Lots of shader changes, basic primitive writing
This commit is contained in:
Vendored
+1
-1
@@ -20,7 +20,7 @@
|
||||
"**/external": true,
|
||||
"**/res": true,
|
||||
},
|
||||
"editor.tabSize": 2,
|
||||
"editor.tabSize": 4,
|
||||
"editor.detectIndentation": false,
|
||||
"lldb.displayFormat": "auto",
|
||||
"lldb.showDisassembly": "auto",
|
||||
|
||||
@@ -12,14 +12,8 @@ struct LightCullingData
|
||||
layout(set=5)
|
||||
ParameterBlock<LightCullingData> pLightCullingData;
|
||||
|
||||
struct FragmentOutput
|
||||
{
|
||||
float4 color : SV_Target0;
|
||||
uint meshletId : SV_Target1;
|
||||
};
|
||||
|
||||
[shader("pixel")]
|
||||
FragmentOutput fragmentMain(in FragmentParameter params)
|
||||
float4 fragmentMain(in FragmentParameter params) : SV_Target
|
||||
{
|
||||
LightingParameter lightingParams = params.getLightingParameter();
|
||||
MaterialParameter materialParams = params.getMaterialParameter();
|
||||
@@ -41,9 +35,6 @@ FragmentOutput fragmentMain(in FragmentParameter params)
|
||||
// gamma correction
|
||||
result = result / (result + float3(1.0));
|
||||
result = pow(result, float3(1.0/2.2));
|
||||
FragmentOutput output;
|
||||
output.color = float4(result, 1.0f);
|
||||
output.meshletId = params.meshletId;
|
||||
return output;
|
||||
return float4(result, 1.0f);
|
||||
}
|
||||
|
||||
@@ -7,25 +7,31 @@ groupshared uint head;
|
||||
[numthreads(TASK_GROUP_SIZE, 1, 1)]
|
||||
[shader("amplification")]
|
||||
void taskMain(
|
||||
uint threadID: SV_GroupIndex,
|
||||
uint groupID: SV_GroupID,
|
||||
){
|
||||
InstanceData instance = pScene.instances[pOffsets.instanceOffset + groupID];
|
||||
MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
|
||||
//head = 0;
|
||||
//GroupMemoryBarrierWithGroupSync();
|
||||
//for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
|
||||
//{
|
||||
// uint m = mesh.meshletOffset + i;
|
||||
// MeshletDescription meshlet = pScene.meshletInfos[m];
|
||||
// MeshletCullingInfo culling = pScene.culledMeshlets[instance.meshletCullingOffset];
|
||||
// if(culling.anyVisible())
|
||||
// {
|
||||
// uint index;
|
||||
// InterlockedAdd(head, 1, index);
|
||||
// p.culledMeshlets[index] = m;
|
||||
// }
|
||||
//}
|
||||
//GroupMemoryBarrierWithGroupSync();
|
||||
//DispatchMesh(head, 1, 1, p);
|
||||
uint threadID: SV_GroupIndex,
|
||||
uint groupID: SV_GroupID, )
|
||||
{
|
||||
MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
|
||||
if (threadID == 0)
|
||||
{
|
||||
head = 0;
|
||||
p.instanceId = pOffsets.instanceOffset + groupID;
|
||||
p.meshletOffset = mesh.meshletOffset;
|
||||
p.cullingOffset = pScene.cullingOffsets[p.instanceId];
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
|
||||
{
|
||||
uint m = p.meshletOffset + i;
|
||||
uint cull = p.cullingOffset + i;
|
||||
MeshletDescription meshlet = pScene.meshletInfos[m];
|
||||
MeshletCullingInfo culling = pScene.culledMeshlets[cull];
|
||||
if(false)
|
||||
{
|
||||
uint index;
|
||||
InterlockedAdd(head, 1, index);
|
||||
p.culledMeshlets[index] = i;
|
||||
}
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
DispatchMesh(head, 1, 1, p);
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ import Scene;
|
||||
|
||||
groupshared MeshPayload p;
|
||||
groupshared uint head;
|
||||
groupshared MeshData mesh;
|
||||
|
||||
[numthreads(TASK_GROUP_SIZE, 1, 1)]
|
||||
[shader("amplification")]
|
||||
@@ -13,22 +14,25 @@ void taskMain(
|
||||
if (threadID == 0)
|
||||
{
|
||||
head = 0;
|
||||
mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
|
||||
p.instanceId = pOffsets.instanceOffset + groupID;
|
||||
p.meshletOffset = mesh.meshletOffset;
|
||||
p.cullingOffset = pScene.cullingOffsets[p.instanceId];
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
MeshData mesh = pScene.meshData[p.instanceId];
|
||||
for (uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
|
||||
{
|
||||
uint m = mesh.meshletOffset + i;
|
||||
//MeshletDescription meshlet = pScene.meshletInfos[m];
|
||||
//MeshletCullingInfo culling = pScene.culledMeshlets[pScene.cullingOffsets[p.instanceId] + i];
|
||||
//if(culling.anyVisible())
|
||||
uint m = p.meshletOffset + i;
|
||||
uint cull = p.cullingOffset + i;
|
||||
MeshletDescription meshlet = pScene.meshletInfos[m];
|
||||
MeshletCullingInfo culling = pScene.culledMeshlets[cull];
|
||||
if(culling.anyVisible())
|
||||
{
|
||||
uint index;
|
||||
InterlockedAdd(head, 1, index);
|
||||
p.culledMeshlets[i] = m;
|
||||
p.culledMeshlets[index] = i;
|
||||
}
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
DispatchMesh(mesh.numMeshlets, 1, 1, p);
|
||||
DispatchMesh(head, 1, 1, p);
|
||||
}
|
||||
|
||||
@@ -5,21 +5,25 @@ import MaterialParameter;
|
||||
|
||||
struct PrimitiveAttributes
|
||||
{
|
||||
uint cull: SV_CullPrimitive;
|
||||
bool cull: SV_CullPrimitive;
|
||||
};
|
||||
|
||||
[numthreads(MESH_GROUP_SIZE, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
[shader("mesh")]
