Starting framework for static mesh rendering

This commit is contained in:
Dynamitos
2024-05-08 10:51:59 +02:00
parent af7d624d06
commit 46a2713729
31 changed files with 645 additions and 320 deletions
+160 -72
View File
@@ -12,12 +12,12 @@
#include "Material/MaterialInstance.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Command.h"
#include "Graphics/StaticMeshVertexData.h"
using namespace Seele;
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(6)
{
}
@@ -56,85 +56,77 @@ void BasePass::render()
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("MeshletBasePass");
permutation.setMeshFile("MeshletBasePass");
}
else
{
permutation.setVertexFile("LegacyBasePass");
}
permutation.setFragmentFile("BasePass");
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
for (VertexData* vertexData : VertexData::getList())
// Static Meshes
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
// LightEnv => provided by scene
// Material => per material
// LightCulling => calculated by pass
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
permutation.setTaskFile("StaticMeshletPass");
permutation.setMeshFile("StaticMeshletPass");
}
else
{
permutation.setVertexFile("StaticLegacyPass");
}
permutation.setFragmentFile("BasePass");
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
permutation.setVertexData(vd->getTypeName());
for (const auto& [_, mappings] : vd->getStaticMeshes())
{
for (const auto& mapping : mappings)
{
permutation.setMaterial(mapping.material->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
for (const auto& [_, instance] : materialData.instances)
{
command->bindDescriptor(instance.materialInstance->getDescriptorSet());
command->bindDescriptor(instance.descriptorSet);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
command->drawMesh(instance.meshes.size(), 1, 1);
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vd->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
command->bindDescriptor(mapping.material->getDescriptorSet());
command->bindDescriptor(vd->getInstanceDataSet(), {0, 0});
if (graphics->supportMeshShading())
{
command->drawMesh(vd->getMeshData(mapping.mapped).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vd->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& [instance, meshData] : instance.meshes)
for (const auto& meshData : vd->getMeshData(mapping.mapped))
{
if (meshData.numIndices > 0)
{
@@ -143,10 +135,104 @@ void BasePass::render()
instanceOffset++;
}
}
commands.add(std::move(command));
}
commands.add(std::move(command));
}
}
// Others
{
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("MeshletPass");
permutation.setMeshFile("MeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
permutation.setFragmentFile("BasePass");
for (VertexData* vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
// LightEnv => provided by scene
// Material => per material
// LightCulling => calculated by pass
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
for (const auto& [_, instance] : materialData.instances)
{
command->bindDescriptor(instance.materialInstance->getDescriptorSet());
command->bindDescriptor(vertexData->getInstanceDataSet(), {instance.descriptorOffset, instance.descriptorOffset});
if (graphics->supportMeshShading())
{
command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vertexData->getMeshData(instance.meshId))
{
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
}
}
}
commands.add(std::move(command));
}
}
}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
}
@@ -177,18 +263,20 @@ void BasePass::publishOutputs()
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletBasePass", true, true, "BasePass", true, true, "MeshletBasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshBasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticMeshletPass", true, true, "BasePass", true, true, "StaticMeshletPass");
}
else
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyBasePass", true, true, "BasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", true, true, "BasePass");
}
}
void BasePass::createRenderPass()
{
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR);
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
+1 -14
View File
@@ -17,7 +17,6 @@ public:
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment depthAttachment;
@@ -28,22 +27,10 @@ private:
Gfx::PDescriptorSet opaqueCulling;
Gfx::PDescriptorSet transparentCulling;
Array<Gfx::PDescriptorSet> descriptorSets;
//Array<Gfx::PDescriptorSet> descriptorSets;
PCameraActor source;
Gfx::OPipelineLayout basePassLayout;
// Set 0: viewParameter, provided by renderpass
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
// Set 1: vertex buffers, provided by vertexdata
static constexpr uint32 INDEX_VERTEX_DATA = 1;
// Set 2: instance data, provided by vertexdata
static constexpr uint32 INDEX_SCENE_DATA = 2;
// Set 3: light environment, provided by lightenv
static constexpr uint32 INDEX_LIGHT_ENV = 3;
// Set 4: material data, generated from material
static constexpr uint32 INDEX_MATERIAL = 4;
// Set 5: light culling data
Gfx::ODescriptorLayout lightCullingLayout;
static constexpr uint32 INDEX_LIGHT_CULLING = 5;
};
DEFINE_REF(BasePass)
} // namespace Seele
@@ -15,6 +15,10 @@ target_sources(Engine
RenderPass.cpp
SkyboxRenderPass.h
SkyboxRenderPass.cpp
StaticDepthPrepass.h
StaticDepthPrepass.cpp
StaticBasePass.h
StaticBasePass.cpp
TextPass.h
TextPass.cpp
UIPass.h
@@ -31,5 +35,7 @@ target_sources(Engine
RenderGraphResources.h
RenderPass.h
SkyboxRenderPass.h
StaticDepthPrepass.h
StaticBasePass.h
TextPass.h
UIPass.h)
+73 -117
View File
@@ -9,22 +9,22 @@
