Everything is broken

This commit is contained in:
Dynamitos
2024-10-01 16:56:04 +02:00
parent 4ca43427e2
commit a5694b838a
23 changed files with 49 additions and 57 deletions
+2 -2
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@@ -25,9 +25,9 @@ void computeFrustums(ComputeShaderInput in)
frustum.sides[1] = computePlane(origin, corners[1], corners[3]); frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
frustum.sides[2] = computePlane(origin, corners[0], corners[1]); frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
frustum.sides[3] = computePlane(origin, corners[3], corners[2]); frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
if(in.dispatchThreadID.x < pDispatchParams.p.numThreads.x && in.dispatchThreadID.y < pDispatchParams.p.numThreads.y) if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
{ {
uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.p.numThreads.x); uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
pDispatchParams.frustums[index] = frustum; pDispatchParams.frustums[index] = frustum;
} }
} }
+1 -1
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@@ -17,7 +17,7 @@ Params vertexMain(
DebugVertex vert DebugVertex vert
){ ){
Params result; Params result;
result.pos = mul(pViewParams.c.projectionMatrix, mul(pViewParams.c.viewMatrix, float4(vert.position, 1))); result.pos = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(vert.position, 1)));
result.color = vert.color; result.color = vert.color;
return result; return result;
} }
+1
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@@ -17,3 +17,4 @@ struct DepthData
//globallycoherent RWStructuredBuffer<uint> debugHead; //globallycoherent RWStructuredBuffer<uint> debugHead;
//globallycoherent RWStructuredBuffer<DepthDebugData> debugData; //globallycoherent RWStructuredBuffer<DepthDebugData> debugData;
}; };
ParameterBlock<DepthData> pDepthAttachment;
+5 -6
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@@ -27,10 +27,9 @@ groupshared bool meshVisible;
// } // }
//} //}
ParameterBlock<DepthData> pDepthAttachment;
bool isBoxVisible(AABB bounding) bool isBoxVisible(AABB bounding)
{ {
int2 mipDimensions = int2(int(pViewParams.c.screenDimensions.x), int(pViewParams.c.screenDimensions.y)); int2 mipDimensions = int2(int(pViewParams.screenDimensions.x), int(pViewParams.screenDimensions.y));
// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet // now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
int2 screenCornerMin = mipDimensions; int2 screenCornerMin = mipDimensions;
int2 screenCornerMax = int2(0, 0); int2 screenCornerMax = int2(0, 0);
@@ -91,14 +90,14 @@ void taskMain(
p.instanceId = pOffsets.instanceOffset + groupID; p.instanceId = pOffsets.instanceOffset + groupID;
p.meshletOffset = mesh.meshletOffset; p.meshletOffset = mesh.meshletOffset;
p.cullingOffset = pScene.cullingOffsets[p.instanceId]; p.cullingOffset = pScene.cullingOffsets[p.instanceId];
modelViewProjection = mul(mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix), instance.transformMatrix); modelViewProjection = mul(mul(pViewParams.projectionMatrix, pViewParams.viewMatrix), instance.transformMatrix);
float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz; float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
const float offset = 0.0f; const float offset = 0.0f;
float3 corners[4] = { float3 corners[4] = {
screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz, screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz, screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.c.screenDimensions.y - offset, -1.0f, 1.0f)).xyz, screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
}; };
viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]); viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]); viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
+2 -3
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@@ -1,7 +1,6 @@
import Common; import Common;
import DepthCommon; import DepthCommon;
ParameterBlock<DepthData> pDepthAttachment;
struct MipParam struct MipParam
{ {
@@ -47,9 +46,9 @@ void reduceLevel(
void sourceCopy( void sourceCopy(
uint2 dispatchID: SV_DispatchThreadID uint2 dispatchID: SV_DispatchThreadID
