gathering the lighting stage jobs in their own task away from the renderer specificities

This commit is contained in:
sam gateau 2018-12-06 17:27:13 -08:00
parent a267c3115a
commit e941833676
11 changed files with 188 additions and 72 deletions

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@ -0,0 +1,52 @@
//
// Created by Samuel Gateau on 2018/12/06
// Copyright 2013-2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "AssembleLightingStageTask.h"
void FetchCurrentFrames::run(const render::RenderContextPointer& renderContext, Outputs& outputs) {
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
outputs.edit0() = std::make_shared<LightStage::Frame>(lightStage->_currentFrame);
auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>();
assert(backgroundStage);
outputs.edit1() = std::make_shared<BackgroundStage::Frame>(backgroundStage->_currentFrame);
auto hazeStage = renderContext->_scene->getStage<HazeStage>();
assert(hazeStage);
outputs.edit2() = std::make_shared<HazeStage::Frame>(hazeStage->_currentFrame);
auto bloomStage = renderContext->_scene->getStage<BloomStage>();
assert(bloomStage);
outputs.edit3() = std::make_shared<BloomStage::Frame>(bloomStage->_currentFrame);
}
void RenderUpdateLightingStagesTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
const auto& items = input.get<Inputs>();
const auto& metas = items[RenderFetchCullSortTask::META];
// Clear Light, Haze, Bloom, and Skybox Stages and render zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
task.addJob<DrawLight>("DrawLight", lights);
// Fetch the current frame stacks from all the stages
const auto currentStageFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto backgroundFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(1);
const auto hazeFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(2);
const auto bloomFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(3);
outputs.edit0() = currentStageFrames;
outputs.edit1() = zones;
}

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@ -0,0 +1,44 @@
//
// Created by Samuel Gateau on 2018/12/06
// Copyright 2013-2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AssembleLightingStageTask_h
#define hifi_AssembleLightingStageTask_h
#include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h"
#include "LightStage.h"
#include "BackgroundStage.h"
#include "HazeStage.h"
#include "BloomStage.h"
#include "ZoneRenderer.h"
class FetchCurrentFrames {
public:
using Outputs = render::VaryingSet4<LightStage::FramePointer, BackgroundStage::FramePointer, HazeStage::FramePointer, BloomStage::FramePointer>;
using JobModel = render::Job::ModelO<FetchCurrentFrames, Outputs>;
FetchCurrentFrames() {}
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
};
class AssembleLightingStageTask {
public:
using Inputs = RenderFetchCullSortTask::BucketList;
using Outputs = render::VaryingSet2<FetchCurrentFrames::Outputs, ZoneRendererTask::Outputs>;
using JobModel = render::Task::ModelIO<FetchCurrentFrames, Inputs, Outputs>;
AssembleLightingStageTask() {}
void build(JobModel& task, const render::Varying& input, render::Varying& output);
};
#endif

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@ -232,20 +232,3 @@ void ExtractFrustums::run(const render::RenderContextPointer& renderContext, con
}
}
void FetchCurrentFrames::run(const render::RenderContextPointer& renderContext, Outputs& outputs) {
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
outputs.edit0() = std::make_shared<LightStage::Frame>(lightStage->_currentFrame);
auto backgroundStage = renderContext->_scene->getStage<BackgroundStage>();
assert(backgroundStage);
outputs.edit1() = std::make_shared<BackgroundStage::Frame>(backgroundStage->_currentFrame);
auto hazeStage = renderContext->_scene->getStage<HazeStage>();
assert(hazeStage);
outputs.edit2() = std::make_shared<HazeStage::Frame>(hazeStage->_currentFrame);
auto bloomStage = renderContext->_scene->getStage<BloomStage>();
assert(bloomStage);
outputs.edit3() = std::make_shared<BloomStage::Frame>(bloomStage->_currentFrame);
}

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@ -10,13 +10,8 @@
#define hifi_RenderCommonTask_h
#include <gpu/Pipeline.h>
#include <render/RenderFetchCullSortTask.h>
#include "LightingModel.h"
#include "LightStage.h"
#include "BackgroundStage.h"
#include "HazeStage.h"
#include "BloomStage.h"
#include "LightingModel.h"
class BeginGPURangeTimer {
public:
@ -118,26 +113,4 @@ public:
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
};
class FetchCurrentFrames {
public:
using Outputs = render::VaryingSet4<LightStage::FramePointer, BackgroundStage::FramePointer, HazeStage::FramePointer, BloomStage::FramePointer>;
using JobModel = render::Job::ModelO<FetchCurrentFrames, Outputs>;
FetchCurrentFrames() {}
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
};
class RenderUpdateStageLightingTask {
public:
using Inputs =
using Outputs = render::VaryingSet4<LightStage::FramePointer, BackgroundStage::FramePointer, HazeStage::FramePointer, BloomStage::FramePointer>;
using JobModel = render::Job::ModelIO<FetchCurrentFrames, Outputs>;
RenderUpdateStageLightingTask() {}
void run(const render::RenderContextPointer& renderContext, Outputs& outputs);
};
#endif // hifi_RenderDeferredTask_h

