Files
XCEngine/engine/Runtime/Rendering/Materials/RenderMaterialStateUtils.h

312 lines
13 KiB
C++

#pragma once
#include <cstring>
#include <XCEngine/Rendering/Execution/RenderStateBlock.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHITypes.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Shader/Shader.h>
namespace XCEngine {
namespace Rendering {
inline RHI::CullMode ToRHICullMode(Resources::MaterialCullMode mode) {
switch (mode) {
case Resources::MaterialCullMode::Front:
return RHI::CullMode::Front;
case Resources::MaterialCullMode::Back:
return RHI::CullMode::Back;
case Resources::MaterialCullMode::None:
default:
return RHI::CullMode::None;
}
}
inline RHI::ComparisonFunc ToRHIComparisonFunc(Resources::MaterialComparisonFunc func) {
switch (func) {
case Resources::MaterialComparisonFunc::Never:
return RHI::ComparisonFunc::Never;
case Resources::MaterialComparisonFunc::Equal:
return RHI::ComparisonFunc::Equal;
case Resources::MaterialComparisonFunc::LessEqual:
return RHI::ComparisonFunc::LessEqual;
case Resources::MaterialComparisonFunc::Greater:
return RHI::ComparisonFunc::Greater;
case Resources::MaterialComparisonFunc::NotEqual:
return RHI::ComparisonFunc::NotEqual;
case Resources::MaterialComparisonFunc::GreaterEqual:
return RHI::ComparisonFunc::GreaterEqual;
case Resources::MaterialComparisonFunc::Always:
return RHI::ComparisonFunc::Always;
case Resources::MaterialComparisonFunc::Less:
default:
return RHI::ComparisonFunc::Less;
}
}
inline RHI::BlendFactor ToRHIBlendFactor(Resources::MaterialBlendFactor factor) {
switch (factor) {
case Resources::MaterialBlendFactor::Zero:
return RHI::BlendFactor::Zero;
case Resources::MaterialBlendFactor::SrcColor:
return RHI::BlendFactor::SrcColor;
case Resources::MaterialBlendFactor::InvSrcColor:
return RHI::BlendFactor::InvSrcColor;
case Resources::MaterialBlendFactor::SrcAlpha:
return RHI::BlendFactor::SrcAlpha;
case Resources::MaterialBlendFactor::InvSrcAlpha:
return RHI::BlendFactor::InvSrcAlpha;
case Resources::MaterialBlendFactor::DstAlpha:
return RHI::BlendFactor::DstAlpha;
case Resources::MaterialBlendFactor::InvDstAlpha:
return RHI::BlendFactor::InvDstAlpha;
case Resources::MaterialBlendFactor::DstColor:
return RHI::BlendFactor::DstColor;
case Resources::MaterialBlendFactor::InvDstColor:
return RHI::BlendFactor::InvDstColor;
case Resources::MaterialBlendFactor::SrcAlphaSat:
return RHI::BlendFactor::SrcAlphaSat;
case Resources::MaterialBlendFactor::BlendFactor:
return RHI::BlendFactor::BlendFactor;
case Resources::MaterialBlendFactor::InvBlendFactor:
return RHI::BlendFactor::InvBlendFactor;
case Resources::MaterialBlendFactor::Src1Color:
return RHI::BlendFactor::Src1Color;
case Resources::MaterialBlendFactor::InvSrc1Color:
return RHI::BlendFactor::InvSrc1Color;
case Resources::MaterialBlendFactor::Src1Alpha:
return RHI::BlendFactor::Src1Alpha;
case Resources::MaterialBlendFactor::InvSrc1Alpha:
return RHI::BlendFactor::InvSrc1Alpha;
case Resources::MaterialBlendFactor::One:
default:
return RHI::BlendFactor::One;
}
}
inline RHI::BlendOp ToRHIBlendOp(Resources::MaterialBlendOp op) {
switch (op) {
case Resources::MaterialBlendOp::Subtract:
return RHI::BlendOp::Subtract;
case Resources::MaterialBlendOp::ReverseSubtract:
return RHI::BlendOp::ReverseSubtract;
case Resources::MaterialBlendOp::Min:
return RHI::BlendOp::Min;
case Resources::MaterialBlendOp::Max:
return RHI::BlendOp::Max;
case Resources::MaterialBlendOp::Add:
default:
return RHI::BlendOp::Add;
}
}
inline RHI::StencilOp ToRHIStencilOp(Resources::MaterialStencilOp op) {
switch (op) {
case Resources::MaterialStencilOp::Zero:
return RHI::StencilOp::Zero;
case Resources::MaterialStencilOp::Replace:
return RHI::StencilOp::Replace;
case Resources::MaterialStencilOp::IncrSat:
return RHI::StencilOp::IncrSat;
case Resources::MaterialStencilOp::DecrSat:
return RHI::StencilOp::DecrSat;
case Resources::MaterialStencilOp::Invert:
