Adding view culling to non-depth culling variant
This commit is contained in:
@@ -24,27 +24,8 @@ bool isBoxVisible(AABB bounding)
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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uint2 screenCornerMin = mipDimensions;
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uint2 screenCornerMax = uint2(0, 0);
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// we use reverse depth, so higher values are closer
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float maxDepth = 0;
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{
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float4 corners[8];
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corners[0] = float4(bounding.min.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[1] = float4(bounding.min.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[2] = float4(bounding.min.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[3] = float4(bounding.min.x, bounding.max.y, bounding.max.z, 1.0f);
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corners[4] = float4(bounding.max.x, bounding.min.y, bounding.min.z, 1.0f);
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corners[5] = float4(bounding.max.x, bounding.min.y, bounding.max.z, 1.0f);
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corners[6] = float4(bounding.max.x, bounding.max.y, bounding.min.z, 1.0f);
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corners[7] = float4(bounding.max.x, bounding.max.y, bounding.max.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(modelViewProjection, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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}
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// lower values are closer
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float maxDepth = bounding.projectScreenDepth(modelViewProjection, screenCornerMin, screenCornerMax);
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uint mipOffset = 0;
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// in theory this wouldnt work if no corner was in screen, as min would be greater that max, however we verified that with view culling
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while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
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@@ -118,8 +99,10 @@ void taskMain(
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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#ifdef DEPTH_CULLING
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// if the meshlet bounding box is behind the cached depth buffer, we skip
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if(isBoxVisible(meshlet.bounding))
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -62,5 +62,4 @@ void initialReduce(
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int2 texCoord = groupOffset + threadID.xy;
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float fDepth = pDepthAttachment.texture.Load(int3(texCoord, 0)).r;
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pDepthAttachment.buffer[texCoord.x + (texCoord.y * width)] = fDepth;
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}
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@@ -26,10 +26,7 @@ void taskMain(
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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#ifdef DEPTH_CULLING
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// if depth culling is disabled, we draw the whole scene as if cached
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if(culling.wasVisible())
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -16,7 +16,7 @@ struct BoundingSphere
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
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if(dot(frustum.sides[i].n, getCenter()) - frustum.sides[i].d < -getRadius())
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{
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result = false;
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}
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@@ -27,15 +27,15 @@ struct BoundingSphere
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struct AABB
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{
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float3 min;
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float3 minCorner;
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float pad0;
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float3 max;
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float3 maxCorner;
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float pad1;
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// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
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bool insideFrustum(Frustum frustum)
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{
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float3 center = (min + max) * 0.5;
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float3 extents = float3(max.x - center.x, max.y - center.y, max.z - center.z);
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float3 center = (minCorner + maxCorner) * 0.5;
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float3 extents = float3(maxCorner.x - center.x, maxCorner.y - center.y, maxCorner.z - center.z);
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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@@ -51,4 +51,26 @@ struct AABB
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}
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return result;
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}
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float projectScreenDepth(float4x4 mvp, inout uint2 screenCornerMin, inout uint2 screenCornerMax)
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{
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float maxDepth = 0;
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float4 corners[8];
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corners[0] = float4(minCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[1] = float4(minCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[2] = float4(minCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[3] = float4(minCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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corners[4] = float4(maxCorner.x, minCorner.y, minCorner.z, 1.0f);
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corners[5] = float4(maxCorner.x, minCorner.y, maxCorner.z, 1.0f);
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corners[6] = float4(maxCorner.x, maxCorner.y, minCorner.z, 1.0f);
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corners[7] = float4(maxCorner.x, maxCorner.y, maxCorner.z, 1.0f);
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(mvp, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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return maxDepth;
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}
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};
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@@ -404,19 +404,19 @@ void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes) {
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes,
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Component::Collider& collider) {
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//List<std::function<void()>> work;
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List<std::function<void()>> work;
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for (int32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) {
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aiMesh* mesh = scene->mMeshes[meshIndex];
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if (!(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
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continue;
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globalMeshes.add(nullptr);
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globalMeshes[meshIndex] = new Mesh();
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StaticMeshVertexData* vertexData = StaticMeshVertexData::getInstance();
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MeshId id = vertexData->allocateVertexData(mesh->mNumVertices);
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uint64 offset = vertexData->getMeshOffset(id);
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
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//work.add([&]() {
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work.add([=, &globalMeshes]() {
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// assume static mesh for now
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Array<Vector4> positions(mesh->mNumVertices);
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StaticArray<Array<Vector2>, MAX_TEXCOORDS> texCoords;
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@@ -475,16 +475,15 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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// collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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globalMeshes[meshIndex] = new Mesh();
