This commit is contained in:
Brandon Mak 2022-12-28 20:47:20 +08:00
parent 497889c050
commit 99e7dbfa01
67 changed files with 392 additions and 307 deletions

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@ -11,7 +11,7 @@ layout(location = 0) out struct
vec4 Color;
} Out;
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;

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@ -10,7 +10,7 @@ layout(location = 0) out struct
vec4 vertColor; // location 0
} Out;
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;

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@ -17,12 +17,12 @@ struct AmbientLightStruct
};
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 4, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 4, binding = 5, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 0, rgba32f) uniform image2D positions;
layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D targetImage;
layout(set = 1, binding = 0) uniform LightCounts
{

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@ -50,8 +50,8 @@
#define NUM_MASKS 8
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba8) uniform image2D inputImage;
layout(set = 4, binding = 1, rgba8) uniform image2D resultImage;
layout(set = 3, binding = 0, rgba8) uniform image2D inputImage;
layout(set = 3, binding = 1, rgba8) uniform image2D resultImage;
const float kirsch[8][3][3] = {
{

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@ -28,7 +28,7 @@ layout(location = 3) flat in struct
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;

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@ -46,8 +46,8 @@
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba8) uniform image2D inputImage;
layout(set = 4, binding = 1, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 0, rgba8) uniform image2D inputImage;
layout(set = 3, binding = 1, rgba8) uniform image2D targetImage;
void main()

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@ -5,8 +5,8 @@
#define SHM_WIDTH BLUR_WIDTH + 16 - 1
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, r8) uniform image2D ssaoImage;
layout(set = 4, binding = 1, r8) uniform image2D ssaoBlurImage;
layout(set = 3, binding = 0, r8) uniform image2D ssaoImage;
layout(set = 3, binding = 1, r8) uniform image2D ssaoBlurImage;
float GetSSAOValue(ivec2 uv, ivec2 imageSize)

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@ -1,5 +1,7 @@
#version 450
#pragma vscode_glsllint_stage : comp
const uint NUM_SAMPLES = 64;
const uint NUM_ROTATIONS = 16;
const int ROTATION_KERNEL_W = 4;
@ -10,19 +12,19 @@ const float RADIUS = 0.2f;
const float BIAS = 0.0025f;
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
layout(set = 3, binding = 0, rgba32f) uniform image2D positions;
layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
layout(set = 3, binding = 2, rgba32f) uniform image2D outputImage;
// SSAO data
layout(std430, set = 5, binding = 0) buffer SSAOData
layout(std430, set = 4, binding = 0) buffer SSAOData
{
vec4 samples[NUM_SAMPLES];
} ssaoData;
layout (set = 5, binding = 1) uniform sampler2D noiseTexture;
layout (set = 4, binding = 1) uniform sampler2D noiseTexture;
layout(set = 2, binding = 0) uniform CameraData
{

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@ -28,7 +28,7 @@ layout(location = 3) flat in struct
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;

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@ -26,7 +26,7 @@ layout(location = 3) flat in struct
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;

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@ -34,7 +34,7 @@ layout(location = 3) out struct
} Out2;
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
@ -42,7 +42,7 @@ layout(set = 2, binding = 0) uniform CameraData
mat4 projMat;
} cameraData;
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;

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@ -29,7 +29,7 @@ layout(location = 3) out struct
} Out2;
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;

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@ -28,7 +28,7 @@ layout(location = 3) flat in struct
layout(set = 4, binding = 0) uniform sampler2D fontBitmap;
layout(set = 2, binding = 0) uniform sampler2D fontBitmap;
layout(location = 0) out vec4 color;
layout(location = 1) out uint outEntityID;

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@ -25,7 +25,7 @@ layout(location = 3) out struct
} Out2;
// Camera data
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
@ -43,7 +43,7 @@ layout(std140, push_constant) uniform TestPushConstant
} testPushConstant;
// Descriptor sets
layout(std430, set = 4, binding = 1) buffer GlyphTransforms
layout(std430, set = 2, binding = 1) buffer GlyphTransforms
{
mat4 matrices[];
} glyphTransforms;

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@ -3,7 +3,7 @@
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput sceneTexture;
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) out vec4 fragColor;

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@ -28,7 +28,7 @@ layout(location = 3) flat in struct
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;

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@ -29,7 +29,7 @@ layout(location = 3) out struct
} Out2;
layout(set = 2, binding = 0) uniform CameraData
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;

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@ -196,10 +196,12 @@ namespace SHADE
if (!fragShader)
return;
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
// Get interface for the shader combination
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface
(
SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
mappings.at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA
);
if (!interface)

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@ -25,7 +25,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Scene/SHSceneManager.h"
#include "UI/SHUIComponent.h"
@ -411,12 +411,12 @@ namespace SHADE
instancedIntegerData.reserve(numTotalElements);
instancedIntegerData.clear();
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
// - Material Properties Data
const Handle<SHShaderBlockInterface> SHADER_INFO = pipeline->GetPipelineLayout()->GetShaderBlockInterface
(
descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
descMappings.at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
vk::ShaderStageFlagBits::eFragment
);
@ -571,14 +571,14 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::INTEGER_DATA, instancedIntegerBuffer[frameIndex], 0);
if (matPropsDescSet[frameIndex])
{
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
cmdBuffer->BindDescriptorSet
(
matPropsDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
descMappings.at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
dynamicOffset
);
}
@ -611,7 +611,7 @@ namespace SHADE
{
matPropsDescSet[frameIndex] = descPool->Allocate
(
SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::MATERIALS),
SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::MATERIALS),
{ 0 }
);
#ifdef _DEBUG
@ -623,8 +623,7 @@ namespace SHADE
#endif
}
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
uint32_t const MATERIAL_DESC_SET_INDEX = descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS);
static constexpr uint32_t MATERIAL_DESC_SET_INDEX = 0;
std::array<Handle<SHVkBuffer>, 1> bufferList = { matPropsBuffer[frameIndex] };
matPropsDescSet[frameIndex]->ModifyWriteDescBuffer

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@ -23,8 +23,8 @@ namespace SHADE
void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept
{
// Bind descriptor set for static global data
static constexpr std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, const std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
static std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
}
/***************************************************************************/

