Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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RenderPassExecutor.h
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1/*
2 Copyright (c) 2018 DIVIDE-Studio
3 Copyright (c) 2009 Ionut Cava
4
5 This file is part of DIVIDE Framework.
6
7 Permission is hereby granted, free of charge, to any person obtaining a copy
8 of this software
9 and associated documentation files (the "Software"), to deal in the Software
10 without restriction,
11 including without limitation the rights to use, copy, modify, merge, publish,
12 distribute, sublicense,
13 and/or sell copies of the Software, and to permit persons to whom the
14 Software is furnished to do so,
15 subject to the following conditions:
16
17 The above copyright notice and this permission notice shall be included in
18 all copies or substantial portions of the Software.
19
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED,
22 INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
23 PARTICULAR PURPOSE AND NONINFRINGEMENT.
24 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
25 DAMAGES OR OTHER LIABILITY,
26 WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
27 IN CONNECTION WITH THE SOFTWARE
28 OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
29
30 */
31
32#pragma once
33#ifndef DVD_RENDER_PASS_EXECUTOR_H_
34#define DVD_RENDER_PASS_EXECUTOR_H_
35
36#include "NodeBufferedData.h"
37#include "RenderPass.h"
38#include "RenderBin.h"
42
43namespace Divide {
44struct PerPassData;
45struct RenderStagePass;
46struct RenderPassParams;
47
48class RenderTarget;
49class ShaderProgram;
50class RenderPassManager;
51class RenderingComponent;
52
53namespace GFX {
54 class CommandBuffer;
55}
56
59
61{
62public:
63 static constexpr size_t INVALID_MAT_HASH = SIZE_MAX;
64 static constexpr size_t INVALID_TEX_HASH = SIZE_MAX;
67
69 {
72
73 U32 range() const noexcept;
74 void reset() noexcept;
75
76
77 bool operator==(const BufferUpdateRange&) const = default;
78 };
79
81 static constexpr U8 TRANSFORM_IDX = 0u;
82 static constexpr U8 MATERIAL_IDX = 1u;
83 static constexpr U8 TEXTURES_IDX = 2u;
84 static constexpr U8 SELECTION_FLAG = 3u;
85
86 // 2Mb worth of data
87 static constexpr U32 MAX_INDIRECTION_ENTRIES = (2 * 1024 * 1024) / sizeof(NodeIndirectionData);
88
90 {
92
93 struct LookupInfo {
94 size_t _hash{ INVALID_MAT_HASH };
95 U16 _framesSinceLastUsed{ g_invalidMaterialIndex };
96 };
97
98 using LookupInfoContainer = std::array<LookupInfo, Config::MAX_CONCURRENT_MATERIALS>;
99 using MaterialDataContainer = std::array<NodeMaterialData, Config::MAX_CONCURRENT_MATERIALS>;
101 LookupInfoContainer _lookupInfo{};
102 };
103
105 {
106 using TransformDataContainer = std::array<NodeTransformData, Config::MAX_VISIBLE_NODES>;
108
110 std::array<bool, Config::MAX_VISIBLE_NODES> _freeList{};
111 };
112
113 using BufferIndirectionData = std::array<NodeIndirectionData, MAX_INDIRECTION_ENTRIES>;
114
116 {
121 U32 _highWaterMark{ 0u };
122 };
123
124 template<typename DataContainer>
126 {
127 DataContainer _data;
129
131 eastl::fixed_vector<U32, MAX_INDIRECTION_ENTRIES, false> _nodeProcessedThisFrame;
132
133 ShaderBuffer_uptr _gpuBuffer{ nullptr };
134 U32 _queueLength{ Config::MAX_FRAMES_IN_FLIGHT + 1u };
135 };
