Changed descriptorset api

This commit is contained in:
2025-08-10 19:16:55 +02:00
parent aa4b78586e
commit 6537459b77
34 changed files with 124 additions and 102 deletions
+3 -2
View File
@@ -1,6 +1,5 @@
#include "BasePass.h"
#include "Asset/AssetRegistry.h"
#include "Asset/EnvironmentMapAsset.h"
#include "Component/Camera.h"
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
@@ -14,6 +13,9 @@
#include "Math/Vector.h"
#include "MinimalEngine.h"
#include "ShadowPass.h"
#include "Scene/Scene.h"
#include "Asset/EnvironmentMapAsset.h"
#include "Scene/LightEnvironment.h"
using namespace Seele;
@@ -481,7 +483,6 @@ void BasePass::publishOutputs() {
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
resources->registerRenderPassOutput("BASEPASS_DEPTH", depthAttachment);
timestamps = graphics->createTimestampQuery(2, "BaseTS");
query = graphics->createPipelineStatisticsQuery("BasePassPipelineStatistics");
resources->registerQueryOutput("BASEPASS_QUERY", query);
}
+6 -6
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@@ -37,9 +37,9 @@ class BasePass : public RenderPass {
constexpr static const char* SHADOWSAMPLER_NAME = "shadowSampler";
constexpr static const char* CASCADE_SPLIT_NAME = "cascadeSplit";
Gfx::PDescriptorSet opaqueCulling;
Gfx::PDescriptorSet transparentCulling;
Gfx::PDescriptorSet shadowMapping;
Gfx::ODescriptorSet opaqueCulling;
Gfx::ODescriptorSet transparentCulling;
Gfx::ODescriptorSet shadowMapping;
// use a different texture here so we can do multisampling
Gfx::OTexture2D msBasePassDepth;
@@ -51,7 +51,7 @@ class BasePass : public RenderPass {
// used for transparency sorting
Vector cameraPos;
Vector cameraForward;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
PCameraActor source;
Gfx::OPipelineLayout basePassLayout;
@@ -82,9 +82,9 @@ class BasePass : public RenderPass {
// Skybox
Gfx::ODescriptorLayout skyboxDataLayout;
Gfx::PDescriptorSet skyboxDataSet;
Gfx::ODescriptorSet skyboxDataSet;
Gfx::ODescriptorLayout textureLayout;
Gfx::PDescriptorSet textureSet;
Gfx::ODescriptorSet textureSet;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::OPipelineLayout pipelineLayout;
@@ -24,7 +24,7 @@ class CachedDepthPass : public RenderPass {
Gfx::OPipelineStatisticsQuery query;
Gfx::OTimestampQuery timestamps;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
Gfx::PShaderBuffer cullingBuffer;
PScene scene;
};
@@ -72,7 +72,7 @@ void DepthCullingPass::beginFrame(const Component::Camera& cam, const Component:
void DepthCullingPass::render() {
graphics->beginDebugRegion("DepthCullingPass");
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
Gfx::ODescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
{
graphics->beginDebugRegion("MipGeneration");
query->beginQuery();
@@ -44,7 +44,7 @@ class DepthCullingPass : public RenderPass {
Gfx::PComputePipeline depthSourceCopy;
Gfx::OComputeShader depthReduceLevelShader;
Gfx::PComputePipeline depthReduceLevel;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
Gfx::PShaderBuffer cullingBuffer;
PScene scene;
@@ -143,7 +143,7 @@ void LightCullingPass::publishOutputs() {
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = cullingShader;
pipelineInfo.pipelineLayout = std::move(cullingLayout);
pipelineInfo.pipelineLayout = cullingLayout;
cullingPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
}
@@ -167,7 +167,7 @@ void LightCullingPass::publishOutputs() {
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = cullingShader;
pipelineInfo.pipelineLayout = std::move(cullingEnableLayout);
pipelineInfo.pipelineLayout = cullingEnableLayout;
cullingEnabledPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
}
@@ -29,11 +29,11 @@ class LightCullingPass : public RenderPass {
Gfx::OShaderBuffer frustumBuffer;
const char* FRUSTUMBUFFER_NAME = "frustums";
Gfx::ODescriptorLayout dispatchParamsLayout;
Gfx::PDescriptorSet dispatchParamsSet;
Gfx::ODescriptorSet dispatchParamsSet;
Gfx::OComputeShader frustumShader;
Gfx::PComputePipeline frustumPipeline;
