completed AutoMergeMaterialInstance,test ok. next step is to support texture2d array

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-09-20 21:53:30 +08:00
parent ddb5a0b77a
commit 6820ee8c74
12 changed files with 73 additions and 45 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 21e59f0337a3637e646529611f84fa646cb1d9e0
Subproject commit 072153aa9135d7de413cc9d63e3019e9853d7045

@ -1 +1 @@
Subproject commit b66d4003b11a4d4aee1df9084fc4223df1d0aa25
Subproject commit bde86e8016713480cd102693708894ab3b6bfabb

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@ -7,6 +7,7 @@
#include<hgl/graph/VKRenderablePrimitiveCreater.h>
#include<hgl/graph/mtl/2d/Material2DCreateConfig.h>
#include<hgl/graph/RenderList.h>
#include<hgl/color/Color.h>
using namespace hgl;
using namespace hgl::graph;
@ -23,15 +24,7 @@ constexpr float position_data[VERTEX_COUNT*2]=
0.1, 0.9
};
constexpr float color_data[6][4]=
{
{1,0,0,1},
{1,1,0,1},
{0,1,0,1},
{0,1,1,1},
{0,0,1,1},
{1,0,1,1},
};
constexpr uint DRAW_OBJECT_COUNT=12;
class TestApp:public VulkanApplicationFramework
{
@ -40,8 +33,13 @@ private:
SceneNode render_root;
RenderList * render_list =nullptr;
MaterialInstance * material_instance[6]{};
Renderable * render_obj[6] {};
Material * material =nullptr;
struct
{
MaterialInstance * mi;
Renderable * r;
}render_obj[DRAW_OBJECT_COUNT]{};
Pipeline * pipeline =nullptr;
@ -57,42 +55,48 @@ private:
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreatePureColor2D(&cfg);
for(uint i=0;i<6;i++)
{
material_instance[i]=db->CreateMaterialInstance(mci);
material=db->CreateMaterial(mci);
if(!material_instance[i])
if(!material)
return(false);
for(uint i=0;i<DRAW_OBJECT_COUNT;i++)
{
render_obj[i].mi=db->CreateMaterialInstance(material);
if(!render_obj[i].mi)
return(false);
material_instance[i]->WriteMIData(color_data[i],sizeof(float)*4); //设置MaterialInstance的数据
Color4f color=GetColor4f((COLOR)(i+int(COLOR::Blue)),1.0);
render_obj[i].mi->WriteMIData(color,sizeof(Color4f)); //设置MaterialInstance的数据
}
}
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
// pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行为Framework重载默认使用swapchain的render target
pipeline=CreatePipeline(material,InlinePipeline::Solid2D,Prim::Triangles);
return pipeline;
}
bool InitVBO()
{
//RenderablePrimitiveCreater rpc(db,VERTEX_COUNT);
RenderablePrimitiveCreater rpc(db,VERTEX_COUNT);
//if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
//
//render_obj=rpc.Create(material_instance,pipeline);
if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
for(uint i=0;i<DRAW_OBJECT_COUNT;i++)
{
render_obj[i].r=rpc.Create(render_obj[i].mi,pipeline);
//if(!render_obj)
// return(false);
//
//for(uint i=0;i<6;i++)
//{
// render_root.CreateSubNode(rotate(deg2rad(60*i),Vector3f(0,0,1)),render_obj);
//}
if(!render_obj[i].r)
return(false);
//render_root.RefreshMatrix();
render_root.CreateSubNode(rotate(deg2rad(360/DRAW_OBJECT_COUNT*i),Vector3f(0,0,1)),render_obj[i].r);
}
//render_list->Expend(&render_root);
render_root.RefreshMatrix();
render_list->Expend(&render_root);
return(true);
}

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@ -70,13 +70,14 @@ public:
const bool hasSet (const DescriptorSetType &type)const;
const VIL * GetDefaultVIL()const;
VIL * CreateVIL(const VILConfig *format_map=nullptr);
bool Release(VIL *);
const uint GetVILCount();
public:
const bool HasMI ()const{return !mi_data_bytes;}
const bool HasMI ()const{return mi_data_bytes>0;}
const uint32_t GetMIDataBytes ()const{return mi_data_bytes;}
const uint32_t GetMIMaxCount ()const{return mi_max_count;}

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@ -53,9 +53,13 @@ public:
const VkExtent2D & GetGranularity()const{return granularity;}
public:
Pipeline *CreatePipeline(Material *,const VIL *,const PipelineData *, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *,const VIL *,const InlinePipeline &, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *mtl, const PipelineData *, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *mtl, const InlinePipeline &, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const InlinePipeline &, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const PipelineData *, const Prim &,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialInstance *, const OSString &, const Prim &,const bool prim_restart=false);

