#include "BasePass.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 "Math/Vector.h" #include "RenderGraph.h" #include "Material/MaterialInstance.h" #include "Graphics/Descriptor.h" #include "Graphics/Command.h" using namespace Seele; BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) , descriptorSets(6) { if (graphics->supportMeshShading()) { graphics->getShaderCompiler()->registerRenderPass("BasePass", "MeshletBasePass", true, true, "BasePass", true, true, "MeshletBasePass"); } else { graphics->getShaderCompiler()->registerRenderPass("BasePass", "LegacyBasePass", true, true, "BasePass"); } } BasePass::~BasePass() { } void BasePass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); lightCullingLayout->reset(); opaqueCulling = lightCullingLayout->allocateDescriptorSet(); transparentCulling = lightCullingLayout->allocateDescriptorSet(); } void BasePass::render() { oLightIndexList->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); tLightIndexList->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); oLightGrid->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); tLightGrid->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); depthAttachment.getTexture()->pipelineBarrier( Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT); descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet; descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet(); opaqueCulling->updateBuffer(0, oLightIndexList); opaqueCulling->updateTexture(1, oLightGrid); transparentCulling->updateBuffer(0, tLightIndexList); transparentCulling->updateTexture(1, tLightGrid); opaqueCulling->writeChanges(); transparentCulling->writeChanges(); descriptorSets[INDEX_LIGHT_CULLING] = opaqueCulling; Gfx::ShaderPermutation permutation; if (graphics->supportMeshShading()) { permutation.setTaskFile("MeshletBasePass"); permutation.setMeshFile("MeshletBasePass"); } else { permutation.setVertexFile("LegacyBasePass"); } permutation.setFragmentFile("BasePass"); graphics->beginRenderPass(renderPass); Array commands; for (VertexData* vertexData : VertexData::getList()) { permutation.setVertexData(vertexData->getTypeName()); const auto& materials = vertexData->getMaterialData(); for (const auto& [_, materialData] : materials) { // Create Pipeline(Material, VertexData) // Descriptors: // ViewData => global, static // VertexData => per meshtype // SceneData => per material instance // LightEnv => provided by scene // Material => per material // LightCulling => calculated by pass permutation.setMaterial(materialData.material->getName()); Gfx::PermutationId id(permutation); Gfx::PRenderCommand command = graphics->createRenderCommand("BaseRender"); command->setViewport(viewport); Gfx::OPipelineLayout layout = graphics->createPipelineLayout(basePassLayout); layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout()); layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout()); layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout()); layout->create(); const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id); assert(collection != nullptr); if (graphics->supportMeshShading()) { Gfx::MeshPipelineCreateInfo pipelineInfo; pipelineInfo.taskShader = collection->taskShader; pipelineInfo.meshShader = collection->meshShader; pipelineInfo.fragmentShader = collection->fragmentShader; pipelineInfo.pipelineLayout = std::move(layout); pipelineInfo.renderPass = renderPass; pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.multisampleState.samples = viewport->getSamples(); pipelineInfo.colorBlend.attachmentCount = 1; Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo)); command->bindPipeline(pipeline); } else { Gfx::LegacyPipelineCreateInfo pipelineInfo; pipelineInfo.vertexShader = collection->vertexShader; pipelineInfo.fragmentShader = collection->fragmentShader; pipelineInfo.pipelineLayout = std::move(layout); pipelineInfo.renderPass = renderPass; pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.multisampleState.samples = viewport->getSamples(); pipelineInfo.colorBlend.attachmentCount = 1; Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo)); command->bindPipeline(pipeline); } descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet(); for (const auto& [_, instance] : materialData.instances) { descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet(); descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet; command->bindDescriptor(descriptorSets); if (graphics->supportMeshShading()) { command->dispatch(instance.meshes.size(), 1, 1); } else { command->bindIndexBuffer(vertexData->getIndexBuffer()); uint32 instanceOffset = 0; for (const auto& [instance, meshData] : instance.meshes) { if (meshData.numIndices > 0) { command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset); } instanceOffset++; } } } commands.add(command); } } graphics->executeCommands(commands); graphics->endRenderPass(); } void BasePass::endFrame() { } void BasePass::publishOutputs() { basePassLayout = graphics->createPipelineLayout(); basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout); basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, scene->getLightEnvironment()->getDescriptorLayout()); lightCullingLayout = graphics->createDescriptorLayout("BasePassLightCulling"); // oLightIndexList lightCullingLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); // oLightGrid lightCullingLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE); lightCullingLayout->create(); basePassLayout->addDescriptorLayout(INDEX_LIGHT_CULLING, lightCullingLayout); 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() { depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH"); depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR); depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL); depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL); Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{ .colorAttachments = { colorAttachment }, .depthAttachment = depthAttachment, }; Array dependency = { { .srcSubpass = ~0U, .dstSubpass = 0, .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, }, { .srcSubpass = ~0U, .dstSubpass = 0, .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, .srcAccess = Gfx::SE_ACCESS_NONE, .dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, }, { .srcSubpass = 0, .dstSubpass = ~0U, .srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, }, { .srcSubpass = 0, .dstSubpass = ~0U, .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_NONE, }, }; renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport); oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST"); tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST"); oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID"); tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID"); } void BasePass::modifyRenderPassMacros(Map&) { }