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Seele/src/Engine/Graphics/RenderPass/DepthPrepass.cpp
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#include "DepthPrepass.h"
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#include "Graphics/Shader.h"
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using namespace Seele;
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extern bool usePositionOnly;
extern bool useViewCulling;
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
});
if (graphics->supportMeshShading())
{
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "DepthCullingTask",
.mainFile = "MeshletPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
}
else
{
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
}
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}
DepthPrepass::~DepthPrepass()
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{
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}
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void DepthPrepass::beginFrame(const Component::Camera &cam)
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{
RenderPass::beginFrame(cam);
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}
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void DepthPrepass::render()
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{
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setViewCulling(useViewCulling);
for (VertexData *vertexData : VertexData::getList())
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{
permutation.setVertexData(vertexData->getTypeName());
// Create Pipeline(VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per meshtype
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
command->setViewport(viewport);
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
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{
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend = {
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
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}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend = {
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(vertexData->getInstanceDataSet());
uint32 offset = 0;
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
if (graphics->supportMeshShading())
{
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//command->drawMesh(vertexData->getNumInstances(), 1, 1);
}
else
{
const auto &materials = vertexData->getMaterialData();
for (const auto &materialData : materials)
{
for (const auto &drawCall : materialData.instances)
{
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 inst = drawCall.offsets.instanceOffset;
for (const auto &meshData : drawCall.instanceMeshData)
{
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
}
}
}
}
commands.add(std::move(command));
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}
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
// Sync depth read/write with compute read
depthAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
);
// Sync depth read/write with base pass read
depthAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
);
// Sync visibility write with compute read
visibilityAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
);
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}
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void DepthPrepass::endFrame()
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{
}
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void DepthPrepass::publishOutputs()
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{
}
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void DepthPrepass::createRenderPass()
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{
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {visibilityAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
// {
// .srcSubpass = ~0U,
// .dstSubpass = 0,
// .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
// .dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
// .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// },
// {
// .srcSubpass = ~0U,
// .dstSubpass = 0,
// .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// .dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// .dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// },
// {
// .srcSubpass = 0,
// .dstSubpass = ~0U,
// .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
// .dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
// .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// .dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
// },
// {
// .srcSubpass = 0,
// .dstSubpass = ~0U,
// .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
// .dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
// .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// },
// {
// .srcSubpass = 0,
// .dstSubpass = ~0U,
// .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// .dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
// .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// .dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
// }
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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}