mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-07 18:12:38 +02:00
separting debug in its own task
This commit is contained in:
parent
b7b8e8e6bf
commit
f348cc35c4
6 changed files with 153 additions and 59 deletions
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@ -71,6 +71,33 @@ namespace gr {
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using graphics::slot::buffer::Buffer;
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}
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/*
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class RenderDeferredTaskDebugConfig : public render::Task::Config {
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public:
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signals :
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void dirty();
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};*/
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class RenderDeferredTaskDebug {
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public:
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using Input = render::VaryingSet8<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
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ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
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PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output>;
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// using Config = RenderDeferredTaskConfig;
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using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;
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RenderDeferredTaskDebug();
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// void configure(const Config& config);
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
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private:
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};
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RenderDeferredTask::RenderDeferredTask()
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{
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}
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@ -99,7 +126,10 @@ const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, cons
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void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, bool renderShadows) {
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const auto& inputs = input.get<Input>();
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const auto& items = inputs.get0();
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const auto& fetchedItems = inputs.get0();
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// const auto& fetchedItems = inputs[0];
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// const auto& items = fetchedItems[0];
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const auto& items = fetchedItems.get0();
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auto fadeEffect = DependencyManager::get<FadeEffect>();
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@ -108,14 +138,22 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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initDeferredPipelines(*shapePlumber, fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
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/* const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items.get0()[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
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const auto& spatialSelection = items[1];
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*/
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const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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//const auto& background = items.get0()[RenderFetchCullSortTask::BACKGROUND];
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const auto& spatialSelection = fetchedItems[1];
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fadeEffect->build(task, opaques);
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@ -180,11 +218,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<DrawLight>("DrawLight", lights);
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// Fetch the current frame stacks from all the stages
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const auto currentFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
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const auto lightFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(0);
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const auto backgroundFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(1);
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const auto hazeFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(2);
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const auto bloomFrame = currentFrames.getN<FetchCurrentFrames::Outputs>(3);
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const auto currentStageFrames = task.addJob<FetchCurrentFrames>("FetchCurrentFrames");
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const auto lightFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(0);
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const auto backgroundFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(1);
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const auto hazeFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(2);
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const auto bloomFrame = currentStageFrames.getN<FetchCurrentFrames::Outputs>(3);
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// Light Clustering
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// Create the cluster grid of lights, cpu job for now
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@ -218,7 +256,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto selectionBaseName = "contextOverlayHighlightList";
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const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
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const auto outlineInputs = DrawHighlightTask::Inputs(items.get0(), deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
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const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
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task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
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task.addJob<EndGPURangeTimer>("HighlightRangeTimer", outlineRangeTimer);
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@ -256,9 +294,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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const auto debugInputs = RenderDeferredTaskDebug::Inputs(items.get0(), items.get1(), zones, selectedItems, lightFrame, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferred", input);
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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const auto debugInputs = RenderDeferredTaskDebug::Input(items, inputs[1], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter).asVarying();
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", input);
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/*task.addJob<DrawBounds>("DrawMetaBounds", metas);
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task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
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task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
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@ -282,7 +320,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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}
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// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
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task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);
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task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);*/
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}
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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@ -302,7 +340,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
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task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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/*
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// Scene Octree Debugging job
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{
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task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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@ -319,7 +357,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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}
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const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
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task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
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task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);*/
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}
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// Upscale to finale resolution
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@ -351,22 +389,56 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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RenderDeferredTaskDebug::RenderDeferredTaskDebug() {
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}
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/*
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void RenderDeferredTaskDebug::configure(const Config& config) {
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}
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}*/
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void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) {
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// RenderFetchCullSortTask::Output, RenderShadowTask::Output,
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// ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
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// PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output
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void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
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const auto& inputs = input.get<Input>();
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const auto& items = inputs.get0();
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items.get0()[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items.get0()[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items.get0()[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items.get0()[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items.get0()[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items.get0()[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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// RenderFetchCullSortTask out
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const auto& fetchCullSortTaskOut = inputs.get0();
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const auto& items = fetchCullSortTaskOut.get0();
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const auto& spatialSelection = fetchCullSortTaskOut[1];
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// Extract opaques / transparents / lights / metas / overlays / background
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const auto& opaques = items[RenderFetchCullSortTask::OPAQUE_SHAPE];
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const auto& transparents = items[RenderFetchCullSortTask::TRANSPARENT_SHAPE];
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const auto& lights = items[RenderFetchCullSortTask::LIGHT];
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const auto& metas = items[RenderFetchCullSortTask::META];
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const auto& overlayOpaques = items[RenderFetchCullSortTask::OVERLAY_OPAQUE_SHAPE];
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const auto& overlayTransparents = items[RenderFetchCullSortTask::OVERLAY_TRANSPARENT_SHAPE];
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// RenderShadowTask out
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const auto& renderShadowTaskOut = inputs[1];
