Using global meshlet culling list
This commit is contained in:
@@ -16,7 +16,7 @@
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
|
||||
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
|
||||
: RenderPass(graphics, scene)
|
||||
{
|
||||
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
|
||||
@@ -32,10 +32,15 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
|
||||
lightCullingLayout->create();
|
||||
|
||||
basePassLayout->addDescriptorLayout(lightCullingLayout);
|
||||
basePassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshletPass");
|
||||
graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "ViewCullingTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -47,7 +52,7 @@ BasePass::~BasePass()
|
||||
{
|
||||
}
|
||||
|
||||
void BasePass::beginFrame(const Component::Camera& cam)
|
||||
void BasePass::beginFrame(const Component::Camera& cam)
|
||||
{
|
||||
RenderPass::beginFrame(cam);
|
||||
|
||||
@@ -56,7 +61,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
|
||||
transparentCulling = lightCullingLayout->allocateDescriptorSet();
|
||||
}
|
||||
|
||||
void BasePass::render()
|
||||
void BasePass::render()
|
||||
{
|
||||
oLightIndexList->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
@@ -81,122 +86,135 @@ void BasePass::render()
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
|
||||
Gfx::ShaderPermutation permutation;
|
||||
if (graphics->supportMeshShading())
|
||||
Gfx::ShaderPermutation permutation;
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
permutation.setTaskFile("ViewCullingTask");
|
||||
permutation.setMeshFile("MeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
permutation.setFragmentFile("BasePass");
|
||||
for (VertexData* vertexData : VertexData::getList())
|
||||
{
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
const auto& materials = vertexData->getMaterialData();
|
||||
for (const auto& materialData : materials)
|
||||
{
|
||||
permutation.setTaskFile("MeshletPass");
|
||||
permutation.setMeshFile("MeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
permutation.setFragmentFile("BasePass");
|
||||
for (VertexData* vertexData : VertexData::getList())
|
||||
{
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
const auto& materials = vertexData->getMaterialData();
|
||||
for (const auto& materialData : materials)
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
// Create Pipeline(Material, VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per material instance
|
||||
// LightEnv => provided by scene
|
||||
// Material => per material
|
||||
// LightCulling => calculated by pass
|
||||
permutation.setMaterial(materialData.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())
|
||||
{
|
||||
// Create Pipeline(Material, VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per material instance
|
||||
// LightEnv => provided by scene
|
||||
// Material => per material
|
||||
// LightCulling => calculated by pass
|
||||
permutation.setMaterial(materialData.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);
|
||||
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 = 2;
|
||||
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(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
|
||||
command->bindDescriptor(opaqueCulling);
|
||||
for (const auto& drawCall : materialData.instances)
|
||||
{
|
||||
command->bindDescriptor(drawCall.materialInstance->getDescriptorSet());
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT, 0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
|
||||
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);
|
||||
command->drawMesh(drawCall.numMeshes, 1, 1);
|
||||
}
|
||||
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->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
//uint32 instanceOffset = 0;
|
||||
//for (const auto& meshData : vertexData->getMeshData(instance.meshId))
|
||||
//{
|
||||
// if (meshData.numIndices > 0)
|
||||
// {
|
||||
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
|
||||
// }
|
||||
// instanceOffset++;
|
||||
//}
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
|
||||
command->bindDescriptor(opaqueCulling);
|
||||
for (const auto& instance : materialData.instances)
|
||||
{
|
||||
command->bindDescriptor(instance.materialInstance->getDescriptorSet());
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet(), {instance.descriptorOffset, instance.descriptorOffset});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
//command->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
//uint32 instanceOffset = 0;
|
||||
//for (const auto& meshData : vertexData->getMeshData(instance.meshId))
|
||||
//{
|
||||
// if (meshData.numIndices > 0)
|
||||
// {
|
||||
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
|
||||
// }
|
||||
// instanceOffset++;
|
||||
//}
|
||||
}
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
}
|
||||
|
||||
void BasePass::endFrame()
|
||||
void BasePass::endFrame()
|
||||
{
|
||||
}
|
||||
|
||||
void BasePass::publishOutputs()
|
||||
void BasePass::publishOutputs()
|
||||
{
|
||||
colorAttachment = Gfx::RenderTargetAttachment(viewport,
|
||||
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_LOAD, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
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);
|
||||
|
||||
meshletIdTexture = graphics->createTexture2D(TextureCreateInfo{
|
||||
.format = Gfx::SE_FORMAT_R32_UINT,
|
||||
.width = viewport->getWidth(),
|
||||
.height = viewport->getHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
|
||||
});
|
||||
meshletIdAttachment = Gfx::RenderTargetAttachment(meshletIdTexture,