136
137public:
139
140 void doCustomPass(PlayerIndex idx, Camera* camera, RenderPassParams params, GFX::CommandBuffer& bufferInOut, GFX::MemoryBarrierCommand& memCmdInOut);
141 void postInit(Handle<ShaderProgram> OITCompositionShader,
142 Handle<ShaderProgram> OITCompositionShaderMS,
143 Handle<ShaderProgram> ResolveGBufferShaderMS);
144
145 void postRender();
146
147 static void OnStartup(const GFXDevice& gfx);
148 static void OnShutdown(const GFXDevice& gfx);
149
150private:
151 // Returns false if we skipped the pre-pass step
152 void prePass(const RenderPassParams& params,
153 const CameraSnapshot& cameraSnapshot,
154 GFX::CommandBuffer& bufferInOut,
155 GFX::MemoryBarrierCommand& memCmdInOut);
156
157 void occlusionPass(PlayerIndex idx,
158 const CameraSnapshot& cameraSnapshot,
159 size_t visibleNodeCount,
160 const RenderTargetID& sourceDepthBuffer,
161 const RenderTargetID& targetHiZBuffer,
162 GFX::CommandBuffer& bufferInOut) const;
163
164 void mainPass(const RenderPassParams& params,
165 const CameraSnapshot& cameraSnapshot,
166 RenderTarget& target,
167 bool prePassExecuted,
168 bool hasHiZ,
169 GFX::CommandBuffer& bufferInOut,
170 GFX::MemoryBarrierCommand& memCmdInOut);
171
172 void transparencyPass(const RenderPassParams& params,
173 const CameraSnapshot& cameraSnapshot,
174 GFX::CommandBuffer& bufferInOut,
175 GFX::MemoryBarrierCommand& memCmdInOut );
176
177 void woitPass(const RenderPassParams& params,
178 const CameraSnapshot& cameraSnapshot,
179 GFX::CommandBuffer& bufferInOut,
180 GFX::MemoryBarrierCommand& memCmdInOut );
181
182 void prepareRenderQueues(const RenderPassParams& params,
183 const CameraSnapshot& cameraSnapshot,
184 bool transparencyPass,
185 RenderingOrder renderOrder,
186 GFX::CommandBuffer& bufferInOut,
187 GFX::MemoryBarrierCommand& memCmdInOut);
188
190
191 [[nodiscard]] U16 processVisibleNodeMaterial(RenderingComponent* rComp, bool& cacheHit);
192
193 size_t buildDrawCommands(PlayerIndex index,
194 const RenderPassParams& params,
195 bool doPrePass,
196 bool doOITPass,
197 GFX::CommandBuffer& bufferInOut,
198 GFX::MemoryBarrierCommand& memCmdInOut);
199
200 size_t prepareNodeData(PlayerIndex index,
201 const RenderPassParams& params,
202 const CameraSnapshot& cameraSnapshot,
203 bool hasInvalidNodes,
204 const bool doPrePass,
205 const bool doOITPass,
206 GFX::CommandBuffer& bufferInOut,
207 GFX::MemoryBarrierCommand& memCmdInOut);
208
209 [[nodiscard]] U32 renderQueueSize() const;
210
211 void resolveMainScreenTarget(const RenderPassParams& params, GFX::CommandBuffer& bufferInOut) const;
212
213 [[nodiscard]] bool validateNodesForStagePass(RenderStagePass stagePass);
214 void parseMaterialRange(RenderBin::SortedQueue& queue, U32 start, U32 end);
215
216private:
217 friend class RenderingComponent;
220
221private:
225
226 bool _lightsUploaded = false;
227
228 RenderQueue_uptr _renderQueue{nullptr};
232
233 ShaderBuffer_uptr _cmdBuffer;
234
239
240 static bool s_globalDataInit;
241 static std::array<bool, MAX_INDIRECTION_ENTRIES> s_indirectionFreeList;
246};
247
249
250} //namespace Divide
251
252#endif //DVD_RENDER_PASS_EXECUTOR_H_
#define FWD_DECLARE_MANAGED_CLASS(T)
Rough around the edges Adapter pattern abstracting the actual rendering API and access to the GPU.
