Fixing visibility generation
This commit is contained in:
Vendored
+1
-1
Submodule external/slang updated: 539b91cb03...febbeb140b
@@ -5,6 +5,9 @@ import MaterialParameter;
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struct PrimitiveAttributes
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{
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#ifdef VISIBILITY
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uint32_t prim : SV_PrimitiveID;
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#endif
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bool cull: SV_CullPrimitive;
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};
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@@ -19,9 +22,10 @@ void meshMain(
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out indices uint3 indices[MAX_PRIMITIVES],
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out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
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) {
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uint instanceId = meshPayload.instanceId;
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// meshlet number relative to start for this instance
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uint meshletNumber = meshPayload.culledMeshlets[groupID];
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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InstanceData inst = pScene.instances[instanceId];
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MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.culledMeshlets[meshPayload.cullingOffset + meshletNumber];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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@@ -35,6 +39,9 @@ void meshMain(
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uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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prim[p].cull = cull.triangleCulled(p);
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#ifdef VISIBILITY
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prim[p].prim = encodePrimitive(p, meshletNumber, instanceId);
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#endif
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}
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}
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for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
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@@ -1,55 +0,0 @@
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import Common;
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import Scene;
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import VertexData;
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import MaterialParameter;
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struct PrimitiveAttributes
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{
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uint32_t prim : SV_PrimitiveID;
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bool cull: SV_CullPrimitive;
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};
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[numthreads(MESH_GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("mesh")]
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void meshMain(
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in uint threadID: SV_GroupIndex,
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in uint groupID: SV_GroupID,
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in payload MeshPayload meshPayload,
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out vertices FragmentParameter vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES],
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out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
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) {
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// meshlet number relative to start for this instance
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uint meshletNumber = meshPayload.culledMeshlets[groupID];
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.culledMeshlets[meshPayload.cullingOffset + meshletNumber];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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{
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uint p = min(i, m.primitiveCount - 1);
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{
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uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
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uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
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uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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prim[p].cull = cull.triangleCulled(p);
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//prim[p].prim = encodePrimitive(p, meshletNumber, meshPayload.instanceId);
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}
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}
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for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
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{
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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#ifdef POS_ONLY
