开放 `Outline` 这一种主场景 auxiliary pass
|
||||
- 暂缓透明 multipass 与 depth-driven rim
|
||||
- 每个阶段都跑现有 forward 基础集成测试
|
||||
|
||||
## 10. 本轮不做的内容
|
||||
|
||||
本计划明确不把以下内容混进首轮 multipass 重构:
|
||||
|
||||
- Render Graph 化
|
||||
- SkinnedMesh / 骨骼动画
|
||||
- GPU skinning
|
||||
- Transparent multipass 完整排序体系
|
||||
- Scene depth texture 的通用相机绑定
|
||||
- Unity 全量角色 shader 语义一次性补齐
|
||||
|
||||
这些都不是当前根因的第一优先级。
|
||||
|
||||
## 11. 完成判定
|
||||
|
||||
当满足以下条件时,才算这次“通用 shader 多 pass 执行重构”完成:
|
||||
|
||||
1. 主场景 surface 路径正式支持一个材质执行多个 pass
|
||||
2. `Outline` 成为正式 builtin surface pass
|
||||
3. 现有单 pass 材质与基础场景不回归
|
||||
4. Nahida 的描边来自正式 multipass 执行,而不是特判
|
||||
5. 文档、测试、实现三者一致
|
||||
|
||||
## 12. 下一步建议
|
||||
|
||||
这份计划写完后的下一步,不是直接去碰 Nahida 复杂 shader 细节,而是:
|
||||
|
||||
1. 先做 `Phase 0`
|
||||
2. 新建最小 multipass outline 场景与测试 shader
|
||||
3. 再开始 `BuiltinForwardPipeline` 的 multipass 基础设施改造
|
||||
|
||||
顺序不能反。
|
||||
|
||||
如果一上来就直接拿 Nahida 开刀,很容易把“结构性问题”和“角色 shader 细节问题”混在一起,最后继续变成补丁式推进。
|
||||
@@ -0,0 +1,46 @@
|
||||
Shader "Builtin Gaussian Splat Composite"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
Name "GaussianComposite"
|
||||
Tags { "LightMode" = "GaussianComposite" }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest Always
|
||||
Blend One OneMinusSrcAlpha
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
|
||||
Texture2D GaussianSplatAccumulationTexture;
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
|
||||
VSOutput MainVS(uint vertexId : SV_VertexID)
|
||||
{
|
||||
const float2 positions[3] = {
|
||||
float2(-1.0f, -1.0f),
|
||||
float2(-1.0f, 3.0f),
|
||||
float2( 3.0f, -1.0f)
|
||||
};
|
||||
|
||||
VSOutput output;
|
||||
output.position = float4(positions[vertexId], 1.0f, 1.0f);
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 MainPS(VSOutput input) : SV_TARGET
|
||||
{
|
||||
const int2 pixelCoord = int2(input.position.xy);
|
||||
return GaussianSplatAccumulationTexture.Load(int3(pixelCoord, 0));
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -229,21 +229,21 @@ Shader "Builtin Gaussian Splat Utilities"
|
||||
}
|
||||
|
||||
float3 CalcCovariance2D(
|
||||
float3 viewPosition,
|
||||
float3 localPosition,
|
||||
float3 covariance3D0,
|
||||
float3 covariance3D1,
|
||||
float4x4 viewMatrix,
|
||||
float4x4 modelViewMatrix,
|
||||
float4x4 projectionMatrix,
|
||||
float2 screenSize)
|
||||
{
|
||||
const float3 viewPosition = mul(modelViewMatrix, float4(localPosition, 1.0)).xyz;
|
||||
if (abs(viewPosition.z) <= 1.0e-5)
|
||||
{
|
||||
return float3(0.3, 0.0, 0.3);
|
||||
}
|
||||
|
||||
const float aspect = projectionMatrix[0][0] / projectionMatrix[1][1];
|
||||
const float tanFovX = rcp(projectionMatrix[0][0]);
|
||||
const float tanFovY = rcp(projectionMatrix[1][1] * aspect);
|
||||
const float tanFovY = rcp(projectionMatrix[1][1]);
|
||||
const float limitX = 1.3 * tanFovX;
|
||||
const float limitY = 1.3 * tanFovY;
|
||||
|
||||
@@ -264,7 +264,7 @@ Shader "Builtin Gaussian Splat Utilities"
|
||||
0.0,
|
||||
0.0,
|
||||
0.0);
|
||||
const float3x3 worldToView = (float3x3)viewMatrix;
|
||||
const float3x3 worldToView = (float3x3)modelViewMatrix;
|
||||
const float3x3 transform = mul(jacobian, worldToView);
|
||||
const float3x3 covariance3D = float3x3(
|
||||
covariance3D0.x, covariance3D0.y, covariance3D0.z,
|
||||
@@ -284,7 +284,7 @@ Shader "Builtin Gaussian Splat Utilities"
|
||||
const float offDiagonal = covariance2D.y;
|
||||
const float mid = 0.5 * (diagonal0 + diagonal1);
|
||||
const float radius = length(float2((diagonal0 - diagonal1) * 0.5, offDiagonal));
|
||||
const float lambda0 = max(mid + radius, 0.1);
|
||||
const float lambda0 = mid + radius;
|
||||
const float lambda1 = max(mid - radius, 0.1);
|
||||
|
||||
float2 basis = normalize(float2(offDiagonal, lambda0 - diagonal0));
|
||||
@@ -425,22 +425,22 @@ Shader "Builtin Gaussian Splat Utilities"
|
||||
GaussianSplatSortDistances[index] = FloatToSortableUint(viewCenter.z);
|
||||
|
||||
const float4 clipCenter = mul(gProjectionMatrix, float4(viewCenter, 1.0));
|
||||
if (clipCenter.w > 0.0)
|
||||
const float nearClip = max(gCameraWorldPos.w, 1.0e-4);
|
||||
if (clipCenter.w > 0.0 && viewCenter.z > nearClip)
|
||||
{
|
||||
const float3x3 modelLinear = (float3x3)gModelMatrix;
|
||||
const float4x4 modelViewMatrix = mul(gViewMatrix, gModelMatrix);
|
||||
const float3x3 rotationScaleMatrix =
|
||||
CalcMatrixFromRotationScale(otherData.rotation, otherData.scaleReserved.xyz);
|
||||
const float3x3 worldRotationScale = mul(modelLinear, rotationScaleMatrix);
|
||||
|
||||
float3 covariance3D0 = 0.0;
|
||||
float3 covariance3D1 = 0.0;
|
||||
CalcCovariance3D(worldRotationScale, covariance3D0, covariance3D1);
|
||||
CalcCovariance3D(rotationScaleMatrix, covariance3D0, covariance3D1);
|
||||
|
||||
const float3 covariance2D = CalcCovariance2D(
|
||||
viewCenter,
|
||||
localCenter,
|
||||
covariance3D0,
|
||||
covariance3D1,
|
||||
gViewMatrix,
|
||||
modelViewMatrix,
|
||||
gProjectionMatrix,
|
||||
gScreenParams.xy);
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@ Shader "Builtin Gaussian Splat"
|
||||
{
|
||||
_PointScale ("Point Scale", Float) = 1.0
|
||||
_OpacityScale ("Opacity Scale", Float) = 1.0
|
||||
_DebugViewMode ("Debug View Mode", Float) = 0.0
|
||||
}
|
||||
HLSLINCLUDE
|
||||
cbuffer PerObjectConstants
|
||||
@@ -23,6 +24,7 @@ Shader "Builtin Gaussian Splat"
|
||||
{
|
||||
float4 gPointScaleParams;
|
||||
float4 gOpacityScaleParams;
|
||||
float4 gDebugViewModeParams;
|
||||
};
|
||||
|
||||
struct GaussianSplatViewData
|
||||
@@ -91,8 +93,14 @@ Shader "Builtin Gaussian Splat"
|
||||
discard;
|
||||
}
|
||||
|
||||
return float4(input.colorOpacity.rgb, alpha);
|
||||
if (gDebugViewModeParams.x >= 0.5)
|
||||
{
|
||||
return float4(alpha, alpha, alpha, alpha);
|
||||
}
|
||||
|
||||
return float4(input.colorOpacity.rgb * alpha, alpha);
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
@@ -105,12 +113,13 @@ Shader "Builtin Gaussian Splat"
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
ZTest LEqual
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
Blend OneMinusDstAlpha One
|
||||
HLSLPROGRAM
|
||||
#pragma target 4.5
|
||||
#pragma vertex MainVS
|
||||
#pragma fragment MainPS
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -112,6 +112,10 @@ public:
|
||||
|
||||
private:
|
||||
static constexpr Core::uint32 kBaseImporterVersion = 7;
|
||||
enum class SourceHashPolicy : Core::uint8 {
|
||||
PreserveOrClear = 0,
|
||||
EnsureCurrent = 1
|
||||
};
|
||||
|
||||
void EnsureProjectLayout();
|
||||
void LoadSourceAssetDB();
|
||||
@@ -126,6 +130,7 @@ private:
|
||||
|
||||
bool EnsureMetaForPath(const std::filesystem::path& sourcePath,
|
||||
bool isFolder,
|
||||
SourceHashPolicy sourceHashPolicy,
|
||||
SourceAssetRecord& outRecord);
|
||||
bool ReadMetaFile(const std::filesystem::path& metaPath,
|
||||
SourceAssetRecord& inOutRecord) const;
|
||||
|
||||
@@ -70,6 +70,16 @@ private:
|
||||
RHI::RHIDescriptorSet* set = nullptr;
|
||||
};
|
||||
|
||||
struct CompositePipelineResources {
|
||||
RHI::RHIPipelineLayout* pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* pipelineState = nullptr;
|
||||
OwnedDescriptorSet textureSet = {};
|
||||
RHI::RHIResourceView* boundAccumulationView = nullptr;
|
||||
RHI::Format renderTargetFormat = RHI::Format::Unknown;
|
||||
Core::uint32 sampleCount = 1u;
|
||||
Core::uint32 sampleQuality = 0u;
|
||||
};
|
||||
|
||||
struct PassLayoutKey {
|
||||
const Resources::Shader* shader = nullptr;
|
||||
Containers::String passName;
|
||||
@@ -285,10 +295,21 @@ private:
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData,
|
||||
const VisibleGaussianSplatItem& visibleGaussianSplat);
|
||||
bool EnsureCompositeResources(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface);
|
||||
bool CreateCompositeResources(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface);
|
||||
void DestroyCompositeResources();
|
||||