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@ -1,5 +1,5 @@
#include "SHpch.h"
#include "SHPredefinedData.h"
#include "SHGraphicsPredefinedData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/Pipeline/SHPipelineState.h"
#include "Graphics/Pipeline/SHVkPipelineLayout.h"
@ -11,29 +11,32 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
/* Static Definitions */
/*-----------------------------------------------------------------------------------*/
std::vector<Handle<SHVkDescriptorSetLayout>> SHPredefinedData::predefinedLayouts;
SHVertexInputState SHPredefinedData::defaultVertexInputState;
SHPredefinedData::PerSystem SHPredefinedData::batchingSystemData;
SHPredefinedData::PerSystem SHPredefinedData::textSystemData;
SHPredefinedData::PerSystem SHPredefinedData::renderGraphNodeComputeData;
std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::predefinedLayouts;
SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState;
std::vector<SHGraphicsPredefinedData::PerSystem> SHGraphicsPredefinedData::perSystemData;
void SHPredefinedData::InitDescMappings(void) noexcept
//SHGraphicsPredefinedData::PerSystem SHGraphicsPredefinedData::batchingSystemData;
//SHGraphicsPredefinedData::PerSystem SHGraphicsPredefinedData::textSystemData;
//SHGraphicsPredefinedData::PerSystem SHGraphicsPredefinedData::renderGraphNodeComputeData;
void SHGraphicsPredefinedData::InitDescMappings(void) noexcept
{
batchingSystemData.descMappings.AddMappings
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descMappings.AddMappings
({
{SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA, 0},
{SHGraphicsConstants::DescriptorSetTypes::CAMERA, 1},
{SHGraphicsConstants::DescriptorSetTypes::MATERIALS, 2},
});
textSystemData.descMappings.AddMappings
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descMappings.AddMappings
({
{SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA, 0},
{SHGraphicsConstants::DescriptorSetTypes::CAMERA, 1},
{SHGraphicsConstants::DescriptorSetTypes::FONT, 2},
});
renderGraphNodeComputeData.descMappings.AddMappings
perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].descMappings.AddMappings
({
{SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA, 0},
{SHGraphicsConstants::DescriptorSetTypes::LIGHTS, 1},
@ -43,16 +46,17 @@ namespace SHADE
});
}
void SHPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
batchingSystemData.dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ batchingSystemData.descSetLayouts });
textSystemData.dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ textSystemData.descSetLayouts });
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts });
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descSetLayouts });
perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].dummyPipelineLayout = logicalDevice->CreatePipelineLayoutDummy(SHPipelineLayoutParamsDummy{ perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].descSetLayouts });
}
/*-----------------------------------------------------------------------------------*/
/* Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPredefinedData::InitDescSetLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
void SHGraphicsPredefinedData::InitDescSetLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
SHVkDescriptorSetLayout::Binding genericDataBinding
{
@ -153,22 +157,29 @@ namespace SHADE
predefinedLayouts.push_back(materialDataPerInstanceLayout);
predefinedLayouts.push_back(fontDataDescSetLayout);
batchingSystemData.descSetLayouts = GetPredefinedDescSetLayouts
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::MATERIALS
);
textSystemData.descSetLayouts = GetPredefinedDescSetLayouts
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::FONT
);
perSystemData[SHUtilities::ConvertEnum(SystemType::RENDER_GRAPH_NODE_COMPUTE)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::LIGHTS
);
}
void SHPredefinedData::InitDefaultVertexInputState(void) noexcept
void SHGraphicsPredefinedData::InitDefaultVertexInputState(void) noexcept
{
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // positions at binding 0
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1
@ -178,15 +189,16 @@ namespace SHADE
defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
}
void SHPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
perSystemData.resize(SHUtilities::ConvertEnum(SystemType::NUM_TYPES));
InitDescSetLayouts(logicalDevice);
InitDefaultVertexInputState();
InitDescMappings();
InitDummyPipelineLayouts (logicalDevice);
}
std::vector<Handle<SHVkDescriptorSetLayout>> SHPredefinedData::GetPredefinedDescSetLayouts(SHEnumWrapper<SHGraphicsConstants::PredefinedDescSetLayoutTypes> types) noexcept
std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHEnumWrapper<SHGraphicsConstants::PredefinedDescSetLayoutTypes> types) noexcept
{
std::vector<Handle<SHVkDescriptorSetLayout>> layoutsFound;
for (uint8_t i = 0; i < SHGraphicsConstants::numPredefinedDescSetLayoutTypes; ++i)
@ -198,26 +210,35 @@ namespace SHADE
return layoutsFound;
}
SHVertexInputState const& SHPredefinedData::GetDefaultViState(void) noexcept
SHVertexInputState const& SHGraphicsPredefinedData::GetDefaultViState(void) noexcept
{
return defaultVertexInputState;
}
SHPredefinedData::PerSystem const& SHPredefinedData::GetBatchingSystemData(void) noexcept
SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept
{
return batchingSystemData;
return perSystemData[static_cast<uint32_t>(systemType)];
}
SHPredefinedData::PerSystem const& SHPredefinedData::GetTextSystemData(void) noexcept
SHDescriptorMappings::MapType const& SHGraphicsPredefinedData::GetMappings(SystemType systemType) noexcept
{
return textSystemData;
return perSystemData[static_cast<uint32_t>(systemType)].descMappings.GetMappings();
}
SHPredefinedData::PerSystem const& SHPredefinedData::GetRenderGraphNodeComputeData(void) noexcept
{
return renderGraphNodeComputeData;
}
//SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetBatchingSystemData(void) noexcept
//{
// return batchingSystemData;
//}
//SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetTextSystemData(void) noexcept
//{
// return textSystemData;
//}
//SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetRenderGraphNodeComputeData(void) noexcept
//{
// return renderGraphNodeComputeData;
//}
}