) { ) {
if(dispatchID.x >= pViewParams.c.screenDimensions.x || dispatchID.y >= pViewParams.c.screenDimensions.y) if(dispatchID.x >= pViewParams.screenDimensions.x || dispatchID.y >= pViewParams.screenDimensions.y)
{ {
return; return;
} }
pDepthAttachment.buffer[dispatchID.x + (dispatchID.y * uint(pViewParams.c.screenDimensions.x))] = pDepthAttachment.texture[uint2(dispatchID)]; pDepthAttachment.buffer[dispatchID.x + (dispatchID.y * uint(pViewParams.screenDimensions.x))] = pDepthAttachment.texture[uint2(dispatchID)];
} }
+1 -1
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@@ -72,7 +72,7 @@ void cullLights(ComputeShaderInput in)
uMaxDepth = 0x0; uMaxDepth = 0x0;
oLightCount = 0; oLightCount = 0;
tLightCount = 0; tLightCount = 0;
groupFrustum = pDispatchParams.frustums[in.groupID.x + (in.groupID.y * pDispatchParams.p.numThreadGroups.x)]; groupFrustum = pDispatchParams.frustums[in.groupID.x + (in.groupID.y * pDispatchParams.numThreadGroups.x)];
} }
GroupMemoryBarrierWithGroupSync(); GroupMemoryBarrierWithGroupSync();
+2 -2
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@@ -73,10 +73,10 @@ VertexShaderOutput vertexMain(
}; };
VertexShaderOutput output; VertexShaderOutput output;
float3x3 cameraRotation = float3x3(pViewParams.c.viewMatrix); float3x3 cameraRotation = float3x3(pViewParams.viewMatrix);
float4 worldPos = float4(mul(cameraRotation, vertices[vertexIndex]), 1.0f); float4 worldPos = float4(mul(cameraRotation, vertices[vertexIndex]), 1.0f);
//clip(dot(worldPos, clipPlane)); //clip(dot(worldPos, clipPlane));
output.clipPos = mul(pViewParams.c.projectionMatrix, worldPos); output.clipPos = mul(pViewParams.projectionMatrix, worldPos);
output.texCoords = normalize(vertices[vertexIndex]); output.texCoords = normalize(vertices[vertexIndex]);
return output; return output;
} }
+6 -6
View File
@@ -50,9 +50,9 @@ void taskMain(
const float offset = 0.0f; const float offset = 0.0f;
float3 corners[4] = { float3 corners[4] = {
screenToWorld(float4(offset, offset, -1.0f, 1.0f)).xyz, screenToWorld(float4(offset, offset, -1.0f, 1.0f)).xyz,
screenToWorld(float4(pViewParams.c.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz, screenToWorld(float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
screenToWorld(float4(offset, pViewParams.c.screenDimensions.y - offset, -1.0f, 1.0f)).xyz, screenToWorld(float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
screenToWorld(float4(pViewParams.c.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz screenToWorld(float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
}; };
Frustum viewFrustum; Frustum viewFrustum;
viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]); viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
@@ -64,7 +64,7 @@ void taskMain(
return; return;
} }
float3 median = (bounding.minCorner + bounding.maxCorner) / 2; float3 median = (bounding.minCorner + bounding.maxCorner) / 2;
float distance = distance(median, pViewParams.c.cameraPos_WS.xyz); float distance = distance(median, pViewParams.cameraPos_WS.xyz);
float tileDistance = distance / tile.extent; float tileDistance = distance / tile.extent;
uint numMeshes = groupID.y + 1; uint numMeshes = groupID.y + 1;
@@ -122,7 +122,7 @@ void meshMain(
out vertices TerrainVertex vertices[TILE_VERTS], out vertices TerrainVertex vertices[TILE_VERTS],
out indices uint3 indices[TILE_PRIMS], out indices uint3 indices[TILE_PRIMS],
) { ) {
float4x4 vp = mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix); float4x4 vp = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
SetMeshOutputCounts(TILE_VERTS, TILE_PRIMS); SetMeshOutputCounts(TILE_VERTS, TILE_PRIMS);
for(uint i = threadID; i < TILE_PRIMS; i += MESH_GROUP_SIZE) for(uint i = threadID; i < TILE_PRIMS; i += MESH_GROUP_SIZE)
@@ -136,7 +136,7 @@ void meshMain(
float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent); float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent);
float lodDisplacement = 0; float lodDisplacement = 0;
float3 camPos = pViewParams.c.cameraPos_WS.xyz; float3 camPos = pViewParams.cameraPos_WS.xyz;
float cameraDistance = distance(worldPos, camPos); float cameraDistance = distance(worldPos, camPos);
float threshold = 0; float threshold = 0;
