refactor: route builtin forward pipeline through shader assets
This commit is contained in:
@@ -3,15 +3,17 @@
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#include "Components/GameObject.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "RHI/RHICommandList.h"
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#include "Debug/Logger.h"
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#include "Core/Asset/ResourceManager.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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#include "Resources/Material/Material.h"
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#include "Resources/Shader/Shader.h"
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#include "Resources/Texture/Texture.h"
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#include <cstddef>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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@@ -51,189 +53,102 @@ namespace {
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constexpr uint32_t kDescriptorFirstSet = 1;
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constexpr uint32_t kDescriptorSetCount = 5;
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const char kBuiltinForwardHlsl[] = R"(
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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Resources::ShaderBackend ToShaderBackend(RHI::RHIType backendType) {
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switch (backendType) {
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case RHI::RHIType::D3D12:
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return Resources::ShaderBackend::D3D12;
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case RHI::RHIType::Vulkan:
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return Resources::ShaderBackend::Vulkan;
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case RHI::RHIType::OpenGL:
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default:
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return Resources::ShaderBackend::OpenGL;
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}
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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return baseColor;
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RHI::ShaderLanguage ToRHIShaderLanguage(Resources::ShaderLanguage language) {
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switch (language) {
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case Resources::ShaderLanguage::HLSL:
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return RHI::ShaderLanguage::HLSL;
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case Resources::ShaderLanguage::SPIRV:
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return RHI::ShaderLanguage::SPIRV;
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case Resources::ShaderLanguage::GLSL:
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default:
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return RHI::ShaderLanguage::GLSL;
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}
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}
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std::wstring ToWideAscii(const Containers::String& value) {
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std::wstring wide;
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wide.reserve(value.Length());
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for (size_t index = 0; index < value.Length(); ++index) {
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wide.push_back(static_cast<wchar_t>(value[index]));
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}
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return wide;
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}
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bool ShaderPassHasGraphicsVariants(
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const Resources::Shader& shader,
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const Containers::String& passName,
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Resources::ShaderBackend backend) {
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return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend) != nullptr &&
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend) != nullptr;
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}
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const Resources::ShaderPass* FindForwardCompatiblePass(
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const Resources::Shader& shader,
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const Resources::Material* material,
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Resources::ShaderBackend backend) {
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if (material != nullptr && !material->GetShaderPass().Empty()) {
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const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
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if (explicitPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
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return explicitPass;
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}
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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const char kBuiltinForwardVertexShader[] = R"(#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec3 vNormalWS;
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardFragmentShader[] = R"(#version 430
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layout(binding = 1) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
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if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) &&
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ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
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return &shaderPass;
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}
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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)";
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const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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)";
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const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
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layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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defaultPass = shader.FindPass("Default");
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if (defaultPass != nullptr &&
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ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
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return defaultPass;
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}
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if (shader.GetPassCount() > 0 &&
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ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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return &shader.GetPasses()[0];
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}
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return nullptr;
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}
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)";
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void ApplyShaderStageVariant(
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const Resources::ShaderStageVariant& variant,
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RHI::ShaderCompileDesc& compileDesc) {
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compileDesc.source.assign(
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variant.sourceCode.CStr(),
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variant.sourceCode.CStr() + variant.sourceCode.Length());
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compileDesc.sourceLanguage = ToRHIShaderLanguage(variant.language);
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compileDesc.entryPoint = ToWideAscii(variant.entryPoint);
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compileDesc.profile = ToWideAscii(variant.profile);
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}
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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout,
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const Resources::Shader& shader,
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const Containers::String& passName,
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const Resources::Material* material) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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@@ -246,44 +161,16 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
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if (backendType == RHI::RHIType::D3D12) {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinForwardHlsl,
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kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinForwardHlsl,
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kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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} else if (backendType == RHI::RHIType::Vulkan) {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinForwardVulkanVertexShader,
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kBuiltinForwardVulkanVertexShader + std::strlen(kBuiltinForwardVulkanVertexShader));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_50";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinForwardVulkanFragmentShader,
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kBuiltinForwardVulkanFragmentShader + std::strlen(kBuiltinForwardVulkanFragmentShader));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_50";
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} else {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinForwardVertexShader,
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kBuiltinForwardVertexShader + std::strlen(kBuiltinForwardVertexShader));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_30";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinForwardFragmentShader,
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kBuiltinForwardFragmentShader + std::strlen(kBuiltinForwardFragmentShader));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_30";
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const Resources::ShaderBackend backend = ToShaderBackend(backendType);
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const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend);
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const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend);
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if (vertexVariant != nullptr) {
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ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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}
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if (fragmentVariant != nullptr) {
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ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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}
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return pipelineDesc;
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@@ -480,6 +367,15 @@ bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) {
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}
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bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) {
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m_builtinForwardShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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Resources::GetBuiltinForwardLitShaderPath());
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if (!m_builtinForwardShader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinForwardPipeline failed to load builtin forward shader resource");
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return false;
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}
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RHI::DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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@@ -659,21 +555,67 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
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m_device = nullptr;
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m_initialized = false;
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m_builtinForwardShader.Reset();
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}
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BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass(
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const Resources::Material* material) const {
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ResolvedShaderPass resolved = {};
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const Resources::ShaderBackend backend = ToShaderBackend(m_backendType);
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if (material != nullptr && material->GetShader() != nullptr) {
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const Resources::Shader* materialShader = material->GetShader();
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if (const Resources::ShaderPass* shaderPass =
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FindForwardCompatiblePass(*materialShader, material, backend)) {
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resolved.shader = materialShader;
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resolved.pass = shaderPass;
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resolved.passName = shaderPass->name;
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return resolved;
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}
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}
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if (m_builtinForwardShader.IsValid()) {
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const Resources::Shader* builtinShader = m_builtinForwardShader.Get();
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if (const Resources::ShaderPass* shaderPass =
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FindForwardCompatiblePass(*builtinShader, nullptr, backend)) {
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resolved.shader = builtinShader;
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resolved.pass = shaderPass;
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resolved.passName = shaderPass->name;
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}
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}
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return resolved;
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}
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RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
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const RenderContext& context,
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const Resources::Material* material) {
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const Resources::MaterialRenderState renderState =
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material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
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const ResolvedShaderPass resolvedShaderPass = ResolveForwardShaderPass(material);
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if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinForwardPipeline could not resolve a valid ForwardLit shader pass");
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return nullptr;
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}
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const auto existing = m_pipelineStates.find(renderState);
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PipelineStateKey pipelineKey = {};
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pipelineKey.renderState =
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material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
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pipelineKey.shader = resolvedShaderPass.shader;
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pipelineKey.passName = resolvedShaderPass.passName;
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const auto existing = m_pipelineStates.find(pipelineKey);
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if (existing != m_pipelineStates.end()) {
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return existing->second;
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}
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const RHI::GraphicsPipelineDesc pipelineDesc =
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CreatePipelineDesc(context.backendType, m_pipelineLayout, material);
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CreatePipelineDesc(
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context.backendType,
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m_pipelineLayout,
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*resolvedShaderPass.shader,
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resolvedShaderPass.passName,
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material);
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RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
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if (pipelineState == nullptr || !pipelineState->IsValid()) {
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Debug::Logger::Get().Error(
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@@ -686,7 +628,7 @@ RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
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return nullptr;
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}
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m_pipelineStates.emplace(renderState, pipelineState);
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m_pipelineStates.emplace(pipelineKey, pipelineState);
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return pipelineState;
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}
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Block a user