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@ -5,6 +5,8 @@
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/MiddleEnd/GlobalData/SHDescriptorMappings.h"
#include "Tools/Utilities/SHUtilities.h"
#include "Tools/SHEnumWrapper.h"
#include <unordered_map>
namespace SHADE
{
@ -13,17 +15,24 @@ namespace SHADE
class SHVkDescriptorSetGroup;
class SHVkPipelineLayout;
class SH_API SHPredefinedData
class SH_API SHGraphicsPredefinedData
{
public:
enum class SystemType
{
BATCHING = 0,
TEXT_RENDERING,
RENDER_GRAPH_NODE_COMPUTE,
NUM_TYPES
};
struct PerSystem
{
//! vector of descriptor set layouts used by a system
std::vector<Handle<SHVkDescriptorSetLayout>> descSetLayouts;
//! pipeline layout used for binding descriptor sets in the system
static Handle<SHVkPipelineLayout> dummyPipelineLayout;
Handle<SHVkPipelineLayout> dummyPipelineLayout;
//! Descriptor type mappings for the system
SHDescriptorMappings descMappings;
@ -36,14 +45,17 @@ namespace SHADE
//! Default vertex input state (used by everything).
static SHVertexInputState defaultVertexInputState;
//! predefined data for the batching system
static PerSystem batchingSystemData;
//! Predefined data for each type of system
static std::vector<PerSystem> perSystemData;
//! predefined data for the text system
static PerSystem textSystemData;
////! predefined data for the batching system
//static PerSystem batchingSystemData;
//! predefined data for the render graph node computes
static PerSystem renderGraphNodeComputeData;
////! predefined data for the text system
//static PerSystem textSystemData;
////! predefined data for the render graph node computes
//static PerSystem renderGraphNodeComputeData;
static void InitDescMappings (void) noexcept;
static void InitDummyPipelineLayouts (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
@ -54,7 +66,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------*/
SHPredefinedData() = delete;
SHGraphicsPredefinedData() = delete;
/*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */
@ -66,8 +78,10 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
static std::vector<Handle<SHVkDescriptorSetLayout>> GetPredefinedDescSetLayouts (SHEnumWrapper<SHGraphicsConstants::PredefinedDescSetLayoutTypes> types) noexcept;
static SHVertexInputState const& GetDefaultViState (void) noexcept;
static PerSystem const& GetBatchingSystemData(void) noexcept;
static PerSystem const& GetTextSystemData(void) noexcept;
static PerSystem const& GetRenderGraphNodeComputeData(void) noexcept;
static PerSystem const& GetSystemData (SystemType systemType) noexcept;
static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept;
//static PerSystem const& GetBatchingSystemData(void) noexcept;
//static PerSystem const& GetTextSystemData(void) noexcept;
//static PerSystem const& GetRenderGraphNodeComputeData(void) noexcept;
};
}

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@ -58,68 +58,68 @@ namespace SHADE
static constexpr uint32_t EDITOR = 0;
};
struct DescriptorSetIndex
{
/***************************************************************************/
/*!
\brief
DescriptorSet Index for static global values like generic data, and
texture samplers
*/
/***************************************************************************/
static constexpr uint32_t STATIC_GLOBALS = 0;
/***************************************************************************/
/*!
\brief
DescriptorSet Index for dynamic global values like lights.
*/
/***************************************************************************/
static constexpr uint32_t DYNAMIC_GLOBALS = 1;
/***************************************************************************/
/*!
\brief
DescriptorSet Index for high frequency changing global values like
camera matrices.
*/
/***************************************************************************/
static constexpr uint32_t HIGH_FREQUENCY_GLOBALS = 2;
/***************************************************************************/
/*!
\brief
DescriptorSet Index for per-instance/material changing values.
*/
/***************************************************************************/
static constexpr uint32_t PER_INSTANCE = 3;
/***************************************************************************/
/*!
\brief
DescriptorSet Index for render graph resources. Unlike the sets from
1 to 3 and 6, this set index does not have hard coded bindings and is
NOT part of the layouts included in the global data.
*/
/***************************************************************************/
static constexpr uint32_t RENDERGRAPH_RESOURCE = 4;
/***************************************************************************/
/*!
\brief
DescriptorSet Index for render graph node compute resources. For data
that we wish to pass to compute shaders in the render graph, this is
the set to use. Unlike the sets from 1 to 3 and 6, this set index does not have
hard coded bindings and is NOT part of the layouts included in the global
data.
*/
/***************************************************************************/
static constexpr uint32_t RENDERGRAPH_NODE_COMPUTE_RESOURCE = 5;
//struct DescriptorSetIndex
//{
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for static global values like generic data, and
// texture samplers
// */
// /***************************************************************************/
// static constexpr uint32_t STATIC_GLOBALS = 0;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for dynamic global values like lights.
// */
// /***************************************************************************/
// static constexpr uint32_t DYNAMIC_GLOBALS = 1;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for high frequency changing global values like
// camera matrices.
// */
// /***************************************************************************/
// static constexpr uint32_t HIGH_FREQUENCY_GLOBALS = 2;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for per-instance/material changing values.
// */
// /***************************************************************************/
// static constexpr uint32_t PER_INSTANCE = 3;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for render graph resources. Unlike the sets from
// 1 to 3 and 6, this set index does not have hard coded bindings and is
// NOT part of the layouts included in the global data.
// */
// /***************************************************************************/
// static constexpr uint32_t RENDERGRAPH_RESOURCE = 4;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for render graph node compute resources. For data
// that we wish to pass to compute shaders in the render graph, this is
// the set to use. Unlike the sets from 1 to 3 and 6, this set index does not have
// hard coded bindings and is NOT part of the layouts included in the global
// data.
// */
// /***************************************************************************/
// static constexpr uint32_t RENDERGRAPH_NODE_COMPUTE_RESOURCE = 5;
/***************************************************************************/
/*!
\brief
To store font data.
*/
/***************************************************************************/
static constexpr uint32_t FONT_DATA = 4;
};
// /***************************************************************************/
// /*!
// \brief
// To store font data.
//
// */
// /***************************************************************************/
// static constexpr uint32_t FONT_DATA = 4;
//};
struct DescriptorSetBindings
{