|
||||
void meshMain(
|
||||
in uint threadID: SV_GroupIndex,
|
||||
in uint groupID: SV_GroupID,
|
||||
in payload MeshPayload meshPayload,
|
||||
out vertices FragmentParameter vertices[MAX_VERTICES],
|
||||
out indices uint3 indices[MAX_PRIMITIVES]
|
||||
){
|
||||
InstanceData inst = pScene.instances[meshPayload.instanceId];
|
||||
MeshletDescription m = pScene.meshletInfos[meshPayload.culledMeshlets[groupID]];
|
||||
in uint threadID: SV_GroupIndex,
|
||||
in uint groupID: SV_GroupID,
|
||||
in payload MeshPayload meshPayload,
|
||||
out vertices FragmentParameter vertices[MAX_VERTICES],
|
||||
out indices uint3 indices[MAX_PRIMITIVES],
|
||||
out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
|
||||
) {
|
||||
// meshlet number relative to start for this instance
|
||||
uint meshletNumber = meshPayload.culledMeshlets[groupID];
|
||||
InstanceData inst = pScene.instances[meshPayload.instanceId];
|
||||
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
|
||||
MeshletCullingInfo cull = pScene.culledMeshlets[meshPayload.cullingOffset + meshletNumber];
|
||||
SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
|
||||
|
||||
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
|
||||
@@ -29,7 +33,8 @@ void meshMain(
|
||||
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
|
||||
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
|
||||
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
|
||||
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
|
||||
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
|
||||
prim[p].cull = cull.triangleCulled(p);
|
||||
}
|
||||
}
|
||||
for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
|
||||
@@ -42,8 +47,6 @@ void meshMain(
|
||||
#else
|
||||
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
|
||||
#endif
|
||||
|
||||
attr.meshletId = -1;
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,55 @@
|
||||
import Common;
|
||||
import Scene;
|
||||
import VertexData;
|
||||
import MaterialParameter;
|
||||
|
||||
struct PrimitiveAttributes
|
||||
{
|
||||
uint32_t prim : SV_PrimitiveID;
|
||||
bool cull: SV_CullPrimitive;
|
||||
};
|
||||
|
||||
[numthreads(MESH_GROUP_SIZE, 1, 1)]
|
||||
[outputtopology("triangle")]
|
||||
[shader("mesh")]
|
||||
void meshMain(
|
||||
in uint threadID: SV_GroupIndex,
|
||||
in uint groupID: SV_GroupID,
|
||||
in payload MeshPayload meshPayload,
|
||||
out vertices FragmentParameter vertices[MAX_VERTICES],
|
||||
out indices uint3 indices[MAX_PRIMITIVES],
|
||||
out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
|
||||
) {
|
||||
// meshlet number relative to start for this instance
|
||||
uint meshletNumber = meshPayload.culledMeshlets[groupID];
|
||||
InstanceData inst = pScene.instances[meshPayload.instanceId];
|
||||
MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
|
||||
MeshletCullingInfo cull = pScene.culledMeshlets[meshPayload.cullingOffset + meshletNumber];
|
||||
SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
|
||||
|
||||
for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
|
||||
{
|
||||
uint p = min(i, m.primitiveCount - 1);
|
||||
{
|
||||
uint local_idx0 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 0];
|
||||
uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
|
||||
uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
|
||||
indices[p] = uint3(local_idx0, local_idx1, local_idx2);
|
||||
prim[p].cull = cull.triangleCulled(p);
|
||||
//prim[p].prim = encodePrimitive(p, meshletNumber, meshPayload.instanceId);
|
||||
}
|
||||
}
|
||||
for(uint i = threadID; i < MAX_VERTICES; i += MESH_GROUP_SIZE)
|
||||
{
|
||||
uint v = min(i, m.vertexCount - 1);
|
||||
{
|
||||
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
|
||||
#ifdef POS_ONLY
|
||||
VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
|
||||
#else
|
||||
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
|
||||
#endif
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
import Scene;
|
||||
import MaterialParameter;
|
||||
|
||||
[shader("pixel")]
|
||||
uint fragmentMain(in uint32_t encoded : SV_PrimitiveID) : SV_Target
|
||||
{
|
||||
return encoded;
|
||||
}
|
||||
@@ -26,7 +26,6 @@ struct FragmentParameter
|
||||
float3 biTangent_WS : TANGENT1;
|
||||
float3 position_WS : POSITION2;
|
||||
float3 vertexColor : COLOR0;
|
||||
uint meshletId : POSITION3;
|
||||
float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0;
|
||||
MaterialParameter getMaterialParameter()
|
||||
{
|
||||
@@ -50,6 +49,13 @@ struct FragmentParameter
|
||||
}
|
||||
};
|
||||
|
||||
// data passed to visibility render
|
||||
struct VisibilityParameter
|
||||
{
|
||||
uint32_t triangleIndex : POSITION5;
|
||||
uint32_t meshletId : POSITION6;
|
||||
};
|
||||
|
||||
// data retrieved from VertexData
|
||||
struct VertexAttributes
|
||||
{
|
||||
@@ -58,7 +64,6 @@ struct VertexAttributes
|
||||
float3 tangent_MS;
|
||||
float3 biTangent_MS;
