Basic mutability framework

This commit is contained in:
Dynamitos
2022-01-12 14:40:26 +01:00
parent b2718dde70
commit 6d48267ec2
72 changed files with 1781 additions and 1341 deletions
+6 -5
View File
@@ -20,11 +20,11 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
void BasePassMeshProcessor::processMeshBatch(
Job BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
@@ -40,6 +40,7 @@ void BasePassMeshProcessor::processMeshBatch(
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
@@ -63,9 +64,9 @@ void BasePassMeshProcessor::processMeshBatch(
collection->fragmentShader,
false);
}
std::unique_lock lock(commandLock);
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//co_return;
co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -157,7 +158,7 @@ MainJob BasePass::render()
for (auto &&meshBatch : passData.staticDrawList)
{
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
co_await processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
+2 -2
View File
@@ -11,7 +11,7 @@ public:
BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual void processMeshBatch(
virtual Job processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -30,7 +30,7 @@ DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
struct BasePassData
{
Array<StaticMeshBatch> staticDrawList;
std::vector<StaticMeshBatch> staticDrawList;
};
class BasePass : public RenderPass<BasePassData>
{
@@ -18,11 +18,11 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
void DepthPrepassMeshProcessor::processMeshBatch(
Job DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
@@ -38,6 +38,7 @@ void DepthPrepassMeshProcessor::processMeshBatch(
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
@@ -61,10 +62,10 @@ void DepthPrepassMeshProcessor::processMeshBatch(
collection->fragmentShader,
true);
}
std::unique_lock lock(commandLock);
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//std::cout << "Finished depth job" << std::endl;
//co_return;
co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -128,10 +129,9 @@ MainJob DepthPrepass::render()
for (auto &&meshBatch : passData.staticDrawList)
{
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
co_await processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
}
//co_await Job::all(jobs);
//std::cout << "Finished waiting depth jobs " << std::endl;
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
@@ -11,7 +11,7 @@ public:
DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual void processMeshBatch(
virtual Job processMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
@@ -27,7 +27,7 @@ DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
struct DepthPrepassData
{
Array<StaticMeshBatch> staticDrawList;
std::vector<StaticMeshBatch> staticDrawList;
};
class DepthPrepass : public RenderPass<DepthPrepassData>
{
@@ -1,6 +1,7 @@
#include "MeshProcessor.h"
#include "Graphics/Graphics.h"
#include "Graphics/VertexShaderInput.h"
#include "Graphics/Vulkan/VulkanGraphicsResources.h"
using namespace Seele;
@@ -32,8 +33,6 @@ void MeshProcessor::buildMeshDrawCommand(
GraphicsPipelineCreateInfo pipelineInitializer;
pipelineInitializer.topology = meshBatch.topology;
Gfx::PVertexDeclaration vertexDecl = positionOnly ? vertexInput->getPositionDeclaration() : vertexInput->getDeclaration();
pipelineInitializer.vertexDeclaration = vertexDecl;
pipelineInitializer.vertexShader = vertexShader;
pipelineInitializer.controlShader = controlShader;
pipelineInitializer.evalShader = evaluationShader;
@@ -46,10 +45,12 @@ void MeshProcessor::buildMeshDrawCommand(
if(positionOnly)
{
vertexInput->getPositionOnlyStream(vertexStreams);
pipelineInitializer.vertexDeclaration = vertexInput->getPositionDeclaration();
}
else
{
vertexInput->getStreams(vertexStreams);
pipelineInitializer.vertexDeclaration = vertexInput->getDeclaration();
}
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInitializer);
drawCommand->bindPipeline(pipeline);
@@ -17,7 +17,7 @@ public:
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual void processMeshBatch(
virtual Job processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,