Definition: GFXDevice.h:215
eastl::fixed_vector< RenderingComponent *, Config::MAX_VISIBLE_NODES, false > SortedQueue
Definition: RenderBin.h:115
std::array< SortedQueue, to_base(RenderBinType::COUNT)> SortedQueues
Definition: RenderBin.h:116
static constexpr U8 MATERIAL_IDX
ExecutorBuffer< BufferIndirectionData > _indirectionBuffer
static constexpr U8 SELECTION_FLAG
static constexpr size_t INVALID_TEX_HASH
static void OnRenderingComponentCreation(RenderingComponent *rComp)
bool validateNodesForStagePass(RenderStagePass stagePass)
static void OnRenderingComponentDestruction(RenderingComponent *rComp)
void woitPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
RenderQueuePackages _renderQueuePackages
ExecutorBuffer< BufferMaterialData > _materialBuffer
U16 processVisibleNodeMaterial(RenderingComponent *rComp, bool &cacheHit)
void transparencyPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
void postInit(Handle< ShaderProgram > OITCompositionShader, Handle< ShaderProgram > OITCompositionShaderMS, Handle< ShaderProgram > ResolveGBufferShaderMS)
static Pipeline * s_OITCompositionPipeline
ExecutorBuffer< BufferTransformData > _transformBuffer
std::array< NodeIndirectionData, MAX_INDIRECTION_ENTRIES > BufferIndirectionData
static constexpr U8 TEXTURES_IDX
static constexpr U16 g_invalidMaterialIndex
void processVisibleNodeTransform(PlayerIndex index, RenderingComponent *rComp)
static constexpr U32 MAX_INDIRECTION_ENTRIES
void mainPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, RenderTarget &target, bool prePassExecuted, bool hasHiZ, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
static constexpr size_t INVALID_MAT_HASH
void occlusionPass(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, size_t visibleNodeCount, const RenderTargetID &sourceDepthBuffer, const RenderTargetID &targetHiZBuffer, GFX::CommandBuffer &bufferInOut) const
static constexpr U32 g_invalidTexturesIndex
static Pipeline * s_OITCompositionMSPipeline
size_t prepareNodeData(PlayerIndex index, const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, bool hasInvalidNodes, const bool doPrePass, const bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
void resolveMainScreenTarget(const RenderPassParams &params, GFX::CommandBuffer &bufferInOut) const
void doCustomPass(PlayerIndex idx, Camera *camera, RenderPassParams params, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
static void OnShutdown(const GFXDevice &gfx)
size_t buildDrawCommands(PlayerIndex index, const RenderPassParams &params, bool doPrePass, bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
DrawCommandContainer _drawCommands
static constexpr U8 TRANSFORM_IDX
RenderBin::SortedQueues _sortedQueues
void prePass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
void parseMaterialRange(RenderBin::SortedQueue &queue, U32 start, U32 end)
static Pipeline * s_ResolveGBufferPipeline
static std::array< bool, MAX_INDIRECTION_ENTRIES > s_indirectionFreeList
void prepareRenderQueues(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, bool transparencyPass, RenderingOrder renderOrder, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)
static void OnStartup(const GFXDevice &gfx)
This class manages all of the RenderBins and renders them in the correct order.
Definition: RenderQueue.h:49
constexpr U16 MAX_CONCURRENT_MATERIALS
Estimated maximum number of materials used in a single frame by all passes combined.
Definition: config.h:123
Handle console commands that start with a forward slash.
Definition: AIProcessor.cpp:7
eastl::fixed_vector< RenderQueuePackage, Config::MAX_VISIBLE_NODES, false > RenderQueuePackages
Definition: RenderBin.h:109
std::mutex Mutex
Definition: SharedMutex.h:40
uint8_t U8
std::shared_mutex SharedMutex
Definition: SharedMutex.h:43
eastl::vector< Type > vector
Definition: Vector.h:42
constexpr U16 U16_MAX
Project & parent
Definition: DefaultScene.h:41
uint16_t U16
constexpr U32 U32_MAX
RenderingOrder
Definition: RenderBin.h:63
U32 RenderTargetID
uint32_t U32
eastl::fixed_vector< IndirectIndexedDrawCommand, Config::MAX_VISIBLE_NODES, false > DrawCommandContainer
std::array< NodeMaterialData, Config::MAX_CONCURRENT_MATERIALS > MaterialDataContainer
std::array< LookupInfo, Config::MAX_CONCURRENT_MATERIALS > LookupInfoContainer
std::array< NodeTransformData, Config::MAX_VISIBLE_NODES > TransformDataContainer
eastl::fixed_vector< U32, MAX_INDIRECTION_ENTRIES, false > _nodeProcessedThisFrame