Fixing depth mip generation
This commit is contained in:
@@ -11,6 +11,7 @@ groupshared float4x4 modelViewProjection;
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struct DepthData
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{
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Texture2D<float> texture;
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RWStructuredBuffer<float> buffer;
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}
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ParameterBlock<DepthData> pDepthAttachment;
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@@ -21,7 +22,6 @@ void taskMain(
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uint threadID: SV_GroupThreadID,
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uint groupID: SV_GroupID, )
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{
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const uint mipLevels = uint(log2(max(pViewParams.screenDimensions.x, pViewParams.screenDimensions.y)));
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if (threadID == 0)
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{
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head = 0;
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@@ -57,8 +57,9 @@ void taskMain(
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint2 mipDimensions = uint2((uint(pViewParams.screenDimensions.x) + BLOCK_SIZE - 1) / BLOCK_SIZE, (uint(pViewParams.screenDimensions.y) + BLOCK_SIZE - 1) / BLOCK_SIZE);
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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uint2 screenCornerMin = uint2(uint(pViewParams.screenDimensions.x), uint(pViewParams.screenDimensions.y));
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uint2 screenCornerMin = mipDimensions;
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uint2 screenCornerMax = uint2(0, 0);
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// we use reverse depth, so higher values are closer
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float maxDepth = 0;
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@@ -75,26 +76,27 @@ void taskMain(
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for(uint i = 0; i < 8; ++i)
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{
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float4 clipCorner = mul(modelViewProjection, corners[i]);
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float4 screenCorner = clipToScreen(clipCorner);
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float4 screenCorner = clipToScreen(clipCorner) / BLOCK_SIZE;
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screenCornerMin = uint2(min(screenCornerMin.x, uint(screenCorner.x)), min(screenCornerMin.y, uint(screenCorner.y)));
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screenCornerMax = uint2(max(screenCornerMax.x, uint(screenCorner.x)), max(screenCornerMax.y, uint(screenCorner.y)));
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maxDepth = max(maxDepth, screenCorner.z);
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}
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}
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uint mipLevel = 0;
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uint mipOffset = 0;
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// in theory this wouldnt work if no corner was in screen, as min would be greater that max, however we verified that with view culling
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while(screenCornerMax.x - screenCornerMin.x > 1 || screenCornerMax.y - screenCornerMin.y > 1)
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{
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mipLevel++;
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mipOffset += mipDimensions.x * mipDimensions.y;
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mipDimensions = uint2(mipDimensions.x + 1, mipDimensions.y + 1) / 2;
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screenCornerMin /= 2;
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screenCornerMax /= 2;
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}
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// now we sample 4 texels from the depth at the calculated mip level, this should give us the
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float d1 = pDepthAttachment.texture.Load(int3(screenCornerMin.x, screenCornerMin.y, mipLevel)).r;
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float d2 = pDepthAttachment.texture.Load(int3(screenCornerMin.x, screenCornerMax.y, mipLevel)).r;
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float d3 = pDepthAttachment.texture.Load(int3(screenCornerMax.x, screenCornerMin.y, mipLevel)).r;
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float d4 = pDepthAttachment.texture.Load(int3(screenCornerMax.x, screenCornerMax.y, mipLevel)).r;
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// now we sample 4 texels from the depth at the calculated mip level, this should give us the screen extent of the meshlet
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float d1 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMin.x];
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float d2 = pDepthAttachment.buffer[mipOffset + (screenCornerMin.y * mipDimensions.x) + screenCornerMax.x];
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float d3 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMin.x];
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float d4 = pDepthAttachment.buffer[mipOffset + (screenCornerMax.y * mipDimensions.x) + screenCornerMax.x];
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// we want to check if the minimum depth (the value farthest away) is smaller than the maximum bounding box depth
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// otherwise, there is no way for the meshlet to be visible
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@@ -0,0 +1,82 @@
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import Common;
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struct DepthData
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{
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Texture2D<float> texture;
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RWStructuredBuffer<float> buffer;
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}
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ParameterBlock<DepthData> pDepthAttachment;
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struct MipParam
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{
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uint srcMipOffset;
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uint dstMipOffset;
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uint2 srcMipDim;
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uint2 dstMipDim;
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}
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layout(push_constants)
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ConstantBuffer<MipParam> pMipParam;
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float getSrcDepth(uint2 pos)
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{
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return pDepthAttachment.buffer[pMipParam.srcMipOffset + pos.x + (pos.y * pMipParam.srcMipDim.x)];
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}
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void setDstDepth(uint2 pos, float depth)
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{
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pDepthAttachment.buffer[pMipParam.dstMipOffset + pos.x + (pos.y * pMipParam.dstMipDim.x)] = depth;
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}
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void reduceLevel(
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uint3 threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID,
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){
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uint2 minCoords = (groupID.xy * BLOCK_SIZE + threadID.xy) * 2;
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if(minCoords.x >= pMipParam.srcMipDim.x || minCoords.y >= pMipParam.srcMipDim.y)
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{
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return;
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}
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uint2 maxCoords = uint2(min(minCoords.x + 1, pMipParam.srcMipDim.x - 1), min(minCoords.y + 1, pMipParam.srcMipDim.y - 1));
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float d0 = getSrcDepth(uint2(minCoords.x, minCoords.y));
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float d1 = getSrcDepth(uint2(maxCoords.x, minCoords.y));
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float d2 = getSrcDepth(uint2(minCoords.x, maxCoords.y));
