Fixing visibility generation

This commit is contained in:
Dynamitos
2024-05-31 14:21:32 +02:00
parent 953c90f2de
commit 157368a241
14 changed files with 232 additions and 717 deletions
+23 -13
View File
@@ -42,11 +42,31 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "DrawListTask");
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
.baseLayout = basePassLayout,
.taskFile = "DrawListTask",
.mainFile = "MeshletPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = true,
.useVisibility = false,
});
}
else
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
.baseLayout = basePassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = true,
.useVisibility = false,
});
}
}
@@ -88,17 +108,7 @@ void BasePass::render()
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("DrawListTask");
permutation.setMeshFile("MeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
permutation.setFragmentFile("BasePass");
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setViewCulling(useViewCulling);
for (VertexData* vertexData : VertexData::getList())
{
@@ -18,11 +18,31 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
});
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DrawListTask");
graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "DrawListTask",
.mainFile = "MeshletPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
}
else
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
}
}
@@ -40,19 +60,9 @@ void CachedDepthPass::render()
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("CachedDepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setViewCulling(useViewCulling);
if (graphics->supportMeshShading())
{
permutation.setTaskFile("DrawListTask");
permutation.setMeshFile("VisibilityMeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
permutation.setFragmentFile("VisibilityPass");
for (VertexData *vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
+24 -14
View File
@@ -18,11 +18,31 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
});
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DepthCullingTask");
graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "DepthCullingTask",
.mainFile = "MeshletPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
}
else
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
}
}
@@ -40,19 +60,9 @@ void DepthPrepass::render()
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setViewCulling(useViewCulling);
if (graphics->supportMeshShading())
{
permutation.setTaskFile("DepthCullingTask");
permutation.setMeshFile("VisibilityMeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
permutation.setFragmentFile("VisibilityPass");
for (VertexData *vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
@@ -116,7 +126,7 @@ void DepthPrepass::render()
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
if (graphics->supportMeshShading())
{
command->drawMesh(vertexData->getNumInstances(), 1, 1);
//command->drawMesh(vertexData->getNumInstances(), 1, 1);
}
else
{
@@ -1,217 +0,0 @@
#include "StaticBasePass.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
using namespace Seele;
StaticBasePass::StaticBasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
// oLightGrid
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, });
lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "StaticMeshletPass", false, true, "BasePass", true);
}
else
{
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", false, true, "BasePass");
}
}
StaticBasePass::~StaticBasePass()
{
}
void StaticBasePass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
lightCullingLayout->reset();
opaqueCulling = lightCullingLayout->allocateDescriptorSet();
transparentCulling = lightCullingLayout->allocateDescriptorSet();
}
void StaticBasePass::render()
{
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
opaqueCulling->updateBuffer(0, oLightIndexList);
opaqueCulling->updateTexture(1, oLightGrid);
transparentCulling->updateBuffer(0, tLightIndexList);
transparentCulling->updateTexture(1, tLightGrid);
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
{
permutation.setTaskFile("StaticMeshletPass");
permutation.setMeshFile("StaticMeshletPass");
}
else
{
permutation.setVertexFile("StaticLegacyPass");
}
permutation.setFragmentFile("BasePass");
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
permutation.setVertexData(vd->getTypeName());
for (size_t i = 0; i < vd->getStaticMeshes().size(); ++i)
{
const auto& mesh = vd->getStaticMeshes()[i];
permutation.setMaterial(mesh.material->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.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_OR_EQUAL;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vd->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
command->bindDescriptor(opaqueCulling);
command->bindDescriptor(vd->getInstanceDataSet(), { 0, 0 });
for (const auto& instance : mesh.staticInstance)
{
command->bindDescriptor(instance.instance->getDescriptorSet());
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->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;
};
}