Cogs.Core
RenderMaterial.cpp
1#include "RenderMaterial.h"
2
3#include "Rendering/IBuffers.h"
4#include "Rendering/ICapabilities.h"
5#include "Rendering/IContext.h"
6#include "Rendering/IEffects.h"
7#include "Rendering/ITextures.h"
8
9#include "Context.h"
10
11#include "Resources/MaterialManager.h"
12#include "Systems/Core/CameraSystem.h"
13
14#include "RenderStates.h"
15#include "RenderResources.h"
16
17#include "Renderer.h"
18#include "Context.h"
19
20#include "EffectBindings.h"
21
22#include "Foundation/HashSequence.h"
23#include "Foundation/Logging/Logger.h"
24
25namespace
26{
27 using namespace Cogs::Core;
28
29 Cogs::Logging::Log logger = Cogs::Logging::getLogger("RenderMaterial");
30
31 size_t calculateHash(const size_t permutationIndex,
32 const MaterialInstance* materialInstance,
33 const MeshStreamsLayout* streamsLayout,
34 const EnginePermutation* enginePermutation,
35 const RenderPassOptions& passOptions,
36 const ClipShapeType clipShape)
37 {
38 const Material* material = materialInstance->material;
39 assert(material);
40
41 size_t instanceCode = Cogs::hash(permutationIndex);
42 for (const std::string& str : materialInstance->variantStrings) {
43 instanceCode = Cogs::hash(str, instanceCode);
44 }
45
46 for (const ShaderVariantDefinition& definition : material->definition.variants) {
47 if (definition.isShared) {
48 instanceCode = Cogs::hash(definition.defaultValue, instanceCode);
49 }
50 else {
51 instanceCode = Cogs::hash(materialInstance->variantSelectors[definition.index].value, instanceCode);
52 }
53 }
54
55 assert(streamsLayout);
56 if (streamsLayout->numStreams && streamsLayout->hash == 0) {
57 LOG_ERROR(logger, "Non-empty MeshStreamsLayout with zero hash");
58 }
59 instanceCode = Cogs::hash(streamsLayout->hash, instanceCode);
60 instanceCode = Cogs::hash(enginePermutation->getCode(), instanceCode);
61 instanceCode = Cogs::hash(passOptions.hash, instanceCode);
62 instanceCode = Cogs::hash(clipShape, instanceCode);
63
64 return instanceCode;
65 }
66
67 ActivationResult checkEffect(RenderMaterial * renderMaterial, EffectBinding & binding)
68 {
69 if (!binding.renderEffect) {
70 // Render effect has not been created yet.
71 return ActivationResult::Postponed;
72 }
73
74 if (binding.renderEffect->hasFailed()) {
75 if (!renderMaterial->hasFailed()) {
76
77 auto * material = renderMaterial->getResource();
78 LOG_ERROR(logger, "Could not initialize bindings for effect %s, failing activation.", material ? material->getName().to_string().c_str() : "");
79
80 renderMaterial->setFailed();
81 }
82
83 return ActivationResult::Failure;
84 } if (binding.renderEffect->isReleased()) {
85 LOG_ERROR(logger, "Could not initialize bindings for released effect.");
86
87 renderMaterial->setFailed();
88
89 return ActivationResult::Failure;
90 } else if (binding.renderEffect->isDelayed()) {
91 renderMaterial->setDelayed();
92
93 return ActivationResult::Delayed;
94 } else if (!binding.renderEffect->isActive()) {
95 LOG_DEBUG(logger, "Could not initialize render material due to uninitialized effect. Re-queuing.");
96
97 return ActivationResult::Postponed;
98 }
99
100 return ActivationResult::Success;
101 }
102
103 void updateBufferContents(Cogs::IGraphicsDevice * device,
104 const Material * material, EffectBinding & binding)
105 {
106 for (const MaterialPropertyBuffer& buffer : material->constantBuffers.buffers) {
107 if (buffer.isPerInstance) continue;
108
109 const MaterialPropertyBuffer& materialBuffer = material->constantBuffers.buffers[buffer.index];
110 EffectBinding::Buffer& gpubuf = binding.buffers[buffer.index];
111 if ((gpubuf.generation != materialBuffer.generation) && HandleIsValid(binding.bufferBindings[buffer.index])) {
112 Cogs::IContext* immediateContext = device->getImmediateContext();
113 immediateContext->updateBuffer(gpubuf.handle, materialBuffer.content.data(), buffer.size);
