Formatted EVERYTHING
This commit is contained in:
@@ -1,26 +1,25 @@
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#include "BasePass.h"
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#include "Actor/CameraActor.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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#include "Graphics/Command.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/Shader.h"
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#include "Window/Window.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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#include "Actor/CameraActor.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Material/MaterialInstance.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Material/MaterialInstance.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Command.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Window/Window.h"
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using namespace Seele;
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extern bool useViewCulling;
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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basePassLayout->addDescriptorLayout(viewParamsLayout);
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@@ -28,9 +27,15 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
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// oLightIndexList
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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// oLightGrid
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, });
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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});
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lightCullingLayout->create();
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basePassLayout->addDescriptorLayout(lightCullingLayout);
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@@ -38,44 +43,38 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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});
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
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.baseLayout = basePassLayout,
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.taskFile = "DrawListTask",
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.mainFile = "DrawListMesh",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = true,
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.useVisibility = false,
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});
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig {
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.baseLayout = basePassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = true,
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.useVisibility = false,
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
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.baseLayout = basePassLayout,
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.taskFile = "DrawListTask",
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.mainFile = "DrawListMesh",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = true,
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.useVisibility = false,
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
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.baseLayout = basePassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "BasePass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = true,
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.useVisibility = false,
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});
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}
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}
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BasePass::~BasePass()
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{
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}
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BasePass::~BasePass() {}
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void BasePass::beginFrame(const Component::Camera& cam)
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{
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void BasePass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
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@@ -83,8 +82,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
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transparentCulling = lightCullingLayout->allocateDescriptorSet();
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}
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void BasePass::render()
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{
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void BasePass::render() {
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opaqueCulling->updateBuffer(0, oLightIndexList);
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opaqueCulling->updateTexture(1, oLightGrid);
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transparentCulling->updateBuffer(0, tLightIndexList);
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@@ -97,14 +95,12 @@ void BasePass::render()
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
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permutation.setViewCulling(useViewCulling);
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for (VertexData* vertexData : VertexData::getList())
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{
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for (VertexData* vertexData : VertexData::getList()) {
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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permutation.setVertexData(vertexData->getTypeName());
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials)
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{
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for (const auto& materialData : materials) {
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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@@ -124,43 +120,46 @@ void BasePass::render()
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading())
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{
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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else
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{
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState = {
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.samples = viewport->getSamples(),
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},
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.depthStencilState = {
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend = {
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.attachmentCount = 1,
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},
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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@@ -170,21 +169,18 @@ void BasePass::render()
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command->bindDescriptor(vertexData->getInstanceDataSet());
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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for (const auto& drawCall : materialData.instances)
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{
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for (const auto& drawCall : materialData.instances) {
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command->bindDescriptor(drawCall.materialInstance->getDescriptorSet());
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
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if (graphics->supportMeshShading())
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{
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
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sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
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if (graphics->supportMeshShading()) {
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command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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}
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else
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{
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} else {
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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for (const auto& meshData : drawCall.instanceMeshData)
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{
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for (const auto& meshData : drawCall.instanceMeshData) {
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), 0);
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), 0);
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}
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}
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}
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@@ -195,14 +191,14 @@ void BasePass::render()
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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// Sync color write with next pass/swapchain present
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//colorAttachment.getTexture()->pipelineBarrier(
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// colorAttachment.getTexture()->pipelineBarrier(
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// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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//);
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// Sync depth with next pass/next frame
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//depthAttachment.getTexture()->pipelineBarrier(
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// depthAttachment.getTexture()->pipelineBarrier(
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// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
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@@ -210,20 +206,15 @@ void BasePass::render()
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//);
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}
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void BasePass::endFrame()
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{
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}
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void BasePass::endFrame() {}
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void BasePass::publishOutputs()
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{
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colorAttachment = Gfx::RenderTargetAttachment(viewport,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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void BasePass::publishOutputs() {
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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}
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void BasePass::createRenderPass()
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{
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void BasePass::createRenderPass() {
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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@@ -231,7 +222,7 @@ void BasePass::createRenderPass()
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = { colorAttachment },
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.colorAttachments = {colorAttachment},
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.depthAttachment = depthAttachment,
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};
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Array<Gfx::SubPassDependency> dependency = {
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@@ -240,16 +231,20 @@ void BasePass::createRenderPass()
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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