Trying to group together the debug jobs in a separate task

This commit is contained in:
Sam Gateau 2018-11-26 00:38:04 -08:00
parent 7e2f1ca64a
commit b7b8e8e6bf
2 changed files with 111 additions and 1 deletions

View file

@ -71,7 +71,6 @@ namespace gr {
using graphics::slot::buffer::Buffer;
}
RenderDeferredTask::RenderDeferredTask()
{
}
@ -257,6 +256,8 @@ 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);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
task.addJob<DrawBounds>("DrawTransparentBounds", transparents);
@ -347,6 +348,93 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<Blit>("Blit", primaryFramebuffer);
}
RenderDeferredTaskDebug::RenderDeferredTaskDebug() {
}
void RenderDeferredTaskDebug::configure(const Config& config) {
}
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];
{ // Debug the bounds of the rendered items, still look at the zbuffer
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);
}
}
void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());

View file

@ -154,4 +154,26 @@ 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