114 gpubuf.generation = materialBuffer.generation;
115 }
116 }
117 }
118
119 void updateTextureBinding(const Material* material, Cogs::IGraphicsDevice* device, RenderStates* /*renderStates*/, EffectBinding& binding)
120 {
121 auto b = &binding;
122
123 if (b->renderEffect && HandleIsValid(b->renderEffect->effectHandle) && !b->textureBindings.size()) {
124 b->textureBindings.resize(material->textureProperties.size());
125 b->samplerBindings.resize(material->textureProperties.size());
126
127 int unit = 0;
128
129 for (auto& tp : material->textureProperties) {
130 b->textureBindings[tp.key] = device->getEffects()->getTextureBinding(b->renderEffect->effectHandle, tp.name, unit);
131
132 if (tp.isArray) {
133 b->samplerBindings[tp.key] = device->getEffects()->getSamplerStateBinding(b->renderEffect->effectHandle, tp.name.substr(0, tp.name.find("[")) + "Sampler", unit);
134 }
135 else {
136 b->samplerBindings[tp.key] = device->getEffects()->getSamplerStateBinding(b->renderEffect->effectHandle, tp.name + "Sampler", unit);
137 }
138 ++unit;
139 }
140 }
141 }
142
143 void updateTextureProperties(RenderMaterial* renderMaterial, RenderResources* resources, RenderStates* renderStates, const Material* material)
144 {
145 const RenderSettings& settings = resources->getRenderer()->getSettings();
146
147 size_t N = material->textureProperties.size();
148 renderMaterial->texturePropertyStates.resize(N);
149 for (size_t i = 0; i < N; i++) {
150 const TextureProperty& t = material->textureProperties[i];
151 if (t.isPerInstance) continue;
152
153 RenderMaterial::TexturePropertyState& state = renderMaterial->texturePropertyStates[i];
154 if (size_t hash = t.texture.hash(); !HandleIsValid(state.samplerState) || state.hash != hash) {
155 state.hash = hash;
156
157 const Cogs::SamplerState samplerStateDesc = {
158 t.texture.sMode,
159 t.texture.tMode,
160 t.texture.uMode,
161 t.texture.filterMode,
162 Cogs::SamplerState::Never,
163 static_cast<unsigned int>(settings.anisotropicFiltering->getInt()),
164 { 0, 0, 0, 1 }
165 };
166 state.samplerState = renderStates->getSamplerState(samplerStateDesc);
167 debug_assert(state.samplerState);
168 }
169 }
170 }
171
172 ActivationResult setupBinding(Cogs::IGraphicsDevice* device,
173 RenderStates* renderStates,
174 RenderMaterial* renderMaterial,
175 const Material* material,
176 Effect* /*effect*/,
177 RenderEffect* renderEffect,
178 EffectBinding& binding)
179 {
180 binding.renderEffect = renderEffect;
181
182 auto effectResult = checkEffect(renderMaterial, binding);
183
184 if (effectResult != ActivationResult::Success) return effectResult;
185
186 if (binding.buffersGeneration != material->constantBuffers.buffersGeneration) {
187 binding.buffersGeneration = material->constantBuffers.buffersGeneration;
188
189 auto deviceBuffers = device->getBuffers();
190 auto effects = device->getEffects();
191
192 binding.bufferBindings.resize(material->constantBuffers.buffers.size());
193 binding.buffers.resize(material->constantBuffers.buffers.size());
194
195 for (auto& buffer : material->constantBuffers.buffers) {
196 if (!buffer.size) continue;
197
198 binding.bufferBindings[buffer.index] = effects->getConstantBufferBinding(binding.renderEffect->effectHandle, buffer.name);
199
200 if (HandleIsValid(binding.bufferBindings[buffer.index]) && !buffer.isPerInstance) {
201 binding.buffers[buffer.index].handle = deviceBuffers->loadBuffer(nullptr, buffer.size, Cogs::Usage::Dynamic, Cogs::AccessMode::Write, Cogs::BindFlags::ConstantBuffer);
202 deviceBuffers->annotate(binding.buffers[buffer.index].handle, material->definition.name + "_mat_" + std::to_string(buffer.index));
203 }
204 }
205
206 auto& effectHandle = binding.renderEffect->effectHandle;
207
208 binding.sceneBufferBinding = effects->getConstantBufferBinding(effectHandle, "SceneBuffer");
