Fixing the maximum 2048 meshlet limit
This commit is contained in:
@@ -135,10 +135,10 @@ void BasePass::beginFrame(const Component::Camera& cam) {
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}
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void BasePass::render() {
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/*opaqueCulling->updateBuffer(0, 0, oLightIndexList);
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opaqueCulling->updateTexture(1, 0, oLightGrid);
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transparentCulling->updateBuffer(0, 0, tLightIndexList);
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transparentCulling->updateTexture(1, 0, tLightGrid);
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opaqueCulling->updateBuffer(LIGHTINDEX_NAME, 0, oLightIndexList);
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opaqueCulling->updateTexture(LIGHTGRID_NAME, 0, oLightGrid);
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transparentCulling->updateBuffer(LIGHTINDEX_NAME, 0, tLightIndexList);
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transparentCulling->updateTexture(LIGHTGRID_NAME, 0, tLightGrid);
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opaqueCulling->writeChanges();
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transparentCulling->writeChanges();
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@@ -153,7 +153,7 @@ void BasePass::render() {
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// Base Rendering
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for (VertexData* vertexData : VertexData::getList()) {
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transparentData.addAll(vertexData->getTransparentData());
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vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->updateBuffer(VertexData::CULLINGDATA_NAME, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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permutation.setVertexData(vertexData->getTypeName());
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const auto& materials = vertexData->getMaterialData();
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@@ -231,7 +231,7 @@ void BasePass::render() {
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Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
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if (graphics->supportMeshShading()) {
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command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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//command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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} else {
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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for (const auto& meshData : drawCall.instanceMeshData) {
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@@ -247,9 +247,8 @@ void BasePass::render() {
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//commands.add(waterRenderer->render(viewParamsSet));
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//commands.add(terrainRenderer->render(viewParamsSet));
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*/
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// Skybox
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graphics->beginRenderPass(renderPass);
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{
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Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
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skyboxCommand->setViewport(viewport);
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@@ -258,8 +257,6 @@ void BasePass::render() {
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skyboxCommand->draw(36, 1, 0, 0);
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graphics->executeCommands(std::move(skyboxCommand));
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}
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graphics->endRenderPass();
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/*
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// Transparent rendering
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{
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permutation.setDepthCulling(false); // ignore visibility infos for transparency
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@@ -348,7 +345,7 @@ void BasePass::render() {
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Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(VertexData::DrawCallOffsets), &t.offsets);
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if (graphics->supportMeshShading()) {
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transparentCommand->drawMesh(1, 1, 1);
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//transparentCommand->drawMesh(1, 1, 1);
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} else {
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// command->bindIndexBuffer(t.vertexData->getIndexBuffer());
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// for (const auto& meshData : drawCall.instanceMeshData) {
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@@ -376,37 +373,40 @@ void BasePass::render() {
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query->endQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "BaseEnd");
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gDebugVertices.clear();
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*/
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}
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void BasePass::endFrame() {}
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void BasePass::publishOutputs() {
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TextureCreateInfo depthBufferInfo = {
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basePassDepth = graphics->createTexture2D(TextureCreateInfo{
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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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basePassDepth = graphics->createTexture2D(depthBufferInfo);
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});
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TextureCreateInfo msDepthInfo = {
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basePassColor = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_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_COLOR_ATTACHMENT_BIT,
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});
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msBasePassDepth = graphics->createTexture2D(TextureCreateInfo{
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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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.samples = viewport->getSamples(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
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};
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msBasePassDepth = graphics->createTexture2D(msDepthInfo);
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TextureCreateInfo msBaseColorInfo = {
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.format = viewport->getOwner()->getSwapchainFormat(),
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});
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msBasePassColor = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.samples = viewport->getSamples(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
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};
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msBasePassColor = graphics->createTexture2D(msBaseColorInfo);
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});
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depthAttachment =
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Gfx::RenderTargetAttachment(basePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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@@ -418,7 +418,7 @@ void BasePass::publishOutputs() {
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msDepthAttachment.clear.depthStencil.depth = 0.0f;
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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msColorAttachment =
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Gfx::RenderTargetAttachment(msBasePassColor, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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@@ -19,6 +19,7 @@ class BasePass : public RenderPass {
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virtual void createRenderPass() override;
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private:
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// hdr
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Gfx::RenderTargetAttachment msColorAttachment;
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Gfx::RenderTargetAttachment colorAttachment;
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Gfx::RenderTargetAttachment msDepthAttachment;
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@@ -37,7 +38,9 @@ class BasePass : public RenderPass {
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// use a different texture here so we can do multisampling
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Gfx::OTexture2D msBasePassDepth;
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Gfx::OTexture2D basePassDepth;
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// hdr
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Gfx::OTexture2D msBasePassColor;
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Gfx::OTexture2D basePassColor;
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// used for transparency sorting
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Vector cameraPos;
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@@ -43,7 +43,7 @@ CachedDepthPass::~CachedDepthPass() {}