bool CompositeAccumulationSurface(
|
||||
const RenderPassContext& context,
|
||||
RHI::RHIResourceView* accumulationTextureView);
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
Resources::ResourceHandle<Resources::Shader> m_builtinGaussianSplatShader;
|
||||
Resources::ResourceHandle<Resources::Shader> m_builtinGaussianSplatCompositeShader;
|
||||
Resources::ResourceHandle<Resources::Shader> m_builtinGaussianSplatUtilitiesShader;
|
||||
std::unique_ptr<Resources::Material> m_builtinGaussianSplatMaterial;
|
||||
RenderResourceCache m_resourceCache;
|
||||
@@ -298,6 +319,7 @@ private:
|
||||
std::unordered_map<PipelineStateKey, RHI::RHIPipelineState*, PipelineStateKeyHash> m_pipelineStates;
|
||||
std::unordered_map<ComputePipelineKey, RHI::RHIPipelineState*, ComputePipelineKeyHash> m_computePipelineStates;
|
||||
std::unordered_map<DynamicDescriptorSetKey, CachedDescriptorSet, DynamicDescriptorSetKeyHash> m_dynamicDescriptorSets;
|
||||
CompositePipelineResources m_compositeResources = {};
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
|
||||
@@ -39,6 +39,7 @@ Containers::String GetBuiltinSelectionMaskShaderPath();
|
||||
Containers::String GetBuiltinSelectionOutlineShaderPath();
|
||||
Containers::String GetBuiltinSkyboxShaderPath();
|
||||
Containers::String GetBuiltinGaussianSplatShaderPath();
|
||||
Containers::String GetBuiltinGaussianSplatCompositeShaderPath();
|
||||
Containers::String GetBuiltinGaussianSplatUtilitiesShaderPath();
|
||||
Containers::String GetBuiltinVolumetricShaderPath();
|
||||
Containers::String GetBuiltinColorScalePostProcessShaderPath();
|
||||
|
||||
@@ -689,6 +689,7 @@ std::vector<fs::path> CollectBuiltinShaderAssetPaths() {
|
||||
GetBuiltinSelectionOutlineShaderPath(),
|
||||
GetBuiltinSkyboxShaderPath(),
|
||||
GetBuiltinGaussianSplatShaderPath(),
|
||||
GetBuiltinGaussianSplatCompositeShaderPath(),
|
||||
GetBuiltinGaussianSplatUtilitiesShaderPath(),
|
||||
GetBuiltinVolumetricShaderPath(),
|
||||
GetBuiltinColorScalePostProcessShaderPath(),
|
||||
@@ -1734,7 +1735,11 @@ bool AssetDatabase::ReimportAsset(const Containers::String& requestPath,
|
||||
}
|
||||
|
||||
SourceAssetRecord sourceRecord;
|
||||
if (!EnsureMetaForPath(absoluteFsPath, false, sourceRecord)) {
|
||||
if (!EnsureMetaForPath(
|
||||
absoluteFsPath,
|
||||
false,
|
||||
SourceHashPolicy::EnsureCurrent,
|
||||
sourceRecord)) {
|
||||
SetLastErrorMessage(Containers::String("Failed to prepare asset metadata: ") + absolutePath);
|
||||
return false;
|
||||
}
|
||||
@@ -1806,18 +1811,35 @@ bool AssetDatabase::ReimportAllAssets(MaintenanceStats* outStats) {
|
||||
bool allSucceeded = true;
|
||||
MaintenanceStats localStats;
|
||||
for (const SourceAssetRecord& record : importableRecords) {
|
||||
ArtifactRecord rebuiltRecord;
|
||||
if (!ImportAsset(record, rebuiltRecord)) {
|
||||
const fs::path sourcePath = fs::path(m_projectRoot.CStr()) / record.relativePath.CStr();
|
||||
|
||||
SourceAssetRecord currentRecord;
|
||||
if (!EnsureMetaForPath(
|
||||
sourcePath,
|
||||
false,
|
||||
SourceHashPolicy::EnsureCurrent,
|
||||
currentRecord)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::FileSystem,
|
||||
Containers::String("[AssetDatabase] ReimportAllAssets failed path=") + record.relativePath);
|
||||
Containers::String("[AssetDatabase] ReimportAllAssets failed to refresh metadata path=") +
|
||||
record.relativePath);
|
||||
allSucceeded = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
m_artifactsByGuid[record.guid] = rebuiltRecord;
|
||||
m_sourcesByGuid[record.guid].lastKnownArtifactKey = rebuiltRecord.artifactKey;
|
||||
m_sourcesByPathKey[ToStdString(MakeKey(record.relativePath))].lastKnownArtifactKey = rebuiltRecord.artifactKey;
|
||||
ArtifactRecord rebuiltRecord;
|
||||
if (!ImportAsset(currentRecord, rebuiltRecord)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::FileSystem,
|
||||
Containers::String("[AssetDatabase] ReimportAllAssets failed path=") + currentRecord.relativePath);
|
||||
allSucceeded = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
m_artifactsByGuid[currentRecord.guid] = rebuiltRecord;
|
||||
m_sourcesByGuid[currentRecord.guid].lastKnownArtifactKey = rebuiltRecord.artifactKey;
|
||||
m_sourcesByPathKey[ToStdString(MakeKey(currentRecord.relativePath))].lastKnownArtifactKey =
|
||||
rebuiltRecord.artifactKey;
|
||||
++localStats.importedAssetCount;
|
||||
}
|
||||
|
||||
@@ -2086,7 +2108,11 @@ void AssetDatabase::ScanAssetPath(const fs::path& path,
|
||||
|
||||
const bool isFolder = fs::is_directory(path);
|
||||
SourceAssetRecord record;
|
||||
if (EnsureMetaForPath(path, isFolder, record)) {
|
||||
if (EnsureMetaForPath(
|
||||
path,
|
||||
isFolder,
|
||||
SourceHashPolicy::PreserveOrClear,
|
||||
record)) {
|
||||
seenPaths[ToStdString(MakeKey(record.relativePath))] = true;
|
||||
}
|
||||
|
||||
@@ -2194,6 +2220,7 @@ Core::uint32 AssetDatabase::CleanupOrphanedArtifacts() const {
|
||||
|
||||
bool AssetDatabase::EnsureMetaForPath(const fs::path& sourcePath,
|
||||
bool isFolder,
|
||||
SourceHashPolicy sourceHashPolicy,
|
||||
SourceAssetRecord& outRecord) {
|
||||
const Containers::String relativePath = NormalizeRelativePath(sourcePath);
|
||||
if (relativePath.Empty()) {
|
||||
@@ -2216,6 +2243,35 @@ bool AssetDatabase::EnsureMetaForPath(const fs::path& sourcePath,
|
||||
outRecord.importerName = GetImporterNameForPath(relativePath, isFolder);
|
||||
outRecord.importerVersion = GetCurrentImporterVersion(outRecord.importerName);
|
||||
|
||||
const auto refreshSourceSnapshot = [&]() {
|
||||
if (isFolder) {
|
||||
outRecord.sourceHash.Clear();
|
||||
outRecord.sourceFileSize = 0;
|
||||
outRecord.sourceWriteTime = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
const Core::uint64 fileSize = GetFileSizeValue(sourcePath);
|
||||
const Core::uint64 writeTime = GetFileWriteTimeValue(sourcePath);
|
||||
const bool canReuseExistingHash =
|
||||
existingIt != m_sourcesByPathKey.end() &&
|
||||
existingIt->second.sourceFileSize == fileSize &&
|
||||
existingIt->second.sourceWriteTime == writeTime &&
|
||||
!existingIt->second.sourceHash.Empty();
|
||||
|
||||
if (sourceHashPolicy == SourceHashPolicy::EnsureCurrent) {
|
||||
outRecord.sourceHash =
|
||||
canReuseExistingHash ? existingIt->second.sourceHash : ComputeFileHash(sourcePath);
|
||||
} else if (canReuseExistingHash) {
|
||||
outRecord.sourceHash = existingIt->second.sourceHash;
|
||||
} else {
|
||||
outRecord.sourceHash.Clear();
|
||||
}
|
||||
|
||||
outRecord.sourceFileSize = fileSize;
|
||||
outRecord.sourceWriteTime = writeTime;
|
||||
};
|
||||
|
||||
if (UsesExternalSyntheticSourceRecord(relativePath)) {
|
||||
if (!outRecord.guid.IsValid()) {
|
||||
outRecord.guid = HashStringToAssetGUID(NormalizePathString(sourcePath));
|
||||
@@ -2233,24 +2289,7 @@ bool AssetDatabase::EnsureMetaForPath(const fs::path& sourcePath,
|
||||
outRecord.guid = HashStringToAssetGUID(duplicateSignature);
|
||||
}
|
||||
|
||||
if (isFolder) {
|
||||
outRecord.sourceHash.Clear();
|
||||
outRecord.sourceFileSize = 0;
|
||||
outRecord.sourceWriteTime = 0;
|
||||
} else {
|
||||
const Core::uint64 fileSize = GetFileSizeValue(sourcePath);
|
||||
const Core::uint64 writeTime = GetFileWriteTimeValue(sourcePath);
|
||||
if (existingIt != m_sourcesByPathKey.end() &&
|
||||
existingIt->second.sourceFileSize == fileSize &&
|
||||
existingIt->second.sourceWriteTime == writeTime &&
|
||||
!existingIt->second.sourceHash.Empty()) {
|
||||
outRecord.sourceHash = existingIt->second.sourceHash;
|
||||
} else {
|
||||
outRecord.sourceHash = ComputeFileHash(sourcePath);
|
||||
}
|
||||
outRecord.sourceFileSize = fileSize;
|
||||
outRecord.sourceWriteTime = writeTime;
|
||||
}
|
||||
refreshSourceSnapshot();
|
||||
|
||||
m_sourcesByPathKey[pathKey] = outRecord;
|
||||
m_sourcesByGuid[outRecord.guid] = outRecord;
|
||||
@@ -2290,24 +2329,7 @@ bool AssetDatabase::EnsureMetaForPath(const fs::path& sourcePath,
|
||||
}
|
||||
|
||||
