Adding bindless material descriptors

This commit is contained in:
Dynamitos
2024-06-18 19:19:05 +02:00
parent cff14981ff
commit f6ebbc2067
23 changed files with 387 additions and 274 deletions
+107 -63
View File
@@ -7,92 +7,141 @@
#include "Window/WindowManager.h"
#include <fstream>
using namespace Seele;
Array<Gfx::PTexture2D> Material::textures;
Array<Gfx::PSampler> Material::samplers;
Gfx::OShaderBuffer Material::floatBuffer;
Array<float> Material::floatData;
Gfx::ODescriptorLayout Material::layout;
Gfx::PDescriptorSet Material::set;
std::atomic_uint64_t Material::materialIdCounter = 0;
Array<PMaterial> Material::materials;
Material::Material() {}
Material::Material(Gfx::PGraphics graphics, Gfx::ODescriptorLayout layout, uint32 uniformDataSize, uint32 uniformBinding,
std::string materialName, Array<OShaderExpression> expressions, Array<std::string> parameter, MaterialNode brdf)
: graphics(graphics), uniformDataSize(uniformDataSize), uniformBinding(uniformBinding), instanceId(0), layout(std::move(layout)),
Material::Material(Gfx::PGraphics graphics, uint32 numTextures, uint32 numSamplers, uint32 numFloats, std::string materialName,
Array<OShaderExpression> expressions, Array<std::string> parameter, MaterialNode brdf)
: graphics(graphics), numTextures(numTextures), numSamplers(numSamplers), numFloats(numFloats), instanceId(0),
materialName(materialName), codeExpressions(std::move(expressions)), parameters(std::move(parameter)), brdf(std::move(brdf)),
materialId(materialIdCounter++) {
if (layout == nullptr) {
init(graphics);
}
materials.add(this);
}
Material::~Material() {}
void Material::init(Gfx::PGraphics graphics) {
layout = graphics->createDescriptorLayout("pMaterial");
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 2000,
.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
.descriptorCount = 2000,
.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = 1,
.bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | Gfx::SE_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT,
.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT | Gfx::SE_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
});
layout->create();
floatBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.dynamic = true,
.name = "MaterialFloatBuffer",
});
}
void Material::updateDescriptor() {
floatBuffer->rotateBuffer(floatData.size() * sizeof(float));
floatBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData =
{
.size = floatData.size() * sizeof(float),
},
});
floatBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
layout->reset();
set = layout->allocateDescriptorSet();
for (uint32 i = 0; i < textures.size(); ++i)
{
set->updateTexture(0, i, textures[i]);
}
for (uint32 i = 0; i < samplers.size(); ++i)
{
set->updateSampler(1, i, samplers[i]);
}
set->updateBuffer(2, floatBuffer);
set->writeChanges();
}
void Material::updateTexture(uint32 index, Gfx::PTexture2D texture) { textures[index] = texture; }
void Material::updateSampler(uint32 index, Gfx::PSampler sampler) { samplers[index] = sampler; }
void Material::updateFloatData(uint32 offset, uint32 numFloats, float* data) {
std::memcpy(floatData.data() + offset, data, numFloats * sizeof(float));
}
uint32 Material::addTextures(uint32 numTextures) {
uint32 textureOffset = textures.size();
textures.resize(textures.size() + numTextures);
return textureOffset;
}
uint32 Material::addSamplers(uint32 numSamplers) {
uint32 samplerOffset = samplers.size();
samplers.resize(samplers.size() + numSamplers);
return samplerOffset;
}
uint32 Material::addFloats(uint32 numFloats) {
uint32 floatOffset = floatData.size();
floatData.resize(floatData.size() + numFloats);
return floatOffset;
}
OMaterialInstance Material::instantiate() {
return new MaterialInstance(instanceId++, graphics, codeExpressions, parameters, uniformBinding, uniformDataSize);