|
||||
float3 vertexColor;
|
||||
uint meshletId;
|
||||
float2 texCoords[MAX_TEXCOORDS];
|
||||
FragmentParameter getParameter(float4x4 transformMatrix)
|
||||
{
|
||||
@@ -66,19 +71,18 @@ struct VertexAttributes
|
||||
float4 worldPos = mul(transformMatrix, modelPos);
|
||||
float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
|
||||
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
|
||||
FragmentParameter result;
|
||||
result.position_CS = clipPos;
|
||||
float3x3 normalMatrix = float3x3(transformMatrix);
|
||||
float3 T = mul(normalMatrix, tangent_MS);
|
||||
float3 N = mul(normalMatrix, normal_MS);
|
||||
float3 B = mul(normalMatrix, biTangent_MS);
|
||||
FragmentParameter result;
|
||||
result.position_CS = clipPos;
|
||||
result.cameraPos_WS = pViewParams.cameraPos_WS.xyz;
|
||||
result.normal_WS = N;
|
||||
result.tangent_WS = T;
|
||||
result.biTangent_WS = B;
|
||||
result.position_WS = worldPos.xyz;
|
||||
result.vertexColor = vertexColor;
|
||||
result.meshletId = meshletId;
|
||||
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
result.texCoords[i] = texCoords[i];
|
||||
|
||||
+67
-40
@@ -2,49 +2,54 @@ import Bounding;
|
||||
|
||||
struct MeshletDescription
|
||||
{
|
||||
AABB bounding;
|
||||
uint32_t vertexCount;
|
||||
uint32_t primitiveCount;
|
||||
uint32_t vertexOffset;
|
||||
uint32_t primitiveOffset;
|
||||
float3 color;
|
||||
uint32_t indicesOffset;
|
||||
AABB bounding;
|
||||
uint32_t vertexCount;
|
||||
uint32_t primitiveCount;
|
||||
uint32_t vertexOffset;
|
||||
uint32_t primitiveOffset;
|
||||
float3 color;
|
||||
uint32_t indicesOffset;
|
||||
};
|
||||
|
||||
struct MeshData
|
||||
{
|
||||
AABB bounding;
|
||||
uint32_t numMeshlets;
|
||||
uint32_t meshletOffset;
|
||||
uint32_t firstIndex;
|
||||
uint32_t numIndices;
|
||||
AABB bounding;
|
||||
uint32_t numMeshlets;
|
||||
uint32_t meshletOffset;
|
||||
uint32_t firstIndex;
|
||||
uint32_t numIndices;
|
||||
};
|
||||
|
||||
static const uint MAX_VERTICES = 256;
|
||||
static const uint MAX_PRIMITIVES = 256;
|
||||
static const uint TASK_GROUP_SIZE = 128;
|
||||
static const uint MESH_GROUP_SIZE = 32;
|
||||
static const uint64_t MAX_VERTICES = 256;
|
||||
static const uint64_t MAX_PRIMITIVES = 256;
|
||||
static const uint64_t TASK_GROUP_SIZE = 128;
|
||||
static const uint64_t MESH_GROUP_SIZE = 32;
|
||||
static const uint64_t MAX_MESHLETS_PER_INSTANCE = 2048;
|
||||
|
||||
struct InstanceData
|
||||
{
|
||||
float4x4 transformMatrix;
|
||||
float4x4 inverseTransformMatrix;
|
||||
float4x4 transformMatrix;
|
||||
float4x4 inverseTransformMatrix;
|
||||
};
|
||||
|
||||
struct MeshletCullingInfo
|
||||
{
|
||||
uint64_t cull[MAX_PRIMITIVES / 64];
|
||||
// lookup if a specific triangle is visible
|
||||
bool triangleVisible(uint32_t primIndex)
|
||||
{
|
||||
uint32_t arrIdx = primIndex / 64;
|
||||
uint32_t cullIdx = primIndex % 64;
|
||||
return (cull[arrIdx] & (1 << cullIdx)) != 0;
|
||||
}
|
||||
bool anyVisible()
|
||||
{
|
||||
return (cull[0] | cull[1] | cull[2] | cull[3]) != 0;
|
||||
}
|
||||
uint64_t visible[MAX_PRIMITIVES / 64];
|
||||
// lookup if a specific triangle is visible
|
||||
bool triangleVisible(uint32_t primIndex)
|
||||
{
|
||||
uint32_t arrIdx = primIndex / 64;
|
||||
uint32_t cullIdx = primIndex % 64;
|
||||
return (visible[arrIdx] & (1 << cullIdx)) != 0;
|
||||
}
|
||||
bool triangleCulled(uint32_t primIndex)
|
||||
{
|
||||
return !triangleVisible(primIndex);
|
||||
}
|
||||
bool anyVisible()
|
||||
{
|
||||
return (visible[0] + visible[1] + visible[2] + visible[3]) != 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct DrawCallOffsets
|
||||
@@ -56,20 +61,42 @@ ConstantBuffer<DrawCallOffsets> pOffsets;
|
||||
|
||||
struct Scene
|
||||
{
|
||||
StructuredBuffer<InstanceData> instances;
|
||||
StructuredBuffer<MeshData> meshData;
|
||||
StructuredBuffer<MeshletDescription> meshletInfos;
|
||||
StructuredBuffer<uint8_t> primitiveIndices;
|
||||
StructuredBuffer<uint32_t> vertexIndices;
|
||||
StructuredBuffer<MeshletCullingInfo> culledMeshlets;
|
||||
StructuredBuffer<uint32_t> cullingOffsets;
|
||||
StructuredBuffer<InstanceData> instances;
|
||||
StructuredBuffer<MeshData> meshData;
|
||||
StructuredBuffer<MeshletDescription> meshletInfos;
|
||||
StructuredBuffer<uint8_t> primitiveIndices;
|
||||
StructuredBuffer<uint32_t> vertexIndices;
|
||||
StructuredBuffer<MeshletCullingInfo> culledMeshlets;
|
||||
StructuredBuffer<uint32_t> cullingOffsets;
|
||||
};
|
||||
layout(set=2)
|
||||
layout(set = 2)
|
||||
ParameterBlock<Scene> pScene;
|
||||
|
||||
uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId, uint32_t instanceId)
|
||||
{
|
||||
uint32_t encoded = instanceId;
|
||||
encoded *= MAX_MESHLETS_PER_INSTANCE;
|
||||
encoded += meshletId;
|
||||
encoded *= MAX_PRIMITIVES;
|
||||
encoded += primitiveId;
|
||||
return encoded;
|
||||
}
|
||||
|
||||
uint3 decodePrimitive(uint64_t encoded)
|
||||