Gfx::OPipelineLayout frustumLayout;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
PLightEnvironment lightEnv;
Gfx::PTextureView depthAttachment;
@@ -50,7 +50,7 @@ class LightCullingPass : public RenderPass {
constexpr static const char* OLIGHTGRID_NAME = "oLightGrid";
Gfx::OTexture2D tLightGrid;
constexpr static const char* TLIGHTGRID_NAME = "tLightGrid";
Gfx::PDescriptorSet cullingDescriptorSet;
Gfx::ODescriptorSet cullingDescriptorSet;
Gfx::ODescriptorLayout cullingDescriptorLayout;
Gfx::OPipelineLayout cullingLayout;
Gfx::OPipelineLayout cullingEnableLayout;
@@ -66,7 +66,8 @@ static uint32 pass = 0;
static Component::Transform lastCam;
void RayTracingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
updateViewParameters(cam, transform);
viewParamsSet = createViewParamsSet(); if (lastCam.getPosition() != transform.getPosition() || lastCam.getForward() != transform.getForward()) {
viewParamsSet = createViewParamsSet();
if (lastCam.getPosition() != transform.getPosition() || lastCam.getForward() != transform.getForward()) {
lastCam = transform;
pass = 0;
}
@@ -149,7 +150,7 @@ void RayTracingPass::render() {
.instances = instanceData,
.bottomLevelStructures = accelerationStructures,
});
Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
Gfx::ODescriptorSet desc = paramsLayout->allocateDescriptorSet();
desc->updateAccelerationStructure(TLAS_NAME, 0, tlas);
desc->updateTexture(ACCUMULATOR_NAME, 0, radianceAccumulator->getDefaultView());
desc->updateTexture(TEXTURE_NAME, 0, texture->getDefaultView());
@@ -32,7 +32,7 @@ class RayTracingPass : public RenderPass {
Gfx::OAnyHitShader anyhit;
Gfx::OMissShader miss;
Gfx::PRayTracingPipeline pipeline;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
PScene scene;
};
} // namespace Seele
+1 -1
View File
@@ -38,7 +38,7 @@ class RenderGraph {
return res;
}
private:
PRenderGraphResources res;
ORenderGraphResources res;
List<ORenderPass> passes;
};
@@ -49,7 +49,7 @@ void RenderPass::updateViewParameters(const Component::Camera& cam, const Compon
};
}
Gfx::PDescriptorSet RenderPass::createViewParamsSet()
Gfx::ODescriptorSet RenderPass::createViewParamsSet()
{
// screen space
//StaticArray<Vector4, 4> corners = {
@@ -71,8 +71,7 @@ Gfx::PDescriptorSet RenderPass::createViewParamsSet()
// extract_planes_from_view_projection_matrix(viewParams.viewProjectionMatrix, viewParams.viewFrustum);
viewParamsLayout->reset();
Gfx::PDescriptorSet viewParamsSet = viewParamsLayout->allocateDescriptorSet();
Gfx::ODescriptorSet viewParamsSet = viewParamsLayout->allocateDescriptorSet();
viewParamsSet->updateConstants("viewMatrix", 0, &viewParams.viewMatrix);
viewParamsSet->updateConstants("inverseViewMatrix", 0, &viewParams.inverseViewMatrix);
viewParamsSet->updateConstants("projectionMatrix", 0, &viewParams.projectionMatrix);
+1 -1
View File
@@ -28,7 +28,7 @@ class RenderPass {
protected:
void updateViewParameters(const Component::Camera& cam, const Component::Transform& transform);
Gfx::PDescriptorSet createViewParamsSet();
Gfx::ODescriptorSet createViewParamsSet();
struct Plane {
Vector n;
float d;
@@ -62,6 +62,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float uniform = minZ + range * p;
float d = cascadeSplitLambda * (log - uniform) + uniform;
cascadeSplits[i] = (d - nearClip) / clipRange;
cascades[i].viewParams.clear();
}
// call this to update view params member, ignore descriptor set
@@ -210,7 +211,7 @@ void ShadowPass::render() {
command->bindPipeline(pipeline);
}
command->bindDescriptor(
{cascades[c].viewParams[c], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
{cascades[c].viewParams[shadowIndex], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
VertexData::DrawCallOffsets offsets = {
.instanceOffset = 0,
};
+1 -1
View File
@@ -26,7 +26,7 @@ class ShadowPass : public RenderPass {
Array<Gfx::OTextureView> views;
Array<Matrix4> lightSpaceMatrices;
Gfx::OShaderBuffer lightSpaceBuffer;
Array<Gfx::PDescriptorSet> viewParams;
Array<Gfx::ODescriptorSet> viewParams;
};
