Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants
This commit is contained in:
@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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#include "./Flax/Common.hlsl"
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@@ -10,17 +11,9 @@
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float4x4 InvWorld;
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float4x4 SVPositionToWorld;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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@1META_CB_END
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// Use depth buffer for per-pixel decal layering
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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@@ -9,23 +10,14 @@
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 LocalMatrix;
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float4x4 ViewMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 Dummy0;
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float WorldDeterminantSign;
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float MeshMinZ;
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float Segment;
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float ChunksPerSegment;
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float PerInstanceRandom;
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float4 TemporalAAJitter;
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float3 GeometrySize;
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float MeshMaxZ;
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@1META_CB_END
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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// Ribbons don't use sorted indices so overlap the segment distances buffer on the slot
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#define HAS_SORTED_INDICES (!defined(_VS_Ribbon))
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@@ -19,15 +20,7 @@ struct SpriteInput
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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uint SortedIndicesOffset;
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float PerInstanceRandom;
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int ParticleStride;
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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@@ -9,23 +10,11 @@
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float4x4 PrevViewProjectionMatrix;
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float4x4 PrevWorldMatrix;
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float4x4 MainViewProjectionMatrix;
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float4 MainScreenSize;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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float4 TemporalAAJitter;
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float3 GeometrySize;
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float WorldDeterminantSign;
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@1META_CB_END
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
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#define USE_SMOOTH_LOD_TRANSITION 1
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@@ -16,15 +17,7 @@
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@7
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4x4 ViewMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 WorldInvScale;
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float WorldDeterminantSign;
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float PerInstanceRandom;
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@@ -2,6 +2,7 @@
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// Version: @0
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#define MATERIAL 1
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#define USE_PER_VIEW_CONSTANTS 1
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@3
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#include "./Flax/Common.hlsl"
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@@ -11,17 +12,9 @@
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// Primary constant buffer (with additional material parameters)
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 InverseViewProjectionMatrix;
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float4x4 ViewMatrix;
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float4x4 WorldMatrix;
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float4x4 WorldMatrixInverseTransposed;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 GridSize;
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float PerInstanceRandom;
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float Dummy0;
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@@ -482,7 +482,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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options.Macros.Add({ "MATERIAL_TESSELLATION", "MATERIAL_TESSELLATION_PHONG" });
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break;
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}
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options.Macros.Add({ "MAX_TESSELLATION_FACTOR", Numbers[info.MaxTessellationFactor] });
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options.Macros.Add({ "MAX_TESSELLATION_FACTOR", Numbers[Math::Min<int32>(info.MaxTessellationFactor, ARRAY_COUNT(Numbers) - 1)] });
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}
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// Helper macros (used by the parser)
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@@ -12,17 +12,9 @@
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#include "Engine/Renderer/DrawCall.h"
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PACK_STRUCT(struct DecalMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Matrix InvWorld;
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Matrix SVPositionToWorld;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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});
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DrawPass DecalMaterialShader::GetDrawModes() const
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@@ -58,15 +50,7 @@ void DecalMaterialShader::Bind(BindParameters& params)
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// Setup material constants
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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// Matrix for transformation from world space to decal object space
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Matrix invWorld;
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@@ -17,23 +17,11 @@
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#include "Engine/Graphics/RenderTask.h"
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PACK_STRUCT(struct DeferredMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix PrevWorldMatrix;
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Matrix MainViewProjectionMatrix;
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Float4 MainScreenSize;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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Float4 TemporalAAJitter;
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Float3 GeometrySize;
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float WorldDeterminantSign;
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});
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@@ -56,6 +44,7 @@ bool DeferredMaterialShader::CanUseInstancing(InstancingHandler& handler) const
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void DeferredMaterialShader::Bind(BindParameters& params)
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{
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//PROFILE_CPU();
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// Prepare
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auto context = params.GPUContext;
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auto& view = params.RenderContext.View;
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@@ -81,23 +70,11 @@ void DeferredMaterialShader::Bind(BindParameters& params)
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// Setup material constants
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
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Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
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Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
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materialData->MainScreenSize = view.MainScreenSize;
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->LODDitherFactor = drawCall.Surface.LODDitherFactor;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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materialData->TemporalAAJitter = view.TemporalAAJitter;
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materialData->GeometrySize = drawCall.Surface.GeometrySize;
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}
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@@ -15,23 +15,14 @@
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#include "Engine/Graphics/RenderTask.h"
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PACK_STRUCT(struct DeformableMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix LocalMatrix;
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Matrix ViewMatrix;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float3 Dummy0;
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float WorldDeterminantSign;
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float MeshMinZ;
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float Segment;
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float ChunksPerSegment;
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float PerInstanceRandom;
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Float4 TemporalAAJitter;
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Float3 GeometrySize;
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float MeshMaxZ;