{
|
||||
uint prim = uint(encoded % MAX_PRIMITIVES);
|
||||
encoded = encoded / MAX_PRIMITIVES;
|
||||
uint meshletId = uint(encoded % MAX_MESHLETS_PER_INSTANCE);
|
||||
encoded = encoded / MAX_MESHLETS_PER_INSTANCE;
|
||||
uint instanceId = uint(encoded);
|
||||
return uint3(prim, meshletId, instanceId);
|
||||
}
|
||||
|
||||
struct MeshPayload
|
||||
{
|
||||
uint instanceId;
|
||||
uint culledMeshlets[2048];
|
||||
uint instanceId;
|
||||
uint meshletOffset;
|
||||
uint cullingOffset;
|
||||
uint culledMeshlets[MAX_MESHLETS_PER_INSTANCE];
|
||||
};
|
||||
|
||||
|
||||
@@ -22,14 +22,6 @@ struct StaticMeshVertexData : IVertexData
|
||||
{
|
||||
VertexAttributes attributes;
|
||||
attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
|
||||
attributes.normal_MS = float3(0, 0, 0);
|
||||
attributes.tangent_MS = float3(0, 0, 0);
|
||||
attributes.biTangent_MS = float3(0, 0, 0);
|
||||
for (uint i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
attributes.texCoords[i] = float2(0, 0);
|
||||
}
|
||||
attributes.vertexColor = float3(0, 0, 0);
|
||||
return attributes;
|
||||
}
|
||||
StructuredBuffer<float> positions;
|
||||
|
||||
@@ -9,21 +9,21 @@ extern bool useViewCulling;
|
||||
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
|
||||
: RenderPass(graphics, scene)
|
||||
{
|
||||
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "MeshletPass", false, false, "", true, true, "DrawListTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
|
||||
}
|
||||
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DrawListTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "CachedDepthPass", "LegacyPass");
|
||||
}
|
||||
}
|
||||
|
||||
CachedDepthPass::~CachedDepthPass()
|
||||
@@ -32,117 +32,130 @@ CachedDepthPass::~CachedDepthPass()
|
||||
|
||||
void CachedDepthPass::beginFrame(const Component::Camera &cam)
|
||||
{
|
||||
RenderPass::beginFrame(cam);
|
||||
RenderPass::beginFrame(cam);
|
||||
}
|
||||
|
||||
void CachedDepthPass::render()
|
||||
{
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
|
||||
Gfx::ShaderPermutation permutation;
|
||||
permutation.setPositionOnly(usePositionOnly);
|
||||
permutation.setViewCulling(useViewCulling);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
permutation.setTaskFile("DrawListTask");
|
||||
permutation.setMeshFile("MeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
for (VertexData *vertexData : VertexData::getList())
|
||||
{
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
|
||||
// Create Pipeline(VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per meshtype
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
|
||||
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
|
||||
assert(collection != nullptr);
|
||||
Gfx::ShaderPermutation permutation;
|
||||
permutation.setPositionOnly(usePositionOnly);
|
||||
permutation.setViewCulling(useViewCulling);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
Gfx::MeshPipelineCreateInfo pipelineInfo = {
|
||||
.taskShader = collection->taskShader,
|
||||
.meshShader = collection->meshShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
permutation.setTaskFile("DrawListTask");
|
||||
permutation.setMeshFile("VisibilityMeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
|
||||
.vertexShader = collection->vertexShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
uint32 offset = 0;
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
|
||||
if (graphics->supportMeshShading())
|
||||
permutation.setFragmentFile("VisibilityPass");
|
||||
for (VertexData *vertexData : VertexData::getList())
|
||||
{
|
||||
command->drawMesh(vertexData->getNumInstances(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto &materials = vertexData->getMaterialData();
|
||||
for (const auto &materialData : materials)
|
||||
{
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
for (const auto &drawCall : materialData.instances)
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
|
||||
// Create Pipeline(VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per meshtype
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
|
||||
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
|
||||
assert(collection != nullptr);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
uint32 inst = drawCall.offsets.instanceOffset;
|
||||
for (const auto &meshData : drawCall.instanceMeshData)
|
||||
{
|
||||
// all meshlets of a mesh share the same indices offset
|
||||
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
|
||||
}
|
||||
Gfx::MeshPipelineCreateInfo pipelineInfo = {
|
||||
.taskShader = collection->taskShader,
|
||||
.meshShader = collection->meshShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
|
||||
.vertexShader = collection->vertexShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
uint32 offset = 0;
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->drawMesh(vertexData->getNumInstances(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto &materials = vertexData->getMaterialData();