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VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
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#else
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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#endif
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
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}
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}
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@@ -74,12 +74,7 @@ ParameterBlock<Scene> pScene;
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId, uint32_t instanceId)
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{
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uint32_t encoded = instanceId;
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encoded *= MAX_MESHLETS_PER_INSTANCE;
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encoded += meshletId;
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encoded *= MAX_PRIMITIVES;
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encoded += primitiveId;
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return encoded;
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return primitiveId + (meshletId * uint(MAX_PRIMITIVES)) + (instanceId * uint(MAX_MESHLETS_PER_INSTANCE * MAX_PRIMITIVES));
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}
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uint3 decodePrimitive(uint64_t encoded)
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@@ -94,9 +89,9 @@ uint3 decodePrimitive(uint64_t encoded)
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struct MeshPayload
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{
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uint culledMeshlets[MAX_MESHLETS_PER_INSTANCE];
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uint instanceId;
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uint meshletOffset;
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uint cullingOffset;
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uint culledMeshlets[MAX_MESHLETS_PER_INSTANCE];
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};
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@@ -42,11 +42,31 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "DrawListTask");
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
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.baseLayout = basePassLayout,
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.taskFile = "DrawListTask",
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.mainFile = "MeshletPass",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = true,
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.useVisibility = false,
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});
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
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.baseLayout = basePassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = true,
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.useVisibility = false,
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});
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}
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}
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@@ -88,17 +108,7 @@ void BasePass::render()
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("DrawListTask");
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permutation.setMeshFile("MeshletPass");
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}
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else
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{
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permutation.setVertexFile("LegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
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permutation.setViewCulling(useViewCulling);
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for (VertexData* vertexData : VertexData::getList())
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{
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@@ -18,11 +18,31 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DrawListTask");
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graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "DrawListTask",
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.mainFile = "MeshletPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
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graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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}
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@@ -40,19 +60,9 @@ void CachedDepthPass::render()
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("CachedDepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("DrawListTask");
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permutation.setMeshFile("VisibilityMeshletPass");
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}
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else
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{
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permutation.setVertexFile("LegacyPass");
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}
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permutation.setFragmentFile("VisibilityPass");
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for (VertexData *vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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@@ -18,11 +18,31 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DepthCullingTask");
