Draw List works now
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@@ -38,7 +38,7 @@ void meshMain(
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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 = false;//!cull.triangleCulled(p);
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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, meshletId);
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#endif
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@@ -26,7 +26,7 @@ void taskMain(
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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//if(!culling.anyVisible())
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if(false)//if(!culling.anyVisible())
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -4,26 +4,20 @@ import Scene;
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struct VisibilityCullingData
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{
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Texture2D<uint> visibilityTexture;
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RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
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globallycoherent RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
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};
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ParameterBlock<VisibilityCullingData> pVisibilityParams;
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[numthreads(BLOCK_SIZE, 1, 1)]
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void computeMain(
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uint3 dispatchThreadID: SV_DispatchThreadID,
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){
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//int3 texCoords = int3(dispatchThreadID.xy, 0);
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//uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
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//uint2 decoded = decodePrimitive(encoded);
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//uint arrIdx = decoded.x / 32;
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//uint bit = decoded.x % 32;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[0] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[1] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[2] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[3] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[4] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[5] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[6] = 0x0;
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pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[7] = 0x0;
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int3 texCoords = int3(dispatchThreadID.xy, 0);
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uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
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uint2 decoded = decodePrimitive(encoded);
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uint arrIdx = decoded.x / 32;
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uint bit = decoded.x % 32;
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uint32_t orig;
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InterlockedOr(pVisibilityParams.cullingInfos[decoded.y].visible[arrIdx], (1 << bit), orig);
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}
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@@ -3,6 +3,8 @@
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using namespace Seele;
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extern bool resetVisibility;
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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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@@ -17,22 +19,26 @@ void VisibilityPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
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if (resetVisibility)
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{
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Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
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std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
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//Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
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//std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
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cullingBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
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.data = (uint8 *)cullingData.data(),
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},
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.numElements = VertexData::getMeshletCount()});
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cullingBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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resetVisibility = false;
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}
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//cullingBuffer->updateContents(ShaderBufferCreateInfo{
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// .sourceData = {
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// .size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
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// .data = (uint8 *)cullingData.data(),
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// },
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// .numElements = VertexData::getMeshletCount()});
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//cullingBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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// Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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}
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void VisibilityPass::render()
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@@ -60,8 +66,7 @@ void VisibilityPass::render()
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Gfx::OComputeCommand command = graphics->createComputeCommand("VisibilityCommand");
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command->bindPipeline(visibilityPipeline);
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command->bindDescriptor({viewParamsSet, visibilitySet});
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command->dispatch(VertexData::getMeshletCount() / BLOCK_SIZE, 1, 1);
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//command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
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command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
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Array<Gfx::OComputeCommand> commands;
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commands.add(std::move(command));
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graphics->executeCommands(std::move(commands));
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@@ -20,6 +20,8 @@ using namespace Seele;
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bool usePositionOnly = false;
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bool useViewCulling = false;
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bool useLightCulling = false;
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bool resetVisibility = false;
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GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string dllPath)
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: View(graphics, window, createInfo, "Game")
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@@ -122,6 +124,10 @@ void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
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useLightCulling = !useLightCulling;
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std::cout << "Use Light Culling " << useLightCulling << std::endl;
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}
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if (code == KeyCode::KEY_R && action == InputAction::RELEASE)
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{
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resetVisibility = true;
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}
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}
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void GameView::mouseMoveCallback(double xPos, double yPos)
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