Fixing the maximum 2048 meshlet limit

This commit is contained in:
Dynamitos
2025-03-09 22:42:05 +01:00
parent 913b8391f8
commit 6f0e2fe7e7
16 changed files with 151 additions and 173 deletions
@@ -37,19 +37,19 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
}
void LightCullingPass::render() {
/*query->beginQuery();
query->beginQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "LightCullBegin");
oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
cullingDescriptorSet->updateTexture(0, 0, depthAttachment);
cullingDescriptorSet->updateBuffer(1, 0, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(2, 0, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(3, 0, oLightIndexList);
cullingDescriptorSet->updateBuffer(4, 0, tLightIndexList);
cullingDescriptorSet->updateTexture(5, 0, oLightGrid);
cullingDescriptorSet->updateTexture(6, 0, tLightGrid);
cullingDescriptorSet->updateTexture(DEPTHATTACHMENT_NAME, 0, depthAttachment);
cullingDescriptorSet->updateBuffer(OLIGHTINDEXCOUNTER_NAME, 0, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(TLIGHTINDEXCOUNTER_NAME, 0, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(OLIGHTINDEXLIST_NAME, 0, oLightIndexList);
cullingDescriptorSet->updateBuffer(TLIGHTINDEXLIST_NAME, 0, tLightIndexList);
cullingDescriptorSet->updateTexture(OLIGHTGRID_NAME, 0, oLightGrid);
cullingDescriptorSet->updateTexture(TLIGHTGRID_NAME, 0, tLightGrid);
cullingDescriptorSet->writeChanges();
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
if (getGlobals().useLightCulling) {
@@ -58,7 +58,7 @@ void LightCullingPass::render() {
computeCommand->bindPipeline(cullingPipeline);
}
computeCommand->bindDescriptor({viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet()});
computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
computeCommand->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
Array<Gfx::OComputeCommand> commands;
commands.add(std::move(computeCommand));
// std::cout << "Execute" << std::endl;
@@ -72,7 +72,7 @@ void LightCullingPass::render() {
oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);*/
Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
void LightCullingPass::endFrame() {}
@@ -81,8 +81,8 @@ void LightCullingPass::publishOutputs() {
setupFrustums();
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
UVector4 numThreadGroups = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
UVector4 numThreads = numThreadGroups * glm::uvec4(BLOCK_SIZE, BLOCK_SIZE, 1, 0);
numThreadGroups = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
numThreads = numThreadGroups * glm::uvec4(BLOCK_SIZE, BLOCK_SIZE, 1, 0);
dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateConstants("numThreadGroups", 0, &numThreadGroups);
dispatchParamsSet->updateConstants("numThreads", 0, &numThreads);
@@ -225,8 +225,8 @@ void LightCullingPass::setupFrustums() {
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
glm::uvec4 numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
glm::uvec4 numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
RenderPass::beginFrame(Component::Camera());