strip forward render task to clear and blit

This commit is contained in:
Zach Pomerantz 2016-12-13 20:48:05 -05:00
parent bbb7229392
commit 87a8ad1289
2 changed files with 54 additions and 134 deletions

View file

@ -93,140 +93,10 @@ RenderForwardTask::RenderForwardTask(CullFunctor cullFunctor) {
const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
// Prepare deferred, generate the shared Deferred Frame Transform
const auto deferredFrameTransform = addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
const auto lightingModel = addJob<MakeLightingModel>("LightingModel");
// GPU jobs: Start preparing the primary, deferred and lighting buffer
const auto primaryFramebuffer = addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
// const auto fullFrameRangeTimer = addJob<BeginGPURangeTimer>("BeginRangeTimer");
const auto opaqueRangeTimer = addJob<BeginGPURangeTimer>("BeginOpaqueRangeTimer", "DrawOpaques");
const auto prepareDeferredInputs = PrepareDeferred::Inputs(primaryFramebuffer, lightingModel).hasVarying();
const auto prepareDeferredOutputs = addJob<PrepareDeferred>("PrepareDeferred", prepareDeferredInputs);
const auto deferredFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(0);
const auto lightingFramebuffer = prepareDeferredOutputs.getN<PrepareDeferred::Outputs>(1);
// Render opaque objects in DeferredBuffer
const auto opaqueInputs = DrawStateSortDeferred::Inputs(opaques, lightingModel).hasVarying();
addJob<DrawStateSortDeferred>("DrawOpaqueDeferred", opaqueInputs, shapePlumber);
// Once opaque is all rendered create stencil background
addJob<DrawStencilDeferred>("DrawOpaqueStencil", deferredFramebuffer);
addJob<EndGPURangeTimer>("OpaqueRangeTimer", opaqueRangeTimer);
// Opaque all rendered
// Linear Depth Pass
const auto linearDepthPassInputs = LinearDepthPass::Inputs(deferredFrameTransform, deferredFramebuffer).hasVarying();
const auto linearDepthPassOutputs = addJob<LinearDepthPass>("LinearDepth", linearDepthPassInputs);
const auto linearDepthTarget = linearDepthPassOutputs.getN<LinearDepthPass::Outputs>(0);
// Curvature pass
const auto surfaceGeometryPassInputs = SurfaceGeometryPass::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
const auto surfaceGeometryPassOutputs = addJob<SurfaceGeometryPass>("SurfaceGeometry", surfaceGeometryPassInputs);
const auto surfaceGeometryFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(0);
const auto curvatureFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(1);
const auto midCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(2);
const auto lowCurvatureNormalFramebuffer = surfaceGeometryPassOutputs.getN<SurfaceGeometryPass::Outputs>(3);
// Simply update the scattering resource
const auto scatteringResource = addJob<SubsurfaceScattering>("Scattering");
// AO job
const auto ambientOcclusionInputs = AmbientOcclusionEffect::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget).hasVarying();
const auto ambientOcclusionOutputs = addJob<AmbientOcclusionEffect>("AmbientOcclusion", ambientOcclusionInputs);
const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
addJob<DrawLight>("DrawLight", lights);
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).hasVarying();
const auto lightClusters = addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
const auto deferredLightingInputs = RenderDeferred::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource, lightClusters).hasVarying();
addJob<RenderDeferred>("RenderDeferred", deferredLightingInputs);
// Use Stencil and draw background in Lighting buffer to complete filling in the opaque
const auto backgroundInputs = DrawBackgroundDeferred::Inputs(background, lightingModel).hasVarying();
addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", backgroundInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).hasVarying();
addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// LIght Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).hasVarying();
addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
const auto toneAndPostRangeTimer = addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = render::Varying(ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer));
addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
// Overlays
const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).hasVarying();
const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).hasVarying();
addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
// Debugging stages
{
// Debugging Deferred buffer job
const auto debugFramebuffers = render::Varying(DebugDeferredBuffer::Inputs(deferredFramebuffer, linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer));
addJob<DebugDeferredBuffer>("DebugDeferredBuffer", debugFramebuffers);
const auto debugSubsurfaceScatteringInputs = DebugSubsurfaceScattering::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel,
surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, scatteringResource).hasVarying();
addJob<DebugSubsurfaceScattering>("DebugScattering", debugSubsurfaceScatteringInputs);
const auto debugAmbientOcclusionInputs = DebugAmbientOcclusion::Inputs(deferredFrameTransform, deferredFramebuffer, linearDepthTarget, ambientOcclusionUniforms).hasVarying();
addJob<DebugAmbientOcclusion>("DebugAmbientOcclusion", debugAmbientOcclusionInputs);
// Scene Octree Debuging job
{
addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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);
addJob<DrawStatus>("DrawStatus", opaques, DrawStatus(statusIconMap));
}
}
// AA job to be revisited
addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
const auto framebuffer = addJob<PrepareFramebuffer>("PrepareFramebuffer");
// Blit!
addJob<Blit>("Blit", primaryFramebuffer);
// addJob<EndGPURangeTimer>("RangeTimer", fullFrameRangeTimer);
addJob<Blit>("Blit", framebuffer);
}
void RenderForwardTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
@ -248,3 +118,46 @@ void RenderForwardTask::run(const SceneContextPointer& sceneContext, const Rende
job.run(sceneContext, renderContext);
}
}
void PrepareFramebuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
auto framebufferSize = framebufferCache->getFrameBufferSize();
glm::uvec2 frameSize(framebufferSize.width(), framebufferSize.height());
// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
if (_framebuffer && _framebuffer->getSize() != frameSize) {
_framebuffer.reset();
}
if (!_framebuffer) {
_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
auto colorFormat = gpu::Element::COLOR_SRGBA_32;
auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
auto colorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, frameSize.x, frameSize.y, defaultSampler));
_framebuffer->setRenderBuffer(0, colorTexture);
auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
auto depthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, frameSize.x, frameSize.y, defaultSampler));
_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
}
auto args = renderContext->args;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
batch.setFramebuffer(_framebuffer);
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_COLOR0 |
gpu::Framebuffer::BUFFER_COLOR1 |
gpu::Framebuffer::BUFFER_COLOR2 |
gpu::Framebuffer::BUFFER_COLOR3 |
gpu::Framebuffer::BUFFER_DEPTH |
gpu::Framebuffer::BUFFER_STENCIL,
vec4(vec3(0), 0), 1.0, 0.0, true);
});
framebuffer = _framebuffer;
}

View file

@ -27,9 +27,16 @@ public:
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
using JobModel = Model<RenderForwardTask, Config>;
};
protected:
gpu::RangeTimerPointer _gpuTimer;
class PrepareFramebuffer {
public:
using JobModel = render::Job::ModelO<PrepareFramebuffer, gpu::FramebufferPointer>;
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer);
private:
gpu::FramebufferPointer _framebuffer;
};
#endif // hifi_RenderForwardTask_h