Changing descriptor update signature

This commit is contained in:
Dynamitos
2024-09-27 15:57:37 +02:00
parent 1c7a3db939
commit 242acdab58
28 changed files with 240 additions and 225 deletions
+9 -9
View File
@@ -128,21 +128,21 @@ void BasePass::beginFrame(const Component::Camera& cam) {
skyboxBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
skyboxDataSet = skyboxDataLayout->allocateDescriptorSet();
skyboxDataSet->updateBuffer(0, skyboxBuffer);
skyboxDataSet->updateBuffer(0, 0, skyboxBuffer);
skyboxDataSet->writeChanges();
textureSet = textureLayout->allocateDescriptorSet();
textureSet->updateTexture(0, skybox.day);
textureSet->updateTexture(1, skybox.night);
textureSet->updateSampler(2, skyboxSampler);
textureSet->updateTexture(0, 0, skybox.day);
textureSet->updateTexture(1, 0, skybox.night);
textureSet->updateSampler(2, 0, skyboxSampler);
textureSet->writeChanges();
}
}
void BasePass::render() {
opaqueCulling->updateBuffer(0, oLightIndexList);
opaqueCulling->updateTexture(1, oLightGrid);
transparentCulling->updateBuffer(0, tLightIndexList);
transparentCulling->updateTexture(1, tLightGrid);
opaqueCulling->updateBuffer(0, 0, oLightIndexList);
opaqueCulling->updateTexture(1, 0, oLightGrid);
transparentCulling->updateBuffer(0, 0, tLightIndexList);
transparentCulling->updateTexture(1, 0, tLightGrid);
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
@@ -157,7 +157,7 @@ void BasePass::render() {
// Base Rendering
for (VertexData* vertexData : VertexData::getList()) {
transparentData.addAll(vertexData->getTransparentData());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
@@ -53,7 +53,7 @@ void CachedDepthPass::render() {
permutation.setDepthCulling(true);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
// Create Pipeline(VertexData)
@@ -63,7 +63,7 @@ void CachedDepthPass::render() {
// SceneData => per meshtype
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
Gfx::ORenderCommand command = graphics->createRenderCommand("CullingRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
@@ -75,8 +75,8 @@ void DepthCullingPass::render() {
depthMipBuffer->rotateBuffer(depthMipBuffer->getNumElements() * sizeof(uint32));
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
set->updateBuffer(1, depthMipBuffer);
set->updateTexture(0, 0, depthAttachment.getTexture());
set->updateBuffer(1, 0, depthMipBuffer);
set->writeChanges();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "MipBegin");
@@ -125,7 +125,7 @@ void DepthCullingPass::render() {
permutation.setDepthCulling(getGlobals().useDepthCulling);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
// Create Pipeline(VertexData)
// Descriptors:
@@ -42,13 +42,13 @@ void LightCullingPass::render() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
cullingDescriptorSet->updateTexture(0, depthAttachment);
cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(3, oLightIndexList);
cullingDescriptorSet->updateBuffer(4, tLightIndexList);
cullingDescriptorSet->updateTexture(5, Gfx::PTexture2D(oLightGrid));
cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
cullingDescriptorSet->updateTexture(0, 0, depthAttachment);
cullingDescriptorSet->updateBuffer(1, 0, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(2, 0, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(3, 0, oLightIndexList);
cullingDescriptorSet->updateBuffer(4, 0, tLightIndexList);
cullingDescriptorSet->updateTexture(5, 0, oLightGrid);
cullingDescriptorSet->updateTexture(6, 0, tLightGrid);
cullingDescriptorSet->writeChanges();
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
if (getGlobals().useLightCulling) {
@@ -96,8 +96,8 @@ void LightCullingPass::publishOutputs() {
dispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateBuffer(0, dispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, frustumBuffer);
dispatchParamsSet->updateBuffer(0, 0, dispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, 0, frustumBuffer);
dispatchParamsSet->writeChanges();
cullingDescriptorLayout = graphics->createDescriptorLayout("pCullingParams");
@@ -305,8 +305,8 @@ void LightCullingPass::setupFrustums() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateBuffer(0, frustumDispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, frustumBuffer);
dispatchParamsSet->updateBuffer(0, 0, frustumDispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, 0, frustumBuffer);
dispatchParamsSet->writeChanges();
Gfx::OComputeCommand command = graphics->createComputeCommand("FrustumCommand");
@@ -103,9 +103,9 @@ void RayTracingPass::render() {
.bottomLevelStructures = accelerationStructures,
});
Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
desc->updateAccelerationStructure(0, tlas);
desc->updateTexture(1, Gfx::PTexture2D(texture));
desc->updateBuffer(2, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->updateAccelerationStructure(0, 0, tlas);
desc->updateTexture(1, 0, texture);
desc->updateBuffer(2, 0, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->writeChanges();
Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
@@ -41,7 +41,7 @@ void RenderPass::beginFrame(const Component::Camera& cam) {
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
viewParamsLayout->reset();
viewParamsSet = viewParamsLayout->allocateDescriptorSet();
viewParamsSet->updateBuffer(0, viewParamsBuffer);
viewParamsSet->updateBuffer(0, 0, viewParamsBuffer);