View File

@ -31,7 +31,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Graphics/MiddleEnd/Batching/SHSuperBatch.h"
#include "SHGraphicsConstants.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Buffers/SHVkBuffer.h"
#include "Graphics/Images/SHVkSampler.h"
#include "Assets/Asset Types/SHTextureAsset.h"
@ -127,6 +127,22 @@ namespace SHADE
SHAssetManager::CompileAsset("../../Assets/Shaders/DebugDraw_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/DebugDraw_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/DebugDrawMesh_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Normals_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_Tile_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_Tile_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -207,7 +223,7 @@ namespace SHADE
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second);
renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);
/*-----------------------------------------------------------------------*/
@ -261,10 +277,10 @@ namespace SHADE
// Add the pass to generate an image with just SSAO data
Handle<SHRenderGraphNodeCompute> ssaoPass = gBufferNode->AddNodeCompute("SSAO", ssaoShader, { "Position", "Normals", "SSAO" });
auto ssaoDataBuffer = ssaoStorage->GetBuffer();
ssaoPass->ModifyWriteDescBufferComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_BUFFER_BINDING, { &ssaoDataBuffer, 1 }, 0, ssaoStorage->GetBuffer()->GetSizeStored());
ssaoPass->ModifyWriteDescBufferComputeResource(SHSSAO::DESC_SET_BUFFER_BINDING, { &ssaoDataBuffer, 1 }, 0, ssaoStorage->GetBuffer()->GetSizeStored());
auto viewSamplerLayout = ssaoStorage->GetViewSamplerLayout();
ssaoPass->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_IMAGE_BINDING, { &viewSamplerLayout, 1 });
ssaoPass->ModifyWriteDescImageComputeResource(SHSSAO::DESC_SET_IMAGE_BINDING, { &viewSamplerLayout, 1 });
ssaoPass->SetRenderer (worldRenderer);
// Add another pass to blur SSAO
@ -392,7 +408,7 @@ namespace SHADE
void SHGraphicsSystem::InitMiddleEnd(void) noexcept
{
SHPredefinedData::Init(device);
SHGraphicsPredefinedData::Init(device);
InitRenderGraph();
@ -435,7 +451,6 @@ namespace SHADE
auto uiNode = renderGraph->GetNode("Screen Space Pass");
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS);
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
}
@ -844,7 +859,7 @@ namespace SHADE
}
// Create the renderer
auto renderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), renderContextCmdPools, descPool);
auto renderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, projectionType);
// Store
renderers.emplace_back(renderer);
@ -989,6 +1004,8 @@ namespace SHADE
);
device->WaitIdle();
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
}
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
@ -1006,7 +1023,7 @@ namespace SHADE
void SHGraphicsSystem::BuildFonts(void) noexcept
{
fontLibrary.BuildFonts(device, graphicsQueue, graphicsCmdPool, descPool, SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::FONT)[0], resourceManager);
fontLibrary.BuildFonts(device, graphicsQueue, graphicsCmdPool, descPool, SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::FONT)[0], resourceManager);
}
#pragma endregion ADD_REMOVE
@ -1245,7 +1262,7 @@ namespace SHADE
device, SHPipelineLayoutParams
{
.shaderModules = { (instanced ? debugMeshVertShader : debugVertShader) , debugFragShader },
.predefinedDescSetLayouts = SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA)
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING).descSetLayouts
}
);
auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);

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@ -9,6 +9,8 @@
#include "ECS_Base/Managers/SHSystemManager.h"
#include "SHGraphicsSystem.h"
#include "SHMaterialInstance.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
{
@ -95,9 +97,11 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
Handle<SHShaderBlockInterface> SHMaterial::GetShaderBlockInterface() const noexcept
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
return pipeline->GetPipelineLayout()->GetShaderBlockInterface
(
SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
mappings.at (SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
vk::ShaderStageFlagBits::eFragment
);

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@ -16,6 +16,7 @@ of DigiPen Institute of Technology is prohibited.
#include "SHMaterial.h"
#include "Graphics/Pipeline/SHVkPipeline.h"
#include "Tools/Logger/SHLogger.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
{
@ -80,7 +81,8 @@ namespace SHADE
{
return baseMaterial->GetPipeline()->GetPipelineLayout()->GetShaderBlockInterface
(
SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING).at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS),
//SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE,
SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA,
vk::ShaderStageFlagBits::eFragment
);

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@ -56,7 +56,7 @@ namespace SHADE
};
// Create descriptor set layout
offscreenRenderDescSetLayout = logicalDevice->CreateDescriptorSetLayout(0, { imageBinding }, false);
offscreenRenderDescSetLayout = logicalDevice->CreateDescriptorSetLayout({ imageBinding }, false);
// Create descriptor set
offscreenRenderDescSet = descriptorPool->Allocate({ offscreenRenderDescSetLayout }, { 1 });

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@ -21,7 +21,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h"
#include "Camera/SHCameraDirector.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
{
@ -36,7 +36,7 @@ namespace SHADE
//for (uint32_t i = 0; i < commandBuffers.size(); ++i)
// commandBuffers[i] = cmdPools[i]->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
cameraDescriptorSet = descriptorPool->Allocate(SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA), { 1 });
cameraDescriptorSet = descriptorPool->Allocate(SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA), { 1 });
#ifdef _DEBUG
const auto& CAM_DESC_SETS = cameraDescriptorSet->GetVkHandle();

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@ -36,7 +36,7 @@ namespace SHADE
class SHVkCommandBuffer;
class SHCamera;
class SHVkDescriptorSetGroup;
class SHPredefinedData;
class SHGraphicsPredefinedData;
class SHVkDescriptorPool;
class SHVkBuffer;
class SHCameraDirector;

