Using global meshlet culling list
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@@ -18,9 +18,14 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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{
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depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "MeshletPass");
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "ViewCullingTask");
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}
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else
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{
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@@ -45,7 +50,7 @@ void DepthPrepass::render()
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("MeshletPass");
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permutation.setTaskFile("ViewCullingTask");
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permutation.setMeshFile("MeshletPass");
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}
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else
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@@ -58,14 +63,17 @@ void DepthPrepass::render()
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials)
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{
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per material instance
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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@@ -105,12 +113,13 @@ void DepthPrepass::render()
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}
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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for (const auto& instance : materialData.instances)
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for (const auto& drawCall : materialData.instances)
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{
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command->bindDescriptor(vertexData->getInstanceDataSet(), { instance.descriptorOffset, instance.descriptorOffset });
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command->bindDescriptor(vertexData->getInstanceDataSet());
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT, 0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
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if (graphics->supportMeshShading())
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{
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command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
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command->drawMesh(drawCall.numMeshes, 1, 1);
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}
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else
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{
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@@ -140,14 +149,24 @@ void DepthPrepass::endFrame()
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void DepthPrepass::publishOutputs()
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{
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// If we render to a part of an image, the depth buffer itself must
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// still match the size of the whole image or their coordinate systems go out of sync
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TextureCreateInfo depthBufferInfo = {
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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Gfx::RenderTargetAttachment(depthBuffer,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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}
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void DepthPrepass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.depthAttachment = depthAttachment,
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};
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