1#include "RenderMaterial.h"
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"
11#include "Resources/MaterialManager.h"
12#include "Systems/Core/CameraSystem.h"
14#include "RenderStates.h"
15#include "RenderResources.h"
20#include "EffectBindings.h"
22#include "Foundation/HashSequence.h"
23#include "Foundation/Logging/Logger.h"
31 size_t calculateHash(
const size_t permutationIndex,
41 size_t instanceCode =
Cogs::hash(permutationIndex);
47 if (definition.isShared) {
48 instanceCode =
Cogs::hash(definition.defaultValue, instanceCode);
55 assert(streamsLayout);
57 LOG_ERROR(logger,
"Non-empty MeshStreamsLayout with zero hash");
60 instanceCode =
Cogs::hash(enginePermutation->getCode(), instanceCode);
62 instanceCode =
Cogs::hash(clipShape, instanceCode);
69 if (!binding.renderEffect) {
71 return ActivationResult::Postponed;
74 if (binding.renderEffect->hasFailed()) {
75 if (!renderMaterial->hasFailed()) {
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() :
"");
80 renderMaterial->setFailed();
83 return ActivationResult::Failure;
84 }
if (binding.renderEffect->isReleased()) {
85 LOG_ERROR(logger,
"Could not initialize bindings for released effect.");
87 renderMaterial->setFailed();
89 return ActivationResult::Failure;
90 }
else if (binding.renderEffect->
isDelayed()) {
91 renderMaterial->setDelayed();
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.");
97 return ActivationResult::Postponed;
100 return ActivationResult::Success;
114 gpubuf.generation = materialBuffer.
generation;
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());
129 for (
auto& tp : material->textureProperties) {
133 b->samplerBindings[tp.key] = device->
getEffects()->
getSamplerStateBinding(b->renderEffect->effectHandle, tp.name.substr(0, tp.name.find(
"[")) +
"Sampler", unit);
147 size_t N = material->textureProperties.size();
148 renderMaterial->texturePropertyStates.resize(N);
149 for (
size_t i = 0; i < N; i++) {
151 if (t.isPerInstance)
continue;
154 if (
size_t hash = t.texture.hash(); !
HandleIsValid(state.samplerState) || state.hash != hash) {
161 t.texture.filterMode,
162 Cogs::SamplerState::Never,
163 static_cast<unsigned int>(settings.anisotropicFiltering->getInt()),
166 state.samplerState = renderStates->getSamplerState(samplerStateDesc);
167 debug_assert(state.samplerState);
180 binding.renderEffect = renderEffect;
182 auto effectResult = checkEffect(renderMaterial, binding);
184 if (effectResult != ActivationResult::Success)
return effectResult;
192 binding.bufferBindings.resize(material->constantBuffers.
buffers.size());
193 binding.buffers.resize(material->constantBuffers.
buffers.size());
195 for (
auto& buffer : material->constantBuffers.
buffers) {
196 if (!buffer.
size)
continue;
198 binding.bufferBindings[buffer.
index] = effects->getConstantBufferBinding(binding.renderEffect->effectHandle, buffer.
name);
202 deviceBuffers->annotate(binding.buffers[buffer.
index].handle, material->definition.name +
"_mat_" + std::to_string(buffer.
index));
206 auto& effectHandle = binding.renderEffect->effectHandle;
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");
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);
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);
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);
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);
235 binding.objectBufferBinding = effects->getConstantBufferBinding(effectHandle,
"ObjectBuffer");
237 binding.blueNoise = effects->getTextureBinding(effectHandle,
"blueNoise_LDR_RGBA", 0);
238 binding.blueNoiseStable = effects->getTextureBinding(effectHandle,
"blueNoiseStable_LDR_RGBA", 0);
241 updateTextureBinding(material, device, renderStates, binding);
243 binding.effectGeneration = renderEffect->getGeneration();
244 ++binding.generation;
246 return ActivationResult::Success;
253 auto context = resources->getContext();
254 this->renderer = context->renderer;
256 std::vector<EffectBindingInstance> stillPending;
258 uint32_t results = 0;
259 for (
auto & pending : pendingBindings) {
260 auto & effect = pending.effect;
261 auto binding = pending.binding;
263 auto renderEffect = resources->getRenderEffect(effect);
266 if (renderEffect && binding->effectGeneration != renderEffect->generation) {
267 result = setupBinding(device, renderStates,
this, material, effect.resolve(), renderEffect, *binding);
269 results |=
static_cast<uint32_t
>(result);
272 updateBufferContents(device, material, *binding);
273 bindings.emplace_back(pending);
278 stillPending.emplace_back(pending);
281 for (
auto & binding : bindings) {
282 if (!
HandleIsValid(binding.binding->renderEffect->effectHandle)) {
285 updateBufferContents(device, material, *binding.binding);
289 pendingBindings = std::move(stillPending);
300 }
else if (havePostponed && !haveActive) {
302 }
else if (haveDelayed && !haveActive) {
308 auto instances = context->materialInstanceManager->getAllocatedResources();
310 if (uint32_t gen = material->
getGeneration(); updatedGeneration != gen) {
311 updatedGeneration = gen;
312 updateTextureProperties(
this, resources, renderStates, material);
320 if (materialInstance->
material == material &&
322 materialInstance->setChanged();
331void Cogs::Core::RenderMaterial::release(
Renderer * renderer)
335 for (
auto & b : bindings) {
336 auto binding = b.binding;
338 if (!binding)
continue;
340 for (
auto & buffer : binding->buffers) {
346 binding->buffers.clear();
347 binding->bufferBindings.clear();
352 for (
auto & b : pendingBindings) {
357 pendingBindings.clear();
369 const size_t code = calculateHash(permutationIndex, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
372 if (b.code == code)
return b.binding;
376 if (b.code == code)
return b.binding;
381 EffectHandle effect = material->
getEffect(code, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
387 material->setChanged();
Contains render resources used by the renderer.
EffectBindings & getEffectBindings() override
Get the reference to the EffectBindings structure.
IGraphicsDevice * getDevice() override
Get the graphics device used by the renderer.
const RenderSettings & getSettings() const override
Get the settings of the renderer.
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.
std::string to_string() const
String conversion method.
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.
@ 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
constexpr size_t hash() noexcept
Simple getter function that returns the initial value for fnv1a hashing.
@ Write
The buffer can be mapped and written to by the CPU after creation.
@ ConstantBuffer
The buffer can be bound as input to effects as a constant buffer.
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.
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.
size_t generation
Generation counter.
Material resources define the how of geometry rendering (the what is defined by Mesh and Texture reso...
EffectHandle getEffect(size_t code, const MaterialInstance *materialInstance, const MeshStreamsLayout *streamsLayout, const EnginePermutation *enginePermutation, const RenderPassOptions &passOptions, const ClipShapeType clipShape)
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.
StringView getName() const
Get the name of the resource.
uint32_t referenceCount() const
Get the current reference count.
Property value for texture samplers.
Provides buffer management functionality.
virtual void releaseBuffer(BufferHandle bufferHandle)=0
Releases the buffer with the given bufferHandle.
Represents a graphics device context which can receive rendering commands.
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.
@ Dynamic
Buffer will be loaded and modified with some frequency.