Change shader handling
This commit is contained in:
@@ -10,6 +10,7 @@
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#include <string>
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#include <set>
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#include <algorithm>
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#include <cassert>
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#include "Data/Containers/Array.hpp"
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namespace openVulkanoCpp
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@@ -62,7 +62,7 @@ public:
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{
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Geometry* geo = new Geometry();
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i].Init(geo, &mat);
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drawablesPool[i].Init(&shader, geo, &mat);
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}
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nodesPool.resize(OBJECTS);
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for(int i = 0; i < OBJECTS; i++)
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@@ -74,8 +74,6 @@ public:
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nodesPool[i].SetMatrix(Utils::translate(glm::mat4x4(1), Vector3f((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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scene.shader = &shader;
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GetGraphicsAppManager()->GetRenderer()->SetScene(&scene);
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camController.Init(&cam);
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@@ -8,25 +8,38 @@
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#include "Base/ICloseable.hpp"
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#include "DrawEncoder.hpp"
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#include <memory>
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#include <vector>
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namespace openVulkanoCpp::Scene
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{
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class Node;
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class Scene;
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class Shader;
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class Drawable
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enum class DrawPhase
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{
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BACKGROUND = 0, MAIN, TRANSPARENT, POST
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};
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class Drawable : public ICloseable
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{
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std::vector<Node*> m_nodes;
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Scene* m_scene = nullptr;
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Shader* m_shader = nullptr;
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const DrawEncoder m_encoder;
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const DrawPhase m_drawPhase;
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public:
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explicit Drawable(const DrawEncoder& encoder) : m_encoder(encoder) {}
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explicit Drawable(const DrawEncoder& encoder,
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const DrawPhase phase = DrawPhase::MAIN)
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: m_encoder(encoder), m_drawPhase(phase) {}
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~Drawable() { if (m_scene) Drawable::Close(); }
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~Drawable() override { if (m_scene) Drawable::Close(); }
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void Close();
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void Close() override;
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void SetShader(Shader* shader) { m_shader = shader; }
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[[nodiscard]] virtual Drawable* Copy() = 0;
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@@ -36,6 +49,10 @@ namespace openVulkanoCpp::Scene
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[[nodiscard]] const DrawEncoder& GetEncoder() const { return m_encoder; }
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[[nodiscard]] DrawPhase GetDrawPhase() const { return m_drawPhase; }
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[[nodiscard]] Shader* GetShader() const { return m_shader; }
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private:
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friend class Node;
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friend class Scene;
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@@ -22,7 +22,6 @@ namespace openVulkanoCpp
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public:
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Node* root;
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std::vector<Drawable*> shapeList;
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Shader* shader;
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Camera* camera;
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public:
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@@ -125,8 +125,9 @@ namespace openVulkanoCpp::Scene
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}
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};
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struct Shader final : public virtual ICloseable
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class Shader final : public ICloseable
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{
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public:
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std::vector<ShaderProgram> shaderPrograms{};
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std::vector<VertexInputDescription> vertexInputDescriptions{};
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Topology topology = Topology::TRIANGLE_LIST;
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@@ -162,7 +163,7 @@ namespace openVulkanoCpp::Scene
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Shader& AddVertexInputDescription(const VertexInputDescription& inputDescription, int bindingId = -1)
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{
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if (renderShader) throw std::runtime_error("Shader already initialized!");
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if (bindingId < 0) bindingId = vertexInputDescriptions.size();
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if (bindingId < 0) bindingId = static_cast<int>(vertexInputDescriptions.size());
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if (bindingId > vertexInputDescriptions.size())
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{
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vertexInputDescriptions.emplace_back(0, 0);
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@@ -9,11 +9,12 @@
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namespace openVulkanoCpp::Scene
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{
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void SimpleDrawable::Init(Geometry* mesh, Material* material)
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void SimpleDrawable::Init(Shader* shader, Geometry* mesh, Material* material)
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{
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if (m_mesh || m_material) throw std::runtime_error("Drawable is already initialized.");
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m_mesh = mesh;
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m_material = material;
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SetShader(shader);
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}
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void SimpleDrawable::Init(SimpleDrawable* drawable)
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@@ -21,5 +22,6 @@ namespace openVulkanoCpp::Scene
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if (m_mesh || m_material) throw std::runtime_error("Drawable is already initialized.");
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m_mesh = drawable->m_mesh;
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m_material = drawable->m_material;
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SetShader(drawable->GetShader());
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}
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}
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@@ -19,20 +19,23 @@ namespace openVulkanoCpp::Scene
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Material* m_material = nullptr;
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public:
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SimpleDrawable() : Drawable(DrawEncoder::GetDrawEncoder<SimpleDrawable>()) {}
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SimpleDrawable() : Drawable(DrawEncoder::GetDrawEncoder<SimpleDrawable>())
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{}
