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Copy pathMaterialData.cpp
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332 lines (293 loc) · 10.6 KB
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#include "MaterialData.h"
#include "Shader.h"
#include "ShaderPass.h"
#include "BufferFactory.h"
#include "IRenderContext.h"
#include "RenderTexture.h"
#include "Core/ThreadSyncManager.h"
#include "Core/Logger.h"
#include "Render/RenderDataManager.h"
namespace sh::render
{
MaterialData::MaterialData(MaterialData&& other) noexcept :
context(other.context),
shader(other.shader),
perPassData(std::move(other.perPassData)),
bPerObject(other.bPerObject),
bClearDirty(other.bClearDirty), bCreateDirty(other.bCreateDirty),
syncDatas(std::move(other.syncDatas))
{
other.bClearDirty = false;
other.bCreateDirty = false;
}
SH_RENDER_API void MaterialData::Create(const IRenderContext& context, const Shader& shader, bool bPerObject)
{
this->context = &context;
this->shader = &shader;
this->bPerObject = bPerObject;
Clear();
bCreateDirty = true;
SyncDirty();
}
SH_RENDER_API void MaterialData::Clear()
{
syncDatas.clear();
bClearDirty = true;
SyncDirty();
}
SH_RENDER_API void MaterialData::Sync()
{
if (bClearDirty)
{
perPassData.clear();
bClearDirty = false;
}
if (bCreateDirty && context != nullptr && core::IsValid(shader))
{
CreateBuffers(*this->context, *shader, bPerObject);
bCreateDirty = false;
}
if (perPassData.empty())
{
syncDatas.clear();
bDirty = false;
return;
}
for (const auto& syncData : syncDatas)
{
if (std::holds_alternative<SyncData::BufferSyncData>(syncData.data)) // 버퍼
{
const SyncData::BufferSyncData& bufferData = std::get<SyncData::BufferSyncData>(syncData.data);
SetUniformDataAtSync(bufferData);
}
else // 텍스쳐
{
auto& shaderBindingsData = std::get<1>(syncData.data);
SetTextureDataAtSync(shaderBindingsData);
}
}
syncDatas.clear();
bDirty = false;
}
SH_RENDER_API void MaterialData::SetBindingData(const ShaderPass& shaderPass, UniformStructLayout::Usage usage, uint32_t binding, const void* data, std::size_t dataSize)
{
SyncData::BufferSyncData syncData{};
syncData.pass = &shaderPass;
syncData.set = static_cast<uint32_t>(usage);
syncData.binding = binding;
syncData.data.resize(dataSize);
std::memcpy(syncData.data.data(), data, syncData.data.size());
syncDatas.push_back(SyncData{ std::move(syncData) });
SyncDirty();
}
SH_RENDER_API void MaterialData::SetBindingData(const ShaderPass& shaderPass, UniformStructLayout::Usage usage, uint32_t binding, std::vector<uint8_t> data)
{
SyncData::BufferSyncData syncData{};
syncData.pass = &shaderPass;
syncData.set = static_cast<uint32_t>(usage);
syncData.binding = binding;
syncData.data = std::move(data);
syncDatas.push_back(SyncData{ std::move(syncData) });
SyncDirty();
}
SH_RENDER_API void MaterialData::SetTextureData(const ShaderPass& shaderPass, UniformStructLayout::Usage usage, uint32_t binding, const Texture& tex)
{
SyncData::ShaderBindingSyncData syncData{};
syncData.pass = &shaderPass;
syncData.set = static_cast<uint32_t>(usage);
syncData.binding = binding;
syncData.tex = &tex;
syncDatas.push_back(SyncData{ std::move(syncData) });
SyncDirty();
}
SH_RENDER_API auto MaterialData::GetShaderBuffer(const ShaderPass& shaderPass, UniformStructLayout::Usage usage, uint32_t binding) const -> IBuffer*
{
