separting debug in its own task

This commit is contained in:
sam gateau 2018-11-26 15:20:45 -08:00
parent b7b8e8e6bf
commit f348cc35c4
6 changed files with 153 additions and 59 deletions

View file

@ -71,6 +71,33 @@ namespace gr {
using graphics::slot::buffer::Buffer;
}
/*
class RenderDeferredTaskDebugConfig : public render::Task::Config {
public:
signals :
void dirty();
};*/
class RenderDeferredTaskDebug {
public:
using Input = render::VaryingSet8<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output>;
// using Config = RenderDeferredTaskConfig;
using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;
RenderDeferredTaskDebug();
// void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
private:
};
RenderDeferredTask::RenderDeferredTask()
{
}
@ -99,7 +126,10 @@ const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, cons
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, bool renderShadows) {
const auto& inputs = input.get<Input>();
const auto& items = inputs.get0();
const auto& fetchedItems = inputs.get0();
// const auto& fetchedItems = inputs[0];
// const auto& items = fetchedItems[0];
const auto& items = fetchedItems.get0();
auto fadeEffect = DependencyManager::get<FadeEffect>();
@ -108,14 +138,22 @@ 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& 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& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = items[1];
*/
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& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
const auto& spatialSelection = fetchedItems[1];
fadeEffect->build(task, opaques);
@ -180,11 +218,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DrawLight>("DrawLight", lights);
// 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 hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);
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
@ -218,7 +256,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto selectionBaseName = "contextOverlayHighlightList";
const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
@ -256,9 +294,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
{ // Debug the bounds of the rendered items, still look at the zbuffer
const auto debugInputs = RenderDeferredTaskDebug::Inputs(items.get0(), items.get1(), zones, selectedItems, lightFrame, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferred", input);
task.addJob<DrawBounds>("DrawMetaBounds", metas);
const auto debugInputs = RenderDeferredTaskDebug::Input(items, inputs[1], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", input);
/*task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
@ -282,7 +320,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
}
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);*/
}
{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
@ -302,7 +340,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
/*
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
@ -319,7 +357,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
}
const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);*/
}
// Upscale to finale resolution
@ -351,22 +389,56 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
RenderDeferredTaskDebug::RenderDeferredTaskDebug() {
}
/*
void RenderDeferredTaskDebug::configure(const Config& config) {
}
}*/
void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) {
// RenderFetchCullSortTask::Output, RenderShadowTask::Output,
// ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
// PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output
void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
const auto& inputs = input.get<Input>();
const auto& items = inputs.get0();
// 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];
// RenderFetchCullSortTask out
const auto& fetchCullSortTaskOut = inputs.get0();
const auto& items = fetchCullSortTaskOut.get0();
const auto& spatialSelection = fetchCullSortTaskOut[1];
// Extract opaques / transparents / lights / metas / overlays / 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];
// RenderShadowTask out
const auto& renderShadowTaskOut = inputs[1];
// Zones
const auto& zones = inputs[2];
// Selected objects
const auto& selectedItems = inputs[3];
// Stage current frames
const auto& stageCurrentFrames = inputs.get4();//[4];
const auto lightFrame = stageCurrentFrames[0];
const auto backgroundFrame = stageCurrentFrames[1];
const auto hazeFrame = stageCurrentFrames[2];
const auto bloomFrame = stageCurrentFrames[3];
// PrepareDeferred out
const auto& deferredFramebuffer = inputs[5];
// GenerateDeferredFrameTransform out
const auto& deferredFrameTransform = inputs[6];
// Jitter out
const auto& jitter = inputs[7];
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
@ -384,8 +456,8 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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();
if (!renderShadowTaskOut.isNull()) {
const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut;
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));
@ -397,14 +469,14 @@ 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);
}
*/ }
// 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,
@ -413,7 +485,7 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
*/
// Scene Octree Debugging job
{
task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
@ -422,7 +494,7 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
// Status icon rendering job
{
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
// Grab a texture map representing the different status icons and assign that to the drawStatusJob
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();

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@ -154,26 +154,4 @@ private:
const render::Varying& transparents);
};
class RenderDeferredTaskDebugConfig : public render::Task::Config {
Q_OBJECT
public:
signals:
void dirty();
};
class RenderDeferredTaskDebug {
public:
using Input = render::VaryingSet2<RenderFetchCullSortTask::Output, RenderShadowTask::Output>;
using Config = RenderDeferredTaskConfig;
using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input, Config>;
RenderDeferredTaskDebug();
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
private:
};
#endif // hifi_RenderDeferredTask_h

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@ -52,8 +52,9 @@ public:
using Inputs = render::ItemBounds;
using Outputs = render::ItemBounds;
using Config = ZoneRendererConfig;
using JobModel = render::Task::ModelI<ZoneRendererTask, Inputs, Config>;
using JobModel = render::Task::ModelIO<ZoneRendererTask, Inputs, Outputs, Config>;
ZoneRendererTask() {}

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@ -114,7 +114,8 @@ namespace render {
class SelectItems {
public:
using Inputs = VaryingSet3<ItemBounds, ItemBounds, std::string>;
using JobModel = Job::ModelIO<SelectItems, Inputs, ItemBounds>;
using Outputs = ItemBounds;
using JobModel = Job::ModelIO<SelectItems, Inputs, Outputs>;
std::string _name;
SelectItems() {}

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@ -289,6 +289,26 @@ public:
const T6& get6() const { return std::get<6>((*this)).template get<T6>(); }
T6& edit6() { return std::get<6>((*this)).template edit<T6>(); }
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));
};
}
virtual uint8_t length() const { return 7; }
Varying asVarying() const { return Varying((*this)); }
};
@ -325,6 +345,28 @@ public:
const T7& get7() const { return std::get<7>((*this)).template get<T7>(); }
T7& edit7() { return std::get<7>((*this)).template edit<T7>(); }
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));
};
}
virtual uint8_t length() const { return 8; }
Varying asVarying() const { return Varying((*this)); }
};

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@ -27,7 +27,7 @@ Rectangle {
Component.onCompleted: {
var message = ""
var maxDepth = 3;
var maxDepth = 5;
var jobTreePath = []
var jobsRoot;