209 binding.viewBufferBinding = effects->getConstantBufferBinding(effectHandle, "ViewBuffer");
210 binding.lightBufferBinding = effects->getConstantBufferBinding(effectHandle, "LightBuffer");
211 binding.shadowBufferBinding = effects->getConstantBufferBinding(effectHandle, "ShadowBuffer");
212 binding.animationBufferBinding = effects->getConstantBufferBinding(effectHandle, "AnimationBuffer");
213
214 binding.shadowArrayBinding = effects->getTextureBinding(effectHandle, "cascadedShadowMap", 1);
215 binding.shadowArrayBinding_1 = effects->getTextureBinding(effectHandle, "cascadedShadowMap_1", 1);
216 binding.shadowArraySamplerBinding = effects->getSamplerStateBinding(effectHandle, "cascadedShadowMapSampler", 1);
217 binding.shadowSamplerBinding = effects->getSamplerStateBinding(effectHandle, "cascadedShadowSampler", 1);
218
219 binding.shadowCubeArrayBinding = effects->getTextureBinding(effectHandle, "cubeShadowMap", 2);
220 binding.shadowCubeArrayBinding_1 = effects->getTextureBinding(effectHandle, "cubeShadowMap_1", 2);
221 binding.shadowCubeArraySamplerBinding = effects->getSamplerStateBinding(effectHandle, "cubeShadowMapSampler", 2);
222
223 binding.skyBinding = effects->getTextureBinding(effectHandle, "environmentSky", 0);
224 binding.radianceBinding = effects->getTextureBinding(effectHandle, "environmentRadiance", 0);
225 binding.irradianceBinding = effects->getTextureBinding(effectHandle, "environmentIrradiance", 0);
226 binding.ambientIrradianceBinding = effects->getTextureBinding(effectHandle, "ambientIrradiance", 0);
227 binding.brdfLUTBinding = effects->getTextureBinding(effectHandle, "brdfLUT", 0);
228
229 binding.skySamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentSkySampler", 0);
230 binding.radianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentRadianceSampler", 0);
231 binding.irradianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentIrradianceSampler", 0);
232 binding.ambientIrradianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "ambientIrradianceSampler", 0);
233 binding.brdfLUTSamplerBinding = effects->getSamplerStateBinding(effectHandle, "brdfLUTSampler", 0);
234
235 binding.objectBufferBinding = effects->getConstantBufferBinding(effectHandle, "ObjectBuffer");
236
237 binding.blueNoise = effects->getTextureBinding(effectHandle, "blueNoise_LDR_RGBA", 0);
238 binding.blueNoiseStable = effects->getTextureBinding(effectHandle, "blueNoiseStable_LDR_RGBA", 0);
239 }
240
241 updateTextureBinding(material, device, renderStates, binding);
242
243 binding.effectGeneration = renderEffect->getGeneration();
244 ++binding.generation;
245
246 return ActivationResult::Success;
247 }
248
249}
250
251Cogs::Core::ActivationResult Cogs::Core::RenderMaterial::update(Material * material, IGraphicsDevice * device, RenderResources * resources, RenderStates * renderStates)
252{
253 auto context = resources->getContext();
254 this->renderer = context->renderer;
255
256 std::vector<EffectBindingInstance> stillPending;
257
258 uint32_t results = 0;
259 for (auto & pending : pendingBindings) {
260 auto & effect = pending.effect;
261 auto binding = pending.binding;
262
263 auto renderEffect = resources->getRenderEffect(effect);
264
266 if (renderEffect && binding->effectGeneration != renderEffect->generation) {
267 result = setupBinding(device, renderStates, this, material, effect.resolve(), renderEffect, *binding);
268
269 results |= static_cast<uint32_t>(result);
270
271 if (result == ActivationResult::Success) {
272 updateBufferContents(device, material, *binding);
273 bindings.emplace_back(pending);
274 continue;
275 }
276 }
277
278 stillPending.emplace_back(pending);
279 }
280
281 for (auto & binding : bindings) {
282 if (!HandleIsValid(binding.binding->renderEffect->effectHandle)) {
283 results |= static_cast<uint32_t>(ActivationResult::Failure);
284 } else {
285 updateBufferContents(device, material, *binding.binding);
