Merge remote-tracking branch 'origin/master'

This commit is contained in:
Dynamitos
2025-03-15 22:37:15 +01:00
20 changed files with 263 additions and 123 deletions
-1
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@@ -31,6 +31,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
return float4(result, brdf.getAlpha());
}
+1 -1
View File
@@ -105,7 +105,7 @@ void taskMain(
viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
meshVisible = true;
#ifdef DEPTH_CULLING
meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
//meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
#endif
}
GroupMemoryBarrierWithGroupSync();
+78
View File
@@ -0,0 +1,78 @@
struct HistogramParameters
{
float minLogLum;
float inverseLogLumRange;
float timeCoeff;
uint numPixels;
Texture2D hdrImage;
globallycoherent RWStructuredBuffer<uint> histogram;
RWStructuredBuffer<float> averageLuminance;
};
ParameterBlock<HistogramParameters> pHistogramParams;
static const float3 RGB_TO_LUMINANCE = float3(0.2125, 0.7154, 0.0721);
static const float eps = 0.005;
uint colorToBin(float3 hdrColor) {
float lum = dot(hdrColor, RGB_TO_LUMINANCE);
if(lum < eps) {
return 0;
}
float logLum = clamp((log2(lum) - pHistogramParams.minLogLum) * pHistogramParams.inverseLogLumRange, 0, 1);
return uint(logLum * 254.0 + 1.0);
}
groupshared uint histogramShared[256];
[shader("compute")]
[numthreads(16, 16, 1)]
void histogram(uint threadID : SV_GroupIndex, uint2 globalThreadID : SV_DispatchThreadID)
{
histogramShared[threadID] = 0;
GroupMemoryBarrierWithGroupSync();
uint2 dim;
pHistogramParams.hdrImage.GetDimensions(dim.x, dim.y);
if(globalThreadID.x < dim.x && globalThreadID.y < dim.y) {
float3 hdrColor = pHistogramParams.hdrImage.Load(int3(globalThreadID, 0)).xyz;
uint binIndex = colorToBin(hdrColor);
InterlockedAdd(histogramShared[binIndex], 1);
}
GroupMemoryBarrierWithGroupSync();
InterlockedAdd(pHistogramParams.histogram[threadID], histogramShared[threadID]);
}
[shader("compute")]
[numthreads(256, 1, 1)]
void exposure(uint threadID : SV_GroupThreadID)
{
uint countForThisBin = pHistogramParams.histogram[threadID];
histogramShared[threadID] = countForThisBin * threadID;
GroupMemoryBarrierWithGroupSync();
pHistogramParams.histogram[threadID] = 0;
for(uint cutoff = (256 >> 1); cutoff > 0; cutoff >>= 1) {
if(uint(threadID) < cutoff) {
histogramShared[threadID] += histogramShared[threadID + cutoff];
}
GroupMemoryBarrierWithGroupSync();
}
if(threadID == 0) {
float weightedLogAverage = (histogramShared[0] / max(pHistogramParams.numPixels - float(countForThisBin), 1.0f)) - 1.0f;
float weightedAvgLum = exp2(((weightedLogAverage / 254.0f) * pHistogramParams.inverseLogLumRange) + pHistogramParams.minLogLum);
float lumLastFrame = pHistogramParams.averageLuminance[0];
float adaptedLum = lumLastFrame + (weightedAvgLum - lumLastFrame) * pHistogramParams.timeCoeff;
pHistogramParams.averageLuminance[0] = adaptedLum;
}
}
-15
View File
@@ -1,15 +0,0 @@
{
"name": "Placeholder",
"params": {
},
"code": [
{
"exp": "BRDF",
"profile": "BlinnPhong",
"values": {
"baseColor": "float3(0, 1, 0)",
"normal": "float3(0, 0, 1)"
}
}
]
}
+1 -1
View File
@@ -101,5 +101,5 @@ float4 fragmentMain(
float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
factor = clamp(factor, 0.0, 1.0);
return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor) * 100;
}
+12 -12
View File
@@ -31,8 +31,9 @@ struct Parameters
float sat = 1.0;
Texture2D hdrInputTexture;
SamplerState hdrSampler;
StructuredBuffer<float> averageLuminance;
};
ParameterBlock<Parameters> pParams;
ParameterBlock<Parameters> pToneMappingParams;
// AgX
// ->
@@ -83,7 +84,7 @@ float3 agxEotf(float3 val) {
val = mul(agx_mat_inv, val);
// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
//val = pow(val, float3(2.2));
val = pow(val, float3(2.2));
return val;
}
@@ -93,10 +94,10 @@ float3 agxLook(float3 val) {
float luma = dot(val, lw);
// Default
float3 offset = pParams.offset.xyz;
float3 slope = pParams.slope.xyz;
float3 power = pParams.power.xyz;
float sat = pParams.sat;
float3 offset = pToneMappingParams.offset.xyz;
float3 slope = pToneMappingParams.slope.xyz;
float3 power = pToneMappingParams.power.xyz;
float sat = pToneMappingParams.sat;
// ASC CDL
val = pow(val * slope + offset, power);
@@ -106,12 +107,11 @@ float3 agxLook(float3 val) {
[shader("pixel")]
float4 toneMapping(float2 uv : UV) : SV_Target
{
float3 hdrValue = pParams.hdrInputTexture.Sample(pParams.hdrSampler, uv).rgb;
//float3 value = agx(hdrValue);
//value = agxLook(value);
//value = agxEotf(value);