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@ -1,6 +1,6 @@
#include "SHpch.h"
#include "SHLightingSubSystem.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Tools/Utilities/SHUtilities.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/Buffers/SHVkBuffer.h"
@ -320,15 +320,16 @@ namespace SHADE
void SHLightingSubSystem::UpdateDescSet(uint32_t binding) noexcept
{
auto buffer = perTypeData[binding].GetDataBuffer();
static constexpr uint32_t LIGHTING_DATA_SET_INDEX = 0;
// We bind the buffer with the correct desc set binding
lightingDataDescSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS,
lightingDataDescSet->ModifyWriteDescBuffer(LIGHTING_DATA_SET_INDEX,
binding + 1, // we want to +1 here because the first binding is reserved for count
{ &buffer, 1 },
0,
perTypeData[binding].GetDataSize() * perTypeData[binding].GetMaxLights());
lightingDataDescSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, binding + 1); // +1 here, same reason. see above
lightingDataDescSet->UpdateDescriptorSetBuffer(LIGHTING_DATA_SET_INDEX, binding + 1); // +1 here, same reason. see above
}
/***************************************************************************/
@ -385,7 +386,7 @@ namespace SHADE
std::fill (variableSizes.begin(), variableSizes.end(), 1);
// Create the descriptor set
lightingDataDescSet = descPool->Allocate({ SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::LIGHTS) }, variableSizes);
lightingDataDescSet = descPool->Allocate({ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::LIGHTS) }, variableSizes);
#ifdef _DEBUG
const auto& CAM_DESC_SETS = lightingDataDescSet->GetVkHandle();
for (int i = 0; i < static_cast<int>(CAM_DESC_SETS.size()); ++i)
@ -408,8 +409,9 @@ namespace SHADE
// Create the GPU buffer to hold light count
lightCountsBuffer = logicalDevice->CreateBuffer(lightCountsAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, lightCountsAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT, "Light Count Data");
lightingDataDescSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT, {&lightCountsBuffer, 1}, 0, sizeof (uint32_t) * NUM_LIGHT_TYPES);
lightingDataDescSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT);
static constexpr uint32_t LIGHTING_DATA_SET_INDEX = 0;
lightingDataDescSet->ModifyWriteDescBuffer(LIGHTING_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT, { &lightCountsBuffer, 1 }, 0, sizeof(uint32_t) * NUM_LIGHT_TYPES);
lightingDataDescSet->UpdateDescriptorSetBuffer(LIGHTING_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT);
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{

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@ -1,7 +1,7 @@
#include "SHpch.h"
#include "SHPipelineLibrary.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/RenderGraph/SHSubpass.h"
#include "Graphics/SHVkUtil.h"
@ -13,7 +13,7 @@ namespace SHADE
SHPipelineLayoutParams params
{
.shaderModules = {vsFsPair.first, vsFsPair.second},
.globalDescSetLayouts = SHPredefinedData::GetBatchingSystemData().descSetLayouts
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING).descSetLayouts
};
// Create the pipeline layout
@ -21,7 +21,7 @@ namespace SHADE
// Create the pipeline and configure the default vertex input state
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderpass, subpass);
newPipeline->GetPipelineState().SetVertexInputState(SHPredefinedData::GetDefaultViState());
newPipeline->GetPipelineState().SetVertexInputState(SHGraphicsPredefinedData::GetDefaultViState());
SHColorBlendState colorBlendState{};
colorBlendState.logic_op_enable = VK_FALSE;

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@ -10,7 +10,7 @@ namespace SHADE
class SHVkDescriptorSetLayouts;
class SHVkPipeline;
class SHSubpass;
class SHPredefinedData;
class SHGraphicsPredefinedData;
// Pipeline library is a PURELY MIDDLE END SYSTEM. It is responsible for only creating pipelines from shaders and caching
// them so that they don't need to be recreated again.

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@ -1,7 +1,7 @@
#include "SHpch.h"
#include "SHFont.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h"
#include "Graphics/Images/SHVkSampler.h"
@ -121,14 +121,15 @@ namespace SHADE
descSet = descPool->Allocate({ layout }, { 1 });
auto viewLayoutSampler = std::make_tuple(bitmapDataImageView, sampler, vk::ImageLayout::eShaderReadOnlyOptimal);
descSet->ModifyWriteDescImage(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA, {&viewLayoutSampler, 1});
static constexpr uint32_t FONT_DATA_SET_INDEX = 0;
descSet->ModifyWriteDescImage(FONT_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA, {&viewLayoutSampler, 1});
descSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA,
descSet->ModifyWriteDescBuffer(FONT_DATA_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA, { &matrixDataBuffer, 1 }, 0, fontAsset.glyphTransformations.size() * sizeof(SHMatrix));
// Bind image and buffer to desc set.
descSet->UpdateDescriptorSetImages(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA);
descSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA);
descSet->UpdateDescriptorSetImages(FONT_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA);
descSet->UpdateDescriptorSetBuffer(FONT_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA);
}

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@ -3,6 +3,7 @@
#include "Resource/SHHandle.h"
#include "msdf-atlas-gen/msdf-atlas-gen.h"
#include "Assets/Asset Types/SHFontAsset.h"
#include "Graphics/Pipeline/SHPipelineType.h"
namespace SHADE
{

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@ -6,7 +6,7 @@
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Graphics/Buffers/SHVkBuffer.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Pipeline/SHVkPipeline.h"
#include "Graphics/SHVkUtil.h"
#include "Graphics/RenderGraph/SHSubpass.h"
@ -103,7 +103,7 @@ namespace SHADE
SHPipelineLayoutParams plParams
{
.shaderModules = {textVS, textFS},
.predefinedDescSetLayouts = SHPredefinedData::GetTextSystemData().descSetLayouts
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::TEXT_RENDERING).descSetLayouts
};
pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
@ -177,10 +177,10 @@ namespace SHADE
void SHTextRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
{
auto& textRendererComps = SHComponentManager::GetDense<SHTextRenderableComponent>();
auto const& mappings = SHPredefinedData::GetTextSystemData().descMappings;
uint32_t fontSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::FONT);
uint32_t staticGlobalSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA);
uint32_t cameraSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::CAMERA);
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::TEXT_RENDERING);
uint32_t fontSetIndex = mappings.at(SHGraphicsConstants::DescriptorSetTypes::FONT);
uint32_t staticGlobalSetIndex = mappings.at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA);
uint32_t cameraSetIndex = mappings.at(SHGraphicsConstants::DescriptorSetTypes::CAMERA);
for (auto& comp : textRendererComps)
{

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@ -20,6 +20,7 @@ namespace SHADE
class SHVkRenderpass;
class SHSubpass;
class SHVkShaderModule;
class SHRenderer;
class SHTextRenderingSubSystem
{

