Using global meshlet culling list
This commit is contained in:
@@ -1,63 +1,8 @@
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import Common;
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import BRDF;
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import Scene;
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import VertexData;
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import MaterialParameter;
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struct MeshPayload
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{
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uint instanceId[MAX_MESHLETS_PER_MESH];
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uint meshletId[MAX_MESHLETS_PER_MESH];
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};
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared Frustum viewFrustum;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID
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){
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InstanceData instance = pScene.instances[groupID];
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if(threadID == 0)
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{
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head = 0;
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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}
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GroupMemoryBarrierWithGroupSync();
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MeshData mesh = pScene.meshData[groupID];
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for(uint i = threadID; i < MAX_MESHLETS_PER_MESH; i += TASK_GROUP_SIZE)
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{
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if(i < mesh.numMeshlets)
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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p.meshletId[index] = m;
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p.instanceId[index] = groupID;
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}
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(head, 1, 1, p);
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}
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struct PrimitiveAttributes
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{
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@@ -74,9 +19,8 @@ void meshMain(
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out vertices FragmentParameter vertices[MAX_VERTICES],
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out indices uint3 indices[MAX_PRIMITIVES]
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){
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InstanceData inst = pScene.instances[meshPayload.instanceId[groupID]];
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MeshData md = pScene.meshData[meshPayload.instanceId[groupID]];
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MeshletDescription m = pScene.meshletInfos[meshPayload.meshletId[groupID]];
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[pScene.culledMeshlets[meshPayload.cullingOffset + groupID]];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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@@ -97,7 +41,6 @@ void meshMain(
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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attr.meshletId = -1;
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vertices[v] = attr.getParameter(inst.transformMatrix);
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//vertices[v].vertexColor = m.color;
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}
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}
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}
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@@ -0,0 +1,49 @@
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import Common;
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import Scene;
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared Frustum viewFrustum;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[outputtopology("triangle")]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID
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){
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InstanceData instance = pScene.instances[pOffsets.instanceOffset + groupID];
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MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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if(threadID == 0)
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{
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head = 0;
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.cullingOffset = pScene.cullingOffsets[pOffsets.cullingCounterOffset + groupID];
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}
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GroupMemoryBarrierWithGroupSync();
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for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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pScene.culledMeshlets[p.cullingOffset + index] = m;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(head, 1, 1, p);
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}
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@@ -24,7 +24,6 @@ static const uint MAX_VERTICES = 256;
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static const uint MAX_PRIMITIVES = 256;
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static const uint TASK_GROUP_SIZE = 128;
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static const uint MESH_GROUP_SIZE = 32;
