Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
+98 -103
View File
@@ -1,26 +1,25 @@
#include "BasePass.h"
#include "Actor/CameraActor.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/Shader.h"
#include "Window/Window.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Actor/CameraActor.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Material/MaterialInstance.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Material/MaterialInstance.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Command.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Window/Window.h"
using namespace Seele;
extern bool useViewCulling;
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
@@ -28,9 +27,15 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
@@ -38,44 +43,38 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
});
});
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
.baseLayout = basePassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = true,
.useVisibility = false,
});
}
else
{
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
.baseLayout = basePassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = true,
.useVisibility = false,
});
if (graphics->supportMeshShading()) {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = true,
.useVisibility = false,
});
} else {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = true,
.useVisibility = false,
});
}
}
BasePass::~BasePass()
{
}
BasePass::~BasePass() {}
void BasePass::beginFrame(const Component::Camera& cam)
{
void BasePass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
lightCullingLayout->reset();
@@ -83,8 +82,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
transparentCulling = lightCullingLayout->allocateDescriptorSet();
}
void BasePass::render()
{
void BasePass::render() {
opaqueCulling->updateBuffer(0, oLightIndexList);
opaqueCulling->updateTexture(1, oLightGrid);
transparentCulling->updateBuffer(0, tLightIndexList);
@@ -97,14 +95,12 @@ void BasePass::render()
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setViewCulling(useViewCulling);
for (VertexData* vertexData : VertexData::getList())
{
for (VertexData* vertexData : VertexData::getList()) {
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& materialData : materials)
{
for (const auto& materialData : materials) {
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
@@ -124,43 +120,46 @@ void BasePass::render()
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend = {
.attachmentCount = 1,
},
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend = {
.attachmentCount = 1,
},
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
@@ -170,21 +169,18 @@ void BasePass::render()
command->bindDescriptor(vertexData->getInstanceDataSet());
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
for (const auto& drawCall : materialData.instances)
{
for (const auto& drawCall : materialData.instances) {
command->bindDescriptor(drawCall.materialInstance->getDescriptorSet());
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
if (graphics->supportMeshShading())
{
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
if (graphics->supportMeshShading()) {
command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
}
else
{
} else {
command->bindIndexBuffer(vertexData->getIndexBuffer());
for (const auto& meshData : drawCall.instanceMeshData)
{
for (const auto& meshData : drawCall.instanceMeshData) {
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), 0);
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
vertexData->getIndicesOffset(meshData.meshletOffset), 0);
}
}
}
@@ -195,14 +191,14 @@ void BasePass::render()
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
// Sync color write with next pass/swapchain present
//colorAttachment.getTexture()->pipelineBarrier(
// colorAttachment.getTexture()->pipelineBarrier(
// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
//);
// Sync depth with next pass/next frame
//depthAttachment.getTexture()->pipelineBarrier(
// depthAttachment.getTexture()->pipelineBarrier(
// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
@@ -210,20 +206,15 @@ void BasePass::render()
//);
}
void BasePass::endFrame()
{
}
void BasePass::endFrame() {}
void BasePass::publishOutputs()
{
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);
void BasePass::publishOutputs() {
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);
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
}
void BasePass::createRenderPass()
{
void BasePass::createRenderPass() {
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
@@ -231,7 +222,7 @@ void BasePass::createRenderPass()
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = { colorAttachment },
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
@@ -240,16 +231,20 @@ void BasePass::createRenderPass()
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);