StaticArray<Cascade, NUM_CASCADES> cascades;
Gfx::OUniformBuffer cascadeSplitsBuffer;
@@ -148,7 +148,7 @@ void ToneMappingPass::render() {
{
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("HistogramCommand");
computeCommand->bindPipeline(histogramPipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->bindDescriptor(histogramSet);
computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
graphics->executeCommands(std::move(computeCommand));
}
@@ -158,7 +158,7 @@ void ToneMappingPass::render() {
{
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("ExposureCommand");
computeCommand->bindPipeline(exposurePipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->bindDescriptor(histogramSet);
computeCommand->dispatch(1, 1, 1);
graphics->executeCommands(std::move(computeCommand));
}
@@ -168,7 +168,7 @@ void ToneMappingPass::render() {
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tonemappingLayout->reset();
Gfx::PDescriptorSet tonemappingSet = tonemappingLayout->allocateDescriptorSet();
Gfx::ODescriptorSet tonemappingSet = tonemappingLayout->allocateDescriptorSet();
tonemappingSet->updateConstants("offset", 0, &offset);
tonemappingSet->updateConstants("slope", 0, &slope);
tonemappingSet->updateConstants("power", 0, &power);
@@ -181,7 +181,7 @@ void ToneMappingPass::render() {
Gfx::ORenderCommand command = graphics->createRenderCommand("ToneMapping");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindDescriptor({tonemappingSet});
command->bindDescriptor(tonemappingSet);
command->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(command));
graphics->endRenderPass();
@@ -28,7 +28,7 @@ class ToneMappingPass : public RenderPass {
uint32 numPixels;
UVector2 threadGroups;
Gfx::ODescriptorLayout histogramLayout;
Gfx::PDescriptorSet histogramSet;
Gfx::ODescriptorSet histogramSet;
Gfx::OPipelineLayout histogramPipelineLayout;
Gfx::OComputeShader histogramShader;
Gfx::PComputePipeline histogramPipeline;
@@ -48,6 +48,6 @@ class ToneMappingPass : public RenderPass {
Gfx::OFragmentShader frag;
Gfx::PGraphicsPipeline pipeline;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
};
}
+3 -3
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@@ -52,7 +52,7 @@ class UIPass : public RenderPass {
Gfx::OTexture2D depthBuffer;
Gfx::ODescriptorLayout textDescriptorLayout;
Gfx::PDescriptorSet textDescriptorSet;
Gfx::ODescriptorSet textDescriptorSet;
Gfx::OVertexShader textVertexShader;
Gfx::OFragmentShader textFragmentShader;
@@ -60,9 +60,9 @@ class UIPass : public RenderPass {
Gfx::PGraphicsPipeline textPipeline;
Gfx::ODescriptorLayout uiDescriptorLayout;
Gfx::PDescriptorSet uiDescriptorSet;
Gfx::ODescriptorSet uiDescriptorSet;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
Gfx::OVertexShader uiVertexShader;
Gfx::OFragmentShader uiFragmentShader;
@@ -19,14 +19,14 @@ class VisibilityPass : public RenderPass {
private:
static constexpr uint32 BLOCK_SIZE = 32;
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::PDescriptorSet visibilitySet;
Gfx::ODescriptorSet visibilitySet;
Gfx::ODescriptorLayout visibilityDescriptor;
Gfx::OPipelineLayout visibilityLayout;
Gfx::OComputeShader visibilityShader;
Gfx::PComputePipeline visibilityPipeline;
Gfx::OPipelineStatisticsQuery query;
Gfx::PTimestampQuery timestamps;
Gfx::PDescriptorSet viewParamsSet;
Gfx::ODescriptorSet viewParamsSet;
constexpr static const char* VISIBILITY_NAME = "visibilityTexture";
// Holds culling information for every meshlet for each instance
@@ -18,7 +18,7 @@ class WaterRenderer {
Gfx::PGraphics graphics;
PScene scene;
Gfx::ODescriptorLayout computeLayout;
Gfx::PDescriptorSet computeSet;
Gfx::ODescriptorSet computeSet;
Gfx::OPipelineLayout pipelineLayout;
Gfx::OComputeShader initSpectrumCS;
@@ -145,7 +145,7 @@ class WaterRenderer {
Gfx::OMeshShader waterMesh;
Gfx::OFragmentShader waterFragment;
Gfx::ODescriptorLayout materialLayout;
Gfx::PDescriptorSet materialSet;
Gfx::ODescriptorSet materialSet;
Gfx::OPipelineLayout waterLayout;
Gfx::PGraphicsPipeline waterPipeline;