refactor(rendering): remove unused object id outline pass
This commit is contained in:
@@ -1,467 +0,0 @@
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#include "Rendering/Passes/BuiltinObjectIdOutlinePass.h"
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#include "Core/Asset/ResourceManager.h"
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#include "Debug/Logger.h"
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#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
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#include "Rendering/Internal/ShaderVariantUtils.h"
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#include "Rendering/Materials/RenderMaterialStateUtils.h"
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#include "Rendering/Picking/ObjectIdCodec.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIDevice.h"
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <algorithm>
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#include <utility>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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const Resources::ShaderPass* FindObjectIdOutlineCompatiblePass(
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const Resources::Shader& shader,
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Resources::ShaderBackend backend) {
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const Resources::ShaderPass* outlinePass = shader.FindPass("ObjectIdOutline");
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if (outlinePass != nullptr &&
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::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, outlinePass->name, backend)) {
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return outlinePass;
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}
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const Resources::ShaderPass* editorOutlinePass = shader.FindPass("EditorObjectIdOutline");
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if (editorOutlinePass != nullptr &&
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::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, editorOutlinePass->name, backend)) {
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return editorOutlinePass;
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}
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if (shader.GetPassCount() > 0 &&
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::XCEngine::Rendering::Internal::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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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 RenderSurface& surface) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
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surface,
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pipelineDesc);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
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const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
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if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
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::XCEngine::Rendering::ApplyRenderState(shaderPass->fixedFunctionState, pipelineDesc);
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} else {
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Resources::MaterialRenderState fallbackState = {};
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fallbackState.cullMode = Resources::MaterialCullMode::None;
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fallbackState.depthWriteEnable = false;
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fallbackState.depthTestEnable = false;
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fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
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fallbackState.blendEnable = true;
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fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
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fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
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fallbackState.dstBlendAlpha = Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.blendOp = Resources::MaterialBlendOp::Add;
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fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
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fallbackState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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::XCEngine::Rendering::ApplyRenderState(fallbackState, pipelineDesc);
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}
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(backendType);
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*vertexVariant,
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pipelineDesc.vertexShader);
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}
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*fragmentVariant,
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pipelineDesc.fragmentShader);
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}
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}
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return pipelineDesc;
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}
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} // namespace
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BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath)
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: m_shaderPath(shaderPath.Empty() ? Resources::GetBuiltinObjectIdOutlineShaderPath() : std::move(shaderPath)) {
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ResetState();
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}
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void BuiltinObjectIdOutlinePass::SetShaderPath(const Containers::String& shaderPath) {
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if (m_shaderPath == shaderPath) {
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return;
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}
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DestroyResources();
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m_shaderPath = shaderPath;
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}
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const Containers::String& BuiltinObjectIdOutlinePass::GetShaderPath() const {
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return m_shaderPath;
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}
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void BuiltinObjectIdOutlinePass::Shutdown() {
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DestroyResources();
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}
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bool BuiltinObjectIdOutlinePass::Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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const ObjectIdOutlinePassInputs& inputs,
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const std::vector<uint64_t>& selectedObjectIds,
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const ObjectIdOutlineStyle& style) {
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if (!renderContext.IsValid() ||
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inputs.objectIdTextureView == nullptr ||
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selectedObjectIds.empty()) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
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colorAttachments.empty() ||
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colorAttachments[0] == nullptr) {
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return false;
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}
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const Math::RectInt renderArea = surface.GetRenderArea();
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if (renderArea.width <= 0 || renderArea.height <= 0) {
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return false;
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}
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if (!EnsureInitialized(renderContext, surface)) {
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return false;
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}
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OutlineConstants constants = {};
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constants.viewportSizeAndTexelSize = Math::Vector4(
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
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surface.GetHeight() > 0 ? 1.0f / static_cast<float>(surface.GetHeight()) : 0.0f);
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constants.outlineColor = Math::Vector4(
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style.outlineColor.r,
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style.outlineColor.g,
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style.outlineColor.b,
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style.outlineColor.a);
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uint32_t selectedCount = 0u;
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for (uint64_t selectedObjectId : selectedObjectIds) {
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if (selectedCount >= kMaxSelectedObjectCount) {
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break;
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}
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RenderObjectId renderObjectId = kInvalidRenderObjectId;
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if (!TryConvertRuntimeObjectIdToRenderObjectId(selectedObjectId, renderObjectId)) {
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continue;
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}
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constants.selectedObjectColors[selectedCount] =
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EncodeRenderObjectIdToColor(renderObjectId);
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++selectedCount;
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}
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if (selectedCount == 0u) {
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return false;
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}
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constants.selectedInfo = Math::Vector4(
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static_cast<float>(selectedCount),
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style.debugSelectionMask ? 1.0f : 0.0f,
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style.outlineWidthPixels,
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0.0f);
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m_constantSet->WriteConstant(0, &constants, sizeof(constants));
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m_textureSet->Update(0, inputs.objectIdTextureView);
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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surface.GetColorStateAfter(),
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RHI::ResourceStates::RenderTarget);
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commandList->TransitionBarrier(
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inputs.objectIdTextureView,
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inputs.objectIdTextureState,
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RHI::ResourceStates::PixelShaderResource);
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}
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commandList->SetRenderTargets(1, &renderTarget, nullptr);
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const RHI::Viewport viewport = {
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static_cast<float>(renderArea.x),
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static_cast<float>(renderArea.y),
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static_cast<float>(renderArea.width),
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static_cast<float>(renderArea.height),
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0.0f,
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1.0f
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};
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const RHI::Rect scissorRect = {
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renderArea.x,
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renderArea.y,
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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};
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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commandList->SetPipelineState(m_pipelineState);
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RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
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commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
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commandList->Draw(3, 1, 0, 0);
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commandList->EndRenderPass();
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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RHI::ResourceStates::RenderTarget,
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surface.GetColorStateAfter());
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commandList->TransitionBarrier(
