Split builtin depth-style pass resources

This commit is contained in:
2026-04-05 20:36:30 +08:00
parent fabfcb9d40
commit af269b53ca
3 changed files with 577 additions and 560 deletions

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@@ -460,6 +460,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/DirectionalShadowSurfaceCache.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/DirectionalShadowSurfaceCache.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthStylePassBaseResources.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp

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@@ -1,101 +1,17 @@
#include "Rendering/Passes/BuiltinDepthStylePassBase.h" #include "Rendering/Passes/BuiltinDepthStylePassBase.h"
#include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h" #include "RHI/RHICommandList.h"
#include "Rendering/BuiltinPassLayoutUtils.h"
#include "Rendering/RenderMaterialResolve.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderSceneExtractor.h" #include "Rendering/RenderSceneExtractor.h"
#include "Rendering/RenderSurface.h" #include "Rendering/RenderSurface.h"
#include "Resources/Material/Material.h"
#include "Resources/Mesh/Mesh.h" #include "Resources/Mesh/Mesh.h"
#include <cstddef> #include <cstddef>
#include <utility> #include <utility>
#include <vector>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
namespace Passes { namespace Passes {
namespace {
bool IsSupportedPerObjectOnlyBindingPlan(const BuiltinPassResourceBindingPlan& bindingPlan) {
return bindingPlan.perObject.IsValid() &&
bindingPlan.bindings.Size() == 1u &&
bindingPlan.descriptorSetCount == 1u &&
bindingPlan.usesConstantBuffers &&
!bindingPlan.usesTextures &&
!bindingPlan.usesSamplers;
}
uint32_t ResolveSurfaceColorAttachmentCount(const RenderSurface& surface) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
return (!colorAttachments.empty() && colorAttachments[0] != nullptr) ? 1u : 0u;
}
RHI::Format ResolveSurfaceColorFormat(const RenderSurface& surface) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
return RHI::Format::Unknown;
}
return colorAttachments[0]->GetFormat();
}
RHI::Format ResolveSurfaceDepthFormat(const RenderSurface& surface) {
if (RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
depthAttachment != nullptr) {
return depthAttachment->GetFormat();
}
return RHI::Format::Unknown;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName,
const Resources::Material* material,
const RenderSurface& surface,
const RHI::InputLayoutDesc& inputLayout) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = ResolveSurfaceColorAttachmentCount(surface);
if (pipelineDesc.renderTargetCount > 0) {
pipelineDesc.renderTargetFormats[0] =
static_cast<uint32_t>(ResolveSurfaceColorFormat(surface));
}
pipelineDesc.depthStencilFormat =
static_cast<uint32_t>(ResolveSurfaceDepthFormat(surface));
pipelineDesc.sampleCount = 1;
pipelineDesc.inputLayout = inputLayout;
ApplyMaterialRenderState(material, pipelineDesc);
pipelineDesc.blendState.blendEnable = false;
pipelineDesc.blendState.colorWriteMask = pipelineDesc.renderTargetCount > 0 ? 0xF : 0;
pipelineDesc.depthStencilState.depthTestEnable = true;
pipelineDesc.depthStencilState.depthWriteEnable = true;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
}
return pipelineDesc;
}
} // namespace
BuiltinDepthStylePassBase::BuiltinDepthStylePassBase( BuiltinDepthStylePassBase::BuiltinDepthStylePassBase(
BuiltinMaterialPass passType, BuiltinMaterialPass passType,
Containers::String builtinShaderPath) Containers::String builtinShaderPath)
@@ -238,481 +154,6 @@ bool BuiltinDepthStylePassBase::ShouldRenderVisibleItem(const VisibleRenderItem&
return true; return true;
} }
bool BuiltinDepthStylePassBase::EnsureInitialized(const RenderContext& context) {
if (!context.IsValid()) {
return false;
}
if (m_device == context.device &&
m_backendType == context.backendType &&
m_builtinShader.IsValid()) {
return true;
}
DestroyResources();
return CreateResources(context);
}
bool BuiltinDepthStylePassBase::CreateResources(const RenderContext& context) {
m_device = context.device;
m_backendType = context.backendType;
m_builtinShader = Resources::ResourceManager::Get().Load<Resources::Shader>(m_builtinShaderPath);
if (!m_builtinShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to load builtin shader resource: ") + m_builtinShaderPath).CStr());
DestroyResources();
