View Frustum culling for mesh shading
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@@ -216,23 +216,35 @@ OSubAllocation Allocator::allocate(const VkMemoryRequirements2 &memRequirements2
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return heaps[heapIndex].allocations.back()->getSuballocation(requirements.size, requirements.alignment);
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}
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void Allocator::free(PAllocation allocation)
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void Allocator::free()
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{
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//std::cout << "Freeing allocation" << std::endl;
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for (uint32 heapIndex = 0; heapIndex < heaps.size(); ++heapIndex)
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{
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for (uint32 alloc = 0; alloc < heaps[heapIndex].allocations.size(); ++alloc)
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{
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if (heaps[heapIndex].allocations[alloc] == allocation)
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if (heaps[heapIndex].allocations[alloc]->bytesUsed == 0)
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{
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heaps[heapIndex].inUse -= allocation->bytesAllocated;
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heaps[heapIndex].inUse -= heaps[heapIndex].allocations[alloc]->bytesAllocated;
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std::cout << "Heap " << heapIndex << ": " << (float)heaps[heapIndex].inUse / heaps[heapIndex].maxSize * 100 << "%" << std::endl;
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heaps[heapIndex].allocations.removeAt(alloc, false);
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return;
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alloc--;
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}
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}
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}
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}
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void Allocator::print()
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{
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for (uint32 heapIndex = 0; heapIndex < heaps.size(); ++heapIndex)
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{
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std::cout << "Heap " << heapIndex << std::endl;
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for (uint32 alloc = 0; alloc < heaps[heapIndex].allocations.size(); ++alloc)
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{
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std::cout << "[" << alloc << "]: " << (float)heaps[heapIndex].allocations[alloc]->bytesUsed / heaps[heapIndex].allocations[alloc]->bytesAllocated << std::endl;
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}
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}
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}
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uint32 Allocator::findMemoryType(uint32 typeFilter, VkMemoryPropertyFlags properties)
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{
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for (uint32 i = 0; i < memProperties.memoryTypeCount; i++)
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@@ -122,7 +122,8 @@ public:
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return allocate(requirements, props, &allocInfo);
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}
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void free(PAllocation allocation);
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void free();
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void print();
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private:
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static constexpr VkDeviceSize DEFAULT_ALLOCATION = 16 * 1024 * 1024; // 16MB
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struct HeapInfo
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@@ -448,7 +448,7 @@ void Graphics::pickPhysicalDevice()
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{
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if (std::strcmp(VK_EXT_MESH_SHADER_EXTENSION_NAME, extensionProps[i].extensionName) == 0)
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{
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//meshShadingEnabled = true;
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meshShadingEnabled = true;
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break;
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}
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}
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@@ -170,4 +170,5 @@ void DestructionManager::notifyCmdComplete(PCommand cmd)
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sems[cmd].clear();
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renderPasses[cmd].clear();
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allocs[cmd].clear();
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//graphics->getAllocator()->free();
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}
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