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static const uint MAX_MESHLETS_PER_MESH = 512;
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struct InstanceData
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{
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@@ -32,6 +31,14 @@ struct InstanceData
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float4x4 inverseTransformMatrix;
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};
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struct DrawCallOffsets
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{
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uint32_t instanceOffset;
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uint32_t cullingCounterOffset;
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};
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layout(push_constant)
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ConstantBuffer<DrawCallOffsets> pOffsets;
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struct Scene
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{
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StructuredBuffer<InstanceData> instances;
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@@ -39,7 +46,15 @@ struct Scene
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StructuredBuffer<MeshletDescription> meshletInfos;
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StructuredBuffer<uint8_t> primitiveIndices;
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StructuredBuffer<uint32_t> vertexIndices;
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StructuredBuffer<uint32_t> cullingOffsets;
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RWStructuredBuffer<uint32_t> culledMeshlets;
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};
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layout(set=2)
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ParameterBlock<Scene> pScene;
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struct MeshPayload
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{
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uint instanceId;
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uint cullingOffset;
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};
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@@ -645,10 +645,7 @@ private:
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else
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{
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// And move the current elements into that one
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for(size_type i = 0; i < arraySize; ++i)
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{
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newData[i] = std::forward<Type>(_data[i]);
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}
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std::uninitialized_move(begin(), end(), Iterator(newData));
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// As well as default initialize the others
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for (size_type i = arraySize; i < allocated; ++i)
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{
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@@ -18,7 +18,7 @@ public:
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virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void bindVertexBuffer(const Array<PVertexBuffer>& buffer) = 0;
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virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) = 0;
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virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) = 0;
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virtual void drawIndexed(uint32 indexCount, uint32 instanceCount, int32 firstIndex, uint32 vertexOffset, uint32 firstInstance) = 0;
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virtual void drawMesh(uint32 groupX, uint32 groupY, uint32 groupZ) = 0;
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@@ -34,7 +34,7 @@ public:
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virtual void bindPipeline(Gfx::PComputePipeline pipeline) = 0;
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virtual void bindDescriptor(Gfx::PDescriptorSet set, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets, Array<uint32> dynamicOffsets = {}) = 0;
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virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
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virtual void dispatch(uint32 threadX, uint32 threadY, uint32 threadZ) = 0;
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std::string name;
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};
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@@ -32,10 +32,15 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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lightCullingLayout->create();
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basePassLayout->addDescriptorLayout(lightCullingLayout);
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basePassLayout->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(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshletPass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "ViewCullingTask");
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}
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else
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{
