Added functionality for graphics system to render to swapchain image when SHEDITOR is disabled. #241
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@ -3,17 +3,12 @@
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput vec4 sceneTexture;
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layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput sceneTexture;
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layout(location = 0) in struct
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{
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vec2 uv; // location = 0
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} In;
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layout(location = 0) out vec4 fragColor;
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void main()
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{
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fragColor = vec4 (texture (sceneTexture, In.uv).rgb, 1.0f);
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fragColor = vec4 (subpassLoad(sceneTexture).rgb, 1.0f);
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: ToSwapchain_FS
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ID: 36869006
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Type: 2
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@ -1,11 +1,6 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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layout(location = 0) out struct
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{
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vec2 uv; // location = 0
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} Out;
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vec2 CreateQuad(in uint vertexID)
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{
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@ -15,7 +10,6 @@ vec2 CreateQuad(in uint vertexID)
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void main()
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{
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vec2 texCoord = CreateQuad (gl_VertexIndex);
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vec2 vertexPos = texCoord - vec2(0.5f);
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vec2 vertexPos = 2 * (CreateQuad(gl_VertexIndex) - vec2(0.5f));
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gl_Position = vec4 (vertexPos, 0.0f, 1.0f);
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: ToSwapchain_VS
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ID: 48082949
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Type: 2
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@ -80,8 +80,8 @@ namespace Sandbox
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SHSystemManager::CreateSystem<SHCameraSystem>();
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SHSystemManager::CreateSystem<SHUISystem>();
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std::system("FontCompiler.exe ../../Assets/Fonts/SegoeUI.ttf");
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std::system("FontCompiler.exe ../../Assets/Fonts/ALGER.ttf");
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//std::system("FontCompiler.exe ../../Assets/Fonts/SegoeUI.ttf");
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//std::system("FontCompiler.exe ../../Assets/Fonts/ALGER.ttf");
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SHSystemManager::CreateSystem<SHGraphicsSystem>();
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SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
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@ -84,7 +84,7 @@ namespace SHADE
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if (width == 0 || height == 0)
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return;
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PrepareResize(resizeWidth, resizeHeight);
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PrepareResize(width, height);
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});
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window->RegisterWindowCloseCallback([&](void)
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@ -125,6 +125,8 @@ namespace SHADE
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_FS.glsl", false);
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// Load Built In Shaders
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static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
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@ -136,6 +138,8 @@ namespace SHADE
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static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR);
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static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_VS);
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static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
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static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
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static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
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}
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void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
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@ -299,6 +303,7 @@ namespace SHADE
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textRenderingSubSystem->Render(cmdBuffer, frameIndex);
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});
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#ifdef SHEDITOR
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{
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// Dummy Node to transition scene render graph resource
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auto dummyNode = screenRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" }); // no predecessors
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@ -306,7 +311,9 @@ namespace SHADE
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dummySubpass->AddInput("Scene");
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}
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//screenRenderGraph->AddRenderToSwapchainNode ("Scene", "Present", )
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#else
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screenRenderGraph->AddRenderToSwapchainNode("Scene", "Present", {"Screen Space Pass"}, {renderToSwapchainVS, renderToSwapchainFS});
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#endif
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screenRenderGraph->Generate();
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@ -444,6 +444,8 @@ namespace SHADE
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Handle<SHVkShaderModule> ssaoBlurShader;
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Handle<SHVkShaderModule> textVS;
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Handle<SHVkShaderModule> textFS;
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Handle<SHVkShaderModule> renderToSwapchainVS;
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Handle<SHVkShaderModule> renderToSwapchainFS;
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// Fonts
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Handle<SHFont> testFont;
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@ -565,8 +565,10 @@ namespace SHADE
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{
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cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline());
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newSubpass->BindDescriptorInputDescriptorSets (cmdBuffer, frameIndex);
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// draw a quad.