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@ -24,7 +24,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Images/SHVkImage.h"
#include "Graphics/Images/SHVkImageView.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Assets/Asset Types/SHTextureAsset.h"
namespace SHADE
@ -168,22 +168,23 @@ namespace SHADE
}
texDescriptors = descPool->Allocate
(
{ SHPredefinedData::GetPredefinedDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS] },
{ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA) },
{ static_cast<uint32_t>(texOrder.size()) }
);
#ifdef _DEBUG
for (auto set : texDescriptors->GetVkHandle())
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
#endif
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
texDescriptors->ModifyWriteDescImage
(
SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS,
TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
combinedImageSamplers
);
texDescriptors->UpdateDescriptorSetImages
(
SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS,
TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA
);
}

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@ -220,7 +220,7 @@ namespace SHADE
// 1 descriptor set layout for every descriptor set detected.
for (auto const& set : setsWithBindings)
{
auto newDescriptorSetLayout = logicalDeviceHdl->CreateDescriptorSetLayout(set.first, set.second);
auto newDescriptorSetLayout = logicalDeviceHdl->CreateDescriptorSetLayout(set.second);
descriptorSetLayoutsAllocate.push_back(newDescriptorSetLayout);
}
@ -317,7 +317,7 @@ namespace SHADE
, logicalDeviceHdl {inLogicalDeviceHdl}
, pushConstantInterface{}
, vkPcRanges{}
, descriptorSetLayoutsGlobal{pipelineLayoutParams.globalDescSetLayouts } // do a copy, some other pipeline layout might need this
, descriptorSetLayoutsGlobal{pipelineLayoutParams.predefinedDescSetLayouts } // do a copy, some other pipeline layout might need this
, descriptorSetLayoutsAllocate{}
, vkDescriptorSetLayoutsAllocate{}
, descriptorSetLayoutsPipeline{}

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@ -12,7 +12,7 @@
#include "SHRenderGraphStorage.h"
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
#include "Tools/Utilities/SHUtilities.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/RenderGraph/SHRenderToSwapchainImageSystem.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
@ -578,7 +578,8 @@ namespace SHADE
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
newSubpass->BindDescriptorInputDescriptorSets (cmdBuffer, frameIndex);
static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
// draw a quad.
cmdBuffer->DrawArrays(4, 1, 0, 0);
@ -634,16 +635,18 @@ namespace SHADE
auto cmdBuffer = commandBuffers[frameIndex];
cmdBuffer->BeginLabeledSegment(name);
// Force bind pipeline layout
cmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetBatchingSystemData().dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetBatchingSystemData().dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
auto batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
// Force bind pipeline layout
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
for (auto& node : nodes)
{
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA));
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA));
node->Execute(cmdBuffer, descPool, frameIndex);
}

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@ -29,7 +29,7 @@ namespace SHADE
class SHVkCommandPool;
class SHVkCommandBuffer;
class SHRenderGraphNode;
class SHPredefinedData;
class SHGraphicsPredefinedData;
class SHVkDescriptorPool;
class SHRenderGraphStorage;
class SHRenderToSwapchainImageSystem;

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@ -10,7 +10,7 @@
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
#include "Graphics/SHVkUtil.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
{
@ -351,16 +351,18 @@ namespace SHADE
commandBuffer->EndRenderpass();
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE);
// We bind these 2 descriptor sets here because they apply to all node computes
if (!nodeComputes.empty())
{
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA));
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA));
// bind lighting data
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::LIGHTS), frameIndex);
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::LIGHTS), frameIndex);
}
// Execute all subpass computes

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@ -19,7 +19,7 @@ namespace SHADE
class SHVkLogicalDevice;
class SHVkRenderpass;
class SHVkDescriptorPool;
class SHPredefinedData;
class SHGraphicsPredefinedData;
class SHRenderGraphStorage;
class SHRenderGraphNodeCompute;
class SHRenderer;