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@ -151,6 +151,17 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto& spatialSelection = fetchedItems[1];
// Extract the Lighting Stages Current frame ( and zones)
const auto& lightingStageInputs = inputs[1];
// Fetch the current frame stacks from all the stages
const auto& currentStageFrames = lightingStageInputs[0];
const auto& lightFrame = currentStageFrames[0];
const auto& backgroundFrame = currentStageFrames[1];
const auto& hazeFrame = currentStageFrames[2];
const auto& bloomFrame = currentStageFrames[3];
const auto& zones = lightingStageInputs[1];
fadeEffect->build(task, opaques);
const auto jitter = task.addJob<JitterSample>("JitterCam");
@ -207,19 +218,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto velocityBufferOutputs = task.addJob<VelocityBufferPass>("VelocityBuffer", velocityBufferInputs);
const auto velocityBuffer = velocityBufferOutputs.getN<VelocityBufferPass::Outputs>(0);
/* // Clear Light, Haze, Bloom, and Skybox Stages and render zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
task.addJob<DrawLight>("DrawLight", lights);
// Fetch the current frame stacks from all the stages
const auto currentStageFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto backgroundFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(1);
const auto hazeFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(2);
const auto bloomFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(3);
*/
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();
@ -279,7 +277,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// 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, lightingModel).asVarying();
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs[2], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter, lightingModel).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
}

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@ -14,10 +14,10 @@
#include <gpu/Pipeline.h>
#include <render/RenderFetchCullSortTask.h>
#include "AssembleLightingStageTask.h"
#include "LightingModel.h"
#include "LightClusters.h"
#include "RenderShadowTask.h"
#include "HazeStage.h"
class DrawDeferredConfig : public render::Job::Config {
Q_OBJECT
@ -137,7 +137,7 @@ signals:
class RenderDeferredTask {
public:
using Input = render::VaryingSet2<RenderFetchCullSortTask::Output, RenderShadowTask::Output>;
using Input = render::VaryingSet3<RenderFetchCullSortTask::Output, AssembleLightingStageTask::Outputs, RenderShadowTask::Output>;
using Config = RenderDeferredTaskConfig;
using JobModel = render::Task::ModelI<RenderDeferredTask, Input, Config>;

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@ -48,12 +48,24 @@ using namespace render;
extern void initForwardPipelines(ShapePlumber& plumber);
void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
// const auto& inputs = input.get<Input>();
const auto& fetchedItems = input.get<Input>();
const auto& inputs = input.get<Input>();
const auto& fetchedItems = inputs.get0();
// const auto& fetchedItems = inputs[0];
// const auto& items = fetchedItems[0];
const auto& items = fetchedItems.get0();
const auto& lightingStageInputs = inputs[1];
// Fetch the current frame stacks from all the stages
const auto& currentStageFrames = lightingStageInputs[0];
const auto& lightFrame = currentStageFrames[0];
const auto& backgroundFrame = currentStageFrames[1];
const auto& hazeFrame = currentStageFrames[2];
const auto& bloomFrame = currentStageFrames[3];
const auto& zones = lightingStageInputs[1];
auto fadeEffect = DependencyManager::get<FadeEffect>();
// Prepare the ShapePipelines
@ -82,12 +94,12 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
const auto lightingModel = task.addJob<MakeLightingModel>("LightingModel");
// Filter zones from the general metas bucket
const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
// Fetch the current frame stacks from all the stages
const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
// const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
// const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
// const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
//const auto hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
//const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);

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@ -14,12 +14,12 @@
#include <gpu/Pipeline.h>
#include <render/RenderFetchCullSortTask.h>
#include "AssembleLightingStageTask.h"
#include "LightingModel.h"
#include "LightStage.h"
class RenderForwardTask {
public:
using Input = RenderFetchCullSortTask::Output;
using Input = render::VaryingSet2<RenderFetchCullSortTask::Output, AssembleLightingStageTask::Outputs>;
using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
RenderForwardTask() {}