|
||||
for (const auto &materialData : materials)
|
||||
{
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
for (const auto &drawCall : materialData.instances)
|
||||
{
|
||||
command->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
uint32 inst = drawCall.offsets.instanceOffset;
|
||||
for (const auto &meshData : drawCall.instanceMeshData)
|
||||
{
|
||||
// all meshlets of a mesh share the same indices offset
|
||||
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
// Sync depth read/write with depth pass depth read
|
||||
depthBuffer->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
|
||||
// sync visibility write with depth pass visibility write
|
||||
visibilityBuffer->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
|
||||
}
|
||||
|
||||
void CachedDepthPass::endFrame()
|
||||
@@ -151,72 +164,66 @@ void CachedDepthPass::endFrame()
|
||||
|
||||
void CachedDepthPass::publishOutputs()
|
||||
{
|
||||
// If we render to a part of an image, the depth buffer itself must
|
||||
// still match the size of the whole image or their coordinate systems go out of sync
|
||||
TextureCreateInfo depthBufferInfo = {
|
||||
.format = Gfx::SE_FORMAT_D32_SFLOAT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
};
|
||||
depthBuffer = graphics->createTexture2D(depthBufferInfo);
|
||||
depthAttachment =
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
|
||||
// If we render to a part of an image, the depth buffer itself must
|
||||
// still match the size of the whole image or their coordinate systems go out of sync
|
||||
TextureCreateInfo depthBufferInfo = {
|
||||
.format = Gfx::SE_FORMAT_D32_SFLOAT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
};
|
||||
depthBuffer = graphics->createTexture2D(depthBufferInfo);
|
||||
depthAttachment =
|
||||
Gfx::RenderTargetAttachment(depthBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
|
||||
|
||||
TextureCreateInfo visibilityInfo = {
|
||||
.format = Gfx::SE_FORMAT_R32G32_UINT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
||||
};
|
||||
visibilityBuffer = graphics->createTexture2D(visibilityInfo);
|
||||
visibilityAttachment =
|
||||
Gfx::RenderTargetAttachment(visibilityBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("VISIBILITY", visibilityAttachment);
|
||||
TextureCreateInfo visibilityInfo = {
|
||||
.format = Gfx::SE_FORMAT_R32_UINT,
|
||||
.width = viewport->getOwner()->getFramebufferWidth(),
|
||||
.height = viewport->getOwner()->getFramebufferHeight(),
|
||||
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
||||
};
|
||||
visibilityBuffer = graphics->createTexture2D(visibilityInfo);
|
||||
visibilityAttachment =
|
||||
Gfx::RenderTargetAttachment(visibilityBuffer,
|
||||
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
|
||||
resources->registerRenderPassOutput("VISIBILITY", visibilityAttachment);
|
||||
}
|
||||
|
||||
void CachedDepthPass::createRenderPass()
|
||||
{
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
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,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.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_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
}};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.colorAttachments = {visibilityAttachment},
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
Array<Gfx::SubPassDependency> dependency = {
|
||||
// {
|
||||
// .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,
|
||||
// },
|
||||
// {
|
||||
// .srcSubpass = 0,
|
||||
// .dstSubpass = ~0U,
|
||||
// .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_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
// .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
// },
|
||||
// {
|
||||
// .srcSubpass = 0,
|
||||
// .dstSubpass = ~0U,
|
||||
// .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
// .dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
// .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
// .dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
// }
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
}
|
||||
|
||||
@@ -9,21 +9,21 @@ extern bool useViewCulling;
|
||||
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
|
||||
: RenderPass(graphics, scene)
|
||||
{
|
||||
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "ViewCullingTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
|
||||
}
|
||||
depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
|
||||
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
|
||||
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
|
||||
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
|
||||
.offset = 0,
|
||||
.size = sizeof(VertexData::DrawCallOffsets),
|
||||
});
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "VisibilityMeshletPass", false, true, "VisibilityPass", true, true, "DepthCullingTask");
