Adding benchmark

This commit is contained in:
Dynamitos
2024-07-05 12:02:46 +02:00
parent 8418cdbd11
commit fd8dc5ed0f
47 changed files with 1071 additions and 1010 deletions
+362 -107
View File
@@ -1,5 +1,6 @@
#include "BasePass.h"
#include "Actor/CameraActor.h"
#include "Asset/AssetRegistry.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Graphics/Command.h"
@@ -7,6 +8,7 @@
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/Pipeline.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Material/MaterialInstance.h"
@@ -16,6 +18,12 @@
using namespace Seele;
Array<DebugVertex> gDebugVertices;
void Seele::addDebugVertex(DebugVertex vert) { gDebugVertices.add(vert); }
void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(verts); }
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
@@ -68,6 +76,12 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics,
.useVisibility = false,
});
}
skybox = Seele::Component::Skybox{
.day = AssetRegistry::findTexture("", "skyboxsun5deg_tn")->getTexture().cast<Gfx::TextureCube>(),
.night = AssetRegistry::findTexture("", "skyboxsun5deg_tn")->getTexture().cast<Gfx::TextureCube>(),
.fogColor = Vector(0.1, 0.1, 0.8),
.blendFactor = 0,
};
}
BasePass::~BasePass() {}
@@ -81,6 +95,41 @@ void BasePass::beginFrame(const Component::Camera& cam) {
lightCullingLayout->reset();
opaqueCulling = lightCullingLayout->allocateDescriptorSet();
transparentCulling = lightCullingLayout->allocateDescriptorSet();
// Debug vertices
VertexBufferCreateInfo vertexBufferInfo = {
.sourceData =
{
.size = sizeof(DebugVertex) * gDebugVertices.size(),
.data = (uint8*)gDebugVertices.data(),
},
.vertexSize = sizeof(DebugVertex),
.numVertices = (uint32)gDebugVertices.size(),
.name = "DebugVertices",
};
debugVertices = graphics->createVertexBuffer(vertexBufferInfo);
debugVertices->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_VERTEX_ATTRIBUTE_READ_BIT, Gfx::SE_PIPELINE_STAGE_VERTEX_INPUT_BIT);
// Skybox
skyboxDataLayout->reset();
textureLayout->reset();
skyboxData.transformMatrix = glm::rotate(skyboxData.transformMatrix, (float)(Gfx::getCurrentFrameDelta()), Vector(0, 1, 0));
skyboxBuffer->rotateBuffer(sizeof(SkyboxData));
skyboxBuffer->updateContents(DataSource{
.size = sizeof(SkyboxData),
.data = (uint8*)&skyboxData,
});
skyboxDataSet = skyboxDataLayout->allocateDescriptorSet();
skyboxDataSet->updateBuffer(0, skyboxBuffer);
skyboxDataSet->writeChanges();
skyboxBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
textureSet = textureLayout->allocateDescriptorSet();
textureSet->updateTexture(0, skybox.day);
textureSet->updateTexture(1, skybox.night);
textureSet->updateSampler(2, skyboxSampler);
textureSet->writeChanges();
}
void BasePass::render() {
@@ -95,7 +144,6 @@ void BasePass::render() {
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "BASEPASS");
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setDepthCulling(true); // always use the culling info
permutation.setPositionOnly(false);
@@ -193,110 +241,137 @@ void BasePass::render() {
commands.add(std::move(command));
}
}
graphics->executeCommands(std::move(commands));
Map<float, VertexData::TransparentDraw> sortedDraws;
for (const auto& t : transparentData) {
Vector toCenter = Vector(t.worldPosition) - cameraPos;
float dist = glm::length(toCenter) * glm::dot(glm::normalize(toCenter), cameraForward);
sortedDraws[dist] = t;
commands.clear();
// Transparent rendering
{
Map<float, VertexData::TransparentDraw> sortedDraws;
for (const auto& t : transparentData) {
Vector toCenter = Vector(t.worldPosition) - cameraPos;
float dist = glm::length(toCenter) * glm::dot(glm::normalize(toCenter), cameraForward);
sortedDraws[dist] = t;
}
Gfx::ORenderCommand transparentCommand = graphics->createRenderCommand("TransparentDraw");
transparentCommand->setViewport(viewport);
for (const auto& [_, t] : sortedDraws) {
permutation.setVertexData(t.vertexData->getTypeName());
permutation.setMaterial(t.matInst->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
transparentCommand->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
transparentCommand->bindPipeline(pipeline);
}