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "DepthCullingTask",
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.mainFile = "MeshletPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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}
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@@ -40,19 +60,9 @@ void DepthPrepass::render()
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("DepthCullingTask");
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permutation.setMeshFile("VisibilityMeshletPass");
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}
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else
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{
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permutation.setVertexFile("LegacyPass");
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}
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permutation.setFragmentFile("VisibilityPass");
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for (VertexData *vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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@@ -116,7 +126,7 @@ void DepthPrepass::render()
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
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if (graphics->supportMeshShading())
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{
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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//command->drawMesh(vertexData->getNumInstances(), 1, 1);
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}
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else
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{
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@@ -1,217 +0,0 @@
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#include "StaticBasePass.h"
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#include "Graphics/Shader.h"
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#include "Graphics/StaticMeshVertexData.h"
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using namespace Seele;
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StaticBasePass::StaticBasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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basePassLayout->addDescriptorLayout(viewParamsLayout);
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basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
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lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
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// oLightIndexList
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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// oLightGrid
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, });
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lightCullingLayout->create();
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basePassLayout->addDescriptorLayout(lightCullingLayout);
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "StaticMeshletPass", false, true, "BasePass", true);
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", false, true, "BasePass");
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}
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}
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StaticBasePass::~StaticBasePass()
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{
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}
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void StaticBasePass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
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opaqueCulling = lightCullingLayout->allocateDescriptorSet();
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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}
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void StaticBasePass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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tLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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tLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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opaqueCulling->updateBuffer(0, oLightIndexList);
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opaqueCulling->updateTexture(1, oLightGrid);
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transparentCulling->updateBuffer(0, tLightIndexList);
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transparentCulling->updateTexture(1, tLightGrid);
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opaqueCulling->writeChanges();
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transparentCulling->writeChanges();
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("StaticMeshletPass");
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permutation.setMeshFile("StaticMeshletPass");
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}
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else
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{
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permutation.setVertexFile("StaticLegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
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permutation.setVertexData(vd->getTypeName());
