Rendering works now

This commit is contained in:
Dynamitos
2021-12-27 15:04:53 +01:00
parent 79ced0a30f
commit b2718dde70
15 changed files with 324 additions and 278 deletions
+1 -1
View File
@@ -504,7 +504,7 @@ namespace Seele
// As well as default initialize the others
for(size_type i = arraySize; i < newSize; ++i)
{
std::allocator_traits<allocator_type>::construct(allocator, &_data[i], std::move(value));
std::allocator_traits<allocator_type>::construct(allocator, &newData[i], std::move(value));
}
deallocateArray(_data, allocated);
arraySize = newSize;
+5 -4
View File
@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
Job BasePassMeshProcessor::processMeshBatch(
void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -65,7 +65,7 @@ Job BasePassMeshProcessor::processMeshBatch(
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
co_return;
//co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -156,9 +156,10 @@ MainJob BasePass::render()
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
co_await Job::all(jobs);
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
+1 -1
View File
@@ -11,7 +11,7 @@ public:
BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
Job DepthPrepassMeshProcessor::processMeshBatch(
void DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -27,7 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
std::cout << "Depth job started" << std::endl;
//std::cout << "Depth job started" << std::endl;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
@@ -63,8 +63,8 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
std::cout << "Finished depth job" << std::endl;
co_return;
//std::cout << "Finished depth job" << std::endl;
//co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -127,10 +127,11 @@ MainJob DepthPrepass::render()
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
}
co_await Job::all(jobs);
std::cout << "Finished waiting depth jobs " << std::endl;
//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 Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
@@ -75,7 +75,7 @@ MainJob LightCullingPass::beginFrame()
lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
lightEnvDescriptorSet->writeChanges();
std::cout << "Finished light culling beginFrame()" << std::endl;
//std::cout << "Finished light culling beginFrame()" << std::endl;
co_return;
}
@@ -17,7 +17,7 @@ public:
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -74,7 +74,7 @@ void CmdBuffer::beginRenderPass(PRenderPass newRenderPass, PFramebuffer newFrame
beginInfo.framebuffer = framebuffer->getHandle();
vkCmdBeginRenderPass(handle, &beginInfo, renderPass->getSubpassContents());
state = State::RenderPassActive;
std::cout << "Beginning renderPass" << std::endl;
//std::cout << "Beginning renderPass" << std::endl;
}
void CmdBuffer::endRenderPass()
@@ -82,7 +82,7 @@ void CmdBuffer::endRenderPass()
std::unique_lock lock(handleLock);
vkCmdEndRenderPass(handle);
state = State::InsideBegin;
std::cout << "Ending renderPass" << std::endl;
//std::cout << "Ending renderPass" << std::endl;
}
void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
@@ -270,6 +270,10 @@ DescriptorAllocator::~DescriptorAllocator()
{
vkDestroyDescriptorPool(graphics->getDevice(), poolHandle, nullptr);
graphics = nullptr;
if(nextAlloc)
{
delete nextAlloc;
}
}
void DescriptorAllocator::allocateDescriptorSet(Gfx::PDescriptorSet &descriptorSet)
@@ -305,7 +309,12 @@ void DescriptorAllocator::allocateDescriptorSet(Gfx::PDescriptorSet &descriptorS
//Found set, stop searching
return;
}
throw std::logic_error("Out of descriptor sets");
if(nextAlloc == nullptr)
{
nextAlloc = new DescriptorAllocator(graphics, layout);
}
nextAlloc->allocateDescriptorSet(descriptorSet);
//throw std::logic_error("Out of descriptor sets");
}
void DescriptorAllocator::reset()
@@ -318,4 +327,8 @@ void DescriptorAllocator::reset()
}
cachedHandles[i]->free();
}
if(nextAlloc != nullptr)
{
nextAlloc->reset();
}
}
@@ -145,6 +145,7 @@ private:
const static int maxSets = 64;
StaticArray<PDescriptorSet, maxSets> cachedHandles;
VkDescriptorPool poolHandle;
DescriptorAllocator* nextAlloc = nullptr;
};
DEFINE_REF(DescriptorAllocator)
} // namespace Vulkan
+5 -3
View File
@@ -3,6 +3,8 @@
using namespace Seele;
std::atomic_uint64_t Seele::globalCounter;
Event::Event()
: flag(new std::atomic_bool())
{
@@ -54,7 +56,6 @@ ThreadPool::~ThreadPool()
void ThreadPool::enqueueWaiting(Event &event, Promise* job)
{
assert(!job->done());
assert(job->schedulable);
if(event == nullptr)
{
std::unique_lock lock(jobQueueLock);
@@ -72,8 +73,7 @@ void ThreadPool::enqueueWaiting(Event &event, Promise* job)
void ThreadPool::enqueueWaiting(Event &event, MainPromise* job)
{
assert(!job->done());
assert(job->schedulable);
if(event == nullptr)
if(event == nullptr || event)
{
std::unique_lock lock(mainJobLock);
//std::cout << "Queueing job " << job->finishedEvent.name << std::endl;
@@ -98,6 +98,7 @@ void ThreadPool::notify(Event &event)
{
//assert(job.id != -1ull);
//std::cout << "Waking up " << job->finishedEvent.name << std::endl;
job->state = Promise::State::SCHEDULED;
jobQueue.add(job);
jobQueueCV.notify_one();
}
@@ -111,6 +112,7 @@ void ThreadPool::notify(Event &event)
{
//assert(job.id != -1ull);
