#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" #include "Graphics/StaticMeshVertexData.h" using namespace Seele; extern bool useViewCulling; BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { basePassLayout = graphics->createPipelineLayout("BasePassLayout"); basePassLayout->addDescriptorLayout(viewParamsLayout); basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout()); lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData"); // oLightIndexList 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->create(); basePassLayout->addDescriptorLayout(lightCullingLayout); basePassLayout->addPushConstants(Gfx::SePushConstantRange{ .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, }); } } BasePass::~BasePass() { } void BasePass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); lightCullingLayout->reset(); opaqueCulling = lightCullingLayout->allocateDescriptorSet(); transparentCulling = lightCullingLayout->allocateDescriptorSet(); } void BasePass::render() { opaqueCulling->updateBuffer(0, oLightIndexList); opaqueCulling->updateTexture(1, oLightGrid); transparentCulling->updateBuffer(0, tLightIndexList); transparentCulling->updateTexture(1, tLightGrid); opaqueCulling->writeChanges(); transparentCulling->writeChanges(); graphics->beginRenderPass(renderPass); Array commands; Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass"); permutation.setViewCulling(useViewCulling); 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) { // material not used for any active meshes, skip if (materialData.instances.size() == 0) continue; // 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::ORenderCommand command = graphics->createRenderCommand("BaseRender"); command->setViewport(viewport); const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id); assert(collection != nullptr); 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, }, }; 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(), }, .depthStencilState = { .depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL, }, .colorBlend = { .attachmentCount = 1, }, }; Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo)); command->bindPipeline(pipeline); } command->bindDescriptor(viewParamsSet); command->bindDescriptor(vertexData->getVertexDataSet()); command->bindDescriptor(vertexData->getInstanceDataSet()); command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet()); command->bindDescriptor(opaqueCulling); 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->drawMesh(drawCall.instanceMeshData.size(), 1, 1); } else { command->bindIndexBuffer(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(command)); } } graphics->executeCommands(std::move(commands)); graphics->endRenderPass(); // 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_DEPTH_STENCIL_ATTACHMENT_READ_BIT, // Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT //); } 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); resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment); } void BasePass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH"); depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD); 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_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), std::move(dependency), viewport); oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST"); tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST"); oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID"); tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID"); }