286 }
287 }
288
289 pendingBindings = std::move(stillPending);
290
291 const bool haveActive = (results & static_cast<uint32_t>(ActivationResult::Success)) != 0;
292 const bool haveFailed = (results & static_cast<uint32_t>(ActivationResult::Failure)) != 0;
293 const bool havePostponed = (results & static_cast<uint32_t>(ActivationResult::Postponed)) != 0;
294 const bool haveDelayed = (results & static_cast<uint32_t>(ActivationResult::Delayed)) != 0;
295
296 if (haveFailed) {
297 setFailed();
298
300 } else if (havePostponed && !haveActive) {
302 } else if (haveDelayed && !haveActive) {
303 setDelayed();
304
306 }
307
308 auto instances = context->materialInstanceManager->getAllocatedResources();
309
310 if (uint32_t gen = material->getGeneration(); updatedGeneration != gen) {
311 updatedGeneration = gen;
312 updateTextureProperties(this, resources, renderStates, material);
313 }
314
315 // Let material instances using any updated permutations know they need to update.
316 for (auto & resource : instances) {
317 auto materialInstance = static_cast<MaterialInstance *>(resource);
318
319 //TODO: Update permutation/variant equality logic
320 if (materialInstance->material == material &&
321 materialInstance->referenceCount() != 0) {
322 materialInstance->setChanged();
323 }
324 }
325
326 setActive();
327
329}
330
331void Cogs::Core::RenderMaterial::release(Renderer * renderer)
332{
333 IBuffers* buffers = renderer->getDevice()->getBuffers();
334
335 for (auto & b : bindings) {
336 auto binding = b.binding;
337
338 if (!binding) continue;
339
340 for (auto & buffer : binding->buffers) {
341 if (HandleIsValid(buffer.handle)) {
342 buffers->releaseBuffer(buffer.handle);
343 }
344 }
345
346 binding->buffers.clear();
347 binding->bufferBindings.clear();
348
349 renderer->getEffectBindings().deallocateBinding(binding);
350 }
351
352 for (auto & b : pendingBindings) {
353 renderer->getEffectBindings().deallocateBinding(b.binding);
354 }
355
356 bindings.clear();
357 pendingBindings.clear();
358
359 setReleased();
360}
361
363 const MaterialInstance * materialInstance,
364 const MeshStreamsLayout* streamsLayout,
365 const EnginePermutation * enginePermutation,
366 const RenderPassOptions& passOptions,
367 const ClipShapeType clipShape)
368{
369 const size_t code = calculateHash(permutationIndex, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
370
371 for (EffectBindingInstance& b : bindings) {
372 if (b.code == code) return b.binding;
373 }
374
375 for (EffectBindingInstance& b : pendingBindings) {
376 if (b.code == code) return b.binding;
377 }
378
379 EffectBinding* binding = renderer->getEffectBindings().allocateBinding();
380 Material* material = getResource();
381 EffectHandle effect = material->getEffect(code, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
382
383 pendingBindings.emplace_back(EffectBindingInstance{ binding, code, effect });
384
385 // Perhaps update inline (?)
386
387 material->setChanged();
388
389 return binding;
390}
Contains render resources used by the renderer.
Core renderer system.
Definition: Renderer.h:28
EffectBindings & getEffectBindings() override
Get the reference to the EffectBindings structure.
Definition: Renderer.h:71
IGraphicsDevice * getDevice() override
Get the graphics device used by the renderer.
Definition: Renderer.h:45
const RenderSettings & getSettings() const override
Get the settings of the renderer.
Definition: Renderer.h:46
Represents a graphics device used to manage graphics resources and issue drawing commands.
virtual IEffects * getEffects()=0
Get a pointer to the effect management interface.
virtual IContext * getImmediateContext()=0
Get a pointer to the immediate context used to issue commands to the graphics device.
virtual IBuffers * getBuffers()=0
Get a pointer to the buffer management interface.
