Drawer.cpp 5.5 KB

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  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. #include <AnKi/Renderer/Drawer.h>
  6. #include <AnKi/Renderer/RenderQueue.h>
  7. #include <AnKi/Resource/ImageResource.h>
  8. #include <AnKi/Renderer/Renderer.h>
  9. #include <AnKi/Util/Tracer.h>
  10. #include <AnKi/Util/Logger.h>
  11. #include <AnKi/Shaders/Include/MaterialTypes.h>
  12. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  13. #include <AnKi/Core/GpuMemory/UnifiedGeometryBuffer.h>
  14. #include <AnKi/Core/GpuMemory/RebarTransientMemoryPool.h>
  15. #include <AnKi/Core/GpuMemory/GpuSceneBuffer.h>
  16. namespace anki {
  17. /// Drawer's context
  18. class RenderableDrawer::Context
  19. {
  20. public:
  21. CommandBufferPtr m_commandBuffer;
  22. Array<const RenderableQueueElement*, kMaxInstanceCount> m_cachedRenderElements;
  23. U32 m_cachedRenderElementCount = 0;
  24. ShaderProgram* m_lastBoundShaderProgram = nullptr;
  25. };
  26. RenderableDrawer::~RenderableDrawer()
  27. {
  28. }
  29. void RenderableDrawer::drawRange(const RenderableDrawerArguments& args, const RenderableQueueElement* begin, const RenderableQueueElement* end,
  30. CommandBufferPtr& cmdb)
  31. {
  32. ANKI_ASSERT(begin && end && begin < end);
  33. // Allocate, set and bind global uniforms
  34. {
  35. RebarAllocation globalUniformsToken;
  36. MaterialGlobalUniforms* globalUniforms = static_cast<MaterialGlobalUniforms*>(
  37. RebarTransientMemoryPool::getSingleton().allocateFrame(sizeof(MaterialGlobalUniforms), globalUniformsToken));
  38. globalUniforms->m_viewProjectionMatrix = args.m_viewProjectionMatrix;
  39. globalUniforms->m_previousViewProjectionMatrix = args.m_previousViewProjectionMatrix;
  40. static_assert(sizeof(globalUniforms->m_viewTransform) == sizeof(args.m_viewMatrix));
  41. memcpy(&globalUniforms->m_viewTransform, &args.m_viewMatrix, sizeof(args.m_viewMatrix));
  42. static_assert(sizeof(globalUniforms->m_cameraTransform) == sizeof(args.m_cameraTransform));
  43. memcpy(&globalUniforms->m_cameraTransform, &args.m_cameraTransform, sizeof(args.m_cameraTransform));
  44. cmdb->bindUniformBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGlobalUniforms),
  45. &RebarTransientMemoryPool::getSingleton().getBuffer(), globalUniformsToken.m_offset, globalUniformsToken.m_range);
  46. }
  47. // More globals
  48. cmdb->bindAllBindless(U32(MaterialSet::kBindless));
  49. cmdb->bindSampler(U32(MaterialSet::kGlobal), U32(MaterialBinding::kTrilinearRepeatSampler), args.m_sampler);
  50. cmdb->bindStorageBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGpuScene), &GpuSceneBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize);
  51. #define ANKI_UNIFIED_GEOM_FORMAT(fmt, shaderType) \
  52. cmdb->bindReadOnlyTextureBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kUnifiedGeometry_##fmt), \
  53. &UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize, Format::k##fmt);
  54. #include <AnKi/Shaders/Include/UnifiedGeometryTypes.defs.h>
  55. // Misc
  56. cmdb->setVertexAttribute(0, 0, Format::kR32G32B32A32_Uint, 0);
  57. cmdb->bindIndexBuffer(&UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, IndexType::kU16);
  58. // Set a few things
  59. Context ctx;
  60. ctx.m_commandBuffer = cmdb;
  61. for(; begin != end; ++begin)
  62. {
  63. drawSingle(begin, ctx);
  64. }
  65. // Flush the last drawcall
  66. flushDrawcall(ctx);
  67. }
  68. void RenderableDrawer::flushDrawcall(Context& ctx)
  69. {
  70. CommandBufferPtr cmdb = ctx.m_commandBuffer;
  71. // Instance buffer
  72. RebarAllocation token;
  73. GpuSceneRenderablePacked* instances = static_cast<GpuSceneRenderablePacked*>(
  74. RebarTransientMemoryPool::getSingleton().allocateFrame(sizeof(GpuSceneRenderablePacked) * ctx.m_cachedRenderElementCount, token));
  75. for(U32 i = 0; i < ctx.m_cachedRenderElementCount; ++i)
  76. {
  77. GpuSceneRenderable renderable = {};
  78. renderable.m_worldTransformsOffset = ctx.m_cachedRenderElements[i]->m_worldTransformsOffset;
  79. renderable.m_uniformsOffset = ctx.m_cachedRenderElements[i]->m_uniformsOffset;
  80. renderable.m_geometryOffset = ctx.m_cachedRenderElements[i]->m_geometryOffset;
  81. renderable.m_boneTransformsOffset = ctx.m_cachedRenderElements[i]->m_boneTransformsOffset;
  82. instances[i] = packGpuSceneRenderable(renderable);
  83. }
  84. cmdb->bindVertexBuffer(0, &RebarTransientMemoryPool::getSingleton().getBuffer(), token.m_offset, sizeof(GpuSceneRenderablePacked),
  85. VertexStepRate::kInstance);
  86. // Set state
  87. const RenderableQueueElement& firstElement = *ctx.m_cachedRenderElements[0];
  88. if(firstElement.m_program != ctx.m_lastBoundShaderProgram)
  89. {
  90. cmdb->bindShaderProgram(firstElement.m_program);
  91. ctx.m_lastBoundShaderProgram = firstElement.m_program;
  92. }
  93. if(firstElement.m_indexed)
  94. {
  95. cmdb->drawIndexed(firstElement.m_primitiveTopology, firstElement.m_indexCount, ctx.m_cachedRenderElementCount, firstElement.m_firstIndex);
  96. }
  97. else
  98. {
  99. cmdb->draw(firstElement.m_primitiveTopology, firstElement.m_vertexCount, ctx.m_cachedRenderElementCount, firstElement.m_firstVertex);
  100. }
  101. // Rendered something, reset the cached transforms
  102. if(ctx.m_cachedRenderElementCount > 1)
  103. {
  104. ANKI_TRACE_INC_COUNTER(RMergedDrawcalls, ctx.m_cachedRenderElementCount - 1);
  105. }
  106. ctx.m_cachedRenderElementCount = 0;
  107. }
  108. void RenderableDrawer::drawSingle(const RenderableQueueElement* renderEl, Context& ctx)
  109. {
  110. if(ctx.m_cachedRenderElementCount == kMaxInstanceCount)
  111. {
  112. flushDrawcall(ctx);
  113. }
  114. const Bool shouldFlush =
  115. ctx.m_cachedRenderElementCount > 0 && !ctx.m_cachedRenderElements[ctx.m_cachedRenderElementCount - 1]->canMergeWith(*renderEl);
  116. if(shouldFlush)
  117. {
  118. flushDrawcall(ctx);
  119. }
  120. // Cache the new one
  121. ctx.m_cachedRenderElements[ctx.m_cachedRenderElementCount] = renderEl;
  122. ++ctx.m_cachedRenderElementCount;
  123. }
  124. } // end namespace anki