the main aim of this PR is to consolidate how we access the "per view" descriptor set to a single place. some validation code is moved into DescriptorSets.cpp, so we get a more centralized idea of what we do with the descriptors. also factorize in one place the filtering of sampler list by layouts.
80 lines
2.8 KiB
C++
80 lines
2.8 KiB
C++
/*
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* Copyright (C) 2017 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "MaterialVariants.h"
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#include <private/filament/EngineEnums.h>
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#include <private/filament/Variant.h>
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#include <backend/DriverEnums.h>
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#include <filament/MaterialEnums.h>
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#include <vector>
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namespace filamat {
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std::vector<Variant> determineSurfaceVariants(
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filament::UserVariantFilterMask userVariantFilter, bool isLit, bool shadowMultiplier) {
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std::vector<Variant> variants;
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for (size_t k = 0; k < filament::VARIANT_COUNT; k++) {
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filament::Variant const variant(k);
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if (filament::Variant::isReserved(variant)) {
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continue;
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}
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filament::Variant filteredVariant =
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filament::Variant::filterUserVariant(variant, userVariantFilter);
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// Remove variants for unlit materials
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filteredVariant = filament::Variant::filterVariant(
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filteredVariant, isLit || shadowMultiplier);
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auto const vertexVariant = filament::Variant::filterVariantVertex(filteredVariant);
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if (vertexVariant == variant) {
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variants.emplace_back(variant, filament::backend::ShaderStage::VERTEX);
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}
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auto const fragmentVariant = filament::Variant::filterVariantFragment(filteredVariant);
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if (fragmentVariant == variant) {
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variants.emplace_back(variant, filament::backend::ShaderStage::FRAGMENT);
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}
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}
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return variants;
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}
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std::vector<Variant> determinePostProcessVariants() {
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std::vector<Variant> variants;
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// TODO: add a way to filter out post-process variants (e.g., the transparent variant if only
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// opaque is needed)
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for (filament::Variant::type_t k = 0; k < filament::POST_PROCESS_VARIANT_COUNT; k++) {
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filament::Variant const variant(k);
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variants.emplace_back(variant, filament::backend::ShaderStage::VERTEX);
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variants.emplace_back(variant, filament::backend::ShaderStage::FRAGMENT);
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}
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return variants;
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}
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std::vector<Variant> determineComputeVariants() {
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// TODO: should we have variants for compute shaders?
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std::vector<Variant> variants;
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filament::Variant const variant(0);
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variants.emplace_back(variant, filament::backend::ShaderStage::COMPUTE);
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return variants;
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}
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} // namespace filamat
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