float3 hdrValue = pToneMappingParams.hdrInputTexture.Sample(pToneMappingParams.hdrSampler, uv).rgb;
float3 value = hdrValue / (hdrValue + float3(10));
float3 value = agx(hdrValue / 1000);
value = agxLook(value);
value = agxEotf(value);
return float4(value, 1);
}
}
+2 -2
View File
@@ -15,7 +15,7 @@ struct DirectionalLight : ILightEnv
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 dir_WS = -normalize(direction.xyz);
return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz);
return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz * color.w);
}
};
@@ -29,7 +29,7 @@ struct PointLight : ILightEnv
float3 lightDir_WS = position_WS.xyz - params.position_WS;
float d = length(lightDir_WS);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
return illuminance * brdf.evaluate(params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz * position_WS.w);
}
bool insidePlane(Plane plane, float3 position)
-2
View File
@@ -7,8 +7,6 @@ import StaticMeshVertexData;
[shader("anyhit")]
void anyhit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{
if(RayTCurrent() > hitValue.t)
return;
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
InstanceData inst = pScene.instances[InstanceID()];
-44
View File
@@ -1,44 +0,0 @@
const static float2 positions[3] = {
float2(0.0, -0.5),
float2(0.5, 0.5),
float2(-0.5, 0.5)
};
const static float3 colors[3] = {
float3(1.0, 1.0, 0.0),
float3(0.0, 1.0, 1.0),
float3(1.0, 0.0, 1.0)
};
struct Vertex
{
float4 pos : SV_Position;
float3 color : Color;
int index : Index;
};
const static uint MAX_VERTS = 12;
const static uint MAX_PRIMS = 4;
[outputtopology("triangle")]
[shader("mesh")]
[numthreads(3, 1, 1)]
void meshMain(
in uint tig : SV_GroupIndex,
out Vertices<Vertex, MAX_VERTS> verts,
out Indices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;
SetMeshOutputCounts(numVertices, numPrimitives);
for(uint i = tig; i < numVertices; ++i)
{
const int tri = i / 3;
verts[i] = {float4(positions[i % 3], 0, 1), colors[i % 3], tri};
}
for(uint i = tig; i < numPrimitives; ++i)
{
triangles[i] = i * 3 + uint3(0,1,2);
}
}
+2 -2
View File
@@ -4,8 +4,8 @@ using namespace Seele;
DirectionalLightActor::DirectionalLightActor(PScene scene) : Actor(scene) { attachComponent<Component::DirectionalLight>(); }
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, 0), Vector4(direction, 0));
DirectionalLightActor::DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction) : Actor(scene) {
attachComponent<Component::DirectionalLight>(Vector4(color, intensity), Vector4(direction, 0));
}
DirectionalLightActor::~DirectionalLightActor() {}
+1 -1
View File
@@ -6,7 +6,7 @@ namespace Seele {
class DirectionalLightActor : public Actor {
public:
DirectionalLightActor(PScene scene);
DirectionalLightActor(PScene scene, Vector color, Vector direction);
DirectionalLightActor(PScene scene, Vector color, float intensity, Vector direction);
virtual ~DirectionalLightActor();
Component::DirectionalLight& getDirectionalLightComponent();
const Component::DirectionalLight& getDirectionalLightComponent() const;
+2 -2
View File
@@ -4,8 +4,8 @@ using namespace Seele;
PointLightActor::PointLightActor(PScene scene) : Actor(scene) { attachComponent<Component::PointLight>(); }
PointLightActor::PointLightActor(PScene scene, Vector position, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, 1), Vector4(color, attenuation));
PointLightActor::PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation) : Actor(scene) {
attachComponent<Component::PointLight>(Vector4(position, intensity), Vector4(color, attenuation));
}
PointLightActor::~PointLightActor() {}
+1 -1
View File
@@ -6,7 +6,7 @@ namespace Seele {
class PointLightActor : public Actor {
public:
PointLightActor(PScene scene);
PointLightActor(PScene scene, Vector position, Vector color, float attenuation);
PointLightActor(PScene scene, Vector position, float intensity, Vector color, float attenuation);
virtual ~PointLightActor();
Component::PointLight& getPointLightComponent();
const Component::PointLight& getPointLightComponent() const;
+1 -1
View File
@@ -34,7 +34,7 @@ class Asset {
std::string name;
std::string assetId;
Status status;
uint64 byteSize;
uint64 byteSize = 0;
};
DEFINE_REF(Asset)
} // namespace Seele
+1 -1
View File
@@ -3,7 +3,7 @@
namespace Seele {
namespace Component {
struct DirectionalLight {
Vector4 color;
Vector4 colorIntensity;
Vector4 direction;
};
} // namespace Component
+1 -1
View File
@@ -5,7 +5,7 @@ namespace Seele {
namespace Component {
struct PointLight {
