Merge pull request #2009 from Areloch/Prepass_Deferred_Remainder

Catches the remaining prepass to deferred changes on the engine side.
This commit is contained in:
Areloch 2017-05-30 23:43:09 -05:00 committed by GitHub
commit 75580a1126
10 changed files with 73 additions and 73 deletions

View file

@ -116,23 +116,23 @@ void AdvancedLightManager::activate( SceneManager *sceneManager )
mLightBinManager->assignName( "AL_LightBinMgr" );
// First look for the deferred bin...
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
// If we didn't find the deferred bin then add one.
if ( !prePassBin )
if ( !deferredBin )
{
prePassBin = new RenderDeferredMgr( true, blendTargetFormat );
prePassBin->assignName( "AL_DeferredBin" );
prePassBin->registerObject();
getSceneManager()->getDefaultRenderPass()->addManager( prePassBin );
mDeferredRenderBin = prePassBin;
deferredBin = new RenderDeferredMgr( true, blendTargetFormat );
deferredBin->assignName( "AL_DeferredBin" );
deferredBin->registerObject();
getSceneManager()->getDefaultRenderPass()->addManager( deferredBin );
mDeferredRenderBin = deferredBin;
}
// Tell the material manager that deferred is enabled.
MATMGR->setDeferredEnabled( true );
// Insert our light bin manager.
mLightBinManager->setRenderOrder( prePassBin->getRenderOrder() + 0.01f );
mLightBinManager->setRenderOrder( deferredBin->getRenderOrder() + 0.01f );
getSceneManager()->getDefaultRenderPass()->addManager( mLightBinManager );
AdvancedLightingFeatures::registerFeatures(mDeferredRenderBin->getTargetFormat(), mLightBinManager->getTargetFormat());

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@ -748,16 +748,16 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
deferredBuffer->sampler = true;
deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var* prePassTex = NULL;
Var* deferredTex = NULL;
if (mIsDirect3D11)
{
deferredBuffer->setType("SamplerState");
prePassTex = new Var;
prePassTex->setName("prePassTex");
prePassTex->setType("Texture2D");
prePassTex->uniform = true;
prePassTex->texture = true;
prePassTex->constNum = deferredBuffer->constNum;
deferredTex = new Var;
deferredTex->setName("deferredTex");
deferredTex->setType("Texture2D");
deferredTex->uniform = true;
deferredTex->texture = true;
deferredTex->constNum = deferredBuffer->constNum;
}
// Texture coord
@ -774,7 +774,7 @@ void DeferredMinnaertHLSL::processPix( Vector<ShaderComponent*> &componentList,
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
if (mIsDirect3D11)
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, prePassTex, uvScene));
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, ,@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, deferredTex, uvScene));
else
meta->addStatement(new GenOp(avar(" float4 normalDepth = %s(@, @);\r\n", unconditionDeferredMethod.c_str()), deferredBuffer, uvScene));

View file

@ -185,12 +185,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
FEATUREMGR->unregisterFeature( MFT_SubSurface );
// First look for the deferred bin...
RenderDeferredMgr *prePassBin = _findDeferredRenderBin();
RenderDeferredMgr *deferredBin = _findDeferredRenderBin();
/*
// If you would like to use forward shading, and have a linear depth pre-pass
// than un-comment this code block.
if ( !prePassBin )
if ( !deferredBin )
{
Vector<GFXFormat> formats;
formats.push_back( GFXFormatR32F );
@ -204,12 +204,12 @@ void BasicLightManager::activate( SceneManager *sceneManager )
// Uncomment this for a no-color-write z-fill pass.
//linearDepthFormat = GFXFormat_COUNT;
prePassBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
prePassBin->registerObject();
rpm->addManager( prePassBin );
deferredBin = new RenderDeferredMgr( linearDepthFormat != GFXFormat_COUNT, linearDepthFormat );
deferredBin->registerObject();
rpm->addManager( deferredBin );
}
*/
mDeferredRenderBin = prePassBin;
mDeferredRenderBin = deferredBin;
// If there is a deferred bin
MATMGR->setDeferredEnabled( mDeferredRenderBin.isValid() );

