Refactor material shaders to use separate constant buffer (slot 1) for shared per-view constants

This commit is contained in:
Wojtek Figat
2022-11-27 12:06:31 +01:00
parent 189575efec
commit 835a230323
26 changed files with 92 additions and 194 deletions

View File

@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
@@ -10,17 +11,9 @@
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 InvWorld;
float4x4 SVPositionToWorld;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
@1META_CB_END
// Use depth buffer for per-pixel decal layering

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@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -9,23 +10,14 @@
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 LocalMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 Dummy0;
float WorldDeterminantSign;
float MeshMinZ;
float Segment;
float ChunksPerSegment;
float PerInstanceRandom;
float4 TemporalAAJitter;
float3 GeometrySize;
float MeshMaxZ;
@1META_CB_END

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@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
// Ribbons don't use sorted indices so overlap the segment distances buffer on the slot
#define HAS_SORTED_INDICES (!defined(_VS_Ribbon))
@@ -19,15 +20,7 @@ struct SpriteInput
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
uint SortedIndicesOffset;
float PerInstanceRandom;
int ParticleStride;

View File

@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -9,23 +10,11 @@
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 PrevViewProjectionMatrix;
float4x4 PrevWorldMatrix;
float4x4 MainViewProjectionMatrix;
float4 MainScreenSize;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
float4 TemporalAAJitter;
float3 GeometrySize;
float WorldDeterminantSign;
@1META_CB_END

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@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
// Enables/disables smooth terrain chunks LOD transitions (with morphing higher LOD near edges to the lower LOD in the neighbour)
#define USE_SMOOTH_LOD_TRANSITION 1
@@ -16,15 +17,7 @@
@7
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 WorldInvScale;
float WorldDeterminantSign;
float PerInstanceRandom;

View File

@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define USE_PER_VIEW_CONSTANTS 1
@3
#include "./Flax/Common.hlsl"
@@ -11,17 +12,9 @@
// Primary constant buffer (with additional material parameters)
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 InverseViewProjectionMatrix;
float4x4 ViewMatrix;
float4x4 WorldMatrix;
float4x4 WorldMatrixInverseTransposed;
float3 ViewPos;
float ViewFar;
float3 ViewDir;
float TimeParam;
float4 ViewInfo;
float4 ScreenSize;
float3 GridSize;
float PerInstanceRandom;
float Dummy0;

View File

@@ -482,7 +482,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
options.Macros.Add({ "MATERIAL_TESSELLATION", "MATERIAL_TESSELLATION_PHONG" });
break;
}
options.Macros.Add({ "MAX_TESSELLATION_FACTOR", Numbers[info.MaxTessellationFactor] });
options.Macros.Add({ "MAX_TESSELLATION_FACTOR", Numbers[Math::Min<int32>(info.MaxTessellationFactor, ARRAY_COUNT(Numbers) - 1)] });
}
// Helper macros (used by the parser)

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@@ -12,17 +12,9 @@
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct DecalMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Matrix InvWorld;
Matrix SVPositionToWorld;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
});
DrawPass DecalMaterialShader::GetDrawModes() const
@@ -58,15 +50,7 @@ void DecalMaterialShader::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;
// Matrix for transformation from world space to decal object space
Matrix invWorld;

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@@ -17,23 +17,11 @@
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct DeferredMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Matrix PrevViewProjectionMatrix;
Matrix PrevWorldMatrix;
Matrix MainViewProjectionMatrix;
Float4 MainScreenSize;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
Float4 TemporalAAJitter;
Float3 GeometrySize;
float WorldDeterminantSign;
});
@@ -56,6 +44,7 @@ bool DeferredMaterialShader::CanUseInstancing(InstancingHandler& handler) const
void DeferredMaterialShader::Bind(BindParameters& params)
{
//PROFILE_CPU();
// Prepare
auto context = params.GPUContext;
auto& view = params.RenderContext.View;
@@ -81,23 +70,11 @@ void DeferredMaterialShader::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);
Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
materialData->MainScreenSize = view.MainScreenSize;
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->WorldDeterminantSign = drawCall.WorldDeterminantSign;
materialData->LODDitherFactor = drawCall.Surface.LODDitherFactor;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->TemporalAAJitter = view.TemporalAAJitter;
materialData->GeometrySize = drawCall.Surface.GeometrySize;
}

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@@ -15,23 +15,14 @@
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct DeformableMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix LocalMatrix;
Matrix ViewMatrix;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float3 Dummy0;
float WorldDeterminantSign;
float MeshMinZ;
float Segment;
float ChunksPerSegment;
float PerInstanceRandom;
Float4 TemporalAAJitter;
Float3 GeometrySize;
float MeshMaxZ;
});
@@ -69,23 +60,14 @@ void DeformableMaterialShader::Bind(BindParameters& params)
// Setup material constants
{
Matrix::Transpose(view.Frustum.GetMatrix(), materialData->ViewProjectionMatrix);
Matrix::Transpose(drawCall.World, materialData->WorldMatrix);
Matrix::Transpose(drawCall.Deformable.LocalMatrix, materialData->LocalMatrix);
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->WorldDeterminantSign = drawCall.WorldDeterminantSign;
materialData->Segment = drawCall.Deformable.Segment;
materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment;
materialData->MeshMinZ = drawCall.Deformable.MeshMinZ;
materialData->MeshMaxZ = drawCall.Deformable.MeshMaxZ;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;
materialData->TemporalAAJitter = view.TemporalAAJitter;
materialData->GeometrySize = drawCall.Deformable.GeometrySize;
}

