Exploring varying with names

This commit is contained in:
Sam Gateau 2018-12-02 23:41:57 -08:00
parent 80ec393f2e
commit 259a97c43a
3 changed files with 57 additions and 104 deletions

View file

@ -83,9 +83,9 @@ public:
class RenderDeferredTaskDebug {
public:
using Input = render::VaryingSet8<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output>;
PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output, LightingModel>;
// using Config = RenderDeferredTaskConfig;
using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;
@ -138,28 +138,17 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
// Extract opaques / transparents / lights / metas / overlays / background
/* const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
const auto& metas = items.get0()[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
*/
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items[RenderFetchCullSortTask::LIGHT];
const auto& metas = items[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = fetchedItems[1];
fadeEffect->build(task, opaques);
@ -268,24 +257,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");
// Layered Overlays
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, render::hifi::LAYER_3D_FRONT);
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, render::hifi::LAYER_3D_FRONT);
const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
// We don't want the overlay to clear the deferred frame buffer depth because we would like to keep it for debugging visualisation
// task.addJob<SetSeparateDeferredDepthBuffer>("SeparateDepthForOverlay", deferredFramebuffer);
// Layered Over (in front)
const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
task.addJob<EndGPURangeTimer>("OverlaysInFrontRangeTimer", overlaysInFrontRangeTimer);
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// AA job before bloom to limit flickering
@ -300,71 +277,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
// Debugging task is happening in the "over" layer after tone mapping and just before HUD
{ // Debug the bounds of the rendered items, still look at the zbuffer
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs[1], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter).asVarying();
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs[1], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter, lightingModel).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
/*task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
task.addJob<DrawBounds>("DrawLightBounds", lights);
task.addJob<DrawBounds>("DrawZones", zones);
const auto frustums = task.addJob<ExtractFrustums>("ExtractFrustums", lightFrame);
const auto viewFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::VIEW_FRUSTUM);
task.addJob<DrawFrustum>("DrawViewFrustum", viewFrustum, glm::vec3(0.0f, 1.0f, 0.0f));
for (auto i = 0; i < ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT; i++) {
const auto shadowFrustum = frustums.getN<ExtractFrustums::Outputs>(ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i);
float tint = 1.0f - i / float(ExtractFrustums::SHADOW_CASCADE_FRUSTUM_COUNT - 1);
char jobName[64];
sprintf(jobName, "DrawShadowFrustum%d", i);
task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));
if (!inputs[1].isNull()) {
const auto& shadowCascadeSceneBBoxes = inputs.get1();
const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i];
sprintf(jobName, "DrawShadowBBox%d", i);
task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));
}
}
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);*/
}
{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
}
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).asVarying();
task.addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
/*
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
task.addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
}
// Status icon rendering job
{
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying();
task.addJob<DrawStatus>("DrawStatus", drawStatusInputs, DrawStatus(statusIconMap));
}
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);*/
}
// Upscale to finale resolution
@ -373,20 +289,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Composite the HUD and HUD overlays
task.addJob<CompositeHUD>("HUD");
const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1);
const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1);
const auto nullJitter = Varying(glm::vec2(0.0f, 0.0f));
const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel, nullJitter).asVarying();
const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel, nullJitter).asVarying();
task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);
task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);
{ // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);
}
task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
// Blit!
@ -413,13 +321,17 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
const auto& items = fetchCullSortTaskOut.get0();
const auto& spatialSelection = fetchCullSortTaskOut[1];
// Extract opaques / transparents / lights / metas / overlays / background
// Extract opaques / transparents / lights / metas / overlays InFront and HUD / background
const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
const auto& lights = items[RenderFetchCullSortTask::LIGHT];
const auto& metas = items[RenderFetchCullSortTask::META];
const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
const auto& overlaysInFrontOpaque = items[RenderFetchCullSortTask::LAYER_FRONT_OPAQUE_SHAPE];
const auto& overlaysInFrontTransparent = items[RenderFetchCullSortTask::LAYER_FRONT_TRANSPARENT_SHAPE];
const auto& overlaysHUDOpaque = items[RenderFetchCullSortTask::LAYER_HUD_OPAQUE_SHAPE];
const auto& overlaysHUDTransparent = items[RenderFetchCullSortTask::LAYER_HUD_TRANSPARENT_SHAPE];
// RenderShadowTask out
const auto& renderShadowTaskOut = inputs[1];
@ -446,6 +358,9 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
// Jitter out
const auto& jitter = inputs[7];
// Lighting Model out
const auto& lightingModel = inputs[8];
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
@ -476,14 +391,19 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
}
{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
/* task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
*/ }
}
{ // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
task.addJob<DrawBounds>("DrawOverlayHUDTransparentBounds", overlaysHUDTransparent);
}
// Debugging stages
{
// Debugging Deferred buffer job
/* const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
/* const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
@ -510,7 +430,10 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
}
}

View file

@ -146,7 +146,7 @@ public:
Concept(name, config),
_data(Data(std::forward<A>(args)...)),
_input(input),
_output(Output()) {
_output(Output(), name + ".o") {
applyConfiguration();
}

View file

@ -27,12 +27,13 @@ public:
_concept = var._concept;
return (*this);
}
template <class T> Varying(const T& data) : _concept(std::make_shared<Model<T>>(data)) {}
template <class T> Varying(const T& data, const std::string& name = "noname") : _concept(std::make_shared<Model<T>>(data, name)) {}
template <class T> bool canCast() const { return !!std::dynamic_pointer_cast<Model<T>>(_concept); }
template <class T> const T& get() const { return std::static_pointer_cast<const Model<T>>(_concept)->_data; }
template <class T> T& edit() { return std::static_pointer_cast<Model<T>>(_concept)->_data; }
const std::string& name() const { return _concept->name(); }
// access potential sub varyings contained in this one.
Varying operator[] (uint8_t index) const { return (*_concept)[index]; }
@ -46,16 +47,22 @@ public:
protected:
class Concept {
public:
Concept(const std::string& name) : _name(name) {}
virtual ~Concept() = default;
virtual Varying operator[] (uint8_t index) const = 0;
virtual uint8_t length() const = 0;
const std::string name() { return _name; }
const std::string _name;
};
template <class T> class Model : public Concept {
public:
using Data = T;
Model(const Data& data) : _data(data) {}
Model(const Data& data, const std::string& name) : Concept(name), _data(data) {}
virtual ~Model() = default;
virtual Varying operator[] (uint8_t index) const override {
@ -406,6 +413,29 @@ public:
const T8& get8() const { return std::get<8>((*this)).template get<T8>(); }
T8& edit8() { return std::get<8>((*this)).template edit<T8>(); }
virtual Varying operator[] (uint8_t index) const {
switch (index) {
default:
return std::get<0>((*this));
case 1:
return std::get<1>((*this));
case 2:
return std::get<2>((*this));
case 3:
return std::get<3>((*this));
case 4:
return std::get<4>((*this));
case 5:
return std::get<5>((*this));
case 6:
return std::get<6>((*this));
case 7:
return std::get<7>((*this));
case 8:
return std::get<8>((*this));
};
}
virtual uint8_t length() const { return 9; }
Varying asVarying() const { return Varying((*this)); }
};