#include "Rendering/Pipelines/BuiltinForwardPipeline.h" #include "Components/GameObject.h" #include "Components/MeshFilterComponent.h" #include "Components/MeshRendererComponent.h" #include "Debug/Logger.h" #include "Core/Asset/ResourceManager.h" #include "RHI/RHICommandList.h" #include "Rendering/Detail/ShaderVariantUtils.h" #include "Rendering/RenderMaterialUtility.h" #include "Rendering/RenderSurface.h" #include "Resources/BuiltinResources.h" #include "Resources/Material/Material.h" #include "Resources/Shader/Shader.h" #include "Resources/Texture/Texture.h" #include #include namespace XCEngine { namespace Rendering { namespace Pipelines { namespace Detail { class BuiltinForwardOpaquePass final : public RenderPass { public: explicit BuiltinForwardOpaquePass(BuiltinForwardPipeline& pipeline) : m_pipeline(pipeline) { } const char* GetName() const override { return "BuiltinForwardOpaquePass"; } 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.ExecuteForwardOpaquePass(context); } private: BuiltinForwardPipeline& m_pipeline; }; } // namespace Detail namespace { bool TryResolveSurfacePassType( const Resources::Material* material, BuiltinMaterialPass& outPass) { if (MatchesBuiltinPass(material, BuiltinMaterialPass::Unlit)) { outPass = BuiltinMaterialPass::Unlit; return true; } if (MatchesBuiltinPass(material, BuiltinMaterialPass::ForwardLit)) { outPass = BuiltinMaterialPass::ForwardLit; return true; } return false; } const Resources::ShaderPass* FindCompatibleSurfacePass( const Resources::Shader& shader, const Resources::Material* material, BuiltinMaterialPass pass, Resources::ShaderBackend backend) { if (material != nullptr && !material->GetShaderPass().Empty()) { const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass()); if (explicitPass != nullptr && ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) { return explicitPass; } } for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) { if (ShaderPassMatchesBuiltinPass(shaderPass, pass) && ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) { return &shaderPass; } } if (pass != BuiltinMaterialPass::ForwardLit) { return nullptr; } const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit"); if (defaultPass != nullptr && ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) { return defaultPass; } defaultPass = shader.FindPass("Default"); if (defaultPass != nullptr && ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) { return defaultPass; } if (shader.GetPassCount() > 0 && ::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) { return &shader.GetPasses()[0]; } return nullptr; } RHI::GraphicsPipelineDesc CreatePipelineDesc( RHI::RHIType backendType, RHI::RHIPipelineLayout* pipelineLayout, const Resources::Shader& shader, const Containers::String& passName, const Resources::Material* material) { RHI::GraphicsPipelineDesc pipelineDesc = {}; pipelineDesc.pipelineLayout = pipelineLayout; pipelineDesc.topologyType = static_cast(RHI::PrimitiveTopologyType::Triangle); pipelineDesc.renderTargetCount = 1; pipelineDesc.renderTargetFormats[0] = static_cast(RHI::Format::R8G8B8A8_UNorm); pipelineDesc.depthStencilFormat = static_cast(RHI::Format::D24_UNorm_S8_UInt); pipelineDesc.sampleCount = 1; ApplyMaterialRenderState(material, pipelineDesc); pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout(); const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType); const Resources::ShaderStageVariant* vertexVariant = shader.FindVariant(passName, Resources::ShaderType::Vertex, backend); const Resources::ShaderStageVariant* fragmentVariant = shader.FindVariant(passName, Resources::ShaderType::Fragment, backend); if (vertexVariant != nullptr) { ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader); } if (fragmentVariant != nullptr) { ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader); } return pipelineDesc; } } // namespace BuiltinForwardPipeline::BuiltinForwardPipeline() { m_passSequence.AddPass(std::make_unique(*this)); } BuiltinForwardPipeline::~BuiltinForwardPipeline() { Shutdown(); } std::unique_ptr