return RHI::StencilOp::Invert;
case Resources::MaterialStencilOp::IncrWrap:
return RHI::StencilOp::Incr;
case Resources::MaterialStencilOp::DecrWrap:
return RHI::StencilOp::Decr;
case Resources::MaterialStencilOp::Keep:
default:
return RHI::StencilOp::Keep;
}
}
inline Resources::MaterialRenderState ResolveEffectiveRenderState(
const Resources::ShaderPass* shaderPass,
const Resources::Material* material) {
Resources::MaterialRenderState renderState = {};
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
renderState = shaderPass->fixedFunctionState;
} else if (material != nullptr) {
renderState = material->GetRenderState();
}
if (material != nullptr && material->HasRenderStateOverride()) {
renderState = material->GetRenderState();
}
return renderState;
}
inline Resources::MaterialRenderState ApplyRenderStateBlock(
Resources::MaterialRenderState renderState,
const RenderStateBlock* renderStateBlock) {
if (renderStateBlock == nullptr ||
!renderStateBlock->HasOverrides()) {
return renderState;
}
if (renderStateBlock->HasDepthOverride()) {
renderState.depthWriteEnable =
renderStateBlock->depthState.writeEnabled;
renderState.depthFunc =
renderStateBlock->depthState.compareFunction;
}
if (renderStateBlock->HasStencilOverride()) {
renderState.stencil.enabled =
renderStateBlock->stencilState.enabled;
renderState.stencil.readMask =
renderStateBlock->stencilState.readMask;
renderState.stencil.writeMask =
renderStateBlock->stencilState.writeMask;
renderState.stencil.reference =
renderStateBlock->stencilReference;
renderState.stencil.front.failOp =
renderStateBlock->stencilState.frontFace.failOp;
renderState.stencil.front.passOp =
renderStateBlock->stencilState.frontFace.passOp;
renderState.stencil.front.depthFailOp =
renderStateBlock->stencilState.frontFace.depthFailOp;
renderState.stencil.front.func =
renderStateBlock->stencilState.frontFace.compareFunction;
renderState.stencil.back.failOp =
renderStateBlock->stencilState.backFace.failOp;
renderState.stencil.back.passOp =
renderStateBlock->stencilState.backFace.passOp;
renderState.stencil.back.depthFailOp =
renderStateBlock->stencilState.backFace.depthFailOp;
renderState.stencil.back.func =
renderStateBlock->stencilState.backFace.compareFunction;
}
return renderState;
}
inline RHI::RasterizerDesc BuildRasterizerState(const Resources::MaterialRenderState& renderState) {
RHI::RasterizerDesc desc = {};
desc.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
desc.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
desc.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
desc.depthClipEnable = true;
desc.cullMode = static_cast<uint32_t>(ToRHICullMode(renderState.cullMode));
desc.depthBias = renderState.depthBiasUnits;
desc.slopeScaledDepthBias = renderState.depthBiasFactor;
return desc;
}
inline RHI::BlendDesc BuildBlendState(const Resources::MaterialRenderState& renderState) {
RHI::BlendDesc desc = {};
desc.blendEnable = renderState.blendEnable;
desc.srcBlend = static_cast<uint32_t>(ToRHIBlendFactor(renderState.srcBlend));
desc.dstBlend = static_cast<uint32_t>(ToRHIBlendFactor(renderState.dstBlend));
desc.srcBlendAlpha = static_cast<uint32_t>(ToRHIBlendFactor(renderState.srcBlendAlpha));
desc.dstBlendAlpha = static_cast<uint32_t>(ToRHIBlendFactor(renderState.dstBlendAlpha));
desc.blendOp = static_cast<uint32_t>(ToRHIBlendOp(renderState.blendOp));
desc.blendOpAlpha = static_cast<uint32_t>(ToRHIBlendOp(renderState.blendOpAlpha));
desc.colorWriteMask = renderState.colorWriteMask;
return desc;
}
inline RHI::DepthStencilStateDesc BuildDepthStencilState(const Resources::MaterialRenderState& renderState) {
RHI::DepthStencilStateDesc desc = {};
desc.depthTestEnable = renderState.depthTestEnable;
desc.depthWriteEnable = renderState.depthWriteEnable;
desc.depthFunc = static_cast<uint32_t>(ToRHIComparisonFunc(renderState.depthFunc));
desc.stencilEnable = renderState.stencil.enabled;
