-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathScriptableRenderer.cpp
More file actions
228 lines (200 loc) · 6.78 KB
/
Copy pathScriptableRenderer.cpp
File metadata and controls
228 lines (200 loc) · 6.78 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
#include "ScriptableRenderer.h"
#include "RenderTexture.h"
#include "BufferFactory.h"
#include "ComputeShader.h"
#include "RenderPass/CopyPass.h"
#include "Core/ThreadPool.h"
#include "Core/ThreadSyncManager.h"
#include "Core/Logger.h"
#include <algorithm>
namespace sh::render
{
std::vector<ResourceUsage> ScriptableRenderer::swapChainStates{};
ScriptableRenderer::ScriptableRenderer(IRenderContext& ctx) :
ctx(ctx)
{
cpyPass = std::make_unique<CopyPass>();
}
ScriptableRenderer::~ScriptableRenderer() = default;
SH_RENDER_API auto ScriptableRenderer::AddRenderPass(const core::Name& passName, RenderQueue renderQueue) -> ScriptableRenderPass&
{
allPasses.push_back(std::make_unique<ScriptableRenderPass>(passName, renderQueue));
return *allPasses.back();
}
SH_RENDER_API auto ScriptableRenderer::ReadRenderTextureAsync(RenderTexture& rt, int x, int y) -> std::future<std::unique_ptr<IBuffer>>
{
SyncDirty();
SyncData data{};
data.src = &rt;
data.x = x;
data.y = y;
return syncDatas.emplace_back(std::move(data)).promise.get_future();
}
SH_RENDER_API void ScriptableRenderer::Dispatch(const ComputeShader& computeShader, uint32_t x, uint32_t y, uint32_t z)
{
CommandBuffer* const cmdPtr = ctx.AllocateCommandBuffer(true);
if (cmdPtr == nullptr)
{
SH_ERROR("Failed to allocate command buffer!");
return;
}
cmdPtr->Begin(true);
cmdPtr->Dispatch(computeShader, x, y, z);
cmdPtr->End();
ctx.SubmitCommand(*cmdPtr);
ctx.DeallocateCommandBuffer(*cmdPtr);
}
SH_RENDER_API auto ScriptableRenderer::HasPass(const core::Name& passName) const -> bool
{
for (const std::unique_ptr<ScriptableRenderPass>& pass : allPasses)
{
if (pass->passName == passName)
return true;
}
return false;
}
SH_RENDER_API void ScriptableRenderer::SyncDirty()
{
if (bSyncDirty)
return;
core::ThreadSyncManager::PushSyncable(*this);
bSyncDirty = true;
}
SH_RENDER_API void ScriptableRenderer::Sync()
{
for (auto& data : syncDatas)
{
BufferFactory::CreateInfo ci{};
ci.size = sizeof(uint8_t) * 4;
std::unique_ptr<IBuffer> buffer = BufferFactory::Create(ctx, ci);
IRenderThrMethod<CopyPass>::EnqueCopyImagePixelToBuffer(*cpyPass, *data.src, data.x, data.y, *buffer.get());
pendingReadbacks.push_back(PendingReadback{ std::move(buffer), std::move(data.promise) });
}
syncDatas.clear();
bSyncDirty = false;
}
SH_RENDER_API void ScriptableRenderer::Setup(const RenderData& data)
{
for (const std::unique_ptr<ScriptableRenderPass>& pass : allPasses)
activePasses.push_back(pass.get());
}
SH_RENDER_API void ScriptableRenderer::Execute(const RenderData& data)
{
renderCallCount = 0;
std::stable_sort(activePasses.begin(), activePasses.end(),
[&](const ScriptableRenderPass* left, const ScriptableRenderPass* right)
{
return left->renderQueue < right->renderQueue;
}
);
for (ScriptableRenderPass* pass : activePasses)
{
IRenderThrMethod<ScriptableRenderPass>::Configure(*pass, data);
renderCallCount += IRenderThrMethod<ScriptableRenderPass>::GetRenderCallCount(*pass);
}
// 각 패스에서 사용되는 렌더 텍스쳐를 추적하여 커맨드를 기록하기전에 배리어를 걸어줘야 함.