BuiltinForwardPipelineAsset::CreatePipeline() const { return std::make_unique(); } RHI::InputLayoutDesc BuiltinForwardPipeline::BuildInputLayout() { RHI::InputLayoutDesc inputLayout = {}; RHI::InputElementDesc position = {}; position.semanticName = "POSITION"; position.semanticIndex = 0; position.format = static_cast(RHI::Format::R32G32B32_Float); position.inputSlot = 0; position.alignedByteOffset = 0; inputLayout.elements.push_back(position); RHI::InputElementDesc normal = {}; normal.semanticName = "NORMAL"; normal.semanticIndex = 0; normal.format = static_cast(RHI::Format::R32G32B32_Float); normal.inputSlot = 0; normal.alignedByteOffset = static_cast(offsetof(Resources::StaticMeshVertex, normal)); inputLayout.elements.push_back(normal); RHI::InputElementDesc texcoord = {}; texcoord.semanticName = "TEXCOORD"; texcoord.semanticIndex = 0; texcoord.format = static_cast(RHI::Format::R32G32_Float); texcoord.inputSlot = 0; texcoord.alignedByteOffset = static_cast(offsetof(Resources::StaticMeshVertex, uv0)); inputLayout.elements.push_back(texcoord); return inputLayout; } bool BuiltinForwardPipeline::Initialize(const RenderContext& context) { return m_passSequence.Initialize(context); } void BuiltinForwardPipeline::Shutdown() { m_passSequence.Shutdown(); } bool BuiltinForwardPipeline::Render( const RenderContext& context, const RenderSurface& surface, const RenderSceneData& sceneData) { if (!Initialize(context)) { return false; } const RenderPassContext passContext = { context, surface, sceneData }; return m_passSequence.Execute(passContext); } bool BuiltinForwardPipeline::ExecuteForwardOpaquePass(const RenderPassContext& passContext) { const RenderContext& context = passContext.renderContext; const RenderSurface& surface = passContext.surface; const RenderSceneData& sceneData = passContext.sceneData; const std::vector& colorAttachments = surface.GetColorAttachments(); if (colorAttachments.empty()) { return false; } std::vector renderTargets = colorAttachments; RHI::RHICommandList* commandList = context.commandList; if (surface.IsAutoTransitionEnabled()) { for (RHI::RHIResourceView* renderTarget : renderTargets) { if (renderTarget != nullptr) { commandList->TransitionBarrier( renderTarget, surface.GetColorStateBefore(), RHI::ResourceStates::RenderTarget); } } } commandList->SetRenderTargets( static_cast(renderTargets.size()), renderTargets.data(), surface.GetDepthAttachment()); const Math::RectInt renderArea = surface.GetRenderArea(); if (renderArea.width <= 0 || renderArea.height <= 0) { return false; } const RHI::Viewport viewport = { static_cast(renderArea.x), static_cast(renderArea.y), static_cast(renderArea.width), static_cast(renderArea.height), 0.0f, 1.0f }; const RHI::Rect scissorRect = { renderArea.x, renderArea.y, renderArea.x + renderArea.width, renderArea.y + renderArea.height }; const RHI::Rect clearRects[] = { scissorRect }; commandList->SetViewport(viewport); commandList->SetScissorRect(scissorRect); const Math::Color clearColor = surface.HasClearColorOverride() ? surface.GetClearColorOverride() : sceneData.cameraData.clearColor; const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a }; if (HasRenderClearFlag(sceneData.cameraData.clearFlags, RenderClearFlags::Color)) { for (RHI::RHIResourceView* renderTarget : renderTargets) { if (renderTarget != nullptr) { commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects); } } } if (surface.GetDepthAttachment() != nullptr && HasRenderClearFlag(sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) { commandList->ClearDepthStencil(surface.GetDepthAttachment(), 1.0f, 0, 1, clearRects); } commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList); if (sceneData.lighting.HasMainDirectionalShadow()) { commandList->TransitionBarrier( sceneData.lighting.mainDirectionalShadow.shadowMap, RHI::ResourceStates::DepthWrite, RHI::ResourceStates::PixelShaderResource); } RHI::RHIPipelineState* currentPipelineState = nullptr; for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) { const