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@@ -84,7 +89,7 @@ void BasePass::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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@@ -98,6 +103,9 @@ void BasePass::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(Material, VertexData)
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// Descriptors:
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// ViewData => global, static
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@@ -124,7 +132,7 @@ void BasePass::render()
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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pipelineInfo.colorBlend.attachmentCount = 2;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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@@ -145,13 +153,14 @@ void BasePass::render()
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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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(instance.materialInstance->getDescriptorSet());
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command->bindDescriptor(vertexData->getInstanceDataSet(), {instance.descriptorOffset, instance.descriptorOffset});
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command->bindDescriptor(drawCall.materialInstance->getDescriptorSet());
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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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@@ -171,7 +180,6 @@ void BasePass::render()
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}
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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}
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@@ -183,17 +191,27 @@ void BasePass::endFrame()
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void BasePass::publishOutputs()
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{
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colorAttachment = Gfx::RenderTargetAttachment(viewport,
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Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_LOAD, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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meshletIdTexture = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32_UINT,
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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});
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meshletIdAttachment = Gfx::RenderTargetAttachment(meshletIdTexture,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_MESHLETID", meshletIdAttachment);
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}
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void BasePass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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meshletIdAttachment = resources->requestRenderTarget("BASEPASS_MESHLETID");
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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.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = { colorAttachment, meshletIdAttachment },
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@@ -213,7 +231,7 @@ void BasePass::createRenderPass()
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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{
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@@ -25,6 +25,7 @@ private:
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Gfx::PShaderBuffer tLightIndexList;
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Gfx::PTexture2D oLightGrid;
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Gfx::PTexture2D tLightGrid;
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Gfx::OTexture2D meshletIdTexture;
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Gfx::PDescriptorSet opaqueCulling;
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Gfx::PDescriptorSet transparentCulling;
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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,
|
||||
.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));
|
||||
|
||||
@@ -228,14 +228,13 @@ void StaticMeshVertexData::registerStaticMesh(const Array<OMesh>& meshes, const
|
||||
Array<uint32> ids;
|
||||
// Get references to loaded meshlets
|
||||
const auto& meshData = VertexData::getMeshData(mapped);
|
||||
for (const auto& md : meshData)
|
||||
|
||||
for (size_t i = 0; i < meshData.numMeshlets; ++i)
|
||||
{
|
||||
for (size_t i = 0; i < md.numMeshlets; ++i)
|
||||
{
|
||||
ids.add(md.meshletOffset + i);
|
||||
}
|
||||
ids.add(meshData.meshletOffset + i);
|
||||
}
|
||||
|
||||
|
||||
// Get Static instance array
|
||||
PMaterialInstance instance = mesh->referencedMaterial->getHandle();
|
||||
PMaterial baseMat = instance->getBaseMaterial();
|
||||
|
||||
@@ -17,9 +17,12 @@ void VertexData::resetMeshData()
|
||||
{
|
||||
std::unique_lock l(materialDataLock);
|
||||
for (auto& mat : materialData)
|
||||
{
|
||||
if (mat.material != nullptr)
|
||||
{
|
||||
mat.material->getDescriptorLayout()->reset();
|
||||
}
|
||||
}
|
||||
materialData.clear();
|
||||
if (dirty)
|
||||
{
|
||||
@@ -35,22 +38,23 @@ 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())
|
||||
{
|
||||
matData.instances.resize(referencedInstance->getId() + 1);
|
||||
}
|
||||
BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
|
||||
const auto& data = meshData[mesh->id];
|
||||
|
||||
Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
|
||||
instanceData.add(InstanceData {
|
||||
matInstanceData.instanceData.add(InstanceData{
|
||||
.transformMatrix = transformMatrix,
|
||||
.inverseTransformMatrix = glm::inverse(transformMatrix),
|
||||
});
|
||||
