Staging before meshlet linearization

This commit is contained in:
Dynamitos
2024-05-09 08:41:46 +02:00
parent 46a2713729
commit 7fc7ba56d4
33 changed files with 888 additions and 709 deletions
+41 -129
View File
@@ -19,6 +19,28 @@ using namespace Seele;
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
// oLightGrid
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, });
lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshletPass");
}
else
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
}
}
BasePass::~BasePass()
@@ -58,90 +80,7 @@ void BasePass::render()
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
// Static Meshes
{
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("StaticMeshletPass");
permutation.setMeshFile("StaticMeshletPass");
}
else
{
permutation.setVertexFile("StaticLegacyPass");
}
permutation.setFragmentFile("BasePass");
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
permutation.setVertexData(vd->getTypeName());
for (const auto& [_, mappings] : vd->getStaticMeshes())
{
for (const auto& mapping : mappings)
{
permutation.setMaterial(mapping.material->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vd->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
command->bindDescriptor(mapping.material->getDescriptorSet());
command->bindDescriptor(vd->getInstanceDataSet(), {0, 0});
if (graphics->supportMeshShading())
{
command->drawMesh(vd->getMeshData(mapping.mapped).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vd->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vd->getMeshData(mapping.mapped))
{
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
}
}
commands.add(std::move(command));
}
}
}
// Others
{
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
@@ -157,7 +96,7 @@ void BasePass::render()
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
for (const auto& materialData : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
@@ -206,7 +145,7 @@ void BasePass::render()
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
for (const auto& [_, instance] : materialData.instances)
for (const auto& instance : materialData.instances)
{
command->bindDescriptor(instance.materialInstance->getDescriptorSet());
command->bindDescriptor(vertexData->getInstanceDataSet(), {instance.descriptorOffset, instance.descriptorOffset});
@@ -216,22 +155,22 @@ void BasePass::render()
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vertexData->getMeshData(instance.meshId))
{
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
}
//command->bindIndexBuffer(vertexData->getIndexBuffer());
//uint32 instanceOffset = 0;
//for (const auto& meshData : vertexData->getMeshData(instance.meshId))
//{
// if (meshData.numIndices > 0)
// {
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
// }
// instanceOffset++;
//}
}
}
commands.add(std::move(command));
}
}
}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
@@ -243,44 +182,21 @@ void BasePass::endFrame()
void BasePass::publishOutputs()
{
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
// oLightGrid
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,});
lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
colorAttachment = Gfx::RenderTargetAttachment(viewport,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_LOAD, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshBasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticMeshletPass", true, true, "BasePass", true, true, "StaticMeshletPass");
}
else
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", true, true, "BasePass");
}
}
void BasePass::createRenderPass()
{
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
meshletIdAttachment = resources->requestRenderTarget("BASEPASS_MESHLETID");
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = { colorAttachment },
.colorAttachments = { colorAttachment, meshletIdAttachment },
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
@@ -297,7 +213,7 @@ void BasePass::createRenderPass()
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.srcAccess = Gfx::SE_ACCESS_NONE,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
},
{
@@ -323,7 +239,3 @@ void BasePass::createRenderPass()
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
}
void BasePass::modifyRenderPassMacros(Map<const char*, const char*>&)
{
}