Resources::Material* material = ResolveMaterial(visibleItem); BuiltinMaterialPass pass = BuiltinMaterialPass::ForwardLit; if (!TryResolveSurfacePassType(material, pass)) { continue; } RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, material); if (pipelineState == nullptr) { continue; } if (pipelineState != currentPipelineState) { commandList->SetPipelineState(pipelineState); currentPipelineState = pipelineState; } DrawVisibleItem(context, sceneData, visibleItem); } if (sceneData.lighting.HasMainDirectionalShadow()) { 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; } bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) { if (!context.IsValid()) { return false; } if (m_initialized && m_device == context.device && m_backendType == context.backendType) { return true; } DestroyPipelineResources(); m_device = context.device; m_backendType = context.backendType; m_initialized = CreatePipelineResources(context); return m_initialized; } bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) { m_builtinForwardShader = Resources::ResourceManager::Get().Load( Resources::GetBuiltinForwardLitShaderPath()); if (!m_builtinForwardShader.IsValid()) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinForwardPipeline failed to load builtin forward shader resource"); return false; } m_builtinUnlitShader = Resources::ResourceManager::Get().Load( Resources::GetBuiltinUnlitShaderPath()); if (!m_builtinUnlitShader.IsValid()) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinForwardPipeline failed to load builtin unlit shader resource"); return false; } RHI::SamplerDesc samplerDesc = {}; samplerDesc.filter = static_cast(RHI::FilterMode::Linear); samplerDesc.addressU = static_cast(RHI::TextureAddressMode::Clamp); samplerDesc.addressV = static_cast(RHI::TextureAddressMode::Clamp); samplerDesc.addressW = static_cast(RHI::TextureAddressMode::Clamp); samplerDesc.mipLodBias = 0.0f; samplerDesc.maxAnisotropy = 1; samplerDesc.comparisonFunc = static_cast(RHI::ComparisonFunc::Always); samplerDesc.minLod = 0.0f; samplerDesc.maxLod = 1000.0f; m_sampler = context.device->CreateSampler(samplerDesc); if (m_sampler == nullptr) { return false; } RHI::SamplerDesc shadowSamplerDesc = samplerDesc; shadowSamplerDesc.filter = static_cast(RHI::FilterMode::Point); m_shadowSampler = context.device->CreateSampler(shadowSamplerDesc); if (m_shadowSampler == nullptr) { return false; } const unsigned char whitePixel[4] = { 255, 255, 255, 255 }; RHI::TextureDesc textureDesc = {}; textureDesc.width = 1; textureDesc.height = 1; textureDesc.depth = 1; textureDesc.mipLevels = 1; textureDesc.arraySize = 1; textureDesc.format = static_cast(RHI::Format::R8G8B8A8_UNorm); textureDesc.textureType = static_cast(RHI::TextureType::Texture2D); textureDesc.sampleCount = 1; textureDesc.sampleQuality = 0; textureDesc.flags = 0; m_fallbackTexture = context.device->CreateTexture(textureDesc, whitePixel, sizeof(whitePixel), 4); if (m_fallbackTexture == nullptr) { return false; } RHI::ResourceViewDesc textureViewDesc = {}; textureViewDesc.format = static_cast(RHI::Format::R8G8B8A8_UNorm); textureViewDesc.dimension = RHI::ResourceViewDimension::Texture2D; textureViewDesc.mipLevel = 0; m_fallbackTextureView = context.device->CreateShaderResourceView(m_fallbackTexture, textureViewDesc); if (m_fallbackTextureView == nullptr) { return false; } return true; } void BuiltinForwardPipeline::DestroyPipelineResources() { m_resourceCache.Shutdown(); for (auto& pipelinePair : m_pipelineStates) { if (pipelinePair.second != nullptr) { pipelinePair.second->Shutdown(); delete pipelinePair.second; } } m_pipelineStates.clear(); for (auto& descriptorSetPair : m_dynamicDescriptorSets) { DestroyOwnedDescriptorSet(descriptorSetPair.second.descriptorSet); } m_dynamicDescriptorSets.clear(); for (auto& passLayoutPair : m_passResourceLayouts) { DestroyPassResourceLayout(passLayoutPair.second); } m_passResourceLayouts.clear(); if (m_fallbackTextureView != nullptr) { m_fallbackTextureView->Shutdown(); delete m_fallbackTextureView; m_fallbackTextureView = nullptr; } if (m_fallbackTexture != nullptr) { m_fallbackTexture->Shutdown(); delete m_fallbackTexture; m_fallbackTexture = nullptr; } if (m_sampler != nullptr) { m_sampler->Shutdown(); delete m_sampler; m_sampler = nullptr; } if (m_shadowSampler != nullptr) { m_shadowSampler->Shutdown(); delete m_shadowSampler; m_shadowSampler = nullptr; } m_device = nullptr; m_initialized = false; m_builtinForwardShader.Reset(); m_builtinUnlitShader.Reset(); } BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveSurfaceShaderPass( const Resources::Material* material) const { ResolvedShaderPass resolved = {}; BuiltinMaterialPass pass = BuiltinMaterialPass::ForwardLit; if (!TryResolveSurfacePassType(material, pass)) { return resolved; } const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType); if (material != nullptr && material->GetShader() != nullptr) { const Resources::Shader* materialShader = material->GetShader(); if (const Resources::ShaderPass* shaderPass = FindCompatibleSurfacePass(*materialShader, material, pass, backend)) { resolved.shader = materialShader; resolved.pass = shaderPass; resolved.passName = shaderPass->name; return resolved; } } const Resources::ResourceHandle* builtinShaderHandle = pass == BuiltinMaterialPass::Unlit ? &m_builtinUnlitShader : &m_builtinForwardShader; if (builtinShaderHandle->IsValid()) { const Resources::Shader* builtinShader = builtinShaderHandle->Get(); if (const Resources::ShaderPass* shaderPass = FindCompatibleSurfacePass(*builtinShader, nullptr, pass, backend)) { resolved.shader = builtinShader; resolved.pass = shaderPass; resolved.passName = shaderPass->name; } } return resolved; } BuiltinForwardPipeline::PassResourceLayout* BuiltinForwardPipeline::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; }; Containers::Array resourceBindings = resolvedShaderPass.pass->resources; if (resourceBindings.Empty()) { resourceBindings = BuildLegacyBuiltinForwardPassResourceBindings(); } BuiltinPassResourceBindingPlan bindingPlan = {}; Containers::String bindingPlanError; if (!TryBuildBuiltinPassResourceBindingPlan(resourceBindings, bindingPlan, &bindingPlanError)) { return failLayout(bindingPlanError.CStr()); } const bool hasAnyResource = !bindingPlan.bindings.Empty(); if (hasAnyResource) { Containers::String setLayoutError; if (!TryBuildBuiltinPassSetLayouts(bindingPlan, passLayout.setLayouts, &setLayoutError)) { return failLayout(setLayoutError.CStr()); } passLayout.staticDescriptorSets.resize(passLayout.setLayouts.size()); passLayout.firstDescriptorSet = bindingPlan.firstDescriptorSet; passLayout.descriptorSetCount = bindingPlan.descriptorSetCount; } passLayout.perObject = bindingPlan.perObject; passLayout.material = bindingPlan.material; passLayout.shadowReceiver = bindingPlan.shadowReceiver; passLayout.baseColorTexture = bindingPlan.baseColorTexture; passLayout.linearClampSampler = bindingPlan.linearClampSampler; passLayout.shadowMapTexture = bindingPlan.shadowMapTexture; passLayout.shadowMapSampler = bindingPlan.shadowMapSampler; if (!passLayout.perObject.IsValid()) { 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(RHI::DescriptorType::CBV), 1, 0 }); } if (bindingPlan.usesTextures) { compatibilitySet.bindings.push_back({ 0, static_cast(RHI::DescriptorType::SRV), 1, 0 }); } if (bindingPlan.usesSamplers) { compatibilitySet.bindings.push_back({ 0, static_cast(RHI::DescriptorType::Sampler), 1, 0 }); } RefreshBuiltinPassSetLayoutMetadata(compatibilitySet); } std::vector nativeSetLayouts(passLayout.setLayouts.size()); for (size_t i = 0; i < passLayout.setLayouts.size(); ++i) { nativeSetLayouts[i] = passLayout.setLayouts[i].layout; } RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {}; pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data(); pipelineLayoutDesc.setLayoutCount = static_cast(nativeSetLayouts.size()); passLayout.pipelineLayout = context.device->CreatePipelineLayout(pipelineLayoutDesc); if (passLayout.pipelineLayout == nullptr) { return failLayout("BuiltinForwardPipeline failed to create