Log implementation class.
Definition: LogManager.h:140
std::string to_string() const
String conversion method.
Definition: StringView.cpp:9
Contains the Engine, Renderer, resource managers and other systems needed to run Cogs....
ClipShapeType
Specifices what kind of shape a clip shape has.
ActivationResult
Defines results for resource activation.
Definition: ResourceBase.h:14
@ Success
Resource activated successfully.
@ Delayed
Delayed activation.
@ Postponed
Resource activation postponed, retry later.
@ Failure
Resource activation failed.
bool HandleIsValid(const ResourceHandle_t< T > &handle)
Check if the given resource is valid, that is not equal to NoHandle or InvalidHandle.
constexpr Log getLogger(const char(&name)[LEN]) noexcept
Definition: LogManager.h:181
constexpr size_t hash() noexcept
Simple getter function that returns the initial value for fnv1a hashing.
Definition: HashFunctions.h:62
@ Write
The buffer can be mapped and written to by the CPU after creation.
Definition: Flags.h:50
@ ConstantBuffer
The buffer can be bound as input to effects as a constant buffer.
Definition: Flags.h:72
std::vector< MaterialPropertyBuffer > buffers
Constant buffer instances.
uint16_t buffersGeneration
If the constant buffer bindings need updates.
Effect resources contain data to control the shader stages of the GPU pipeline.
Definition: Effect.h:24
Material instances represent a specialized Material combined with state for all its buffers and prope...
std::vector< std::string > variantStrings
String storage for string variants.
Material * material
Material resource this MaterialInstance is created from.
ShaderVariantSelectors variantSelectors
Variant selectors.
Material property buffers contain properties for a material, such as color, reflectiveness or other v...
bool isPerInstance
If the buffer is updated per instance.
ConstantBufferKey index
Index of the buffer in the set of buffers owned by the same Material.
size_t size
Total size of the buffer in bytes.
PropertyName name
Name used to refer to the buffer in shaders.
std::vector< uint8_t > content
Default content for property buffer instances created from this buffer.
Material resources define the how of geometry rendering (the what is defined by Mesh and Texture reso...
Definition: Material.h:82
EffectHandle getEffect(size_t code, const MaterialInstance *materialInstance, const MeshStreamsLayout *streamsLayout, const EnginePermutation *enginePermutation, const RenderPassOptions &passOptions, const ClipShapeType clipShape)
Definition: Material.cpp:223
EffectBinding * getBinding(const size_t permutationIndex, const MaterialInstance *materialInstance, const MeshStreamsLayout *streamsLayout, const EnginePermutation *enginePermutation, const RenderPassOptions &passOptions, const ClipShapeType clipShape)
Material * resource
Engine resource this render resource represents.
bool isDelayed() const
Get if the render resource is in a delayed state.
bool isActive() const
Get if the render resource is active and can be used for rendering.
Render settings variables.
uint32_t getGeneration() const
Get the generation count.
Definition: ResourceBase.h:380
StringView getName() const
Get the name of the resource.
Definition: ResourceBase.h:307
uint32_t referenceCount() const
Get the current reference count.
Definition: ResourceBase.h:360
Property value for texture samplers.
Provides buffer management functionality.
Definition: IBuffers.h:13
virtual void releaseBuffer(BufferHandle bufferHandle)=0
Releases the buffer with the given bufferHandle.
Represents a graphics device context which can receive rendering commands.
Definition: IContext.h:43
virtual void updateBuffer(BufferHandle bufferHandle, const void *data, size_t size)=0
Replace contents of buffer with new data.
virtual SamplerStateBindingHandle getSamplerStateBinding(EffectHandle effectHandle, const StringView &name, const unsigned int slot)=0
Get a handle to a sampler state object binding, mapping how to bind the sampler state to the given ef...
virtual TextureBindingHandle getTextureBinding(EffectHandle effectHandle, const StringView &name, const unsigned int slot)=0
Get a handle to a texture object binding, mapping how to bind textures to the given effect.
Encapsulates state for texture sampling in a state object.
Definition: SamplerState.h:12
@ Dynamic
Buffer will be loaded and modified with some frequency.
Definition: Flags.h:30