outRecord.metaHash = HashStringToAssetGUID(ReadWholeFileText(metaPath)).ToString();
|
||||
if (isFolder) {
|
||||
outRecord.sourceHash.Clear();
|
||||
outRecord.sourceFileSize = 0;
|
||||
outRecord.sourceWriteTime = 0;
|
||||
} else {
|
||||
const Core::uint64 fileSize = GetFileSizeValue(sourcePath);
|
||||
const Core::uint64 writeTime = GetFileWriteTimeValue(sourcePath);
|
||||
if (existingIt != m_sourcesByPathKey.end() &&
|
||||
existingIt->second.sourceFileSize == fileSize &&
|
||||
existingIt->second.sourceWriteTime == writeTime &&
|
||||
!existingIt->second.sourceHash.Empty()) {
|
||||
outRecord.sourceHash = existingIt->second.sourceHash;
|
||||
} else {
|
||||
outRecord.sourceHash = ComputeFileHash(sourcePath);
|
||||
}
|
||||
outRecord.sourceFileSize = fileSize;
|
||||
outRecord.sourceWriteTime = writeTime;
|
||||
}
|
||||
refreshSourceSnapshot();
|
||||
|
||||
m_sourcesByPathKey[pathKey] = outRecord;
|
||||
m_sourcesByGuid[outRecord.guid] = outRecord;
|
||||
@@ -2512,6 +2534,11 @@ bool AssetDatabase::ShouldReimport(const SourceAssetRecord& sourceRecord,
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!sourceRecord.isFolder &&
|
||||
(sourceRecord.sourceHash.Empty() || artifactRecord->sourceHash.Empty())) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return artifactRecord->importerVersion != sourceRecord.importerVersion ||
|
||||
artifactRecord->sourceHash != sourceRecord.sourceHash ||
|
||||
artifactRecord->metaHash != sourceRecord.metaHash ||
|
||||
@@ -2580,8 +2607,14 @@ bool AssetDatabase::EnsureArtifact(const Containers::String& requestPath,
|
||||
return false;
|
||||
}
|
||||
|
||||
const bool isFolder = fs::is_directory(absoluteFsPath);
|
||||
|
||||
SourceAssetRecord sourceRecord;
|
||||
if (!EnsureMetaForPath(absoluteFsPath, fs::is_directory(absoluteFsPath), sourceRecord)) {
|
||||
if (!EnsureMetaForPath(
|
||||
absoluteFsPath,
|
||||
isFolder,
|
||||
SourceHashPolicy::PreserveOrClear,
|
||||
sourceRecord)) {
|
||||
SetLastErrorMessage(Containers::String("Failed to prepare asset metadata: ") + absolutePath);
|
||||
return false;
|
||||
}
|
||||
@@ -2628,6 +2661,25 @@ bool AssetDatabase::EnsureArtifact(const Containers::String& requestPath,
|
||||
}
|
||||
|
||||
if (ShouldReimport(sourceRecord, artifactRecord)) {
|
||||
if (!EnsureMetaForPath(
|
||||
absoluteFsPath,
|
||||
isFolder,
|
||||
SourceHashPolicy::EnsureCurrent,
|
||||
sourceRecord)) {
|
||||
SetLastErrorMessage(Containers::String("Failed to validate asset metadata: ") + absolutePath);
|
||||
return false;
|
||||
}
|
||||
|
||||
artifactIt = m_artifactsByGuid.find(sourceRecord.guid);
|
||||
artifactRecord = artifactIt != m_artifactsByGuid.end() ? &artifactIt->second : nullptr;
|
||||
|
||||
if (!ShouldReimport(sourceRecord, artifactRecord)) {
|
||||
SaveSourceAssetDB();
|
||||
PopulateResolvedAssetResult(m_projectRoot, sourceRecord, *artifactRecord, false, outAsset);
|
||||
ClearLastErrorMessage();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (ShouldTraceAssetPath(requestPath)) {
|
||||
Debug::Logger::Get().Info(
|
||||
Debug::LogCategory::FileSystem,
|
||||
|
||||
@@ -65,6 +65,22 @@ const Resources::ShaderPass* FindCompatibleComputePass(
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
const Resources::ShaderPass* FindCompatibleGraphicsPass(
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const Resources::ShaderKeywordSet& keywordSet,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
|
||||
if (shaderPass == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend, keywordSet) != nullptr &&
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend, keywordSet) != nullptr
|
||||
? shaderPass
|
||||
: nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
@@ -105,6 +121,44 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreateCompositePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Resources::ShaderPass& shaderPass,
|
||||
const Containers::String& passName,
|
||||
const RenderSurface& surface) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(surface, pipelineDesc);
|
||||
pipelineDesc.depthStencilFormat =
|
||||
static_cast<uint32_t>(::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface));
|
||||
ApplyResolvedRenderState(&shaderPass, nullptr, pipelineDesc);
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
shaderPass,
|
||||
backend,
|
||||
*vertexVariant,
|
||||
pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
shaderPass,
|
||||
backend,
|
||||
*fragmentVariant,
|
||||
pipelineDesc.fragmentShader);
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
RHI::ComputePipelineDesc CreateComputePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
@@ -208,6 +262,10 @@ void BindDescriptorSetRanges(
|
||||
}
|
||||
}
|
||||
|
||||
RHI::Format ResolveGaussianAccumulationFormat() {
|
||||
return RHI::Format::R16G16B16A16_Float;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
BuiltinGaussianSplatPass::~BuiltinGaussianSplatPass() {
|
||||
@@ -304,10 +362,31 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
commandList->SetRenderTargets(1, &renderTarget, context.surface.GetDepthAttachment());
|
||||
if (!EnsureCompositeResources(context.renderContext, context.surface)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to initialize composite resources");
|
||||
return false;
|
||||
}
|
||||
|
||||
Internal::BuiltinGaussianSplatPassResources::AccumulationSurface* accumulationSurface = nullptr;
|
||||
if (m_passResources == nullptr ||
|
||||
!m_passResources->EnsureAccumulationSurface(
|
||||
m_device,
|
||||
context.surface.GetWidth(),
|
||||
context.surface.GetHeight(),
|
||||
ResolveGaussianAccumulationFormat(),
|
||||
accumulationSurface) ||
|
||||
accumulationSurface == nullptr ||
|
||||
accumulationSurface->renderTargetView == nullptr ||
|
||||
accumulationSurface->shaderResourceView == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to allocate gaussian accumulation surface");
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.renderContext.commandList;
|
||||
const RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
@@ -322,9 +401,31 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
const RHI::Rect clearRects[] = { scissorRect };
|
||||
const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
RenderSurface accumulationRenderSurface(context.surface.GetWidth(), context.surface.GetHeight());
|
||||
accumulationRenderSurface.SetColorAttachment(accumulationSurface->renderTargetView);
|
||||
accumulationRenderSurface.SetDepthAttachment(context.surface.GetDepthAttachment());
|
||||
accumulationRenderSurface.SetRenderArea(renderArea);
|
||||
accumulationRenderSurface.SetAutoTransitionEnabled(false);
|
||||
accumulationRenderSurface.SetSampleDesc(1u, 0u);
|
||||
|
||||
commandList->EndRenderPass();
|
||||
if (accumulationSurface->currentColorState != RHI::ResourceStates::RenderTarget) {
|
||||
commandList->TransitionBarrier(
|
||||
accumulationSurface->renderTargetView,
|
||||
accumulationSurface->currentColorState,
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
accumulationSurface->currentColorState = RHI::ResourceStates::RenderTarget;
|
||||
}
|
||||
|
||||
RHI::RHIResourceView* accumulationRenderTarget = accumulationSurface->renderTargetView;
|
||||
commandList->SetRenderTargets(1, &accumulationRenderTarget, context.surface.GetDepthAttachment());
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->ClearRenderTarget(accumulationRenderTarget, clearColor, 1u, clearRects);
|
||||
|
||||
for (const VisibleGaussianSplatItem& visibleGaussianSplat : context.sceneData.visibleGaussianSplats) {
|
||||
if (!MarkVisibleGaussianSplatChunks(
|
||||
@@ -350,14 +451,23 @@ bool BuiltinGaussianSplatPass::Execute(const RenderPassContext& context) {
|
||||
|
||||
if (!DrawVisibleGaussianSplat(
|
||||
context.renderContext,
|
||||
context.surface,
|
||||
accumulationRenderSurface,
|
||||
context.sceneData,
|
||||
visibleGaussianSplat)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