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});
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@@ -69,23 +60,14 @@ void DeformableMaterialShader::Bind(BindParameters& params)
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// Setup material constants
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(drawCall.Deformable.LocalMatrix, materialData->LocalMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->Segment = drawCall.Deformable.Segment;
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materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment;
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materialData->MeshMinZ = drawCall.Deformable.MeshMinZ;
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materialData->MeshMaxZ = drawCall.Deformable.MeshMaxZ;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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materialData->TemporalAAJitter = view.TemporalAAJitter;
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materialData->GeometrySize = drawCall.Deformable.GeometrySize;
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}
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@@ -16,26 +16,12 @@
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#include "Engine/Renderer/Lightmaps.h"
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#endif
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#define MAX_LOCAL_LIGHTS 4
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PACK_STRUCT(struct ForwardMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix PrevWorldMatrix;
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Matrix MainViewProjectionMatrix;
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Float4 MainScreenSize;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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Float4 TemporalAAJitter;
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Float3 GeometrySize;
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float WorldDeterminantSign;
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});
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@@ -89,19 +75,8 @@ void ForwardMaterialShader::Bind(BindParameters& params)
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// Setup material constants
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{
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Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
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Matrix::Transpose(view.View, materialData->ViewMatrix);
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Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
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Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
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Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
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materialData->MainScreenSize = view.MainScreenSize;
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materialData->ViewPos = view.Position;
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materialData->ViewFar = view.Far;
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materialData->ViewDir = view.Direction;
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materialData->TimeParam = params.TimeParam;
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materialData->ViewInfo = view.ViewInfo;
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materialData->ScreenSize = view.ScreenSize;
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materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
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materialData->LODDitherFactor = drawCall.Surface.LODDitherFactor;
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materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
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@@ -8,6 +8,7 @@ struct MaterialParamsLink;
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class GPUShader;
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class GPUContext;
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class GPUTextureView;
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class GPUConstantBuffer;
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class RenderBuffers;
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class SceneRenderTask;
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struct RenderView;
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@@ -157,6 +158,12 @@ public:
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BindParameters(::GPUContext* context, const ::RenderContext& renderContext);
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BindParameters(::GPUContext* context, const ::RenderContext& renderContext, const DrawCall& drawCall);
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BindParameters(::GPUContext* context, const ::RenderContext& renderContext, const DrawCall* firstDrawCall, int32 drawCallsCount);
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// Per-view shared constant buffer (see ViewData in MaterialCommon.hlsl).
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static GPUConstantBuffer* PerViewConstants;
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// Binds the shared per-view constant buffer at slot 1 (see ViewData in MaterialCommon.hlsl)
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void BindViewData();
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};
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/// <summary>
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@@ -4,6 +4,7 @@
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#include "Engine/Core/Log.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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@@ -18,6 +19,21 @@
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#include "DeformableMaterialShader.h"
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#include "VolumeParticleMaterialShader.h"
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PACK_STRUCT(struct MaterialShaderDataPerView {
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Matrix ViewMatrix;
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Matrix ViewProjectionMatrix;
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Matrix PrevViewProjectionMatrix;
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Matrix MainViewProjectionMatrix;
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Float4 MainScreenSize;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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Float4 TemporalAAJitter;
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});
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IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderContext& renderContext)
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: GPUContext(context)
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, RenderContext(renderContext)
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@@ -45,6 +61,37 @@ IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderC
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{
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}
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GPUConstantBuffer* IMaterial::BindParameters::PerViewConstants = nullptr;
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void IMaterial::BindParameters::BindViewData()
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{
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// Lazy-init
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if (!PerViewConstants)
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{
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PerViewConstants = GPUDevice::Instance->CreateConstantBuffer(sizeof(MaterialShaderDataPerView), TEXT("PerViewConstants"));
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}
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// Setup data
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MaterialShaderDataPerView cb;
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int aa1 = sizeof(MaterialShaderDataPerView);
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Matrix::Transpose(RenderContext.View.Frustum.GetMatrix(), cb.ViewProjectionMatrix);
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Matrix::Transpose(RenderContext.View.View, cb.ViewMatrix);
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Matrix::Transpose(RenderContext.View.PrevViewProjection, cb.PrevViewProjectionMatrix);
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Matrix::Transpose(RenderContext.View.MainViewProjection, cb.MainViewProjectionMatrix);
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cb.MainScreenSize = RenderContext.View.MainScreenSize;
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cb.ViewPos = RenderContext.View.Position;
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cb.ViewFar = RenderContext.View.Far;
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cb.ViewDir = RenderContext.View.Direction;
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cb.TimeParam = TimeParam;
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cb.ViewInfo = RenderContext.View.ViewInfo;
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cb.ScreenSize = RenderContext.View.ScreenSize;
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cb.TemporalAAJitter = RenderContext.View.TemporalAAJitter;
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// Update constants
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GPUContext->UpdateCB(PerViewConstants, &cb);
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GPUContext->BindCB(1, PerViewConstants);
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}
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GPUPipelineState* MaterialShader::PipelineStateCache::InitPS(CullMode mode, bool wireframe)
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{
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Desc.CullMode = mode;
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Current materials shader version.
