compiles again

This commit is contained in:
Dynamitos
2023-11-05 10:36:01 +01:00
parent 4746c0f838
commit 77eb92838c
112 changed files with 1717 additions and 1540 deletions
+93 -82
View File
@@ -1,5 +1,6 @@
#include "BasePass.h"
#include "Graphics/Graphics.h"
#include "Graphics/Shader.h"
#include "Window/Window.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
@@ -13,47 +14,25 @@ using namespace Seele;
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
, descriptorSets(6)
{
UniformBufferCreateInfo uniformInitializer;
basePassLayout = graphics->createPipelineLayout();
lightLayout = graphics->createDescriptorLayout("LightLayout");
// Directional Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Light Index List
lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// Light Grid
lightLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
lightLayout->create();
basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout);
basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, scene->getLightEnvironment()->getDescriptorLayout());
viewLayout = graphics->createDescriptorLayout("ViewLayout");
viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.sourceData.size = sizeof(ViewParameter);
uniformInitializer.sourceData.data = (uint8*)&viewParams;
uniformInitializer.bDynamic = true;
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
lightCullingLayout = graphics->createDescriptorLayout("BasePassLightCulling");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// tLightIndexList
lightCullingLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// oLightGrid
lightCullingLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
// tLightGrid
lightCullingLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
lightCullingLayout->create();
sceneLayout = graphics->createDescriptorLayout("SceneLayout");
sceneLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, sceneLayout);
//basePassLayout->addPushConstants(Gfx::SePushConstantRange{
// .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
// .offset = 0,
// .size = sizeof(uint32),
//});
basePassLayout->addDescriptorLayout(INDEX_LIGHT_CULLING, lightCullingLayout);
}
BasePass::~BasePass()
@@ -62,61 +41,95 @@ BasePass::~BasePass()
void BasePass::beginFrame(const Component::Camera& cam)
{
DataSource uniformUpdate;
RenderPass::beginFrame(cam);
viewParams.viewMatrix = cam.getViewMatrix();
viewParams.projectionMatrix = viewport->getProjectionMatrix();
viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
lightLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = sceneLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
//std::cout << "BasePass beginFrame()" << std::endl;
//co_return;
lightCullingLayout->reset();
descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
descriptorSets[INDEX_LIGHT_CULLING] = lightCullingLayout->allocateDescriptorSet();
}
void BasePass::render()
{
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, passData.lightEnv.directionalLights);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, passData.lightEnv.numDirectional);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, passData.lightEnv.pointLights);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, passData.lightEnv.numPoints);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(0, oLightIndexList);
descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(1, tLightIndexList);
descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(2, oLightGrid);
descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(3, tLightGrid);
descriptorSets[INDEX_LIGHT_CULLING]->writeChanges();
graphics->beginRenderPass(renderPass);
for (const auto& meshBatch : passData.staticDrawList)
Gfx::ShaderPermutation permutation;
permutation.hasFragment = true;
permutation.useMeshShading = true;
permutation.hasTaskShader = true;
std::memcpy(permutation.taskFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
std::memcpy(permutation.vertexMeshFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
std::memcpy(permutation.fragmentFile, "BasePass", std::strlen("BasePass"));
for (VertexData* vertexData : VertexData::getList())
{
processor->processMeshBatch(meshBatch, viewport, renderPass, basePassLayout, primitiveLayout, descriptorSets);
std::memcpy(permutation.vertexDataName, vertexData->getTypeName().c_str(), std::strlen(vertexData->getTypeName().c_str()));
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// LightEnv => global, static
// LightCulling => global, static
// Material => per material
// VertexData => per meshtype
// SceneData => per material instance
std::memcpy(permutation.materialName, materialData.material->getName().c_str(), std::strlen(materialData.material->getName().c_str()));
Gfx::PermutationId id(permutation);
Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
Gfx::OPipelineLayout layout = graphics->createPipelineLayout(basePassLayout);
layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
layout->create();
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = layout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
command->bindPipeline(pipeline);
descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto& [_, instance] : materialData.instances)
{
descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
command->dispatch(instance.numMeshes, 1, 1);
}
}
}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
//std::cout << "BasePass render()" << std::endl;
//co_return;
}
void BasePass::endFrame()
{
//std::cout << "BasePass endFrame()" << std::endl;
//co_return;
}
void BasePass::publishOutputs()
@@ -131,16 +144,14 @@ void BasePass::createRenderPass()
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
colorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment->storeOp = Gfx::SE_ATTACHMENT_STORE_OP_STORE;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout, viewport);
Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(std::move(layout), viewport);
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
}
void BasePass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
defines["INDEX_LIGHT_ENV"] = "0";
defines["INDEX_VIEW_PARAMS"] = "1";
defines["INDEX_MATERIAL"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
}