commandList->EndRenderPass();
|
||||
if (accumulationSurface->currentColorState != RHI::ResourceStates::PixelShaderResource) {
|
||||
commandList->TransitionBarrier(
|
||||
accumulationSurface->shaderResourceView,
|
||||
accumulationSurface->currentColorState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
accumulationSurface->currentColorState = RHI::ResourceStates::PixelShaderResource;
|
||||
}
|
||||
|
||||
return CompositeAccumulationSurface(context, accumulationSurface->shaderResourceView);
|
||||
}
|
||||
|
||||
void BuiltinGaussianSplatPass::Shutdown() {
|
||||
@@ -372,6 +482,8 @@ bool BuiltinGaussianSplatPass::EnsureInitialized(const RenderContext& context) {
|
||||
if (m_device == context.device &&
|
||||
m_backendType == context.backendType &&
|
||||
m_builtinGaussianSplatShader.IsValid() &&
|
||||
m_builtinGaussianSplatCompositeShader.IsValid() &&
|
||||
m_builtinGaussianSplatUtilitiesShader.IsValid() &&
|
||||
m_builtinGaussianSplatMaterial != nullptr) {
|
||||
return true;
|
||||
}
|
||||
@@ -393,6 +505,16 @@ bool BuiltinGaussianSplatPass::CreateResources(const RenderContext& context) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_builtinGaussianSplatCompositeShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
Resources::GetBuiltinGaussianSplatCompositeShaderPath());
|
||||
if (!m_builtinGaussianSplatCompositeShader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to load builtin gaussian composite shader resource");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_builtinGaussianSplatUtilitiesShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
Resources::GetBuiltinGaussianSplatUtilitiesShaderPath());
|
||||
if (!m_builtinGaussianSplatUtilitiesShader.IsValid()) {
|
||||
@@ -415,6 +537,207 @@ bool BuiltinGaussianSplatPass::CreateResources(const RenderContext& context) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinGaussianSplatPass::EnsureCompositeResources(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface) {
|
||||
const RHI::Format renderTargetFormat =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
const Core::uint32 sampleCount =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
const Core::uint32 sampleQuality =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleQuality(surface);
|
||||
|
||||
if (m_compositeResources.pipelineLayout != nullptr &&
|
||||
m_compositeResources.pipelineState != nullptr &&
|
||||
m_compositeResources.textureSet.set != nullptr &&
|
||||
m_compositeResources.renderTargetFormat == renderTargetFormat &&
|
||||
m_compositeResources.sampleCount == sampleCount &&
|
||||
m_compositeResources.sampleQuality == sampleQuality) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyCompositeResources();
|
||||
return CreateCompositeResources(context, surface);
|
||||
}
|
||||
|
||||
bool BuiltinGaussianSplatPass::CreateCompositeResources(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface) {
|
||||
if (!context.IsValid() || !m_builtinGaussianSplatCompositeShader.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::Format renderTargetFormat = RHI::Format::Unknown;
|
||||
if (!::XCEngine::Rendering::Internal::TryResolveSingleColorAttachmentFormat(surface, renderTargetFormat)) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass composite requires a valid single-color destination surface");
|
||||
return false;
|
||||
}
|
||||
|
||||
const Containers::String compositePassName("GaussianComposite");
|
||||
const Resources::Shader& shader = *m_builtinGaussianSplatCompositeShader.Get();
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(context.backendType);
|
||||
const Resources::ShaderPass* compositePass = FindCompatibleGraphicsPass(
|
||||
shader,
|
||||
compositePassName,
|
||||
Resources::ShaderKeywordSet(),
|
||||
backend);
|
||||
if (compositePass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to resolve gaussian composite shader pass");
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorSetLayoutBinding textureBinding = {};
|
||||
textureBinding.binding = 0u;
|
||||
textureBinding.type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBinding.count = 1u;
|
||||
textureBinding.visibility = static_cast<uint32_t>(RHI::ShaderVisibility::All);
|
||||
|
||||
RHI::DescriptorSetLayoutDesc textureLayout = {};
|
||||
textureLayout.bindings = &textureBinding;
|
||||
textureLayout.bindingCount = 1u;
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = &textureLayout;
|
||||
pipelineLayoutDesc.setLayoutCount = 1u;
|
||||
m_compositeResources.pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_compositeResources.pipelineLayout == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to create gaussian composite pipeline layout");
|
||||
DestroyCompositeResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc poolDesc = {};
|
||||
poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
poolDesc.descriptorCount = 1u;
|
||||
poolDesc.shaderVisible = true;
|
||||
m_compositeResources.textureSet.pool = m_device->CreateDescriptorPool(poolDesc);
|
||||
if (m_compositeResources.textureSet.pool == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to create gaussian composite descriptor pool");
|
||||
DestroyCompositeResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_compositeResources.textureSet.set =
|
||||
m_compositeResources.textureSet.pool->AllocateSet(textureLayout);
|
||||
if (m_compositeResources.textureSet.set == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to allocate gaussian composite descriptor set");
|
||||
DestroyCompositeResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_compositeResources.pipelineState = m_device->CreatePipelineState(
|
||||
CreateCompositePipelineDesc(
|
||||
m_backendType,
|
||||
m_compositeResources.pipelineLayout,
|
||||
shader,
|
||||
*compositePass,
|
||||
compositePassName,
|
||||
surface));
|
||||
if (m_compositeResources.pipelineState == nullptr || !m_compositeResources.pipelineState->IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass failed to create gaussian composite pipeline state");
|
||||
DestroyCompositeResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_compositeResources.renderTargetFormat = renderTargetFormat;
|
||||
m_compositeResources.sampleCount =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
m_compositeResources.sampleQuality =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleQuality(surface);
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinGaussianSplatPass::DestroyCompositeResources() {
|
||||
m_compositeResources.boundAccumulationView = nullptr;
|
||||
|
||||
if (m_compositeResources.pipelineState != nullptr) {
|
||||
m_compositeResources.pipelineState->Shutdown();
|
||||
delete m_compositeResources.pipelineState;
|
||||
m_compositeResources.pipelineState = nullptr;
|
||||
}
|
||||
|
||||
DestroyOwnedDescriptorSet(m_compositeResources.textureSet);
|
||||
|
||||
if (m_compositeResources.pipelineLayout != nullptr) {
|
||||
m_compositeResources.pipelineLayout->Shutdown();
|
||||
delete m_compositeResources.pipelineLayout;
|
||||
m_compositeResources.pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
m_compositeResources.renderTargetFormat = RHI::Format::Unknown;
|
||||
m_compositeResources.sampleCount = 1u;
|
||||
m_compositeResources.sampleQuality = 0u;
|
||||
}
|
||||
|
||||
bool BuiltinGaussianSplatPass::CompositeAccumulationSurface(
|
||||
const RenderPassContext& context,
|
||||
RHI::RHIResourceView* accumulationTextureView) {
|
||||
if (m_compositeResources.pipelineLayout == nullptr ||
|
||||
m_compositeResources.pipelineState == nullptr ||
|
||||
m_compositeResources.textureSet.set == nullptr ||
|
||||
accumulationTextureView == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinGaussianSplatPass composite failed: composite resources are incomplete");
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
|
||||
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_compositeResources.boundAccumulationView != accumulationTextureView) {
