RendererObject.h 3.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103
  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Renderer/Common.h>
  7. #include <AnKi/Util/StdTypes.h>
  8. #include <AnKi/Gr.h>
  9. #include <AnKi/Resource/ResourceManager.h>
  10. #include <AnKi/Resource/ShaderProgramResource.h>
  11. #include <AnKi/Core/GpuMemory/RebarTransientMemoryPool.h>
  12. namespace anki {
  13. // Forward
  14. class Renderer;
  15. class ResourceManager;
  16. /// @addtogroup renderer
  17. /// @{
  18. /// Renderer object.
  19. class RendererObject
  20. {
  21. public:
  22. RendererObject() = default;
  23. virtual ~RendererObject() = default;
  24. virtual void getDebugRenderTarget([[maybe_unused]] CString rtName, [[maybe_unused]] Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  25. [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const
  26. {
  27. ANKI_ASSERT(!"Object doesn't support that");
  28. }
  29. protected:
  30. static ANKI_PURE Renderer& getRenderer();
  31. U32 computeNumberOfSecondLevelCommandBuffers(U32 drawcallCount) const;
  32. /// Used in fullscreen quad draws.
  33. static void drawQuad(CommandBuffer& cmdb)
  34. {
  35. cmdb.draw(PrimitiveTopology::kTriangles, 3, 1);
  36. }
  37. /// Dispatch a compute job equivelent to drawQuad
  38. static void dispatchPPCompute(CommandBuffer& cmdb, U32 workgroupSizeX, U32 workgroupSizeY, U32 outImageWidth, U32 outImageHeight)
  39. {
  40. const U32 sizeX = (outImageWidth + workgroupSizeX - 1) / workgroupSizeX;
  41. const U32 sizeY = (outImageHeight + workgroupSizeY - 1) / workgroupSizeY;
  42. cmdb.dispatchCompute(sizeX, sizeY, 1);
  43. }
  44. static void dispatchPPCompute(CommandBuffer& cmdb, U32 workgroupSizeX, U32 workgroupSizeY, U32 workgroupSizeZ, U32 outImageWidth,
  45. U32 outImageHeight, U32 outImageDepth)
  46. {
  47. const U32 sizeX = (outImageWidth + workgroupSizeX - 1) / workgroupSizeX;
  48. const U32 sizeY = (outImageHeight + workgroupSizeY - 1) / workgroupSizeY;
  49. const U32 sizeZ = (outImageDepth + workgroupSizeZ - 1) / workgroupSizeZ;
  50. cmdb.dispatchCompute(sizeX, sizeY, sizeZ);
  51. }
  52. template<typename T>
  53. static T* allocateAndBindUniforms(CommandBuffer& cmdb, U32 set, U32 binding)
  54. {
  55. T* ptr;
  56. const RebarAllocation alloc = RebarTransientMemoryPool::getSingleton().allocateFrame(1, ptr);
  57. ANKI_ASSERT(isAligned(alignof(T), ptrToNumber(ptr)));
  58. cmdb.bindUniformBuffer(set, binding, alloc);
  59. return ptr;
  60. }
  61. template<typename T>
  62. static T* allocateAndBindStorage(CommandBuffer& cmdb, U32 set, U32 binding, U32 count = 1)
  63. {
  64. T* ptr;
  65. const RebarAllocation alloc = RebarTransientMemoryPool::getSingleton().allocateFrame(count, ptr);
  66. ANKI_ASSERT(isAligned(alignof(T), ptrToNumber(ptr)));
  67. cmdb.bindStorageBuffer(set, binding, alloc);
  68. return ptr;
  69. }
  70. void registerDebugRenderTarget(CString rtName);
  71. static Error loadShaderProgram(CString filename, ShaderProgramResourcePtr& rsrc, ShaderProgramPtr& grProg);
  72. class SubMutation
  73. {
  74. public:
  75. CString m_mutatorName;
  76. MutatorValue m_value;
  77. };
  78. static Error loadShaderProgram(CString filename, ConstWeakArray<SubMutation> mutators, ShaderProgramResourcePtr& rsrc, ShaderProgramPtr& grProg);
  79. static void zeroBuffer(Buffer* buff);
  80. };
  81. /// @}
  82. } // end namespace anki