Finally fixing it for real for real
This commit is contained in:
+15
-10
@@ -8,6 +8,7 @@ using namespace Seele;
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PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath, bool useMeshCulling)
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: GameView(graphics, window, createInfo, dllPath) {
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getGlobals().useDepthCulling = useMeshCulling;
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renderTimestamp = graphics->createTimestampQuery(2, "RenderTimestamp");
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queryThread = std::thread([&]() {
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PRenderGraphResources res = renderGraph.getResources();
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Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
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@@ -23,21 +24,23 @@ PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
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<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
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<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
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<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityMS,VisibilityMS," << std::endl;
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<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityMS,"
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"VisibilityMS,"
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<< std::endl;
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uint64 start = 0;
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uint64 prevBegin = 0;
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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stats << std::fixed << std::setprecision(0);
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while (getGlobals().running) {
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auto cachedResults = cachedQuery->getResults();
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auto depthResults = depthQuery->getResults();
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auto baseResults = baseQuery->getResults();
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auto lightCullResults = lightCullQuery->getResults();
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auto visiblityResults = visibilityQuery->getResults();
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int64 renderBegin = renderTimestamp->getResult().time;
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int64 renderEnd = renderTimestamp->getResult().time;
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Map<std::string, uint64> results;
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for (uint32 i = 0; i < 11; ++i)
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{
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for (uint32 i = 0; i < 11; ++i) {
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auto ts = timestamps->getResult();
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results[ts.name] = ts.time;
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}
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@@ -53,12 +56,10 @@ PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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int64 visibilityTime = results.at("VisibilityEnd") - results.at("VisibilityBegin");
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int64 frameTime = cachedTime + mipTime + depthTime + baseTime + lightCullTime + visibilityTime;
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stats << relTime << "," << cachedTime << "," << mipTime << "," << depthTime << ","
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<< visibilityTime
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<< "," << lightCullTime << "," << baseTime << ","
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<< frameTime << "," << cachedResults << depthResults << baseResults << lightCullResults << visiblityResults << std::endl;
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stats << relTime << "," << cachedTime << "," << mipTime << "," << depthTime << "," << visibilityTime << "," << lightCullTime
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<< "," << baseTime << "," << frameTime << "," << cachedResults << depthResults << baseResults << lightCullResults
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<< visiblityResults << std::endl;
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stats.flush();
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// std::cout << "Writing " << timestamps[0].time << std::endl;
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}
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});
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}
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@@ -73,6 +74,10 @@ void PlayView::commitUpdate() { GameView::commitUpdate(); }
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void PlayView::prepareRender() { GameView::prepareRender(); }
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void PlayView::render() { GameView::render(); }
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void PlayView::render() {
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renderTimestamp->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "RenderBegin");
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GameView::render();
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renderTimestamp->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "RenderEnd");
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}
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void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { GameView::keyCallback(code, action, modifier); }
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@@ -17,6 +17,7 @@ class PlayView : public GameView {
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private:
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std::thread queryThread;
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Gfx::OTimestampQuery renderTimestamp;
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};
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DECLARE_REF(PlayView)
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} // namespace Seele
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@@ -45,4 +45,6 @@ void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
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std::cout << cam.getCameraPosition() << std::endl;
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std::cout << tra.getRotation() << std::endl;
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}
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if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
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}
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}
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+8
-5
@@ -57,8 +57,11 @@ int main() {
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// AssetImporter::importFont(FontImportArgs{
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// .filePath = "./fonts/Calibri.ttf",
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// });
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//AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/cube.fbx",