|
||||
}
|
||||
else
|
||||
{
|
||||
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
|
||||
}
|
||||
}
|
||||
|
||||
DepthPrepass::~DepthPrepass()
|
||||
@@ -32,116 +32,138 @@ DepthPrepass::~DepthPrepass()
|
||||
|
||||
void DepthPrepass::beginFrame(const Component::Camera &cam)
|
||||
{
|
||||
RenderPass::beginFrame(cam);
|
||||
RenderPass::beginFrame(cam);
|
||||
}
|
||||
|
||||
void DepthPrepass::render()
|
||||
{
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
graphics->beginRenderPass(renderPass);
|
||||
Array<Gfx::ORenderCommand> commands;
|
||||
|
||||
Gfx::ShaderPermutation permutation;
|
||||
permutation.setPositionOnly(usePositionOnly);
|
||||
permutation.setViewCulling(useViewCulling);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
permutation.setTaskFile("ViewCullingTask");
|
||||
permutation.setMeshFile("MeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
for (VertexData *vertexData : VertexData::getList())
|
||||
{
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
// Create Pipeline(VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per meshtype
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
|
||||
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
|
||||
assert(collection != nullptr);
|
||||
Gfx::ShaderPermutation permutation;
|
||||
permutation.setPositionOnly(usePositionOnly);
|
||||
permutation.setViewCulling(useViewCulling);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
Gfx::MeshPipelineCreateInfo pipelineInfo = {
|
||||
.taskShader = collection->taskShader,
|
||||
.meshShader = collection->meshShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
permutation.setTaskFile("DepthCullingTask");
|
||||
permutation.setMeshFile("VisibilityMeshletPass");
|
||||
}
|
||||
else
|
||||
{
|
||||
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
|
||||
.vertexShader = collection->vertexShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
permutation.setVertexFile("LegacyPass");
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
uint32 offset = 0;
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
|
||||
if (graphics->supportMeshShading())
|
||||
permutation.setFragmentFile("VisibilityPass");
|
||||
for (VertexData *vertexData : VertexData::getList())
|
||||
{
|
||||
command->drawMesh(vertexData->getNumInstances(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto &materials = vertexData->getMaterialData();
|
||||
for (const auto &materialData : materials)
|
||||
{
|
||||
for (const auto &drawCall : materialData.instances)
|
||||
permutation.setVertexData(vertexData->getTypeName());
|
||||
// Create Pipeline(VertexData)
|
||||
// Descriptors:
|
||||
// ViewData => global, static
|
||||
// VertexData => per meshtype
|
||||
// SceneData => per meshtype
|
||||
Gfx::PermutationId id(permutation);
|
||||
|
||||
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
|
||||
command->setViewport(viewport);
|
||||
|
||||
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
|
||||
assert(collection != nullptr);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
command->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
uint32 inst = drawCall.offsets.instanceOffset;
|
||||
for (const auto &meshData : drawCall.instanceMeshData)
|
||||
{
|
||||
// all meshlets of a mesh share the same indices offset
|
||||
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
|
||||
}
|
||||
Gfx::MeshPipelineCreateInfo pipelineInfo = {
|
||||
.taskShader = collection->taskShader,
|
||||
.meshShader = collection->meshShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
|
||||
.vertexShader = collection->vertexShader,
|
||||
.fragmentShader = collection->fragmentShader,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = collection->pipelineLayout,
|
||||
.multisampleState = {
|
||||
.samples = viewport->getSamples(),
|
||||
},
|
||||
.depthStencilState = {
|
||||
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
|
||||
},
|
||||
.colorBlend = {
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
};
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
||||
command->bindPipeline(pipeline);
|
||||
}
|
||||
command->bindDescriptor(vertexData->getVertexDataSet());
|
||||
command->bindDescriptor(viewParamsSet);
|
||||
command->bindDescriptor(vertexData->getInstanceDataSet());
|
||||
uint32 offset = 0;
|
||||
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
|
||||
if (graphics->supportMeshShading())
|
||||
{
|
||||
command->drawMesh(vertexData->getNumInstances(), 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto &materials = vertexData->getMaterialData();
|
||||
for (const auto &materialData : materials)
|
||||
{
|
||||
for (const auto &drawCall : materialData.instances)
|
||||
{
|
||||
// material not used for any active meshes, skip
|
||||
if (materialData.instances.size() == 0)
|
||||
continue;
|
||||
command->bindIndexBuffer(vertexData->getIndexBuffer());