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inputs.objectIdTextureView,
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RHI::ResourceStates::PixelShaderResource,
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inputs.objectIdTextureState);
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}
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return true;
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}
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bool BuiltinObjectIdOutlinePass::EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface) {
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const RHI::Format renderTargetFormat =
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::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
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const uint32_t renderTargetSampleCount =
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::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_constantPool != nullptr &&
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m_constantSet != nullptr &&
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m_texturePool != nullptr &&
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m_textureSet != nullptr &&
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m_device == renderContext.device &&
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m_backendType == renderContext.backendType &&
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m_renderTargetFormat == renderTargetFormat &&
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m_renderTargetSampleCount == renderTargetSampleCount) {
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return true;
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}
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if (HasCreatedResources()) {
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DestroyResources();
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}
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return CreateResources(renderContext, surface);
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}
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bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderContext, const RenderSurface& surface) {
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if (!renderContext.IsValid()) {
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return false;
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}
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if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
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::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) == RHI::Format::Unknown) {
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return false;
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}
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if (m_shaderPath.Empty()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdOutlinePass requires an injected shader path before resource creation");
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return false;
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}
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Resources::ResourceHandle<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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m_shaderPath);
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if (!shader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdOutlinePass failed to load configured object-id-outline shader resource");
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ResetState();
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return false;
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}
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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m_builtinObjectIdOutlineShader.emplace(std::move(shader));
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
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const Resources::ShaderPass* outlinePass =
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FindObjectIdOutlineCompatiblePass(*m_builtinObjectIdOutlineShader->Get(), backend);
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if (outlinePass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdOutlinePass could not resolve a valid ObjectIdOutline shader pass");
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DestroyResources();
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return false;
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}
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RHI::DescriptorSetLayoutBinding setBindings[2] = {};
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setBindings[0].binding = 0;
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setBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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setBindings[0].count = 1;
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setBindings[1].binding = 0;
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setBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
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setBindings[1].count = 1;
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RHI::DescriptorSetLayoutDesc constantLayout = {};
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constantLayout.bindings = &setBindings[0];
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constantLayout.bindingCount = 1;
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RHI::DescriptorSetLayoutDesc textureLayout = {};
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textureLayout.bindings = &setBindings[1];
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textureLayout.bindingCount = 1;
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RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
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setLayouts[0] = constantLayout;
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setLayouts[1] = textureLayout;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = setLayouts;
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pipelineLayoutDesc.setLayoutCount = 2;
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::DescriptorPoolDesc constantPoolDesc = {};
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constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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constantPoolDesc.descriptorCount = 1;
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constantPoolDesc.shaderVisible = false;
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m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
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if (m_constantPool == nullptr) {
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DestroyResources();
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return false;
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}
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m_constantSet = m_constantPool->AllocateSet(constantLayout);
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if (m_constantSet == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::DescriptorPoolDesc texturePoolDesc = {};
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texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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texturePoolDesc.descriptorCount = 1;
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texturePoolDesc.shaderVisible = true;
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m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
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if (m_texturePool == nullptr) {
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DestroyResources();
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return false;
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}
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m_textureSet = m_texturePool->AllocateSet(textureLayout);
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if (m_textureSet == nullptr) {
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DestroyResources();
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return false;
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}
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m_pipelineState = m_device->CreatePipelineState(
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CreatePipelineDesc(
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m_backendType,
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m_pipelineLayout,
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*m_builtinObjectIdOutlineShader->Get(),
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outlinePass->name,
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surface));
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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DestroyResources();
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return false;
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}
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m_renderTargetFormat = ::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
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m_renderTargetSampleCount = ::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
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return true;
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}
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bool BuiltinObjectIdOutlinePass::HasCreatedResources() const {
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return m_device != nullptr ||
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m_pipelineLayout != nullptr ||
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m_pipelineState != nullptr ||
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m_constantPool != nullptr ||
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m_constantSet != nullptr ||
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m_texturePool != nullptr ||
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m_textureSet != nullptr ||
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m_builtinObjectIdOutlineShader.has_value();
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}
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void BuiltinObjectIdOutlinePass::DestroyResources() {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_textureSet != nullptr) {
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m_textureSet->Shutdown();
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delete m_textureSet;
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m_textureSet = nullptr;
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}
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if (m_texturePool != nullptr) {
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m_texturePool->Shutdown();
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delete m_texturePool;
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m_texturePool = nullptr;
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}
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if (m_constantSet != nullptr) {
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m_constantSet->Shutdown();
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delete m_constantSet;
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m_constantSet = nullptr;
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}
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if (m_constantPool != nullptr) {
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m_constantPool->Shutdown();
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delete m_constantPool;
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m_constantPool = nullptr;
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}
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if (m_pipelineLayout != nullptr) {
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m_pipelineLayout->Shutdown();
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delete m_pipelineLayout;
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m_pipelineLayout = nullptr;
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}
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if (m_builtinObjectIdOutlineShader.has_value()) {
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m_builtinObjectIdOutlineShader.reset();
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}
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ResetState();
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}
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void BuiltinObjectIdOutlinePass::ResetState() {
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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m_pipelineLayout = nullptr;
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m_pipelineState = nullptr;
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m_constantPool = nullptr;
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m_constantSet = nullptr;
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m_texturePool = nullptr;
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m_textureSet = nullptr;
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m_builtinObjectIdOutlineShader.reset();
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m_renderTargetFormat = RHI::Format::Unknown;
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m_renderTargetSampleCount = 1u;
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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