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