const PassData* passData = GetMaterialPassData(shaderPass);
if (passData == nullptr)
return nullptr;
uint32_t set = static_cast<uint32_t>(usage);
auto itSet = passData->buffers.find(set);
if (itSet == passData->buffers.end())
return nullptr;
const auto& buffers = itSet->second;
if (binding >= buffers.size())
return nullptr;
return buffers[binding] ? buffers[binding].get() : nullptr;
}
SH_RENDER_API auto MaterialData::GetShaderBinding(const ShaderPass& shaderPass, UniformStructLayout::Usage usage) const -> IShaderBinding*
{
const PassData* passData = GetMaterialPassData(shaderPass);
if (passData == nullptr)
return nullptr;
uint32_t set = static_cast<uint32_t>(usage);
auto it = passData->shaderBindings.find(set);
if (it == passData->shaderBindings.end())
return nullptr;
return it->second.get();
}
SH_RENDER_API void MaterialData::SyncDirty()
{
if (bDirty)
return;
bDirty = true;
core::ThreadSyncManager::PushSyncable(*this);
}
void MaterialData::CreateBuffers(const IRenderContext& context, const Shader& shader, bool bPerObject)
{
std::vector<UniformStructLayout::Usage> usages{ UniformStructLayout::Usage::Camera, UniformStructLayout::Usage::Material };
if (bPerObject)
usages = { UniformStructLayout::Usage::Object };
for (auto& [passName, shaderPasses] : shader.GetAllShaderPass())
{
for (ShaderPass& shaderPass : shaderPasses)
{
PassData passData{};
uint32_t maxSet = 0;
std::vector<uint32_t> sets;
// 버퍼 (텍스쳐외 모든 GPU에 저장할 데이터)
for (const std::vector<UniformStructLayout>* layouts : { &shaderPass.GetVertexUniforms(), &shaderPass.GetFragmentUniforms() })
{
for (const UniformStructLayout& uniformLayout : *layouts)
{
if (uniformLayout.IsPushConstant())
continue;
if (std::find(usages.begin(), usages.end(), uniformLayout.usage) == usages.end())
continue;
const uint32_t set = static_cast<uint32_t>(uniformLayout.usage);
maxSet = (maxSet < set) ? set : maxSet;
if (std::find(sets.begin(), sets.end(), set) == sets.end())
sets.push_back(set);
std::vector<std::unique_ptr<IBuffer>>& bindingBuffers = passData.buffers[set];
if (bindingBuffers.size() <= uniformLayout.binding)
bindingBuffers.resize(uniformLayout.binding + 1);
if (set == 0) // 카메라 데이터는 다른 곳에서 관리한다.
continue;
BufferFactory::CreateInfo info{};
info.size = uniformLayout.GetSize();
info.bDynamic = (uniformLayout.GetKind() == UniformStructLayout::Kind::Storage);
if (info.bDynamic && info.size == 0)
info.size = 1; // 실제 데이터 업로드 시 Resize됨
bindingBuffers[uniformLayout.binding] = BufferFactory::Create(context, info);
}
}
for (const UniformStructLayout& layout : shaderPass.GetSamplerUniforms())
{
uint32_t set = static_cast<uint32_t>(layout.usage);
maxSet = (maxSet < set) ? set : maxSet;
if (std::find(sets.begin(), sets.end(), set) == sets.end())
sets.push_back(set);
std::vector<std::unique_ptr<IBuffer>>& bindingBuffers = passData.buffers[set];
if (bindingBuffers.size() <= layout.binding)
bindingBuffers.resize(layout.binding + 1);
}
// 유니폼 버퍼 (GPU로 데이터 전송 역할)
for (uint32_t set : sets)
{
passData.shaderBindings[set] = BufferFactory::CreateShaderBinding(context, shaderPass, static_cast<UniformStructLayout::Usage>(set));
auto it = passData.buffers.find(set);
if (it == passData.buffers.end())
continue;
const std::vector<std::unique_ptr<IBuffer>>& bufferVec = it->second;
for (uint32_t binding = 0; binding < bufferVec.size(); ++binding)
{
if (set != 0) // 카메라 데이터는 다른 곳에서 관리한다.
