Trying to fix invalid descriptorlayout

This commit is contained in:
Dynamitos
2020-10-03 11:00:10 +02:00
parent 79388bf41a
commit ceee96b462
69 changed files with 1087 additions and 393 deletions
+2 -1
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@@ -8,4 +8,5 @@ target_sources(SeeleEngine
MaterialAsset.cpp
MaterialInstance.h
MaterialInstance.cpp
ShaderExpression.h)
ShaderExpression.h
ShaderExpression.cpp)
+41 -15
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@@ -2,6 +2,7 @@
#include "Asset/AssetRegistry.h"
#include "Graphics/VertexShaderInput.h"
#include "BRDF.h"
#include "Graphics/WindowManager.h"
#include <nlohmann/json.hpp>
#include <sstream>
#include <iostream>
@@ -32,21 +33,23 @@ Material::~Material()
void Material::save()
{
}
void Material::load()
{
}
void Material::compile()
{
layout = WindowManager::getGraphics()->createDescriptorLayout();
auto& stream = getReadStream();
json j;
stream >> j;
materialName = j["name"].get<std::string>();
std::cout << "Compiling material " << materialName << std::endl;
//Shader file needs to conform to the slang standard, which prohibits _
materialName.erase(std::remove(materialName.begin(), materialName.end(), '_'), materialName.end());
std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
std::string profile = j["profile"].get<std::string>();
@@ -57,45 +60,55 @@ void Material::compile()
codeStream << "import MaterialParameter;" << std::endl;
codeStream << "struct " << materialName << ": IMaterial {" << std::endl;
uint32 uniformBufferOffset = 0;
uint32 bindingCounter = 1; // Uniform buffers are always binding 0
layout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
for(auto param : j["params"].items())
{
std::string type = param.value()["type"].get<std::string>();
auto default = param.value().find("default");
if(type.compare("float") == 0)
{
PFloatParameter p = new FloatParameter();
p->name = param.key();
PFloatParameter p = new FloatParameter(param.key(), uniformBufferOffset, 0);
codeStream << "layout(offset = " << uniformBufferOffset << ")";
uniformBufferOffset += 4;
if(default != param.value().end())
{
p->defaultValue = std::stof(default.value().get<std::string>());
p->data = std::stof(default.value().get<std::string>());
}
parameters.add(p);
}
else if(type.compare("float3") == 0)
{
PVectorParameter p = new VectorParameter();
p->name = param.key();
PVectorParameter p = new VectorParameter(param.key(), uniformBufferOffset, 0);
codeStream << "layout(offset = " << uniformBufferOffset << ")";
uniformBufferOffset += 12;
if(default != param.value().end())
{
p->defaultValue = parseVector(default.value().get<std::string>().c_str());
p->data = parseVector(default.value().get<std::string>().c_str());
}
parameters.add(p);
}
else if(type.compare("Texture2D") == 0)
{
PTextureParameter p = new TextureParameter();
p->name = param.key();
PTextureParameter p = new TextureParameter(param.key(), 0, bindingCounter);
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
if(default != param.value().end())
{
p->data = AssetRegistry::findTexture(default.value().get<std::string>());
}
else
{
p->data = AssetRegistry::findTexture(""); // this will return placeholder texture
}
parameters.add(p);
}
else if(type.compare("SamplerState") == 0)
{
PSamplerParameter p = new SamplerParameter();
p->name = param.key();
PSamplerParameter p = new SamplerParameter(param.key(), 0, bindingCounter);
layout->addDescriptorBinding(bindingCounter++, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
SamplerCreateInfo createInfo;
p->data = WindowManager::getGraphics()->createSamplerState(createInfo);
parameters.add(p);
}
else
@@ -104,6 +117,18 @@ void Material::compile()
}
codeStream << type << " " << param.key() << ";\n";
}
uniformDataSize = uniformBufferOffset;
if(uniformDataSize != 0)
{
uniformData = new uint8[uniformDataSize];
BulkResourceData resourceData;
resourceData.data = uniformData;
resourceData.size = uniformDataSize;
uniformBuffer = WindowManager::getGraphics()->createUniformBuffer(resourceData);
}
layout->create();
descriptorSet = layout->allocatedDescriptorSet();
updateDescriptorData();
BRDF* brdf = BRDF::getBRDFByName(profile);
brdf->generateMaterialCode(codeStream, j["code"]);
codeStream << "};";
@@ -113,10 +138,11 @@ void Material::compile()
const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
{
Gfx::ShaderPermutation permutation;
permutation.passType = renderPass;
std::string materialName = getFileName();
std::string vertexInputName = vertexInput->getName();
std::memcpy(permutation.materialName, materialName.c_str(), sizeof(permutation.materialName));
std::memcpy(permutation.materialName, vertexInputName.c_str(), sizeof(permutation.materialName));
std::memcpy(permutation.vertexInputName, vertexInputName.c_str(), sizeof(permutation.vertexInputName));
return shaderMap.findShaders(Gfx::PermutationId(permutation));
}
+5 -1
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@@ -14,7 +14,9 @@ public:
~Material();
virtual void save() override;
virtual void load() override;
virtual PMaterial getRenderMaterial() { return this; }
virtual const Material* getRenderMaterial() const { return this; }
Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
// The name of the generated material shader, opposed to the name of the .asset file
const std::string& getName() {return materialName;}
const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
@@ -25,7 +27,9 @@ private:
static std::mutex shaderMapLock;
std::string materialName;
Gfx::PDescriptorLayout layout;
friend class MaterialLoader;
friend class MaterialInstance;