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explicit SimpleDrawable(const SimpleDrawable* toCopy)
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: Drawable(DrawEncoder::GetDrawEncoder<SimpleDrawable>())
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, m_mesh(toCopy->m_mesh)
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, m_material(toCopy->m_material)
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{}
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{
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SetShader(toCopy->GetShader());
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}
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~SimpleDrawable()
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{
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if (m_mesh) SimpleDrawable::Close();
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}
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void Init(Geometry* mesh, Material* material);
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void Init(Shader* shader, Geometry* mesh, Material* material);
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void Init(SimpleDrawable* drawable);
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@@ -59,8 +59,6 @@ namespace openVulkanoCpp::Vulkan
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}
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}
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shader = resourceManager.CreateShader(scene->shader);
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logger->info("Vulkan renderer initialized");
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}
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@@ -145,15 +143,12 @@ namespace openVulkanoCpp::Vulkan
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void Renderer::RecordSecondaryBuffer(Data::ReadOnlyAtomicArrayQueue<Scene::Drawable*>* jobQueue, uint32_t poolId)
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{
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Scene::Geometry* lastGeo = nullptr;
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Scene::Node* lastNode = nullptr;
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CommandHelper* cmdHelper = GetCommandData(poolId);
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cmdHelper->Reset();
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vk::CommandBufferInheritanceInfo inheritance = { context.swapChainRenderPass.renderPass, 0, context.swapChainRenderPass.GetFrameBuffer()->GetCurrentFrameBuffer() };
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cmdHelper->cmdBuffer.begin(vk::CommandBufferBeginInfo{ vk::CommandBufferUsageFlagBits::eOneTimeSubmit | vk::CommandBufferUsageFlagBits::eRenderPassContinue, &inheritance });
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cmdHelper->cmdBuffer.pushConstants(context.pipeline.pipelineLayout, vk::ShaderStageFlagBits::eVertex, 0, 3 * sizeof(Math::Matrix4f) + sizeof(Math::Vector4f) + 4 * sizeof(float), &scene->GetCamera()->GetViewProjectionMatrix());
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shader->Record(cmdHelper->cmdBuffer, currentImageId);
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Scene::Drawable** drawablePointer;
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VulkanDrawContext drawContext { poolId, currentImageId, cmdHelper->cmdBuffer, this };
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while((drawablePointer = jobQueue->Pop()) != nullptr)
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@@ -37,7 +37,6 @@ namespace openVulkanoCpp::Vulkan
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std::vector<std::vector<CommandHelper>> commands;
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std::vector<std::vector<vk::CommandBuffer>> submitBuffers;
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UiRenderer uiRenderer;
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VulkanShader* shader;
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public:
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Renderer() = default;
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@@ -15,6 +15,7 @@ namespace openVulkanoCpp::Vulkan
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{
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void EncodeSimpleDrawable(Drawable* instance, Vulkan::VulkanDrawContext* drawContext)
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{
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drawContext->EncodeShader(instance->GetShader());
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Geometry* mesh = dynamic_cast<SimpleDrawable*>(instance)->GetMesh();
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VulkanGeometry* renderGeo = dynamic_cast<VulkanGeometry*>(mesh->renderGeo);
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if (!mesh->renderGeo) renderGeo = drawContext->renderer->GetResourceManager().PrepareGeometry(mesh);
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@@ -23,15 +23,15 @@ namespace openVulkanoCpp
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class Context;
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class IShaderOwner;
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struct VulkanShader final : virtual public ICloseable, virtual public IRecordable
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struct VulkanShader final : public ICloseable, public IRecordable
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{
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Scene::Shader* shader = nullptr;
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vk::Device device;
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std::vector<vk::ShaderModule> shaderModules; // TODO manage live time somewhere else to allow sharing of shader programs
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std::vector<vk::PipelineShaderStageCreateInfo> shaderStageCreateInfo;
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vk::Pipeline pipeline; // TODO pipeline and shader config should be split
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IShaderOwner* owner;
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Context* context;
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IShaderOwner* owner = nullptr;
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Context* context = nullptr;
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VulkanShader() = default;
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24
openVulkanoCpp/Vulkan/VulkanDrawContext.cpp
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24
openVulkanoCpp/Vulkan/VulkanDrawContext.cpp
Normal file
@@ -0,0 +1,24 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "VulkanDrawContext.hpp"
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#include "Scene/Shader.hpp"
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#include "Scene/VulkanShader.hpp"
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namespace openVulkanoCpp::Vulkan
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{
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void VulkanDrawContext::EncodeShader(Scene::Shader* shader)
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{
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VulkanShader* vkShader = static_cast<VulkanShader*>(shader->renderShader);
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if (!vkShader)
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{
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vkShader = renderer->GetResourceManager().CreateShader(shader);
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}
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else if (m_lastShader == vkShader) return; // Skip it if shader is already bound
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vkShader->Record(commandBuffer, currentImageId);
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m_lastShader = vkShader;
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}
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}
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@@ -10,10 +10,18 @@ namespace openVulkanoCpp::Vulkan
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{
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class VulkanDrawContext
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{
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VulkanShader* m_lastShader = nullptr;
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public:
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size_t encoderThreadId;
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size_t currentImageId;
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vk::CommandBuffer& commandBuffer;
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Renderer* renderer;
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VulkanDrawContext(size_t encThreadId, size_t currentImgId, vk::CommandBuffer& buffer, Renderer* render)
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: encoderThreadId(encThreadId), currentImageId(currentImgId), commandBuffer(buffer), renderer(render)
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{}
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void EncodeShader(Scene::Shader* shader);
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};
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}
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