Sfoglia il codice sorgente

Add some skeletons

Panagiotis Christopoulos Charitos 2 anni fa
parent
commit
667ca5de24

+ 3 - 3
AnKi/Core/App.cpp

@@ -553,10 +553,10 @@ Error App::mainLoop()
 			}
 			}
 
 
 #if ANKI_ENABLE_TRACE
 #if ANKI_ENABLE_TRACE
-			if(m_renderer->getStats().m_renderingGpuTime >= 0.0)
+			if(MainRenderer::getSingleton().getStats().m_renderingGpuTime >= 0.0)
 			{
 			{
-				ANKI_TRACE_CUSTOM_EVENT(Gpu, m_renderer->getStats().m_renderingGpuSubmitTimestamp,
-										m_renderer->getStats().m_renderingGpuTime);
+				ANKI_TRACE_CUSTOM_EVENT(Gpu, MainRenderer::getSingleton().getStats().m_renderingGpuSubmitTimestamp,
+										MainRenderer::getSingleton().getStats().m_renderingGpuTime);
 			}
 			}
 #endif
 #endif
 
 

+ 2 - 2
AnKi/Renderer/ConfigVars.defs.h

@@ -91,5 +91,5 @@ ANKI_CONFIG_VAR_U8(RDlssQuality, 2, 0, 3, "0: Disabled, 1: Performance, 2: Balan
 ANKI_CONFIG_VAR_F32(RSharpness, ((ANKI_PLATFORM_MOBILE) ? 0.0f : 0.8f), 0.0f, 1.0f, "Sharpen the image. It's a factor")
 ANKI_CONFIG_VAR_F32(RSharpness, ((ANKI_PLATFORM_MOBILE) ? 0.0f : 0.8f), 0.0f, 1.0f, "Sharpen the image. It's a factor")
 
 
 // HiZ
 // HiZ
-ANKI_CONFIG_VAR_U32(RHiZWidth, 1024, 128, 4 * 1024, "HiZ map width")
-ANKI_CONFIG_VAR_U32(RHiZHeight, 512, 128, 4 * 1024, "HiZ map height")
+ANKI_CONFIG_VAR_U32(RHiZWidth, 512, 128, 4 * 1024, "HiZ map width")
+ANKI_CONFIG_VAR_U32(RHiZHeight, 256, 128, 4 * 1024, "HiZ map height")

+ 6 - 0
AnKi/Scene/RenderStateBucket.cpp

@@ -0,0 +1,6 @@
+// Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
+// All rights reserved.
+// Code licensed under the BSD License.
+// http://www.anki3d.org/LICENSE
+
+#include <AnKi/Scene/RenderStateBucket.h>

+ 41 - 0
AnKi/Scene/RenderStateBucket.h

@@ -0,0 +1,41 @@
+// Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
+// All rights reserved.
+// Code licensed under the BSD License.
+// http://www.anki3d.org/LICENSE
+
+#pragma once
+
+#include <AnKi/Scene/Common.h>
+
+namespace anki {
+
+/// @addtogroup scene
+/// @{
+
+class RenderStateInfo
+{
+public:
+	ShaderProgramPtr m_program;
+	PrimitiveTopology m_primitiveTopology;
+	Bool m_indexed;
+};
+
+/// TODO
+class RenderStateBucketContainer
+{
+public:
+	U32 addUser(const RenderStateInfo& state);
+
+	void removeUser(U32 bucketIndex);
+
+private:
+	class ExtendedBucket : public RenderStateInfo
+	{
+	public:
+		U64 m_hash = 0;
+		U32 m_userCount = 0;
+	};
+};
+/// @}
+
+} // end namespace anki