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#ActualHodgman

Posted 29 December 2012 - 08:47 PM

So if everything is a command, do you batch ahead of time like Noizex? Say for example, geometry instancing, how would you collect each instance for creation of the commands?

Yeah, like Noizex, I don't perform any merging of commands at this level of the library.
e.g. As I mentioned earlier, my RenderItem contains a DrawCall -- I never take two items with DrawIndexed calls and merge them into a single DrawIndexedInstanced call; that's the responsibility of the next layer up, which generates RenderItems.
 
So, I've got multiple layers within the renderer:
1st -- you can submit a sequence of commands to a device.
2nd -- you can take a sequence of RenderItems and submit them, which sends a (culled) sequence of commands to the 1st layer.
3rd+ -- you can generate a sequence of RenderItems somehow, and pass it to the 2nd layer.

n.b. DrawCall and State both "inherit" from Command, so at the 2nd layer they're different things, but at the 1st layer, everything is the same.

The 1st layer is very simple, quite similar to the example code I posted above.
The 2nd layer can perform sorting of RenderItems, and does redundant state-change optimizations -- e.g. if a render-item contains a state that was previously submitted, then it won't be submitted again. The 2nd layer can also write commands to a "command buffer" instead of submitting them directly to the device, which is used when performing rendering tasks on a background thread that isn't able to access the device itself.
The 3rd (and higher) layers are where the "higher level" rendering ideas live, like scene management, etc...
 
There can be different rendering systems in the 3rd layer. e.g. I might have a system that performs culling of the static world geometry, and collects the static RenderItem objects required to draw the level itself. Then, I might have a different system that procedurally generates RenderItems required to draw particle systems, etc...
Say I've got a crowd rendering system, where the characters are all instanced, then this system might find all the visible characters, then generate a single RenderItem that contains a DrawIndexedInstanced call, and the necessary state to draw all those characters.


#1Hodgman

Posted 29 December 2012 - 08:37 PM

So if everything is a command, do you batch ahead of time like Noizex? Say for example, geometry instancing, how would you collect each instance for creation of the commands?

Yeah, like Noizex, I don't perform any merging of commands at this level of the library.
e.g. As I mentioned earlier, my RenderItem contains a DrawCall -- I never take two items with DrawIndexed calls and merge them into a single DrawIndexedInstanced call; that's the responsibility of the next layer up, which generates RenderItems.

 

So, I've got multiple layers within the renderer:

1st -- you can submit a sequence of commands to a device.

2nd -- you can take a sequence of RenderItems and pass a sequence of commands to the 1st layer.

3rd+ -- you can generate a sequence of RenderItems, and pass it to the 2nd layer.

 

The 1st layer is very simple, quite similar to the example code I posted above.

The 2nd layer can perform sorting of RenderItems, and does redundant state-change optimizations -- e.g. if a render-item contains a state that was previously submitted, then it won't be submitted again.

The 3rd (and higher) layers are where the "higher level" rendering ideas live, like scene management, etc...

 

There can be different rendering systems in the 3rd layer. e.g. I might have a system that performs culling of the static world geometry, and collects the static RenderItem objects required to draw the level itself. Then, I might have a different system that procedurally generates RenderItems required to draw particle systems, etc...

Say I've got a crowd rendering system, where the characters are all instanced, then this system might find all the visible characters, then generate a single RenderItem that contains a DrawIndexedInstanced call, and the necessary state to draw all those characters.


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