if(params.numMeshes == 3) if(params.numMeshes == 3)
+1 -1
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@@ -66,7 +66,7 @@ VertexOutput vertexMain(VertexInput input)
float4 vertex = coordinates[input.vertexId]; float4 vertex = coordinates[input.vertexId];
VertexOutput output; VertexOutput output;
output.texCoords = vertex.zw; output.texCoords = vertex.zw;
output.position = mul(pViewParams.c.projectionMatrix, float4(vertex.xy, 0, 1)); output.position = mul(pViewParams.projectionMatrix, float4(vertex.xy, 0, 1));
output.glyphIndex = pRender.instances[input.instanceId].glyphIndex; output.glyphIndex = pRender.instances[input.instanceId].glyphIndex;
return output; return output;
} }
+2 -2
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@@ -179,7 +179,7 @@ void meshMain(
float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent); float3 worldPos = params.offset + objectPos * params.extent + float3(groupID.x * params.extent, 0, groupID.y * params.extent);
float lodDisplacement = 0; float lodDisplacement = 0;
float3 camPos = pViewParams.cameraPos_WS.xyz; float3 camPos = pViewParams.ameraPos_WS.xyz;
float cameraDistance = distance(worldPos, camPos); float cameraDistance = distance(worldPos, camPos);
float threshold = 0; float threshold = 0;
if(params.numMeshes == 3) if(params.numMeshes == 3)
@@ -237,7 +237,7 @@ void meshMain(
[shader("pixel")] [shader("pixel")]
float4 fragmentMain(WaterVertex vert) : SV_TARGET { float4 fragmentMain(WaterVertex vert) : SV_TARGET {
float3 lightDir = -normalize(pWaterMaterial.sunDirection); float3 lightDir = -normalize(pWaterMaterial.sunDirection);
float3 viewDir = normalize(pViewParams.c.cameraPos_WS.xyz - vert.position_WS); float3 viewDir = normalize(pViewParams.cameraPos_WS.xyz - vert.position_WS);
float3 halfwayDir = normalize(lightDir + viewDir); float3 halfwayDir = normalize(lightDir + viewDir);
float depth = vert.depth; float depth = vert.depth;
float LdotH = clamp(dot(lightDir, halfwayDir), 0, 1); float LdotH = clamp(dot(lightDir, halfwayDir), 0, 1);
+1 -1
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@@ -67,7 +67,7 @@ struct AABB
{ {
float4 clipCorner = mul(mvp, corners[i]); float4 clipCorner = mul(mvp, corners[i]);
float4 screenCorner = clipToScreen(clipCorner); float4 screenCorner = clipToScreen(clipCorner);
int2 screenCoords = int2(clamp(int(screenCorner.x), 0, int(pViewParams.c.screenDimensions.x)), clamp(int(screenCorner.y), 0, int(pViewParams.c.screenDimensions.y))); int2 screenCoords = int2(clamp(int(screenCorner.x), 0, int(pViewParams.screenDimensions.x)), clamp(int(screenCorner.y), 0, int(pViewParams.screenDimensions.y)));
screenCornerMin = int2(min(screenCornerMin.x, screenCoords.x), min(screenCornerMin.y, screenCoords.y)); screenCornerMin = int2(min(screenCornerMin.x, screenCoords.x), min(screenCornerMin.y, screenCoords.y));
screenCornerMax = int2(max(screenCornerMax.x, screenCoords.x), max(screenCornerMax.y, screenCoords.y)); screenCornerMax = int2(max(screenCornerMax.x, screenCoords.x), max(screenCornerMax.y, screenCoords.y));
maxDepth = max(maxDepth, screenCorner.z); maxDepth = max(maxDepth, screenCorner.z);
+5 -9
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@@ -13,12 +13,8 @@ struct ViewParameter
float4 cameraPos_WS; float4 cameraPos_WS;
float2 screenDimensions; float2 screenDimensions;
}; };
struct ViewParamWrapper
{
ParameterBlock<ViewParameter> c;
};
layout(set = 0) layout(set = 0)
ParameterBlock<ViewParamWrapper> pViewParams; ParameterBlock<ViewParameter> pViewParams;
float4 worldToModel(float4x4 inverseTransform, float4 world) float4 worldToModel(float4x4 inverseTransform, float4 world)
{ {
@@ -31,7 +27,7 @@ float4 worldToModel(float4x4 inverseTransform, float4 world)
float4 viewToWorld(float4 view) float4 viewToWorld(float4 view)
{ {
float4 world = mul(pViewParams.c.inverseViewMatrix, view); float4 world = mul(pViewParams.inverseViewMatrix, view);
world = world / world.w; world = world / world.w;
@@ -47,7 +43,7 @@ float4 viewToModel(float4x4 inverseTransform, float4 view)
float4 clipToView(float4 clip) float4 clipToView(float4 clip)
{ {
float4 view = mul(pViewParams.c.inverseProjection, clip); float4 view = mul(pViewParams.inverseProjection, clip);
