Basic light culling but without the culling
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@@ -42,7 +42,6 @@ void LightCullingPass::beginFrame()
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counterReset.size = sizeof(uint32);
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oLightIndexCounter->updateContents(counterReset);
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tLightIndexCounter->updateContents(counterReset);
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cullingDescriptorLayout->reset();
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lightEnvDescriptorLayout->reset();
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@@ -58,6 +57,12 @@ void LightCullingPass::beginFrame()
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cullingDescriptorSet->updateBuffer(7, tLightIndexList);
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cullingDescriptorSet->updateTexture(8, oLightGrid);
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cullingDescriptorSet->updateTexture(9, tLightGrid);
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lightEnvDescriptorSet->updateBuffer(0, directLightBuffer);
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lightEnvDescriptorSet->updateBuffer(1, numDirLightBuffer);
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lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
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lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
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lightEnvDescriptorSet->writeChanges();
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}
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void LightCullingPass::render()
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@@ -75,8 +80,6 @@ void LightCullingPass::render()
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(2, depthAttachment);
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cullingDescriptorSet->writeChanges();
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lightEnvDescriptorSet->updateBuffer(0, scene->getLightBuffer());
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lightEnvDescriptorSet->writeChanges();
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Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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computeCommand->bindPipeline(cullingPipeline);
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Array<Gfx::PDescriptorSet> descriptorSets = {cullingDescriptorSet, lightEnvDescriptorSet};
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@@ -103,26 +106,50 @@ void LightCullingPass::publishOutputs()
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dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
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BulkResourceData resourceData;
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StructuredBufferCreateInfo createInfo;
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StructuredBufferCreateInfo structInfo;
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uint32 counterReset = 0;
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resourceData.size = sizeof(uint32);
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resourceData.data = (uint8*)&counterReset;
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resourceData.owner = Gfx::QueueType::COMPUTE;
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createInfo.bDynamic = true;
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createInfo.resourceData = resourceData;
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oLightIndexCounter = graphics->createStructuredBuffer(createInfo);
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tLightIndexCounter = graphics->createStructuredBuffer(createInfo);
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structInfo.bDynamic = true;
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structInfo.resourceData = resourceData;
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oLightIndexCounter = graphics->createStructuredBuffer(structInfo);
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tLightIndexCounter = graphics->createStructuredBuffer(structInfo);
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resourceData.data = nullptr;
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resourceData.size = sizeof(uint32_t)
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* dispatchParams.numThreadGroups.x
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* dispatchParams.numThreadGroups.y
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* dispatchParams.numThreadGroups.z * 200;
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createInfo.resourceData = resourceData;
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createInfo.bDynamic = false;
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oLightIndexList = graphics->createStructuredBuffer(createInfo);
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tLightIndexList = graphics->createStructuredBuffer(createInfo);
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structInfo.resourceData = resourceData;
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structInfo.bDynamic = false;
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oLightIndexList = graphics->createStructuredBuffer(structInfo);
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tLightIndexList = graphics->createStructuredBuffer(structInfo);
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renderGraph->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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renderGraph->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
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const LightEnv& lightEnv = scene->getLightBuffer();
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resourceData.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
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resourceData.data = (uint8*)&lightEnv.directionalLights;
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structInfo.resourceData = resourceData;
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structInfo.bDynamic = true;
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directLightBuffer = graphics->createStructuredBuffer(structInfo);
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resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
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resourceData.data = (uint8*)&lightEnv.pointLights;
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structInfo.resourceData = resourceData;
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pointLightBuffer = graphics->createStructuredBuffer(structInfo);
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UniformBufferCreateInfo uniformInfo;
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resourceData.size = sizeof(uint32);
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resourceData.data = (uint8*)&lightEnv.numDirectionalLights;
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uniformInfo.resourceData = resourceData;
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uniformInfo.bDynamic = true;
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numDirLightBuffer = graphics->createUniformBuffer(uniformInfo);
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resourceData.data = (uint8*)&lightEnv.numPointLights;
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uniformInfo.resourceData = resourceData;
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uniformInfo.bDynamic = true;
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numPointLightBuffer = graphics->createUniformBuffer(uniformInfo);
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renderGraph->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
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renderGraph->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
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renderGraph->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
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renderGraph->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
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TextureCreateInfo textureInfo;
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textureInfo.width = dispatchParams.numThreadGroups.x;
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textureInfo.height = dispatchParams.numThreadGroups.y;
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@@ -132,6 +159,7 @@ void LightCullingPass::publishOutputs()
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tLightGrid = graphics->createTexture2D(textureInfo);
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renderGraph->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", oLightGrid);
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renderGraph->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", tLightGrid);
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}
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@@ -162,8 +190,12 @@ void LightCullingPass::createRenderPass()
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lightEnvDescriptorLayout = graphics->createDescriptorLayout("LightEnv");
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//LightEnv
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lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Directional Lights
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lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightEnvDescriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Point Lights
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lightEnvDescriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightEnvDescriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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cullingLayout = graphics->createPipelineLayout();
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cullingLayout->addDescriptorLayout(0, cullingDescriptorLayout);
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