std::vector<std::vector<BarrierInfo>> barriers(activePasses.size());
for (int i = 0; i < activePasses.size(); ++i)
{
barriers[i] = BuildBarrierInfo(*activePasses[i], data.GetFrameIdx());
}
std::vector<std::future<std::pair<ScriptableRenderPass*, CommandBuffer*>>> futurePasses;
futurePasses.reserve(activePasses.size());
int idx = 0;
for (ScriptableRenderPass* pass : activePasses)
{
futurePasses.push_back(core::ThreadPool::GetInstance()->AddTask(
[idx, pass, &ctx = ctx, &data, &barriers]() -> std::pair<ScriptableRenderPass*, CommandBuffer*>
{
CommandBuffer* cmd = ctx.AllocateCommandBuffer(false);
cmd->Begin(true);
cmd->EmitBarrier(barriers[idx]);
IRenderThrMethod<ScriptableRenderPass>::Record(*pass, *cmd, ctx, data);
cmd->End();
return { pass, cmd };
}
));
++idx;
}
// 모든 패스가 기록이 될 때 까지 대기
for (auto& futurePass : futurePasses)
{
auto [pass, cmd] = futurePass.get();
recordedCmds.push_back({ *pass, *cmd });
}
activePasses.clear();
}
SH_RENDER_API void ScriptableRenderer::ExecuteTransfer(uint32_t imgIdx)
{
RenderData data{};
IRenderThrMethod<RenderData>::SetFrameIndex(data, imgIdx);
IRenderThrMethod<RenderData>::SetDrawablesPtr(data, nullptr);
IRenderThrMethod<ScriptableRenderPass>::Configure(*cpyPass, data);
std::vector<BarrierInfo> preBarriers = BuildBarrierInfo(*cpyPass, imgIdx);
std::vector<BarrierInfo> postBarriers;
if (swapChainStates.size() > imgIdx)
{
postBarriers = { BarrierInfo{imgIdx, swapChainStates[imgIdx], ResourceUsage::Present} };
swapChainStates[imgIdx] = ResourceUsage::Present;
}
else
{
swapChainStates.resize(imgIdx + 1, ResourceUsage::Undefined);
postBarriers = { BarrierInfo{imgIdx, ResourceUsage::Undefined, ResourceUsage::Present} };
swapChainStates[imgIdx] = ResourceUsage::Present;
}
CommandBuffer* cmd = ctx.AllocateCommandBuffer(false);
cmd->Begin(true);
cmd->EmitBarrier(preBarriers);
IRenderThrMethod<ScriptableRenderPass>::Record(*cpyPass, *cmd, ctx, data);
cmd->EmitBarrier(postBarriers);
cmd->End();
recordedCmds.push_back({ *cpyPass, *cmd});
}
SH_RENDER_API void ScriptableRenderer::CallReadbacks()
{
for (auto& p : pendingReadbacks)
p.promise.set_value(std::move(p.buffer));
pendingReadbacks.clear();
}
SH_RENDER_API void ScriptableRenderer::EnqueRenderPass(ScriptableRenderPass& pass)
{
activePasses.push_back(&pass);
}
SH_RENDER_API void ScriptableRenderer::ResetSubmittedCommands(IRenderContext& ctx)
{
for (RecordedCommand& recordedCmd : recordedCmds)
ctx.DeallocateCommandBuffer(recordedCmd.cmd);
recordedCmds.clear();
}
SH_RENDER_API void ScriptableRenderer::ResetSwapChainStates()
{
for (auto& state : swapChainStates)
state = ResourceUsage::Undefined;
}
auto ScriptableRenderer::BuildBarrierInfo(ScriptableRenderPass& pass, uint32_t imgIdx) -> std::vector<BarrierInfo>
{
std::vector<BarrierInfo> barriers{};
barriers.reserve(pass.GetRenderTextures().size());
for (auto& [rt, usage] : pass.GetRenderTextures())
{
BarrierInfo& barrierInfo = barriers.emplace_back();
if (rt == nullptr) // 스왑체인인 경우
{
barrierInfo.target = imgIdx;
if (swapChainStates.size() <= imgIdx)
swapChainStates.resize(imgIdx + 1, ResourceUsage::Undefined);
barrierInfo.lastUsage = swapChainStates[imgIdx];
swapChainStates[imgIdx] = usage;
}
else
{
barrierInfo.target = rt;
barrierInfo.lastUsage = rt->GetUsage();
IRenderThrMethod<RenderTexture>::ChangeUsage(const_cast<RenderTexture&>(*rt), usage);
}
barrierInfo.curUsage = usage;
}
return barriers;
}
}//namespace