Finished writeup and fixed crashes

This commit is contained in:
Dynamitos
2021-10-19 23:04:38 +02:00
parent a0693daa67
commit 451572f254
36 changed files with 295 additions and 375 deletions
+2 -2
View File
@@ -34,7 +34,7 @@ void BasePassMeshProcessor::addMeshBatch(
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
assert(collection != nullptr);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
@@ -47,7 +47,7 @@ void BasePassMeshProcessor::addMeshBatch(
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
@@ -33,7 +33,7 @@ void DepthPrepassMeshProcessor::addMeshBatch(
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
assert(collection != nullptr);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
@@ -46,7 +46,7 @@ void DepthPrepassMeshProcessor::addMeshBatch(
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
@@ -33,14 +33,19 @@ void LightCullingPass::beginFrame()
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
LightEnv lightEnv = passData.lightEnv;
for(uint32 i = 0; i < lightEnv.numPointLights; ++i)
{
lightEnv.pointLights[i].positionVS = lightEnv.pointLights[i].positionWS;
}
const LightEnv& lightEnv = passData.lightEnv;
uniformUpdate.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.directionalLights;
directLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.pointLights;
pointLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(uint32);
uniformUpdate.data = (uint8*)&lightEnv.numDirectionalLights;
numDirLightBuffer->updateContents(uniformUpdate);
uniformUpdate.data = (uint8*)&lightEnv.numPointLights;
numPointLightBuffer->updateContents(uniformUpdate);
BulkResourceData counterReset;
uint32 reset = 0;
@@ -64,6 +69,7 @@ void LightCullingPass::beginFrame()
cullingDescriptorSet->updateTexture(8, oLightGrid);
cullingDescriptorSet->updateTexture(9, tLightGrid);
lightEnvDescriptorSet->updateBuffer(0, directLightBuffer);
lightEnvDescriptorSet->updateBuffer(1, numDirLightBuffer);
lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
@@ -133,30 +139,28 @@ void LightCullingPass::publishOutputs()
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
const LightEnv& lightEnv = passData.lightEnv;
resourceData.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
resourceData.data = (uint8*)&lightEnv.directionalLights;
structInfo.resourceData = resourceData;
structInfo.bDynamic = true;
directLightBuffer = graphics->createStructuredBuffer(structInfo);
resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
resourceData.data = (uint8*)&lightEnv.pointLights;
structInfo.resourceData = resourceData;
pointLightBuffer = graphics->createStructuredBuffer(structInfo);
UniformBufferCreateInfo uniformInfo;
resourceData.size = sizeof(uint32);
resourceData.data = (uint8*)&lightEnv.numDirectionalLights;
uniformInfo.resourceData = resourceData;
uniformInfo.bDynamic = true;
numDirLightBuffer = graphics->createUniformBuffer(uniformInfo);
resourceData.data = (uint8*)&lightEnv.numPointLights;
uniformInfo.resourceData = resourceData;
uniformInfo.bDynamic = true;
numPointLightBuffer = graphics->createUniformBuffer(uniformInfo);
resources->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
resources->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
resources->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
TextureCreateInfo textureInfo;
textureInfo.width = dispatchParams.numThreadGroups.x;
textureInfo.height = dispatchParams.numThreadGroups.y;
@@ -164,6 +168,7 @@ void LightCullingPass::publishOutputs()
textureInfo.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT;
oLightGrid = graphics->createTexture2D(textureInfo);
tLightGrid = graphics->createTexture2D(textureInfo);
resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", oLightGrid);
resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", tLightGrid);
}