|
||||
m_compositeResources.textureSet.set->Update(0u, accumulationTextureView);
|
||||
m_compositeResources.boundAccumulationView = accumulationTextureView;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = context.surface.GetRenderArea();
|
||||
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
|
||||
};
|
||||
|
||||
RHI::RHICommandList* commandList = context.renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
commandList->SetRenderTargets(1u, &renderTarget, context.surface.GetDepthAttachment());
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_compositeResources.pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSet = m_compositeResources.textureSet.set;
|
||||
commandList->SetGraphicsDescriptorSets(
|
||||
0u,
|
||||
1u,
|
||||
&descriptorSet,
|
||||
m_compositeResources.pipelineLayout);
|
||||
commandList->Draw(3u, 1u, 0u, 0u);
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinGaussianSplatPass::DestroyResources() {
|
||||
if (m_passResources != nullptr) {
|
||||
m_passResources->Shutdown();
|
||||
@@ -450,8 +773,11 @@ void BuiltinGaussianSplatPass::DestroyResources() {
|
||||
}
|
||||
m_passResourceLayouts.clear();
|
||||
|
||||
DestroyCompositeResources();
|
||||
|
||||
m_builtinGaussianSplatMaterial.reset();
|
||||
m_builtinGaussianSplatUtilitiesShader.Reset();
|
||||
m_builtinGaussianSplatCompositeShader.Reset();
|
||||
m_builtinGaussianSplatShader.Reset();
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
@@ -1148,10 +1474,10 @@ bool BuiltinGaussianSplatPass::MarkVisibleGaussianSplatChunks(
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
visibleGaussianSplat.localToWorld.Inverse(),
|
||||
visibleGaussianSplat.localToWorld.Inverse().Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, sceneData.cameraData.nearClipPlane),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
@@ -1325,10 +1651,10 @@ bool BuiltinGaussianSplatPass::PrepareVisibleGaussianSplat(
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
visibleGaussianSplat.localToWorld.Inverse(),
|
||||
visibleGaussianSplat.localToWorld.Inverse().Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, sceneData.cameraData.nearClipPlane),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
@@ -1509,10 +1835,10 @@ bool BuiltinGaussianSplatPass::SortVisibleGaussianSplat(
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
visibleGaussianSplat.localToWorld.Inverse(),
|
||||
visibleGaussianSplat.localToWorld.Inverse().Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, sceneData.cameraData.nearClipPlane),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
@@ -1682,10 +2008,10 @@ bool BuiltinGaussianSplatPass::DrawVisibleGaussianSplat(
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleGaussianSplat.localToWorld.Transpose(),
|
||||
visibleGaussianSplat.localToWorld.Inverse(),
|
||||
visibleGaussianSplat.localToWorld.Inverse().Transpose(),
|
||||
Math::Vector4(sceneData.cameraData.worldRight, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldUp, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, 0.0f),
|
||||
Math::Vector4(sceneData.cameraData.worldPosition, sceneData.cameraData.nearClipPlane),
|
||||
Math::Vector4(
|
||||
static_cast<float>(sceneData.cameraData.viewportWidth),
|
||||
static_cast<float>(sceneData.cameraData.viewportHeight),
|
||||
|
||||
@@ -37,6 +37,8 @@ constexpr const char* kBuiltinSelectionMaskShaderPath = "builtin://shaders/selec
|
||||
constexpr const char* kBuiltinSelectionOutlineShaderPath = "builtin://shaders/selection-outline";
|
||||
constexpr const char* kBuiltinSkyboxShaderPath = "builtin://shaders/skybox";
|
||||
constexpr const char* kBuiltinGaussianSplatShaderPath = "builtin://shaders/gaussian-splat";
|
||||
constexpr const char* kBuiltinGaussianSplatCompositeShaderPath =
|
||||
"builtin://shaders/gaussian-splat-composite";
|
||||
constexpr const char* kBuiltinGaussianSplatUtilitiesShaderPath =
|
||||
"builtin://shaders/gaussian-splat-utilities";
|
||||
constexpr const char* kBuiltinVolumetricShaderPath = "builtin://shaders/volumetric";
|
||||
@@ -73,6 +75,8 @@ constexpr const char* kBuiltinSkyboxShaderAssetRelativePath =
|
||||
"engine/assets/builtin/shaders/skybox.shader";
|
||||
constexpr const char* kBuiltinGaussianSplatShaderAssetRelativePath =
|
||||
"engine/assets/builtin/shaders/gaussian-splat.shader";
|
||||
constexpr const char* kBuiltinGaussianSplatCompositeShaderAssetRelativePath =
|
||||
"engine/assets/builtin/shaders/gaussian-splat-composite.shader";
|
||||
constexpr const char* kBuiltinGaussianSplatUtilitiesShaderAssetRelativePath =
|
||||
"engine/assets/builtin/shaders/gaussian-splat-utilities.shader";
|
||||
constexpr const char* kBuiltinVolumetricShaderAssetRelativePath =
|
||||
@@ -174,6 +178,9 @@ const char* GetBuiltinShaderAssetRelativePath(const Containers::String& builtinS
|
||||
if (builtinShaderPath == Containers::String(kBuiltinGaussianSplatShaderPath)) {
|
||||
return kBuiltinGaussianSplatShaderAssetRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinGaussianSplatCompositeShaderPath)) {
|
||||
return kBuiltinGaussianSplatCompositeShaderAssetRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinGaussianSplatUtilitiesShaderPath)) {
|
||||
return kBuiltinGaussianSplatUtilitiesShaderAssetRelativePath;
|
||||
}
|
||||
@@ -754,6 +761,10 @@ Shader* BuildBuiltinGaussianSplatShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromAsset(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinGaussianSplatCompositeShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromAsset(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinVolumetricShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromAsset(path);
|
||||
}
|
||||
@@ -876,6 +887,10 @@ bool TryGetBuiltinShaderPathByShaderName(
|
||||
outPath = GetBuiltinGaussianSplatShaderPath();
|
||||
return true;
|
||||
}
|
||||
if (shaderName == "Builtin Gaussian Splat Composite") {
|
||||
outPath = GetBuiltinGaussianSplatCompositeShaderPath();
|
||||
return true;
|
||||
}
|
||||
if (shaderName == "Builtin Gaussian Splat Utilities") {
|
||||
outPath = GetBuiltinGaussianSplatUtilitiesShaderPath();
|
||||
return true;
|
||||
@@ -971,6 +986,10 @@ Containers::String GetBuiltinGaussianSplatShaderPath() {
|
||||
return Containers::String(kBuiltinGaussianSplatShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinGaussianSplatCompositeShaderPath() {
|
||||
return Containers::String(kBuiltinGaussianSplatCompositeShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinGaussianSplatUtilitiesShaderPath() {
|
||||
return Containers::String(kBuiltinGaussianSplatUtilitiesShaderPath);
|
||||
}
|
||||
@@ -1095,6 +1114,8 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
shader = BuildBuiltinSkyboxShader(path);
|
||||
} else if (path == GetBuiltinGaussianSplatShaderPath()) {
|
||||
shader = BuildBuiltinGaussianSplatShader(path);
|
||||
} else if (path == GetBuiltinGaussianSplatCompositeShaderPath()) {
|
||||
shader = BuildBuiltinGaussianSplatCompositeShader(path);
|
||||
} else if (path == GetBuiltinGaussianSplatUtilitiesShaderPath()) {
|
||||
shader = TryLoadBuiltinShaderFromAsset(path);
|
||||
} else if (path == GetBuiltinVolumetricShaderPath()) {
|
||||
|
||||
@@ -23,7 +23,7 @@ active=1
|
||||
layer=0
|
||||
parent=0
|
||||
transform=position=5.87107,3.04462,0.305848;rotation=0.0591537,-0.523754,0.799249,0.288762;scale=1,1,1;
|
||||
component=Light;type=0;color=1,1,1,1;intensity=0.5;range=10;spotAngle=30;shadows=1;
|
||||
component=Light;type=0;color=1,1,1,1;intensity=0.5;range=10;spotAngle=30;shadows=0;
|
||||
gameobject_end
|
||||
|
||||
gameobject_begin
|
||||
|
||||
@@ -10,7 +10,7 @@ tag=Untagged
|
||||
active=1
|
||||
layer=0
|
||||
parent=0
|
||||
transform=position=0,1.2,-4.25;rotation=0.104528,0,0,0.994522;scale=1,1,1;
|
||||
transform=position=0,1.3,-2.75;rotation=0.104528,0,0,0.994522;scale=1,1,1;
|
||||
