Normalize builtin forward shader bindings

This commit is contained in:
2026-04-05 13:50:52 +08:00
parent f407e2d15c
commit ec96d2c7e5
17 changed files with 131 additions and 150 deletions

View File

@@ -1,9 +1,9 @@
// XC_BUILTIN_FORWARD_LIT_OPENGL_PS
#version 430
layout(binding = 1) uniform sampler2D uBaseColorTexture;
layout(binding = 2) uniform sampler2D uShadowMapTexture;
layout(binding = 0) uniform sampler2D uBaseColorTexture;
layout(binding = 1) uniform sampler2D uShadowMapTexture;
layout(std140, binding = 1) uniform PerObjectConstants {
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
@@ -12,11 +12,11 @@ layout(std140, binding = 1) uniform PerObjectConstants {
vec4 gMainLightColorAndFlags;
};
layout(std140, binding = 2) uniform MaterialConstants {
layout(std140, binding = 1) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
layout(std140, binding = 3) uniform ShadowReceiverConstants {
layout(std140, binding = 2) uniform ShadowReceiverConstants {
mat4 gWorldToShadowMatrix;
vec4 gShadowBiasAndTexelSize;
vec4 gShadowOptions;

View File

@@ -1,11 +1,11 @@
// XC_BUILTIN_FORWARD_LIT_VULKAN_PS
#version 450
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
layout(set = 6, binding = 0) uniform texture2D uShadowMapTexture;
layout(set = 7, binding = 0) uniform sampler uShadowMapSampler;
layout(set = 2, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 3, binding = 0) uniform sampler uLinearSampler;
layout(set = 5, binding = 0) uniform texture2D uShadowMapTexture;
layout(set = 6, binding = 0) uniform sampler uShadowMapSampler;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
@@ -14,11 +14,11 @@ layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
vec4 gMainLightColorAndFlags;
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
layout(set = 1, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
layout(set = 5, binding = 0, std140) uniform ShadowReceiverConstants {
layout(set = 4, binding = 0, std140) uniform ShadowReceiverConstants {
mat4 gWorldToShadowMatrix;
vec4 gShadowBiasAndTexelSize;
vec4 gShadowOptions;

View File

@@ -1,10 +1,10 @@
// XC_BUILTIN_FORWARD_LIT_D3D12_PS
Texture2D gBaseColorTexture : register(t1);
SamplerState gLinearSampler : register(s1);
Texture2D gShadowMapTexture : register(t2);
SamplerState gShadowMapSampler : register(s2);
Texture2D gBaseColorTexture : register(t0);
SamplerState gLinearSampler : register(s0);
Texture2D gShadowMapTexture : register(t1);
SamplerState gShadowMapSampler : register(s1);
cbuffer PerObjectConstants : register(b1) {
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
@@ -13,11 +13,11 @@ cbuffer PerObjectConstants : register(b1) {
float4 gMainLightColorAndFlags;
};
cbuffer MaterialConstants : register(b2) {
cbuffer MaterialConstants : register(b1) {
float4 gBaseColorFactor;
};
cbuffer ShadowReceiverConstants : register(b3) {
cbuffer ShadowReceiverConstants : register(b2) {
float4x4 gWorldToShadowMatrix;
float4 gShadowBiasAndTexelSize;
float4 gShadowOptions;

View File

@@ -13,13 +13,13 @@ Shader "Builtin Forward Lit"
Tags { "LightMode" = "ForwardBase" }
Resources
{
PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
ShadowReceiverConstants (ConstantBuffer, 5, 0) [Semantic(ShadowReceiver)]
ShadowMapTexture (Texture2D, 6, 0) [Semantic(ShadowMapTexture)]
ShadowMapSampler (Sampler, 7, 0) [Semantic(ShadowMapSampler)]
PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
BaseColorTexture (Texture2D, 2, 0) [Semantic(BaseColorTexture)]
LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
ShadowReceiverConstants (ConstantBuffer, 4, 0) [Semantic(ShadowReceiver)]
ShadowMapTexture (Texture2D, 5, 0) [Semantic(ShadowMapTexture)]
ShadowMapSampler (Sampler, 6, 0) [Semantic(ShadowMapSampler)]
}
HLSLPROGRAM
#pragma vertex MainVS