a pipeline layout from shader pass resources"); } const auto result = m_passResourceLayouts.emplace(passLayoutKey, passLayout); PassResourceLayout& storedPassLayout = result.first->second; RefreshBuiltinPassSetLayouts(storedPassLayout.setLayouts); return &storedPassLayout; } RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState( const RenderContext& context, const Resources::Material* material) { const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material); if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinForwardPipeline could not resolve a valid surface shader pass"); 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; 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); RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc); if (pipelineState == nullptr || !pipelineState->IsValid()) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinForwardPipeline failed to create pipeline state"); if (pipelineState != nullptr) { pipelineState->Shutdown(); delete pipelineState; } return nullptr; } m_pipelineStates.emplace(pipelineKey, pipelineState); return pipelineState; } bool BuiltinForwardPipeline::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* BuiltinForwardPipeline::GetOrCreateStaticDescriptorSet( PassResourceLayout& passLayout, Core::uint32 setIndex) { if (setIndex >= passLayout.setLayouts.size() || setIndex >= passLayout.staticDescriptorSets.size()) { return nullptr; } OwnedDescriptorSet& descriptorSet = passLayout.staticDescriptorSets[setIndex]; if (descriptorSet.set == nullptr) { if (!CreateOwnedDescriptorSet(passLayout.setLayouts[setIndex], descriptorSet)) { return nullptr; } if (passLayout.setLayouts[setIndex].usesSampler) { RHI::RHISampler* sampler = nullptr; Core::uint32 binding = 0; if (passLayout.setLayouts[setIndex].usesLinearClampSampler) { sampler = m_sampler; if (!passLayout.linearClampSampler.IsValid() || passLayout.linearClampSampler.set != setIndex) { DestroyOwnedDescriptorSet(descriptorSet); return nullptr; } binding = passLayout.linearClampSampler.binding; } else if (passLayout.setLayouts[setIndex].usesShadowMapSampler) { sampler = m_shadowSampler; if (!passLayout.shadowMapSampler.IsValid() || passLayout.shadowMapSampler.set != setIndex) { DestroyOwnedDescriptorSet(descriptorSet); return nullptr; } binding = passLayout.shadowMapSampler.binding; } if (sampler == nullptr) { DestroyOwnedDescriptorSet(descriptorSet); return nullptr; } descriptorSet.set->UpdateSampler(binding, sampler); } } return descriptorSet.set; } BuiltinForwardPipeline::CachedDescriptorSet* BuiltinForwardPipeline::GetOrCreateDynamicDescriptorSet( const PassLayoutKey& passLayoutKey, const PassResourceLayout& passLayout, const BuiltinPassSetLayoutMetadata& setLayout, Core::uint32 setIndex, Core::uint64 objectId, const Resources::Material* material, const MaterialConstantPayloadView& materialConstants, const ShadowReceiverConstants& shadowReceiverConstants, RHI::RHIResourceView* baseColorTextureView, RHI::RHIResourceView* shadowMapTextureView) { DynamicDescriptorSetKey key = {}; key.passLayout = passLayoutKey; key.setIndex = setIndex; key.objectId = objectId; key.material = material; CachedDescriptorSet& cachedDescriptorSet = m_dynamicDescriptorSets[key]; if (cachedDescriptorSet.descriptorSet.set == nullptr) { if (!CreateOwnedDescriptorSet(setLayout, cachedDescriptorSet.descriptorSet)) { return nullptr; } } const Core::uint64 materialVersion = material != nullptr ? material->GetChangeVersion() : 0; if (setLayout.usesMaterial) { if (!passLayout.material.IsValid() || passLayout.material.set != setIndex) { return nullptr; } if (!materialConstants.IsValid()) { return nullptr; } if (cachedDescriptorSet.materialVersion != materialVersion) { cachedDescriptorSet.descriptorSet.set->WriteConstant( passLayout.material.binding, materialConstants.data, materialConstants.size); } } if (setLayout.usesShadowReceiver) { if (!passLayout.shadowReceiver.IsValid() || passLayout.shadowReceiver.set != setIndex) { return