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@ -25,6 +25,7 @@
#include "RenderUtilsLogging.h"
#include "RenderCommonTask.h"
#include "AssembleLightingStageTask.h"
#include "FadeEffect.h"

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@ -10,6 +10,7 @@
//
#include "RenderViewTask.h"
#include "AssembleLightingStageTask.h"
#include "RenderShadowTask.h"
#include "RenderDeferredTask.h"
#include "RenderForwardTask.h"
@ -20,14 +21,17 @@ void RenderViewTask::build(JobModel& task, const render::Varying& input, render:
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
assert(items.canCast<RenderFetchCullSortTask::Output>());
const auto lightingStageFramesAndZones = task.addJob<AssembleLightingStageTask>("AssembleStages", items[0]);
if (isDeferred) {
// Warning : the cull functor passed to the shadow pass should only be testing for LOD culling. If frustum culling
// is performed, then casters not in the view frustum will be removed, which is not what we wish.
const auto cascadeSceneBBoxes = task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor, tagBits, tagMask);
const auto renderInput = RenderDeferredTask::Input(items, cascadeSceneBBoxes).asVarying();
const auto renderInput = RenderDeferredTask::Input(items, lightingStageFramesAndZones, cascadeSceneBBoxes).asVarying();
task.addJob<RenderDeferredTask>("RenderDeferredTask", renderInput, true);
} else {
task.addJob<RenderForwardTask>("Forward", items);
task.addJob<RenderForwardTask>("Forward", items, lightingStageFramesAndZones);
}
}

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@ -155,6 +155,13 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2> Varying varyingGetSub(const VaryingSet3<T0, T1, T2>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2> uint8_t varyingGetLength(const VaryingSet3<T0, T1, T2>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3>
class VaryingSet4 : public std::tuple<Varying, Varying, Varying, Varying>{
public:
@ -191,7 +198,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3> Varying varyingGetSub(const VaryingSet4<T0, T1, T2, T3>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3> uint8_t varyingGetLength(const VaryingSet4<T0, T1, T2, T3>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3, class T4>
class VaryingSet5 : public std::tuple<Varying, Varying, Varying, Varying, Varying>{
@ -234,6 +246,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4> Varying varyingGetSub(const VaryingSet5<T0, T1, T2, T3, T4>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3, class T4> uint8_t varyingGetLength(const VaryingSet5<T0, T1, T2, T3, T4>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3, class T4, class T5>
class VaryingSet6 : public std::tuple<Varying, Varying, Varying, Varying, Varying, Varying>{
@ -282,6 +300,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4, class T5> Varying varyingGetSub(const VaryingSet6<T0, T1, T2, T3, T4, T5>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3, class T4, class T5> uint8_t varyingGetLength(const VaryingSet6<T0, T1, T2, T3, T4, T5>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6>
class VaryingSet7 : public std::tuple<Varying, Varying, Varying, Varying, Varying, Varying, Varying>{
@ -335,6 +359,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6> Varying varyingGetSub(const VaryingSet7<T0, T1, T2, T3, T4, T5, T6>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6> uint8_t varyingGetLength(const VaryingSet7<T0, T1, T2, T3, T4, T5, T6>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7>
class VaryingSet8 : public std::tuple<Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying> {
@ -393,6 +423,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7> Varying varyingGetSub(const VaryingSet8<T0, T1, T2, T3, T4, T5, T6, T7>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7> uint8_t varyingGetLength(const VaryingSet8<T0, T1, T2, T3, T4, T5, T6, T7>& data) {
return data.length();
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7, class T8>
class VaryingSet9 : public std::tuple<Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying, Varying> {
@ -455,6 +491,12 @@ public:
Varying asVarying() const { return Varying((*this)); }
};
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7, class T8> Varying varyingGetSub(const VaryingSet9<T0, T1, T2, T3, T4, T5, T6, T7, T8>& dat, uint8_t index) {
return data[index];
}
template <class T0, class T1, class T2, class T3, class T4, class T5, class T6, class T7, class T8> uint8_t varyingGetLength(const VaryingSet9<T0, T1, T2, T3, T4, T5, T6, T7, T8>& data) {
return data.length();
}
template < class T, int NUM >
class VaryingArray : public std::array<Varying, NUM> {
@ -470,6 +512,13 @@ public:
std::copy(list.begin(), list.end(), std::array<Varying, NUM>::begin());
}
};
template <class T, int NUM > Varying varyingGetSub(const VaryingArray<T, NUM>& dat, uint8_t index) {
return data[index];
}
template <class T, int NUM > uint8_t varyingGetLength(const VaryingArray<T, NUM>& data) {
return NUM;
}
}
#endif // hifi_task_Varying_h