view = view / view.w; view = view / view.w;
@@ -63,7 +59,7 @@ float4 clipToWorld(float4 clip)
float4 screenToView(float4 screen) float4 screenToView(float4 screen)
{ {
float2 texCoord = screen.xy / pViewParams.c.screenDimensions; float2 texCoord = screen.xy / pViewParams.screenDimensions;
// Convert to clip space // Convert to clip space
float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w); float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w);
@@ -92,7 +88,7 @@ float4 clipToScreen(float4 clip)
float oz = 1; float oz = 1;
float pz = 0 - 1; float pz = 0 - 1;
float zf = pz * ndc.z + oz; float zf = pz * ndc.z + oz;
return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.c.screenDimensions, zf, 1.0f); return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.screenDimensions, zf, 1.0f);
} }
struct Plane struct Plane
+2 -6
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@@ -6,11 +6,7 @@ struct DispatchParams
uint pad0; uint pad0;
uint3 numThreads; uint3 numThreads;
uint pad1; uint pad1;
RWStructuredBuffer<Frustum> frustums;
}; };
struct DispatchParamWrapper ParameterBlock<DispatchParams> pDispatchParams;
{
DispatchParams p;
RWStructuredBuffer<Frustum> frustums;
}
ParameterBlock<DispatchParamWrapper> pDispatchParams;
+3 -3
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@@ -51,7 +51,7 @@ struct FragmentParameter
float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)); float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
result.tbn = tbn; result.tbn = tbn;
result.position_TS = mul(tbn, position_WS); result.position_TS = mul(tbn, position_WS);
result.viewDir_TS = mul(tbn, normalize(pViewParams.c.cameraPos_WS.xyz - position_WS)); result.viewDir_TS = mul(tbn, normalize(pViewParams.cameraPos_WS.xyz - position_WS));
result.normal_TS = mul(tbn, normal_WS); result.normal_TS = mul(tbn, normal_WS);
return result; return result;
} }
@@ -102,8 +102,8 @@ struct VertexAttributes
{ {
float4 modelPos = float4(position_MS, 1); float4 modelPos = float4(position_MS, 1);
float4 worldPos = mul(transformMatrix, modelPos); float4 worldPos = mul(transformMatrix, modelPos);
float4 viewPos = mul(pViewParams.c.viewMatrix, worldPos); float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
float4 clipPos = mul(pViewParams.c.projectionMatrix, viewPos); float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
FragmentParameter result; FragmentParameter result;
result.position_CS = clipPos; result.position_CS = clipPos;
#ifndef POS_ONLY #ifndef POS_ONLY
+2 -2
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@@ -20,8 +20,8 @@ struct MeshData
uint32_t numIndices; uint32_t numIndices;
}; };
static const uint32_t MAX_VERTICES = 64; static const uint32_t MAX_VERTICES = 256;
static const uint32_t MAX_PRIMITIVES = 126; static const uint32_t MAX_PRIMITIVES = 256;
static const uint32_t MAX_MESHLETS_PER_INSTANCE = 2048; static const uint32_t MAX_MESHLETS_PER_INSTANCE = 2048;
struct InstanceData struct InstanceData
+1 -1
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@@ -51,7 +51,7 @@ struct StaticMeshVertexData
{ {
attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1])); attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
} }
attributes.vertexColor = float3(color[index * 3 + 0], color[index * 3 + 1] , color[index * 3 + 2]); attributes.vertexColor = float3(uint16ToFloat(color[index * 3 + 0]), uint16ToFloat(color[index * 3 + 1]) , uint16ToFloat(color[index * 3 + 2]));
#endif #endif
return attributes; return attributes;
} }
+3 -3
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@@ -10,11 +10,11 @@ void raygen()
const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5); const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
const float2 inUV = pixelCenter / float2(LaunchSize.xy); const float2 inUV = pixelCenter / float2(LaunchSize.xy);
float2 d = float2(inUV.x, 1 - inUV.y) * 2.0 - 1.0; float2 d = float2(inUV.x, 1 - inUV.y) * 2.0 - 1.0;
float4 target = mul(pViewParams.c.inverseProjection, float4(d.x, d.y, 1, 1)); float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
RayDesc rayDesc; RayDesc rayDesc;