//std::cout << "Waking up main " << job->finishedEvent.name << std::endl;
job->state = MainPromise::State::SCHEDULED;
mainJobs.add(job);
mainJobCV.notify_one();
}
+37 -9
View File
@@ -45,12 +45,20 @@ private:
friend class ThreadPool;
};
static std::atomic_uint64_t globalCounter;
extern std::atomic_uint64_t globalCounter;
template<bool MainJob>
struct JobBase;
template<bool MainJob>
struct JobPromiseBase
{
enum class State
{
READY,
WAITING,
SCHEDULED,
EXECUTING,
DONE
};
JobPromiseBase()
{
handle = std::coroutine_handle<JobPromiseBase<MainJob>>::from_promise(*this);
@@ -71,11 +79,12 @@ struct JobPromiseBase
void resume()
{
std::unique_lock lock(promiseLock);
if(handle && !handle.done())
if(!handle || handle.done() || executing())
{
handle.resume();
schedulable = true;
return;
}
state = State::EXECUTING;
handle.resume();
}
void setContinuation(JobPromiseBase* cont)
{
@@ -88,9 +97,26 @@ struct JobPromiseBase
{
return handle.done();
}
bool scheduled()
{
return state == State::SCHEDULED;
}
bool waiting()
{
return state == State::WAITING;
}
bool executing()
{
return state == State::EXECUTING;
}
bool ready()
{
return state == State::READY;
}
void raise()
{
std::unique_lock lock(promiseLock);
state = State::DONE;
finishedEvent.raise();
}
void reset()
@@ -100,22 +126,23 @@ struct JobPromiseBase
}
void enqueue(Event& event)
{
if(!handle || handle.done() || !schedulable)
// no need to lock here, as it is only called while executing, where the lock is already held
if(!handle || handle.done() || waiting() || scheduled())
{
return;
}
state = State::WAITING;
getGlobalThreadPool().enqueueWaiting(event, this);
schedulable = false;
}
void schedule()
{
std::unique_lock lock(promiseLock);
if(!handle || handle.done() || !schedulable)
if(!handle || done() || !ready())
{
return;
}
state = (precondition == nullptr) ? State::SCHEDULED : State::WAITING;
getGlobalThreadPool().enqueueWaiting(precondition, this);
schedulable = false;
}
std::mutex promiseLock;
@@ -124,7 +151,7 @@ struct JobPromiseBase
uint64 id;
Event finishedEvent;
Event precondition = nullptr;
bool schedulable = true;
State state = State::READY;
};
template<bool MainJob = false>
@@ -176,6 +203,7 @@ public:
}
Event operator co_await()
{
promise->schedule();
return promise->finishedEvent;
}
static JobBase all() = delete;
+16 -16
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@@ -18,28 +18,28 @@ Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const Viewpo
{
scene = new Scene(graphics);
scene->addActor(activeCamera);
/*AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Diffuse.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Avatar_Girl_Tex_FaceLightmap.png");
AssetRegistry::importFile("/home/dynamitos/Assets/Ayaka/Ayaka.fbx");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Hair_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Tex_FaceLightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Ayaka.fbx");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ely\\Ely.fbx");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Cube\\cube.obj");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Plane\\plane.fbx");
srand(time(NULL));
for(uint32 i = 0; i < 100; ++i)
{
PPrimitiveComponent ayaka = new PrimitiveComponent(AssetRegistry::findMesh("Ayaka"));
ayaka->addWorldTranslation(Vector(0, 0, 0));
ayaka->addWorldTranslation(Vector(((float)rand() / RAND_MAX) * 100, 0, ((float)rand()/RAND_MAX) * 100));
ayaka->setWorldScale(Vector(10, 10, 10));
scene->addPrimitiveComponent(ayaka);*/
scene->addPrimitiveComponent(ayaka);
}
AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Ely\\Ely.fbx");
AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Plane\\plane.fbx");
PPrimitiveComponent plane = new PrimitiveComponent(AssetRegistry::findMesh("plane"));
plane->setWorldScale(Vector(100, 100, 100));
PPrimitiveComponent arissa = new PrimitiveComponent(AssetRegistry::findMesh("Ely"));
arissa->addWorldTranslation(Vector(0, 0, 100));
arissa->setWorldScale(Vector(0.1f, 0.1f, 0.1f));
scene->addPrimitiveComponent(plane);
scene->addPrimitiveComponent(arissa);
PRenderGraphResources resources = new RenderGraphResources();
depthPrepass.setResources(resources);
+1 -1
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@@ -8,7 +8,7 @@ View::View(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &vi
: graphics(graphics)
, owner(window)
, name(name)
, renderFinishedEvent(name + "RenderFinished")
, renderFinishedEvent(std::format("{}RenderFinished", name))
{
viewport = graphics->createViewport(owner->getGfxHandle(), viewportInfo);
}
+3 -3
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@@ -9,7 +9,7 @@ using namespace Seele;
int main()
{
PWindowManager windowManager = new WindowManager();
AssetRegistry::init("D:\\Private\\Programming\\C++\\TestSeeleProject");
AssetRegistry::init("C:\\Users\\Dynamitos\\TestSeeleProject");
WindowCreateInfo mainWindowInfo;
mainWindowInfo.title = "SeeleEngine";
mainWindowInfo.width = 1280;
@@ -34,9 +34,9 @@ int main()
//PInspectorView inspectorView = new InspectorView(windowManager->getGraphics(), window, inspectorViewInfo);
//window->addView(inspectorView);
sceneView->setFocused();
{
window->render();
}
getGlobalThreadPool().threadLoop(true);
return 0;
}