Adding simple visibility pass
This commit is contained in:
Vendored
+1
-1
Submodule external/slang updated: febbeb140b...4b8ceed9d6
@@ -5,7 +5,6 @@ import LightEnv;
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struct ComputeShaderInput
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{
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uint3 groupID : SV_GroupID;
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uint3 groupThreadID : SV_GroupThreadID;
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uint3 dispatchThreadID : SV_DispatchThreadID;
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uint groupIndex : SV_GroupIndex;
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};
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@@ -22,12 +22,12 @@ void meshMain(
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out indices uint3 indices[MAX_PRIMITIVES],
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out primitives PrimitiveAttributes prim[MAX_PRIMITIVES]
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) {
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uint instanceId = meshPayload.instanceId;
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// meshlet number relative to start for this instance
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uint meshletNumber = meshPayload.culledMeshlets[groupID];
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InstanceData inst = pScene.instances[instanceId];
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uint meshletId = meshPayload.cullingOffset + meshletNumber;
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InstanceData inst = pScene.instances[meshPayload.instanceId];
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MeshletDescription m = pScene.meshletInfos[meshPayload.meshletOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.culledMeshlets[meshPayload.cullingOffset + meshletNumber];
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MeshletCullingInfo cull = pScene.culledMeshlets[meshletId];
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SetMeshOutputCounts(m.vertexCount, m.primitiveCount);
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for(uint i = threadID; i < MAX_PRIMITIVES; i += MESH_GROUP_SIZE)
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@@ -40,7 +40,7 @@ void meshMain(
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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prim[p].cull = cull.triangleCulled(p);
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#ifdef VISIBILITY
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prim[p].prim = encodePrimitive(p, meshletNumber, instanceId);
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prim[p].prim = encodePrimitive(p, meshletId);
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#endif
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}
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}
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@@ -0,0 +1,42 @@
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import Common;
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import Scene;
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struct VisibilityCullingData
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{
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Texture2D<uint> visibilityTexture;
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RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
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};
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ParameterBlock<VisibilityCullingData> pVisibilityParams;
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groupshared MeshletCullingInfo cullInfo;
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[numthreads(BLOCK_SIZE, 1, 1)]
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[shader("compute")]
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void computeMain(
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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID,
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){
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if (threadID < MAX_PRIMITIVES / 32)
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{
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cullInfo.visible[threadID] = 0;
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}
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GroupMemoryBarrierWithGroupSync();
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for (uint y = 0; y < pViewParams.screenDimensions.y; y++)
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{
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for (uint x = threadID; x < pViewParams.screenDimensions.x; x += BLOCK_SIZE)
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{
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int3 texCoords = int3(x, y, 0);
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uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
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uint2 decoded = decodePrimitive(encoded);
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uint base = decoded.y == groupID ? 1 : 0;
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uint arrIdx = decoded.x / 32;
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uint bit = decoded.x % 32;
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cullInfo.visible[arrIdx] |= (base << bit);
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}
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}
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GroupMemoryBarrierWithGroupSync();
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if (threadID < MAX_PRIMITIVES / 32)
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{
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pVisibilityParams.cullingInfos[groupID].visible[threadID] = cullInfo.visible[threadID];
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}
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}
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+13
-15
@@ -20,11 +20,11 @@ struct MeshData
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uint32_t numIndices;
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};
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static const uint64_t MAX_VERTICES = 256;
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static const uint64_t MAX_PRIMITIVES = 256;
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static const uint64_t TASK_GROUP_SIZE = 128;
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static const uint64_t MESH_GROUP_SIZE = 32;
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static const uint64_t MAX_MESHLETS_PER_INSTANCE = 2048;
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static const uint32_t MAX_VERTICES = 256;
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static const uint32_t MAX_PRIMITIVES = 256;
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static const uint32_t TASK_GROUP_SIZE = 128;
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static const uint32_t MESH_GROUP_SIZE = 32;
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static const uint32_t MAX_MESHLETS_PER_INSTANCE = 2048;
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struct InstanceData
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{
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@@ -34,12 +34,12 @@ struct InstanceData
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struct MeshletCullingInfo
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{
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uint64_t visible[MAX_PRIMITIVES / 64];
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uint32_t visible[MAX_PRIMITIVES / 32];
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// lookup if a specific triangle is visible
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bool triangleVisible(uint32_t primIndex)
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{
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uint32_t arrIdx = primIndex / 64;
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uint32_t cullIdx = primIndex % 64;
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uint32_t arrIdx = primIndex / 32;
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uint32_t cullIdx = primIndex % 32;
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return (visible[arrIdx] & (1 << cullIdx)) != 0;
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}
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bool triangleCulled(uint32_t primIndex)
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@@ -72,19 +72,17 @@ struct Scene
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layout(set = 2)
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ParameterBlock<Scene> pScene;
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId, uint32_t instanceId)
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId)
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{
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return primitiveId + (meshletId * uint(MAX_PRIMITIVES)) + (instanceId * uint(MAX_MESHLETS_PER_INSTANCE * MAX_PRIMITIVES));
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return primitiveId + (meshletId * uint(MAX_PRIMITIVES));
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}
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uint3 decodePrimitive(uint64_t encoded)
