Implement quick shader switch hotkeys
This commit is contained in:
@@ -16,6 +16,8 @@
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using namespace Seele;
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extern bool useViewCulling;
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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@@ -40,11 +42,11 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", false, true, true, "BasePass", true, true, "ViewCullingTask");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "ViewCullingTask");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", false, true, true, "BasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
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}
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}
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@@ -97,6 +99,7 @@ void BasePass::render()
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permutation.setVertexFile("LegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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permutation.setViewCulling(useViewCulling);
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for (VertexData* vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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@@ -168,7 +171,6 @@ void BasePass::render()
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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command->bindDescriptor(vertexData->getInstanceDataSet());
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command->bindDescriptor(vertexData->getInstanceDataSet());
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for (const auto& drawCall : materialData.instances)
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{
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command->bindDescriptor(drawCall.materialInstance->getDescriptorSet());
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@@ -222,7 +224,7 @@ void BasePass::publishOutputs()
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void BasePass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR);
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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@@ -15,10 +15,10 @@ target_sources(Engine
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RenderPass.cpp
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SkyboxRenderPass.h
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SkyboxRenderPass.cpp
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StaticDepthPrepass.h
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StaticDepthPrepass.cpp
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StaticBasePass.h
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StaticBasePass.cpp
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#StaticDepthPrepass.h
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#StaticDepthPrepass.cpp
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#StaticBasePass.h
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#StaticBasePass.cpp
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TextPass.h
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TextPass.cpp
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UIPass.h
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@@ -35,7 +35,7 @@ target_sources(Engine
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RenderGraphResources.h
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RenderPass.h
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SkyboxRenderPass.h
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StaticDepthPrepass.h
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StaticBasePass.h
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#StaticDepthPrepass.h
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#StaticBasePass.h
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TextPass.h
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UIPass.h)
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@@ -13,6 +13,9 @@
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using namespace Seele;
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extern bool usePositionOnly;
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extern bool useViewCulling;
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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@@ -25,11 +28,11 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", true, false, false, "", true, true, "ViewCullingTask");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "ViewCullingTask");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass", true);
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
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}
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}
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@@ -48,7 +51,8 @@ void DepthPrepass::render()
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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permutation.setPositionOnly();
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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("ViewCullingTask");
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@@ -22,11 +22,11 @@ StaticBasePass::StaticBasePass(Gfx::PGraphics graphics, PScene scene)
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basePassLayout->addDescriptorLayout(lightCullingLayout);
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "StaticMeshletPass", false, true, true, "BasePass", true);
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "StaticMeshletPass", false, true, "BasePass", true);
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", false, true, true, "BasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", false, true, "BasePass");
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}
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}
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@@ -16,11 +16,11 @@ StaticDepthPrepass::StaticDepthPrepass(Gfx::PGraphics graphics, PScene scene)
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depthPrepassLayout->addDescriptorLayout(meshletCullingLayout);
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", true, false, false, "", true);
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true);
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass", true);
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
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}
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}
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