// give the lights a radius so that they are not actual points
Vector4 positionWSRadius;
Vector4 positionWS;
Vector4 colorRange;
};
} // namespace Component
@@ -3,43 +3,121 @@
using namespace Seele;
ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
layout = graphics->createDescriptorLayout("ToneMappingDescriptor");
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout = graphics->createDescriptorLayout("ToneMappingDescriptor");
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "offset",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "slope",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "power",
.uniformLength = sizeof(Vector4),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "sat",
.uniformLength = sizeof(float),
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrInputTexture",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->create();
pipelineLayout = graphics->createPipelineLayout("ToneMappingLayout");
pipelineLayout->addDescriptorLayout(layout);
tonemappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "averageLuminance",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
tonemappingLayout->create();
tonemappingPipelineLayout = graphics->createPipelineLayout("ToneMappingLayout");
tonemappingPipelineLayout->addDescriptorLayout(tonemappingLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "ToneMapping",
.modules = {"FullScreenQuad", "ToneMapping"},
.entryPoints = {{"quadMain", "FullScreenQuad"}, {"toneMapping", "ToneMapping"}},
.rootSignature = pipelineLayout,
.entryPoints =
{
{"quadMain", "FullScreenQuad"},
{"toneMapping", "ToneMapping"},
},
.rootSignature = tonemappingPipelineLayout,
});
pipelineLayout->create();
tonemappingPipelineLayout->create();
vert = graphics->createVertexShader({0});
frag = graphics->createFragmentShader({1});
histogramLayout = graphics->createDescriptorLayout("pHistogramParams");
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "minLogLum",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "inverseLogLumRange",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "timeCoeff",
.uniformLength = sizeof(float),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "numPixels",
.uniformLength = sizeof(uint32),
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "hdrImage",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "histogram",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
histogramLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "averageLuminance",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
histogramLayout->create();
histogramPipelineLayout = graphics->createPipelineLayout("HistogramPipelineLayout");
histogramPipelineLayout->addDescriptorLayout(histogramLayout);
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "Exposure",
.modules = {"Exposure"},
.entryPoints =
{
{"histogram", "Exposure"},
{"exposure", "Exposure"},
},
.rootSignature = histogramPipelineLayout,
});
histogramPipelineLayout->create();
histogramShader = graphics->createComputeShader({0});
histogramPipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = histogramShader,
.pipelineLayout = histogramPipelineLayout,
});
exposureShader = graphics->createComputeShader({1});
exposurePipeline = graphics->createComputePipeline(Gfx::ComputePipelineCreateInfo{
.computeShader = exposureShader,
.pipelineLayout = histogramPipelineLayout,
});
histogramBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(uint32) * 256,
},
.name = "HistogramBuffer",
});
luminanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(uint32),
},
.name = "LuminanceBuffer",
});
sampler = graphics->createSampler({});
}
@@ -50,18 +128,56 @@ void ToneMappingPass::beginFrame(const Component::Camera& cam) { RenderPass::beg
void ToneMappingPass::render() {
hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 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_FRAGMENT_SHADER_BIT);
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
layout->reset();
set = layout->allocateDescriptorSet();
set->updateTexture("hdrInputTexture", 0, hdrInputTexture.getTexture());
set->updateSampler("hdrSampler", 0, sampler);
set->writeChanges();
histogramLayout->reset();
Gfx::PDescriptorSet histogramSet = histogramLayout->allocateDescriptorSet();
histogramSet->updateConstants("minLogLum", 0, &minLogLum);
histogramSet->updateConstants("inverseLogLumRange", 0, &inverseLogLumRange);
histogramSet->updateConstants("timeCoeff", 0, &timeCoeff);
histogramSet->updateConstants("numPixels", 0, &numPixels);
histogramSet->updateTexture("hdrImage", 0, hdrInputTexture.getTexture());
