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/****************************************************************************
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 <utility>
#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<uint32_t>(pass->getPriority());
auto modelPriority = static_cast<uint32_t>(subModel->getPriority());
auto shaderId = static_cast<uint32_t>(reinterpret_cast<uintptr_t>(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