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float d3 = getSrcDepth(uint2(maxCoords.x, maxCoords.y));
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float minDepth = min(min(d0, d1), min(d2, d3));
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setDstDepth(minCoords / 2, minDepth);
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}
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groupshared uint uMinDepth;
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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[shader("compute")]
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void initialReduce(
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uint3 threadID: SV_GroupThreadID,
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uint3 groupID: SV_GroupID,
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) {
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uint reducedWidth = uint(pViewParams.screenDimensions.x) / BLOCK_SIZE;
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int2 groupOffset = groupID.xy * BLOCK_SIZE;
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int2 texCoord = groupOffset + threadID.xy;
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float fDepth = pDepthAttachment.texture.Load(int3(texCoord, 0)).r;
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uint uDepth = asuint(fDepth);
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if(groupID.x == 0 && groupID.y == 0)
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{
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uMinDepth = 0xffffffff;
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}
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GroupMemoryBarrierWithGroupSync();
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InterlockedMin(uMinDepth, uDepth);
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GroupMemoryBarrierWithGroupSync();
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float fMinDepth = asfloat(uMinDepth);
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if(threadID.x == 0 && threadID.y == 0)
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{
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pDepthAttachment.buffer[groupID.x + (groupID.y * reducedWidth)] = fMinDepth;
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}
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}
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@@ -89,18 +89,18 @@ void cullLights(ComputeShaderInput in)
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float maxDepthWS = clipToWorld(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipWS = clipToWorld(float4(0, 0, 0, 1)).z;
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Plane minPlane = {float3(0, 0, -1), -minDepthWS};
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Plane maxPlane = {float3(0, 0, -1), -maxDepthWS};
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for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = pLightEnv.pointLights[i];
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#ifdef LIGHT_CULLING
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if(light.insideFrustum(groupFrustum, light.getPosition(), nearClipWS, maxDepthWS))
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if(light.insideFrustum(groupFrustum, light.getPosition(), nearClipWS, minDepthWS))
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#endif
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{
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tAppendLight(i);
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#ifdef LIGHT_CULLING
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if(!light.insidePlane(minPlane, light.getPosition()))
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if(!light.insidePlane(maxPlane, light.getPosition()))
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#endif
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{
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oAppendLight(i);
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@@ -1,5 +1,6 @@
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#include "DepthCullingPass.h"
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#include "Graphics/Shader.h"
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#include <minmax.h>
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using namespace Seele;
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@@ -7,25 +8,40 @@ extern bool usePositionOnly;
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extern bool useDepthCulling;
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DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthTextureLayout = graphics->createDescriptorLayout("pDepthAttachment");
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depthTextureLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
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depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_MESH_BIT_EXT,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_MESH_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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});
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depthTextureLayout->create();
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depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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});
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depthAttachmentLayout->create();
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depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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depthPrepassLayout->addDescriptorLayout(depthTextureLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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depthCullingLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthCullingLayout->addDescriptorLayout(viewParamsLayout);
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depthCullingLayout->addDescriptorLayout(depthAttachmentLayout);
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depthCullingLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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depthComputeLayout = graphics->createPipelineLayout("DepthComputeLayout");
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depthComputeLayout->addDescriptorLayout(viewParamsLayout);
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depthComputeLayout->addDescriptorLayout(depthAttachmentLayout);
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depthComputeLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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.offset = 0,
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.size = sizeof(MipParam),
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.baseLayout = depthCullingLayout,
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.taskFile = "DepthCullingTask",
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.mainFile = "DepthCullingMesh",
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.fragmentFile = "VisibilityPass",
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@@ -37,7 +53,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.baseLayout = depthCullingLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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@@ -55,26 +71,49 @@ 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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depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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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_TRANSFER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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depthMipTexture->changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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graphics->copyTexture(depthAttachment.getTexture(), Gfx::PTexture2D(depthMipTexture));
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depthMipTexture->generateMipmaps();
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Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
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set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
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set->updateBuffer(1, depthMipBuffer);
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set->writeChanges();
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("DepthMipGenCommand");
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computeCommand->bindPipeline(depthInitialReduce);
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computeCommand->bindDescriptor({viewParamsSet, set});
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UVector2 reduceDimensions = UVector2(viewport->getOwner()->getFramebufferWidth() + BLOCK_SIZE - 1,
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viewport->getOwner()->getFramebufferHeight() + BLOCK_SIZE - 1) /