histogramSet->updateBuffer("histogram", 0, histogramBuffer);
histogramSet->updateBuffer("averageLuminance", 0, luminanceBuffer);
histogramSet->writeChanges();
{
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("HistogramCommand");
computeCommand->bindPipeline(histogramPipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
graphics->executeCommands(std::move(computeCommand));
}
histogramBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
{
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("ExposureCommand");
computeCommand->bindPipeline(exposurePipeline);
computeCommand->bindDescriptor({histogramSet});
computeCommand->dispatch(1, 1, 1);
graphics->executeCommands(std::move(computeCommand));
}
luminanceBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tonemappingLayout->reset();
Gfx::PDescriptorSet tonemappingSet = tonemappingLayout->allocateDescriptorSet();
tonemappingSet->updateConstants("offset", 0, &offset);
tonemappingSet->updateConstants("slope", 0, &slope);
tonemappingSet->updateConstants("power", 0, &power);
tonemappingSet->updateConstants("sat", 0, &sat);
tonemappingSet->updateTexture("hdrInputTexture", 0, hdrInputTexture.getTexture());
tonemappingSet->updateSampler("hdrSampler", 0, sampler);
tonemappingSet->updateBuffer("averageLuminance", 0, luminanceBuffer);
tonemappingSet->writeChanges();
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand command = graphics->createRenderCommand("ToneMapping");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindDescriptor({set});
command->bindDescriptor({tonemappingSet});
command->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(command));
graphics->endRenderPass();
@@ -70,6 +186,8 @@ void ToneMappingPass::render() {
void ToneMappingPass::endFrame() {}
void ToneMappingPass::publishOutputs() {
numPixels = viewport->getWidth() * viewport->getHeight();
threadGroups = UVector2((viewport->getWidth() + 15) / 16, (viewport->getHeight() + 15) / 16);
colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("TONEMAPPING_COLOR", colorAttachment);
@@ -103,7 +221,7 @@ void ToneMappingPass::createRenderPass() {
.vertexShader = vert,
.fragmentShader = frag,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.pipelineLayout = tonemappingPipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
@@ -19,13 +19,31 @@ class ToneMappingPass : public RenderPass {
private:
// non-hdr swapchain output
Gfx::RenderTargetAttachment colorAttachment;
Gfx::OShaderBuffer histogramBuffer;
Gfx::OShaderBuffer luminanceBuffer;
float minLogLum = 1;
float inverseLogLumRange = 1;
float timeCoeff = 1;
uint32 numPixels;
UVector2 threadGroups;
Gfx::ODescriptorLayout histogramLayout;
Gfx::PDescriptorSet histogramSet;
Gfx::OPipelineLayout histogramPipelineLayout;
Gfx::OComputeShader histogramShader;
Gfx::PComputePipeline histogramPipeline;
Gfx::OComputeShader exposureShader;
Gfx::PComputePipeline exposurePipeline;
Gfx::RenderTargetAttachment hdrInputTexture;
Gfx::OSampler sampler;
Gfx::ODescriptorLayout layout;
Gfx::PDescriptorSet set;
Gfx::OPipelineLayout pipelineLayout;
Vector4 offset = Vector4(0.0);
Vector4 slope = Vector4(1.0);
Vector4 power = Vector4(1.0);
float sat = 1.0;
Gfx::ODescriptorLayout tonemappingLayout;
Gfx::OPipelineLayout tonemappingPipelineLayout;
Gfx::OVertexShader vert;
Gfx::OFragmentShader frag;
Gfx::PGraphicsPipeline pipeline;
-10
View File
@@ -5,10 +5,6 @@
#include <fmt/format.h>
#include <vma/vk_mem_alloc.h>
uint64 bufferSize = 0;
uint64 getBufferSize() { return bufferSize; }
using namespace Seele;
using namespace Seele::Vulkan;
@@ -26,9 +22,6 @@ BufferAllocation::BufferAllocation(PGraphics graphics, const std::string& name,
.pObjectName = name.c_str(),
};
vkSetDebugUtilsObjectNameEXT(graphics->getDevice(), &nameInfo);
if (!(properties & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)) {
bufferSize += size;
}
if (bufferInfo.usage & VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT) {
VkBufferDeviceAddressInfo addrInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO_KHR,
@@ -41,9 +34,6 @@ BufferAllocation::BufferAllocation(PGraphics graphics, const std::string& name,
BufferAllocation::~BufferAllocation() {
if (buffer != VK_NULL_HANDLE) {
if (!(properties & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)) {
bufferSize -= size;
}
vmaDestroyBuffer(graphics->getAllocator(), buffer, allocation);
}
}
-2
View File
@@ -4,8 +4,6 @@
#include "Graphics/Enums.h"
#include "Resources.h"
uint64 getBufferSize();
namespace Seele {
namespace Vulkan {
DECLARE_REF(Command)