Split pre-rendering tasks to a PrepareRenderRoutine

This commit is contained in:
Kah Wei 2022-11-16 17:48:15 +08:00
parent 506b8836fe
commit 29b4465dfd
2 changed files with 49 additions and 19 deletions

View File

@ -570,13 +570,6 @@ namespace SHADE
return; return;
} }
// Finalise all batches
for (auto vp : viewports)
for (auto renderer : vp->GetRenderers())
{
renderer->GetRenderGraph()->FinaliseBatch(renderContext.GetCurrentFrame(), descPool);
}
// Resize // Resize
auto windowDims = window->GetWindowSize(); auto windowDims = window->GetWindowSize();
if (renderContext.GetResizeAndReset()) if (renderContext.GetResizeAndReset())
@ -591,6 +584,13 @@ namespace SHADE
// #BackEndTest: For for the fence initialized by queue submit // #BackEndTest: For for the fence initialized by queue submit
renderContext.WaitForFence(); renderContext.WaitForFence();
// Finalise all batches
for (auto vp : viewports)
for (auto renderer : vp->GetRenderers())
{
renderer->GetRenderGraph()->FinaliseBatch(renderContext.GetCurrentFrame(), descPool);
}
// #BackEndTest: Acquire the next image in the swapchain available // #BackEndTest: Acquire the next image in the swapchain available
renderContext.AcquireNextIamge(); renderContext.AcquireNextIamge();
const uint32_t CURR_FRAME_IDX_2 = renderContext.GetCurrentFrame(); const uint32_t CURR_FRAME_IDX_2 = renderContext.GetCurrentFrame();
@ -602,8 +602,6 @@ namespace SHADE
if (currFrameData.cmdPoolHdls.empty()) if (currFrameData.cmdPoolHdls.empty())
throw std::runtime_error("No command pools available!"); throw std::runtime_error("No command pools available!");
currFrameData.cmdPoolHdls[0]->Reset(); currFrameData.cmdPoolHdls[0]->Reset();
} }
/***************************************************************************/ /***************************************************************************/
@ -812,7 +810,7 @@ namespace SHADE
void SHGraphicsSystem::BeginRoutine::Execute(double) noexcept void SHGraphicsSystem::BeginRoutine::Execute(double) noexcept
{ {
SHResourceManager::FinaliseChanges(); // Begin rendering
reinterpret_cast<SHGraphicsSystem*>(system)->BeginRender(); reinterpret_cast<SHGraphicsSystem*>(system)->BeginRender();
} }
@ -838,6 +836,36 @@ namespace SHADE
void SHGraphicsSystem::EndRoutine::Execute(double) noexcept void SHGraphicsSystem::EndRoutine::Execute(double) noexcept
{ {
reinterpret_cast<SHGraphicsSystem*>(system)->EndRender(); reinterpret_cast<SHGraphicsSystem*>(system)->EndRender();
// Reset all material isDirty
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matBegin, matEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterial>();
for (auto iter = matBegin; iter != matEnd; ++iter)
{
iter->ClearChangeFlag();
}
}
SHGraphicsSystem::PrepareRenderRoutine::PrepareRenderRoutine()
: SHSystemRoutine("Graphics System Pre-Render", true)
{}
void SHGraphicsSystem::PrepareRenderRoutine::Execute(double) noexcept
{
// Finish up, loading, unloading any resources
SHResourceManager::FinaliseChanges();
// Clean up and update all materials
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(system);
auto [matInstBegin, matInstEnd] = gfxSystem->resourceManager.GetDenseAccess<SHMaterialInstance>();
for (auto iter = matInstBegin; iter != matInstEnd; ++iter)
{
auto baseMat = iter->GetBaseMaterial();
if (baseMat && baseMat->HasPipelineChanged())
{
iter->ResetProperties();
}
}
} }
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -858,8 +886,6 @@ namespace SHADE
if (!renderable.HasChanged()) if (!renderable.HasChanged())
continue; continue;
// TODO: Need to account for
// Remove from the SuperBatch it is previously in (prevMat if mat has changed) // Remove from the SuperBatch it is previously in (prevMat if mat has changed)
Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial(); Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial();
if (prevMaterial) if (prevMaterial)
@ -879,8 +905,6 @@ namespace SHADE
// Unset change flag // Unset change flag
renderable.ResetChangedFlag(); renderable.ResetChangedFlag();
} }
// TODO: Also reset all material instances isDrity
} }
#pragma endregion ROUTINES #pragma endregion ROUTINES

View File

@ -95,25 +95,31 @@ namespace SHADE
class SH_API BeginRoutine final : public SHSystemRoutine class SH_API BeginRoutine final : public SHSystemRoutine
{ {
public: public:
BeginRoutine(); BeginRoutine();
virtual void Execute(double dt) noexcept override final; virtual void Execute(double dt) noexcept override final;
}; };
class SH_API RenderRoutine final : public SHSystemRoutine class SH_API RenderRoutine final : public SHSystemRoutine
{ {
public: public:
RenderRoutine(); RenderRoutine();
virtual void Execute(double dt) noexcept override final; virtual void Execute(double dt) noexcept override final;
}; };
class SH_API EndRoutine final : public SHSystemRoutine class SH_API EndRoutine final : public SHSystemRoutine
{ {
public: public:
EndRoutine(); EndRoutine();
virtual void Execute(double dt) noexcept override final;
};
class SH_API PrepareRenderRoutine final : public SHSystemRoutine
{
public:
PrepareRenderRoutine();
virtual void Execute(double dt) noexcept override final; virtual void Execute(double dt) noexcept override final;
}; };
class SH_API BatcherDispatcherRoutine final : public SHSystemRoutine class SH_API BatcherDispatcherRoutine final : public SHSystemRoutine
{ {
public: public:
BatcherDispatcherRoutine(); BatcherDispatcherRoutine();
virtual void Execute(double dt) noexcept override final; virtual void Execute(double dt) noexcept override final;
}; };