|
||||
uint32 inst = drawCall.offsets.instanceOffset;
|
||||
for (const auto &meshData : drawCall.instanceMeshData)
|
||||
{
|
||||
// all meshlets of a mesh share the same indices offset
|
||||
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
commands.add(std::move(command));
|
||||
}
|
||||
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
graphics->executeCommands(std::move(commands));
|
||||
graphics->endRenderPass();
|
||||
// Sync depth read/write with compute read
|
||||
depthAttachment.getTexture()->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | 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
|
||||
);
|
||||
// Sync depth read/write with base pass read
|
||||
depthAttachment.getTexture()->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
|
||||
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
|
||||
);
|
||||
// Sync visibility write with compute read
|
||||
visibilityAttachment.getTexture()->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
Gfx::SE_ACCESS_SHADER_READ_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
|
||||
);
|
||||
}
|
||||
|
||||
void DepthPrepass::endFrame()
|
||||
@@ -154,59 +176,60 @@ void DepthPrepass::publishOutputs()
|
||||
|
||||
void DepthPrepass::createRenderPass()
|
||||
{
|
||||
auto depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
auto visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
|
||||
visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
|
||||
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
|
||||
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
|
||||
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
|
||||
visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
|
||||
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.colorAttachments = {visibilityAttachment},
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
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 = ~0U,
|
||||
.dstSubpass = 0,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_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,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.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_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
|
||||
}};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
|
||||
.colorAttachments = {visibilityAttachment},
|
||||
.depthAttachment = depthAttachment,
|
||||
};
|
||||
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 = ~0U,
|
||||
// .dstSubpass = 0,
|
||||
// .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
// .dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
// .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
// .dstAccess = Gfx::SE_ACCESS_COLOR_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,
|
||||
// },
|
||||
// {
|
||||
// .srcSubpass = 0,
|
||||
// .dstSubpass = ~0U,
|
||||
// .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_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
|
||||
// .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
|
||||
// },
|
||||
// {
|
||||
// .srcSubpass = 0,
|
||||
// .dstSubpass = ~0U,
|
||||
// .srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
// .dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
|
||||
// .srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
// .dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
|
||||
// }
|
||||
};
|
||||
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
|
||||
}
|
||||
|
||||
@@ -18,6 +18,7 @@ public:
|
||||
virtual void createRenderPass() override;
|
||||
private:
|
||||
Gfx::RenderTargetAttachment depthAttachment;
|
||||
Gfx::RenderTargetAttachment visibilityAttachment;
|
||||
Gfx::OPipelineLayout depthPrepassLayout;
|
||||
};
|
||||
DEFINE_REF(DepthPrepass)
|
||||
|
||||
@@ -130,7 +130,7 @@ void VertexData::createDescriptors()
|
||||
}
|
||||
}
|
||||
Array<MeshletCullingInfo> cullingData(numMeshlets);
|
||||
std::memset(cullingData.data(), 0xff, cullingData.size());
|
||||
std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(MeshletCullingInfo));
|
||||
cullingOffsetBuffer->rotateBuffer(cullingOffsets.size() * sizeof(uint32));
|
||||
cullingOffsetBuffer->updateContents(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
@@ -144,18 +144,19 @@ void VertexData::createDescriptors()
|
||||
Gfx::SE_ACCESS_MEMORY_READ_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
|
||||
|
||||
cullingBuffer->rotateBuffer(numMeshlets * sizeof(MeshletCullingInfo));
|
||||
cullingBuffer->rotateBuffer(cullingData.size() * sizeof(MeshletCullingInfo));
|
||||
cullingBuffer->updateContents(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = numMeshlets * sizeof(MeshletCullingInfo),
|
||||
.size = cullingData.size() * sizeof(MeshletCullingInfo),
|
||||
.data = (uint8 *)cullingData.data(),
|
||||
},
|
||||
.numElements = numMeshlets});
|
||||
.numElements = cullingData.size()});
|
||||
cullingBuffer->pipelineBarrier(