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uint2 decodePrimitive(uint32_t encoded)
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{
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uint prim = uint(encoded % MAX_PRIMITIVES);
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encoded = encoded / MAX_PRIMITIVES;
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uint meshletId = uint(encoded % MAX_MESHLETS_PER_INSTANCE);
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encoded = encoded / MAX_MESHLETS_PER_INSTANCE;
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uint instanceId = uint(encoded);
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return uint3(prim, meshletId, instanceId);
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uint meshletId = uint(encoded);
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return uint2(prim, meshletId);
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}
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struct MeshPayload
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@@ -20,7 +20,9 @@ target_sources(Engine
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TextPass.h
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TextPass.cpp
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UIPass.h
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UIPass.cpp)
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UIPass.cpp
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VisibilityPass.h
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VisibilityPass.cpp)
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target_sources(Engine
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PUBLIC FILE_SET HEADERS
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@@ -35,4 +37,5 @@ target_sources(Engine
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RenderPass.h
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SkyboxRenderPass.h
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TextPass.h
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UIPass.h)
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UIPass.h
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VisibilityPass.h)
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@@ -40,7 +40,9 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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.owner = Gfx::QueueType::COMPUTE
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}
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};
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oLightIndexCounter->rotateBuffer(sizeof(uint32));
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oLightIndexCounter->updateContents(counterReset);
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tLightIndexCounter->rotateBuffer(sizeof(uint32));
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tLightIndexCounter->updateContents(counterReset);
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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@@ -0,0 +1,63 @@
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#include "VisibilityPass.h"
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using namespace Seele;
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VisibilityPass::VisibilityPass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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}
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VisibilityPass::~VisibilityPass()
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{
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}
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void VisibilityPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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visibilityDescriptor->reset();
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visibilitySet = visibilityDescriptor->allocateDescriptorSet();
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visibilitySet->updateTexture(0, visibilityAttachment->getTexture());
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visibliitySet->updateBuffer(StaticMeshVertexData::getInstance()->get)
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}
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void VisibilityPass::render()
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{
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}
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void VisibilityPass::endFrame()
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{
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}
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void VisibilityPass::publishOutputs()
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{
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visibilityDescriptor = graphcis->createDescriptorLayout("pVisibilityParams");
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, });
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visibilityDescriptor->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT, });
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visibilityDescriptor->create();
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visibilityLayout = graphics->createPipelineLayout("VisibilityLayout");
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visibilityLayout->addDescriptorLayout(viewParamsLayout);
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visibilityLayout->addDescriptorLayout(visibilityDescriptor);
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ShaderCreateInfo createInfo = {
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.name = "Visibility",
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.mainModule = "VisibilityCompute",
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.entryPoint = "computeMain",
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.rootSignature = visibilityLayout,
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};
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visibilityShader = graphics->createComputeShader(createInfo);
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visibilityLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = visibilityShader;
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pipelineInfo.pipelineLayout = std::move(visibilityLayout);
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visibilityPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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}
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void VisibilityPass::createRenderPass()
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{
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visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
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}
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@@ -0,0 +1,30 @@
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#pragma once
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#include "RenderPass.h"
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namespace Seele
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{
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class VisibilityPass : public RenderPass
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{
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public:
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VisibilityPass(Gfx::PGraphics graphics, PScene scene);
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VisibilityPass(VisibilityPass&&) = default;
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VisibilityPass& operator=(VisibilityPass&&) = default;
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virtual ~VisibilityPass();
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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uint64 allocate
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private:
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::PDescriptorSet visibilitySet;
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Gfx::ODescriptorLayout visibilityDescriptor;
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Gfx::OPipelineLayout visibilityLayout;
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Gfx::PComputePipeline visibilityPipeline;
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// Holds culling information for every meshlet for each instance
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Gfx::OShaderBuffer cullingBuffer;
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};
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DEFINE_REF(VisibilityPass)
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}
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@@ -117,8 +117,6 @@ namespace Seele
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Gfx::OShaderBuffer meshletBuffer;
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Gfx::OShaderBuffer vertexIndicesBuffer;
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Gfx::OShaderBuffer primitiveIndicesBuffer;
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// Holds culling information for every meshlet for each instance
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Gfx::OShaderBuffer cullingBuffer;
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Gfx::OShaderBuffer cullingOffsetBuffer;
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// for legacy pipeline
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Gfx::OIndexBuffer indexBuffer;
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