return false;
}
return true;
}
void BuiltinDepthStylePassBase::DestroyResources() {
m_resourceCache.Shutdown();
for (auto& descriptorSetEntry : m_perObjectSets) {
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
}
m_perObjectSets.clear();
for (auto& pipelineEntry : m_pipelineStates) {
if (pipelineEntry.second != nullptr) {
pipelineEntry.second->Shutdown();
delete pipelineEntry.second;
}
}
m_pipelineStates.clear();
for (auto& layoutEntry : m_passResourceLayouts) {
DestroyPassResourceLayout(layoutEntry.second);
}
m_passResourceLayouts.clear();
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
m_builtinShader.Reset();
}
BuiltinDepthStylePassBase::ResolvedShaderPass BuiltinDepthStylePassBase::ResolveSurfaceShaderPass(
const Resources::Material* material) const {
ResolvedShaderPass resolved = {};
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
auto tryResolveFromShader =
[this, backend, &resolved](
const Resources::Shader* shader,
const Resources::Material* ownerMaterial) -> bool {
if (shader == nullptr) {
return false;
}
auto tryAcceptPass =
[this, shader, &resolved](const Resources::ShaderPass& shaderPass) -> bool {
BuiltinPassResourceBindingPlan bindingPlan = {};
Containers::String error;
if (!TryBuildSupportedBindingPlan(shaderPass, bindingPlan, &error)) {
return false;
}
resolved.shader = shader;
resolved.pass = &shaderPass;
resolved.passName = shaderPass.name;
return true;
};
if (ownerMaterial != nullptr && !ownerMaterial->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader->FindPass(ownerMaterial->GetShaderPass());
if (explicitPass != nullptr &&
ShaderPassMatchesBuiltinPass(*explicitPass, m_passType) &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(
*shader,
explicitPass->name,
backend) &&
tryAcceptPass(*explicitPass)) {
return true;
}
}
for (const Resources::ShaderPass& shaderPass : shader->GetPasses()) {
if (!ShaderPassMatchesBuiltinPass(shaderPass, m_passType) ||
!::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(*shader, shaderPass.name, backend)) {
continue;
}
if (tryAcceptPass(shaderPass)) {
return true;
}
}
return false;
};
if (material != nullptr &&
material->GetShader() != nullptr &&
tryResolveFromShader(material->GetShader(), material)) {
return resolved;
}
if (material != nullptr && IsTransparentRenderQueue(ResolveMaterialRenderQueue(material))) {
return {};
}
if (m_builtinShader.IsValid() &&
tryResolveFromShader(m_builtinShader.Get(), nullptr)) {
return resolved;
}
return {};
}
bool BuiltinDepthStylePassBase::TryBuildSupportedBindingPlan(
const Resources::ShaderPass& shaderPass,
BuiltinPassResourceBindingPlan& outPlan,
Containers::String* outError) const {
if (shaderPass.resources.Empty()) {
if (outError != nullptr) {
*outError =
Containers::String("Builtin depth-style pass requires explicit resource bindings on shader pass: ") +
shaderPass.name;
}
return false;
}
if (!TryBuildBuiltinPassResourceBindingPlan(shaderPass.resources, outPlan, outError)) {
return false;
}
if (!IsSupportedPerObjectOnlyBindingPlan(outPlan)) {
if (outError != nullptr) {
*outError = "Builtin depth-style pass currently requires exactly one PerObject constant-buffer binding";
}
return false;
}
return true;
}
BuiltinDepthStylePassBase::PassResourceLayout* BuiltinDepthStylePassBase::GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass) {
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
const auto existing = m_passResourceLayouts.find(passLayoutKey);
if (existing != m_passResourceLayouts.end()) {
return &existing->second;
}
PassResourceLayout passLayout = {};
auto failLayout = [this, &passLayout](const char* message) -> PassResourceLayout* {
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
DestroyPassResourceLayout(passLayout);
return nullptr;
};
BuiltinPassResourceBindingPlan bindingPlan = {};
Containers::String bindingPlanError;
if (!TryBuildSupportedBindingPlan(*resolvedShaderPass.pass, bindingPlan, &bindingPlanError)) {
const Containers::String contextualError =
Containers::String("BuiltinDepthStylePassBase failed to resolve pass resource bindings for shader='") +
resolvedShaderPass.shader->GetPath() +
"', pass='" + resolvedShaderPass.passName +
"': " + bindingPlanError +
". Bindings: " + DescribeShaderResourceBindings(resolvedShaderPass.pass->resources);
return failLayout(contextualError.CStr());
}
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