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Graphics/Command.h"
#include "Graphics/StaticMeshVertexData.h"
using namespace Seele;
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(3)
{
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletBasePass", false, false, "", true, true, "MeshletBasePass");
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "MeshletPass");
}
else
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyBasePass");
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
}
}
@@ -35,95 +35,99 @@ DepthPrepass::~DepthPrepass()
void DepthPrepass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
}
void DepthPrepass::render()
{
Gfx::ShaderPermutation permutation;
if(graphics->supportMeshShading())
{
permutation.setTaskFile("MeshletBasePass");
permutation.setMeshFile("MeshletBasePass");
}
else
{
permutation.setVertexFile("LegacyBasePass");
}
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
for (VertexData* vertexData : VertexData::getList())
// Others
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// Material => per material
// VertexData => per meshtype
// SceneData => per material instance
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if(graphics->supportMeshShading())
permutation.setTaskFile("MeshletPass");
permutation.setMeshFile("MeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
for (VertexData* vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
//pipelineInfo.depthStencilState.depthWriteEnable = false;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
// Create Pipeline(VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto& [_, instance] : materialData.instances)
{
//descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
command->drawMesh(instance.meshes.size(), 1, 1);
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& [_, meshData] : instance.meshes)
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
for (const auto& [_, instance] : materialData.instances)
{
command->bindDescriptor(vertexData->getInstanceDataSet(), { instance.descriptorOffset, instance.descriptorOffset });
if (graphics->supportMeshShading())
{
if (meshData.numIndices > 0)
command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vertexData->getMeshData(instance.meshId))
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset++);
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
}
}
}
commands.add(std::move(command));
}
commands.add(std::move(command));
}
}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
}
@@ -134,56 +138,8 @@ void DepthPrepass::endFrame()
void DepthPrepass::publishOutputs()
{
// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
}
void DepthPrepass::createRenderPass()
{
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
}
};
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
}
void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>&)
{
}
@@ -16,20 +16,10 @@ public:
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
Gfx::RenderTargetAttachment depthAttachment;
Gfx::OTexture2D depthBuffer;
Array<Gfx::PDescriptorSet> descriptorSets;
Gfx::OPipelineLayout depthPrepassLayout;
// Set 0: viewParameter
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
// Set 0: vertices, from VertexData
constexpr static uint32 INDEX_VERTEX_DATA = 1;
// Set 2: mesh data, either index buffer or meshlet data
constexpr static uint32 INDEX_SCENE_DATA = 2;
Gfx::ODescriptorLayout sceneDataLayout;
};
DEFINE_REF(DepthPrepass)
@@ -20,7 +20,6 @@ public:
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
void setupFrustums();
static constexpr uint32 BLOCK_SIZE = 32;
@@ -0,0 +1,165 @@
#include "StaticDepthPrepass.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Graphics/Shader.h"
using namespace Seele;
StaticDepthPrepass::StaticDepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "MeshletPass");
}
else
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
}
}
StaticDepthPrepass::~StaticDepthPrepass()
{
}
void StaticDepthPrepass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
}
void StaticDepthPrepass::render()
{
// Static Meshes
{
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("StaticMeshletPass");
permutation.setMeshFile("StaticMeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
permutation.setVertexData(vd->getTypeName());
for (const auto& [_, mappings] : vd->)
{
permutation.setMaterial(mapping.material->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(vd->getVertexDataSet());
command->bindDescriptor(vd->getInstanceDataSet(), { 0, 0 });
if (graphics->supportMeshShading())
{
command->drawMesh(vd->getMeshData(mapping.mapped).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vd->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vd->getMeshData(mapping.mapped))
{
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
}
}
commands.add(std::move(command));
}
}
}
}
void StaticDepthPrepass::endFrame()
{
}
void StaticDepthPrepass::publishOutputs()
{
// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
}
void StaticDepthPrepass::createRenderPass()
{
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
}
};
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
}
@@ -0,0 +1,24 @@
#pragma once
#include "RenderPass.h"
namespace Seele
{
class StaticDepthPrepass : public RenderPass
{
public:
StaticDepthPrepass(Gfx::PGraphics graphics, PScene scene);
StaticDepthPrepass(StaticDepthPrepass&&) = default;
StaticDepthPrepass& operator=(StaticDepthPrepass&&) = default;
virtual ~StaticDepthPrepass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment depthAttachment;
Gfx::OTexture2D depthBuffer;
Gfx::OPipelineLayout depthPrepassLayout;
Gfx::ODescriptorLayout sceneDataLayout;
};
}