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/// </summary>
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#define MATERIAL_GRAPH_VERSION 158
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#define MATERIAL_GRAPH_VERSION 159
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class Material;
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class GPUShader;
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@@ -15,15 +15,7 @@
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#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
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PACK_STRUCT(struct ParticleMaterialShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Matrix ViewMatrix;
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Float3 ViewPos;
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float ViewFar;
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Float3 ViewDir;
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float TimeParam;
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Float4 ViewInfo;
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Float4 ScreenSize;
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uint32 SortedIndicesOffset;
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float PerInstanceRandom;
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int32 ParticleStride;
|
||||
@@ -109,15 +101,7 @@ void ParticleMaterialShader::Bind(BindParameters& params)
|
||||
static StringView ParticleScaleOffset(TEXT("Scale"));
|
||||
static StringView ParticleModelFacingModeOffset(TEXT("ModelFacingMode"));
|
||||
|
||||
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
|
||||
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
|
||||
Matrix::Transpose(view.View, materialData->ViewMatrix);
|
||||
materialData->ViewPos = view.Position;
|
||||
materialData->ViewFar = view.Far;
|
||||
materialData->ViewDir = view.Direction;
|
||||
materialData->TimeParam = params.TimeParam;
|
||||
materialData->ViewInfo = view.ViewInfo;
|
||||
materialData->ScreenSize = view.ScreenSize;
|
||||
materialData->SortedIndicesOffset = drawCall.Particle.Particles->GPU.SortedIndices && params.RenderContext.View.Pass != DrawPass::Depth ? sortedIndicesOffset : 0xFFFFFFFF;
|
||||
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
|
||||
materialData->ParticleStride = drawCall.Particle.Particles->Stride;
|
||||
|
||||
@@ -16,15 +16,7 @@
|
||||
#include "Engine/Terrain/TerrainPatch.h"
|
||||
|
||||
PACK_STRUCT(struct TerrainMaterialShaderData {
|
||||
Matrix ViewProjectionMatrix;
|
||||
Matrix WorldMatrix;
|
||||
Matrix ViewMatrix;
|
||||
Float3 ViewPos;
|
||||
float ViewFar;
|
||||
Float3 ViewDir;
|
||||
float TimeParam;
|
||||
Float4 ViewInfo;
|
||||
Float4 ScreenSize;
|
||||
Float3 WorldInvScale;
|
||||
float WorldDeterminantSign;
|
||||
float PerInstanceRandom;
|
||||
@@ -74,15 +66,7 @@ void TerrainMaterialShader::Bind(BindParameters& params)
|
||||
|
||||
// Setup material constants
|
||||
{
|
||||
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
|
||||
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
|
||||
Matrix::Transpose(view.View, materialData->ViewMatrix);
|
||||
materialData->ViewPos = view.Position;
|
||||
materialData->ViewFar = view.Far;
|
||||
materialData->ViewDir = view.Direction;
|
||||
materialData->TimeParam = params.TimeParam;
|
||||
materialData->ViewInfo = view.ViewInfo;
|
||||
materialData->ScreenSize = view.ScreenSize;
|
||||
const float scaleX = Float3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
|
||||
const float scaleY = Float3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
|
||||
const float scaleZ = Float3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
|
||||
|
||||
@@ -15,17 +15,9 @@
|
||||
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
|
||||
|
||||
PACK_STRUCT(struct VolumeParticleMaterialShaderData {
|
||||
Matrix ViewProjectionMatrix;