Containers::String setLayoutError;
if (!TryBuildBuiltinPassSetLayouts(bindingPlan, setLayouts, &setLayoutError)) {
return failLayout(setLayoutError.CStr());
}
if (bindingPlan.perObject.set >= setLayouts.size()) {
return failLayout("Builtin depth-style pass produced an invalid PerObject descriptor set index");
}
passLayout.perObject = bindingPlan.perObject;
passLayout.firstDescriptorSet = bindingPlan.firstDescriptorSet;
passLayout.perObjectSetLayout = setLayouts[bindingPlan.perObject.set];
RefreshBuiltinPassSetLayoutMetadata(passLayout.perObjectSetLayout);
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(setLayouts.size());
for (size_t setIndex = 0; setIndex < setLayouts.size(); ++setIndex) {
nativeSetLayouts[setIndex] = setLayouts[setIndex].layout;
}
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
passLayout.pipelineLayout = context.device->CreatePipelineLayout(pipelineLayoutDesc);
if (passLayout.pipelineLayout == nullptr) {
return failLayout("Builtin depth-style pass failed to create pipeline layout");
}
const auto result = m_passResourceLayouts.emplace(passLayoutKey, std::move(passLayout));
RefreshBuiltinPassSetLayoutMetadata(result.first->second.perObjectSetLayout);
return &result.first->second;
}
RHI::RHIPipelineState* BuiltinDepthStylePassBase::GetOrCreatePipelineState(
const RenderContext& context,
const RenderSurface& surface,
const Resources::Material* material) {
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
return nullptr;
}
PipelineStateKey pipelineKey = {};
pipelineKey.renderState =
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
pipelineKey.shader = resolvedShaderPass.shader;
pipelineKey.passName = resolvedShaderPass.passName;
pipelineKey.renderTargetCount = ResolveSurfaceColorAttachmentCount(surface);
pipelineKey.renderTargetFormat = static_cast<uint32_t>(ResolveSurfaceColorFormat(surface));
pipelineKey.depthStencilFormat = static_cast<uint32_t>(ResolveSurfaceDepthFormat(surface));
const auto existing = m_pipelineStates.find(pipelineKey);
if (existing != m_pipelineStates.end()) {
return existing->second;
}
const RHI::GraphicsPipelineDesc pipelineDesc = CreatePipelineDesc(
context.backendType,
passLayout->pipelineLayout,
*resolvedShaderPass.shader,
resolvedShaderPass.passName,
material,
surface,
BuildCommonInputLayout());
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
if (pipelineState != nullptr) {
pipelineState->Shutdown();
delete pipelineState;
}
return nullptr;
}
m_pipelineStates.emplace(pipelineKey, pipelineState);
return pipelineState;
}
bool BuiltinDepthStylePassBase::CreateOwnedDescriptorSet(
const BuiltinPassSetLayoutMetadata& setLayout,
OwnedDescriptorSet& descriptorSet) {
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = setLayout.heapType;
poolDesc.descriptorCount = CountBuiltinPassHeapDescriptors(setLayout.heapType, setLayout.bindings);
poolDesc.shaderVisible = setLayout.shaderVisible;
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return false;
}
descriptorSet.set = descriptorSet.pool->AllocateSet(setLayout.layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return false;
}
return true;
}
RHI::RHIDescriptorSet* BuiltinDepthStylePassBase::GetOrCreatePerObjectSet(
const PassLayoutKey& passLayoutKey,
const PassResourceLayout& passLayout,
Core::uint64 objectId) {
if (!passLayout.perObject.IsValid() ||
passLayout.perObjectSetLayout.layout.bindingCount == 0) {
return nullptr;
}
PerObjectSetKey key = {};
key.passLayout = passLayoutKey;
key.objectId = objectId;
const auto existing = m_perObjectSets.find(key);
if (existing != m_perObjectSets.end()) {
return existing->second.set;
}
OwnedDescriptorSet descriptorSet = {};
if (!CreateOwnedDescriptorSet(passLayout.perObjectSetLayout, descriptorSet)) {
return nullptr;
}
const auto result = m_perObjectSets.emplace(key, descriptorSet);
return result.first->second.set;
}
void BuiltinDepthStylePassBase::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
void BuiltinDepthStylePassBase::DestroyPassResourceLayout(PassResourceLayout& passLayout) {
if (passLayout.pipelineLayout != nullptr) {
passLayout.pipelineLayout->Shutdown();
delete passLayout.pipelineLayout;
passLayout.pipelineLayout = nullptr;
}
passLayout.perObject = {};
passLayout.perObjectSetLayout = {};
passLayout.firstDescriptorSet = 0;
}
bool BuiltinDepthStylePassBase::DrawVisibleItem(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData,
