Async render passes
This commit is contained in:
@@ -18,13 +18,13 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
|
||||
{
|
||||
}
|
||||
|
||||
void DepthPrepassMeshProcessor::addMeshBatch(
|
||||
Job DepthPrepassMeshProcessor::processMeshBatch(
|
||||
const MeshBatch& batch,
|
||||
// const PPrimitiveComponent primitiveComponent,
|
||||
const Gfx::PRenderPass renderPass,
|
||||
const Gfx::PRenderPass& renderPass,
|
||||
Gfx::PPipelineLayout pipelineLayout,
|
||||
Gfx::PDescriptorLayout primitiveLayout,
|
||||
Array<Gfx::PDescriptorSet>& descriptorSets,
|
||||
Array<Gfx::PDescriptorSet> descriptorSets,
|
||||
int32 /*staticMeshId*/)
|
||||
{
|
||||
PMaterialAsset material = batch.material;
|
||||
@@ -61,6 +61,7 @@ void DepthPrepassMeshProcessor::addMeshBatch(
|
||||
true);
|
||||
}
|
||||
renderCommands.add(renderCommand);
|
||||
co_return;
|
||||
}
|
||||
|
||||
Array<Gfx::PRenderCommand> DepthPrepassMeshProcessor::getRenderCommands()
|
||||
@@ -104,7 +105,7 @@ DepthPrepass::~DepthPrepass()
|
||||
{
|
||||
}
|
||||
|
||||
void DepthPrepass::beginFrame()
|
||||
Job DepthPrepass::beginFrame()
|
||||
{
|
||||
processor->clearCommands();
|
||||
primitiveLayout->reset();
|
||||
@@ -122,26 +123,33 @@ void DepthPrepass::beginFrame()
|
||||
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
|
||||
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
|
||||
co_return;
|
||||
}
|
||||
|
||||
void DepthPrepass::render()
|
||||
Job DepthPrepass::render()
|
||||
{
|
||||
|
||||
depthAttachment->getTexture()->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
|
||||
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
|
||||
graphics->beginRenderPass(renderPass);
|
||||
List<Job> jobs;
|
||||
for (auto &&meshBatch : passData.staticDrawList)
|
||||
{
|
||||
processor->addMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
|
||||
jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
|
||||
}
|
||||
for(auto& job : jobs)
|
||||
{
|
||||
co_await job;
|
||||
}
|
||||
graphics->executeCommands(processor->getRenderCommands());
|
||||
graphics->endRenderPass();
|
||||
co_return;
|
||||
}
|
||||
|
||||
void DepthPrepass::endFrame()
|
||||
Job DepthPrepass::endFrame()
|
||||
{
|
||||
co_return;
|
||||
}
|
||||
|
||||
void DepthPrepass::publishOutputs()
|
||||
|
||||
Reference in New Issue
Block a user