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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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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {}
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VisibilityPass::~VisibilityPass() {}
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void VisibilityPass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
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}
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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,
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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_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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visibilityDescriptor->reset();
visibilitySet = visibilityDescriptor->allocateDescriptorSet();
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visibilitySet->updateTexture(VISIBILITY_NAME, 0, visibilityAttachment.getTexture());
visibilitySet->updateBuffer(CULLINGBUFFER_NAME, 0, cullingBuffer);
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visibilitySet->writeChanges();
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query->beginQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "VisibilityBegin");
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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));
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timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "VisibilityEnd");
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query->endQuery();
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);
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}
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void VisibilityPass::endFrame() {}
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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{
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.name = VISIBILITY_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
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});
visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = CULLINGBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_BIT | Gfx::SE_DESCRIPTOR_ACCESS_WRITE_BIT,
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});
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visibilityDescriptor->create();
visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
visibilityLayout->addDescriptorLayout(visibilityDescriptor);
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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ShaderCompilationInfo createInfo = {
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.name = "Visibility",
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.modules = {"VisibilityCompute"},
.entryPoints = {{"computeMain", "VisibilityCompute"}},
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.rootSignature = visibilityLayout,
};
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graphics->beginShaderCompilation(createInfo);
visibilityShader = graphics->createComputeShader({0});
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visibilityLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = visibilityShader;
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pipelineInfo.pipelineLayout = visibilityLayout;
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visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.clearValue = 0xffffffff,
.name = "CullingBuffer",
});
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resources->registerBufferOutput("CULLINGBUFFER", cullingBuffer);
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query = graphics->createPipelineStatisticsQuery("VisibilityPipelineStatistics");
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resources->registerQueryOutput("VISIBILITY_QUERY", query);
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}
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void VisibilityPass::createRenderPass() {
visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
timestamps = resources->requestTimestampQuery("TIMESTAMPS");
}