transparentCommand->bindDescriptor({viewParamsSet, t.vertexData->getVertexDataSet(), t.vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(),
transparentCulling});
transparentCommand->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT |
Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(VertexData::DrawCallOffsets), &t.offsets);
if (graphics->supportMeshShading()) {
transparentCommand->drawMesh(1, 1, 1);
} else {
// command->bindIndexBuffer(t.vertexData->getIndexBuffer());
// 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);
// }
}
}
commands.add(std::move(transparentCommand));
}
Gfx::ORenderCommand command = graphics->createRenderCommand("TransparentDraw");
command->setViewport(viewport);
for (const auto& [_, t] : sortedDraws) {
permutation.setVertexData(t.vertexData->getTypeName());
permutation.setMaterial(t.matInst->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor({viewParamsSet, t.vertexData->getVertexDataSet(), t.vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), transparentCulling});
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &t.offsets);
if (graphics->supportMeshShading()) {
command->drawMesh(1, 1, 1);
} else {
// command->bindIndexBuffer(t.vertexData->getIndexBuffer());
// 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);
// }
}
// Debug vertices
if (gDebugVertices.size() > 0) {
Gfx::ORenderCommand debugCommand = graphics->createRenderCommand("DebugRender");
debugCommand->setViewport(viewport);
debugCommand->bindPipeline(debugPipeline);
debugCommand->bindDescriptor(viewParamsSet);
debugCommand->bindVertexBuffer({debugVertices});
debugCommand->draw((uint32)gDebugVertices.size(), 1, 0, 0);
commands.add(std::move(debugCommand));
}
Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
skyboxCommand->setViewport(viewport);
skyboxCommand->bindPipeline(pipeline);
skyboxCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
skyboxCommand->draw(36, 1, 0, 0);
commands.add(std::move(skyboxCommand));
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
query->endQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "END");
timestamps->end();
gDebugVertices.clear();
}
void BasePass::endFrame() {}
@@ -306,17 +381,44 @@ void BasePass::publishOutputs() {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.samples = viewport->getSamples(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
basePassDepth = graphics->createTexture2D(depthBufferInfo);
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);
TextureCreateInfo msDepthInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.samples = viewport->getSamples(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
};
msBasePassDepth = graphics->createTexture2D(msDepthInfo);
TextureCreateInfo msBaseColorInfo = {
.format = viewport->getOwner()->getSwapchainFormat(),
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.samples = viewport->getSamples(),
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
};
msBasePassColor = graphics->createTexture2D(msBaseColorInfo);
depthAttachment =
Gfx::RenderTargetAttachment(basePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
msDepthAttachment =
Gfx::RenderTargetAttachment(msBasePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
msColorAttachment =
Gfx::RenderTargetAttachment(msBasePassColor, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
resources->registerRenderPassOutput("BASEPASS_DEPTH", depthAttachment);
query = graphics->createPipelineStatisticsQuery("BasePassPipelineStatistics");
@@ -328,15 +430,19 @@ void BasePass::createRenderPass() {
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
.colorAttachments = {msColorAttachment},
.resolveAttachments = {colorAttachment},
.depthAttachment = msDepthAttachment,
.depthResolveAttachment = {depthAttachment},
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.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,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_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 |
Gfx::SE_PIPELINE_STAGE_LATE_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 |
@@ -345,8 +451,10 @@ void BasePass::createRenderPass() {
{
.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,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_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 |
