Using global meshlet culling list

This commit is contained in:
Dynamitos
2024-05-12 19:36:32 +02:00
parent 7fc7ba56d4
commit 2762f9e729
22 changed files with 399 additions and 324 deletions
+142 -96
View File
@@ -18,7 +18,10 @@ void VertexData::resetMeshData()
std::unique_lock l(materialDataLock);
for (auto& mat : materialData)
{
mat.material->getDescriptorLayout()->reset();
if (mat.material != nullptr)
{
mat.material->getDescriptorLayout()->reset();
}
}
materialData.clear();
if (dirty)
@@ -35,63 +38,64 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
PMaterial mat = referencedInstance->getBaseMaterial();
if (materialData.size() <= mat->getId())
{
materialData.resize(mat->getId());
materialData.resize(mat->getId() + 1);
}
MaterialData& matData = materialData[mat->getId()];
matData.material = mat;
MaterialInstanceData& matInstanceData = matData.instances[referencedInstance->getId()];
matInstanceData.descriptorOffset = instanceData.size();
matInstanceData.numMeshes = 0;
matInstanceData.meshId = mesh->id;
for (const auto& data : meshData[mesh->id])
if (matData.instances.size() <= referencedInstance->getId())
{
Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
instanceData.add(InstanceData {
.transformMatrix = transformMatrix,
.inverseTransformMatrix = glm::inverse(transformMatrix),
});
instanceMeshData.add(data);
matInstanceData.numMeshes++;
for (size_t i = 0; i < 0; ++i)
{
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
Vector min = bounding.min;//bounding.center - bounding.radius * Vector(1, 1, 1);
Vector max = bounding.max;//bounding.center + bounding.radius * Vector(1, 1, 1);
corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
}
matData.instances.resize(referencedInstance->getId() + 1);
}
BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
const auto& data = meshData[mesh->id];
Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
matInstanceData.instanceData.add(InstanceData{
.transformMatrix = transformMatrix,
.inverseTransformMatrix = glm::inverse(transformMatrix),
});
matInstanceData.instanceMeshData.add(data);
matInstanceData.numMeshes++;
for (size_t i = 0; i < 0; ++i)
{
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
Vector min = bounding.min;//bounding.center - bounding.radius * Vector(1, 1, 1);
Vector max = bounding.max;//bounding.center + bounding.radius * Vector(1, 1, 1);
corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
}
matInstanceData.materialInstance = referencedInstance;
referencedInstance->updateDescriptor();
}
@@ -99,6 +103,47 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
void VertexData::createDescriptors()
{
std::unique_lock l(materialDataLock);
instanceData.clear();
instanceMeshData.clear();
uint32 numMeshlets = 0;
Array<uint32> cullingOffsets;
for (auto& mat : materialData)
{
for (auto& instance : mat.instances)
{
instance.offsets.instanceOffset = instanceData.size();
instance.offsets.cullingCounterOffset = cullingOffsets.size();
instance.numMeshes = instance.instanceData.size();
instance.numMeshlets = 0;
for (size_t i = 0; i < instance.instanceData.size(); ++i)
{
instanceData.add(instance.instanceData[i]);
instanceMeshData.add(instance.instanceMeshData[i]);
instance.numMeshlets += instance.instanceMeshData[i].numMeshlets;
cullingOffsets.add(numMeshlets);
numMeshlets += instance.numMeshlets;
}
}
}
cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = cullingOffsets.size() * sizeof(uint32),
.data = (uint8*)cullingOffsets.data(),
},
.numElements = cullingOffsets.size(),
.name = "MeshletOffset"
});
cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = numMeshlets * sizeof(uint32),
},
.numElements = numMeshlets,
.name = "MeshletCulling"
});
instanceDataLayout->reset();
instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
@@ -137,6 +182,8 @@ void VertexData::createDescriptors()
descriptorSet->updateBuffer(2, meshletBuffer);
descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
descriptorSet->updateBuffer(4, vertexIndicesBuffer);
descriptorSet->updateBuffer(5, cullingOffsetBuffer);
descriptorSet->updateBuffer(6, cullingBuffer);
descriptorSet->writeChanges();
}
@@ -147,45 +194,40 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
uint32 currentMesh = 0;
while (currentMesh < loadedMeshlets.size())
uint32 meshletOffset = meshlets.size();
AABB meshAABB;
for (uint32 i = 0; i < loadedMeshlets.size(); ++i)
{
uint32 numMeshlets = std::min<uint32>(512, loadedMeshlets.size() - currentMesh);
uint32 meshletOffset = meshlets.size();
AABB meshAABB;
for (uint32 i = 0; i < numMeshlets; ++i)
{
Meshlet& m = loadedMeshlets[currentMesh + i];
meshAABB = meshAABB.combine(m.boundingBox);
uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox,//.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX),
.indicesOffset = (uint32)meshOffsets[id],
});
}
meshData[id].add(MeshData{
.bounding = meshAABB,//.toSphere(),
.numMeshlets = numMeshlets,
.meshletOffset = meshletOffset,
Meshlet& m = loadedMeshlets[i];
meshAABB = meshAABB.combine(m.boundingBox);
uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox,//.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX),
.indicesOffset = (uint32)meshOffsets[id],
});
currentMesh += numMeshlets;
}
meshData[id][0].firstIndex = indices.size();
meshData[id][0].numIndices = loadedIndices.size();
meshData[id] = MeshData{
.bounding = meshAABB,//.toSphere(),
.numMeshlets = (uint32)loadedMeshlets.size(),
.meshletOffset = meshletOffset,
};
meshData[id].firstIndex = indices.size();
meshData[id].numIndices = loadedIndices.size();
if (!graphics->supportMeshShading())
{
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * indices.size(),
@@ -204,7 +246,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
.numElements = meshlets.size(),
.dynamic = false,
.name = "MeshletBuffer"
});
});
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint32) * vertexIndices.size(),
@@ -213,7 +255,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
.numElements = vertexIndices.size(),
.dynamic = false,
.name = "VertexIndicesBuffer"
});
});
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(uint8) * primitiveIndices.size(),
@@ -222,7 +264,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
.numElements = primitiveIndices.size(),
.dynamic = false,
.name = "PrimitiveIndicesBuffer",
});
});
}
MeshId VertexData::allocateVertexData(uint64 numVertices)
@@ -276,16 +318,20 @@ void VertexData::init(Gfx::PGraphics _graphics)
instanceDataLayout = graphics->createDescriptorLayout("pScene");
// instanceData
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC,});
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
// meshData
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC,});
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
// meshletData
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// primitiveIndices
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
// vetexIndices
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// vertexIndices
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// cullingList
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
// cullingOffset
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
instanceDataLayout->create();
resizeBuffers();
graphics->getShaderCompiler()->registerVertexData(this);