Updating slang
This commit is contained in:
@@ -56,9 +56,6 @@ void BasePass::render()
|
||||
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);
|
||||
depthAttachment.getTexture()->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
|
||||
|
||||
descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
|
||||
descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
|
||||
@@ -197,7 +194,7 @@ void BasePass::publishOutputs()
|
||||
void BasePass::createRenderPass()
|
||||
{
|
||||
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR);
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
@@ -238,7 +235,7 @@ void BasePass::createRenderPass()
|
||||
.dstAccess = Gfx::SE_ACCESS_NONE,
|
||||
},
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
|
||||
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
|
||||
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
|
||||
|
||||
@@ -161,15 +161,25 @@ void DepthPrepass::createRenderPass()
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
Gfx::SubPassDependency dependency = {
|
||||
.srcSubpass = ~0U,
|
||||
.dstSubpass = 0,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
Array<Gfx::SubPassDependency> dependency = {
|
||||
{
|
||||
.srcSubpass = ~0U,
|
||||
.dstSubpass = 0,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
|
||||
}
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), {dependency}, viewport);
|
||||
renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
|
||||
}
|
||||
|
||||
void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>&)
|
||||
|
||||
@@ -51,9 +51,6 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
|
||||
|
||||
void LightCullingPass::render()
|
||||
{
|
||||
depthAttachment->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
|
||||
depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
|
||||
cullingDescriptorSet->updateTexture(0, depthAttachment);
|
||||
cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
|
||||
@@ -70,7 +67,6 @@ void LightCullingPass::render()
|
||||
Array<Gfx::PComputeCommand> commands = {computeCommand};
|
||||
//std::cout << "Execute" << std::endl;
|
||||
graphics->executeCommands(commands);
|
||||
graphics->waitDeviceIdle();
|
||||
}
|
||||
|
||||
void LightCullingPass::endFrame()
|
||||
@@ -157,7 +153,7 @@ void LightCullingPass::publishOutputs()
|
||||
.size = (uint32)sizeof(uint32)
|
||||
* dispatchParams.numThreadGroups.x
|
||||
* dispatchParams.numThreadGroups.y
|
||||
* dispatchParams.numThreadGroups.z * 1024 * 16,
|
||||
* dispatchParams.numThreadGroups.z * 8192,
|
||||
.data = nullptr,
|
||||
.owner = Gfx::QueueType::COMPUTE
|
||||
},
|
||||
|
||||
@@ -44,43 +44,43 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
|
||||
},
|
||||
.data = data,
|
||||
});
|
||||
for (size_t i = 0; i < data.numMeshlets; ++i)
|
||||
{
|
||||
auto bounding = meshlets[data.meshletOffset + i].bounding;
|
||||
StaticArray<Vector, 8> corners;
|
||||
corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
|
||||
corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
|
||||
corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
|
||||
corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
|
||||
corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
|
||||
corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
|
||||
corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
|
||||
corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.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 (size_t i = 0; i < data.numMeshlets; ++i)
|
||||
//{
|
||||
// auto bounding = meshlets[data.meshletOffset + i].bounding;
|
||||
// StaticArray<Vector, 8> corners;
|
||||
// corners[0] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.min.z, 1);
|
||||
// corners[1] = transform.toMatrix() * Vector4(bounding.min.x, bounding.min.y, bounding.max.z, 1);
|
||||
// corners[2] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.min.z, 1);
|
||||
// corners[3] = transform.toMatrix() * Vector4(bounding.min.x, bounding.max.y, bounding.max.z, 1);
|
||||
// corners[4] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.min.z, 1);
|
||||
// corners[5] = transform.toMatrix() * Vector4(bounding.max.x, bounding.min.y, bounding.max.z, 1);
|
||||
// corners[6] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.min.z, 1);
|
||||
// corners[7] = transform.toMatrix() * Vector4(bounding.max.x, bounding.max.y, bounding.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 });
|
||||
//}
|
||||
}
|
||||
matInstanceData.materialInstance = referencedInstance;
|
||||
referencedInstance->updateDescriptor();
|
||||
@@ -164,7 +164,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
|
||||
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
|
||||
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
|
||||
meshlets.add(MeshletDescription{
|
||||
.bounding = m.boundingBox,
|
||||
.bounding = m.boundingBox.toSphere(),
|
||||
.vertexCount = m.numVertices,
|
||||
.primitiveCount = m.numPrimitives,
|
||||
.vertexOffset = vertexOffset,
|
||||
@@ -173,7 +173,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
|
||||
});
|
||||
}
|
||||
meshData[id].add(MeshData{
|
||||
.bounding = meshAABB,
|
||||
.bounding = meshAABB.toSphere(),
|
||||
.numMeshlets = numMeshlets,
|
||||
.meshletOffset = meshletOffset,
|
||||
.indicesOffset = (uint32)meshOffsets[id],
|
||||
|
||||
@@ -32,7 +32,7 @@ public:
|
||||
};
|
||||
struct MeshData
|
||||
{
|
||||
AABB bounding;
|
||||
BoundingSphere bounding;
|
||||
uint32 numMeshlets = 0;
|
||||
uint32 meshletOffset = 0;
|
||||
uint32 firstIndex = 0;
|
||||
@@ -85,7 +85,7 @@ protected:
|
||||
VertexData();
|
||||
struct MeshletDescription
|
||||
{
|
||||
AABB bounding;
|
||||
BoundingSphere bounding;
|
||||
uint32_t vertexCount;
|
||||
uint32_t primitiveCount;
|
||||
uint32_t vertexOffset;
|
||||
|
||||
@@ -35,12 +35,12 @@ Graphics::~Graphics()
|
||||
{
|
||||
vkDeviceWaitIdle(handle);
|
||||
pipelineCache = nullptr;
|
||||
allocator = nullptr;
|
||||
allocatedFramebuffers.clear();
|
||||
shaderCompiler = nullptr;
|
||||
pools.clear();
|
||||
queues.clear();
|
||||
destructionManager = nullptr;
|
||||
allocator = nullptr;
|
||||
vkDestroyDevice(handle, nullptr);
|
||||
DestroyDebugUtilsMessengerEXT(instance, nullptr, callback);
|
||||
vkDestroyInstance(instance, nullptr);
|
||||
|
||||
Reference in New Issue
Block a user