rayDesc.Origin = mul(pViewParams.c.inverseViewMatrix, float4(0, 0, 0, 1)).xyz; rayDesc.Origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1)).xyz;
rayDesc.Direction = mul(pViewParams.c.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz; rayDesc.Direction = mul(pViewParams.inverseViewMatrix, float4(normalize(target.xyz), 0)).xyz;
rayDesc.TMin = 0.001; rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0; rayDesc.TMax = 10000.0;
+2 -2
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@@ -159,8 +159,8 @@ static constexpr bool useAsyncCompute = false;
static constexpr bool useMeshShading = true; static constexpr bool useMeshShading = true;
static constexpr uint32 numFramesBuffered = 3; static constexpr uint32 numFramesBuffered = 3;
static constexpr uint32 numVerticesPerMeshlet = 64; static constexpr uint32 numVerticesPerMeshlet = 256;
static constexpr uint32 numPrimitivesPerMeshlet = 126; static constexpr uint32 numPrimitivesPerMeshlet = 256;
double getCurrentFrameDelta(); double getCurrentFrameDelta();
double getCurrentFrameTime(); double getCurrentFrameTime();
uint32 getCurrentFrameIndex(); uint32 getCurrentFrameIndex();
+1 -3
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@@ -104,10 +104,8 @@ void StaticMeshVertexData::init(Gfx::PGraphics _graphics) {
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER}); descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER}); descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER}); descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 5, .binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = MAX_TEXCOORDS, .descriptorCount = MAX_TEXCOORDS,
}); });
+1 -1
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@@ -11,7 +11,7 @@
using namespace Seele; using namespace Seele;
constexpr static uint64 NUM_DEFAULT_ELEMENTS = 36; constexpr static uint64 NUM_DEFAULT_ELEMENTS = 100000;
uint64 VertexData::meshletCount = 0; uint64 VertexData::meshletCount = 0;
void VertexData::resetMeshData() { void VertexData::resetMeshData() {
+2
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@@ -765,6 +765,7 @@ void Graphics::pickPhysicalDevice() {
features11 = { features11 = {
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES, .sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES,
.pNext = &features12, .pNext = &features12,
.storageBuffer16BitAccess = true,
.uniformAndStorageBuffer16BitAccess = true, .uniformAndStorageBuffer16BitAccess = true,
}; };
features = { features = {
@@ -780,6 +781,7 @@ void Graphics::pickPhysicalDevice() {
.pipelineStatisticsQuery = true, .pipelineStatisticsQuery = true,
.fragmentStoresAndAtomics = true, .fragmentStoresAndAtomics = true,
.shaderInt64 = true, .shaderInt64 = true,
.shaderInt16 = true,
.inheritedQueries = true, .inheritedQueries = true,
}, },
}; };
+2 -1
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@@ -113,10 +113,11 @@ void Seele::beginCompilation(const ShaderCompilationInfo& info, SlangCompileTarg
slang::ProgramLayout* signature = specializedComponent->getLayout(0, diagnostics.writeRef()); slang::ProgramLayout* signature = specializedComponent->getLayout(0, diagnostics.writeRef());
CHECK_DIAGNOSTICS(); CHECK_DIAGNOSTICS();
std::cout << info.name << std::endl;
for (size_t i = 0; i < signature->getParameterCount(); ++i) { for (size_t i = 0; i < signature->getParameterCount(); ++i) {
auto param = signature->getParameterByIndex(i); auto param = signature->getParameterByIndex(i);
layout->addMapping(param->getName(), param->getBindingIndex()); layout->addMapping(param->getName(), param->getBindingIndex());
//std::cout << param->getName() << ": " << param->getBindingIndex() << std::endl; std::cout << param->getName() << ": " << param->getBindingIndex() << std::endl;
} }
// workaround // workaround
+1 -1
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@@ -7,7 +7,7 @@
namespace Seele { namespace Seele {
class ThreadPool { class ThreadPool {
public: public:
ThreadPool(uint32 numWorkers = std::thread::hardware_concurrency() - 2); ThreadPool(uint32 numWorkers = 1);
~ThreadPool(); ~ThreadPool();
void runAndWait(List<std::function<void()>> functions); void runAndWait(List<std::function<void()>> functions);
void runAsync(std::function<void()> func); void runAsync(std::function<void()> func);