const VisibleRenderItem& visibleItem) {
if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinDepthStylePassBase skipped visible item because mesh or game object was null");
return false;
}
const RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to cache mesh for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Resources::Material* material = ResolveMaterial(visibleItem);
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase could not resolve shader pass for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to create pass layout for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, surface, material);
if (pipelineState == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to create pipeline state for ") +
visibleItem.gameObject->GetName().c_str() +
" using pass " + resolvedShaderPass.passName).CStr());
return false;
}
RHI::RHICommandList* commandList = context.commandList;
commandList->SetPipelineState(pipelineState);
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
const uint64_t offsets[] = { 0 };
const uint32_t strides[] = { cachedMesh->vertexStride };
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
if (cachedMesh->indexBufferView != nullptr) {
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
}
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(
passLayoutKey,
*passLayout,
visibleItem.gameObject->GetID());
if (constantSet == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to allocate descriptor set for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Math::Matrix4x4 projectionMatrix =
m_passType == BuiltinMaterialPass::ShadowCaster
? sceneData.cameraData.viewProjection
: sceneData.cameraData.projection;
const Math::Matrix4x4 viewMatrix =
m_passType == BuiltinMaterialPass::ShadowCaster
? Math::Matrix4x4::Identity()
: sceneData.cameraData.view;
const PerObjectConstants constants = {
projectionMatrix,
viewMatrix,
visibleItem.localToWorld.Transpose()
};
constantSet->WriteConstant(passLayout->perObject.binding, &constants, sizeof(constants));
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
commandList->SetGraphicsDescriptorSets(
passLayout->firstDescriptorSet,
1,
descriptorSets,
passLayout->pipelineLayout);
if (visibleItem.hasSection) {
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
if (visibleItem.sectionIndex >= sections.Size()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase received invalid mesh section for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
return true;
}
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
} else if (cachedMesh->vertexCount > 0) {
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
}
return true;
}
} // namespace Passes } // namespace Passes
} // namespace Rendering } // namespace Rendering
} // namespace XCEngine } // namespace XCEngine

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@@ -0,0 +1,575 @@
#include "Rendering/Passes/BuiltinDepthStylePassBase.h"
#include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h"
#include "Rendering/BuiltinPassLayoutUtils.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "Rendering/RenderMaterialResolve.h"
#include "Rendering/RenderSceneExtractor.h"
#include "Rendering/RenderSurface.h"
#include "Resources/Material/Material.h"
#include "Resources/Mesh/Mesh.h"
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
bool IsSupportedPerObjectOnlyBindingPlan(const BuiltinPassResourceBindingPlan& bindingPlan) {
return bindingPlan.perObject.IsValid() &&
bindingPlan.bindings.Size() == 1u &&
bindingPlan.descriptorSetCount == 1u &&
bindingPlan.usesConstantBuffers &&
!bindingPlan.usesTextures &&
!bindingPlan.usesSamplers;
}
uint32_t ResolveSurfaceColorAttachmentCount(const RenderSurface& surface) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
return (!colorAttachments.empty() && colorAttachments[0] != nullptr) ? 1u : 0u;
}
RHI::Format ResolveSurfaceColorFormat(const RenderSurface& surface) {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
return RHI::Format::Unknown;
}
return colorAttachments[0]->GetFormat();
}
RHI::Format ResolveSurfaceDepthFormat(const RenderSurface& surface) {
if (RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
depthAttachment != nullptr) {
return depthAttachment->GetFormat();
}
return RHI::Format::Unknown;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName,
const Resources::Material* material,