component=Camera;projection=0;fov=35;orthoSize=5;near=0.01;far=100;depth=0;primary=1;clearMode=0;stackType=0;cullingMask=4294967295;viewportRect=0,0,1,1;clearColor=0.04,0.05,0.07,1;skyboxEnabled=0;skyboxMaterialPath=;skyboxMaterialRef=;skyboxTopColor=0.18,0.36,0.74,1;skyboxHorizonColor=0.78,0.84,0.92,1;skyboxBottomColor=0.92,0.93,0.95,1;finalColorOverrideOutputTransferEnabled=0;finalColorOverrideOutputTransferMode=0;finalColorOverrideExposureModeEnabled=0;finalColorOverrideExposureMode=0;finalColorOverrideExposureValueEnabled=0;finalColorOverrideExposureValue=1;finalColorOverrideToneMappingModeEnabled=0;finalColorOverrideToneMappingMode=0;finalColorOverrideScaleEnabled=0;finalColorOverrideScale=1,1,1,1;postProcessPassCount=0;
|
||||
gameobject_end
|
||||
|
||||
|
||||
@@ -28,10 +28,13 @@
|
||||
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <filesystem>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <system_error>
|
||||
#include <vector>
|
||||
|
||||
@@ -48,12 +51,23 @@ namespace {
|
||||
constexpr const char* kD3D12Screenshot = "gaussian_splat_scene_d3d12.ppm";
|
||||
constexpr const char* kOpenGLScreenshot = "gaussian_splat_scene_opengl.ppm";
|
||||
constexpr const char* kVulkanScreenshot = "gaussian_splat_scene_vulkan.ppm";
|
||||
constexpr const char* kD3D12AlphaDebugScreenshot = "gaussian_splat_scene_d3d12_alpha.ppm";
|
||||
constexpr const char* kOpenGLAlphaDebugScreenshot = "gaussian_splat_scene_opengl_alpha.ppm";
|
||||
constexpr const char* kVulkanAlphaDebugScreenshot = "gaussian_splat_scene_vulkan_alpha.ppm";
|
||||
constexpr uint32_t kFrameWidth = 1280;
|
||||
constexpr uint32_t kFrameHeight = 720;
|
||||
constexpr uint32_t kBaselineSubsetSplatCount = 65536u;
|
||||
constexpr uint32_t kBaselineSubsetSplatCount = 262144u;
|
||||
constexpr const char* kSubsetGaussianSplatAssetPath = "Assets/room_subset.xcgsplat";
|
||||
constexpr float kTargetSceneExtent = 4.0f;
|
||||
constexpr float kGaussianPointScale = 3.00f;
|
||||
constexpr float kGaussianPointScale = 1.00f;
|
||||
const Vector3 kDefaultCameraPosition(0.0f, 1.0f, 1.0f);
|
||||
const Vector3 kDefaultCameraLookAt(0.0f, 1.0f, 0.0f);
|
||||
const Vector3 kDefaultRootPosition = Vector3::Zero();
|
||||
|
||||
enum class GaussianSplatDebugView : uint8_t {
|
||||
Scene = 0,
|
||||
Alpha = 1
|
||||
};
|
||||
|
||||
XCEngine::Core::uint16 FloatToHalfBits(float value) {
|
||||
uint32_t bits = 0u;
|
||||
@@ -128,15 +142,178 @@ void LinkOrCopyFixture(const std::filesystem::path& sourcePath, const std::files
|
||||
ASSERT_FALSE(ec) << ec.message();
|
||||
}
|
||||
|
||||
const char* GetScreenshotFilename(RHIType backendType) {
|
||||
GaussianSplatDebugView GetDebugViewFromEnvironment() {
|
||||
const char* debugViewValue = std::getenv("XCENGINE_GAUSSIAN_SPLAT_DEBUG_VIEW");
|
||||
if (debugViewValue == nullptr) {
|
||||
return GaussianSplatDebugView::Scene;
|
||||
}
|
||||
|
||||
if (_stricmp(debugViewValue, "alpha") == 0 ||
|
||||
std::strcmp(debugViewValue, "1") == 0) {
|
||||
return GaussianSplatDebugView::Alpha;
|
||||
}
|
||||
|
||||
return GaussianSplatDebugView::Scene;
|
||||
}
|
||||
|
||||
float GetFloatFromEnvironment(const char* name, float defaultValue) {
|
||||
const char* value = std::getenv(name);
|
||||
if (value == nullptr || value[0] == '\0') {
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
char* end = nullptr;
|
||||
const float parsedValue = std::strtof(value, &end);
|
||||
return end != value ? parsedValue : defaultValue;
|
||||
}
|
||||
|
||||
uint32_t GetUIntFromEnvironment(const char* name, uint32_t defaultValue) {
|
||||
const char* value = std::getenv(name);
|
||||
if (value == nullptr || value[0] == '\0') {
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
char* end = nullptr;
|
||||
const unsigned long parsedValue = std::strtoul(value, &end, 10);
|
||||
return end != value ? static_cast<uint32_t>(parsedValue) : defaultValue;
|
||||
}
|
||||
|
||||
Vector3 GetVector3FromEnvironment(const char* name, const Vector3& defaultValue) {
|
||||
const char* value = std::getenv(name);
|
||||
if (value == nullptr || value[0] == '\0') {
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
if (std::sscanf(value, "%f,%f,%f", &x, &y, &z) == 3) {
|
||||
return Vector3(x, y, z);
|
||||
}
|
||||
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
void ExpectVector3Near(const Vector3& actual, const Vector3& expected, float epsilon = 1.0e-6f) {
|
||||
EXPECT_NEAR(actual.x, expected.x, epsilon);
|
||||
EXPECT_NEAR(actual.y, expected.y, epsilon);
|
||||
EXPECT_NEAR(actual.z, expected.z, epsilon);
|
||||
}
|
||||
|
||||
void ExpectVector4Near(const Vector4& actual, const Vector4& expected, float epsilon = 1.0e-6f) {
|
||||
EXPECT_NEAR(actual.x, expected.x, epsilon);
|
||||
EXPECT_NEAR(actual.y, expected.y, epsilon);
|
||||
EXPECT_NEAR(actual.z, expected.z, epsilon);
|
||||
EXPECT_NEAR(actual.w, expected.w, epsilon);
|
||||
}
|
||||
|
||||
void ExpectQuaternionNear(const Quaternion& actual, const Quaternion& expected, float epsilon = 1.0e-6f) {
|
||||
EXPECT_NEAR(actual.x, expected.x, epsilon);
|
||||
EXPECT_NEAR(actual.y, expected.y, epsilon);
|
||||
EXPECT_NEAR(actual.z, expected.z, epsilon);
|
||||
EXPECT_NEAR(actual.w, expected.w, epsilon);
|
||||
}
|
||||
|
||||
void ExpectGaussianSplatRoundTripMatches(
|
||||
const GaussianSplat& source,
|
||||
const GaussianSplat& loaded) {
|
||||
ASSERT_EQ(source.GetSplatCount(), loaded.GetSplatCount());
|
||||
ASSERT_EQ(source.GetChunkCount(), loaded.GetChunkCount());
|
||||
ASSERT_EQ(source.GetSHOrder(), loaded.GetSHOrder());
|
||||
ExpectVector3Near(loaded.GetBounds().GetMin(), source.GetBounds().GetMin());
|
||||
ExpectVector3Near(loaded.GetBounds().GetMax(), source.GetBounds().GetMax());
|
||||
ASSERT_NE(source.GetPositionRecords(), nullptr);
|
||||
ASSERT_NE(loaded.GetPositionRecords(), nullptr);
|
||||
ASSERT_NE(source.GetOtherRecords(), nullptr);
|
||||
ASSERT_NE(loaded.GetOtherRecords(), nullptr);
|
||||
ASSERT_NE(source.GetColorRecords(), nullptr);
|
||||
ASSERT_NE(loaded.GetColorRecords(), nullptr);
|
||||
ASSERT_NE(source.GetSHRecords(), nullptr);
|
||||
ASSERT_NE(loaded.GetSHRecords(), nullptr);
|
||||
|
||||
const uint32_t sampleIndices[] = {
|
||||
0u,
|
||||
source.GetSplatCount() / 2u,
|
||||
source.GetSplatCount() - 1u
|
||||
};
|
||||
for (uint32_t sampleIndex : sampleIndices) {
|
||||
ExpectVector3Near(
|
||||
loaded.GetPositionRecords()[sampleIndex].position,
|
||||
source.GetPositionRecords()[sampleIndex].position);
|
||||
ExpectQuaternionNear(
|
||||
loaded.GetOtherRecords()[sampleIndex].rotation,
|
||||
source.GetOtherRecords()[sampleIndex].rotation);
|
||||
ExpectVector3Near(
|
||||
loaded.GetOtherRecords()[sampleIndex].scale,
|
||||
source.GetOtherRecords()[sampleIndex].scale);
|
||||
ExpectVector4Near(
|
||||
loaded.GetColorRecords()[sampleIndex].colorOpacity,
|
||||
source.GetColorRecords()[sampleIndex].colorOpacity);
|
||||
|
||||
for (uint32_t coefficientIndex = 0u; coefficientIndex < kGaussianSplatSHCoefficientCount; ++coefficientIndex) {
|
||||
EXPECT_NEAR(
|
||||
loaded.GetSHRecords()[sampleIndex].coefficients[coefficientIndex],
|
||||
source.GetSHRecords()[sampleIndex].coefficients[coefficientIndex],
|
||||
1.0e-6f);
|
||||
}
|
||||
}
|
||||
|
||||
const auto* sourceChunkSection = static_cast<const GaussianSplatChunkRecord*>(
|
||||
source.GetSectionData(GaussianSplatSectionType::Chunks));
|
||||
const auto* loadedChunkSection = static_cast<const GaussianSplatChunkRecord*>(
|
||||
loaded.GetSectionData(GaussianSplatSectionType::Chunks));
|
||||
ASSERT_NE(sourceChunkSection, nullptr);
|
||||
ASSERT_NE(loadedChunkSection, nullptr);
|
||||
if (source.GetChunkCount() > 0u) {
|
||||
const uint32_t chunkIndices[] = { 0u, source.GetChunkCount() - 1u };
|
||||
for (uint32_t chunkIndex : chunkIndices) {
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].colR, sourceChunkSection[chunkIndex].colR);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].colG, sourceChunkSection[chunkIndex].colG);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].colB, sourceChunkSection[chunkIndex].colB);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].colA, sourceChunkSection[chunkIndex].colA);