};
DEFINE_REF(Material);
} // namespace Seele
+33
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@@ -1,4 +1,5 @@
#include "MaterialAsset.h"
#include "Graphics/WindowManager.h"
using namespace Seele;
@@ -19,3 +20,35 @@ MaterialAsset::MaterialAsset(const std::filesystem::path& fullPath)
MaterialAsset::~MaterialAsset()
{
}
void MaterialAsset::beginFrame()
{
descriptorSet->beginFrame();
}
void MaterialAsset::endFrame()
{
descriptorSet->endFrame();
}
void MaterialAsset::updateDescriptorData()
{
BulkResourceData uniformUpdate;
uniformUpdate.size = uniformDataSize;
uniformUpdate.data = uniformData;
for(auto param : parameters)
{
param->updateDescriptorSet(descriptorSet, uniformData);
}
if(uniformUpdate.size != 0)
{
uniformBuffer->updateContents(uniformUpdate);
descriptorSet->updateBuffer(0, uniformBuffer);
}
descriptorSet->writeChanges();
}
Gfx::PDescriptorSet MaterialAsset::getDescriptor() const
{
return descriptorSet;
}
+10 -1
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@@ -14,15 +14,24 @@ public:
MaterialAsset(const std::string &directory, const std::string &name);
MaterialAsset(const std::filesystem::path &fullPath);
~MaterialAsset();
virtual void beginFrame();
virtual void endFrame();
virtual void save() = 0;
virtual void load() = 0;
virtual PMaterial getRenderMaterial() = 0;
virtual const Material* getRenderMaterial() const = 0;
Gfx::SeBlendOp getBlendMode() const {return Gfx::SE_BLEND_OP_END_RANGE;}
Gfx::MaterialShadingModel getShadingModel() const {return Gfx::MaterialShadingModel::DefaultLit;}
// This needs to be called while the descriptorset is unused
void updateDescriptorData();
Gfx::PDescriptorSet getDescriptor() const;
protected:
//For now its simply the collection of parameters, since there is no point for expressions
Array<PShaderParameter> parameters;
Gfx::PDescriptorSet descriptorSet;
Gfx::PUniformBuffer uniformBuffer;
uint32 uniformDataSize;
uint8* uniformData;
};
DEFINE_REF(MaterialAsset);
} // namespace Seele
+8 -12
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@@ -1,5 +1,6 @@
#include "MaterialInstance.h"
#include "Material.h"
#include "Graphics/WindowManager.h"
using namespace Seele;
@@ -28,20 +29,15 @@ void MaterialInstance::save()
void MaterialInstance::load()
{
baseMaterial = nullptr; // TODO: actually load the file
BulkResourceData resourceData;
resourceData.size = baseMaterial->uniformDataSize;
resourceData.data = nullptr;
uniformBuffer = WindowManager::getGraphics()->createUniformBuffer(resourceData);
descriptorSet = baseMaterial->layout->allocatedDescriptorSet();
}
PMaterial MaterialInstance::getRenderMaterial()
const Material* MaterialInstance::getRenderMaterial() const
{
return baseMaterial;
}
PMaterial MaterialInstance::getBaseMaterial() const
{
return baseMaterial;
}
Gfx::PDescriptorSet MaterialInstance::getDescriptor()
{
return nullptr;
}
+2 -4
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@@ -14,11 +14,9 @@ public:
~MaterialInstance();
virtual void save() override;
virtual void load() override;
virtual PMaterial getRenderMaterial();
PMaterial getBaseMaterial() const;
Gfx::PDescriptorSet getDescriptor();
virtual const Material* getRenderMaterial() const;
private:
PMaterial baseMaterial;
Material* baseMaterial;
};
DEFINE_REF(MaterialInstance);
} // namespace Seele
+24 -39
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@@ -14,65 +14,50 @@ struct ExpressionOutput
struct ShaderExpression
{
};
DECLARE_NAME_REF(Gfx, DescriptorSet);
struct ShaderParameter : public ShaderExpression
{
std::string name;
uint32 byteOffset;
uint32 binding;
ShaderParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~ShaderParameter();
// update a descriptorset, in case of a uniform buffer, copy the data to the dst + byteOffset
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) = 0;
};
DEFINE_REF(ShaderParameter);
struct FloatParameter : public ShaderParameter
{
float defaultValue;
bool setParameter(const std::string& paramName, float newDefault)
{
if(name.compare(paramName) == 0)
{
defaultValue = newDefault;
return true;
}
return false;
}
float data;
FloatParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~FloatParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
};
DEFINE_REF(FloatParameter);
struct VectorParameter : public ShaderParameter
{
Vector defaultValue;
bool setParameter(const std::string& paramName, Vector newDefault)
{
if(name.compare(paramName) == 0)
{
defaultValue = newDefault;
return true;
}
return false;
}
Vector data;
VectorParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~VectorParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
};
DEFINE_REF(VectorParameter);
DECLARE_NAME_REF(Gfx, Texture2D);
DECLARE_REF(TextureAsset);
struct TextureParameter : public ShaderParameter
{
Gfx::PTexture2D defaultValue;
bool setParameter(const std::string& paramName, Gfx::PTexture2D newDefault)
{
if(name.compare(paramName) == 0)
{
return true;
}
return false;
}
PTextureAsset data;
TextureParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~TextureParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
};
DEFINE_REF(TextureParameter);
DECLARE_NAME_REF(Gfx, SamplerState);
struct SamplerParameter : public ShaderParameter
{
Gfx::PSamplerState defaultValue;
bool setParameter(const std::string& paramName, Gfx::PSamplerState newDefault)
{
if(name.compare(paramName) == 0)
{
return true;
}
return false;
}
Gfx::PSamplerState data;
SamplerParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~SamplerParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
};
DEFINE_REF(SamplerParameter);