instanceMeshData.add(data);
|
||||
matInstanceData.instanceMeshData.add(data);
|
||||
matInstanceData.numMeshes++;
|
||||
for (size_t i = 0; i < 0; ++i)
|
||||
{
|
||||
@@ -91,7 +95,7 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
|
||||
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();
|
||||
}
|
||||
@@ -147,15 +194,11 @@ 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 numMeshlets = std::min<uint32>(512, loadedMeshlets.size() - currentMesh);
|
||||
uint32 meshletOffset = meshlets.size();
|
||||
AABB meshAABB;
|
||||
for (uint32 i = 0; i < numMeshlets; ++i)
|
||||
for (uint32 i = 0; i < loadedMeshlets.size(); ++i)
|
||||
{
|
||||
Meshlet& m = loadedMeshlets[currentMesh + i];
|
||||
Meshlet& m = loadedMeshlets[i];
|
||||
meshAABB = meshAABB.combine(m.boundingBox);
|
||||
uint32 vertexOffset = vertexIndices.size();
|
||||
vertexIndices.resize(vertexOffset + m.numVertices);
|
||||
@@ -173,19 +216,18 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
|
||||
.indicesOffset = (uint32)meshOffsets[id],
|
||||
});
|
||||
}
|
||||
meshData[id].add(MeshData{
|
||||
meshData[id] = MeshData{
|
||||
.bounding = meshAABB,//.toSphere(),
|
||||
.numMeshlets = numMeshlets,
|
||||
.numMeshlets = (uint32)loadedMeshlets.size(),
|
||||
.meshletOffset = meshletOffset,
|
||||
});
|
||||
currentMesh += numMeshlets;
|
||||
}
|
||||
meshData[id][0].firstIndex = indices.size();
|
||||
meshData[id][0].numIndices = loadedIndices.size();
|
||||
};
|
||||
|
||||
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(),
|
||||
@@ -276,15 +318,19 @@ 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 });
|
||||
// primitiveIndices
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// vetexIndices
|
||||
// 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();
|
||||
|
||||
@@ -41,17 +41,24 @@ public:
|
||||
uint32 firstIndex = 0;
|
||||
uint32 numIndices = 0;
|
||||
};
|
||||
struct MaterialInstanceData
|
||||
struct DrawCallOffsets
|
||||
{
|
||||
uint32 instanceOffset = 0;
|
||||
uint32 cullingCounterOffset = 0;
|
||||
};
|
||||
struct BatchedDrawCall
|
||||
{
|
||||
PMaterialInstance materialInstance;
|
||||
uint32 descriptorOffset;
|
||||
uint64 numMeshes;
|
||||
MeshId meshId;
|
||||
uint64 numMeshes = 0;
|
||||
uint64 numMeshlets = 0;
|
||||
DrawCallOffsets offsets;
|
||||
Array<InstanceData> instanceData;
|
||||
Array<MeshData> instanceMeshData;
|
||||
};
|
||||
struct MaterialData
|
||||
{
|
||||
PMaterial material;
|
||||
Array<MaterialInstanceData> instances;
|
||||
Array<BatchedDrawCall> instances;
|
||||
};
|
||||
void resetMeshData();
|
||||
void updateMesh(PMesh mesh, Component::Transform& transform);
|
||||
@@ -70,7 +77,7 @@ public:
|
||||
Gfx::PDescriptorLayout getInstanceDataLayout() { return instanceDataLayout; }
|
||||
Gfx::PDescriptorSet getInstanceDataSet() { return descriptorSet; }
|
||||
const Array<MaterialData>& getMaterialData() const { return materialData; }
|
||||
const Array<MeshData>& getMeshData(MeshId id) { return meshData[id]; }
|
||||
const MeshData& getMeshData(MeshId id) { return meshData[id]; }
|
||||
static List<VertexData*> getList();
|
||||
static VertexData* findByTypeName(std::string name);
|
||||
virtual void init(Gfx::PGraphics graphics);
|
||||
@@ -92,7 +99,7 @@ protected:
|
||||
std::mutex materialDataLock;
|
||||
Array<MaterialData> materialData;
|
||||
std::mutex vertexDataLock;
|
||||
Map<MeshId, Array<MeshData>> meshData;
|
||||
Map<MeshId, MeshData> meshData;
|
||||
Map<MeshId, uint64> meshOffsets;
|
||||
Map<MeshId, uint64> meshVertexCounts;
|
||||
Array<MeshletDescription> meshlets;
|
||||
@@ -105,6 +112,9 @@ protected:
|
||||
Gfx::OShaderBuffer meshletBuffer;
|
||||
Gfx::OShaderBuffer vertexIndicesBuffer;
|
||||
Gfx::OShaderBuffer primitiveIndicesBuffer;
|
||||
// temporary meshlet culling buffer, passed from task to mesh shader
|
||||
Gfx::OShaderBuffer cullingBuffer;
|
||||
Gfx::OShaderBuffer cullingOffsetBuffer;
|
||||
// for legacy pipeline
|
||||
Gfx::OIndexBuffer indexBuffer;
|
||||
// Material data
|
||||
|
||||
@@ -317,10 +317,10 @@ void RenderCommand::bindIndexBuffer(Gfx::PIndexBuffer indexBuffer)
|
||||
vkCmdBindIndexBuffer(handle, buf->getHandle(), 0, cast(buf->getIndexType()));
|
||||
}
|
||||
|
||||
void RenderCommand::pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data)
|
||||
void RenderCommand::pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data)
|
||||
{
|
||||
assert(threadId == std::this_thread::get_id());
|
||||
vkCmdPushConstants(handle, layout.cast<PipelineLayout>()->getHandle(), stage, offset, size, data);
|
||||
vkCmdPushConstants(handle, pipeline->getLayout(), stage, offset, size, data);
|
||||
}
|
||||
|
||||
void RenderCommand::draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance)
|
||||
@@ -443,10 +443,10 @@ void ComputeCommand::bindDescriptor(const Array<Gfx::PDescriptorSet>& descriptor
|
||||
delete[] sets;
|
||||
}
|
||||
|
||||
void ComputeCommand::pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data)
|
||||
void ComputeCommand::pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data)
|
||||
{
|
||||
assert(threadId == std::this_thread::get_id());
|
||||
vkCmdPushConstants(handle, layout.cast<PipelineLayout>()->getHandle(), stage, offset, size, data);
|
||||
vkCmdPushConstants(handle, pipeline->getLayout(), stage, offset, size, data);
|
||||
}
|
||||
|
||||
void ComputeCommand::dispatch(uint32 threadX, uint32 threadY, uint32 threadZ)
|
||||
|
||||
@@ -76,7 +76,7 @@ public:
|
||||
virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& descriptorSets, Array<uint32> dynamicOffsets) override;
|
||||
virtual void bindVertexBuffer(const Array<Gfx::PVertexBuffer>& buffers) override;