|
||||
ExpectVector3Near(
|
||||
Vector3(
|
||||
loadedChunkSection[chunkIndex].posX.x,
|
||||
loadedChunkSection[chunkIndex].posY.x,
|
||||
loadedChunkSection[chunkIndex].posZ.x),
|
||||
Vector3(
|
||||
sourceChunkSection[chunkIndex].posX.x,
|
||||
sourceChunkSection[chunkIndex].posY.x,
|
||||
sourceChunkSection[chunkIndex].posZ.x));
|
||||
ExpectVector3Near(
|
||||
Vector3(
|
||||
loadedChunkSection[chunkIndex].posX.y,
|
||||
loadedChunkSection[chunkIndex].posY.y,
|
||||
loadedChunkSection[chunkIndex].posZ.y),
|
||||
Vector3(
|
||||
sourceChunkSection[chunkIndex].posX.y,
|
||||
sourceChunkSection[chunkIndex].posY.y,
|
||||
sourceChunkSection[chunkIndex].posZ.y));
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].sclX, sourceChunkSection[chunkIndex].sclX);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].sclY, sourceChunkSection[chunkIndex].sclY);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].sclZ, sourceChunkSection[chunkIndex].sclZ);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].shR, sourceChunkSection[chunkIndex].shR);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].shG, sourceChunkSection[chunkIndex].shG);
|
||||
EXPECT_EQ(loadedChunkSection[chunkIndex].shB, sourceChunkSection[chunkIndex].shB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const char* GetScreenshotFilename(RHIType backendType, GaussianSplatDebugView debugView) {
|
||||
switch (backendType) {
|
||||
case RHIType::D3D12:
|
||||
return kD3D12Screenshot;
|
||||
return debugView == GaussianSplatDebugView::Alpha
|
||||
? kD3D12AlphaDebugScreenshot
|
||||
: kD3D12Screenshot;
|
||||
case RHIType::Vulkan:
|
||||
return kVulkanScreenshot;
|
||||
return debugView == GaussianSplatDebugView::Alpha
|
||||
? kVulkanAlphaDebugScreenshot
|
||||
: kVulkanScreenshot;
|
||||
case RHIType::OpenGL:
|
||||
default:
|
||||
return kOpenGLScreenshot;
|
||||
return debugView == GaussianSplatDebugView::Alpha
|
||||
? kOpenGLAlphaDebugScreenshot
|
||||
: kOpenGLScreenshot;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -180,6 +357,8 @@ GaussianSplat* CreateGaussianSplatSubset(
|
||||
std::vector<GaussianSplatOtherRecord> subsetOther(subsetSplatCount);
|
||||
std::vector<GaussianSplatColorRecord> subsetColors(subsetSplatCount);
|
||||
std::vector<GaussianSplatSHRecord> subsetSh(shSection != nullptr && sh != nullptr ? subsetSplatCount : 0u);
|
||||
Bounds subsetBounds;
|
||||
bool hasSubsetBounds = false;
|
||||
for (uint32_t subsetIndex = 0u; subsetIndex < subsetSplatCount; ++subsetIndex) {
|
||||
const uint32_t sourceIndex = selectedIndices[subsetIndex];
|
||||
subsetPositions[subsetIndex] = positions[sourceIndex];
|
||||
@@ -188,6 +367,14 @@ GaussianSplat* CreateGaussianSplatSubset(
|
||||
if (!subsetSh.empty()) {
|
||||
subsetSh[subsetIndex] = sh[sourceIndex];
|
||||
}
|
||||
|
||||
const Vector3& position = subsetPositions[subsetIndex].position;
|
||||
if (!hasSubsetBounds) {
|
||||
subsetBounds.SetMinMax(position, position);
|
||||
hasSubsetBounds = true;
|
||||
} else {
|
||||
subsetBounds.Encapsulate(position);
|
||||
}
|
||||
}
|
||||
|
||||
const uint32_t subsetChunkCount =
|
||||
@@ -296,7 +483,7 @@ GaussianSplat* CreateGaussianSplatSubset(
|
||||
|
||||
GaussianSplatMetadata metadata = source.GetMetadata();
|
||||
metadata.splatCount = subsetSplatCount;
|
||||
metadata.bounds = source.GetBounds();
|
||||
metadata.bounds = subsetBounds;
|
||||
metadata.chunkCount = subsetChunkCount;
|
||||
metadata.cameraCount = 0u;
|
||||
metadata.chunkFormat = GaussianSplatSectionFormat::ChunkFloat32;
|
||||
@@ -336,10 +523,12 @@ private:
|
||||
ResourceHandle<GaussianSplat> m_gaussianSplat;
|
||||
ResourceHandle<GaussianSplat> m_subsetGaussianSplat;
|
||||
Material* m_material = nullptr;
|
||||
GaussianSplatDebugView m_debugView = GaussianSplatDebugView::Scene;
|
||||
};
|
||||
|
||||
void GaussianSplatSceneTest::SetUp() {
|
||||
RHIIntegrationFixture::SetUp();
|
||||
m_debugView = GetDebugViewFromEnvironment();
|
||||
PrepareRuntimeProject();
|
||||
|
||||
m_sceneRenderer = std::make_unique<SceneRenderer>();
|
||||
@@ -452,7 +641,7 @@ void GaussianSplatSceneTest::PrepareRuntimeProject() {
|
||||
std::unique_ptr<GaussianSplat> subsetGaussianSplat(
|
||||
CreateGaussianSplatSubset(
|
||||
*m_gaussianSplat.Get(),
|
||||
kBaselineSubsetSplatCount,
|
||||
GetUIntFromEnvironment("XCENGINE_GAUSSIAN_SPLAT_SUBSET_COUNT", kBaselineSubsetSplatCount),
|
||||
kSubsetGaussianSplatAssetPath));
|
||||
ASSERT_NE(subsetGaussianSplat, nullptr);
|
||||
ASSERT_TRUE(subsetGaussianSplat->IsValid());
|
||||
@@ -474,6 +663,7 @@ void GaussianSplatSceneTest::PrepareRuntimeProject() {
|
||||
ASSERT_GT(m_subsetGaussianSplat->GetSplatCount(), 0u);
|
||||
ASSERT_EQ(m_subsetGaussianSplat->GetSHOrder(), 3u);
|
||||
ASSERT_NE(m_subsetGaussianSplat->FindSection(GaussianSplatSectionType::Chunks), nullptr);
|
||||
ExpectGaussianSplatRoundTripMatches(*subsetGaussianSplat, *m_subsetGaussianSplat.Get());
|
||||
|
||||
database.Shutdown();
|
||||
}
|
||||
@@ -490,8 +680,11 @@ void GaussianSplatSceneTest::BuildScene() {
|
||||
m_material->Initialize(params);
|
||||
m_material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinGaussianSplatShaderPath()));
|
||||
m_material->SetRenderQueue(MaterialRenderQueue::Transparent);
|
||||
m_material->SetFloat("_PointScale", kGaussianPointScale);
|
||||
m_material->SetFloat(
|
||||
"_PointScale",
|
||||
GetFloatFromEnvironment("XCENGINE_GAUSSIAN_SPLAT_POINT_SCALE", kGaussianPointScale));
|
||||
m_material->SetFloat("_OpacityScale", 1.0f);
|
||||
m_material->SetFloat("_DebugViewMode", m_debugView == GaussianSplatDebugView::Alpha ? 1.0f : 0.0f);
|
||||
|
||||
GameObject* cameraObject = m_scene->CreateGameObject("MainCamera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
@@ -512,10 +705,12 @@ void GaussianSplatSceneTest::BuildScene() {
|
||||
const float sizeY = std::max(boundsMax.y - boundsMin.y, 0.001f);
|
||||
const float sizeZ = std::max(boundsMax.z - boundsMin.z, 0.001f);
|
||||
const float maxExtent = std::max(sizeX, std::max(sizeY, sizeZ));
|
||||
const float uniformScale = kTargetSceneExtent / maxExtent;
|
||||
const float uniformScale =
|
||||
GetFloatFromEnvironment("XCENGINE_GAUSSIAN_SPLAT_TARGET_EXTENT", kTargetSceneExtent) / maxExtent;
|
||||
|
||||
GameObject* root = m_scene->CreateGameObject("GaussianSplatRoot");
|
||||
root->GetTransform()->SetLocalPosition(Vector3::Zero());
|
||||
root->GetTransform()->SetLocalPosition(
|
||||
GetVector3FromEnvironment("XCENGINE_GAUSSIAN_SPLAT_ROOT_POS", kDefaultRootPosition));
|
||||
root->GetTransform()->SetLocalScale(Vector3(uniformScale, uniformScale, uniformScale));
|
||||
|
||||
GameObject* splatObject = m_scene->CreateGameObject("RoomGaussianSplat");
|
||||
@@ -527,7 +722,11 @@ void GaussianSplatSceneTest::BuildScene() {
|
||||
splatRenderer->SetMaterial(m_material);
|
||||
splatRenderer->SetCastShadows(false);
|
||||
splatRenderer->SetReceiveShadows(false);
|
||||
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 1.0f, 1.0f));
|
||||
|
||||
cameraObject->GetTransform()->SetLocalPosition(
|
||||
GetVector3FromEnvironment("XCENGINE_GAUSSIAN_SPLAT_CAMERA_POS", kDefaultCameraPosition));
|
||||
cameraObject->GetTransform()->LookAt(
|
||||
GetVector3FromEnvironment("XCENGINE_GAUSSIAN_SPLAT_CAMERA_LOOK_AT", kDefaultCameraLookAt));
|
||||
}
|
||||
|
||||
RHIResourceView* GaussianSplatSceneTest::GetCurrentBackBufferView() {
|
||||
@@ -585,7 +784,8 @@ TEST_P(GaussianSplatSceneTest, RenderRoomGaussianSplatScene) {
|
||||
ASSERT_NE(swapChain, nullptr);
|
||||
|
||||
constexpr int kTargetFrameCount = 2;
|
||||
const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
|
||||
const GaussianSplatDebugView debugView = GetDebugViewFromEnvironment();
|
||||
const char* screenshotFilename = GetScreenshotFilename(GetBackendType(), debugView);
|
||||
|
||||