const RenderSurface& surface,
const RHI::InputLayoutDesc& inputLayout) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = ResolveSurfaceColorAttachmentCount(surface);
if (pipelineDesc.renderTargetCount > 0) {
pipelineDesc.renderTargetFormats[0] =
static_cast<uint32_t>(ResolveSurfaceColorFormat(surface));
}
pipelineDesc.depthStencilFormat =
static_cast<uint32_t>(ResolveSurfaceDepthFormat(surface));
pipelineDesc.sampleCount = 1;
pipelineDesc.inputLayout = inputLayout;
ApplyMaterialRenderState(material, pipelineDesc);
pipelineDesc.blendState.blendEnable = false;
pipelineDesc.blendState.colorWriteMask = pipelineDesc.renderTargetCount > 0 ? 0xF : 0;
pipelineDesc.depthStencilState.depthTestEnable = true;
pipelineDesc.depthStencilState.depthWriteEnable = true;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
}
return pipelineDesc;
}
} // namespace
bool BuiltinDepthStylePassBase::EnsureInitialized(const RenderContext& context) {
if (!context.IsValid()) {
return false;
}
if (m_device == context.device &&
m_backendType == context.backendType &&
m_builtinShader.IsValid()) {
return true;
}
DestroyResources();
return CreateResources(context);
}
bool BuiltinDepthStylePassBase::CreateResources(const RenderContext& context) {
m_device = context.device;
m_backendType = context.backendType;
m_builtinShader = Resources::ResourceManager::Get().Load<Resources::Shader>(m_builtinShaderPath);
if (!m_builtinShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to load builtin shader resource: ") + m_builtinShaderPath).CStr());
DestroyResources();
return false;
}
return true;
}
void BuiltinDepthStylePassBase::DestroyResources() {
m_resourceCache.Shutdown();
for (auto& descriptorSetEntry : m_perObjectSets) {
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
}
m_perObjectSets.clear();
for (auto& pipelineEntry : m_pipelineStates) {
if (pipelineEntry.second != nullptr) {
pipelineEntry.second->Shutdown();
delete pipelineEntry.second;
}
}
m_pipelineStates.clear();
for (auto& layoutEntry : m_passResourceLayouts) {
DestroyPassResourceLayout(layoutEntry.second);
}
m_passResourceLayouts.clear();
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
m_builtinShader.Reset();
}
BuiltinDepthStylePassBase::ResolvedShaderPass BuiltinDepthStylePassBase::ResolveSurfaceShaderPass(
const Resources::Material* material) const {
ResolvedShaderPass resolved = {};
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
auto tryResolveFromShader =
[this, backend, &resolved](
const Resources::Shader* shader,
const Resources::Material* ownerMaterial) -> bool {
if (shader == nullptr) {
return false;
}
auto tryAcceptPass =
[this, shader, &resolved](const Resources::ShaderPass& shaderPass) -> bool {
BuiltinPassResourceBindingPlan bindingPlan = {};
Containers::String error;
if (!TryBuildSupportedBindingPlan(shaderPass, bindingPlan, &error)) {
return false;
}
resolved.shader = shader;
resolved.pass = &shaderPass;
resolved.passName = shaderPass.name;
return true;
};
if (ownerMaterial != nullptr && !ownerMaterial->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader->FindPass(ownerMaterial->GetShaderPass());
if (explicitPass != nullptr &&
ShaderPassMatchesBuiltinPass(*explicitPass, m_passType) &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(
*shader,
explicitPass->name,
backend) &&
tryAcceptPass(*explicitPass)) {
return true;
}
}
for (const Resources::ShaderPass& shaderPass : shader->GetPasses()) {
if (!ShaderPassMatchesBuiltinPass(shaderPass, m_passType) ||
!::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(*shader, shaderPass.name, backend)) {
continue;
}
if (tryAcceptPass(shaderPass)) {
return true;
}
}
return false;
};
if (material != nullptr &&
material->GetShader() != nullptr &&
tryResolveFromShader(material->GetShader(), material)) {
return resolved;
}
if (material != nullptr && IsTransparentRenderQueue(ResolveMaterialRenderQueue(material))) {
return {};
}
if (m_builtinShader.IsValid() &&
tryResolveFromShader(m_builtinShader.Get(), nullptr)) {
return resolved;
}
return {};
}
bool BuiltinDepthStylePassBase::TryBuildSupportedBindingPlan(
const Resources::ShaderPass& shaderPass,
BuiltinPassResourceBindingPlan& outPlan,
Containers::String* outError) const {
if (shaderPass.resources.Empty()) {
if (outError != nullptr) {
*outError =
Containers::String("Builtin depth-style pass requires explicit resource bindings on shader pass: ") +