|
||||
Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
|
||||
Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
|
||||
Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
|
||||
|
||||
instanceBuffer->rotateBuffer(instanceData.size() * sizeof(InstanceData));
|
||||
instanceBuffer->updateContents(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
|
||||
@@ -47,6 +47,7 @@ void Queue::submitCommandBuffer(PCommand command, const Array<VkSemaphore>& sign
|
||||
};
|
||||
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submitInfo, command->fence->getHandle()));
|
||||
command->fence->submit();
|
||||
command->state = Command::State::Submit;
|
||||
command->waitFlags.clear();
|
||||
command->waitSemaphores.clear();
|
||||
|
||||
@@ -20,38 +20,40 @@ Semaphore::Semaphore(PGraphics graphics)
|
||||
|
||||
Semaphore::~Semaphore()
|
||||
{
|
||||
//graphics->getDestructionManager()->queueSemaphore(graphics->getGraphicsCommands()->getCommands(), handle);
|
||||
// graphics->getDestructionManager()->queueSemaphore(graphics->getGraphicsCommands()->getCommands(), handle);
|
||||
}
|
||||
|
||||
|
||||
Fence::Fence(PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
, signaled(false)
|
||||
: graphics(graphics), status(Status::Ready)
|
||||
{
|
||||
VkFenceCreateInfo info = {
|
||||
.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0
|
||||
};
|
||||
.flags = 0};
|
||||
VK_CHECK(vkCreateFence(graphics->getDevice(), &info, nullptr, &fence));
|
||||
}
|
||||
|
||||
Fence::~Fence()
|
||||
{
|
||||
vkWaitForFences(graphics->getDevice(), 1, &fence, true, 100000);
|
||||
vkWaitForFences(graphics->getDevice(), 1, &fence, true, 10000000);
|
||||
vkDestroyFence(graphics->getDevice(), fence, nullptr);
|
||||
}
|
||||
|
||||
void Fence::submit()
|
||||
{
|
||||
status = Status::InUse;
|
||||
}
|
||||
|
||||
bool Fence::isSignaled()
|
||||
{
|
||||
if (signaled)
|
||||
if (status == Status::Signalled)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
VkResult r = vkGetFenceStatus(graphics->getDevice(), fence);
|
||||
if (r == VK_SUCCESS)
|
||||
{
|
||||
signaled = true;
|
||||
status = Status::Signalled;
|
||||
return true;
|
||||
}
|
||||
if (r == VK_NOT_READY)
|
||||
@@ -67,11 +69,14 @@ bool Fence::isSignaled()
|
||||
|
||||
void Fence::reset()
|
||||
{
|
||||
if (signaled)
|
||||
while (status == Status::InUse)
|
||||
{
|
||||
wait(1000000);
|
||||
}
|
||||
if (status == Status::Signalled)
|
||||
{
|
||||
VK_CHECK(vkResetFences(graphics->getDevice(), 1, &fence));
|
||||
//std::cout << vkGetFenceStatus(graphics->getDevice(), fence) << std::endl;
|
||||
signaled = false;
|
||||
status = Status::Ready;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,7 +86,7 @@ void Fence::wait(uint64 timeout)
|
||||
VkResult r = vkWaitForFences(graphics->getDevice(), 1, fences, true, timeout);
|
||||
if (r == VK_SUCCESS)
|
||||
{
|
||||
signaled = true;
|
||||
status = Status::Signalled;
|
||||
}
|
||||
else if (r == VK_TIMEOUT)
|
||||
{
|
||||
@@ -111,7 +116,7 @@ void DestructionManager::notifyCommandComplete()
|
||||
{
|
||||
for (size_t i = 0; i < resources.size(); ++i)
|
||||
{
|
||||
if(!resources[i]->isCurrentlyBound())
|
||||
if (!resources[i]->isCurrentlyBound())
|
||||
{
|
||||
resources.removeAt(i, false);
|
||||
i--;
|
||||
@@ -131,9 +136,9 @@ SamplerHandle::~SamplerHandle()
|
||||
}
|
||||
|
||||
Sampler::Sampler(PGraphics graphics, VkSamplerCreateInfo createInfo)
|
||||
: graphics(graphics)
|
||||
, handle(new SamplerHandle(graphics, createInfo))
|
||||
{}
|
||||
: graphics(graphics), handle(new SamplerHandle(graphics, createInfo))
|
||||
{
|
||||
}
|
||||
|
||||
Sampler::~Sampler()
|
||||
{
|
||||
|
||||
@@ -32,6 +32,7 @@ class Fence
|
||||
public:
|
||||
Fence(PGraphics graphics);
|
||||
~Fence();
|
||||
void submit();
|
||||
bool isSignaled();
|
||||
void reset();
|
||||
constexpr VkFence getHandle() const
|
||||
@@ -46,7 +47,13 @@ public:
|
||||
|
||||
private:
|
||||
PGraphics graphics;
|
||||
bool signaled;
|
||||
enum class Status
|
||||
{
|
||||
Ready,
|
||||
InUse,
|
||||
Signalled,
|
||||
};
|
||||
Status status;
|
||||
VkFence fence;
|
||||
};
|
||||
DEFINE_REF(Fence)
|
||||
|
||||
@@ -114,9 +114,9 @@ void Window::pollInput()
|
||||
|
||||
void Window::beginFrame()
|
||||
{
|
||||
imageAvailableFences[currentSemaphoreIndex]->wait(10000000000);
|
||||
imageAvailableFences[currentSemaphoreIndex]->reset();
|
||||
vkAcquireNextImageKHR(graphics->getDevice(), swapchain, std::numeric_limits<uint64>::max(), imageAvailableSemaphores[currentSemaphoreIndex]->getHandle(), imageAvailableFences[currentSemaphoreIndex]->getHandle(), ¤tImageIndex);
|
||||
imageAvailableFences[currentSemaphoreIndex]->submit();
|
||||
graphics->getGraphicsCommands()->getCommands()->waitForSemaphore(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, imageAvailableSemaphores[currentSemaphoreIndex]);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user