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// Zones
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const auto& zones = inputs[2];
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// Selected objects
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const auto& selectedItems = inputs[3];
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// Stage current frames
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const auto& stageCurrentFrames = inputs.get4();//[4];
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const auto lightFrame = stageCurrentFrames[0];
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const auto backgroundFrame = stageCurrentFrames[1];
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const auto hazeFrame = stageCurrentFrames[2];
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const auto bloomFrame = stageCurrentFrames[3];
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// PrepareDeferred out
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const auto& deferredFramebuffer = inputs[5];
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// GenerateDeferredFrameTransform out
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const auto& deferredFrameTransform = inputs[6];
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// Jitter out
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const auto& jitter = inputs[7];
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawMetaBounds", metas);
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@ -384,8 +456,8 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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char jobName[64];
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sprintf(jobName, "DrawShadowFrustum%d", i);
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task.addJob<DrawFrustum>(jobName, shadowFrustum, glm::vec3(0.0f, tint, 1.0f));
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if (!inputs[1].isNull()) {
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const auto& shadowCascadeSceneBBoxes = inputs.get1();
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if (!renderShadowTaskOut.isNull()) {
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const auto& shadowCascadeSceneBBoxes = renderShadowTaskOut;
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const auto shadowBBox = shadowCascadeSceneBBoxes[ExtractFrustums::SHADOW_CASCADE0_FRUSTUM + i];
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sprintf(jobName, "DrawShadowBBox%d", i);
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task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));
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@ -397,14 +469,14 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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}
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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/* task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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*/ }
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// Debugging stages
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{
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// Debugging Deferred buffer job
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const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
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/* const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, velocityBuffer, deferredFrameTransform, lightFrame));
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task.addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
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const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
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const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).asVarying();
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task.addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
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*/
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// Scene Octree Debugging job
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{
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task.addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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@ -422,7 +494,7 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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// Status icon rendering job
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{
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// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
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// Grab a texture map representing the different status icons and assign that to the drawStatusJob
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auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
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auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath, image::TextureUsage::STRICT_TEXTURE);
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const auto drawStatusInputs = DrawStatus::Input(opaques, jitter).asVarying();
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@ -154,26 +154,4 @@ private:
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const render::Varying& transparents);
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};
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class RenderDeferredTaskDebugConfig : public render::Task::Config {
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Q_OBJECT
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public:
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signals:
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void dirty();
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};
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class RenderDeferredTaskDebug {
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public:
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using Input = render::VaryingSet2<RenderFetchCullSortTask::Output, RenderShadowTask::Output>;
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using Config = RenderDeferredTaskConfig;
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using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input, Config>;
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RenderDeferredTaskDebug();
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void configure(const Config& config);
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
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private:
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};
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#endif // hifi_RenderDeferredTask_h
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@ -52,8 +52,9 @@ public:
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using Inputs = render::ItemBounds;
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using Outputs = render::ItemBounds;
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using Config = ZoneRendererConfig;
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using JobModel = render::Task::ModelI<ZoneRendererTask, Inputs, Config>;
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using JobModel = render::Task::ModelIO<ZoneRendererTask, Inputs, Outputs, Config>;
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ZoneRendererTask() {}
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@ -114,7 +114,8 @@ namespace render {
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class SelectItems {
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public:
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using Inputs = VaryingSet3<ItemBounds, ItemBounds, std::string>;
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using JobModel = Job::ModelIO<SelectItems, Inputs, ItemBounds>;
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using Outputs = ItemBounds;
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using JobModel = Job::ModelIO<SelectItems, Inputs, Outputs>;
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std::string _name;
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SelectItems() {}
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@ -289,6 +289,26 @@ public:
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const T6& get6() const { return std::get<6>((*this)).template get<T6>(); }
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T6& edit6() { return std::get<6>((*this)).template edit<T6>(); }
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virtual Varying operator[] (uint8_t index) const {
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switch (index) {
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default:
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return std::get<0>((*this));
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case 1:
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return std::get<1>((*this));
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case 2:
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return std::get<2>((*this));
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case 3:
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return std::get<3>((*this));
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case 4:
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return std::get<4>((*this));
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case 5:
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return std::get<5>((*this));
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case 6:
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return std::get<6>((*this));
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};
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}
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virtual uint8_t length() const { return 7; }
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Varying asVarying() const { return Varying((*this)); }
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};
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const T7& get7() const { return std::get<7>((*this)).template get<T7>(); }
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T7& edit7() { return std::get<7>((*this)).template edit<T7>(); }
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virtual Varying operator[] (uint8_t index) const {
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switch (index) {
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default:
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return std::get<0>((*this));
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case 1:
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return std::get<1>((*this));
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case 2:
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return std::get<2>((*this));
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case 3:
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return std::get<3>((*this));
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case 4:
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return std::get<4>((*this));
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case 5:
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return std::get<5>((*this));
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case 6:
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return std::get<6>((*this));
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case 7:
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return std::get<7>((*this));
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};
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}
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virtual uint8_t length() const { return 8; }
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Varying asVarying() const { return Varying((*this)); }
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};
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@ -27,7 +27,7 @@ Rectangle {
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Component.onCompleted: {
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var message = ""
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var maxDepth = 3;
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var maxDepth = 5;
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var jobTreePath = []
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var jobsRoot;
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