Gfx::SE_PIPELINE_STAGE_LATE_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 |
@@ -358,4 +466,151 @@ void BasePass::createRenderPass() {
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
// Debug rendering
{
debugPipelineLayout = graphics->createPipelineLayout("DebugPassLayout");
debugPipelineLayout->addDescriptorLayout(viewParamsLayout);
ShaderCreateInfo createInfo = {
.name = "DebugVertex",
.mainModule = "Debug",
.entryPoint = "vertexMain",
.rootSignature = debugPipelineLayout,
};
debugVertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "DebugFragment";
createInfo.entryPoint = "fragmentMain";
debugFragmentShader = graphics->createFragmentShader(createInfo);
debugPipelineLayout->create();
VertexInputStateCreateInfo inputCreate = {
.bindings =
{
VertexInputBinding{
.binding = 0,
.stride = sizeof(DebugVertex),
.inputRate = Gfx::SE_VERTEX_INPUT_RATE_VERTEX,
},
},
.attributes =
{
VertexInputAttribute{
.location = 0,
.binding = 0,
.format = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.offset = 0,
},
VertexInputAttribute{
.location = 1,
.binding = 0,
.format = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.offset = sizeof(Vector),
},
},
};
debugVertexInput = graphics->createVertexInput(inputCreate);
Gfx::LegacyPipelineCreateInfo gfxInfo = {
.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_LINE_LIST,
.vertexInput = debugVertexInput,
.vertexShader = debugVertexShader,
.fragmentShader = debugFragmentShader,
.renderPass = renderPass,
.pipelineLayout = debugPipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.polygonMode = Gfx::SE_POLYGON_MODE_LINE,
.lineWidth = 5.f,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
debugPipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
}
// Skybox
{
skyboxDataLayout = graphics->createDescriptorLayout("pSkyboxData");
skyboxDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
skyboxDataLayout->create();
textureLayout = graphics->createDescriptorLayout("pSkyboxTextures");
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
textureLayout->create();
skyboxSampler = graphics->createSampler({});
skyboxData.transformMatrix = Matrix4(1);
skyboxData.fogColor = skybox.fogColor;
skyboxData.blendFactor = skybox.blendFactor;
skyboxBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(SkyboxData),
.data = (uint8*)&skyboxData,
},
.dynamic = true,
});
pipelineLayout = graphics->createPipelineLayout("SkyboxLayout");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(skyboxDataLayout);
pipelineLayout->addDescriptorLayout(textureLayout);
ShaderCreateInfo createInfo = {
.name = "SkyboxVertex",
.mainModule = "Skybox",
.entryPoint = "vertexMain",
.rootSignature = pipelineLayout,
};
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "SkyboxFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
pipelineLayout->create();
Gfx::LegacyPipelineCreateInfo gfxInfo = {
.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.vertexShader = vertexShader,
.fragmentShader = fragmentShader,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.polygonMode = Gfx::SE_POLYGON_MODE_FILL,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
}
}
+30
View File
@@ -17,7 +17,9 @@ class BasePass : public RenderPass {
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment msColorAttachment;
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment msDepthAttachment;
Gfx::RenderTargetAttachment depthAttachment;
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::PShaderBuffer oLightIndexList;
@@ -29,7 +31,9 @@ class BasePass : public RenderPass {
Gfx::PDescriptorSet transparentCulling;
// use a different texture here so we can do multisampling
Gfx::OTexture2D msBasePassDepth;
Gfx::OTexture2D basePassDepth;
Gfx::OTexture2D msBasePassColor;
// used for transparency sorting
Vector cameraPos;
@@ -43,6 +47,32 @@ class BasePass : public RenderPass {
Gfx::PTimestampQuery timestamps;
Gfx::PShaderBuffer cullingBuffer;
// Debug rendering
Gfx::OVertexInput debugVertexInput;
Gfx::OVertexBuffer debugVertices;
Gfx::OVertexShader debugVertexShader;
Gfx::OFragmentShader debugFragmentShader;