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//});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/cube.fbx",
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.filePath = sourcePath / "import/models/culling.fbx",
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});
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = sourcePath / "import/textures/skyboxsun5deg_tn.jpg",
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@@ -72,10 +75,10 @@ int main() {
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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.importPath = "Whitechapel",
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});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
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.importPath = "suburbs",
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});
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//AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
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// .importPath = "suburbs",
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//});
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getThreadPool().waitIdle();
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vd->commitMeshes();
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WindowCreateInfo mainWindowInfo = {
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@@ -5,6 +5,7 @@ namespace Seele {
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namespace Component {
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struct Mesh {
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PMeshAsset asset;
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Array<uint32> meshletOffsets;
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bool isStatic = true;
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};
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} // namespace Component
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@@ -6,10 +6,6 @@ using namespace Seele;
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DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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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_UNIFORM_BUFFER,
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//});
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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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@@ -20,16 +16,6 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
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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->addDescriptorBinding(Gfx::DescriptorBinding{
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// .binding = 3,
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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->addDescriptorBinding(Gfx::DescriptorBinding{
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// .binding = 4,
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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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depthCullingLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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@@ -94,33 +80,34 @@ void DepthCullingPass::render() {
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set->writeChanges();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "MipBegin");
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("InitialReduce");
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computeCommand->bindPipeline(depthInitialReduce);
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// First we generate a pixel value per thread, while using a whole threadgroup
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// for a single one would be a waste
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("MipGen");
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computeCommand->bindPipeline(depthSourceCopy);
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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->dispatch((viewport->getWidth() + BLOCK_SIZE - 1) / BLOCK_SIZE, (viewport->getHeight() + BLOCK_SIZE - 1) / BLOCK_SIZE,
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1);
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graphics->executeCommands(std::move(computeCommand));
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for (uint32 i = 0; i < mipOffsets.size() - 1; ++i) {
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for (uint32 i = 0; i < mipOffsets.size() - 1; ++i)
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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_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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Gfx::OComputeCommand mipCommand = graphics->createComputeCommand(fmt::format("MipGenLevel{0}", i));
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mipCommand->bindPipeline(depthMipGen);
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mipCommand->bindDescriptor({viewParamsSet, set});
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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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MipParam param = {
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.sourceOffset = mipOffsets[i],
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.destOffset = mipOffsets[i + 1],
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.sourceDim = mipDims[i],
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.destDim = mipDims[i + 1],
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};
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mipCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), ¶ms);
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UVector2 threadGroups = (reduceDimensions + 1u) / 2u;
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mipCommand->dispatch(threadGroups.x, threadGroups.y, 1);
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graphics->executeCommands(std::move(mipCommand));
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Gfx::OComputeCommand reduceCommand = graphics->createComputeCommand("ReduceCommand");
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reduceCommand->bindPipeline(depthReduceLevel);
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reduceCommand->bindDescriptor({viewParamsSet, set});
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reduceCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), ¶m);
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auto dispatchDim = (mipDims[i + 1] + uint32(BLOCK_SIZE) - 1u) / uint32(BLOCK_SIZE);
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reduceCommand->dispatch(dispatchDim.x, dispatchDim.y, 1);
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graphics->executeCommands(std::move(reduceCommand));
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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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@@ -256,22 +243,21 @@ void DepthCullingPass::publishOutputs() {
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "DepthMipCompute",
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.modules = {"DepthMipGen"},
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.entryPoints = {{"initialReduce", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
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.entryPoints = {{"sourceCopy", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
