Working on visibility pass
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@@ -1,4 +1,5 @@
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#include "VisibilityPass.h"
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#include "Graphics/Shader.h"
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using namespace Seele;
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@@ -15,15 +16,46 @@ VisibilityPass::~VisibilityPass()
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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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//Array<VertexData::MeshletCullingInfo> cullingData(VertexData::getMeshletCount());
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//std::memset(cullingData.data(), 0xffff, cullingData.size() * sizeof(VertexData::MeshletCullingInfo));
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//cullingBuffer->updateContents(ShaderBufferCreateInfo{
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// .sourceData = {
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// .size = VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo),
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// .data = (uint8 *)cullingData.data(),
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// },
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// .numElements = VertexData::getMeshletCount()});
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//cullingBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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// Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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}
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void VisibilityPass::render()
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{
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cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo));
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cullingBuffer->clear();
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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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visibilitySet->updateBuffer(1, cullingBuffer);
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visibilitySet->writeChanges();
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Gfx::OComputeCommand command = graphics->createComputeCommand("VisibilityCommand");
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command->bindPipeline(visibilityPipeline);
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command->bindDescriptor({viewParamsSet, visibilitySet});
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command->dispatch(threadGroupSize.x, threadGroupSize.y, threadGroupSize.z);
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Array<Gfx::OComputeCommand> commands;
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commands.add(std::move(command));
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graphics->executeCommands(std::move(commands));
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cullingBuffer->pipelineBarrier(
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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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}
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void VisibilityPass::endFrame()
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@@ -32,8 +64,11 @@ void VisibilityPass::endFrame()
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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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{
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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threadGroupSize = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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visibilityDescriptor = graphics->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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@@ -55,6 +90,9 @@ void VisibilityPass::publishOutputs()
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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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cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{.dynamic = true, .name = "CullingBuffer"});
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resources->registerBufferOutput("CULLINGBUFFER", cullingBuffer);
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}
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void VisibilityPass::createRenderPass()
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