View file

@ -589,8 +589,8 @@ const GFXStateBlockDesc & RenderDeferredMgr::getOpaqueStencilTestDesc()
//------------------------------------------------------------------------------
ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *prePassMgr )
: Parent(mat), mDeferredMgr(prePassMgr)
ProcessedDeferredMaterial::ProcessedDeferredMaterial( Material& mat, const RenderDeferredMgr *deferredMgr )
: Parent(mat), mDeferredMgr(deferredMgr)
{
}
@ -817,43 +817,43 @@ U32 ProcessedDeferredMaterial::getNumStages()
void ProcessedDeferredMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
{
GFXStateBlockDesc prePassStateBlock = desc;
GFXStateBlockDesc deferredStateBlock = desc;
// Adjust color writes if this is a pure z-fill pass
const bool pixelOutEnabled = mDeferredMgr->getTargetChainLength() > 0;
if ( !pixelOutEnabled )
{
prePassStateBlock.colorWriteDefined = true;
prePassStateBlock.colorWriteRed = pixelOutEnabled;
prePassStateBlock.colorWriteGreen = pixelOutEnabled;
prePassStateBlock.colorWriteBlue = pixelOutEnabled;
prePassStateBlock.colorWriteAlpha = pixelOutEnabled;
deferredStateBlock.colorWriteDefined = true;
deferredStateBlock.colorWriteRed = pixelOutEnabled;
deferredStateBlock.colorWriteGreen = pixelOutEnabled;
deferredStateBlock.colorWriteBlue = pixelOutEnabled;
deferredStateBlock.colorWriteAlpha = pixelOutEnabled;
}
// Never allow the alpha test state when rendering
// the deferred as we use the alpha channel for the
// depth information... MFT_AlphaTest will handle it.
prePassStateBlock.alphaDefined = true;
prePassStateBlock.alphaTestEnable = false;
deferredStateBlock.alphaDefined = true;
deferredStateBlock.alphaTestEnable = false;
// If we're translucent then we're doing deferred blending
// which never writes to the depth channels.
const bool isTranslucent = getMaterial()->isTranslucent();
if ( isTranslucent )
{
prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
prePassStateBlock.setColorWrites(false, false, false, true);
deferredStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
deferredStateBlock.setColorWrites(false, false, false, true);
}
// Enable z reads, but only enable zwrites if we're not translucent.
prePassStateBlock.setZReadWrite( true, isTranslucent ? false : true );
deferredStateBlock.setZReadWrite( true, isTranslucent ? false : true );
// Pass to parent
Parent::addStateBlockDesc(prePassStateBlock);
Parent::addStateBlockDesc(deferredStateBlock);
}
DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr)
: Parent(*root->getMaterial()), mDeferredMgr(prePassMgr)
DeferredMatInstance::DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr)
: Parent(*root->getMaterial()), mDeferredMgr(deferredMgr)
{
mFeatureList = root->getRequestedFeatures();
mVertexFormat = root->getVertexFormat();
@ -891,8 +891,8 @@ bool DeferredMatInstance::init( const FeatureSet &features,
}
DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
const RenderDeferredMgr *prePassMgr )
: mHookedDeferredMatInst(NULL), mDeferredManager(prePassMgr)
const RenderDeferredMgr *deferredMgr )
: mHookedDeferredMatInst(NULL), mDeferredManager(deferredMgr)
{
// If the material is a custom material then
// hope that using DefaultDeferredMaterial gives
@ -901,7 +901,7 @@ DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
{
MatInstance* dummyInst = static_cast<MatInstance*>( MATMGR->createMatInstance( "AL_DefaultDeferredMaterial", baseMatInst->getVertexFormat() ) );
mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, prePassMgr );
mHookedDeferredMatInst = new DeferredMatInstance( dummyInst, deferredMgr );
mHookedDeferredMatInst->init( dummyInst->getRequestedFeatures(), baseMatInst->getVertexFormat());
delete dummyInst;
@ -909,7 +909,7 @@ DeferredMatInstanceHook::DeferredMatInstanceHook( MatInstance *baseMatInst,
}
// Create the deferred material instance.
mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, prePassMgr);
mHookedDeferredMatInst = new DeferredMatInstance(baseMatInst, deferredMgr);
mHookedDeferredMatInst->getFeaturesDelegate() = baseMatInst->getFeaturesDelegate();
// Get the features, but remove the instancing feature if the

