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Seele/src/Engine/Graphics/RenderPass/VisibilityPass.cpp
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#include "VisibilityPass.h"
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#include "Graphics/Shader.h"
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using namespace Seele;
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extern bool resetVisibility;
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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
}
VisibilityPass::~VisibilityPass()
{
}
void VisibilityPass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
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cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
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if (resetVisibility)
{
Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
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cullingBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData = {
.size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
.data = (uint8 *)cullingData.data(),
},
.numElements = VertexData::getMeshletCount()});
cullingBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
resetVisibility = false;
}
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}
void VisibilityPass::render()
{
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cullingBuffer->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
);
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cullingBuffer->clear();
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cullingBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
);
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visibilityDescriptor->reset();
visibilitySet = visibilityDescriptor->allocateDescriptorSet();
visibilitySet->updateTexture(0, visibilityAttachment.getTexture());
visibilitySet->updateBuffer(1, cullingBuffer);
visibilitySet->writeChanges();
Gfx::OComputeCommand command = graphics->createComputeCommand("VisibilityCommand");
command->bindPipeline(visibilityPipeline);
command->bindDescriptor({viewParamsSet, visibilitySet});
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command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
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Array<Gfx::OComputeCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
cullingBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT
);
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}
void VisibilityPass::endFrame()
{
}
void VisibilityPass::publishOutputs()
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{
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
threadGroupSize = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
visibilityDescriptor = graphics->createDescriptorLayout("pVisibilityParams");
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, });
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT, });
visibilityDescriptor->create();
visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
visibilityLayout->addDescriptorLayout(viewParamsLayout);
visibilityLayout->addDescriptorLayout(visibilityDescriptor);
ShaderCreateInfo createInfo = {
.name = "Visibility",
.mainModule = "VisibilityCompute",
.entryPoint = "computeMain",
.rootSignature = visibilityLayout,
};
visibilityShader = graphics->createComputeShader(createInfo);
visibilityLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = visibilityShader;
pipelineInfo.pipelineLayout = std::move(visibilityLayout);
visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.dynamic = true, .name = "CullingBuffer"});
resources->registerBufferOutput("CULLINGBUFFER", cullingBuffer);
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}
void VisibilityPass::createRenderPass()
{
visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
}