コード例 #1
0
Error MainRenderer::render(SceneGraph& scene)
{
	ANKI_TRACE_START_EVENT(RENDER);

	// First thing, reset the temp mem pool
	m_frameAlloc.getMemoryPool().reset();

	GrManager& gl = m_r->getGrManager();
	CommandBufferInitInfo cinf;
	cinf.m_hints = m_cbInitHints;
	CommandBufferPtr cmdb = gl.newInstance<CommandBuffer>(cinf);

	// Set some of the dynamic state
	cmdb->setPolygonOffset(0.0, 0.0);

	// Run renderer
	RenderingContext ctx(m_frameAlloc);

	if(m_rDrawToDefaultFb)
	{
		ctx.m_outFb = m_defaultFb;
		ctx.m_outFbWidth = m_width;
		ctx.m_outFbHeight = m_height;
	}

	ctx.m_commandBuffer = cmdb;
	ctx.m_frustumComponent = &scene.getActiveCamera().getComponent<FrustumComponent>();
	ANKI_CHECK(m_r->render(ctx));

	// Blit renderer's result to default FB if needed
	if(!m_rDrawToDefaultFb)
	{
		cmdb->beginRenderPass(m_defaultFb);
		cmdb->setViewport(0, 0, m_width, m_height);

		cmdb->bindPipeline(m_blitPpline);
		cmdb->bindResourceGroup(m_rcGroup, 0, nullptr);

		m_r->drawQuad(cmdb);
		cmdb->endRenderPass();
	}

	// Flush the command buffer
	cmdb->flush();

	// Set the hints
	m_cbInitHints = cmdb->computeInitHints();

	ANKI_TRACE_STOP_EVENT(RENDER);

	return ErrorCode::NONE;
}
コード例 #2
0
ファイル: Fs.cpp プロジェクト: galek/anki-3d-engine-1
//==============================================================================
Error Fs::buildCommandBuffers(
	RenderingContext& ctx, U threadId, U threadCount) const
{
	// Get some stuff
	VisibilityTestResults& vis =
		ctx.m_frustumComponent->getVisibilityTestResults();

	U problemSize = vis.getCount(VisibilityGroupType::RENDERABLES_FS);
	PtrSize start, end;
	ThreadPoolTask::choseStartEnd(
		threadId, threadCount, problemSize, start, end);

	if(start == end)
	{
		// Early exit
		return ErrorCode::NONE;
	}

	// Create the command buffer and set some state
	CommandBufferInitInfo cinf;
	cinf.m_secondLevel = true;
	cinf.m_framebuffer = m_fb;
	CommandBufferPtr cmdb =
		m_r->getGrManager().newInstance<CommandBuffer>(cinf);
	ctx.m_fs.m_commandBuffers[threadId] = cmdb;

	cmdb->setViewport(0, 0, m_width, m_height);
	cmdb->setPolygonOffset(0.0, 0.0);
	cmdb->bindResourceGroup(m_globalResources, 1, &ctx.m_is.m_dynBufferInfo);

	// Start drawing
	Error err = m_r->getSceneDrawer().drawRange(Pass::MS_FS,
		*ctx.m_frustumComponent,
		cmdb,
		vis.getBegin(VisibilityGroupType::RENDERABLES_FS) + start,
		vis.getBegin(VisibilityGroupType::RENDERABLES_FS) + end);

	return err;
}
コード例 #3
0
ANKI_TEST(Gr, SimpleDrawcall)
{
	COMMON_BEGIN()

	PipelinePtr ppline = createSimplePpline(VERT_SRC, FRAG_SRC, *gr);
	FramebufferPtr fb = createDefaultFb(*gr);

	U iterations = 100;
	while(iterations--)
	{
		HighRezTimer timer;
		timer.start();

		gr->beginFrame();

		CommandBufferInitInfo cinit;
		CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);

		cmdb->setViewport(0, 0, WIDTH, HEIGHT);
		cmdb->setPolygonOffset(0.0, 0.0);
		cmdb->bindPipeline(ppline);
		cmdb->beginRenderPass(fb);
		cmdb->drawArrays(3);
		cmdb->endRenderPass();
		cmdb->flush();

		gr->swapBuffers();

		timer.stop();
		const F32 TICK = 1.0 / 30.0;
		if(timer.getElapsedTime() < TICK)
		{
			HighRezTimer::sleep(TICK - timer.getElapsedTime());
		}
	}

	COMMON_END()
}
コード例 #4
0
ANKI_TEST(Gr, DrawWithUniforms)
{
	COMMON_BEGIN()

	// A non-uploaded buffer
	BufferPtr b = gr->newInstance<Buffer>(sizeof(Vec4) * 3, BufferUsageBit::UNIFORM_ALL, BufferMapAccessBit::WRITE);

	Vec4* ptr = static_cast<Vec4*>(b->map(0, sizeof(Vec4) * 3, BufferMapAccessBit::WRITE));
	ANKI_TEST_EXPECT_NEQ(ptr, nullptr);
	ptr[0] = Vec4(1.0, 0.0, 0.0, 0.0);
	ptr[1] = Vec4(0.0, 1.0, 0.0, 0.0);
	ptr[2] = Vec4(0.0, 0.0, 1.0, 0.0);
	b->unmap();

	// Resource group
	ResourceGroupInitInfo rcinit;
	rcinit.m_uniformBuffers[0].m_buffer = b;
	rcinit.m_uniformBuffers[0].m_usage = BufferUsageBit::UNIFORM_ALL_GRAPHICS;
	rcinit.m_uniformBuffers[1].m_uploadedMemory = true;
	rcinit.m_uniformBuffers[1].m_usage = BufferUsageBit::UNIFORM_ALL_GRAPHICS;
	ResourceGroupPtr rc = gr->newInstance<ResourceGroup>(rcinit);

	// Ppline
	PipelinePtr ppline = createSimplePpline(VERT_UBO_SRC, FRAG_UBO_SRC, *gr);

	// FB
	FramebufferPtr fb = createDefaultFb(*gr);

	const U ITERATION_COUNT = 100;
	U iterations = ITERATION_COUNT;
	while(iterations--)
	{
		HighRezTimer timer;
		timer.start();
		gr->beginFrame();

		// Uploaded buffer
		TransientMemoryInfo transientInfo;
		Vec4* rotMat = static_cast<Vec4*>(gr->allocateFrameTransientMemory(
			sizeof(Vec4), BufferUsageBit::UNIFORM_ALL, transientInfo.m_uniformBuffers[1]));
		F32 angle = toRad(360.0f / ITERATION_COUNT * iterations);
		(*rotMat)[0] = cos(angle);
		(*rotMat)[1] = -sin(angle);
		(*rotMat)[2] = sin(angle);
		(*rotMat)[3] = cos(angle);

		CommandBufferInitInfo cinit;
		CommandBufferPtr cmdb = gr->newInstance<CommandBuffer>(cinit);

		cmdb->setViewport(0, 0, WIDTH, HEIGHT);
		cmdb->setPolygonOffset(0.0, 0.0);
		cmdb->bindPipeline(ppline);
		cmdb->beginRenderPass(fb);
		cmdb->bindResourceGroup(rc, 0, &transientInfo);
		cmdb->drawArrays(3);
		cmdb->endRenderPass();
		cmdb->flush();

		gr->swapBuffers();

		timer.stop();
		const F32 TICK = 1.0 / 30.0;
		if(timer.getElapsedTime() < TICK)
		{
			HighRezTimer::sleep(TICK - timer.getElapsedTime());
		}
	}

	COMMON_END()
}