View file

@ -19,8 +19,8 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PREPASS_MGR_H_
#define _PREPASS_MGR_H_
#ifndef _DEFERRED_MGR_H_
#define _DEFERRED_MGR_H_
#include "renderInstance/renderTexTargetBinManager.h"
#include "materials/matInstance.h"
@ -122,7 +122,7 @@ class ProcessedDeferredMaterial : public ProcessedShaderMaterial
typedef ProcessedShaderMaterial Parent;
public:
ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *prePassMgr);
ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *deferredMgr);
virtual U32 getNumStages();
@ -142,7 +142,7 @@ class DeferredMatInstance : public MatInstance
typedef MatInstance Parent;
public:
DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *prePassMgr);
DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr);
virtual ~DeferredMatInstance();
bool init()
@ -165,7 +165,7 @@ protected:
class DeferredMatInstanceHook : public MatInstanceHook
{
public:
DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *prePassMgr);
DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *deferredMgr);
virtual ~DeferredMatInstanceHook();
virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; }
@ -220,5 +220,5 @@ inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance
return hook->getDeferredMatInstance();
}
#endif // _PREPASS_MGR_H_
#endif // _DEFERRED_MGR_H_

View file

@ -119,7 +119,7 @@ bool RenderImposterMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
return true;
}
void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred )
void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDeferredMgr *deferredBin, bool startDeferred )
{
PROFILE_SCOPE( RenderImposterMgr_RenderDeferred );
@ -128,10 +128,10 @@ void RenderImposterMgr::_renderDeferred( const SceneRenderState *state, RenderDe
GFXDEBUGEVENT_SCOPE( RenderImposterMgr_RenderDeferred, ColorI::RED );
_innerRender( state, prePassBin );
_innerRender( state, deferredBin );
}
void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin )
void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDeferredMgr *deferredBin )
{
PROFILE_SCOPE( RenderImposterMgr_InnerRender );
@ -219,7 +219,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
// list changes.
SceneData sgData;
sgData.init( state, prePassBin ? SceneData::DeferredBin : SceneData::RegularBin );
sgData.init( state, deferredBin ? SceneData::DeferredBin : SceneData::RegularBin );
sgData.lights[0] = LIGHTMGR->getDefaultLight();
// TODO: I should rework this loop to generate the VB first then
@ -232,7 +232,7 @@ void RenderImposterMgr::_innerRender( const SceneRenderState *state, RenderDefer
for ( U32 i=0; i < binSize; )
{
currMat = static_cast<ImposterBaseRenderInst*>( mElementList[i].inst )->mat;
setupMat = prePassBin ? prePassBin->getDeferredMaterial( currMat ) : currMat;
setupMat = deferredBin ? deferredBin->getDeferredMaterial( currMat ) : currMat;
// TODO: Fix MatInstance to take a const SceneRenderState!
while ( setupMat->setupPass( (SceneRenderState*)state, sgData ) )

View file

@ -74,9 +74,9 @@ protected:
GFXPrimitiveBufferHandle mIB;
//GFXVertexBufferHandle<ImposterCorner> mCornerVB;
void _innerRender( const SceneRenderState *state, RenderDeferredMgr *prePassBin );
void _innerRender( const SceneRenderState *state, RenderDeferredMgr *deferredBin );
void _renderDeferred( const SceneRenderState *state, RenderDeferredMgr *prePassBin, bool startDeferred );
void _renderDeferred( const SceneRenderState *state, RenderDeferredMgr *deferredBin, bool startDeferred );
static bool _clearStats( GFXDevice::GFXDeviceEventType type );

View file

@ -557,7 +557,7 @@ bool RenderParticleMgr::_initShader()
mParticleShaderConsts.mAlphaFactorSC = mParticleShader->getShaderConstHandle( "$alphaFactor" );
mParticleShaderConsts.mAlphaScaleSC = mParticleShader->getShaderConstHandle( "$alphaScale" );
mParticleShaderConsts.mFSModelViewProjSC = mParticleShader->getShaderConstHandle( "$fsModelViewProj" );
mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$prePassTargetParams" );
mParticleShaderConsts.mDeferredTargetParamsSC = mParticleShader->getShaderConstHandle( "$deferredTargetParams" );
//samplers
mParticleShaderConsts.mSamplerDiffuse = mParticleShader->getShaderConstHandle("$diffuseMap");
@ -596,13 +596,13 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
return;
// Hunt for the pre-pass manager/target
RenderDeferredMgr *prePassBin = NULL;
RenderDeferredMgr *deferredBin = NULL;
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderDeferredMgr::RIT_Deferred )
{
prePassBin = (RenderDeferredMgr*)bin;
deferredBin = (RenderDeferredMgr*)bin;
break;
}
}
@ -610,11 +610,11 @@ void RenderParticleMgr::_onLMActivate( const char*, bool activate )
// If we found the deferred bin, set this bin to render very shortly afterwards
// and re-add this render-manager. If there is no pre-pass bin, or it doesn't
// have a depth-texture, we can't render offscreen.
mOffscreenRenderEnabled = prePassBin && (prePassBin->getTargetChainLength() > 0);
mOffscreenRenderEnabled = deferredBin && (deferredBin->getTargetChainLength() > 0);
if(mOffscreenRenderEnabled)
{
rpm->removeManager(this);
setRenderOrder( prePassBin->getRenderOrder() + 0.011f );
setRenderOrder( deferredBin->getRenderOrder() + 0.011f );
rpm->addManager(this);
}

