Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
@@ -6,9 +6,7 @@ using namespace Seele;
extern bool usePositionOnly;
extern bool useViewCulling;
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
@@ -16,55 +14,45 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene)
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
});
if (graphics->supportMeshShading())
{
if (graphics->supportMeshShading()) {
graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
}
else
{
.baseLayout = depthPrepassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
} else {
graphics->getShaderCompiler()->registerRenderPass("CachedDepthPass", Gfx::PassConfig{
.baseLayout = depthPrepassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
.baseLayout = depthPrepassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
}
}
CachedDepthPass::~CachedDepthPass()
{
}
CachedDepthPass::~CachedDepthPass() {}
void CachedDepthPass::beginFrame(const Component::Camera &cam)
{
RenderPass::beginFrame(cam);
}
void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void CachedDepthPass::render()
{
void CachedDepthPass::render() {
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("CachedDepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setViewCulling(useViewCulling);
for (VertexData *vertexData : VertexData::getList())
{
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
@@ -79,45 +67,48 @@ void CachedDepthPass::render()
Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
command->setViewport(viewport);
const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading())
{
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend = {
.attachmentCount = 1,
},
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState = {
.samples = viewport->getSamples(),
},
.depthStencilState = {
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend = {
.attachmentCount = 1,
},
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
@@ -126,27 +117,23 @@ void CachedDepthPass::render()
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(vertexData->getInstanceDataSet());
uint32 offset = 0;
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
if (graphics->supportMeshShading())
{
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets),
&offset);
if (graphics->supportMeshShading()) {
command->drawMesh(vertexData->getNumInstances(), 1, 1);
}
else
{
const auto &materials = vertexData->getMaterialData();
for (const auto &materialData : materials)
{
} else {
const auto& materials = vertexData->getMaterialData();
for (const auto& materialData : materials) {
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
for (const auto &drawCall : materialData.instances)
{
for (const auto& drawCall : materialData.instances) {
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 inst = drawCall.offsets.instanceOffset;
for (const auto &meshData : drawCall.instanceMeshData)
{
for (const auto& meshData : drawCall.instanceMeshData) {
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
}
}
}
@@ -157,25 +144,22 @@ void CachedDepthPass::render()
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
// Sync depth read/write with depth pass depth read
//depthBuffer->pipelineBarrier(
// depthBuffer->pipelineBarrier(
// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
// Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
// Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
// sync visibility write with depth pass visibility write
//visibilityBuffer->pipelineBarrier(
// visibilityBuffer->pipelineBarrier(
// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
// Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
// Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
}
void CachedDepthPass::endFrame()
{
}
void CachedDepthPass::endFrame() {}
void CachedDepthPass::publishOutputs()
{
void CachedDepthPass::publishOutputs() {
// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
TextureCreateInfo depthBufferInfo = {
@@ -186,8 +170,7 @@ void CachedDepthPass::publishOutputs()
};
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
@@ -199,14 +182,12 @@ void CachedDepthPass::publishOutputs()
};
visibilityBuffer = graphics->createTexture2D(visibilityInfo);
visibilityAttachment =
Gfx::RenderTargetAttachment(visibilityBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::RenderTargetAttachment(visibilityBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("VISIBILITY", visibilityAttachment);
}
void CachedDepthPass::createRenderPass()
{
void CachedDepthPass::createRenderPass() {
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
@@ -219,16 +200,20 @@ void CachedDepthPass::createRenderPass()
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);