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@@ -16,26 +16,12 @@
#include "Engine/Renderer/Lightmaps.h"
#endif
#define MAX_LOCAL_LIGHTS 4
PACK_STRUCT(struct ForwardMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Matrix PrevViewProjectionMatrix;
Matrix PrevWorldMatrix;
Matrix MainViewProjectionMatrix;
Float4 MainScreenSize;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float2 Dummy0;
float LODDitherFactor;
float PerInstanceRandom;
Float4 TemporalAAJitter;
Float3 GeometrySize;
float WorldDeterminantSign;
});
@@ -89,19 +75,8 @@ void ForwardMaterialShader::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);
Matrix::Transpose(drawCall.Surface.PrevWorld, materialData->PrevWorldMatrix);
Matrix::Transpose(view.PrevViewProjection, materialData->PrevViewProjectionMatrix);
Matrix::Transpose(view.MainViewProjection, materialData->MainViewProjectionMatrix);
materialData->MainScreenSize = view.MainScreenSize;
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->WorldDeterminantSign = drawCall.WorldDeterminantSign;
materialData->LODDitherFactor = drawCall.Surface.LODDitherFactor;
materialData->PerInstanceRandom = drawCall.PerInstanceRandom;

View File

@@ -8,6 +8,7 @@ struct MaterialParamsLink;
class GPUShader;
class GPUContext;
class GPUTextureView;
class GPUConstantBuffer;
class RenderBuffers;
class SceneRenderTask;
struct RenderView;
@@ -157,6 +158,12 @@ public:
BindParameters(::GPUContext* context, const ::RenderContext& renderContext);
BindParameters(::GPUContext* context, const ::RenderContext& renderContext, const DrawCall& drawCall);
BindParameters(::GPUContext* context, const ::RenderContext& renderContext, const DrawCall* firstDrawCall, int32 drawCallsCount);
// Per-view shared constant buffer (see ViewData in MaterialCommon.hlsl).
static GPUConstantBuffer* PerViewConstants;
// Binds the shared per-view constant buffer at slot 1 (see ViewData in MaterialCommon.hlsl)
void BindViewData();
};
/// <summary>

View File

@@ -4,6 +4,7 @@
#include "Engine/Core/Log.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
@@ -18,6 +19,21 @@
#include "DeformableMaterialShader.h"
#include "VolumeParticleMaterialShader.h"
PACK_STRUCT(struct MaterialShaderDataPerView {
Matrix ViewMatrix;
Matrix ViewProjectionMatrix;
Matrix PrevViewProjectionMatrix;
Matrix MainViewProjectionMatrix;
Float4 MainScreenSize;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
Float4 TemporalAAJitter;
});
IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderContext& renderContext)
: GPUContext(context)
, RenderContext(renderContext)
@@ -45,6 +61,37 @@ IMaterial::BindParameters::BindParameters(::GPUContext* context, const ::RenderC
{
}
GPUConstantBuffer* IMaterial::BindParameters::PerViewConstants = nullptr;
void IMaterial::BindParameters::BindViewData()
{
// Lazy-init
if (!PerViewConstants)
{
PerViewConstants = GPUDevice::Instance->CreateConstantBuffer(sizeof(MaterialShaderDataPerView), TEXT("PerViewConstants"));
}
// Setup data
MaterialShaderDataPerView cb;
int aa1 = sizeof(MaterialShaderDataPerView);
Matrix::Transpose(RenderContext.View.Frustum.GetMatrix(), cb.ViewProjectionMatrix);
Matrix::Transpose(RenderContext.View.View, cb.ViewMatrix);
Matrix::Transpose(RenderContext.View.PrevViewProjection, cb.PrevViewProjectionMatrix);
Matrix::Transpose(RenderContext.View.MainViewProjection, cb.MainViewProjectionMatrix);
cb.MainScreenSize = RenderContext.View.MainScreenSize;
cb.ViewPos = RenderContext.View.Position;
cb.ViewFar = RenderContext.View.Far;
cb.ViewDir = RenderContext.View.Direction;
cb.TimeParam = TimeParam;
cb.ViewInfo = RenderContext.View.ViewInfo;
cb.ScreenSize = RenderContext.View.ScreenSize;
cb.TemporalAAJitter = RenderContext.View.TemporalAAJitter;
// Update constants
GPUContext->UpdateCB(PerViewConstants, &cb);
GPUContext->BindCB(1, PerViewConstants);
}
GPUPipelineState* MaterialShader::PipelineStateCache::InitPS(CullMode mode, bool wireframe)
{
Desc.CullMode = mode;

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@@ -10,7 +10,7 @@
/// <summary>
/// Current materials shader version.
/// </summary>
#define MATERIAL_GRAPH_VERSION 158
#define MATERIAL_GRAPH_VERSION 159
class Material;
class GPUShader;

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@@ -15,15 +15,7 @@
#include "Engine/Particles/Graph/CPU/ParticleEmitterGraph.CPU.h"
PACK_STRUCT(struct ParticleMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Matrix ViewMatrix;
Float3 ViewPos;
float ViewFar;
Float3 ViewDir;
float TimeParam;
Float4 ViewInfo;
Float4 ScreenSize;
uint32 SortedIndicesOffset;
float PerInstanceRandom;
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;

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@@ -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();

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@@ -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;

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@@ -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();

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@@ -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)

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@@ -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++)

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@@ -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);

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@@ -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;

View File

@@ -695,6 +695,7 @@ DRAW:
// Execute draw calls
MaterialBase::BindParameters bindParams(context, renderContext);
bindParams.Input = input;
bindParams.BindViewData();
if (useInstancing)
{
int32 instanceBufferOffset = 0;

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@@ -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)

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@@ -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)
{

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@@ -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;