View file

@ -243,12 +243,12 @@ TerrainCellMaterial* TerrainCellMaterial::getReflectMat()
void TerrainCellMaterial::init( TerrainBlock *block,
U64 activeMaterials,
bool prePassMat,
bool deferredMat,
bool reflectMat,
bool baseOnly )
{
// This isn't allowed for now.
AssertFatal( !( prePassMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
AssertFatal( !( deferredMat && reflectMat ), "TerrainCellMaterial::init - We shouldn't get deferred and reflection in the same material!" );
mTerrain = block;
mMaterials = activeMaterials;
@ -280,7 +280,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
if ( !_createPass( &materials,
&mPasses.last(),
mPasses.size() == 1,
prePassMat,
deferredMat,
reflectMat,
baseOnly ) )
{
@ -310,7 +310,7 @@ void TerrainCellMaterial::init( TerrainBlock *block,
bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
Pass *pass,
bool firstPass,
bool prePassMat,
bool deferredMat,
bool reflectMat,
bool baseOnly )
{
@ -343,7 +343,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// Has advanced lightmap support been enabled for deferred.
bool advancedLightmapSupport = false;
if ( prePassMat )
if ( deferredMat )
{
// This sucks... but it works.
AdvancedLightBinManager *lightBin;
@ -357,7 +357,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
FeatureSet features;
features.addFeature( MFT_VertTransform );
if ( prePassMat )
if ( deferredMat )
{
features.addFeature( MFT_EyeSpaceDepthOut );
features.addFeature( MFT_DeferredConditioner );
@ -416,13 +416,13 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// check for macro detail texture
if ( !(mat->getMacroSize() <= 0 || mat->getMacroDistance() <= 0 || mat->getMacroMap().isEmpty() ) )
{
if(prePassMat)
if(deferredMat)
features.addFeature( MFT_DeferredTerrainMacroMap, featureIndex );
else
features.addFeature( MFT_TerrainMacroMap, featureIndex );
}
if(prePassMat)
if(deferredMat)
features.addFeature( MFT_DeferredTerrainDetailMap, featureIndex );
else
features.addFeature( MFT_TerrainDetailMap, featureIndex );
@ -554,14 +554,14 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// MFT_TerrainAdditive feature to lerp the
// output normal with the previous pass.
//
if ( prePassMat )
if ( deferredMat )
desc.setColorWrites( true, true, true, false );
}
// We write to the zbuffer if this is a deferred
// material or if the deferred is disabled.
desc.setZReadWrite( true, !MATMGR->getDeferredEnabled() ||
prePassMat ||
deferredMat ||
reflectMat );
desc.samplersDefined = true;
@ -671,7 +671,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// If we're doing deferred it requires some
// special stencil settings for it to work.
if ( prePassMat )
if ( deferredMat )
desc.addDesc( RenderDeferredMgr::getOpaqueStenciWriteDesc( false ) );
desc.setCullMode( GFXCullCCW );

View file

@ -165,7 +165,7 @@ protected:
bool _createPass( Vector<MaterialInfo*> *materials,
Pass *pass,
bool firstPass,
bool prePassMat,
bool deferredMat,
bool reflectMat,
bool baseOnly );
@ -178,7 +178,7 @@ public:
void init( TerrainBlock *block,
U64 activeMaterials,
bool prePassMat = false,
bool deferredMat = false,
bool reflectMat = false,
bool baseOnly = false );