ULRE/src/SceneGraph/Vulkan/VKDeviceMaterial.cpp

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#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKMaterialDescriptorManager.h>
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#include<hgl/graph/VKMaterialParameters.h>
#include<hgl/graph/VKDescriptorSet.h>
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#include<hgl/graph/VKShaderModuleMap.h>
#include<hgl/graph/VKVertexInputLayout.h>
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#include"VKPipelineLayoutData.h"
VK_NAMESPACE_BEGIN
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DescriptorSet *GPUDevice::CreateDS(const PipelineLayoutData *pld,const DescriptorSetType &type)const
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{
RANGE_CHECK_RETURN_NULLPTR(type);
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const uint32_t binding_count=pld->binding_count[size_t(type)];
if(!binding_count)
return(nullptr);
DescriptorSetAllocateInfo alloc_info;
alloc_info.descriptorPool = attr->desc_pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = pld->layouts+size_t(type);
VkDescriptorSet desc_set;
if(vkAllocateDescriptorSets(attr->device,&alloc_info,&desc_set)!=VK_SUCCESS)
return(nullptr);
return(new DescriptorSet(attr->device,binding_count,pld->pipeline_layout,desc_set));
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}
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MaterialParameters *GPUDevice::CreateMP(const MaterialDescriptorManager *desc_manager,const PipelineLayoutData *pld,const DescriptorSetType &desc_set_type)
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{
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if(!desc_manager||!pld)return(nullptr);
if(!RangeCheck<DescriptorSetType>(desc_set_type))
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return(nullptr);
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DescriptorSet *ds=CreateDS(pld,desc_set_type);
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if(!ds)return(nullptr);
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#ifdef _DEBUG
const UTF8String addr_string=HexToString<char,uint64_t>((uint64_t)(ds->GetDescriptorSet()));
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LOG_INFO(U8_TEXT("Create [DescriptSets:")+addr_string+("] OK! Material Name: \"")+desc_manager->GetMaterialName()+U8_TEXT("\" Type: ")+GetDescriptorSetTypeName(desc_set_type));
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#endif//_DEBUG
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return(new MaterialParameters(desc_manager,desc_set_type,ds));
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}
MaterialParameters *GPUDevice::CreateMP(Material *mtl,const DescriptorSetType &desc_set_type)
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{
if(!mtl)return(nullptr);
return CreateMP(mtl->GetDescriptorSets(),mtl->GetPipelineLayoutData(),desc_set_type);
}
void CreateShaderStageList(List<VkPipelineShaderStageCreateInfo> &shader_stage_list,ShaderModuleMap *shader_maps)
{
const ShaderModule *sm;
const int shader_count=shader_maps->GetCount();
shader_stage_list.SetCount(shader_count);
VkPipelineShaderStageCreateInfo *p=shader_stage_list.GetData();
auto **itp=shader_maps->GetDataList();
for(int i=0;i<shader_count;i++)
{
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sm=(*itp)->value;
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hgl_cpy(p,sm->GetCreateInfo(),1);
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++p;
++itp;
}
}
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Material *GPUDevice::CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorManager *desc_manager,VertexInput *vi)
{
const int shader_count=shader_maps->GetCount();
if(shader_count<1)
return(nullptr);
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PipelineLayoutData *pld=CreatePipelineLayoutData(desc_manager);
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if(!pld)
{
delete shader_maps;
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SAFE_CLEAR(desc_manager);
return(nullptr);
}
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MaterialData *data=new MaterialData;
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data->name =mtl_name;
data->shader_maps =shader_maps;
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data->desc_manager =desc_manager;
data->vertex_input =vi;
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CreateShaderStageList(data->shader_stage_list,shader_maps);
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data->pipeline_layout_data=pld;
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if(desc_manager)
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{
ENUM_CLASS_FOR(DescriptorSetType,int,dst)
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{
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if(desc_manager->hasSet((DescriptorSetType)dst))
data->mp_array[dst]=CreateMP(desc_manager,pld,(DescriptorSetType)dst);
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else
data->mp_array[dst]=nullptr;
}
}
else
hgl_zero(data->mp_array);
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const VkDeviceSize ubo_range=this->GetUBORange();
// ubo_range大致分为三档16k,64k,>64k
// 只有手机平台少量老旧GPU为16k大部分手机与PC均为64k
// Intel 核显与 PowerVR 为128MB或更高可视为无上限。
//
// 我们使用uint8类型在vertex input中保存MaterialInstance ID表示范围0-255。
// 所以MaterialInstance结构容量按16k/64k分为两个档次64字节和256字节
// 如果一定要使用超过16K/64K硬件限制的容量有两种办法
// 一、分多次渲染使用UBO Offset偏移UBO数据区。
// 二、使用SSBO但这样会导致性能下降所以不推荐使用。
// 但只要我们限制一个MI数据不超过64/256字节一次渲染不超过256种材质实例就无需解决此问题。
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if(desc_manager->hasSet(DescriptorSetType::PerMaterial))
{
data->mi_size
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data->mi_data=new uint8[data->mi_size*256];
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}
else
{
data->mi_size=0;
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data->mi_data=nullptr;
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}
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return(new Material(data));
}
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VK_NAMESPACE_END