shaderPass.name;
}
return false;
}
if (!TryBuildBuiltinPassResourceBindingPlan(shaderPass.resources, outPlan, outError)) {
return false;
}
if (!IsSupportedPerObjectOnlyBindingPlan(outPlan)) {
if (outError != nullptr) {
*outError = "Builtin depth-style pass currently requires exactly one PerObject constant-buffer binding";
}
return false;
}
return true;
}
BuiltinDepthStylePassBase::PassResourceLayout* BuiltinDepthStylePassBase::GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass) {
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
const auto existing = m_passResourceLayouts.find(passLayoutKey);
if (existing != m_passResourceLayouts.end()) {
return &existing->second;
}
PassResourceLayout passLayout = {};
auto failLayout = [this, &passLayout](const char* message) -> PassResourceLayout* {
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
DestroyPassResourceLayout(passLayout);
return nullptr;
};
BuiltinPassResourceBindingPlan bindingPlan = {};
Containers::String bindingPlanError;
if (!TryBuildSupportedBindingPlan(*resolvedShaderPass.pass, bindingPlan, &bindingPlanError)) {
const Containers::String contextualError =
Containers::String("BuiltinDepthStylePassBase failed to resolve pass resource bindings for shader='") +
resolvedShaderPass.shader->GetPath() +
"', pass='" + resolvedShaderPass.passName +
"': " + bindingPlanError +
". Bindings: " + DescribeShaderResourceBindings(resolvedShaderPass.pass->resources);
return failLayout(contextualError.CStr());
}
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
Containers::String setLayoutError;
if (!TryBuildBuiltinPassSetLayouts(bindingPlan, setLayouts, &setLayoutError)) {
return failLayout(setLayoutError.CStr());
}
if (bindingPlan.perObject.set >= setLayouts.size()) {
return failLayout("Builtin depth-style pass produced an invalid PerObject descriptor set index");
}
passLayout.perObject = bindingPlan.perObject;
passLayout.firstDescriptorSet = bindingPlan.firstDescriptorSet;
passLayout.perObjectSetLayout = setLayouts[bindingPlan.perObject.set];
RefreshBuiltinPassSetLayoutMetadata(passLayout.perObjectSetLayout);
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(setLayouts.size());
for (size_t setIndex = 0; setIndex < setLayouts.size(); ++setIndex) {
nativeSetLayouts[setIndex] = setLayouts[setIndex].layout;
}
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
passLayout.pipelineLayout = context.device->CreatePipelineLayout(pipelineLayoutDesc);
if (passLayout.pipelineLayout == nullptr) {
return failLayout("Builtin depth-style pass failed to create pipeline layout");
}
const auto result = m_passResourceLayouts.emplace(passLayoutKey, std::move(passLayout));
RefreshBuiltinPassSetLayoutMetadata(result.first->second.perObjectSetLayout);
return &result.first->second;
}
RHI::RHIPipelineState* BuiltinDepthStylePassBase::GetOrCreatePipelineState(
const RenderContext& context,
const RenderSurface& surface,
const Resources::Material* material) {
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
return nullptr;
}
PipelineStateKey pipelineKey = {};
pipelineKey.renderState =
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
pipelineKey.shader = resolvedShaderPass.shader;
pipelineKey.passName = resolvedShaderPass.passName;
pipelineKey.renderTargetCount = ResolveSurfaceColorAttachmentCount(surface);
pipelineKey.renderTargetFormat = static_cast<uint32_t>(ResolveSurfaceColorFormat(surface));
pipelineKey.depthStencilFormat = static_cast<uint32_t>(ResolveSurfaceDepthFormat(surface));
const auto existing = m_pipelineStates.find(pipelineKey);
if (existing != m_pipelineStates.end()) {
return existing->second;
}
const RHI::GraphicsPipelineDesc pipelineDesc = CreatePipelineDesc(
context.backendType,
passLayout->pipelineLayout,
*resolvedShaderPass.shader,
resolvedShaderPass.passName,
material,
surface,
BuildCommonInputLayout());
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
if (pipelineState != nullptr) {
pipelineState->Shutdown();
delete pipelineState;
}
return nullptr;
}
m_pipelineStates.emplace(pipelineKey, pipelineState);
return pipelineState;
}
bool BuiltinDepthStylePassBase::CreateOwnedDescriptorSet(
const BuiltinPassSetLayoutMetadata& setLayout,
OwnedDescriptorSet& descriptorSet) {
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = setLayout.heapType;
poolDesc.descriptorCount = CountBuiltinPassHeapDescriptors(setLayout.heapType, setLayout.bindings);
