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
+78 -108
View File
@@ -39,8 +39,6 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
std::unique_lock l(materialDataLock);
PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle();
PMaterial mat = referencedInstance->getBaseMaterial();
const auto& data = meshData[mesh->id];
Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
InstanceData inst = InstanceData{
.transformMatrix = transformMatrix,
@@ -48,26 +46,6 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
};
referencedInstance->updateDescriptor();
if (mat->hasTransparency()) {
auto params = referencedInstance->getMaterialOffsets();
transparentData.add(TransparentDraw{
.matInst = referencedInstance,
.vertexData = this,
.offsets =
{
.instanceOffset = 0,
.textureOffset = params.textureOffset,
.samplerOffset = params.samplerOffset,
.floatOffset = params.floatOffset,
},
.worldPosition = Vector(inst.transformMatrix[3]),
.instanceData = inst,
.meshData = data,
.cullingOffset = meshletOffset,
.rayTracingScene = mesh->blas,
});
return;
}
if (materialData.size() <= mat->getId()) {
materialData.resize(mat->getId() + 1);
}
@@ -77,50 +55,33 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
matData.instances.resize(referencedInstance->getId() + 1);
}
BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
matInstanceData.materialInstance = referencedInstance;
matInstanceData.rayTracingData.add(mesh->blas);
matInstanceData.instanceData.add(inst);
matInstanceData.instanceMeshData.add(data);
matInstanceData.cullingOffsets.add(meshletOffset);
/* for (size_t i = 0; i < 0; ++i) {
auto bounding = meshlets[data.meshletOffset + i].bounding;
StaticArray<Vector, 8> corners;
Vector min = bounding.min; // bounding.center - bounding.radius * Vector(1, 1, 1);
Vector max = bounding.max; // bounding.center + bounding.radius * Vector(1, 1, 1);
corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
}*/
for (const auto& data : meshData[mesh->id]) {
if (mat->hasTransparency()) {
auto params = referencedInstance->getMaterialOffsets();
transparentData.add(TransparentDraw{
.matInst = referencedInstance,
.vertexData = this,
.offsets =
{
.instanceOffset = 0,
.textureOffset = params.textureOffset,
.samplerOffset = params.samplerOffset,
.floatOffset = params.floatOffset,
},
.worldPosition = Vector(inst.transformMatrix[3]),
.instanceData = inst,
.meshData = data,
.cullingOffset = meshletOffset,
.rayTracingScene = mesh->blas,
});
} else { // opaque
matInstanceData.materialInstance = referencedInstance;
matInstanceData.rayTracingData.add(mesh->blas);
matInstanceData.instanceData.add(inst);
matInstanceData.instanceMeshData.add(data);
matInstanceData.cullingOffsets.add(meshletOffset);
}
}
}
void VertexData::createDescriptors() {
@@ -177,37 +138,42 @@ void VertexData::createDescriptors() {
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets) {
std::unique_lock l(vertexDataLock);
uint32 meshletOffset = meshlets.size();
AABB meshAABB;
for (uint32 i = 0; i < loadedMeshlets.size(); ++i) {
Meshlet& m = loadedMeshlets[i];
meshAABB = meshAABB.combine(m.boundingBox);
uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox, //.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX, (float)rand() / RAND_MAX, (float)rand() / RAND_MAX),
.indicesOffset = (uint32)meshOffsets[id],
uint32 numMeshData = (loadedMeshlets.size() + 2047) / 2048; // todo: magic number
for (uint32 n = 0; n < numMeshData; ++n) {
uint32 meshletsToProcess = std::min<uint32>(loadedMeshlets.size() - n * 2048, 2048);
uint32 meshletOffset = meshlets.size();
AABB meshAABB;
for (uint32 i = 0; i < meshletsToProcess; ++i) {
Meshlet& m = loadedMeshlets[n * 2048 + i];
//...
