Split builtin forward scene into opaque and transparent passes

This commit is contained in:
2026-04-05 23:00:33 +08:00
parent 58f97c416b
commit be2013f3c4
3 changed files with 111 additions and 25 deletions

View File

@@ -40,6 +40,32 @@ private:
BuiltinForwardPipeline& m_pipeline;
};
class BuiltinForwardTransparentPass final : public RenderPass {
public:
explicit BuiltinForwardTransparentPass(BuiltinForwardPipeline& pipeline)
: m_pipeline(pipeline) {
}
const char* GetName() const override {
return "BuiltinForwardTransparentPass";
}
bool Initialize(const RenderContext& context) override {
return m_pipeline.EnsureInitialized(context);
}
void Shutdown() override {
m_pipeline.DestroyPipelineResources();
}
bool Execute(const RenderPassContext& context) override {
return m_pipeline.ExecuteForwardTransparentPass(context);
}
private:
BuiltinForwardPipeline& m_pipeline;
};
} // namespace Detail
namespace {
@@ -53,6 +79,7 @@ bool IsDepthFormat(RHI::Format format) {
BuiltinForwardPipeline::BuiltinForwardPipeline() {
m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardOpaquePass>(*this));
m_passSequence.AddPass(std::make_unique<Detail::BuiltinForwardTransparentPass>(*this));
}
BuiltinForwardPipeline::~BuiltinForwardPipeline() {
@@ -118,7 +145,7 @@ bool BuiltinForwardPipeline::Render(
return m_passSequence.Execute(passContext);
}
bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& passContext) {
bool BuiltinForwardPipeline::BeginForwardScenePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSurface& surface = passContext.surface;
const RenderSceneData& sceneData = passContext.sceneData;
@@ -128,11 +155,9 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
return false;
}
std::vector<RHI::RHIResourceView*> renderTargets = colorAttachments;
RHI::RHICommandList* commandList = context.commandList;
if (surface.IsAutoTransitionEnabled()) {
for (RHI::RHIResourceView* renderTarget : renderTargets) {
for (RHI::RHIResourceView* renderTarget : colorAttachments) {
if (renderTarget != nullptr) {
commandList->TransitionBarrier(
renderTarget,
@@ -142,6 +167,7 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
}
}
std::vector<RHI::RHIResourceView*> renderTargets = colorAttachments;
commandList->SetRenderTargets(
static_cast<uint32_t>(renderTargets.size()),
renderTargets.data(),
@@ -187,17 +213,80 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
}
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
return true;
}
void BuiltinForwardPipeline::EndForwardScenePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSurface& surface = passContext.surface;
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
RHI::RHICommandList* commandList = context.commandList;
if (!surface.IsAutoTransitionEnabled()) {
return;
}
commandList->EndRenderPass();
for (RHI::RHIResourceView* renderTarget : colorAttachments) {
if (renderTarget != nullptr) {
commandList->TransitionBarrier(
renderTarget,
RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
}
}
}
bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSceneData& sceneData = passContext.sceneData;
if (!BeginForwardScenePass(passContext)) {
return false;
}
if (sceneData.lighting.HasMainDirectionalShadow() &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat())) {
commandList->TransitionBarrier(
context.commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::DepthWrite,
RHI::ResourceStates::PixelShaderResource);
}
return DrawVisibleItems(context, sceneData, false);
}
bool BuiltinForwardPipeline::ExecuteForwardTransparentPass(const RenderPassContext& passContext) {
const RenderContext& context = passContext.renderContext;
const RenderSceneData& sceneData = passContext.sceneData;
const bool drawResult = DrawVisibleItems(context, sceneData, true);
if (sceneData.lighting.HasMainDirectionalShadow() &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat())) {
context.commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::PixelShaderResource,
RHI::ResourceStates::DepthWrite);
}
EndForwardScenePass(passContext);
return drawResult;
}
bool BuiltinForwardPipeline::DrawVisibleItems(
const RenderContext& context,
const RenderSceneData& sceneData,
bool drawTransparentItems) {
RHI::RHICommandList* commandList = context.commandList;
RHI::RHIPipelineState* currentPipelineState = nullptr;
for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) {
const bool isTransparentItem = IsTransparentRenderQueue(visibleItem.renderQueue);
if (isTransparentItem != drawTransparentItems) {
continue;
}
const Resources::Material* material = ResolveMaterial(visibleItem);
BuiltinMaterialPass pass = BuiltinMaterialPass::ForwardLit;
if (!TryResolveSurfacePassType(material, pass)) {
@@ -216,26 +305,6 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
DrawVisibleItem(context, sceneData, visibleItem);
}
if (sceneData.lighting.HasMainDirectionalShadow() &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat())) {
commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::PixelShaderResource,
RHI::ResourceStates::DepthWrite);
}
if (surface.IsAutoTransitionEnabled()) {
commandList->EndRenderPass();
for (RHI::RHIResourceView* renderTarget : renderTargets) {
if (renderTarget != nullptr) {
commandList->TransitionBarrier(
renderTarget,
RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
}
}
}
return true;
}