View File

@@ -4,7 +4,7 @@ layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(std140, binding = 1) uniform PerObjectConstants {
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;

View File

@@ -4,7 +4,7 @@ layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;

View File

@@ -1,5 +1,5 @@
// XC_BUILTIN_FORWARD_LIT_D3D12_VS
cbuffer PerObjectConstants : register(b1) {
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;

View File

@@ -1,8 +1,8 @@
// XC_BUILTIN_UNLIT_OPENGL_PS
#version 430
layout(binding = 1) uniform sampler2D uBaseColorTexture;
layout(binding = 0) uniform sampler2D uBaseColorTexture;
layout(std140, binding = 1) uniform PerObjectConstants {
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
@@ -11,7 +11,7 @@ layout(std140, binding = 1) uniform PerObjectConstants {
vec4 gMainLightColorAndFlags;
};
layout(std140, binding = 2) uniform MaterialConstants {
layout(std140, binding = 1) uniform MaterialConstants {
vec4 gBaseColorFactor;
};

View File

@@ -1,9 +1,9 @@
// XC_BUILTIN_UNLIT_VULKAN_PS
#version 450
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
layout(set = 2, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 3, binding = 0) uniform sampler uLinearSampler;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
@@ -12,7 +12,7 @@ layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
vec4 gMainLightColorAndFlags;
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
layout(set = 1, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
};

View File

@@ -1,8 +1,8 @@
// XC_BUILTIN_UNLIT_D3D12_PS
Texture2D gBaseColorTexture : register(t1);
SamplerState gLinearSampler : register(s1);
Texture2D gBaseColorTexture : register(t0);
SamplerState gLinearSampler : register(s0);
cbuffer PerObjectConstants : register(b1) {
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
@@ -11,7 +11,7 @@ cbuffer PerObjectConstants : register(b1) {
float4 gMainLightColorAndFlags;
};
cbuffer MaterialConstants : register(b2) {
cbuffer MaterialConstants : register(b1) {
float4 gBaseColorFactor;
};

View File

@@ -13,10 +13,10 @@ Shader "Builtin Unlit"
Tags { "LightMode" = "Unlit" }
Resources
{
PerObjectConstants (ConstantBuffer, 1, 0) [Semantic(PerObject)]
MaterialConstants (ConstantBuffer, 2, 0) [Semantic(Material)]
BaseColorTexture (Texture2D, 3, 0) [Semantic(BaseColorTexture)]
LinearClampSampler (Sampler, 4, 0) [Semantic(LinearClampSampler)]
PerObjectConstants (ConstantBuffer, 0, 0) [Semantic(PerObject)]
MaterialConstants (ConstantBuffer, 1, 0) [Semantic(Material)]
BaseColorTexture (Texture2D, 2, 0) [Semantic(BaseColorTexture)]
LinearClampSampler (Sampler, 3, 0) [Semantic(LinearClampSampler)]
}
HLSLPROGRAM
#pragma vertex MainVS

View File

@@ -4,7 +4,7 @@ layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(std140, binding = 1) uniform PerObjectConstants {
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;

View File

@@ -4,7 +4,7 @@ layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;

View File

@@ -1,5 +1,5 @@
// XC_BUILTIN_UNLIT_D3D12_VS
cbuffer PerObjectConstants : register(b1) {
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;

