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- // 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/Renderer/Drawer.h>
- #include <AnKi/Renderer/RenderQueue.h>
- #include <AnKi/Resource/ImageResource.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Util/Tracer.h>
- #include <AnKi/Util/Logger.h>
- #include <AnKi/Shaders/Include/MaterialTypes.h>
- #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
- #include <AnKi/Core/GpuMemory/UnifiedGeometryBuffer.h>
- #include <AnKi/Core/GpuMemory/RebarTransientMemoryPool.h>
- #include <AnKi/Core/GpuMemory/GpuSceneBuffer.h>
- namespace anki {
- /// Drawer's context
- class RenderableDrawer::Context
- {
- public:
- CommandBufferPtr m_commandBuffer;
- Array<const RenderableQueueElement*, kMaxInstanceCount> m_cachedRenderElements;
- U32 m_cachedRenderElementCount = 0;
- ShaderProgram* m_lastBoundShaderProgram = nullptr;
- };
- RenderableDrawer::~RenderableDrawer()
- {
- }
- void RenderableDrawer::drawRange(const RenderableDrawerArguments& args, const RenderableQueueElement* begin, const RenderableQueueElement* end,
- CommandBufferPtr& cmdb)
- {
- ANKI_ASSERT(begin && end && begin < end);
- // Allocate, set and bind global uniforms
- {
- RebarAllocation globalUniformsToken;
- MaterialGlobalUniforms* globalUniforms = static_cast<MaterialGlobalUniforms*>(
- RebarTransientMemoryPool::getSingleton().allocateFrame(sizeof(MaterialGlobalUniforms), globalUniformsToken));
- globalUniforms->m_viewProjectionMatrix = args.m_viewProjectionMatrix;
- globalUniforms->m_previousViewProjectionMatrix = args.m_previousViewProjectionMatrix;
- static_assert(sizeof(globalUniforms->m_viewTransform) == sizeof(args.m_viewMatrix));
- memcpy(&globalUniforms->m_viewTransform, &args.m_viewMatrix, sizeof(args.m_viewMatrix));
- static_assert(sizeof(globalUniforms->m_cameraTransform) == sizeof(args.m_cameraTransform));
- memcpy(&globalUniforms->m_cameraTransform, &args.m_cameraTransform, sizeof(args.m_cameraTransform));
- cmdb->bindUniformBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGlobalUniforms),
- &RebarTransientMemoryPool::getSingleton().getBuffer(), globalUniformsToken.m_offset, globalUniformsToken.m_range);
- }
- // More globals
- cmdb->bindAllBindless(U32(MaterialSet::kBindless));
- cmdb->bindSampler(U32(MaterialSet::kGlobal), U32(MaterialBinding::kTrilinearRepeatSampler), args.m_sampler);
- cmdb->bindStorageBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGpuScene), &GpuSceneBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize);
- #define ANKI_UNIFIED_GEOM_FORMAT(fmt, shaderType) \
- cmdb->bindReadOnlyTextureBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kUnifiedGeometry_##fmt), \
- &UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize, Format::k##fmt);
- #include <AnKi/Shaders/Include/UnifiedGeometryTypes.defs.h>
- // Misc
- cmdb->setVertexAttribute(0, 0, Format::kR32G32B32A32_Uint, 0);
- cmdb->bindIndexBuffer(&UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, IndexType::kU16);
- // Set a few things
- Context ctx;
- ctx.m_commandBuffer = cmdb;
- for(; begin != end; ++begin)
- {
- drawSingle(begin, ctx);
- }
- // Flush the last drawcall
- flushDrawcall(ctx);
- }
- void RenderableDrawer::flushDrawcall(Context& ctx)
- {
- CommandBufferPtr cmdb = ctx.m_commandBuffer;
- // Instance buffer
- RebarAllocation token;
- GpuSceneRenderablePacked* instances = static_cast<GpuSceneRenderablePacked*>(
- RebarTransientMemoryPool::getSingleton().allocateFrame(sizeof(GpuSceneRenderablePacked) * ctx.m_cachedRenderElementCount, token));
- for(U32 i = 0; i < ctx.m_cachedRenderElementCount; ++i)
- {
- GpuSceneRenderable renderable = {};
- renderable.m_worldTransformsOffset = ctx.m_cachedRenderElements[i]->m_worldTransformsOffset;
- renderable.m_uniformsOffset = ctx.m_cachedRenderElements[i]->m_uniformsOffset;
- renderable.m_geometryOffset = ctx.m_cachedRenderElements[i]->m_geometryOffset;
- renderable.m_boneTransformsOffset = ctx.m_cachedRenderElements[i]->m_boneTransformsOffset;
- instances[i] = packGpuSceneRenderable(renderable);
- }
- cmdb->bindVertexBuffer(0, &RebarTransientMemoryPool::getSingleton().getBuffer(), token.m_offset, sizeof(GpuSceneRenderablePacked),
- VertexStepRate::kInstance);
- // Set state
- const RenderableQueueElement& firstElement = *ctx.m_cachedRenderElements[0];
- if(firstElement.m_program != ctx.m_lastBoundShaderProgram)
- {
- cmdb->bindShaderProgram(firstElement.m_program);
- ctx.m_lastBoundShaderProgram = firstElement.m_program;
- }
- if(firstElement.m_indexed)
- {
- cmdb->drawIndexed(firstElement.m_primitiveTopology, firstElement.m_indexCount, ctx.m_cachedRenderElementCount, firstElement.m_firstIndex);
- }
- else
- {
- cmdb->draw(firstElement.m_primitiveTopology, firstElement.m_vertexCount, ctx.m_cachedRenderElementCount, firstElement.m_firstVertex);
- }
- // Rendered something, reset the cached transforms
- if(ctx.m_cachedRenderElementCount > 1)
- {
- ANKI_TRACE_INC_COUNTER(RMergedDrawcalls, ctx.m_cachedRenderElementCount - 1);
- }
- ctx.m_cachedRenderElementCount = 0;
- }
- void RenderableDrawer::drawSingle(const RenderableQueueElement* renderEl, Context& ctx)
- {
- if(ctx.m_cachedRenderElementCount == kMaxInstanceCount)
- {
- flushDrawcall(ctx);
- }
- const Bool shouldFlush =
- ctx.m_cachedRenderElementCount > 0 && !ctx.m_cachedRenderElements[ctx.m_cachedRenderElementCount - 1]->canMergeWith(*renderEl);
- if(shouldFlush)
- {
- flushDrawcall(ctx);
- }
- // Cache the new one
- ctx.m_cachedRenderElements[ctx.m_cachedRenderElementCount] = renderEl;
- ++ctx.m_cachedRenderElementCount;
- }
- } // end namespace anki
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