return new MaterialInstance(instanceId++, graphics, codeExpressions, parameters, numTextures, numSamplers, numFloats);
}
void Material::save(ArchiveBuffer& buffer) const {
Serialization::save(buffer, uniformDataSize);
Serialization::save(buffer, uniformBinding);
Serialization::save(buffer, numTextures);
Serialization::save(buffer, numSamplers);
Serialization::save(buffer, numFloats);
Serialization::save(buffer, instanceId);
Serialization::save(buffer, materialName);
Serialization::save(buffer, codeExpressions);
Serialization::save(buffer, parameters);
Serialization::save(buffer, brdf);
Serialization::save(buffer, layout->getName());
const auto& bindings = layout->getBindings();
Serialization::save(buffer, bindings.size());
for (const auto& binding : bindings) {
Serialization::save(buffer, binding.binding);
Serialization::save(buffer, binding.descriptorType);
Serialization::save(buffer, binding.textureType);
Serialization::save(buffer, binding.descriptorCount);
Serialization::save(buffer, binding.bindingFlags);
Serialization::save(buffer, binding.shaderStages);
}
}
void Material::load(ArchiveBuffer& buffer) {
graphics = buffer.getGraphics();
Serialization::load(buffer, uniformDataSize);
Serialization::load(buffer, uniformBinding);
if (layout == nullptr)
{
init(graphics);
}
Serialization::load(buffer, numTextures);
Serialization::load(buffer, numSamplers);
Serialization::load(buffer, numFloats);
Serialization::load(buffer, instanceId);
Serialization::load(buffer, materialName);
Serialization::load(buffer, codeExpressions);
Serialization::load(buffer, parameters);
Serialization::load(buffer, brdf);
std::string descriptorName;
Serialization::load(buffer, descriptorName);
uint64 numBindings;
Serialization::load(buffer, numBindings);
layout = graphics->createDescriptorLayout(descriptorName);
for (uint64 i = 0; i < numBindings; ++i) {
uint32 binding;
Serialization::load(buffer, binding);
Gfx::SeDescriptorType descriptorType;
Serialization::load(buffer, descriptorType);
Gfx::SeImageViewType textureType;
Serialization::load(buffer, textureType);
uint32 descriptorCount;
Serialization::load(buffer, descriptorCount);
Gfx::SeDescriptorBindingFlags bindingFlags;
Serialization::load(buffer, bindingFlags);
Gfx::SeShaderStageFlags shaderStages;
Serialization::load(buffer, shaderStages);
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = binding,
.descriptorType = descriptorType,
.textureType = textureType,
.descriptorCount = descriptorCount,
.bindingFlags = bindingFlags,
.shaderStages = shaderStages,
});
}
layout->create();
materialId = materialIdCounter++;
}
@@ -100,14 +149,10 @@ void Material::compile() {
std::ofstream codeStream("./shaders/generated/" + materialName + ".slang");
codeStream << "import BRDF;\n";
codeStream << "import MaterialParameter;\n";
codeStream << "struct " << materialName << "{\n";
for (const auto& parameter : parameters) {
PShaderParameter handle =
PShaderExpression(*codeExpressions.find([&parameter](const OShaderExpression& exp) { return exp->key == parameter; }));
handle->generateDeclaration(codeStream);
}
codeStream << "import Material;\n";
codeStream << "struct Material{\n";
codeStream << "\ttypedef " << brdf.profile << " BRDF;\n";
codeStream << "\t" << brdf.profile << " prepare(MaterialParameter input) {\n";
codeStream << "\tstatic " << brdf.profile << " prepare(MaterialParameter input) {\n";
codeStream << "\t\t" << brdf.profile << " result;\n";
Map<std::string, std::string> varState;
// initialize variable state
@@ -120,7 +165,6 @@ void Material::compile() {
codeStream << "\t\treturn result;\n";
codeStream << "\t}\n";
codeStream << "};\n";
codeStream << "layout(set=4)";
codeStream << "ParameterBlock<" << materialName << "> pMaterial;";
graphics->getShaderCompiler()->registerMaterial(this);
}