nullptr; } cachedDescriptorSet.descriptorSet.set->WriteConstant( passLayout.shadowReceiver.binding, &shadowReceiverConstants, sizeof(shadowReceiverConstants)); } if (setLayout.usesBaseColorTexture) { if (baseColorTextureView == nullptr || !passLayout.baseColorTexture.IsValid() || passLayout.baseColorTexture.set != setIndex) { return nullptr; } if (cachedDescriptorSet.baseColorTextureView != baseColorTextureView) { cachedDescriptorSet.descriptorSet.set->Update( passLayout.baseColorTexture.binding, baseColorTextureView); } } if (setLayout.usesShadowMapTexture) { if (shadowMapTextureView == nullptr || !passLayout.shadowMapTexture.IsValid() || passLayout.shadowMapTexture.set != setIndex) { return nullptr; } if (cachedDescriptorSet.shadowMapTextureView != shadowMapTextureView) { cachedDescriptorSet.descriptorSet.set->Update( passLayout.shadowMapTexture.binding, shadowMapTextureView); } } cachedDescriptorSet.materialVersion = materialVersion; cachedDescriptorSet.baseColorTextureView = baseColorTextureView; cachedDescriptorSet.shadowMapTextureView = shadowMapTextureView; return &cachedDescriptorSet; } void BuiltinForwardPipeline::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 BuiltinForwardPipeline::DestroyPassResourceLayout(PassResourceLayout& passLayout) { for (OwnedDescriptorSet& descriptorSet : passLayout.staticDescriptorSets) { DestroyOwnedDescriptorSet(descriptorSet); } passLayout.staticDescriptorSets.clear(); if (passLayout.pipelineLayout != nullptr) { passLayout.pipelineLayout->Shutdown(); delete passLayout.pipelineLayout; passLayout.pipelineLayout = nullptr; } passLayout.setLayouts.clear(); passLayout.firstDescriptorSet = 0; passLayout.descriptorSetCount = 0; passLayout.perObject = {}; passLayout.material = {}; passLayout.shadowReceiver = {}; passLayout.baseColorTexture = {}; passLayout.linearClampSampler = {}; passLayout.shadowMapTexture = {}; passLayout.shadowMapSampler = {}; } const Resources::Texture* BuiltinForwardPipeline::ResolveTexture(const Resources::Material* material) const { return ResolveBuiltinBaseColorTexture(material); } RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView( const VisibleRenderItem& visibleItem) { const Resources::Material* material = ResolveMaterial(visibleItem); const Resources::Texture* texture = ResolveTexture(material); if (texture != nullptr) { const RenderResourceCache::CachedTexture* cachedTexture = m_resourceCache.GetOrCreateTexture(m_device, texture); if (cachedTexture != nullptr && cachedTexture->shaderResourceView != nullptr) { return cachedTexture->shaderResourceView; } } return m_fallbackTextureView; } bool BuiltinForwardPipeline::DrawVisibleItem( const RenderContext& context, const RenderSceneData& sceneData, const VisibleRenderItem& visibleItem) { const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh); if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) { return false; } RHI::RHICommandList* commandList = context.commandList; 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); } const PerObjectConstants constants = { sceneData.cameraData.projection, sceneData.cameraData.view, visibleItem.localToWorld.Transpose(), visibleItem.localToWorld.Inverse(), sceneData.lighting.HasMainDirectionalLight() ? Math::Vector4( sceneData.lighting.mainDirectionalLight.direction.x, sceneData.lighting.mainDirectionalLight.direction.y, sceneData.lighting.mainDirectionalLight.direction.z, sceneData.lighting.mainDirectionalLight.intensity) : Math::Vector4::Zero(), sceneData.lighting.HasMainDirectionalLight() ? Math::Vector4( sceneData.lighting.mainDirectionalLight.color.r, sceneData.lighting.mainDirectionalLight.color.g, sceneData.lighting.mainDirectionalLight.color.b, 1.0f) : Math::Vector4::Zero() }; const ShadowReceiverConstants shadowReceiverConstants = { sceneData.lighting.HasMainDirectionalShadow() ? sceneData.lighting.mainDirectionalShadow.viewProjection : Math::Matrix4x4::Identity(), sceneData.lighting.HasMainDirectionalShadow() ? sceneData.lighting.mainDirectionalShadow.shadowParams : Math::Vector4::Zero(), sceneData.lighting.HasMainDirectionalShadow() ? Math::Vector4(1.0f, 