viewParamsSet->writeChanges();
}
@@ -86,9 +86,9 @@ void TerrainRenderer::beginFrame() {
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
set = layout->allocateDescriptorSet();
set->updateBuffer(0, tilesBuffer);
set->updateTexture(1, Gfx::PTexture2D(displacementMap));
set->updateSampler(2, sampler);
set->updateBuffer(0, 0, tilesBuffer);
set->updateTexture(1, 0, Gfx::PTexture2D(displacementMap));
set->updateSampler(2, 0, sampler);
set->writeChanges();
}
+6 -4
View File
@@ -54,7 +54,7 @@ void TextPass::beginFrame(const Component::Camera& cam) {
}
auto proj = viewport->getProjectionMatrix();
projectionBuffer->updateContents(0, sizeof(Matrix4), &proj);
generalSet->updateBuffer(1, projectionBuffer);
generalSet->updateBuffer(1, 0, projectionBuffer);
generalSet->writeChanges();
// co_return;
}
@@ -139,8 +139,8 @@ void TextPass::createRenderPass() {
});
generalSet = generalLayout->allocateDescriptorSet();
generalSet->updateBuffer(0, projectionBuffer);
generalSet->updateSampler(1, glyphSampler);
generalSet->updateBuffer(0, 0, projectionBuffer);
generalSet->updateSampler(1, 0, glyphSampler);
generalSet->writeChanges();
pipelineLayout = graphics->createPipelineLayout();
@@ -194,7 +194,9 @@ TextPass::FontData& TextPass::getFontData(PFontAsset font) {
textureArrayLayout->reset();
fd.textureArraySet = textureArrayLayout->allocateDescriptorSet();
fd.textureArraySet->updateTextureArray(0, textures);
for (uint32 i = 0; i < textures.size(); ++i) {
fd.textureArraySet->updateTexture(0, i, textures[i]);
}
fd.textureArraySet->writeChanges();
return fontData[font];
}
+11 -5
View File
@@ -14,15 +14,21 @@ UIPass::~UIPass() {}
void UIPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
VertexBufferCreateInfo info = {
.sourceData = {.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()), .data = (uint8*)renderElements.data()},
.sourceData =
{
.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
.data = (uint8*)renderElements.data(),
},
.vertexSize = sizeof(UI::RenderElementStyle),
.numVertices = (uint32)renderElements.size(),
};
elementBuffer = graphics->createVertexBuffer(info);
uint32 numTextures = static_cast<uint32>(usedTextures.size());
numTexturesBuffer->updateContents(0, sizeof(uint32), &numTextures);
descriptorSet->updateBuffer(2, numTexturesBuffer);
descriptorSet->updateTextureArray(3, usedTextures);
descriptorSet->updateBuffer(2, 0, numTexturesBuffer);
for (uint32 i = 0; i < usedTextures.size(); ++i) {
descriptorSet->updateTexture(3, i, usedTextures[i]);
}
descriptorSet->writeChanges();
// co_return;
}
@@ -131,8 +137,8 @@ void UIPass::createRenderPass() {
numTexturesBuffer = graphics->createUniformBuffer(info);
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, uniformBuffer);
descriptorSet->updateSampler(1, backgroundSampler);
descriptorSet->updateBuffer(0, 0, uniformBuffer);
descriptorSet->updateSampler(1, 0, backgroundSampler);
descriptorSet->writeChanges();
pipelineLayout = graphics->createPipelineLayout();
@@ -21,8 +21,8 @@ void VisibilityPass::render() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
visibilityDescriptor->reset();
visibilitySet = visibilityDescriptor->allocateDescriptorSet();
visibilitySet->updateTexture(0, visibilityAttachment.getTexture());
visibilitySet->updateBuffer(1, cullingBuffer);
visibilitySet->updateTexture(0, 0, visibilityAttachment.getTexture());
visibilitySet->updateBuffer(1, 0, cullingBuffer);
visibilitySet->writeChanges();
query->beginQuery();
@@ -532,14 +532,14 @@ void WaterRenderer::updateFFTDescriptor() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
computeSet = computeLayout->allocateDescriptorSet();
computeSet->updateBuffer(0, paramsBuffer);
computeSet->updateTexture(1, Gfx::PTexture2D(spectrumTextures));
computeSet->updateTexture(2, Gfx::PTexture2D(initialSpectrumTextures));
computeSet->updateTexture(3, Gfx::PTexture2D(displacementTextures));
computeSet->updateTexture(4, Gfx::PTexture2D(slopeTextures));
computeSet->updateTexture(5, Gfx::PTexture2D(boyancyData));
computeSet->updateBuffer(6, spectrumBuffer);
computeSet->updateSampler(7, linearRepeatSampler);
computeSet->updateBuffer(0, 0, paramsBuffer);
computeSet->updateTexture(1, 0, spectrumTextures);
computeSet->updateTexture(2, 0, initialSpectrumTextures);
computeSet->updateTexture(3, 0, displacementTextures);
computeSet->updateTexture(4, 0, slopeTextures);
computeSet->updateTexture(5, 0, boyancyData);
computeSet->updateBuffer(6, 0, spectrumBuffer);
computeSet->updateSampler(7, 0, linearRepeatSampler);
computeSet->writeChanges();
}
@@ -549,11 +549,11 @@ void WaterRenderer::updateMaterialDescriptor() {
Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
materialSet = materialLayout->allocateDescriptorSet();
materialSet->updateBuffer(0, materialUniforms);
materialSet->updateTexture(1, Gfx::PTexture2D(displacementTextures));
materialSet->updateTexture(2, Gfx::PTexture2D(slopeTextures));
materialSet->updateTexture(3, Gfx::PTextureCube(skyBox));
materialSet->updateSampler(4, linearRepeatSampler);
materialSet->updateBuffer(5, waterTiles);
materialSet->updateBuffer(0, 0, materialUniforms);
materialSet->updateTexture(1, 0, displacementTextures);
materialSet->updateTexture(2, 0, slopeTextures);
materialSet->updateTexture(3, 0, skyBox);
materialSet->updateSampler(4, 0, linearRepeatSampler);
materialSet->updateBuffer(5, 0, waterTiles);
materialSet->writeChanges();
}