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globalMeshes[meshIndex]->vertexData = vertexData;
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globalMeshes[meshIndex]->id = id;
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globalMeshes[meshIndex]->referencedMaterial = materials[mesh->mMaterialIndex];
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globalMeshes[meshIndex]->meshlets = std::move(meshlets);
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globalMeshes[meshIndex]->indices = std::move(indices);
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globalMeshes[meshIndex]->vertexCount = mesh->mNumVertices;
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//});
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});
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}
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//getThreadPool().runAndWait(std::move(work));
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getThreadPool().runAndWait(std::move(work));
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}
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Matrix4 convertMatrix(aiMatrix4x4 matrix) {
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@@ -143,10 +143,6 @@ void BasePass::render() {
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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@@ -168,10 +164,6 @@ void BasePass::render() {
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{
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.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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@@ -81,10 +81,6 @@ void CachedDepthPass::render() {
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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@@ -102,10 +98,6 @@ void CachedDepthPass::render() {
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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@@ -118,101 +118,90 @@ void DepthCullingPass::render() {
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query->beginQuery();
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graphics->beginRenderPass(renderPass);
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if (useDepthCulling) {
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Array<Gfx::ORenderCommand> commands;
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setDepthCulling(useDepthCulling);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setDepthCulling(useDepthCulling);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
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sizeof(VertexData::DrawCallOffsets), &offset);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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for (const auto& drawCall : materialData.instances) {
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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for (const auto& meshData : drawCall.instanceMeshData) {
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets),
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&offset);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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for (const auto& drawCall : materialData.instances) {
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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for (const auto& meshData : drawCall.instanceMeshData) {
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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}
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}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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query->endQuery();
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// Sync depth read/write with compute read
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@@ -9,16 +9,6 @@
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namespace Seele {
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class StaticMeshVertexData : public VertexData {
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public:
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struct StaticMatInstance {
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PMaterialInstance instance;
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Array<uint32> meshletIds;
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Gfx::OShaderBuffer culledMeshletBuffer;
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// Gfx::OShaderBuffer indirectDrawBuffer;
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};
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struct StaticMatData {
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PMaterial material;
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Array<StaticMatInstance> staticInstance;
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};
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StaticMeshVertexData();
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virtual ~StaticMeshVertexData();
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static StaticMeshVertexData* getInstance();
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@@ -37,12 +27,10 @@ class StaticMeshVertexData : public VertexData {
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virtual Gfx::PDescriptorSet getVertexDataSet() override;
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virtual std::string getTypeName() const override { return "StaticMeshVertexData"; }
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virtual Gfx::PShaderBuffer getPositionBuffer() const override { return positions; }
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constexpr const Array<StaticMatData>& getStaticMeshes() const { return staticData; }
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private:
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virtual void resizeBuffers() override;
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virtual void updateBuffers() override;
|
||||
Array<StaticMatData> staticData;
|
||||
|
||||
Gfx::OShaderBuffer positions;
|
||||
Array<Vector4> positionData;
|
||||
|
||||
@@ -184,10 +184,14 @@ Buffer::~Buffer() {
|
||||
}
|
||||
|
||||
void Buffer::updateContents(uint64 regionOffset, uint64 regionSize, void* buffer) {
|
||||
if (buffers.size() == 0)
|
||||
return;
|
||||
getAlloc()->updateContents(regionOffset, regionSize, buffer);
|
||||
}
|
||||
|
||||
void Buffer::readContents(uint64 regionOffset, uint64 regionSize, void* buffer) {
|
||||
if (buffers.size() == 0)
|
||||
return;
|
||||
getAlloc()->readContents(regionOffset, regionSize, buffer);
|
||||
}
|
||||
|
||||
@@ -218,29 +222,27 @@ void Buffer::rotateBuffer(uint64 size, bool preserveContents) {
|
||||
}
|
||||
|
||||
void Buffer::createBuffer(uint64 size, uint32 destIndex) {
|
||||
if (size > 0) {
|
||||
uint32 family = graphics->getFamilyMapping().getQueueTypeFamilyIndex(initialOwner);
|
||||
VkBufferCreateInfo info = {
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.size = size,
|
||||
.usage = usage,
|
||||
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
|
||||
.queueFamilyIndexCount = 1,
|
||||
.pQueueFamilyIndices = &family,
|
||||
};
|
||||
VmaAllocationCreateInfo allocInfo = {
|
||||
.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE,
|
||||
};
|
||||
buffers[destIndex] = new BufferAllocation(graphics, name, info, allocInfo, initialOwner);
|
||||
if (createCleared)
|
||||
{
|
||||
PCommand command = graphics->getQueueCommands(initialOwner)->getCommands();
|
||||
vkCmdFillBuffer(command->getHandle(), buffers[destIndex]->buffer, 0, VK_WHOLE_SIZE, clearValue);
|
||||
pipelineBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
|
||||
}
|
||||
uint32 family = graphics->getFamilyMapping().getQueueTypeFamilyIndex(initialOwner);
|
||||
VkBufferCreateInfo info = {
|
||||
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.size = size,
|
||||
.usage = usage,
|
||||
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
|
||||
.queueFamilyIndexCount = 1,
|
||||
.pQueueFamilyIndices = &family,
|
||||
};
|
||||
VmaAllocationCreateInfo allocInfo = {
|
||||
.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE,
|
||||
};
|
||||
buffers[destIndex] = new BufferAllocation(graphics, name, info, allocInfo, initialOwner);
|
||||
if (createCleared)
|
||||
{
|
||||
PCommand command = graphics->getQueueCommands(initialOwner)->getCommands();
|
||||
vkCmdFillBuffer(command->getHandle(), buffers[destIndex]->buffer, 0, VK_WHOLE_SIZE, clearValue);
|
||||
pipelineBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
VK_ACCESS_MEMORY_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -283,10 +285,16 @@ void Buffer::copyBuffer(uint64 src, uint64 dst) {
|
||||
&dstBarrier, 0, nullptr);
|
||||
}
|
||||
|
||||
void Buffer::transferOwnership(Gfx::QueueType newOwner) { getAlloc()->transferOwnership(newOwner); }
|
||||
void Buffer::transferOwnership(Gfx::QueueType newOwner) {
|
||||
if (buffers.size() == 0)
|
||||
return;
|
||||
getAlloc()->transferOwnership(newOwner);
|
||||
}
|
||||
|
||||
void Buffer::pipelineBarrier(VkAccessFlags srcAccess, VkPipelineStageFlags srcStage, VkAccessFlags dstAccess,
|
||||
VkPipelineStageFlags dstStage) {
|
||||
if (buffers.size() == 0)
|
||||
return;
|
||||
getAlloc()->pipelineBarrier(srcAccess, srcStage, dstAccess, dstStage);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user