{
if (bufferVec[binding] == nullptr)
continue;
passData.shaderBindings[set]->Link(binding, *bufferVec[binding].get());
}
else
{
passData.shaderBindings[set]->Link(binding, *context.GetRenderDataManager().GetBuffer(), sizeof(RenderDataManager::BufferData));
}
}
}
passData.pass = &shaderPass;
perPassData.insert_or_assign(&shaderPass, std::move(passData));
}
}
}
auto sh::render::MaterialData::GetMaterialPassData(const ShaderPass& shaderPass) const -> const MaterialData::PassData*
{
auto it = perPassData.find(&shaderPass);
if (it == perPassData.end())
return nullptr;
return &it->second;
}
void MaterialData::SetUniformDataAtSync(const SyncData::BufferSyncData& bufferSyncData)
{
if (!core::IsValid(bufferSyncData.pass))
return;
const PassData* passData = GetMaterialPassData(*bufferSyncData.pass);
if (passData == nullptr)
return;
const uint32_t set = bufferSyncData.set;
auto itSet = passData->buffers.find(set);
if (itSet == passData->buffers.end())
return;
const uint32_t binding = bufferSyncData.binding;
const std::vector<std::unique_ptr<IBuffer>>& bufferVec = itSet->second;
if (bufferSyncData.binding >= bufferVec.size() || bufferVec[bufferSyncData.binding] == nullptr)
return;
if (bufferVec[binding]->GetSize() != bufferSyncData.data.size())
{
for (const std::vector<UniformStructLayout>* layouts : { &bufferSyncData.pass->GetVertexUniforms(), &bufferSyncData.pass->GetFragmentUniforms() })
{
for (const UniformStructLayout& layout : *layouts)
{
if (static_cast<uint32_t>(layout.usage) != set || layout.binding != binding || layout.GetKind() != UniformStructLayout::Kind::Storage)
continue;
bufferVec[binding]->Resize(bufferSyncData.data.size());
passData->shaderBindings.at(set)->Link(binding, *bufferVec[binding].get());
bufferVec[binding]->SetData(bufferSyncData.data.data());
return;
}
}
SH_ERROR_FORMAT("Buffer size is different! expected: {}, current: {}", bufferVec[binding]->GetSize(), bufferSyncData.data.size());
return;
}
bufferVec[binding]->SetData(bufferSyncData.data.data());
}
void MaterialData::SetTextureDataAtSync(const SyncData::ShaderBindingSyncData& shaderBindingsSyncData)
{
const ShaderPass* shaderPass = shaderBindingsSyncData.pass;
if (!core::IsValid(shaderPass) || !core::IsValid(shaderBindingsSyncData.tex))
return;
const PassData* passData = GetMaterialPassData(*shaderPass);
if (passData == nullptr)
return;
const uint32_t set = shaderBindingsSyncData.set;
const uint32_t binding = shaderBindingsSyncData.binding;
bool bFind = false;
for (auto& layout : shaderPass->GetSamplerUniforms())
{
if (static_cast<uint32_t>(layout.usage) == set && layout.binding == binding)
{
bFind = true;
break;
}
}
if (!bFind)
return;
auto itUb = passData->shaderBindings.find(set);
if (itUb == passData->shaderBindings.end() || itUb->second == nullptr)
return;
IShaderBinding& shaderBindings = *itUb->second.get();
shaderBindings.Link(binding, *shaderBindingsSyncData.tex);
auto it = std::find_if(cachedRTs.begin(), cachedRTs.end(),
[&](const CachedRT& cached)
{
return cached.set == set && cached.binding == binding && cached.pass == shaderPass;
});
if (shaderBindingsSyncData.tex->GetType().IsChildOf(RenderTexture::GetStaticType()))
{
const RenderTexture* const rt = static_cast<const RenderTexture*>(shaderBindingsSyncData.tex);
if (it == cachedRTs.end())
cachedRTs.push_back(CachedRT{ set, binding, shaderPass, rt });
else
it->rt = rt;
}
else if (it != cachedRTs.end())
cachedRTs.erase(it);
}
}//namespace