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.rootSignature = depthComputeLayout,
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});
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depthInitialReduceShader = graphics->createComputeShader({0});
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depthSourceCopyShader = graphics->createComputeShader({0});
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depthComputeLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
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.computeShader = depthInitialReduceShader,
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.computeShader = depthSourceCopyShader,
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.pipelineLayout = depthComputeLayout,
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};
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depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
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depthMipGenShader = graphics->createComputeShader({1});
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depthSourceCopy = graphics->createComputePipeline(pipelineCreateInfo);
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pipelineCreateInfo.computeShader = depthMipGenShader;
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depthMipGen = graphics->createComputePipeline(pipelineCreateInfo);
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depthReduceLevelShader = graphics->createComputeShader({1});
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pipelineCreateInfo.computeShader = depthReduceLevelShader;
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depthReduceLevel = graphics->createComputePipeline(pipelineCreateInfo);
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query = graphics->createPipelineStatisticsQuery("DepthPipelineStatistics");
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resources->registerQueryOutput("DEPTH_QUERY", query);
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@@ -1,8 +1,8 @@
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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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#include "MinimalEngine.h"
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#include "RenderPass.h"
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namespace Seele {
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class DepthCullingPass : public RenderPass {
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@@ -20,10 +20,10 @@ class DepthCullingPass : public RenderPass {
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private:
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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;
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UVector2 dstMipDim;
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uint32 sourceOffset;
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uint32 destOffset;
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UVector2 sourceDim;
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UVector2 destDim;
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};
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Array<uint32> mipOffsets;
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@@ -38,11 +38,11 @@ class DepthCullingPass : public RenderPass {
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Gfx::PTimestampQuery timestamps;
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Gfx::OPipelineLayout depthComputeLayout;
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Gfx::OComputeShader depthInitialReduceShader;
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Gfx::PComputePipeline depthInitialReduce;
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Gfx::OComputeShader depthMipGenShader;
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Gfx::PComputePipeline depthMipGen;
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Gfx::OComputeShader depthSourceCopyShader;
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Gfx::PComputePipeline depthSourceCopy;
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Gfx::OComputeShader depthReduceLevelShader;
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Gfx::PComputePipeline depthReduceLevel;
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Gfx::PShaderBuffer cullingBuffer;
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};
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DEFINE_REF(DepthCullingPass)
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@@ -12,8 +12,6 @@
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using namespace Seele;
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constexpr static uint64 NUM_DEFAULT_ELEMENTS = 17962284;
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Map<VertexData::MeshMapping, VertexData::CullingMapping> VertexData::instanceIdMap;
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uint64 VertexData::instanceCount = 0;
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uint64 VertexData::meshletCount = 0;
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void VertexData::resetMeshData() {
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@@ -37,7 +35,7 @@ void VertexData::resetMeshData() {
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}
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}
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void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Component::Transform& transform) {
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void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transform& transform) {
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std::unique_lock l(materialDataLock);
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PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle();
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PMaterial mat = referencedInstance->getBaseMaterial();
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@@ -49,8 +47,6 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
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.inverseTransformMatrix = glm::inverse(transformMatrix),
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};
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auto [instanceId, meshletOffset] = getCullingMapping(id, meshIndex, data.numMeshlets);
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referencedInstance->updateDescriptor();
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if (mat->hasTransparency()) {
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auto params = referencedInstance->getMaterialOffsets();
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@@ -260,7 +256,7 @@ void VertexData::commitMeshes() {
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indices.clear();
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meshlets.clear();
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dirty = false;
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//graphics->buildBottomLevelAccelerationStructures(std::move(dataToBuild));
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// graphics->buildBottomLevelAccelerationStructures(std::move(dataToBuild));
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}
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MeshId VertexData::allocateVertexData(uint64 numVertices) {