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@ -6,7 +6,7 @@
#include "Graphics/Descriptors/SHVkDescriptorSetLayout.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/Pipeline/SHVkPipelineLayout.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "SHRenderGraphStorage.h"
#include "SHRenderGraphResource.h"
#include "Graphics/Commands/SHVkCommandBuffer.h"
@ -29,7 +29,7 @@ namespace SHADE
SHPipelineLayoutParams pipelineLayoutParams
{
.shaderModules = {computeShaderModule},
.predefinedDescSetLayouts = SHPredefinedData::GetRenderGraphNodeComputeData().descSetLayouts,
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).descSetLayouts,
.dynamicBufferBindings = std::move(dynamicBufferBindings),
};
@ -47,13 +47,13 @@ namespace SHADE
// save the resources
resources = std::move (subpassComputeResources);
auto const& descMappings = SHPredefinedData::GetRenderGraphNodeComputeData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE);
auto const& layouts = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline();
//Get the descriptor set layouts required to allocate. We only want the ones for allocate because
//global descriptors are already bound in the main system.
auto const& graphResourceLayout = layouts[descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE)];
auto const& graphResourceLayout = layouts[descMappings.at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE)];
// Allocate descriptor sets to hold the images for reading (STORAGE_IMAGE)
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
@ -66,11 +66,11 @@ namespace SHADE
}
// check if all layouts are there
if (layouts.size() == descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
if (layouts.size() == descMappings.at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
{
// create compute resources
computeResource = graphStorage->resourceHub->Create<ComputeResource>();
auto computeResourceLayout = layouts[descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
auto computeResourceLayout = layouts[descMappings.at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, { 1 });
#ifdef _DEBUG
for (auto set : computeResource->descSet->GetVkHandle())
@ -94,21 +94,21 @@ namespace SHADE
// bind the compute pipeline
cmdBuffer->BindPipeline(computePipeline);
auto const& descMappings = SHPredefinedData::GetRenderGraphNodeComputeData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE);
// bind render graph resource
cmdBuffer->BindDescriptorSet(graphResourceDescSets[frameIndex], SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE), {});
cmdBuffer->BindDescriptorSet(graphResourceDescSets[frameIndex], SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE), {});
// bind compute resource
if (computeResource)
{
cmdBuffer->BindDescriptorSet(computeResource->descSet, SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE), computeResource->dynamicOffsets[frameIndex]);
cmdBuffer->BindDescriptorSet(computeResource->descSet, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE), computeResource->dynamicOffsets[frameIndex]);
}
// bind camera data
if (renderer)
renderer->BindDescriptorSet (cmdBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::CAMERA), frameIndex);
renderer->BindDescriptorSet (cmdBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::CAMERA), frameIndex);
// dispatch compute
cmdBuffer->ComputeDispatch(groupSizeX, groupSizeY, 1);
@ -120,11 +120,14 @@ namespace SHADE
void SHRenderGraphNodeCompute::HandleResize(void) noexcept
{
auto const& descMappings = SHPredefinedData::GetRenderGraphNodeComputeData().descMappings;
uint32_t renderGraphResourceSetIndex = descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE);
// We need to get from mappings because we want the introspected layout from the vector of layouts (of which the first few are predefined)
uint32_t RENDER_GRAPH_RESOURCE_SET_INDEX = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).at (SHGraphicsConstants::DescriptorSetTypes::RENDER_GRAPH_RESOURCE);
// Since the descriptor set is standalone, the index we want to use is not the one in the shaders, it should always be 0.
uint32_t RENDER_GRAPH_RESOURCE_UPDATE_SET_INDEX = 0;
// Get the layout for the render graph resource. We can index it this way because the container returned is a container of layouts that includes the global ones
auto pipelineDescSetLayouts = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline()[renderGraphResourceSetIndex];
auto pipelineDescSetLayouts = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline()[RENDER_GRAPH_RESOURCE_SET_INDEX];
// everything below here needs resizing
for (uint32_t frameIndex = 0; frameIndex < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++frameIndex)
@ -137,8 +140,8 @@ namespace SHADE
uint32_t imageIndex = (resources[i]->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)) ? frameIndex : 0;
SHVkDescriptorSetGroup::viewSamplerLayout vsl = std::make_tuple(resources[i]->GetImageView(imageIndex), Handle<SHVkSampler>{}, vk::ImageLayout::eGeneral);
graphResourceDescSets[frameIndex]->ModifyWriteDescImage(renderGraphResourceSetIndex, binding.BindPoint, { &vsl, 1 });
graphResourceDescSets[frameIndex]->UpdateDescriptorSetImages(renderGraphResourceSetIndex, binding.BindPoint);
graphResourceDescSets[frameIndex]->ModifyWriteDescImage(RENDER_GRAPH_RESOURCE_UPDATE_SET_INDEX, binding.BindPoint, { &vsl, 1 });
graphResourceDescSets[frameIndex]->UpdateDescriptorSetImages(RENDER_GRAPH_RESOURCE_UPDATE_SET_INDEX, binding.BindPoint);
++i;
}
}
@ -200,16 +203,19 @@ namespace SHADE
renderer = inRenderer;
}
void SHRenderGraphNodeCompute::ModifyWriteDescBufferComputeResource(uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept
void SHRenderGraphNodeCompute::ModifyWriteDescBufferComputeResource(uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept
{
computeResource->descSet->ModifyWriteDescBuffer(set, binding, buffers, offset, range);
computeResource->descSet->UpdateDescriptorSetBuffer(set, binding);
static constexpr uint32_t COMPUTE_RESOURCE_SET_INDEX = 0;
computeResource->descSet->ModifyWriteDescBuffer(COMPUTE_RESOURCE_SET_INDEX, binding, buffers, offset, range);
computeResource->descSet->UpdateDescriptorSetBuffer(COMPUTE_RESOURCE_SET_INDEX, binding);
}
void SHRenderGraphNodeCompute::ModifyWriteDescImageComputeResource(uint32_t set, uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept
void SHRenderGraphNodeCompute::ModifyWriteDescImageComputeResource(uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept
{
computeResource->descSet->ModifyWriteDescImage(set, binding, viewSamplerLayouts);
computeResource->descSet->UpdateDescriptorSetImages(set, binding);
static constexpr uint32_t COMPUTE_RESOURCE_SET_INDEX = 0;
computeResource->descSet->ModifyWriteDescImage(COMPUTE_RESOURCE_SET_INDEX, binding, viewSamplerLayouts);
computeResource->descSet->UpdateDescriptorSetImages(COMPUTE_RESOURCE_SET_INDEX, binding);
}

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@ -82,8 +82,8 @@ namespace SHADE
void SetDynamicOffsets (std::span<uint32_t> perFrameSizes) noexcept;
void SetRenderer (Handle<SHRenderer> inRenderer) noexcept;
void ModifyWriteDescBufferComputeResource (uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept;
void ModifyWriteDescImageComputeResource(uint32_t set, uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept;
void ModifyWriteDescBufferComputeResource (uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept;
void ModifyWriteDescImageComputeResource(uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept;
friend class SHRenderGraph;

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@ -7,7 +7,7 @@ namespace SHADE
{
class SHVkLogicalDevice;
class SHVkSwapchain;
class SHPredefinedData;
class SHGraphicsPredefinedData;
class SHVkDescriptorPool;
class SHRenderGraphResource;

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@ -1,7 +1,7 @@
#include "SHpch.h"
#include "SHRenderToSwapchainImageSystem.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/RenderGraph/SHRenderGraphNode.h"
#include "Graphics/RenderGraph/SHSubpass.h"
#include "Graphics/SHVkUtil.h"
@ -24,7 +24,7 @@ namespace SHADE
auto pipelineLayout = logicalDevice->CreatePipelineLayout(SHPipelineLayoutParams
{
.shaderModules = {shaderModules.first, shaderModules.second},
.predefinedDescSetLayouts = SHPredefinedData::GetBatchingSystemData().descSetLayouts
.predefinedDescSetLayouts = {}
});
pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);