for (int frameCount = 0; frameCount <= kTargetFrameCount; ++frameCount) {
|
||||
if (frameCount > 0) {
|
||||
@@ -599,6 +799,11 @@ TEST_P(GaussianSplatSceneTest, RenderRoomGaussianSplatScene) {
|
||||
commandQueue->WaitForIdle();
|
||||
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
|
||||
|
||||
if (debugView != GaussianSplatDebugView::Scene) {
|
||||
SUCCEED() << "Debug view screenshot captured for inspection: " << screenshotFilename;
|
||||
break;
|
||||
}
|
||||
|
||||
const std::filesystem::path gtPath = ResolveRuntimePath("GT.ppm");
|
||||
if (!std::filesystem::exists(gtPath)) {
|
||||
GTEST_SKIP() << "GT.ppm missing, screenshot captured for baseline generation: " << screenshotFilename;
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include <fstream>
|
||||
#include <functional>
|
||||
#include <mutex>
|
||||
#include <sstream>
|
||||
#include <thread>
|
||||
#include <vector>
|
||||
|
||||
@@ -109,6 +110,19 @@ bool PumpAsyncLoadsUntil(ResourceManager& manager,
|
||||
return condition();
|
||||
}
|
||||
|
||||
std::filesystem::path GetRepositoryRoot() {
|
||||
std::filesystem::path current = std::filesystem::path(__FILE__).parent_path();
|
||||
while (!current.empty()) {
|
||||
if (std::filesystem::exists(current / "project") &&
|
||||
std::filesystem::exists(current / "engine")) {
|
||||
return current;
|
||||
}
|
||||
current = current.parent_path();
|
||||
}
|
||||
|
||||
return std::filesystem::path(__FILE__).parent_path();
|
||||
}
|
||||
|
||||
bool DirectoryHasEntries(const std::filesystem::path& directoryPath) {
|
||||
std::error_code ec;
|
||||
if (!std::filesystem::exists(directoryPath, ec) || !std::filesystem::is_directory(directoryPath, ec)) {
|
||||
@@ -118,6 +132,38 @@ bool DirectoryHasEntries(const std::filesystem::path& directoryPath) {
|
||||
return std::filesystem::directory_iterator(directoryPath) != std::filesystem::directory_iterator();
|
||||
}
|
||||
|
||||
std::vector<std::string> SplitTabSeparatedLine(const std::string& line) {
|
||||
std::vector<std::string> fields;
|
||||
std::stringstream stream(line);
|
||||
std::string field;
|
||||
while (std::getline(stream, field, '\t')) {
|
||||
fields.push_back(field);
|
||||
}
|
||||
return fields;
|
||||
}
|
||||
|
||||
std::string ReadSourceHashFromAssetsDb(const std::filesystem::path& assetsDbPath,
|
||||
const std::string& relativePath) {
|
||||
std::ifstream input(assetsDbPath, std::ios::binary);
|
||||
if (!input.is_open()) {
|
||||
return std::string();
|
||||
}
|
||||
|
||||
std::string line;
|
||||
while (std::getline(input, line)) {
|
||||
if (line.empty() || line[0] == '#') {
|
||||
continue;
|
||||
}
|
||||
|
||||
const std::vector<std::string> fields = SplitTabSeparatedLine(line);
|
||||
if (fields.size() > 7 && fields[1] == relativePath) {
|
||||
return fields[7];
|
||||
}
|
||||
}
|
||||
|
||||
return std::string();
|
||||
}
|
||||
|
||||
std::vector<std::filesystem::path> ListArtifactEntries(const std::filesystem::path& artifactsRoot) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
@@ -424,6 +470,47 @@ TEST(AssetImportService_Test, EnsureArtifactExposesContainerEntryRuntimeLoadPath
|
||||
fs::remove_all(projectRoot);
|
||||
}
|
||||
|
||||
TEST(AssetImportService_Test, BootstrapProjectDefersSourceHashUntilArtifactIsNeeded) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
AssetImportService importService;
|
||||
importService.Initialize();
|
||||
|
||||
const fs::path projectRoot = fs::temp_directory_path() / "xc_asset_import_service_deferred_source_hash_test";
|
||||
const fs::path assetsDir = projectRoot / "Assets";
|
||||
const fs::path materialPath = assetsDir / "runtime.material";
|
||||
|
||||
fs::remove_all(projectRoot);
|
||||
fs::create_directories(assetsDir);
|
||||
{
|
||||
std::ofstream materialFile(materialPath);
|
||||
ASSERT_TRUE(materialFile.is_open());
|
||||
materialFile << "{\n";
|
||||
materialFile << " \"renderQueue\": \"geometry\"\n";
|
||||
materialFile << "}\n";
|
||||
}
|
||||
|
||||
importService.SetProjectRoot(projectRoot.string().c_str());
|
||||
ASSERT_TRUE(importService.BootstrapProject());
|
||||
|
||||
const fs::path libraryRoot(importService.GetLibraryRoot().CStr());
|
||||
const fs::path assetsDbPath = libraryRoot / "assets.db";
|
||||
ASSERT_TRUE(fs::exists(assetsDbPath));
|
||||
EXPECT_FALSE(DirectoryHasEntries(libraryRoot / "Artifacts"));
|
||||
EXPECT_TRUE(ReadSourceHashFromAssetsDb(assetsDbPath, "Assets/runtime.material").empty());
|
||||
|
||||
AssetImportService::ImportedAsset importedAsset;
|
||||
ASSERT_TRUE(importService.EnsureArtifact("Assets/runtime.material", ResourceType::Material, importedAsset));
|
||||
EXPECT_TRUE(importedAsset.exists);
|
||||
EXPECT_TRUE(importedAsset.artifactReady);
|
||||
EXPECT_TRUE(importedAsset.imported);
|
||||
EXPECT_FALSE(ReadSourceHashFromAssetsDb(assetsDbPath, "Assets/runtime.material").empty());
|
||||
EXPECT_TRUE(DirectoryHasEntries(libraryRoot / "Artifacts"));
|
||||
|
||||
importService.Shutdown();
|
||||
fs::remove_all(projectRoot);
|
||||
}
|
||||
|
||||
TEST(ResourceManager_Test, RebuildProjectAssetCacheRefreshesLookupState) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
@@ -545,6 +632,58 @@ TEST(ResourceManager_Test, SetResourceRootBootstrapsProjectAssetCache) {
|
||||
fs::remove_all(projectRoot);
|
||||
}
|
||||
|
||||
TEST(ResourceManager_ProjectSample, BootstrapProjectKeepsCloudSourceHashDeferred) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
const fs::path repositoryRoot = GetRepositoryRoot();
|
||||
const fs::path projectRoot = repositoryRoot / "project";
|
||||
const fs::path volumePath = projectRoot / "Assets" / "cloud.nvdb";
|
||||
|
||||
if (!fs::exists(volumePath)) {
|
||||
GTEST_SKIP() << "Project cloud volume fixture is not available.";
|
||||
}
|
||||
|
||||
ResourceManager& manager = ResourceManager::Get();
|
||||
manager.Initialize();
|
||||
|
||||
struct ResourceManagerGuard {
|
||||
ResourceManager* manager = nullptr;
|
||||
~ResourceManagerGuard() {
|
||||
if (manager != nullptr) {
|
||||
manager->Shutdown();
|
||||
}
|
||||
}
|
||||
} resourceManagerGuard{ &manager };
|
||||
|
||||
struct CurrentPathGuard {
|
||||
fs::path previousPath;
|
||||
~CurrentPathGuard() {
|
||||
if (!previousPath.empty()) {
|
||||
fs::current_path(previousPath);
|
||||
}
|
||||
}
|
||||
} currentPathGuard{ fs::current_path() };
|
||||
|
||||
fs::current_path(projectRoot);
|
||||
manager.SetResourceRoot(projectRoot.string().c_str());
|
||||
|
||||
AssetRef volumeRef;
|
||||
EXPECT_TRUE(manager.TryGetAssetRef("Assets/cloud.nvdb", ResourceType::VolumeField, volumeRef));
|
||||
EXPECT_TRUE(volumeRef.IsValid());
|
||||
|
||||
const AssetImportService::ImportStatusSnapshot status = manager.GetProjectAssetImportStatus();
|
||||
EXPECT_TRUE(status.HasValue());
|
||||
EXPECT_FALSE(status.inProgress);
|
||||
EXPECT_TRUE(status.success);
|
||||
EXPECT_EQ(std::string(status.operation.CStr()), "Bootstrap Project");
|
||||
|
||||
const fs::path assetsDbPath = projectRoot / "Library" / "assets.db";
|
||||
ASSERT_TRUE(fs::exists(assetsDbPath));
|
||||
EXPECT_TRUE(ReadSourceHashFromAssetsDb(assetsDbPath, "Assets/cloud.nvdb").empty());
|
||||
|
||||
manager.SetResourceRoot("");
|
||||
}
|
||||
|
||||
TEST(AssetImportService_Test, ClearLibraryAndReimportAllAssetsManageArtifactsExplicitly) {
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ std::shared_ptr<XCEngine::Editor::AssetItem> MakeModelAssetItem(
|
||||
void ConfigurePreviewCamera(XCEngine::Components::GameObject& gameObject) {
|
||||
using namespace XCEngine;
|
||||
|
||||
gameObject.GetTransform()->SetLocalPosition(Math::Vector3(0.0f, 1.2f, -4.25f));
|
||||
gameObject.GetTransform()->SetLocalPosition(Math::Vector3(0.0f, 1.3f, -2.75f));
|
||||
gameObject.GetTransform()->SetLocalRotation(Math::Quaternion(0.104528f, 0.0f, 0.0f, 0.994522f));
|
||||
|
||||
auto* camera = gameObject.AddComponent<Components::CameraComponent>();
|
||||
|
||||
Reference in New Issue
Block a user