poolDesc.shaderVisible = setLayout.shaderVisible;
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return false;
}
descriptorSet.set = descriptorSet.pool->AllocateSet(setLayout.layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return false;
}
return true;
}
RHI::RHIDescriptorSet* BuiltinDepthStylePassBase::GetOrCreatePerObjectSet(
const PassLayoutKey& passLayoutKey,
const PassResourceLayout& passLayout,
Core::uint64 objectId) {
if (!passLayout.perObject.IsValid() ||
passLayout.perObjectSetLayout.layout.bindingCount == 0) {
return nullptr;
}
PerObjectSetKey key = {};
key.passLayout = passLayoutKey;
key.objectId = objectId;
const auto existing = m_perObjectSets.find(key);
if (existing != m_perObjectSets.end()) {
return existing->second.set;
}
OwnedDescriptorSet descriptorSet = {};
if (!CreateOwnedDescriptorSet(passLayout.perObjectSetLayout, descriptorSet)) {
return nullptr;
}
const auto result = m_perObjectSets.emplace(key, descriptorSet);
return result.first->second.set;
}
void BuiltinDepthStylePassBase::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
void BuiltinDepthStylePassBase::DestroyPassResourceLayout(PassResourceLayout& passLayout) {
if (passLayout.pipelineLayout != nullptr) {
passLayout.pipelineLayout->Shutdown();
delete passLayout.pipelineLayout;
passLayout.pipelineLayout = nullptr;
}
passLayout.perObject = {};
passLayout.perObjectSetLayout = {};
passLayout.firstDescriptorSet = 0;
}
bool BuiltinDepthStylePassBase::DrawVisibleItem(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData,
const VisibleRenderItem& visibleItem) {
if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinDepthStylePassBase skipped visible item because mesh or game object was null");
return false;
}
const RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to cache mesh for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Resources::Material* material = ResolveMaterial(visibleItem);
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase could not resolve shader pass for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to create pass layout for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, surface, material);
if (pipelineState == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to create pipeline state for ") +
visibleItem.gameObject->GetName().c_str() +
" using pass " + resolvedShaderPass.passName).CStr());
return false;
}
RHI::RHICommandList* commandList = context.commandList;
commandList->SetPipelineState(pipelineState);
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
const uint64_t offsets[] = { 0 };
const uint32_t strides[] = { cachedMesh->vertexStride };
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
if (cachedMesh->indexBufferView != nullptr) {
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
}
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(
passLayoutKey,
*passLayout,
visibleItem.gameObject->GetID());
if (constantSet == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase failed to allocate descriptor set for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Math::Matrix4x4 projectionMatrix =
m_passType == BuiltinMaterialPass::ShadowCaster
? sceneData.cameraData.viewProjection
: sceneData.cameraData.projection;
const Math::Matrix4x4 viewMatrix =
m_passType == BuiltinMaterialPass::ShadowCaster
? Math::Matrix4x4::Identity()
: sceneData.cameraData.view;
const PerObjectConstants constants = {
projectionMatrix,
viewMatrix,
visibleItem.localToWorld.Transpose()
};
constantSet->WriteConstant(passLayout->perObject.binding, &constants, sizeof(constants));
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
commandList->SetGraphicsDescriptorSets(
passLayout->firstDescriptorSet,
1,
descriptorSets,
passLayout->pipelineLayout);
if (visibleItem.hasSection) {
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
if (visibleItem.sectionIndex >= sections.Size()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
(Containers::String("BuiltinDepthStylePassBase received invalid mesh section for ") +
visibleItem.gameObject->GetName().c_str()).CStr());
return false;
}
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
return true;
}
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
} else if (cachedMesh->vertexCount > 0) {
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
}
return true;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine