The first frames work finally
This commit is contained in:
@@ -230,7 +230,6 @@ uint bit_count(uint depth, uint element)
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// decodes the position of the i-th one in the bitfield
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uint decode_bit(uint handle)
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{
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#if defined(NAIVE_DECODE)
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uint bitID = 1;
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for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
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{
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@@ -242,65 +241,11 @@ uint decode_bit(uint handle)
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}
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return (bitID ^ OCBT_NUM_ELEMENTS);
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#else
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uint currentDepth = 0;
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uint heapElementID = 1u;
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for (currentDepth = 0; currentDepth < FIRST_VIRTUAL_LEVEL; ++currentDepth)
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{
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// Read the left element
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uint heapValue = get_heap_element(2u * heapElementID);
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// Does it fall in the right or left subtree?
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uint b = handle < heapValue ? 0u : 1u;
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// Pick a subtree
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heapElementID = 2u * heapElementID + b;
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// Move the iterator to exclude the right subtree if required
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handle -= heapValue * b;
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}
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// Align with the internal depth
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currentDepth++;
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// Ok we have our subtree, now we need to pick the right bit
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uint64_t heapValue = pParams.bitFieldBuffer[heapElementID - OCBT_LAST_LEVEL_SIZE * 2];
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uint64_t mask = 0xffffffff;
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uint32_t bitCount = 32;
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for (; currentDepth < (WAVE_TREE_DEPTH + 1); ++currentDepth)
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{
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// Figure out the location of the first bit of this element
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uint real_heap_id = 2 * heapElementID - 1;
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uint level_first_element = (1u << currentDepth) - 1;
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uint id_in_level = real_heap_id - level_first_element;
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uint first_bit = bitCount * id_in_level;
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uint local_id = first_bit % 64;
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uint64_t target_bits = (heapValue >> local_id) & mask;
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uint32_t high = uint(target_bits >> 32);
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uint32_t low = uint(target_bits);
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uint heapValue = countbits(high) + countbits(low);
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// Does it fall in the right or left subtree?
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uint b = handle < heapValue ? 0u : 1u;
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// Pick a subtree
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heapElementID = 2u * heapElementID + b;
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// Move the iterator to exclude the right subtree if required
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handle -= heapValue * b;
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// Adjust the mask and bitcount
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bitCount /= 2;
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mask = mask >> bitCount;
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}
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return (heapElementID ^ OCBT_NUM_ELEMENTS);
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#endif
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}
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// decodes the position of the i-th zero in the bitfield
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uint decode_bit_complement(uint handle)
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{
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#if defined(NAIVE_DECODE)
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uint bitID = 1u;
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uint c = OCBT_NUM_ELEMENTS / 2u;
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@@ -314,54 +259,6 @@ uint decode_bit_complement(uint handle)
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}
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return (bitID ^ OCBT_NUM_ELEMENTS);
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#else
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uint heapElementID = 1u;
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uint c = OCBT_NUM_ELEMENTS / 2u;
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uint currentDepth = 0;
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for (currentDepth = 0; currentDepth < FIRST_VIRTUAL_LEVEL; ++currentDepth)
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{
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uint heapValue = c - get_heap_element(2u * heapElementID);
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uint b = handle < heapValue ? 0u : 1u;
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heapElementID = 2u * heapElementID + b;
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handle -= heapValue * b;
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c /= 2u;
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}
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// Align with the internal depth
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currentDepth++;
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// Ok we have our subtree, now we need to pick the right bit
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uint64_t heapValue = pParams.bitFieldBuffer[heapElementID - OCBT_LAST_LEVEL_SIZE * 2];
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uint64_t mask = 0xffffffff;
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uint32_t bitCount = 32;
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for (; currentDepth < (WAVE_TREE_DEPTH + 1); ++currentDepth)
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{
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// Figure out the location of the first bit of this element
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uint real_heap_id = 2 * heapElementID - 1;
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uint level_first_element = (1u << currentDepth) - 1;
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uint id_in_level = real_heap_id - level_first_element;
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uint first_bit = bitCount * id_in_level;
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uint local_id = first_bit % 64;
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uint64_t target_bits = (heapValue >> local_id) & mask;
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uint32_t high = uint(target_bits >> 32);
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uint32_t low = uint(target_bits);
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uint heapValue = c - (countbits(high) + countbits(low));
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uint b = handle < heapValue ? 0u : 1u;
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heapElementID = 2u * heapElementID + b;
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handle -= heapValue * b;
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c /= 2u;
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// Adjust the mask and bitcount
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bitCount /= 2;
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mask = mask >> bitCount;
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}
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return (heapElementID ^ OCBT_NUM_ELEMENTS);
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#endif
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}
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void reduce(uint groupIndex)
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@@ -578,11 +475,7 @@ void load_shared_memory_to_buffer(uint groupIndex)
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// Load the bitfield to the LDS
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for (uint e = 0; e < BUFFER_ELEMENT_PER_LANE; ++e)
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{
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#ifdef AMD
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uint target_element = BUFFER_ELEMENT_PER_LANE * groupIndex + e;
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#else
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uint target_element = groupIndex + WORKGROUP_SIZE * e;
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#endif
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if (target_element < OCBT_TREE_NUM_SLOTS)
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pParams.cbtBuffer[target_element] = gs_cbtTree[target_element];
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}
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@@ -41,7 +41,7 @@ void Split(uint dispatchID : SV_DispatchThreadID)
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
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// Split the element
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SplitElement(currentID, pParams.geometry.baseDepth, dispatchID);
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SplitElement(currentID, pParams.geometry.baseDepth);
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}
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[numthreads(1, 1, 1)]
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@@ -74,7 +74,7 @@ void Bisect(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThread
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return;
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// Operation the bisection of this element
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BisectElement(pParams.allocateBuffer[1 + dispatchID]);
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BisectElement(pParams.allocateBuffer[1 + dispatchID], dispatchID);
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}
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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@@ -29,39 +29,64 @@ struct UpdateCB
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struct DebugStruct
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{
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int maxRequiredMemory;
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int usedMemory;
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uint memoryChange;
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uint twinID;
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uint4 indices;
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uint baseHeapID;
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uint subdivision;
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uint propagateLocation;
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uint numSiblings;
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};
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struct ComputeParams
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{
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// 0
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ConstantBuffer<GeometryCB> geometry;
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// 1
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ConstantBuffer<UpdateCB> update;
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// 2
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RWStructuredBuffer<float4> currentVertexBuffer;
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// 3
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StructuredBuffer<uint> indexedBisectorBuffer;
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// 4
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RWStructuredBuffer<uint> indirectDrawBuffer;
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// 5
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RWStructuredBuffer<uint64_t> heapIDBuffer;
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// 6
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RWStructuredBuffer<BisectorData> bisectorDataBuffer;
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// 7
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RWStructuredBuffer<uint> classificationBuffer;
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// 8
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RWStructuredBuffer<int> allocateBuffer;
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// 9
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RWStructuredBuffer<uint> indirectDispatchBuffer;
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// 10
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RWStructuredBuffer<uint4> neighboursBuffer;
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// 11
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RWStructuredBuffer<uint4> neighboursOutputBuffer;
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// 12
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RWStructuredBuffer<int> memoryBuffer;
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// 13
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RWStructuredBuffer<uint> cbtBuffer;
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// 14
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RWStructuredBuffer<uint64_t> bitFieldBuffer;
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// 15
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RWStructuredBuffer<int> propagateBuffer;
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// 16
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RWStructuredBuffer<uint> simplifyBuffer;
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// 17
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RWStructuredBuffer<uint> validationBuffer;
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// 18
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RWStructuredBuffer<uint> bisectorIndicesBuffer;
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// 19
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RWStructuredBuffer<uint> visibleBisectorIndices;
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// 20
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RWStructuredBuffer<uint> modifiedBisectorIndices;
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// 21
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RWStructuredBuffer<float4> lebPositionBuffer;
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// 22
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StructuredBuffer<float3x3> lebMatrixCache;
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// 23
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globallycoherent RWStructuredBuffer<DebugStruct> debugBuffer;
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};
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ParameterBlock<ComputeParams> pParams;
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@@ -46,7 +46,7 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
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float3 triNormal = normalize(cross(tri.p[2] - tri.p[1], tri.p[0] - tri.p[1]));
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float3 triCenter = (tri.p[0] + tri.p[1] + tri.p[2]) / 3.0;
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float3 viewDir = normalize(-triCenter);
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float FdotV = dot(viewDir, -pViewParams.cameraForward_WS.xyz);
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float FdotV = dot(viewDir, pViewParams.cameraForward_WS.xyz);
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float VdotN = dot(viewDir, triNormal);
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// Here we don't use 0 as it introduces stability issues at grazing angles
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@@ -183,12 +183,8 @@ void ClassifyElement(uint currentID, BisectorGeometry bis, uint totalNumElements
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pParams.bisectorDataBuffer[currentID] = cbisectorData;
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}
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void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
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void SplitElement(uint currentID, uint baseDepth)
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{
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DebugStruct debug;
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debug.maxRequiredMemory = 0;
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debug.usedMemory = 0;
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debug.memoryChange = 0;
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// Get the neighbors information
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uint4 cNeighbors = pParams.neighboursBuffer[currentID];
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@@ -226,13 +222,10 @@ void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
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else if (pParams.neighboursBuffer[twinID].z == currentID)
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maxRequiredMemory = 2;
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debug.maxRequiredMemory = maxRequiredMemory;
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debug.twinID = twinID;
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// Try to reserve
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int remainingMemory;
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InterlockedAdd(pParams.memoryBuffer[1], -maxRequiredMemory, remainingMemory);
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debug.memoryChange = -maxRequiredMemory;
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// Did someone manage to sneak-in while we were trying to pick the memory, add it back and try again
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if (remainingMemory < maxRequiredMemory)
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{
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@@ -321,13 +314,8 @@ void SplitElement(uint currentID, uint baseDepth, uint dispatchID)
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}
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}
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}
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int change = maxRequiredMemory - usedMemory;
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// Add back the unused memory (in case)
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InterlockedAdd(pParams.memoryBuffer[1], change, remainingMemory);
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debug.memoryChange += change;
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debug.usedMemory = usedMemory;
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pParams.debugBuffer[dispatchID] = debug;
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InterlockedAdd(pParams.memoryBuffer[1], maxRequiredMemory - usedMemory, remainingMemory);
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}
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void AllocateElement(uint currentID)
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@@ -415,11 +403,15 @@ void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint
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}
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}
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void BisectElement(uint currentID)
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void BisectElement(uint currentID, uint dispatchID)
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{
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DebugStruct debug;
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// If this bisector is not allocated or not subdivided, stop right away
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uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
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BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
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debug.baseHeapID = baseHeapID;
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debug.subdivision = cBisectorData.subdivisionPattern;
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debug.propagateLocation = 0;
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if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
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return;
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@@ -437,6 +429,11 @@ void BisectElement(uint currentID)
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uint siblingID1 = cBisectorData.indices[1];
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uint siblingID2 = cBisectorData.indices[2];
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debug.indices[0] = cBisectorData.indices[0];
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debug.indices[1] = cBisectorData.indices[1];
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debug.indices[2] = cBisectorData.indices[2];
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debug.indices[3] = 0;
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// Simple subdivision (along the main axis)
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if (currentSubdiv == CENTER_SPLIT)
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{
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@@ -461,6 +458,11 @@ void BisectElement(uint currentID)
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// Keep track of the parent
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BisectorData modifiedBisector = cBisectorData;
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modifiedBisector.indices[0] = cBisectorData.indices[0];
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modifiedBisector.indices[1] = cBisectorData.indices[1];
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modifiedBisector.indices[2] = cBisectorData.indices[2];
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modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
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modifiedBisector.bisectorState = cBisectorData.bisectorState;
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modifiedBisector.propagationID = currentID;
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modifiedBisector.problematicNeighbor = INVALID_POINTER;
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@@ -472,9 +474,10 @@ void BisectElement(uint currentID)
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pParams.bisectorDataBuffer[siblingID0] = modifiedBisector;
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// Mark this for propagation
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uint targetLocation;
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uint targetLocation = 0;
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InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
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pParams.propagateBuffer[2 + targetLocation] = siblingID0;
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debug.propagateLocation = targetLocation;
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}
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else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
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{
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@@ -507,6 +510,11 @@ void BisectElement(uint currentID)
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// Keep track of the parent
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BisectorData modifiedBisector = cBisectorData;
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modifiedBisector.indices[0] = cBisectorData.indices[0];
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modifiedBisector.indices[1] = cBisectorData.indices[1];
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modifiedBisector.indices[2] = cBisectorData.indices[2];
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modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
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modifiedBisector.bisectorState = cBisectorData.bisectorState;
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modifiedBisector.propagationID = currentID;
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// Lower the element down the tree and update it's sibling
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@@ -525,9 +533,10 @@ void BisectElement(uint currentID)
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pParams.bisectorDataBuffer[siblingID1] = modifiedBisector;
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// Mark this for propagation
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uint targetLocation;
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uint targetLocation = 0;
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InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
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pParams.propagateBuffer[2 + targetLocation] = siblingID0;
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debug.propagateLocation = targetLocation;
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}
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else if (currentSubdiv == LEFT_DOUBLE_SPLIT)
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{
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@@ -560,6 +569,11 @@ void BisectElement(uint currentID)
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// Keep track of the parent
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BisectorData modifiedBisector = cBisectorData;
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modifiedBisector.indices[0] = cBisectorData.indices[0];
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modifiedBisector.indices[1] = cBisectorData.indices[1];
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modifiedBisector.indices[2] = cBisectorData.indices[2];
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modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
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modifiedBisector.bisectorState = cBisectorData.bisectorState;
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modifiedBisector.propagationID = currentID;
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// Lower the element down the tree and update it's sibling
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@@ -616,6 +630,11 @@ void BisectElement(uint currentID)
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// Keep track of the parent
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BisectorData modifiedBisector = cBisectorData;
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modifiedBisector.indices[0] = cBisectorData.indices[0];
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modifiedBisector.indices[1] = cBisectorData.indices[1];
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modifiedBisector.indices[2] = cBisectorData.indices[2];
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modifiedBisector.subdivisionPattern = cBisectorData.subdivisionPattern;
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modifiedBisector.bisectorState = cBisectorData.bisectorState;
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modifiedBisector.propagationID = currentID;
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// Lower the element down the tree and update it's sibling
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@@ -641,6 +660,8 @@ void BisectElement(uint currentID)
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// How many bits do we need to raise
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uint numSiblings = countbits(currentSubdiv);
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debug.numSiblings = numSiblings;
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pParams.debugBuffer[dispatchID] = debug;
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for (uint siblingIdx = 0; siblingIdx < numSiblings; ++siblingIdx)
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{
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set_bit_atomic_buffer(cBisectorData.indices[siblingIdx], true);
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@@ -48,6 +48,6 @@ void Camera::buildViewMatrix() {
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Vector lookAt = eyePos + getTransform().getForward();
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viewMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
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cameraPos = eyePos;
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cameraForward = getTransform().getForward();
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cameraForward = -getTransform().getForward();
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bNeedsViewBuild = false;
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}
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@@ -503,7 +503,6 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
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set->updateBuffer(NEIGHBOURS_BUFFER, 0, currentNeighborsBuffer);
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set->updateBuffer(MEMORY_BUFFER, 0, memoryBuffer);
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set->updateBuffer(ALLOCATE_BUFFER, 0, mesh.allocateBuffer);
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set->updateBuffer(DEBUG_BUFFER, 0, debugBuffer);
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set->writeChanges();
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Gfx::OComputeCommand splitCmd = graphics->createComputeCommand("Split");
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splitCmd->bindPipeline(split);
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@@ -581,6 +580,7 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
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set->updateBuffer(NEIGHBOURS_BUFFER, 0, currentNeighborsBuffer);
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set->updateBuffer(NEIGHBOURS_OUTPUT_BUFFER, 0, nextNeighborsBuffer);
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set->updateBuffer(PROPAGATE_BUFFER, 0, mesh.propagateBuffer);
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set->updateBuffer(DEBUG_BUFFER, 0, debugBuffer);
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set->writeChanges();
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Gfx::OComputeCommand bisectCmd = graphics->createComputeCommand("Bisect");
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bisectCmd->bindPipeline(bisect);
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@@ -88,6 +88,8 @@ class Graphics {
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virtual PComputePipeline createComputePipeline(ComputePipelineCreateInfo createInfo) = 0;
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virtual OSampler createSampler(const SamplerCreateInfo& createInfo) = 0;
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virtual OComputeShader createComputeShaderFromBinary(std::string_view binaryName) = 0;
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virtual ODescriptorLayout createDescriptorLayout(const std::string& name = "") = 0;
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virtual OPipelineLayout createPipelineLayout(const std::string& name = "", PPipelineLayout baseLayout = nullptr) = 0;
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@@ -284,6 +284,12 @@ Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo& createInfo) {
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return new Sampler(this, vkInfo);
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}
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Gfx::OComputeShader Graphics::createComputeShaderFromBinary(std::string_view binaryName) {
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OComputeShader shader = new ComputeShader(this);
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shader->create(binaryName);
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return shader;
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}
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|
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Gfx::ODescriptorLayout Graphics::createDescriptorLayout(const std::string& name) { return new DescriptorLayout(this, name); }
|
||||
|
||||
Gfx::OPipelineLayout Graphics::createPipelineLayout(const std::string& name, Gfx::PPipelineLayout baseLayout) {
|
||||
|
||||
@@ -66,6 +66,8 @@ class Graphics : public Gfx::Graphics {
|
||||
virtual Gfx::PRayTracingPipeline createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo createInfo) override;
|
||||
virtual Gfx::PComputePipeline createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo) override;
|
||||
virtual Gfx::OSampler createSampler(const SamplerCreateInfo& createInfo) override;
|
||||
|
||||
virtual Gfx::OComputeShader createComputeShaderFromBinary(std::string_view binaryName) override;
|
||||
|
||||
virtual Gfx::ODescriptorLayout createDescriptorLayout(const std::string& name = "") override;
|
||||
virtual Gfx::OPipelineLayout createPipelineLayout(const std::string& name = "", Gfx::PPipelineLayout baseLayout = nullptr) override;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "slang-com-ptr.h"
|
||||
#include "slang.h"
|
||||
#include "stdlib.h"
|
||||
#include <fstream>
|
||||
#include <fmt/core.h>
|
||||
|
||||
using namespace Seele;
|
||||
@@ -32,4 +33,20 @@ void Shader::create(const ShaderCreateInfo& createInfo) {
|
||||
VK_CHECK(vkCreateShaderModule(graphics->getDevice(), &moduleInfo, nullptr, &module));
|
||||
|
||||
hash = CRC::Calculate(kernelBlob->getBufferPointer(), kernelBlob->getBufferSize(), CRC::CRC_32(), hash);
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::create(std::string_view binary) {
|
||||
std::ifstream stream(binary.data(), std::ios::binary | std::ios::ate);
|
||||
uint64 fullSize = stream.tellg();
|
||||
stream.seekg(0, std::ios::beg);
|
||||
Array<uint32> buffer(fullSize);
|
||||
stream.read((char*)buffer.data(), fullSize);
|
||||
VkShaderModuleCreateInfo moduleInfo = {
|
||||
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.codeSize = buffer.size() / sizeof(uint32),
|
||||
.pCode = (uint32*)buffer.data(),
|
||||
};
|
||||
VK_CHECK(vkCreateShaderModule(graphics->getDevice(), &moduleInfo, nullptr, &module));
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ class Shader {
|
||||
virtual ~Shader();
|
||||
|
||||
void create(const ShaderCreateInfo& createInfo);
|
||||
void create(std::string_view binary);
|
||||
|
||||
constexpr VkShaderModule getModuleHandle() const { return module; }
|
||||
constexpr const char* getEntryPointName() const {
|
||||
|
||||
Reference in New Issue
Block a user