|
||||
Matrix InverseViewProjectionMatrix;
|
||||
Matrix ViewMatrix;
|
||||
Matrix WorldMatrix;
|
||||
Matrix WorldMatrixInverseTransposed;
|
||||
Float3 ViewPos;
|
||||
float ViewFar;
|
||||
Float3 ViewDir;
|
||||
float TimeParam;
|
||||
Float4 ViewInfo;
|
||||
Float4 ScreenSize;
|
||||
Float3 GridSize;
|
||||
float PerInstanceRandom;
|
||||
float Dummy0;
|
||||
@@ -83,17 +75,9 @@ void VolumeParticleMaterialShader::Bind(BindParameters& params)
|
||||
|
||||
// Setup material constants
|
||||
{
|
||||
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
|
||||
Matrix::Transpose(view.IVP, materialData->InverseViewProjectionMatrix);
|
||||
Matrix::Transpose(view.View, materialData->ViewMatrix);
|
||||
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
|
||||
Matrix::Invert(drawCall.World, materialData->WorldMatrixInverseTransposed);
|
||||
materialData->ViewPos = view.Position;
|
||||
materialData->ViewFar = view.Far;
|
||||
materialData->ViewDir = view.Direction;
|
||||
materialData->TimeParam = params.TimeParam;
|
||||
materialData->ViewInfo = view.ViewInfo;
|
||||
materialData->ScreenSize = view.ScreenSize;
|
||||
materialData->GridSize = customData->GridSize;
|
||||
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
|
||||
materialData->VolumetricFogMaxDistance = customData->VolumetricFogMaxDistance;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
|
||||
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
#if GRAPHICS_API_DIRECTX11
|
||||
|
||||
#include "GPUContextDX11.h"
|
||||
@@ -349,7 +348,6 @@ void GPUContextDX11::BindUA(int32 slot, GPUResourceView* view)
|
||||
|
||||
void GPUContextDX11::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32* vertexBuffersOffsets)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
ASSERT(vertexBuffers.Length() >= 0 && vertexBuffers.Length() <= GPU_MAX_VB_BINDED);
|
||||
|
||||
bool vbEdited = false;
|
||||
@@ -374,7 +372,6 @@ void GPUContextDX11::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32*
|
||||
|
||||
void GPUContextDX11::BindIB(GPUBuffer* indexBuffer)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
const auto ibDX11 = static_cast<GPUBufferDX11*>(indexBuffer);
|
||||
if (ibDX11 != _ibHandle)
|
||||
{
|
||||
@@ -455,7 +452,6 @@ void GPUContextDX11::ResolveMultisample(GPUTexture* sourceMultisampleTexture, GP
|
||||
|
||||
void GPUContextDX11::DrawInstanced(uint32 verticesCount, uint32 instanceCount, int32 startInstance, int32 startVertex)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
onDrawCall();
|
||||
if (instanceCount > 1)
|
||||
_context->DrawInstanced(verticesCount, instanceCount, startVertex, startInstance);
|
||||
@@ -466,7 +462,6 @@ void GPUContextDX11::DrawInstanced(uint32 verticesCount, uint32 instanceCount, i
|
||||
|
||||
void GPUContextDX11::DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCount, int32 startInstance, int32 startVertex, int32 startIndex)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
onDrawCall();
|
||||
if (instanceCount > 1)
|
||||
_context->DrawIndexedInstanced(indicesCount, instanceCount, startIndex, startVertex, startInstance);
|
||||
@@ -477,7 +472,6 @@ void GPUContextDX11::DrawIndexedInstanced(uint32 indicesCount, uint32 instanceCo
|
||||
|
||||
void GPUContextDX11::DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
ASSERT(bufferForArgs && bufferForArgs->GetFlags() & GPUBufferFlags::Argument);
|
||||
|
||||
const auto bufferForArgsDX11 = static_cast<GPUBufferDX11*>(bufferForArgs);
|
||||
@@ -489,7 +483,6 @@ void GPUContextDX11::DrawInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offs
|
||||
|
||||
void GPUContextDX11::DrawIndexedInstancedIndirect(GPUBuffer* bufferForArgs, uint32 offsetForArgs)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
ASSERT(bufferForArgs && bufferForArgs->GetFlags() & GPUBufferFlags::Argument);
|
||||
|
||||
const auto bufferForArgsDX11 = static_cast<GPUBufferDX11*>(bufferForArgs);