View File

@@ -236,37 +236,6 @@ inline BuiltinPassResourceSemantic ResolveBuiltinPassResourceSemantic(
return BuiltinPassResourceSemantic::Unknown;
}
inline Containers::Array<Resources::ShaderResourceBindingDesc> BuildLegacyBuiltinForwardPassResourceBindings() {
Containers::Array<Resources::ShaderResourceBindingDesc> bindings;
bindings.Resize(4);
bindings[0].name = "PerObjectConstants";
bindings[0].type = Resources::ShaderResourceType::ConstantBuffer;
bindings[0].set = 1;
bindings[0].binding = 0;
bindings[0].semantic = "PerObject";
bindings[1].name = "MaterialConstants";
bindings[1].type = Resources::ShaderResourceType::ConstantBuffer;
bindings[1].set = 2;
bindings[1].binding = 0;
bindings[1].semantic = "Material";
bindings[2].name = "BaseColorTexture";
bindings[2].type = Resources::ShaderResourceType::Texture2D;
bindings[2].set = 3;
bindings[2].binding = 0;
bindings[2].semantic = "BaseColorTexture";
bindings[3].name = "LinearClampSampler";
bindings[3].type = Resources::ShaderResourceType::Sampler;
bindings[3].set = 4;
bindings[3].binding = 0;
bindings[3].semantic = "LinearClampSampler";
return bindings;
}
inline bool IsBuiltinPassResourceTypeCompatible(
BuiltinPassResourceSemantic semantic,
Resources::ShaderResourceType type) {

View File

@@ -52,6 +52,11 @@ private:
namespace {
bool IsDepthFormat(RHI::Format format) {
return format == RHI::Format::D24_UNorm_S8_UInt ||
format == RHI::Format::D32_Float;
}
bool TryResolveSurfacePassType(
const Resources::Material* material,
BuiltinMaterialPass& outPass) {
@@ -283,7 +288,8 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
if (sceneData.lighting.HasMainDirectionalShadow()) {
if (sceneData.lighting.HasMainDirectionalShadow() &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat())) {
commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::DepthWrite,
@@ -310,7 +316,8 @@ bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& p
DrawVisibleItem(context, sceneData, visibleItem);
}
if (sceneData.lighting.HasMainDirectionalShadow()) {
if (sceneData.lighting.HasMainDirectionalShadow() &&
IsDepthFormat(sceneData.lighting.mainDirectionalShadow.shadowMap->GetFormat())) {
commandList->TransitionBarrier(
sceneData.lighting.mainDirectionalShadow.shadowMap,
RHI::ResourceStates::PixelShaderResource,
@@ -530,9 +537,9 @@ BuiltinForwardPipeline::PassResourceLayout* BuiltinForwardPipeline::GetOrCreateP
return nullptr;
};
Containers::Array<Resources::ShaderResourceBindingDesc> resourceBindings = resolvedShaderPass.pass->resources;
const Containers::Array<Resources::ShaderResourceBindingDesc>& resourceBindings = resolvedShaderPass.pass->resources;
if (resourceBindings.Empty()) {
resourceBindings = BuildLegacyBuiltinForwardPassResourceBindings();
return failLayout("BuiltinForwardPipeline requires explicit resource bindings on the resolved shader pass");
}
BuiltinPassResourceBindingPlan bindingPlan = {};
@@ -564,38 +571,6 @@ BuiltinForwardPipeline::PassResourceLayout* BuiltinForwardPipeline::GetOrCreateP
return failLayout("BuiltinForwardPipeline requires a PerObject resource binding");
}
if (hasAnyResource &&
passLayout.firstDescriptorSet > 0 &&
!passLayout.setLayouts.empty() &&
passLayout.setLayouts[0].bindings.empty()) {
BuiltinPassSetLayoutMetadata& compatibilitySet = passLayout.setLayouts[0];
if (bindingPlan.usesConstantBuffers) {
compatibilitySet.bindings.push_back({
0,
static_cast<uint32_t>(RHI::DescriptorType::CBV),
1,
0
});
}
if (bindingPlan.usesTextures) {
compatibilitySet.bindings.push_back({
0,
static_cast<uint32_t>(RHI::DescriptorType::SRV),
1,
0
});
}
if (bindingPlan.usesSamplers) {
compatibilitySet.bindings.push_back({
0,
static_cast<uint32_t>(RHI::DescriptorType::Sampler),
1,
0
});
}
RefreshBuiltinPassSetLayoutMetadata(compatibilitySet);
}
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(passLayout.setLayouts.size());
for (size_t i = 0; i < passLayout.setLayouts.size(); ++i) {
nativeSetLayouts[i] = passLayout.setLayouts[i].layout;