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@ -13,7 +13,7 @@
#include "SHRenderGraphResource.h"
#include "Graphics/MiddleEnd/Interface/SHViewport.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
{
@ -224,10 +224,10 @@ namespace SHADE
commandBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
}
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (renderer)
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::CAMERA), frameIndex);
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHGraphicsConstants::DescriptorSetTypes::CAMERA), frameIndex);
// Draw all the batches
superBatch->Draw(commandBuffer, frameIndex);
@ -245,11 +245,11 @@ namespace SHADE
UpdateWriteDescriptors();
}
void SHSubpass::BindDescriptorInputDescriptorSets(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept
void SHSubpass::BindInputDescriptorSets(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) const noexcept
{
if (!inputImageDescriptorSets.empty())
{
cmdBuffer->BindDescriptorSet(inputImageDescriptorSets[frameIndex], SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, { });
cmdBuffer->BindDescriptorSet(inputImageDescriptorSets[frameIndex], SH_PIPELINE_TYPE::GRAPHICS, setIndex, { });
}
}
@ -356,8 +356,13 @@ namespace SHADE
// Update descriptor sets
auto args = std::make_tuple(resource->GetImageView(viewIndex), inputSamplers[i], descriptorLayout);
group->ModifyWriteDescImage(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint, std::span{&args, 1});
group->UpdateDescriptorSetImages(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint);
// Since the descriptor set is standalone, the index we want to use is not the one in the shaders, it should always be 0.
uint32_t RENDER_GRAPH_RESOURCE_SET_INDEX = 0;
group->ModifyWriteDescImage(RENDER_GRAPH_RESOURCE_SET_INDEX, binding.BindPoint, std::span{&args, 1});
group->UpdateDescriptorSetImages(RENDER_GRAPH_RESOURCE_SET_INDEX, binding.BindPoint);
}
++i;

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@ -121,7 +121,7 @@ namespace SHADE
// Runtime functions
void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;
void BindDescriptorInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept;
void BindInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) const noexcept;
void Init(SHResourceHub& resourceManager) noexcept;

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@ -10,6 +10,7 @@
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Tools/Logger/SHLog.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
namespace SHADE
@ -264,7 +265,8 @@ namespace SHADE
if(spec.properties.IsDefined())
{
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(spec.fragShader);
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE, SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
auto interface = fragShader->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(mappings.at(SHGraphicsConstants::DescriptorSetTypes::MATERIALS), SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
int const varCount = static_cast<int>(interface->GetVariableCount());
for (int i = 0; i < varCount; ++i)

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@ -0,0 +1,67 @@
#pragma once
#include <iostream>
namespace SHADE
{
template<typename BitType>
class SHEnumWrapper
{
public:
using UnderlyingType = typename std::underlying_type_t<BitType>;
private:
UnderlyingType mask;
public:
constexpr SHEnumWrapper(void) noexcept
: mask{ 0 }
{
};
constexpr SHEnumWrapper(BitType bit) noexcept
: mask{ static_cast<UnderlyingType>(bit) }
{
};
constexpr SHEnumWrapper(SHEnumWrapper<BitType> const& rhs) noexcept = default;
constexpr SHEnumWrapper& operator= (SHEnumWrapper<BitType> const& rhs) noexcept = default;
constexpr explicit SHEnumWrapper(UnderlyingType flags) noexcept
: mask{ flags }
{
};
constexpr SHEnumWrapper<BitType> operator| (SHEnumWrapper<BitType> const& rhs) const noexcept
{
return static_cast<SHEnumWrapper<BitType>> (mask | rhs.mask);
};
constexpr SHEnumWrapper<BitType> operator& (SHEnumWrapper<BitType> const& rhs) const noexcept
{
return static_cast<SHEnumWrapper<BitType>> (mask & rhs.mask);
};
constexpr operator UnderlyingType() const noexcept
{
return mask;
};
};
template<typename BitType, typename = std::enable_if_t<std::is_enum_v<BitType>>>
inline BitType operator|(const BitType& left, const BitType& right)
{
return static_cast<BitType>(static_cast<int>(left) | static_cast<int>(right));
}
template<typename BitType, typename = std::enable_if_t<std::is_enum_v<BitType>>>
inline BitType operator&(const BitType& left, const BitType& right)
{
return static_cast<BitType>(static_cast<int>(left) & static_cast<int>(right));
}
}

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@ -43,73 +43,6 @@ namespace SHADE
static constexpr OutputType ConvertEnum(InputType enumClassMember) noexcept;
};
template<typename BitType>
class SHEnumWrapper
{
public:
using UnderlyingType = typename std::underlying_type_t<BitType>;
private:
UnderlyingType mask;
public:
constexpr SHEnumWrapper(void) noexcept
: mask{ 0 }
{
};
constexpr SHEnumWrapper(BitType bit) noexcept
: mask{ static_cast<UnderlyingType>(bit) }
{
};
constexpr SHEnumWrapper(SHEnumWrapper<BitType> const& rhs) noexcept = default;
constexpr SHEnumWrapper& operator= (SHEnumWrapper<BitType> const& rhs) noexcept = default;
constexpr explicit SHEnumWrapper(UnderlyingType flags) noexcept
: mask{ flags }
{
};
constexpr SHEnumWrapper<BitType> operator| (SHEnumWrapper<BitType> const& rhs) const noexcept
{
return static_cast<SHEnumWrapper<BitType>> (mask | rhs.mask);
};
constexpr SHEnumWrapper<BitType> operator& (SHEnumWrapper<BitType> const& rhs) const noexcept
{
return static_cast<SHEnumWrapper<BitType>> (mask & rhs.mask);
};
constexpr operator UnderlyingType() const noexcept
{
return mask;
};
};
template<typename BitType, typename = std::enable_if_t<std::is_enum_v<BitType>>>
inline BitType operator|(const BitType& left, const BitType& right)
{
return static_cast<BitType>(static_cast<int>(left) | static_cast<int>(right));
}
template<typename BitType, typename = std::enable_if_t<std::is_enum_v<BitType>>>
inline BitType operator&(const BitType& left, const BitType& right)
{
return static_cast<BitType>(static_cast<int>(left) & static_cast<int>(right));
}
template <typename EnumType>
std::ostream& operator<<(std::ostream& os, EnumType const& type)
{
os << static_cast<EnumType::UnderlyingType>(type);
return os;
}
} // namespace SHADE
#include "SHUtilities.hpp"