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for (size_t i = 0; i < vd->getStaticMeshes().size(); ++i)
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{
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const auto& mesh = vd->getStaticMeshes()[i];
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permutation.setMaterial(mesh.material->getName());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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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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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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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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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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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(vd->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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command->bindDescriptor(vd->getInstanceDataSet(), { 0, 0 });
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for (const auto& instance : mesh.staticInstance)
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{
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command->bindDescriptor(instance.instance->getDescriptorSet());
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if (graphics->supportMeshShading())
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{
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command->drawMesh(instance.meshletIds.size(), 1, 1);
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}
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else
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{
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//command->bindIndexBuffer(vd->getIndexBuffer());
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//uint32 instanceOffset = 0;
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//for (const auto& meshData : vd->getMeshData(mapping.mapped))
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//{
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// if (meshData.numIndices > 0)
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// {
|
||||
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
|
||||
// }
|
||||
// instanceOffset++;
|
||||
//}
|
||||
}
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
|
||||
}
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
|
||||
void StaticBasePass::endFrame()
|
||||
{
|
||||
}
|
||||
|
||||
void StaticBasePass::publishOutputs()
|
||||
{
|
||||
colorAttachment = Gfx::RenderTargetAttachment(viewport,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
|
||||
|
||||
}
|
||||
|
||||
void StaticBasePass::createRenderPass()
|
||||
{
|
||||
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.colorAttachments = { colorAttachment, meshletIdAttachment },
|
||||
.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_NONE,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_LATE_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_WRITE_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.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,
|
||||
},
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
|
||||
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
|
||||
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
|
||||
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
|
||||
}
|
||||
@@ -1,37 +0,0 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_REF(CameraActor)
|
||||
class StaticBasePass : public RenderPass
|
||||
{
|
||||
public:
|
||||
|
||||
StaticBasePass(Gfx::PGraphics graphics, PScene scene);
|
||||
StaticBasePass(StaticBasePass&&) = default;
|
||||
StaticBasePass& operator=(StaticBasePass&&) = default;
|
||||
virtual ~StaticBasePass();
|
||||
virtual void beginFrame(const Component::Camera& cam) override;
|
||||
virtual void render() override;
|
||||
virtual void endFrame() override;
|
||||
virtual void publishOutputs() override;
|
||||
virtual void createRenderPass() override;
|
||||
private:
|
||||
Gfx::RenderTargetAttachment colorAttachment;
|
||||
Gfx::RenderTargetAttachment depthAttachment;
|
||||
Gfx::RenderTargetAttachment meshletIdAttachment;
|
||||
Gfx::PShaderBuffer oLightIndexList;
|
||||
Gfx::PShaderBuffer tLightIndexList;
|
||||
Gfx::PTexture2D oLightGrid;
|
||||
Gfx::PTexture2D tLightGrid;
|
||||
Gfx::OTexture2D meshletIdTexture;
|
||||
|
||||
Gfx::PDescriptorSet opaqueCulling;
|
||||
Gfx::PDescriptorSet transparentCulling;
|
||||
|
||||
PCameraActor source;
|
||||
Gfx::OPipelineLayout basePassLayout;
|
||||
Gfx::ODescriptorLayout lightCullingLayout;
|
||||
};
|
||||
}
|
||||
@@ -1,162 +0,0 @@
|
||||
#include "StaticDepthPrepass.h"
|
||||
#include "Graphics/StaticMeshVertexData.h"
|
||||
#include "Graphics/Shader.h"
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
StaticDepthPrepass::StaticDepthPrepass(Gfx::PGraphics graphics, PScene scene)
|
||||
: RenderPass(graphics, scene)
|
||||
{
|
||||
meshletCullingLayout = graphics->createDescriptorLayout("pCullingList");
|
||||
meshletCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
|
||||
meshletCullingLayout->create();
|
||||
|
||||
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addDescriptorLayout(meshletCullingLayout);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true);
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
