Adding basic CBT Terrain implementation

This commit is contained in:
Dynamitos
2024-10-10 20:36:59 +02:00
parent c89fd405b8
commit 98a7e16756
38 changed files with 3779 additions and 373 deletions
+17 -4
View File
@@ -377,6 +377,19 @@ void Graphics::copyTexture(Gfx::PTexture source, Gfx::PTexture destination) {
Gfx::SE_ACCESS_MEMORY_READ_BIT | Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
}
void Graphics::copyBuffer(Gfx::PShaderBuffer srcBuffer, Gfx::PShaderBuffer dstBuffer) {
PShaderBuffer src = srcBuffer.cast<ShaderBuffer>();
PShaderBuffer dst = dstBuffer.cast<ShaderBuffer>();
VkBufferCopy region = {
.srcOffset = 0,
.dstOffset = 0,
.size = src->getSize(),
};
vkCmdCopyBuffer(getGraphicsCommands()->getCommands()->getHandle(), src->getHandle(), dst->getHandle(), 1, &region);
}
Gfx::OBottomLevelAS Graphics::createBottomLevelAccelerationStructure(const Gfx::BottomLevelASCreateInfo& createInfo) {
return new BottomLevelAS(this, createInfo);
}
@@ -740,7 +753,7 @@ void Graphics::pickPhysicalDevice() {
};
meshShaderFeatures = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT,
.pNext = &accelerationFeatures,
.pNext = nullptr,
.taskShader = true,
.meshShader = true,
.meshShaderQueries = true,
@@ -872,9 +885,9 @@ void Graphics::createDevice(GraphicsInitializer initializer) {
#ifdef __APPLE__
initializer.deviceExtensions.add("VK_KHR_portability_subset");
#endif
initializer.deviceExtensions.add(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
initializer.deviceExtensions.add(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
//initializer.deviceExtensions.add(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME);
//initializer.deviceExtensions.add(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME);
//initializer.deviceExtensions.add(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
VkDeviceCreateInfo deviceInfo = {
.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
.pNext = &features,