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void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void CachedDepthPass::render() {
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/* query->beginQuery();
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query->beginQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "CachedBegin");
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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@@ -53,7 +53,7 @@ void CachedDepthPass::render() {
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permutation.setDepthCulling(true);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->updateBuffer(VertexData::CULLINGDATA_NAME, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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@@ -134,9 +134,8 @@ void CachedDepthPass::render() {
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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graphics->waitDeviceIdle();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "CachedEnd");
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query->endQuery();*/
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query->endQuery();
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}
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void CachedDepthPass::endFrame() {}
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@@ -68,7 +68,7 @@ DepthCullingPass::~DepthCullingPass() {}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void DepthCullingPass::render() {
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/*query->beginQuery();
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query->beginQuery();
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depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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@@ -125,7 +125,7 @@ void DepthCullingPass::render() {
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permutation.setDepthCulling(getGlobals().useDepthCulling);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->updateBuffer(VertexData::CULLINGDATA_NAME, 0, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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@@ -217,7 +217,7 @@ void DepthCullingPass::render() {
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// Sync visibility write with compute read
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visibilityAttachment.getTexture()->pipelineBarrier(Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);*/
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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void DepthCullingPass::endFrame() {}
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@@ -37,19 +37,19 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
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}
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void LightCullingPass::render() {
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/*query->beginQuery();
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query->beginQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "LightCullBegin");
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oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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cullingDescriptorSet->updateTexture(0, 0, depthAttachment);
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cullingDescriptorSet->updateBuffer(1, 0, oLightIndexCounter);
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cullingDescriptorSet->updateBuffer(2, 0, tLightIndexCounter);
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cullingDescriptorSet->updateBuffer(3, 0, oLightIndexList);
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cullingDescriptorSet->updateBuffer(4, 0, tLightIndexList);
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cullingDescriptorSet->updateTexture(5, 0, oLightGrid);
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cullingDescriptorSet->updateTexture(6, 0, tLightGrid);
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cullingDescriptorSet->updateTexture(DEPTHATTACHMENT_NAME, 0, depthAttachment);
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cullingDescriptorSet->updateBuffer(OLIGHTINDEXCOUNTER_NAME, 0, oLightIndexCounter);
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cullingDescriptorSet->updateBuffer(TLIGHTINDEXCOUNTER_NAME, 0, tLightIndexCounter);
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cullingDescriptorSet->updateBuffer(OLIGHTINDEXLIST_NAME, 0, oLightIndexList);
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cullingDescriptorSet->updateBuffer(TLIGHTINDEXLIST_NAME, 0, tLightIndexList);
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cullingDescriptorSet->updateTexture(OLIGHTGRID_NAME, 0, oLightGrid);
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cullingDescriptorSet->updateTexture(TLIGHTGRID_NAME, 0, tLightGrid);
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cullingDescriptorSet->writeChanges();
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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if (getGlobals().useLightCulling) {
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@@ -58,7 +58,7 @@ void LightCullingPass::render() {
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computeCommand->bindPipeline(cullingPipeline);
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}
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computeCommand->bindDescriptor({viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet()});
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computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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computeCommand->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
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Array<Gfx::OComputeCommand> commands;
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commands.add(std::move(computeCommand));
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// std::cout << "Execute" << std::endl;
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@@ -72,7 +72,7 @@ void LightCullingPass::render() {
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oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);*/
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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void LightCullingPass::endFrame() {}
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@@ -81,8 +81,8 @@ void LightCullingPass::publishOutputs() {
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setupFrustums();
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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UVector4 numThreadGroups = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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UVector4 numThreads = numThreadGroups * glm::uvec4(BLOCK_SIZE, BLOCK_SIZE, 1, 0);
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numThreadGroups = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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numThreads = numThreadGroups * glm::uvec4(BLOCK_SIZE, BLOCK_SIZE, 1, 0);
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dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateConstants("numThreadGroups", 0, &numThreadGroups);
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dispatchParamsSet->updateConstants("numThreads", 0, &numThreads);
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@@ -225,8 +225,8 @@ void LightCullingPass::setupFrustums() {
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec4 numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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glm::uvec4 numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
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numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
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numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
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RenderPass::beginFrame(Component::Camera());
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@@ -59,7 +59,9 @@ class LightCullingPass : public RenderPass {
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Gfx::PComputePipeline cullingEnabledPipeline;
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Gfx::OPipelineStatisticsQuery query;
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Gfx::PTimestampQuery timestamps;
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UVector4 numThreadGroups;
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UVector4 numThreads;
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PScene scene;
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};
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DEFINE_REF(LightCullingPass)
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@@ -13,11 +13,12 @@ void VisibilityPass::beginFrame(const Component::Camera& cam) {
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}
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void VisibilityPass::render() {
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/*cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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cullingBuffer->clear();
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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visibilityDescriptor->reset();
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visibilitySet = visibilityDescriptor->allocateDescriptorSet();
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@@ -38,7 +39,7 @@ void VisibilityPass::render() {
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query->endQuery();
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);*/
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);
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}
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void VisibilityPass::endFrame() {}
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