|
||||
}
|
||||
}
|
||||
|
||||
StaticDepthPrepass::~StaticDepthPrepass()
|
||||
{
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::beginFrame(const Component::Camera& cam)
|
||||
{
|
||||
RenderPass::beginFrame(cam);
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::render()
|
||||
{
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
graphics->beginRenderPass(renderPass);
|
||||
|
||||
Gfx::ShaderPermutation permutation;
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
permutation.setTaskFile("StaticMeshletPass");
|
||||
permutation.setMeshFile("StaticMeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
meshletCullingLayout->reset();
|
||||
for (size_t i = 0; i < vd->getStaticMeshes().size(); ++i)
|
||||
{
|
||||
const auto& mesh = vd->getStaticMeshes()[i];
|
||||
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())
|
||||
{
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
Gfx::LegacyPipelineCreateInfo pipelineInfo;
|
||||
pipelineInfo.vertexShader = collection->vertexShader;
|
||||
pipelineInfo.fragmentShader = collection->fragmentShader;
|
||||
pipelineInfo.pipelineLayout = collection->pipelineLayout;
|
||||
pipelineInfo.renderPass = renderPass;
|
||||
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
|
||||
pipelineInfo.multisampleState.samples = viewport->getSamples();
|
||||
pipelineInfo.colorBlend.attachmentCount = 1;
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
}
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(vd->getVertexDataSet());
|
||||
command->bindDescriptor(vd->getInstanceDataSet(), { 0, 0 });
|
||||
for (const auto& instance : mesh.staticInstance)
|
||||
{
|
||||
Gfx::PDescriptorSet cullingSet = meshletCullingLayout->allocateDescriptorSet();
|
||||
cullingSet->updateBuffer(0, instance.culledMeshletBuffer);
|
||||
cullingSet->writeChanges();
|
||||
command->bindDescriptor(cullingSet);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->drawMesh(instance.meshletIds.size(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
//command->bindIndexBuffer(vd->getIndexBuffer());
|
||||
//uint32 instanceOffset = 0;
|
||||
//for (const auto& meshData : vd->getMeshData(mapping.mapped))
|
||||
//{
|
||||
// if (meshData.numIndices > 0)
|
||||
// {
|
||||
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
|
||||
// }
|
||||
// instanceOffset++;
|
||||
//}
|
||||
}
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::endFrame()
|
||||
{
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::publishOutputs()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::createRenderPass()
|
||||
{
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.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 = 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,
|
||||
}
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
class StaticDepthPrepass : public RenderPass
|
||||
{
|
||||
public:
|
||||
StaticDepthPrepass(Gfx::PGraphics graphics, PScene scene);
|
||||
StaticDepthPrepass(StaticDepthPrepass&&) = default;
|
||||
StaticDepthPrepass& operator=(StaticDepthPrepass&&) = default;
|
||||
virtual ~StaticDepthPrepass();
|
||||
virtual void beginFrame(const Component::Camera& cam) override;
|
||||
virtual void render() override;
|
||||
virtual void endFrame() override;
|
||||
virtual void publishOutputs() override;
|
||||
virtual void createRenderPass() override;
|
||||
private:
|
||||
Gfx::RenderTargetAttachment depthAttachment;
|
||||
Gfx::OTexture2D depthBuffer;
|
||||
Gfx::OPipelineLayout depthPrepassLayout;
|
||||
Gfx::ODescriptorLayout meshletCullingLayout;
|
||||
};
|
||||
}
|
||||
+130
-152
@@ -9,7 +9,7 @@ using namespace Seele;
|
||||
using namespace Seele::Gfx;
|
||||
|
||||
ShaderCompiler::ShaderCompiler(Gfx::PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
: graphics(graphics)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -17,192 +17,170 @@ ShaderCompiler::~ShaderCompiler()
|
||||
{
|
||||
}
|
||||
|
||||
const ShaderCollection* ShaderCompiler::findShaders(PermutationId id) const
|
||||
const ShaderCollection *ShaderCompiler::findShaders(PermutationId id) const
|
||||
{
|
||||
return &shaders[id];
|
||||
return &shaders[id];
|
||||
}
|
||||
|
||||
void ShaderCompiler::registerMaterial(PMaterial material)
|
||||
{
|
||||
materials[material->getName()] = material;
|
||||
compile();
|
||||
materials[material->getName()] = material;
|
||||
compile();
|
||||
}
|
||||
|
||||
void ShaderCompiler::registerVertexData(VertexData* vd)
|
||||
void ShaderCompiler::registerVertexData(VertexData *vd)
|
||||
{
|
||||
vertexData[vd->getTypeName()] = vd;
|
||||
compile();
|
||||
vertexData[vd->getTypeName()] = vd;
|
||||
compile();
|
||||
}
|
||||
|
||||
void ShaderCompiler::registerRenderPass(Gfx::PPipelineLayout layout,
|
||||
std::string name, std::string mainFile,
|
||||
bool useMaterials,
|
||||
bool hasFragmentShader,
|
||||
std::string fragmentFile,
|
||||
bool useMeshShading,
|
||||
bool hasTaskShader,
|
||||
std::string taskFile)
|
||||
void ShaderCompiler::registerRenderPass(std::string name, PassConfig config)
|
||||
{
|
||||
passes[name] = PassConfig{
|
||||
.baseLayout = layout,
|
||||
.taskFile = taskFile,
|
||||
.mainFile = mainFile,
|
||||
.fragmentFile = fragmentFile,
|
||||
.hasFragmentShader = hasFragmentShader,
|
||||
.useMeshShading = useMeshShading,
|
||||
.hasTaskShader = hasTaskShader,
|
||||
.useMaterial = useMaterials,
|
||||
};
|
||||
compile();
|
||||
passes[name] = config;
|
||||
compile();
|
||||
}
|
||||
|
||||
ShaderPermutation ShaderCompiler::getTemplate(std::string name)
|
||||
{
|
||||
ShaderPermutation permutation;
|
||||
PassConfig &pass = passes[name];
|
||||
if (pass.useMeshShading)
|
||||
{
|
||||
permutation.setMeshFile(pass.mainFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile(pass.mainFile);
|
||||
}
|
||||
if (pass.hasFragmentShader)
|
||||
{
|
||||
permutation.setFragmentFile(pass.fragmentFile);
|
||||
}
|
||||
if (pass.hasTaskShader)
|
||||
{
|
||||
permutation.setTaskFile(pass.taskFile);
|
||||
}
|
||||
permutation.setVisibilityPass(pass.useVisibility);
|
||||
return permutation;
|
||||
}
|
||||
|
||||
void ShaderCompiler::compile()
|
||||
{
|
||||
List<std::function<void()>> work;
|
||||
for (const auto& [name, pass] : passes)
|
||||
{
|
||||
for (const auto& [vdName, vd] : vertexData)
|
||||
{
|
||||
if (pass.useMaterial)
|
||||
{
|
||||
for (const auto& [matName, mat] : materials)
|
||||
{
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
for (int y = 0; y < 2; y++)
|
||||
{
|
||||
work.add([=]() {
|
||||
ShaderPermutation permutation;
|
||||
permutation.setPositionOnly(x);
|
||||
List<std::function<void()>> work;
|
||||
for (const auto &[name, pass] : passes)
|
||||
{
|
||||
for (const auto &[vdName, vd] : vertexData)
|
||||
{
|
||||
if (pass.useMaterial)
|
||||
{
|
||||
for (const auto &[matName, mat] : materials)
|
||||
{
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
for (int y = 0; y < 2; y++)
|
||||
{
|
||||
work.add([=]()
|
||||
{
|
||||
ShaderPermutation permutation = getTemplate(name);
|
||||
permutation.setPositionOnly(x);
|
||||
permutation.setViewCulling(y);
|
||||
if (pass.useMeshShading)
|
||||
{
|
||||
permutation.setMeshFile(pass.mainFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile(pass.mainFile);
|
||||
}
|
||||
if (pass.hasFragmentShader)
|
||||
{
|
||||
permutation.setFragmentFile(pass.fragmentFile);
|
||||
}
|
||||
if (pass.hasTaskShader)
|
||||
{
|
||||
permutation.setTaskFile(pass.taskFile);
|
||||
}
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
layout->addDescriptorLayout(vd->getVertexDataLayout());
|
||||
layout->addDescriptorLayout(vd->getInstanceDataLayout());
|
||||
layout->addDescriptorLayout(mat->getDescriptorLayout());
|
||||
permutation.setMaterial(mat->getName());
|
||||
createShaders(permutation, std::move(layout));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
for (int y = 0; y < 2; y++)
|
||||
{
|
||||
work.add([=]() {
|
||||
ShaderPermutation permutation;
|
||||
createShaders(permutation, std::move(layout)); });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int x = 0; x < 2; x++)
|
||||
{
|
||||
for (int y = 0; y < 2; y++)
|
||||
{
|
||||
work.add([=]()
|
||||
{
|
||||
ShaderPermutation permutation = getTemplate(name);
|
||||
permutation.setPositionOnly(x);
|
||||
permutation.setViewCulling(y);
|
||||
if (pass.useMeshShading)
|
||||
{
|
||||
permutation.setMeshFile(pass.mainFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile(pass.mainFile);
|
||||
}
|
||||
if (pass.hasFragmentShader)
|
||||
{
|
||||
permutation.setFragmentFile(pass.fragmentFile);
|
||||
}
|
||||
if (pass.hasTaskShader)
|
||||
{
|
||||
permutation.setTaskFile(pass.taskFile);
|
||||
}
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
layout->addDescriptorLayout(vd->getVertexDataLayout());
|
||||
layout->addDescriptorLayout(vd->getInstanceDataLayout());
|
||||
createShaders(permutation, std::move(layout));
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
getThreadPool().runAndWait(std::move(work));
|
||||
createShaders(permutation, std::move(layout)); });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
getThreadPool().runAndWait(std::move(work));
|
||||
}
|
||||
|
||||
void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipelineLayout layout)
|
||||
{
|
||||
PermutationId perm = PermutationId(permutation);
|
||||
{
|
||||
std::scoped_lock lock(shadersLock);
|
||||
if (shaders.contains(perm))
|
||||
return;
|
||||
}
|
||||
ShaderCollection collection;
|
||||
PermutationId perm = PermutationId(permutation);
|
||||
{
|
||||
std::scoped_lock lock(shadersLock);
|
||||
if (shaders.contains(perm))
|
||||
return;
|
||||
}
|
||||
ShaderCollection collection;
|
||||
collection.pipelineLayout = std::move(layout);
|
||||
|
||||
ShaderCreateInfo createInfo;
|
||||
createInfo.name = fmt::format("Material {0}", permutation.materialName);
|
||||
ShaderCreateInfo createInfo;
|
||||
createInfo.name = fmt::format("Material {0}", permutation.materialName);
|
||||
createInfo.rootSignature = collection.pipelineLayout;
|
||||
if (std::strlen(permutation.materialName) > 0)
|
||||
if (std::strlen(permutation.materialName) > 0)
|
||||
{
|
||||
createInfo.additionalModules.add(permutation.materialName);
|
||||
createInfo.defines["MATERIAL_FILE_NAME"] = permutation.materialName;
|
||||
createInfo.defines["MATERIAL_FILE_NAME"] = permutation.materialName;
|
||||
}
|
||||
if (permutation.positionOnly)
|
||||
{
|
||||
createInfo.defines["POS_ONLY"] = "1";
|
||||
}
|
||||
if (permutation.viewCulling)
|
||||
{
|
||||
createInfo.defines["VIEW_CULLING"] = "1";
|
||||
}
|
||||
createInfo.typeParameter.add({ Pair<const char*, const char*>("IVertexData", permutation.vertexDataName) });
|
||||
createInfo.additionalModules.add(permutation.vertexDataName);
|
||||
if (permutation.positionOnly)
|
||||
{
|
||||
createInfo.defines["POS_ONLY"] = "1";
|
||||
}
|
||||
if (permutation.viewCulling)
|
||||
{
|
||||
createInfo.defines["VIEW_CULLING"] = "1";