|
||||
@@ -880,7 +873,6 @@ void GPUContextDX11::flushOM()
|
||||
|
||||
void GPUContextDX11::onDrawCall()
|
||||
{
|
||||
PROFILE_CPU();
|
||||
flushCBs();
|
||||
flushSRVs();
|
||||
flushUAVs();
|
||||
|
||||
@@ -104,6 +104,7 @@ void Skybox::ApplySky(GPUContext* context, RenderContext& renderContext, const M
|
||||
drawCall.WorldDeterminantSign = Math::FloatSelect(world.RotDeterminant(), 1, -1);
|
||||
drawCall.PerInstanceRandom = GetPerInstanceRandom();
|
||||
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
|
||||
bindParams.BindViewData();
|
||||
|
||||
// Check if use custom material
|
||||
if (CustomMaterial)
|
||||
|
||||
@@ -126,6 +126,7 @@ void MaterialComplexityMaterialShader::Draw(RenderContext& renderContext, GPUCon
|
||||
PROFILE_GPU_CPU_NAMED("Decals");
|
||||
DrawCall drawCall;
|
||||
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
|
||||
bindParams.BindViewData();
|
||||
drawCall.WorldDeterminantSign = 1.0f;
|
||||
context->SetRenderTarget(lightBuffer);
|
||||
for (int32 i = 0; i < decals.Count(); i++)
|
||||
|
||||
@@ -48,6 +48,7 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
|
||||
Platform::MemoryClear(&drawCall, sizeof(DrawCall));
|
||||
drawCall.PerInstanceRandom = 1.0f;
|
||||
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
|
||||
bindParams.BindViewData();
|
||||
renderContext.View.Pass = DrawPass::QuadOverdraw;
|
||||
context->SetRenderTarget(*renderContext.Buffers->DepthBuffer, (GPUTextureView*)nullptr);
|
||||
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::GBuffer);
|
||||
|
||||
@@ -433,6 +433,7 @@ void GBufferPass::DrawDecals(RenderContext& renderContext, GPUTextureView* light
|
||||
// Prepare
|
||||
DrawCall drawCall;
|
||||
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
|
||||
bindParams.BindViewData();
|
||||
drawCall.Material = nullptr;
|
||||
drawCall.WorldDeterminantSign = 1.0f;
|
||||
|
||||
|
||||
@@ -695,6 +695,7 @@ DRAW:
|
||||
// Execute draw calls
|
||||
MaterialBase::BindParameters bindParams(context, renderContext);
|
||||
bindParams.Input = input;
|
||||
bindParams.BindViewData();
|
||||
if (useInstancing)
|
||||
{
|
||||
int32 instanceBufferOffset = 0;
|
||||
|
||||
@@ -119,6 +119,7 @@ void RendererService::Dispose()
|
||||
{
|
||||
PassList[i]->Dispose();
|
||||
}
|
||||
SAFE_DELETE_GPU_RESOURCE(IMaterial::BindParameters::PerViewConstants);
|
||||
}
|
||||
|
||||
void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
|
||||
|
||||
@@ -536,6 +536,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
customData.GridSize = cache.GridSize;
|
||||
customData.VolumetricFogMaxDistance = cache.Data.VolumetricFogMaxDistance;
|
||||
bindParams.CustomData = &customData;
|
||||
bindParams.BindViewData();
|
||||
|
||||
for (auto& drawCall : renderContext.List->VolumetricFogParticles)
|
||||
{
|
||||
|
||||
@@ -55,6 +55,9 @@
|
||||
#ifndef USE_DITHERED_LOD_TRANSITION
|
||||
#define USE_DITHERED_LOD_TRANSITION 0
|
||||
#endif
|
||||
#ifndef USE_PER_VIEW_CONSTANTS
|
||||
#define USE_PER_VIEW_CONSTANTS 0
|
||||
#endif
|
||||
#ifndef MATERIAL_TESSELLATION
|
||||
#define MATERIAL_TESSELLATION MATERIAL_TESSELLATION_NONE
|
||||
#endif
|
||||
@@ -88,6 +91,25 @@ struct Material
|
||||
#endif
|
||||
};
|
||||
|
||||
// Secondary constant buffer (with per-view constants at slot 1)
|
||||
#if USE_PER_VIEW_CONSTANTS
|
||||
cbuffer ViewData : register(b1)
|
||||
{
|
||||
float4x4 ViewMatrix;
|
||||
float4x4 ViewProjectionMatrix;
|
||||
float4x4 PrevViewProjectionMatrix;
|
||||
float4x4 MainViewProjectionMatrix;
|
||||
float4 MainScreenSize;
|
||||
float3 ViewPos;
|
||||
float ViewFar;
|
||||
float3 ViewDir;
|
||||
float TimeParam;
|
||||
float4 ViewInfo;
|
||||
float4 ScreenSize;
|
||||
float4 TemporalAAJitter;
|
||||
};
|
||||
#endif
|
||||
|
||||
struct ModelInput
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
|
||||
Reference in New Issue
Block a user