desc.stencilReadMask = renderState.stencil.readMask;
desc.stencilWriteMask = renderState.stencil.writeMask;
desc.front.failOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.front.failOp));
desc.front.passOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.front.passOp));
desc.front.depthFailOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.front.depthFailOp));
desc.front.func = static_cast<uint32_t>(ToRHIComparisonFunc(renderState.stencil.front.func));
desc.back.failOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.back.failOp));
desc.back.passOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.back.passOp));
desc.back.depthFailOp = static_cast<uint32_t>(ToRHIStencilOp(renderState.stencil.back.depthFailOp));
desc.back.func = static_cast<uint32_t>(ToRHIComparisonFunc(renderState.stencil.back.func));
return desc;
}
inline void ApplyRenderState(const Resources::MaterialRenderState& renderState, RHI::GraphicsPipelineDesc& pipelineDesc) {
pipelineDesc.rasterizerState = BuildRasterizerState(renderState);
pipelineDesc.blendState = BuildBlendState(renderState);
pipelineDesc.depthStencilState = BuildDepthStencilState(renderState);
}
inline void ApplyMaterialRenderState(const Resources::Material* material, RHI::GraphicsPipelineDesc& pipelineDesc) {
ApplyRenderState(ResolveEffectiveRenderState(nullptr, material), pipelineDesc);
}
inline void ApplyResolvedRenderState(
const Resources::ShaderPass* shaderPass,
const Resources::Material* material,
RHI::GraphicsPipelineDesc& pipelineDesc) {
ApplyRenderState(ResolveEffectiveRenderState(shaderPass, material), pipelineDesc);
}
inline void ApplyDynamicRenderState(
const Resources::MaterialRenderState& renderState,
RHI::RHICommandList& commandList) {
if (renderState.stencil.enabled) {
commandList.SetStencilRef(renderState.stencil.reference);
}
}
inline Resources::MaterialRenderState BuildStaticPipelineRenderStateKey(
const Resources::MaterialRenderState& renderState) {
Resources::MaterialRenderState keyState = renderState;
keyState.stencil.reference = 0;
return keyState;
}
struct MaterialRenderStateHash {
size_t operator()(const Resources::MaterialRenderState& state) const noexcept {
size_t hash = 2166136261u;
auto combine = [&hash](size_t value) {
hash ^= value + 0x9e3779b9u + (hash << 6) + (hash >> 2);
};
auto combineFloat = [&combine](float value) {
Core::uint32 bits = 0;
std::memcpy(&bits, &value, sizeof(bits));
combine(static_cast<size_t>(bits));
};
combine(static_cast<size_t>(state.blendEnable));
combine(static_cast<size_t>(state.srcBlend));
combine(static_cast<size_t>(state.dstBlend));
combine(static_cast<size_t>(state.srcBlendAlpha));
combine(static_cast<size_t>(state.dstBlendAlpha));
combine(static_cast<size_t>(state.blendOp));
combine(static_cast<size_t>(state.blendOpAlpha));
combine(static_cast<size_t>(state.colorWriteMask));
combine(static_cast<size_t>(state.depthTestEnable));
combine(static_cast<size_t>(state.depthWriteEnable));
combine(static_cast<size_t>(state.depthFunc));
combine(static_cast<size_t>(state.cullMode));
combineFloat(state.depthBiasFactor);
combine(static_cast<size_t>(state.depthBiasUnits));
combine(static_cast<size_t>(state.stencil.enabled));
combine(static_cast<size_t>(state.stencil.readMask));
combine(static_cast<size_t>(state.stencil.writeMask));
combine(static_cast<size_t>(state.stencil.reference));
combine(static_cast<size_t>(state.stencil.front.failOp));
combine(static_cast<size_t>(state.stencil.front.passOp));
combine(static_cast<size_t>(state.stencil.front.depthFailOp));
combine(static_cast<size_t>(state.stencil.front.func));
combine(static_cast<size_t>(state.stencil.back.failOp));
combine(static_cast<size_t>(state.stencil.back.passOp));
combine(static_cast<size_t>(state.stencil.back.depthFailOp));
combine(static_cast<size_t>(state.stencil.back.func));
return hash;
}
};
} // namespace Rendering
} // namespace XCEngine