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