Gfx::PGraphicsPipeline debugPipeline;
Gfx::OPipelineLayout debugPipelineLayout;
// Skybox
Gfx::ODescriptorLayout skyboxDataLayout;
Gfx::PDescriptorSet skyboxDataSet;
Gfx::ODescriptorLayout textureLayout;
Gfx::PDescriptorSet textureSet;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::OPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
Gfx::OSampler skyboxSampler;
struct SkyboxData {
Matrix4 transformMatrix;
Vector fogColor;
float blendFactor;
} skyboxData;
Gfx::OUniformBuffer skyboxBuffer;
Component::Skybox skybox;
};
DEFINE_REF(BasePass)
} // namespace Seele
@@ -4,8 +4,6 @@ target_sources(Engine
BasePass.cpp
CachedDepthPass.h
CachedDepthPass.cpp
DebugPass.h
DebugPass.cpp
DepthCullingPass.h
DepthCullingPass.cpp
LightCullingPass.h
@@ -17,8 +15,6 @@ target_sources(Engine
RenderGraphResources.cpp
RenderPass.h
RenderPass.cpp
SkyboxRenderPass.h
SkyboxRenderPass.cpp
TextPass.h
TextPass.cpp
UIPass.h
@@ -31,14 +27,12 @@ target_sources(Engine
FILES
BasePass.h
CachedDepthPass.h
DebugPass.h
DepthCullingPass.h
LightCullingPass.h
RayTracingPass.h
RenderGraph.h
RenderGraphResources.h
RenderPass.h
SkyboxRenderPass.h
TextPass.h
UIPass.h
VisibilityPass.h)
@@ -3,9 +3,6 @@
using namespace Seele;
extern bool usePositionOnly;
extern bool useDepthCulling;
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
@@ -43,7 +40,9 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : Render
CachedDepthPass::~CachedDepthPass() {}
void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void CachedDepthPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
}
void CachedDepthPass::render() {
query->beginQuery();
@@ -53,8 +52,8 @@ void CachedDepthPass::render() {
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("CachedDepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setDepthCulling(useDepthCulling);
permutation.setPositionOnly(getGlobals().usePositionOnly);
permutation.setDepthCulling(getGlobals().useDepthCulling);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
@@ -79,10 +78,6 @@ void CachedDepthPass::render() {
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.colorBlend =
{
.attachmentCount = 1,
@@ -96,10 +91,6 @@ void CachedDepthPass::render() {
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.colorBlend =
{
.attachmentCount = 1,
@@ -1,156 +0,0 @@
#include "DebugPass.h"
#include "Graphics/Graphics.h"
#include "Graphics/Pipeline.h"
#include "Graphics/RenderTarget.h"
#include "Graphics/Shader.h"
using namespace Seele;
Array<DebugVertex> gDebugVertices;
void Seele::addDebugVertex(DebugVertex vert) { gDebugVertices.add(vert); }
void Seele::addDebugVertices(Array<DebugVertex> verts) { gDebugVertices.addAll(verts); }
DebugPass::DebugPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
DebugPass::~DebugPass() {}
void DebugPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
VertexBufferCreateInfo vertexBufferInfo = {
.sourceData =
{
.size = sizeof(DebugVertex) * gDebugVertices.size(),
.data = (uint8*)gDebugVertices.data(),
},
.vertexSize = sizeof(DebugVertex),
.numVertices = (uint32)gDebugVertices.size(),
.name = "DebugVertices",
};
debugVertices = graphics->createVertexBuffer(vertexBufferInfo);
}
void DebugPass::render() {
graphics->beginRenderPass(renderPass);
if (gDebugVertices.size() > 0) {
Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("DebugRender");
renderCommand->setViewport(viewport);
renderCommand->bindPipeline(pipeline);
renderCommand->bindDescriptor(viewParamsSet);
renderCommand->bindVertexBuffer({debugVertices});
renderCommand->draw((uint32)gDebugVertices.size(), 1, 0, 0);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(renderCommand));
graphics->executeCommands({std::move(commands)});
}
graphics->endRenderPass();
gDebugVertices.clear();
// Sync color write with next pass/swapchain present
// 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(
// 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_MEMORY_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT
//);
}
void DebugPass::endFrame() {}
void DebugPass::publishOutputs() {}
void DebugPass::createRenderPass() {
colorAttachment = resources->requestRenderTarget("BASEPASS_COLOR");
colorAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
colorAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
colorAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
depthAttachment = resources->requestRenderTarget("BASEPASS_DEPTH");
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.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,
},
{
.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,
},
};
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
pipelineLayout = graphics->createPipelineLayout("DebugPassLayout");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
ShaderCreateInfo createInfo = {
.name = "DebugVertex",
.mainModule = "Debug",
.entryPoint = "vertexMain",
.rootSignature = pipelineLayout,
};
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "DebugFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
pipelineLayout->create();
VertexInputStateCreateInfo inputCreate = {
.bindings =
{
VertexInputBinding{
.binding = 0,
.stride = sizeof(DebugVertex),
.inputRate = Gfx::SE_VERTEX_INPUT_RATE_VERTEX,
},
},
.attributes = {VertexInputAttribute{
.location = 0,
.binding = 0,
.format = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.offset = 0,
},
VertexInputAttribute{
.location = 1, .binding = 0, .format = Gfx::SE_FORMAT_R32G32B32_SFLOAT, .offset = sizeof(Vector)}},
};
vertexInput = graphics->createVertexInput(inputCreate);
Gfx::LegacyPipelineCreateInfo gfxInfo;
gfxInfo.vertexInput = vertexInput;
gfxInfo.vertexShader = vertexShader;
gfxInfo.fragmentShader = fragmentShader;
gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_LINE;
gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_LINE_LIST;
gfxInfo.pipelineLayout = std::move(pipelineLayout);
gfxInfo.renderPass = renderPass;
gfxInfo.colorBlend.attachmentCount = 1;
gfxInfo.rasterizationState.lineWidth = 5.f;
pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
}
@@ -1,35 +0,0 @@
#pragma once
#include "Graphics/DebugVertex.h"
#include "Graphics/Pipeline.h"
#include "RenderPass.h"
#include "Scene/Scene.h"
namespace Seele {
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
class DebugPass : public RenderPass {
public:
DebugPass(Gfx::PGraphics graphics, PScene scene);
DebugPass(DebugPass&&) = default;
DebugPass& operator=(DebugPass&&) = default;
virtual ~DebugPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment depthAttachment;
Gfx::OVertexInput vertexInput;
Gfx::OVertexBuffer debugVertices;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::PGraphicsPipeline pipeline;
Gfx::OPipelineLayout pipelineLayout;
};
DEFINE_REF(DebugPass)
} // namespace Seele
@@ -4,9 +4,6 @@
using namespace Seele;
extern bool usePositionOnly;
extern bool useDepthCulling;
DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
@@ -68,13 +65,15 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
DepthCullingPass::~DepthCullingPass() {}
void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void DepthCullingPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
}
void DepthCullingPass::render() {
query->beginQuery();
depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_TRANSFER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
@@ -123,8 +122,8 @@ void DepthCullingPass::render() {
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setDepthCulling(useDepthCulling);
permutation.setPositionOnly(getGlobals().usePositionOnly);
permutation.setDepthCulling(getGlobals().useDepthCulling);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
@@ -148,10 +147,6 @@ void DepthCullingPass::render() {
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.colorBlend =
{
.attachmentCount = 1,
@@ -165,10 +160,6 @@ void DepthCullingPass::render() {
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.colorBlend =
{
.attachmentCount = 1,
@@ -8,8 +8,6 @@
using namespace Seele;
extern bool useLightCulling;
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
LightCullingPass::~LightCullingPass() {}
@@ -25,7 +23,13 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
uint32 reset = 0;
ShaderBufferCreateInfo counterReset = {
.sourceData = {.size = sizeof(uint32), .data = (uint8*)&reset, .owner = Gfx::QueueType::COMPUTE}};
.sourceData =
{
.size = sizeof(uint32),