|
||||
}
|
||||
if (permutation.visibilityPass)
|
||||
{
|
||||
createInfo.defines["VISIBILITY"] = "1";
|
||||
}
|
||||
createInfo.typeParameter.add({Pair<const char *, const char *>("IVertexData", permutation.vertexDataName)});
|
||||
createInfo.additionalModules.add(permutation.vertexDataName);
|
||||
|
||||
if (permutation.useMeshShading)
|
||||
{
|
||||
if (permutation.hasTaskShader)
|
||||
{
|
||||
createInfo.mainModule = permutation.taskFile;
|
||||
createInfo.entryPoint = "taskMain";
|
||||
collection.taskShader = graphics->createTaskShader(createInfo);
|
||||
}
|
||||
createInfo.mainModule = permutation.vertexMeshFile;
|
||||
createInfo.entryPoint = "meshMain";
|
||||
collection.meshShader = graphics->createMeshShader(createInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
createInfo.mainModule = permutation.vertexMeshFile;
|
||||
createInfo.entryPoint = "vertexMain";
|
||||
collection.vertexShader = graphics->createVertexShader(createInfo);
|
||||
}
|
||||
if (permutation.useMeshShading)
|
||||
{
|
||||
if (permutation.hasTaskShader)
|
||||
{
|
||||
createInfo.mainModule = permutation.taskFile;
|
||||
createInfo.entryPoint = "taskMain";
|
||||
collection.taskShader = graphics->createTaskShader(createInfo);
|
||||
}
|
||||
createInfo.mainModule = permutation.vertexMeshFile;
|
||||
createInfo.entryPoint = "meshMain";
|
||||
collection.meshShader = graphics->createMeshShader(createInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
createInfo.mainModule = permutation.vertexMeshFile;
|
||||
createInfo.entryPoint = "vertexMain";
|
||||
collection.vertexShader = graphics->createVertexShader(createInfo);
|
||||
}
|
||||
|
||||
if (permutation.hasFragment)
|
||||
{
|
||||
createInfo.mainModule = permutation.fragmentFile;
|
||||
createInfo.entryPoint = "fragmentMain";
|
||||
collection.fragmentShader = graphics->createFragmentShader(createInfo);
|
||||
}
|
||||
collection.pipelineLayout->create();
|
||||
{
|
||||
std::scoped_lock lock(shadersLock);
|
||||
shaders[perm] = std::move(collection);
|
||||
}
|
||||
if (permutation.hasFragment)
|
||||
{
|
||||
createInfo.mainModule = permutation.fragmentFile;
|
||||
createInfo.entryPoint = "fragmentMain";
|
||||
collection.fragmentShader = graphics->createFragmentShader(createInfo);
|
||||
}
|
||||
collection.pipelineLayout->create();
|
||||
{
|
||||
std::scoped_lock lock(shadersLock);
|
||||
shaders[perm] = std::move(collection);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,6 +64,7 @@ struct ShaderPermutation
|
||||
uint8 useMaterial;
|
||||
uint8 positionOnly;
|
||||
uint8 viewCulling;
|
||||
uint8 visibilityPass;
|
||||
//TODO: lightmapping etc
|
||||
ShaderPermutation()
|
||||
{
|
||||
@@ -112,6 +113,10 @@ struct ShaderPermutation
|
||||
{
|
||||
viewCulling = enable;
|
||||
}
|
||||
void setVisibilityPass(bool enable)
|
||||
{
|
||||
visibilityPass = enable;
|
||||
}
|
||||
};
|
||||
//Hashed ShaderPermutation for fast lookup
|
||||
struct PermutationId
|
||||
@@ -140,6 +145,19 @@ struct ShaderCollection
|
||||
OMeshShader meshShader;
|
||||
OFragmentShader fragmentShader;
|
||||
};
|
||||
|
||||
struct PassConfig
|
||||
{
|
||||
Gfx::PPipelineLayout baseLayout;
|
||||
std::string taskFile = "";
|
||||
std::string mainFile = "";
|
||||
std::string fragmentFile = "";
|
||||
bool hasFragmentShader = false;
|
||||
bool useMeshShading = false;
|
||||
bool hasTaskShader = false;
|
||||
bool useMaterial = false;
|
||||
bool useVisibility = false;
|
||||
};
|
||||
class ShaderCompiler
|
||||
{
|
||||
public:
|
||||
@@ -148,15 +166,8 @@ public:
|
||||
const ShaderCollection* findShaders(PermutationId id) const;
|
||||
void registerMaterial(PMaterial material);
|
||||
void registerVertexData(VertexData* vertexData);
|
||||
void registerRenderPass(Gfx::PPipelineLayout baseLayout,
|
||||
std::string name,
|
||||
std::string mainFile,
|
||||
bool useMaterials = false,
|
||||
bool hasFragmentShader = false,
|
||||
std::string fragmentFile = "",
|
||||
bool useMeshShading = false,
|
||||
bool hasTaskShader = false,
|
||||
std::string taskFile = "");
|
||||
void registerRenderPass(std::string name, PassConfig config);
|
||||
ShaderPermutation getTemplate(std::string name);
|
||||
private:
|
||||
void compile();
|
||||
void createShaders(ShaderPermutation permutation, OPipelineLayout layout);
|
||||
@@ -164,17 +175,6 @@ private:
|
||||
Map<PermutationId, ShaderCollection> shaders;
|
||||
Map<std::string, PMaterial> materials;
|
||||
Map<std::string, VertexData*> vertexData;
|
||||
struct PassConfig
|
||||
{
|
||||
Gfx::PPipelineLayout baseLayout;
|
||||
std::string taskFile;
|
||||
std::string mainFile;
|
||||
std::string fragmentFile;
|
||||
bool hasFragmentShader;
|
||||
bool useMeshShading;
|
||||
bool hasTaskShader;
|
||||
bool useMaterial;
|
||||
};
|
||||
Map<std::string, PassConfig> passes;
|
||||
Gfx::PGraphics graphics;
|
||||
};
|
||||
|
||||
@@ -28,7 +28,7 @@ Slang::ComPtr<slang::IBlob> Seele::generateShader(const ShaderCreateInfo& create
|
||||
option[2].value.intValue0 = SLANG_DEBUG_INFO_LEVEL_NONE;
|
||||
option[3].name = slang::CompilerOptionName::DebugInformationFormat;
|
||||
option[3].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[3].value.intValue0 = SLANG_DEBUG_INFO_FORMAT_DEFAULT;
|
||||
option[3].value.intValue0 = SLANG_DEBUG_INFO_FORMAT_PDB;
|
||||
|
||||
sessionDesc.compilerOptionEntries = option.data();
|
||||
sessionDesc.compilerOptionEntryCount = option.size();
|
||||
|
||||
Reference in New Issue
Block a user