|
||||
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_MESHLETID", meshletIdAttachment);
|
||||
}
|
||||
|
||||
void BasePass::createRenderPass()
|
||||
void BasePass::createRenderPass()
|
||||
{
|
||||
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
meshletIdAttachment = resources->requestRenderTarget("BASEPASS_MESHLETID");
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
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 },
|
||||
.colorAttachments = { colorAttachment, meshletIdAttachment },
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
Array<Gfx::SubPassDependency> dependency = {
|
||||
@@ -213,7 +231,7 @@ void BasePass::createRenderPass()
|
||||
.dstSubpass = 0,
|
||||
.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,
|
||||
.srcAccess = Gfx::SE_ACCESS_NONE,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
},
|
||||
{
|
||||
|
||||
@@ -25,6 +25,7 @@ private:
|
||||
Gfx::PShaderBuffer tLightIndexList;
|
||||
Gfx::PTexture2D oLightGrid;
|
||||
Gfx::PTexture2D tLightGrid;
|
||||
Gfx::OTexture2D meshletIdTexture;
|
||||
|
||||
Gfx::PDescriptorSet opaqueCulling;
|
||||
Gfx::PDescriptorSet transparentCulling;
|
||||
|
||||
@@ -18,9 +18,14 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
|
||||
{
|
||||
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "MeshletPass");
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "ViewCullingTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -45,7 +50,7 @@ void DepthPrepass::render()
|
||||
Gfx::ShaderPermutation permutation;
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
permutation.setTaskFile("MeshletPass");
|
||||
permutation.setTaskFile("ViewCullingTask");
|
||||
permutation.setMeshFile("MeshletPass");
|
||||
}
|
||||
else
|
||||
@@ -58,14 +63,17 @@ void DepthPrepass::render()
|
||||
const auto& materials = vertexData->getMaterialData();
|
||||
for (const auto& materialData : materials)
|
||||
{
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
// Create Pipeline(VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per material instance
|
||||
// SceneData => per meshtype
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
|
||||
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
|
||||
@@ -105,12 +113,13 @@ void DepthPrepass::render()
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
for (const auto& instance : materialData.instances)
|
||||
for (const auto& drawCall : materialData.instances)
|
||||
{
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet(), { instance.descriptorOffset, instance.descriptorOffset });
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT, 0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
|
||||
command->drawMesh(drawCall.numMeshes, 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -140,14 +149,24 @@ void DepthPrepass::endFrame()
|
||||
|
||||
void DepthPrepass::publishOutputs()
|
||||
{
|
||||
// If we render to a part of an image, the depth buffer itself must
|
||||
// still match the size of the whole image or their coordinate systems go out of sync
|
||||
TextureCreateInfo depthBufferInfo = {
|
||||
.format = Gfx::SE_FORMAT_D32_SFLOAT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
};
|
||||
depthBuffer = graphics->createTexture2D(depthBufferInfo);
|
||||
depthAttachment =
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
|
||||
}
|
||||
|
||||
void DepthPrepass::createRenderPass()
|
||||
{
|
||||
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
|
||||
@@ -18,6 +18,9 @@ public:
|
||||
virtual void createRenderPass() override;
|
||||
private:
|
||||
Gfx::RenderTargetAttachment depthAttachment;
|
||||
|
||||
Gfx::OTexture2D depthBuffer;
|
||||
|
||||
Gfx::OPipelineLayout depthPrepassLayout;
|
||||
};
|
||||
DEFINE_REF(DepthPrepass)
|
||||
|
||||
@@ -163,16 +163,6 @@ void StaticBasePass::publishOutputs()
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
|
||||
|
||||
meshletIdTexture = graphics->createTexture2D(TextureCreateInfo{
|
||||
.format = Gfx::SE_FORMAT_R32_UINT,
|
||||
.width = viewport->getWidth(),
|
||||
.height = viewport->getHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
|
||||
});
|
||||
meshletIdAttachment = Gfx::RenderTargetAttachment(meshletIdTexture,
|
||||
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_MESHLETID", meshletIdAttachment);
|
||||
}
|
||||
|
||||
void StaticBasePass::createRenderPass()
|
||||
|
||||
@@ -132,20 +132,7 @@ void StaticDepthPrepass::endFrame()
|
||||
|
||||
void StaticDepthPrepass::publishOutputs()
|
||||
{
|
||||
// If we render to a part of an image, the depth buffer itself must
|
||||
// still match the size of the whole image or their coordinate systems go out of sync
|
||||
TextureCreateInfo depthBufferInfo = {
|
||||
.format = Gfx::SE_FORMAT_D32_SFLOAT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
};
|
||||
depthBuffer = graphics->createTexture2D(depthBufferInfo);
|
||||
depthAttachment =
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
|
||||
|
||||
}
|
||||
|
||||
void StaticDepthPrepass::createRenderPass()
|
||||
|
||||
@@ -85,7 +85,7 @@ void TextPass::render()
|
||||
command->bindDescriptor({generalSet, resource.textureArraySet});
|
||||
//command->bindVertexBuffer({resource.vertexBuffer});
|
||||
|
||||
command->pushConstants(pipelineLayout, Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(TextData), &resource.textData);
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(TextData), &resource.textData);
|
||||
//command->draw(4, static_cast<uint32>(resource.vertexBuffer->getNumVertices()), 0, 0);
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
|
||||
Reference in New Issue
Block a user