Async render passes
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@@ -20,13 +20,13 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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void BasePassMeshProcessor::addMeshBatch(
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Job BasePassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass renderPass,
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const Gfx::PRenderPass& renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet>& descriptorSets,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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PMaterialAsset material = batch.material;
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@@ -34,11 +34,12 @@ void BasePassMeshProcessor::addMeshBatch(
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const PVertexShaderInput vertexInput = batch.vertexInput;
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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assert(collection != nullptr);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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renderCommand->setViewport(target);
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
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@@ -63,6 +64,7 @@ void BasePassMeshProcessor::addMeshBatch(
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false);
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}
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renderCommands.add(renderCommand);
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co_return;
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}
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Array<Gfx::PRenderCommand> BasePassMeshProcessor::getRenderCommands()
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@@ -120,7 +122,7 @@ BasePass::~BasePass()
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{
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}
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void BasePass::beginFrame()
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Job BasePass::beginFrame()
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{
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processor->clearCommands();
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primitiveLayout->reset();
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@@ -140,9 +142,10 @@ void BasePass::beginFrame()
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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co_return;
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}
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void BasePass::render()
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Job BasePass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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@@ -159,16 +162,23 @@ void BasePass::render()
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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graphics->beginRenderPass(renderPass);
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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processor->addMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
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}
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for(auto& job : jobs)
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{
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co_await job;
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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}
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void BasePass::endFrame()
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Job BasePass::endFrame()
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{
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co_return;
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}
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void BasePass::publishOutputs()
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