/**************************************************************************** Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd. http://www.cocos.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "RenderQueue.h" #include #include "PipelineSceneData.h" #include "PipelineStateManager.h" #include "RenderPipeline.h" #include "gfx-base/GFXCommandBuffer.h" #include "gfx-base/GFXDevice.h" #include "gfx-base/GFXShader.h" #include "scene/Model.h" #include "scene/Pass.h" #include "scene/SubModel.h" namespace cc { namespace pipeline { RenderQueue::RenderQueue(RenderPipeline *pipeline, RenderQueueCreateInfo desc, bool useOcclusionQuery) : _pipeline(pipeline), _passDesc(std::move(desc)), _useOcclusionQuery(useOcclusionQuery) { } void RenderQueue::clear() { _queue.clear(); } bool RenderQueue::insertRenderPass(const RenderObject &renderObj, uint32_t subModelIdx, uint32_t passIdx) { const auto *subModel = renderObj.model->getSubModels()[subModelIdx].get(); const auto *const pass = subModel->getPass(passIdx); const bool isTransparent = pass->getBlendState()->targets[0].blend; if (isTransparent != _passDesc.isTransparent || !(pass->getPhase() & _passDesc.phases)) { return false; } auto passPriority = static_cast(pass->getPriority()); auto modelPriority = static_cast(subModel->getPriority()); auto shaderId = static_cast(reinterpret_cast(subModel->getShader(passIdx))); const auto hash = (0 << 30) | (passPriority << 16) | (modelPriority << 8) | passIdx; const auto priority = renderObj.model->getPriority(); RenderPass renderPass = {priority, hash, renderObj.depth, shaderId, passIdx, subModel}; _queue.emplace_back(renderPass); return true; } void RenderQueue::sort() { #if CC_PLATFORM != CC_PLATFORM_LINUX && CC_PLATFORM != CC_PLATFORM_QNX std::sort(_queue.begin(), _queue.end(), _passDesc.sortFunc); #else //cannot use std::function as comparator in algorithms https://gcc.gnu.org/bugzilla/show_bug.cgi?id=65942#c11 std::sort(_queue.begin(), _queue.end(), [this](const RenderPass &a, const RenderPass &b) -> bool { return _passDesc.sortFunc(a, b); }); #endif } void RenderQueue::recordCommandBuffer(gfx::Device * /*device*/, scene::Camera *camera, gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuff, uint32_t subpassIndex) { PipelineSceneData *const sceneData = _pipeline->getPipelineSceneData(); bool enableOcclusionQuery = _pipeline->isOcclusionQueryEnabled() && _useOcclusionQuery; auto *queryPool = _pipeline->getQueryPools()[0]; for (auto &i : _queue) { const auto *subModel = i.subModel; if (enableOcclusionQuery) { cmdBuff->beginQuery(queryPool, subModel->getId()); } if (enableOcclusionQuery && _pipeline->isOccluded(camera, subModel)) { gfx::InputAssembler *inputAssembler = sceneData->getOcclusionQueryInputAssembler(); const scene::Pass *pass = sceneData->getOcclusionQueryPass(); gfx::Shader *shader = sceneData->getOcclusionQueryShader(); auto *pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, inputAssembler, renderPass, subpassIndex); cmdBuff->bindPipelineState(pso); cmdBuff->bindDescriptorSet(materialSet, pass->getDescriptorSet()); cmdBuff->bindDescriptorSet(localSet, subModel->getWorldBoundDescriptorSet()); cmdBuff->bindInputAssembler(inputAssembler); cmdBuff->draw(inputAssembler); } else { const auto passIdx = i.passIndex; auto *inputAssembler = subModel->getInputAssembler(); const auto *pass = subModel->getPass(passIdx); auto *shader = subModel->getShader(passIdx); auto *pso = PipelineStateManager::getOrCreatePipelineState(pass, shader, inputAssembler, renderPass, subpassIndex); cmdBuff->bindPipelineState(pso); cmdBuff->bindDescriptorSet(materialSet, pass->getDescriptorSet()); cmdBuff->bindDescriptorSet(localSet, subModel->getDescriptorSet()); cmdBuff->bindInputAssembler(inputAssembler); cmdBuff->draw(inputAssembler); } if (enableOcclusionQuery) { cmdBuff->endQuery(queryPool, subModel->getId()); } } } } // namespace pipeline } // namespace cc