|
||||
virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) override;
|
||||
virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size,
|
||||
virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size,
|
||||
const void* data) override;
|
||||
virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) override;
|
||||
virtual void drawIndexed(uint32 indexCount, uint32 instanceCount, int32 firstIndex, uint32 vertexOffset,
|
||||
@@ -110,7 +110,7 @@ public:
|
||||
virtual void bindPipeline(Gfx::PComputePipeline pipeline) override;
|
||||
virtual void bindDescriptor(Gfx::PDescriptorSet set, Array<uint32> dynamicOffsets) override;
|
||||
virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets, Array<uint32> dynamicOffsets) override;
|
||||
virtual void pushConstants(Gfx::PPipelineLayout layout, Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size,
|
||||
virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size,
|
||||
const void* data) override;
|
||||
virtual void dispatch(uint32 threadX, uint32 threadY, uint32 threadZ) override;
|
||||
|
||||
|
||||
@@ -184,7 +184,7 @@ void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PUniformBuffer uniformBu
|
||||
.dstBinding = binding,
|
||||
.dstArrayElement = 0,
|
||||
.descriptorCount = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
.descriptorType = cast(layout->getBindings()[binding].descriptorType),
|
||||
.pBufferInfo = &bufferInfos.back(),
|
||||
});
|
||||
|
||||
@@ -203,7 +203,6 @@ void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PShaderBuffer shaderBuff
|
||||
.offset = 0,
|
||||
.range = vulkanBuffer->getSize(),
|
||||
});
|
||||
|
||||
writeDescriptors.add(VkWriteDescriptorSet{
|
||||
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
|
||||
.pNext = nullptr,
|
||||
@@ -211,7 +210,7 @@ void DescriptorSet::updateBuffer(uint32_t binding, Gfx::PShaderBuffer shaderBuff
|
||||
.dstBinding = binding,
|
||||
.dstArrayElement = 0,
|
||||
.descriptorCount = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.descriptorType = cast(layout->getBindings()[binding].descriptorType),
|
||||
.pBufferInfo = &bufferInfos.back(),
|
||||
});
|
||||
|
||||
@@ -238,7 +237,7 @@ void DescriptorSet::updateBuffer(uint32_t binding, uint32 index, Gfx::PShaderBuf
|
||||
.dstBinding = binding,
|
||||
.dstArrayElement = index,
|
||||
.descriptorCount = 1,
|
||||
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.descriptorType = cast(layout->getBindings()[binding].descriptorType),
|
||||
.pBufferInfo = &bufferInfos.back(),
|
||||
});
|
||||
|
||||
|
||||
@@ -16,15 +16,16 @@ Slang::ComPtr<slang::IBlob> Seele::generateShader(const ShaderCreateInfo& create
|
||||
}
|
||||
slang::SessionDesc sessionDesc;
|
||||
sessionDesc.flags = 0;
|
||||
StaticArray<slang::CompilerOptionEntry, 2> option;
|
||||
StaticArray<slang::CompilerOptionEntry, 3> option;
|
||||
option[0].name = slang::CompilerOptionName::IgnoreCapabilities;
|
||||
option[0].value = slang::CompilerOptionValue();
|
||||
option[0].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[0].value.intValue0 = 1;
|
||||
option[1].name = slang::CompilerOptionName::EmitSpirvViaGLSL;
|
||||
option[1].value = slang::CompilerOptionValue();
|
||||
option[1].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[1].value.intValue0 = 1;
|
||||
option[2].name = slang::CompilerOptionName::DebugInformationFormat;
|
||||
option[2].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[2].value.intValue0 = 0;
|
||||
sessionDesc.compilerOptionEntries = option.data();
|
||||
sessionDesc.compilerOptionEntryCount = option.size();
|
||||
sessionDesc.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR;
|
||||
@@ -61,7 +62,7 @@ Slang::ComPtr<slang::IBlob> Seele::generateShader(const ShaderCreateInfo& create
|
||||
modules.add(mainModule);
|
||||
CHECK_DIAGNOSTICS();
|
||||
|
||||
mainModule->findEntryPointByName(createInfo.entryPoint.c_str(), entrypoint.writeRef());
|
||||
CHECK_RESULT(mainModule->findEntryPointByName(createInfo.entryPoint.c_str(), entrypoint.writeRef()));
|
||||
modules.add(entrypoint);
|
||||
|
||||
Slang::ComPtr<slang::IComponentType> moduleComposition;
|
||||
|
||||
@@ -114,6 +114,7 @@ void Material::load(ArchiveBuffer& buffer)
|
||||
layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = binding, .descriptorType = descriptorType, .textureType = textureType, .descriptorCount = descriptorCount, .bindingFlags = bindingFlags, .shaderStages = shaderStages,});
|
||||
}
|
||||
layout->create();
|
||||
materialId = materialIdCounter++;
|
||||
}
|
||||
|
||||
void Material::compile()
|
||||
|
||||
@@ -17,10 +17,7 @@ MeshUpdater::~MeshUpdater()
|
||||
void MeshUpdater::update(Component::Transform& transform, Component::Mesh& comp)
|
||||
{
|
||||
for (auto& mesh : comp.asset->meshes)
|
||||
{
|
||||
if (!comp.isStatic)
|
||||
{
|
||||
mesh->vertexData->updateMesh(mesh, transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,10 +18,10 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
|
||||
, gameInterface(dllPath)
|
||||
{
|
||||
reloadGame();
|
||||
renderGraph.addPass(new StaticDepthPrepass(graphics, scene));
|
||||
//renderGraph.addPass(new StaticDepthPrepass(graphics, scene));
|
||||
renderGraph.addPass(new DepthPrepass(graphics, scene));
|
||||
renderGraph.addPass(new LightCullingPass(graphics, scene));
|
||||
renderGraph.addPass(new StaticBasePass(graphics, scene));
|
||||
//renderGraph.addPass(new StaticBasePass(graphics, scene));
|
||||
renderGraph.addPass(new BasePass(graphics, scene));
|
||||
//renderGraph.addPass(new DebugPass(graphics, scene));
|
||||
//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
|
||||
|
||||
Reference in New Issue
Block a user