Screw rendergraphs (for now)
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@@ -7,8 +7,8 @@
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using namespace Seele;
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LightCullingPass::LightCullingPass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor camera)
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: RenderPass(renderGraph, graphics, viewport)
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LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor camera)
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: RenderPass(graphics, viewport)
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, source(camera->getCameraComponent())
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{
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}
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@@ -18,7 +18,7 @@ LightCullingPass::~LightCullingPass()
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}
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void LightCullingPass::beginFrame(UPViewFrame& viewFrame)
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void LightCullingPass::beginFrame()
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{
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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@@ -33,7 +33,7 @@ void LightCullingPass::beginFrame(UPViewFrame& viewFrame)
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamsBuffer->updateContents(uniformUpdate);
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/*LightEnv lightEnv = scene->getLightBuffer();
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LightEnv lightEnv = passData.lightEnv;
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for(uint32 i = 0; i < lightEnv.numPointLights; ++i)
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{
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lightEnv.pointLights[i].positionVS = lightEnv.pointLights[i].positionWS;
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@@ -41,7 +41,7 @@ void LightCullingPass::beginFrame(UPViewFrame& viewFrame)
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uniformUpdate.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
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uniformUpdate.data = (uint8*)&lightEnv.pointLights;
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pointLightBuffer->updateContents(uniformUpdate);
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*/
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BulkResourceData counterReset;
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uint32 reset = 0;
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counterReset.data = (uint8*)&reset;
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@@ -71,7 +71,7 @@ void LightCullingPass::beginFrame(UPViewFrame& viewFrame)
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lightEnvDescriptorSet->writeChanges();
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}
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void LightCullingPass::render(UPViewFrame& viewFrame)
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void LightCullingPass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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@@ -97,7 +97,7 @@ void LightCullingPass::render(UPViewFrame& viewFrame)
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depthAttachment->transferOwnership(Gfx::QueueType::GRAPHICS);
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}
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void LightCullingPass::endFrame(UPViewFrame& viewFrame)
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void LightCullingPass::endFrame()
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{
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}
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@@ -130,32 +130,33 @@ void LightCullingPass::publishOutputs()
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structInfo.bDynamic = false;
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oLightIndexList = graphics->createStructuredBuffer(structInfo);
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tLightIndexList = graphics->createStructuredBuffer(structInfo);
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renderGraph->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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renderGraph->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
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/*const LightEnv& lightEnv = scene->getLightBuffer();
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resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
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const LightEnv& lightEnv = passData.lightEnv;
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resourceData.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
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resourceData.data = (uint8*)&lightEnv.directionalLights;*/
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resourceData.data = (uint8*)&lightEnv.directionalLights;
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structInfo.resourceData = resourceData;
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structInfo.bDynamic = true;
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directLightBuffer = graphics->createStructuredBuffer(structInfo);
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resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
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//resourceData.data = (uint8*)&lightEnv.pointLights;
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resourceData.data = (uint8*)&lightEnv.pointLights;
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structInfo.resourceData = resourceData;
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pointLightBuffer = graphics->createStructuredBuffer(structInfo);
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UniformBufferCreateInfo uniformInfo;
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resourceData.size = sizeof(uint32);
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//resourceData.data = (uint8*)&lightEnv.numDirectionalLights;
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resourceData.data = (uint8*)&lightEnv.numDirectionalLights;
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uniformInfo.resourceData = resourceData;
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uniformInfo.bDynamic = true;
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numDirLightBuffer = graphics->createUniformBuffer(uniformInfo);
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//resourceData.data = (uint8*)&lightEnv.numPointLights;
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resourceData.data = (uint8*)&lightEnv.numPointLights;
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uniformInfo.resourceData = resourceData;
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uniformInfo.bDynamic = true;
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numPointLightBuffer = graphics->createUniformBuffer(uniformInfo);
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renderGraph->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
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renderGraph->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
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renderGraph->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
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renderGraph->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
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resources->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
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resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
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resources->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
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resources->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
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TextureCreateInfo textureInfo;
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textureInfo.width = dispatchParams.numThreadGroups.x;
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textureInfo.height = dispatchParams.numThreadGroups.y;
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@@ -163,9 +164,8 @@ void LightCullingPass::publishOutputs()
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textureInfo.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT;
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oLightGrid = graphics->createTexture2D(textureInfo);
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tLightGrid = graphics->createTexture2D(textureInfo);
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renderGraph->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", oLightGrid);
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renderGraph->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", tLightGrid);
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resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", oLightGrid);
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resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", tLightGrid);
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}
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@@ -229,7 +229,7 @@ void LightCullingPass::createRenderPass()
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pipelineInfo.pipelineLayout = cullingLayout;
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cullingPipeline = graphics->createComputePipeline(pipelineInfo);
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depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH")->getTexture();
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH")->getTexture();
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}
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void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
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