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@@ -282,8 +278,7 @@ void VertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveBuffer& buf
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std::unique_lock l(vertexDataLock);
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Array<Meshlet> out;
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MeshData data = meshData[id];
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for (size_t i = 0; i < data.numMeshlets; ++i)
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{
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for (size_t i = 0; i < data.numMeshlets; ++i) {
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MeshletDescription& desc = meshlets[i + data.meshletOffset];
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Meshlet m;
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std::memcpy(m.uniqueVertices, &vertexIndices[desc.vertexOffset], desc.vertexCount * sizeof(uint32));
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@@ -299,7 +294,7 @@ void VertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveBuffer& buf
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Serialization::save(buffer, ind);
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}
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uint64 VertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
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uint64 VertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
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Array<Meshlet> in;
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Array<uint32> ind;
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Serialization::load(buffer, in);
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@@ -385,13 +380,10 @@ void VertexData::destroy() {
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materialData.clear();
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}
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VertexData::CullingMapping VertexData::getCullingMapping(entt::entity id, uint32 meshIndex, uint32 numMeshlets) {
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MeshMapping key = MeshMapping{.id = id, .meshId = meshIndex};
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if (!instanceIdMap.contains(key)) {
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instanceIdMap[key] = CullingMapping{.instanceId = instanceCount++, .cullingOffset = uint32(meshletCount)};
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meshletCount += numMeshlets;
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}
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return instanceIdMap[key];
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uint32 VertexData::addCullingMapping(MeshId id) {
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uint32 result = meshletCount;
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meshletCount += getMeshData(id).numMeshlets;
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return result;
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}
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VertexData::VertexData() : idCounter(0), head(0), verticesAllocated(0), dirty(false) {}
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@@ -55,7 +55,7 @@ class VertexData {
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Gfx::PBottomLevelAS rayTracingScene;
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};
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void resetMeshData();
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void updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Component::Transform& transform);
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void updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transform& transform);
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void createDescriptors();
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void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
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void commitMeshes();
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@@ -85,12 +85,7 @@ class VertexData {
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virtual void init(Gfx::PGraphics graphics);
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virtual void destroy();
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struct CullingMapping {
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uint64 instanceId;
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uint32 cullingOffset;
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};
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static CullingMapping getCullingMapping(entt::entity id, uint32 meshIndex, uint32 numMeshlets);
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static uint64 getInstanceCount() { return instanceCount; }
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uint32 addCullingMapping(MeshId id);
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static uint64 getMeshletCount() { return meshletCount; }
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protected:
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@@ -125,13 +120,6 @@ class VertexData {
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Array<uint32> vertexIndices;
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Array<uint32> indices;
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struct MeshMapping {
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entt::entity id;
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uint32 meshId;
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auto operator<=>(const MeshMapping& other) const = default;
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};
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static Map<MeshMapping, CullingMapping> instanceIdMap;
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static uint64 instanceCount;
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||||
static uint64 meshletCount;
|
||||
|
||||
Gfx::PGraphics graphics;
|
||||
|
||||
@@ -42,7 +42,7 @@ void Seele::beginCompilation(const ShaderCompilationInfo& info, SlangCompileTarg
|
||||
option[1].value.intValue0 = 1;
|
||||
option[2].name = slang::CompilerOptionName::DebugInformation;
|
||||
option[2].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[2].value.intValue0 = SLANG_DEBUG_INFO_LEVEL_NONE;
|
||||
option[2].value.intValue0 = SLANG_DEBUG_INFO_LEVEL_STANDARD;
|
||||
option[3].name = slang::CompilerOptionName::DebugInformationFormat;
|
||||
option[3].value.kind = slang::CompilerOptionValueKind::Int;
|
||||
option[3].value.intValue0 = SLANG_DEBUG_INFO_FORMAT_PDB;
|
||||
|
||||
@@ -10,7 +10,12 @@ MeshUpdater::MeshUpdater(PScene scene) : ComponentSystem<Component::Transform, C
|
||||
MeshUpdater::~MeshUpdater() {}
|
||||
|
||||
void MeshUpdater::update(entt::entity id, Component::Transform& transform, Component::Mesh& comp) {
|
||||
if (comp.meshletOffsets.empty()) {
|
||||
for (uint32 i = 0; i < comp.asset->meshes.size(); ++i) {
|
||||
comp.meshletOffsets.add(comp.asset->meshes[i]->vertexData->addCullingMapping(comp.asset->meshes[i]->id));
|
||||
}
|
||||
}
|
||||
for (uint32 i = 0; i < comp.asset->meshes.size(); ++i) {
|
||||
comp.asset->meshes[i]->vertexData->updateMesh(id, i, comp.asset->meshes[i], transform);
|
||||
comp.asset->meshes[i]->vertexData->updateMesh(comp.meshletOffsets[i], comp.asset->meshes[i], transform);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user