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 unsigned int anisotropy = 1;
158 if (t.texture.filterMode == Cogs::SamplerState::FilterMode::MinMagMipLinear) {
159 anisotropy = static_cast<unsigned int>(settings.anisotropicFiltering->getInt());
160 }
161 const Cogs::SamplerState samplerStateDesc = {
162 t.texture.sMode,
163 t.texture.tMode,
164 t.texture.uMode,
165 t.texture.filterMode,
166 Cogs::SamplerState::Never,
167 anisotropy,
168 { 0, 0, 0, 1 }
169 };
170 state.samplerState = renderStates->getSamplerState(samplerStateDesc);
171 debug_assert(state.samplerState);
172 }
173 }
174 }
175
176 ActivationResult setupBinding(Cogs::IGraphicsDevice* device,
177 RenderStates* renderStates,
178 RenderMaterial* renderMaterial,
179 const Material* material,
180 Effect* /*effect*/,
181 RenderEffect* renderEffect,
182 EffectBinding& binding)
183 {
184 binding.renderEffect = renderEffect;
185
186 auto effectResult = checkEffect(renderMaterial, binding);
187
188 if (effectResult != ActivationResult::Success) return effectResult;
189
190 if (binding.buffersGeneration != material->constantBuffers.buffersGeneration) {
191 binding.buffersGeneration = material->constantBuffers.buffersGeneration;
192
193 auto deviceBuffers = device->getBuffers();
194 auto effects = device->getEffects();
195
196 binding.bufferBindings.resize(material->constantBuffers.buffers.size());
197 binding.buffers.resize(material->constantBuffers.buffers.size());
198
199 for (auto& buffer : material->constantBuffers.buffers) {
200 if (!buffer.size) continue;
201
202 binding.bufferBindings[buffer.index] = effects->getConstantBufferBinding(binding.renderEffect->effectHandle, buffer.name);
203
204 if (HandleIsValid(binding.bufferBindings[buffer.index]) && !buffer.isPerInstance) {
205 binding.buffers[buffer.index].handle = deviceBuffers->loadBuffer(nullptr, buffer.size, Cogs::Usage::Dynamic, Cogs::AccessMode::Write, Cogs::BindFlags::ConstantBuffer);
206 deviceBuffers->annotate(binding.buffers[buffer.index].handle, material->definition.name + "_mat_" + std::to_string(buffer.index));
207 }
208 }
209
210 auto& effectHandle = binding.renderEffect->effectHandle;
211
212 binding.sceneBufferBinding = effects->getConstantBufferBinding(effectHandle, "SceneBuffer");
213 binding.viewBufferBinding = effects->getConstantBufferBinding(effectHandle, "ViewBuffer");
214 binding.lightBufferBinding = effects->getConstantBufferBinding(effectHandle, "LightBuffer");
215 binding.shadowBufferBinding = effects->getConstantBufferBinding(effectHandle, "ShadowBuffer");
216 binding.animationBufferBinding = effects->getConstantBufferBinding(effectHandle, "AnimationBuffer");
217
218 binding.shadowArrayBinding = effects->getTextureBinding(effectHandle, "cascadedShadowMap", 1);
219 binding.shadowArrayBinding_1 = effects->getTextureBinding(effectHandle, "cascadedShadowMap_1", 1);
220 binding.shadowArraySamplerBinding = effects->getSamplerStateBinding(effectHandle, "cascadedShadowMapSampler", 1);
221 binding.shadowSamplerBinding = effects->getSamplerStateBinding(effectHandle, "cascadedShadowSampler", 1);
222
223 binding.shadowCubeArrayBinding = effects->getTextureBinding(effectHandle, "cubeShadowMap", 2);
224 binding.shadowCubeArrayBinding_1 = effects->getTextureBinding(effectHandle, "cubeShadowMap_1", 2);
225 binding.shadowCubeArraySamplerBinding = effects->getSamplerStateBinding(effectHandle, "cubeShadowMapSampler", 2);
226
227 binding.skyBinding = effects->getTextureBinding(effectHandle, "environmentSky", 0);
228 binding.radianceBinding = effects->getTextureBinding(effectHandle, "environmentRadiance", 0);
229 binding.irradianceBinding = effects->getTextureBinding(effectHandle, "environmentIrradiance", 0);
230 binding.ambientIrradianceBinding = effects->getTextureBinding(effectHandle, "ambientIrradiance", 0);
231 binding.brdfLUTBinding = effects->getTextureBinding(effectHandle, "brdfLUT", 0);
232
233 binding.skySamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentSkySampler", 0);
234 binding.radianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentRadianceSampler", 0);
235 binding.irradianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "environmentIrradianceSampler", 0);
236 binding.ambientIrradianceSamplerBinding = effects->getSamplerStateBinding(effectHandle, "ambientIrradianceSampler", 0);
237 binding.brdfLUTSamplerBinding = effects->getSamplerStateBinding(effectHandle, "brdfLUTSampler", 0);
238
239 binding.objectBufferBinding = effects->getConstantBufferBinding(effectHandle, "ObjectBuffer");
240
241 binding.blueNoise = effects->getTextureBinding(effectHandle, "blueNoise_LDR_RGBA", 0);
242 binding.blueNoiseStable = effects->getTextureBinding(effectHandle, "blueNoiseStable_LDR_RGBA", 0);
243 }
244
