Adding view culling to non-depth culling variant
This commit is contained in:
@@ -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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