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@ -56,7 +56,7 @@ constexpr const ShaderBufferSource SBS_LocalToWorld=
constexpr const char MaterialInstanceStruct[]="MaterialInstance";
constexpr const ShaderBufferSource SBS_MaterialInstanceData=
constexpr const ShaderBufferSource SBS_MaterialInstance=
{
"MaterialInstanceData",
"mtl",

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@ -146,7 +146,7 @@ void MaterialRenderList::Stat()
{
if(last_pipeline==rn->ri->GetPipeline())
if(last_vil==rn->ri->GetMaterialInstance()->GetVIL())
if(last_vid==rn->ri->GetVertexInputData())
if(last_vid->Comp(rn->ri->GetVertexInputData()))
{
++ri->count;
++rn;

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@ -33,9 +33,9 @@ void RenderAssignBuffer::Bind(MaterialInstance *mi)const
const uint assign_binding_count=vil->GetCount(VertexInputGroup::Assign);
if(assign_binding_count<=0)return;
mi->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
// mi->BindUBO(DescriptorSetType::PerFrame,"Assign",assign_buffer->ubo_mi);
mi->BindUBO(DescriptorSetType::PerMaterial,mtl::SBS_MaterialInstance.name,ubo_mi);
}
void RenderAssignBuffer::Clear()
@ -91,13 +91,14 @@ void RenderAssignBuffer::WriteNode(RenderNode *render_node,const uint count,cons
{
Matrix4f *tp=(hgl::Matrix4f *)(ubo_l2w->Map());
Matrix4f *l2w=tp;
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world;
++tp;
*l2w=rn->local_to_world;
++l2w;
*idp=i;
++idp;

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@ -6,6 +6,9 @@
#include<hgl/type/ActiveMemoryBlockManager.h>
VK_NAMESPACE_BEGIN
void ReleaseVertexInput(VertexInput *vi);
Material::Material(const AnsiString &n)
{
name=n;
@ -25,7 +28,7 @@ Material::~Material()
{
SAFE_CLEAR(mi_data_manager);
SAFE_CLEAR(vertex_input);
ReleaseVertexInput(vertex_input);
delete shader_maps; //不用SAFE_CLEAR是因为这个一定会有
SAFE_CLEAR(desc_manager);
SAFE_CLEAR(pipeline_layout_data);
@ -44,6 +47,11 @@ const bool Material::hasSet(const DescriptorSetType &dst)const
return desc_manager->hasSet(dst);
}
const VIL *Material::GetDefaultVIL()const
{
return vertex_input->GetDefaultVIL();
}
VIL *Material::CreateVIL(const VILConfig *format_map)
{
return vertex_input->CreateVIL(format_map);

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@ -78,6 +78,16 @@ Pipeline *RenderPass::CreatePipeline(Material *mtl,const VIL *vil,const InlinePi
return CreatePipeline(mtl,vil,GetPipelineData(ip),prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const PipelineData *pd, const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mtl,mtl->GetDefaultVIL(),pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const InlinePipeline &ip, const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mtl,mtl->GetDefaultVIL(),ip,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);

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@ -124,7 +124,7 @@ Material *RenderResource::CreateMaterial(const mtl::MaterialCreateInfo *mci)
ShaderCreateInfoVertex *vert=mci->GetVS();
if(vert)
mtl->vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
mtl->vertex_input=GetVertexInput(vert->sdm->GetShaderStageIO().input);
}
{

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@ -158,12 +158,12 @@ bool MaterialCreateInfo::SetMaterialInstance(const AnsiString &glsl_codes,const
mi_max_count=hgl_min<uint32_t>(ubo_range/data_bytes,HGL_U16_MAX);
mdi.AddStruct(MaterialInstanceStruct,mi_codes);
mdi.AddStruct(SBS_MaterialInstanceData);
mdi.AddStruct(SBS_MaterialInstance);
mi_ubo=new UBODescriptor();
mi_ubo->type=SBS_MaterialInstanceData.struct_name;
hgl::strcpy(mi_ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_MaterialInstanceData.name);
mi_ubo->type=SBS_MaterialInstance.struct_name;
hgl::strcpy(mi_ubo->name,DESCRIPTOR_NAME_MAX_LENGTH,SBS_MaterialInstance.name);
mi_ubo->stage_flag=shader_stage_flag_bits;
mdi.AddUBO(shader_stage_flag_bits,DescriptorSetType::PerMaterial,mi_ubo);