meshAABB = meshAABB.combine(m.boundingBox);
uint32 vertexOffset = vertexIndices.size();
vertexIndices.resize(vertexOffset + m.numVertices);
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
uint32 primitiveOffset = primitiveIndices.size();
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
meshlets.add(MeshletDescription{
.bounding = m.boundingBox, //.toSphere(),
.vertexCount = m.numVertices,
.primitiveCount = m.numPrimitives,
.vertexOffset = vertexOffset,
.primitiveOffset = primitiveOffset,
.color = Vector((float)rand() / RAND_MAX, (float)rand() / RAND_MAX, (float)rand() / RAND_MAX),
.indicesOffset = (uint32)meshOffsets[id],
});
}
meshData[id].add(MeshData{
.bounding = meshAABB, //.toSphere(),
.numMeshlets = (uint32)meshletsToProcess,
.meshletOffset = meshletOffset,
});
}
meshData[id] = MeshData{
.bounding = meshAABB, //.toSphere(),
.numMeshlets = (uint32)loadedMeshlets.size(),
.meshletOffset = meshletOffset,
.firstIndex = (uint32)indices.size(),
.numIndices = (uint32)loadedIndices.size(),
};
// todo: in case of a index split for 16 bit, do something here
meshData[id][0].firstIndex = (uint32)indices.size();
meshData[id][0].numIndices = (uint32)loadedIndices.size();
indices.resize(indices.size() + loadedIndices.size());
std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
}
void VertexData::commitMeshes() {
@@ -268,22 +234,24 @@ MeshId VertexData::allocateVertexData(uint64 numVertices) {
return res;
}
void VertexData::serializeMesh(MeshId id, uint64, ArchiveBuffer& buffer) {
void VertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
std::unique_lock l(vertexDataLock);
Array<Meshlet> out;
MeshData data = meshData[id];
for (size_t i = 0; i < data.numMeshlets; ++i) {
MeshletDescription& desc = meshlets[i + data.meshletOffset];
Meshlet m;
std::memcpy(m.uniqueVertices, &vertexIndices[desc.vertexOffset], desc.vertexCount * sizeof(uint32));
std::memcpy(m.primitiveLayout, &primitiveIndices[desc.primitiveOffset], desc.primitiveCount * 3 * sizeof(uint8));
m.numPrimitives = desc.primitiveCount;
m.numVertices = desc.vertexCount;
m.boundingBox = desc.bounding;
out.add(std::move(m));
for (uint32 n = 0; n < meshData[id].size(); ++n) {
MeshData data = meshData[id][n];
for (size_t i = 0; i < data.numMeshlets; ++i) {
MeshletDescription& desc = meshlets[i + data.meshletOffset];
Meshlet m;
std::memcpy(m.uniqueVertices, &vertexIndices[desc.vertexOffset], desc.vertexCount * sizeof(uint32));
std::memcpy(m.primitiveLayout, &primitiveIndices[desc.primitiveOffset], desc.primitiveCount * 3 * sizeof(uint8));
m.numPrimitives = desc.primitiveCount;
m.numVertices = desc.vertexCount;
m.boundingBox = desc.bounding;
out.add(std::move(m));
}
}
Array<uint32> ind(data.numIndices);
std::memcpy(ind.data(), &indices[data.firstIndex], data.numIndices * sizeof(uint32));
Array<uint32> ind(meshData[id][0].numIndices);
std::memcpy(ind.data(), &indices[meshData[id][0].firstIndex], meshData[id][0].numIndices * sizeof(uint32));
Serialization::save(buffer, out);
Serialization::save(buffer, ind);
}
@@ -383,7 +351,9 @@ void VertexData::destroy() {
uint32 VertexData::addCullingMapping(MeshId id) {
uint32 result = meshletCount;
meshletCount += getMeshData(id).numMeshlets;
for (const auto& md : getMeshData(id)) {
meshletCount += md.numMeshlets;
}
return result;
}