Draw List works now

This commit is contained in:
Dynamitos
2024-06-07 18:43:10 +02:00
parent bc0d05dbb0
commit 2644b127fa
5 changed files with 38 additions and 33 deletions
+1 -1
View File
@@ -38,7 +38,7 @@ void meshMain(
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
prim[p].cull = false;//!cull.triangleCulled(p);
prim[p].cull = !cull.triangleCulled(p);
#ifdef VISIBILITY
prim[p].prim = encodePrimitive(p, meshletId);
#endif
+1 -1
View File
@@ -26,7 +26,7 @@ void taskMain(
uint cull = p.cullingOffset + i;
MeshletDescription meshlet = pScene.meshletInfos[m];
MeshletCullingInfo culling = pScene.cullingInfos[cull];
//if(!culling.anyVisible())
if(false)//if(!culling.anyVisible())
{
uint index;
InterlockedAdd(head, 1, index);
+9 -15
View File
@@ -4,26 +4,20 @@ import Scene;
struct VisibilityCullingData
{
Texture2D<uint> visibilityTexture;
RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
globallycoherent RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
};
ParameterBlock<VisibilityCullingData> pVisibilityParams;
[numthreads(BLOCK_SIZE, 1, 1)]
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void computeMain(
uint3 dispatchThreadID: SV_DispatchThreadID,
){
//int3 texCoords = int3(dispatchThreadID.xy, 0);
//uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
//uint2 decoded = decodePrimitive(encoded);
//uint arrIdx = decoded.x / 32;
//uint bit = decoded.x % 32;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[0] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[1] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[2] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[3] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[4] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[5] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[6] = 0x0;
pVisibilityParams.cullingInfos[dispatchThreadID.x].visible[7] = 0x0;
int3 texCoords = int3(dispatchThreadID.xy, 0);
uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
uint2 decoded = decodePrimitive(encoded);
uint arrIdx = decoded.x / 32;
uint bit = decoded.x % 32;
uint32_t orig;
InterlockedOr(pVisibilityParams.cullingInfos[decoded.y].visible[arrIdx], (1 << bit), orig);
}
@@ -3,6 +3,8 @@
using namespace Seele;
extern bool resetVisibility;
VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
@@ -17,22 +19,26 @@ void VisibilityPass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
if (resetVisibility)
{
Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
//Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
//std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
cullingBuffer->updateContents(ShaderBufferCreateInfo{
.sourceData = {
.size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
.data = (uint8 *)cullingData.data(),
},
.numElements = VertexData::getMeshletCount()});
cullingBuffer->pipelineBarrier(
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
resetVisibility = false;
}
//cullingBuffer->updateContents(ShaderBufferCreateInfo{
// .sourceData = {
// .size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
// .data = (uint8 *)cullingData.data(),
// },
// .numElements = VertexData::getMeshletCount()});
//cullingBuffer->pipelineBarrier(
// Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
// Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
}
void VisibilityPass::render()
@@ -60,8 +66,7 @@ void VisibilityPass::render()
Gfx::OComputeCommand command = graphics->createComputeCommand("VisibilityCommand");
command->bindPipeline(visibilityPipeline);
command->bindDescriptor({viewParamsSet, visibilitySet});
command->dispatch(VertexData::getMeshletCount() / BLOCK_SIZE, 1, 1);
//command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
Array<Gfx::OComputeCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
+6
View File
@@ -20,6 +20,8 @@ using namespace Seele;
bool usePositionOnly = false;
bool useViewCulling = false;
bool useLightCulling = false;
bool resetVisibility = false;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game")
@@ -122,6 +124,10 @@ void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
useLightCulling = !useLightCulling;
std::cout << "Use Light Culling " << useLightCulling << std::endl;
}
if (code == KeyCode::KEY_R && action == InputAction::RELEASE)
{
resetVisibility = true;
}
}
void GameView::mouseMoveCallback(double xPos, double yPos)