Fixed buffer staging
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@@ -6,7 +6,6 @@
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#include "RenderGraph.h"
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#include "Scene/Scene.h"
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using namespace Seele;
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extern bool useLightCulling;
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@@ -184,10 +183,13 @@ void LightCullingPass::publishOutputs() {
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structInfo.name = "tLightIndexCounter";
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tLightIndexCounter = graphics->createShaderBuffer(structInfo);
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structInfo = {
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.sourceData = {.size = (uint32)sizeof(uint32) * dispatchParams.numThreadGroups.x * dispatchParams.numThreadGroups.y *
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dispatchParams.numThreadGroups.z * 8192,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE},
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.sourceData =
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{
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.size = (uint32)sizeof(uint32) * dispatchParams.numThreadGroups.x * dispatchParams.numThreadGroups.y *
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dispatchParams.numThreadGroups.z * 8192,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "oLightIndexList",
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};
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@@ -229,7 +231,10 @@ void LightCullingPass::setupFrustums() {
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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});
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dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_WRITE_ONLY_BIT});
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.access = Gfx::SE_DESCRIPTOR_ACCESS_WRITE_ONLY_BIT,
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});
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frustumLayout = graphics->createPipelineLayout("FrustumLayout");
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frustumLayout->addDescriptorLayout(viewParamsLayout);
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frustumLayout->addDescriptorLayout(dispatchParamsLayout);
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@@ -251,17 +256,27 @@ void LightCullingPass::setupFrustums() {
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frustumPipeline = graphics->createComputePipeline(pipelineInfo);
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Gfx::OUniformBuffer frustumDispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData = {.size = sizeof(DispatchParams), .data = (uint8*)&dispatchParams, .owner = Gfx::QueueType::COMPUTE},
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.sourceData =
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{
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.size = sizeof(DispatchParams),
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "FrustumDispatch"});
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.name = "FrustumDispatch",
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});
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frustumBuffer = graphics->createShaderBuffer(
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ShaderBufferCreateInfo{.sourceData = {.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE},
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.numElements = numThreads.x * numThreads.y * numThreads.z,
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.dynamic = false,
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.name = "FrustumBuffer"});
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frustumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.numElements = numThreads.x * numThreads.y * numThreads.z,
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.dynamic = false,
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.name = "FrustumBuffer",
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});
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Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, frustumDispatchParamsBuffer);
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