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uint32(BLOCK_SIZE);
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computeCommand->dispatch(reduceDimensions.x, reduceDimensions.y, 1);
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computeCommand->bindPipeline(depthMipGen);
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computeCommand->bindDescriptor({viewParamsSet, set});
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for (uint32 i = 0; i < mipOffsets.size() - 1; ++i) {
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depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_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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MipParam params = {
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.srcMipOffset = mipOffsets[i],
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.dstMipOffset = mipOffsets[i + 1],
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.srcMipDim = mipDims[i],
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.dstMipDim = mipDims[i + 1],
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};
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computeCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), ¶ms);
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UVector2 threadGroups = (((mipDims[i] + UVector2(1, 1)) / 2u) + UVector2(BLOCK_SIZE - 1, BLOCK_SIZE - 1)) / uint32(BLOCK_SIZE);
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computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
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}
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depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
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depthAttachment.getTexture()->changeLayout(
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Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthMipTexture->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
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Gfx::PDescriptorSet set = depthTextureLayout->allocateDescriptorSet();
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set->updateTexture(0, Gfx::PTexture2D(depthMipTexture));
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set->writeChanges();
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query->beginQuery();
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graphics->beginRenderPass(renderPass);
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if (useDepthCulling) {
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@@ -187,12 +226,51 @@ void DepthCullingPass::render() {
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void DepthCullingPass::endFrame() {}
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void DepthCullingPass::publishOutputs() {
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uint32 width = viewport->getOwner()->getFramebufferWidth();
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uint32 height = viewport->getOwner()->getFramebufferHeight();
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uint32 mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
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TextureCreateInfo depthMipInfo = {
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.format = Gfx::SE_FORMAT_D32_SFLOAT, .width = width, .height = height, .mipLevels = mipLevels, .name = "DepthMipTexture"};
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depthMipTexture = graphics->createTexture2D(depthMipInfo);
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uint32 width = (viewport->getOwner()->getFramebufferWidth() + BLOCK_SIZE - 1) / BLOCK_SIZE;
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uint32 height = (viewport->getOwner()->getFramebufferHeight() + BLOCK_SIZE - 1) / BLOCK_SIZE;
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uint32 bufferSize = 0;
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while (width > 1 && height > 1) {
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mipOffsets.add(bufferSize);
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mipDims.add(UVector2(width, height));
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bufferSize += width * height;
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width = max((width + 1) / 2, 1);
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height = max((height + 1) / 2, 1);
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}
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ShaderBufferCreateInfo depthMipInfo = {
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.sourceData =
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{
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.size = bufferSize * sizeof(uint32),
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.data = nullptr,
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},
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.numElements = bufferSize,
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.name = "DepthMipBuffer",
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};
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depthMipBuffer = graphics->createShaderBuffer(depthMipInfo);
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ShaderCreateInfo mipComputeInfo = {
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.name = "DepthMipCompute",
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.mainModule = "DepthMipGen",
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.entryPoint = "initialReduce",
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.rootSignature = depthComputeLayout,
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};
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depthInitialReduceShader = graphics->createComputeShader(mipComputeInfo);
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depthComputeLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
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.computeShader = depthInitialReduceShader,
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.pipelineLayout = depthComputeLayout,
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};
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depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
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mipComputeInfo.entryPoint = "reduceLevel";
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depthMipGenShader = graphics->createComputeShader(mipComputeInfo);
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pipelineCreateInfo.computeShader = depthMipGenShader;
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depthMipGen = graphics->createComputePipeline(pipelineCreateInfo);
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query = graphics->createPipelineStatisticsQuery();
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resources->registerQueryOutput("DEPTH_QUERY", query);
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}
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@@ -1,6 +1,7 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "RenderPass.h"
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#include "Graphics/Pipeline.h"
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#include "Graphics/Query.h"
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namespace Seele {
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@@ -17,13 +18,28 @@ class DepthCullingPass : public RenderPass {
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virtual void createRenderPass() override;
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private:
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Gfx::OTexture2D depthMipTexture;
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constexpr static uint64 BLOCK_SIZE = 32;
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struct MipParam {
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uint32 srcMipOffset;
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uint32 dstMipOffset;
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||||
UVector2 srcMipDim;
|
||||
UVector2 dstMipDim;
|
||||
};
|
||||
Array<uint32> mipOffsets;
|
||||
Array<UVector2> mipDims;
|
||||
Gfx::OShaderBuffer depthMipBuffer;
|
||||
Gfx::RenderTargetAttachment depthAttachment;
|
||||
Gfx::RenderTargetAttachment visibilityAttachment;
|
||||
Gfx::ODescriptorLayout depthTextureLayout;
|
||||
Gfx::OPipelineLayout depthPrepassLayout;
|
||||
Gfx::ODescriptorLayout depthAttachmentLayout;
|
||||
Gfx::OPipelineLayout depthCullingLayout;
|
||||
Gfx::OPipelineStatisticsQuery query;
|
||||
|
||||
Gfx::OPipelineLayout depthComputeLayout;
|
||||
Gfx::OComputeShader depthInitialReduceShader;
|
||||
Gfx::PComputePipeline depthInitialReduce;
|
||||
Gfx::OComputeShader depthMipGenShader;
|
||||
Gfx::PComputePipeline depthMipGen;
|
||||
|
||||
Gfx::PShaderBuffer cullingBuffer;
|
||||
};
|
||||
DEFINE_REF(DepthCullingPass)
|
||||
|
||||
Reference in New Issue
Block a user