0.0f, 0.0f, 0.0f) : Math::Vector4::Zero() }; const Resources::Material* material = ResolveMaterial(visibleItem); const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material); if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) { return false; } PassLayoutKey passLayoutKey = {}; passLayoutKey.shader = resolvedShaderPass.shader; passLayoutKey.passName = resolvedShaderPass.passName; PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass); if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) { return false; } RHI::RHIResourceView* baseColorTextureView = ResolveTextureView(visibleItem); if (passLayout->baseColorTexture.IsValid() && baseColorTextureView == nullptr) { return false; } RHI::RHIResourceView* shadowMapTextureView = sceneData.lighting.HasMainDirectionalShadow() ? sceneData.lighting.mainDirectionalShadow.shadowMap : m_fallbackTextureView; if (passLayout->shadowMapTexture.IsValid() && shadowMapTextureView == nullptr) { return false; } MaterialConstantPayloadView materialConstants = ResolveSchemaMaterialConstantPayload(material); FallbackPerMaterialConstants fallbackMaterialConstants = {}; if (!materialConstants.IsValid()) { const BuiltinForwardMaterialData materialData = BuildBuiltinForwardMaterialData(material); fallbackMaterialConstants.baseColorFactor = materialData.baseColorFactor; static const Resources::MaterialConstantFieldDesc kFallbackMaterialConstantField = { Containers::String("baseColorFactor"), Resources::MaterialPropertyType::Float4, 0, sizeof(FallbackPerMaterialConstants), sizeof(FallbackPerMaterialConstants) }; materialConstants.data = &fallbackMaterialConstants; materialConstants.size = sizeof(fallbackMaterialConstants); materialConstants.layout = { &kFallbackMaterialConstantField, 1, sizeof(fallbackMaterialConstants) }; } if (passLayout->descriptorSetCount > 0) { std::vector descriptorSets(passLayout->descriptorSetCount, nullptr); for (Core::uint32 descriptorOffset = 0; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) { const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset; if (setIndex >= passLayout->setLayouts.size()) { return false; } const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex]; RHI::RHIDescriptorSet* descriptorSet = nullptr; if (setLayout.usesPerObject || setLayout.usesMaterial || setLayout.usesShadowReceiver || setLayout.usesTexture) { const Core::uint64 objectId = (setLayout.usesPerObject && visibleItem.gameObject != nullptr) ? visibleItem.gameObject->GetID() : 0; const Resources::Material* materialKey = (setLayout.usesMaterial || setLayout.usesBaseColorTexture) ? material : nullptr; CachedDescriptorSet* cachedDescriptorSet = GetOrCreateDynamicDescriptorSet( passLayoutKey, *passLayout, setLayout, setIndex, objectId, materialKey, materialConstants, shadowReceiverConstants, baseColorTextureView, shadowMapTextureView); if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) { return false; } descriptorSet = cachedDescriptorSet->descriptorSet.set; if (setLayout.usesPerObject) { if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) { return false; } descriptorSet->WriteConstant( passLayout->perObject.binding, &constants, sizeof(constants)); } } else { descriptorSet = GetOrCreateStaticDescriptorSet(*passLayout, setIndex); if (descriptorSet == nullptr) { return false; } } descriptorSets[descriptorOffset] = descriptorSet; } commandList->SetGraphicsDescriptorSets( passLayout->firstDescriptorSet, passLayout->descriptorSetCount, descriptorSets.data(), passLayout->pipelineLayout); } if (visibleItem.hasSection) { const Containers::Array& sections = visibleItem.mesh->GetSections(); if (visibleItem.sectionIndex >= sections.Size()) { return false; } const Resources::MeshSection& section = sections[visibleItem.sectionIndex]; if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) { // MeshLoader flattens section indices into a single global index buffer. 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 Pipelines } // namespace Rendering } // namespace XCEngine