.data = (uint8*)&reset,
.owner = Gfx::QueueType::COMPUTE,
},
};
oLightIndexCounter->rotateBuffer(sizeof(uint32));
oLightIndexCounter->updateContents(counterReset);
tLightIndexCounter->rotateBuffer(sizeof(uint32));
@@ -42,7 +46,10 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
void LightCullingPass::render() {
query->beginQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "LIGHTCULL");
depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
cullingDescriptorSet->updateTexture(0, depthAttachment);
cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
@@ -52,7 +59,7 @@ void LightCullingPass::render() {
cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
cullingDescriptorSet->writeChanges();
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
if (useLightCulling) {
if (getGlobals().useLightCulling) {
computeCommand->bindPipeline(cullingEnabledPipeline);
} else {
computeCommand->bindPipeline(cullingPipeline);
@@ -84,11 +91,17 @@ void LightCullingPass::publishOutputs() {
dispatchParams.numThreadGroups = numThreadGroups;
dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
dispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData = {.size = sizeof(DispatchParams), .data = (uint8*)&dispatchParams, .owner = Gfx::QueueType::COMPUTE},
.sourceData =
{
.size = sizeof(DispatchParams),
.data = (uint8*)&dispatchParams,
.owner = Gfx::QueueType::COMPUTE,
},
.dynamic = false,
.name = "DispatchParams",
});
dispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateBuffer(0, dispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, frustumBuffer);
@@ -209,6 +222,10 @@ void LightCullingPass::publishOutputs() {
};
oLightGrid = graphics->createTexture2D(textureInfo);
tLightGrid = graphics->createTexture2D(textureInfo);
oLightGrid->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightGrid->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", Gfx::PTexture2D(oLightGrid));
resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", Gfx::PTexture2D(tLightGrid));
@@ -230,6 +247,8 @@ void LightCullingPass::setupFrustums() {
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
RenderPass::beginFrame(Component::Camera());
viewParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
dispatchParams.numThreads = numThreads;
dispatchParams.numThreadGroups = numThreadGroups;
@@ -41,7 +41,6 @@ class LightCullingPass : public RenderPass {
Gfx::OShaderBuffer frustumBuffer;
Gfx::OUniformBuffer dispatchParamsBuffer;
Gfx::OUniformBuffer viewParamsBuffer;
Gfx::ODescriptorLayout dispatchParamsLayout;
Gfx::PDescriptorSet dispatchParamsSet;
Gfx::OComputeShader frustumShader;
@@ -40,7 +40,9 @@ void RenderPass::beginFrame(const Component::Camera& cam) {
viewParamsBuffer->rotateBuffer(sizeof(ViewParameter));
viewParamsBuffer->updateContents(uniformUpdate);
viewParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT);
Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT |
Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
viewParamsLayout->reset();
viewParamsSet = viewParamsLayout->allocateDescriptorSet();
viewParamsSet->updateBuffer(0, viewParamsBuffer);
@@ -1,176 +0,0 @@
#include "SkyboxRenderPass.h"
#include "Asset/AssetRegistry.h"
#include "Graphics/Command.h"
#include "Graphics/Graphics.h"
using namespace Seele;
SkyboxRenderPass::SkyboxRenderPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
skybox = Seele::Component::Skybox{
.day = AssetRegistry::findTexture("", "skyboxsun5deg_tn")->getTexture().cast<Gfx::TextureCube>(),
.night = AssetRegistry::findTexture("", "skyboxsun5deg_tn")->getTexture().cast<Gfx::TextureCube>(),
.fogColor = Vector(0.1, 0.1, 0.8),
.blendFactor = 0,
};
}
SkyboxRenderPass::~SkyboxRenderPass() {}
void SkyboxRenderPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
skyboxDataLayout->reset();
textureLayout->reset();
skyboxData.transformMatrix = glm::rotate(skyboxData.transformMatrix, (float)(Gfx::getCurrentFrameDelta()), Vector(0, 1, 0));
skyboxBuffer->updateContents(DataSource{
.size = sizeof(SkyboxData),
.data = (uint8*)&skyboxData,
});
skyboxDataSet = skyboxDataLayout->allocateDescriptorSet();
skyboxDataSet->updateBuffer(0, skyboxBuffer);
skyboxDataSet->writeChanges();
skyboxBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_MEMORY_READ_BIT,
Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT);
textureSet = textureLayout->allocateDescriptorSet();
textureSet->updateTexture(0, skybox.day);
textureSet->updateTexture(1, skybox.night);
textureSet->updateSampler(2, skyboxSampler);
textureSet->writeChanges();
}
void SkyboxRenderPass::render() {
colorAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
Gfx::SE_ACCESS_COLOR_ATTACHMENT_READ_BIT, Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
depthAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("SkyboxRender");
renderCommand->setViewport(viewport);
renderCommand->bindPipeline(pipeline);
renderCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
renderCommand->draw(36, 1, 0, 0);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(renderCommand));
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
}
void SkyboxRenderPass::endFrame() {}
void SkyboxRenderPass::publishOutputs() {
skyboxDataLayout = graphics->createDescriptorLayout("pSkyboxData");
skyboxDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
skyboxDataLayout->create();
textureLayout = graphics->createDescriptorLayout("pSkyboxTextures");
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
textureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
textureLayout->create();
skyboxSampler = graphics->createSampler({});
}
void SkyboxRenderPass::createRenderPass() {
colorAttachment = resources->requestRenderTarget("BASEPASS_COLOR");
colorAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
colorAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
colorAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
depthAttachment = resources->requestRenderTarget("BASEPASS_DEPTH");
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.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,
},
{
.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,
},
};
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
skyboxData.transformMatrix = Matrix4(1);
skyboxData.fogColor = skybox.fogColor;
skyboxData.blendFactor = skybox.blendFactor;
skyboxBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(SkyboxData),
.data = (uint8*)&skyboxData,
},
.dynamic = true,
});
pipelineLayout = graphics->createPipelineLayout("SkyboxLayout");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(skyboxDataLayout);
pipelineLayout->addDescriptorLayout(textureLayout);
ShaderCreateInfo createInfo = {
.name = "SkyboxVertex",
.mainModule = "Skybox",
.entryPoint = "vertexMain",
.rootSignature = pipelineLayout,
};
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "SkyboxFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
pipelineLayout->create();
Gfx::LegacyPipelineCreateInfo gfxInfo = {
.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.vertexShader = vertexShader,
.fragmentShader = fragmentShader,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.polygonMode = Gfx::SE_POLYGON_MODE_FILL,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
}
@@ -1,41 +0,0 @@
#pragma once
#include "Component/Skybox.h"
#include "Graphics/Shader.h"
#include "RenderPass.h"
namespace Seele {
class SkyboxRenderPass : public RenderPass {
public:
SkyboxRenderPass(Gfx::PGraphics graphics, PScene scene);
SkyboxRenderPass(SkyboxRenderPass&&) = default;
SkyboxRenderPass& operator=(SkyboxRenderPass&&) = default;
virtual ~SkyboxRenderPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment depthAttachment;
Gfx::ODescriptorLayout skyboxDataLayout;
Gfx::PDescriptorSet skyboxDataSet;
Gfx::ODescriptorLayout textureLayout;
Gfx::PDescriptorSet textureSet;
Gfx::OVertexShader vertexShader;
Gfx::OFragmentShader fragmentShader;
Gfx::OPipelineLayout pipelineLayout;
Gfx::PGraphicsPipeline pipeline;
Gfx::OSampler skyboxSampler;
struct SkyboxData {
Matrix4 transformMatrix;
Vector fogColor;
float blendFactor;
} skyboxData;
Gfx::OUniformBuffer skyboxBuffer;
Component::Skybox skybox;
};
DEFINE_REF(SkyboxRenderPass)
} // namespace Seele
@@ -3,8 +3,6 @@
using namespace Seele;
extern bool resetVisibility;
VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
VisibilityPass::~VisibilityPass() {}