245 updateTextureBinding(material, device, renderStates, binding);
246
247 binding.effectGeneration = renderEffect->getGeneration();
248 ++binding.generation;
249
250 return ActivationResult::Success;
251 }
252
253}
254
255Cogs::Core::ActivationResult Cogs::Core::RenderMaterial::update(Material * material, IGraphicsDevice * device, RenderResources * resources, RenderStates * renderStates)
256{
257 auto context = resources->getContext();
258 this->renderer = context->renderer;
259
260 std::vector<EffectBindingInstance> stillPending;
261
262 uint32_t results = 0;
263 for (auto & pending : pendingBindings) {
264 auto & effect = pending.effect;
265 auto binding = pending.binding;
266
267 auto renderEffect = resources->getRenderEffect(effect);
268
270 if (renderEffect && binding->effectGeneration != renderEffect->generation) {
271 result = setupBinding(device, renderStates, this, material, effect.resolve(), renderEffect, *binding);
272
273 results |= static_cast<uint32_t>(result);
274
275 if (result == ActivationResult::Success) {
276 updateBufferContents(device, material, *binding);
277 bindings.emplace_back(pending);
278 continue;
279 }
280 }
281
282 stillPending.emplace_back(pending);
283 }
284
285 for (auto & binding : bindings) {
286 if (!HandleIsValid(binding.binding->renderEffect->effectHandle)) {
287 results |= static_cast<uint32_t>(ActivationResult::Failure);
288 } else {
289 updateBufferContents(device, material, *binding.binding);
290 }
291 }
292
293 pendingBindings = std::move(stillPending);
294
295 const bool haveActive = (results & static_cast<uint32_t>(ActivationResult::Success)) != 0;
296 const bool haveFailed = (results & static_cast<uint32_t>(ActivationResult::Failure)) != 0;
297 const bool havePostponed = (results & static_cast<uint32_t>(ActivationResult::Postponed)) != 0;
298 const bool haveDelayed = (results & static_cast<uint32_t>(ActivationResult::Delayed)) != 0;
299
300 if (haveFailed) {
301 setFailed();
302
304 } else if (havePostponed && !haveActive) {
306 } else if (haveDelayed && !haveActive) {
307 setDelayed();
308
310 }
311
312 auto instances = context->materialInstanceManager->getAllocatedResources();
313
314 if (uint32_t gen = material->getGeneration(); updatedGeneration != gen) {
315 updatedGeneration = gen;
316 updateTextureProperties(this, resources, renderStates, material);
317 }
318
319 // Let material instances using any updated permutations know they need to update.
320 for (auto & resource : instances) {
321 auto materialInstance = static_cast<MaterialInstance *>(resource);
322
323 //TODO: Update permutation/variant equality logic
324 if (materialInstance->material == material &&
325 materialInstance->referenceCount() != 0) {
326 materialInstance->setChanged();
327 }
328 }
329
330 setActive();
331
333}
334
335void Cogs::Core::RenderMaterial::release(Renderer * renderer)
336{
337 IBuffers* buffers = renderer->getDevice()->getBuffers();
338
339 for (auto & b : bindings) {
340 auto binding = b.binding;
341
342 if (!binding) continue;
343
344 for (auto & buffer : binding->buffers) {
345 if (HandleIsValid(buffer.handle)) {
346 buffers->releaseBuffer(buffer.handle);
347 }
348 }
349
350 binding->buffers.clear();
351 binding->bufferBindings.clear();
352
353 renderer->getEffectBindings().deallocateBinding(binding);
354 }
355
356 for (auto & b : pendingBindings) {
357 renderer->getEffectBindings().deallocateBinding(b.binding);
358 }
359
360 bindings.clear();
361 pendingBindings.clear();
362
363 setReleased();
364}
365
367 const MaterialInstance * materialInstance,
368 const MeshStreamsLayout* streamsLayout,
369 const EnginePermutation * enginePermutation,
370 const RenderPassOptions& passOptions,
371 const ClipShapeType clipShape)
372{
373 const size_t code = calculateHash(permutationIndex, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
374
375 for (EffectBindingInstance& b : bindings) {
376 if (b.code == code) return b.binding;
377 }
378
379 for (EffectBindingInstance& b : pendingBindings) {
380 if (b.code == code) return b.binding;
381 }
382
383 EffectBinding* binding = renderer->getEffectBindings().allocateBinding();
384 Material* material = getResource();
385 EffectHandle effect = material->getEffect(code, materialInstance, streamsLayout, enginePermutation, passOptions, clipShape);
386
387 pendingBindings.emplace_back(EffectBindingInstance{ binding, code, effect });
388
389 // Perhaps update inline (?)
390
391 material->setChanged();
392
393 return binding;
394}
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
@ MinMagMipLinear
Linear sampling for both minification and magnification.
Definition: SamplerState.h:35
@ Dynamic
Buffer will be loaded and modified with some frequency.
Definition: Flags.h:30