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cmdBuffer->DrawIndexed(4, 0, 0);
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cmdBuffer->DrawArrays(4, 1, 0, 0);
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});
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}
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}
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@ -3,6 +3,8 @@
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
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#include "Graphics/RenderGraph/SHRenderGraphNode.h"
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#include "Graphics/RenderGraph/SHSubpass.h"
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#include "Graphics/SHVkUtil.h"
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namespace SHADE
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{
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@ -25,14 +27,34 @@ namespace SHADE
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.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
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});
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auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
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pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
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SHInputAssemblyState inputAssembly{};
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inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
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newPipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
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pipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
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newPipeline->ConstructPipeline();
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SHColorBlendState colorBlendState{};
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colorBlendState.logic_op_enable = VK_FALSE;
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colorBlendState.logic_op = vk::LogicOp::eCopy;
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auto const& subpassColorReference = subpass->GetColorAttachmentReferences()[0];
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colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
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{
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.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(subpassColorReference.attachment)),
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.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eOne,
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.dstAlphaBlendFactor = vk::BlendFactor::eZero,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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}
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);
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pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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pipeline->ConstructPipeline();
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}
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@ -40,7 +40,7 @@ namespace SHADE
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, inputReferences{}
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, name { name }
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, graphStorage{ renderGraphStorage }
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, inputImageDescriptors {SHGraphicsConstants::NUM_FRAME_BUFFERS}
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, inputImageDescriptorSets{}
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{
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}
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@ -67,7 +67,7 @@ namespace SHADE
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, exteriorDrawCalls{ std::move(rhs.exteriorDrawCalls) }
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, graphStorage{ rhs.graphStorage }
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, inputNames{ std::move(rhs.inputNames) }
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, inputImageDescriptors{ std::move(rhs.inputImageDescriptors) }
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, inputImageDescriptorSets{ std::move(rhs.inputImageDescriptorSets) }
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, inputDescriptorLayout{ rhs.inputDescriptorLayout }
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, inputSamplers{ rhs.inputSamplers }
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, name { rhs.name }
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@ -102,7 +102,7 @@ namespace SHADE
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exteriorDrawCalls = std::move(rhs.exteriorDrawCalls);
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graphStorage = rhs.graphStorage;
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inputNames = std::move(rhs.inputNames);
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inputImageDescriptors = std::move(rhs.inputImageDescriptors);
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inputImageDescriptorSets = std::move(rhs.inputImageDescriptorSets);
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inputDescriptorLayout = rhs.inputDescriptorLayout;
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inputSamplers = rhs.inputSamplers;
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name = std::move(rhs.name);
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@ -202,6 +202,8 @@ namespace SHADE
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void SHSubpass::Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept
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{
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commandBuffer->BeginLabeledSegment(name);
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// Ensure correct transforms are provided
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superBatch->UpdateBuffers(frameIndex, descPool);
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@ -221,6 +223,14 @@ namespace SHADE
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UpdateWriteDescriptors();
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}
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void SHSubpass::BindDescriptorInputDescriptorSets(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept
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{
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if (!inputImageDescriptorSets.empty())
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{
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cmdBuffer->BindDescriptorSet(inputImageDescriptorSets[frameIndex], SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, { });
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}
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}
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void SHSubpass::AddExteriorDrawCalls(std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)> const& newDrawCall) noexcept
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{
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exteriorDrawCalls.push_back(newDrawCall);
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@ -237,6 +247,8 @@ namespace SHADE
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if (inputNames.empty())
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return;
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inputImageDescriptorSets.resize(SHGraphicsConstants::NUM_FRAME_BUFFERS);
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std::vector<SHVkDescriptorSetLayout::Binding> bindings{};
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for (auto& input : inputReferences)
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@ -280,8 +292,8 @@ namespace SHADE
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}
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}
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//// maybe do this in handle resize?
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//UpdateWriteDescriptors();
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// maybe do this in handle resize?
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UpdateWriteDescriptors();
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}
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void SHSubpass::UpdateWriteDescriptors(void) noexcept
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@ -296,7 +308,7 @@ namespace SHADE
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// For every frame's descriptor set
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for (auto& group : inputImageDescriptors)
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for (auto& group : inputImageDescriptorSets)
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{
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if (group)
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group.Free();
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@ -55,8 +55,11 @@ namespace SHADE
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//! For getting attachment reference indices using handles
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std::unordered_map<uint64_t, uint32_t> const* resourceAttachmentMapping;
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//! Descriptor set group to hold the images for input
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std::vector<Handle<SHVkDescriptorSetGroup>> inputImageDescriptors;
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//! Descriptor set group to hold the images for input. We have 3 here just in case
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//! one of the images is a swapchain image. Practically speaking its not likely not
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//! swapchain images will end up being images used in descriptor sets, but this is
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//! to have the support for it. The cost is not much.
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std::vector<Handle<SHVkDescriptorSetGroup>> inputImageDescriptorSets;
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//! Descriptor set layout for allocating descriptor set for inputs
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Handle<SHVkDescriptorSetLayout> inputDescriptorLayout;
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@ -104,6 +107,7 @@ namespace SHADE
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// Runtime functions
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void Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
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void HandleResize (void) noexcept;
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void BindDescriptorInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept;
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void Init(SHResourceHub& resourceManager) noexcept;
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