Formatted EVERYTHING
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@@ -6,9 +6,7 @@ using namespace Seele;
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extern bool usePositionOnly;
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extern bool useViewCulling;
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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@@ -16,55 +14,45 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading())
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{
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "DepthCullingTask",
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.mainFile = "DepthCullingMesh",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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else
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{
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.baseLayout = depthPrepassLayout,
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.taskFile = "DepthCullingTask",
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.mainFile = "DepthCullingMesh",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthPrepassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = true,
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});
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.baseLayout = depthPrepassLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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}
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DepthPrepass::~DepthPrepass()
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{
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}
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DepthPrepass::~DepthPrepass() {}
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void DepthPrepass::beginFrame(const Component::Camera &cam)
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{
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RenderPass::beginFrame(cam);
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}
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void DepthPrepass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void DepthPrepass::render()
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{
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void DepthPrepass::render() {
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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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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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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@@ -78,45 +66,48 @@ void DepthPrepass::render()
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection *collection = graphics->getShaderCompiler()->findShaders(id);
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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,
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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,
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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,
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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,
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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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@@ -125,27 +116,23 @@ void DepthPrepass::render()
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(vertexData->getInstanceDataSet());
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets), &offset);
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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, sizeof(VertexData::DrawCallOffsets),
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&offset);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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}
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else
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{
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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 &drawCall : materialData.instances)
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{
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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for (const auto& drawCall : materialData.instances) {
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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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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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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), inst++);
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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}
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}
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@@ -156,38 +143,27 @@ void DepthPrepass::render()
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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// Sync depth read/write with compute read
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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_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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// Sync depth read/write with base pass read
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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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// Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
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//);
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// Sync visibility write with compute read
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visibilityAttachment.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_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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);
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visibilityAttachment.getTexture()->pipelineBarrier(Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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void DepthPrepass::endFrame()
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{
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}
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void DepthPrepass::endFrame() {}
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void DepthPrepass::publishOutputs()
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{
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}
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void DepthPrepass::publishOutputs() {}
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void DepthPrepass::createRenderPass()
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{
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void DepthPrepass::createRenderPass() {
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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@@ -209,16 +185,20 @@ void DepthPrepass::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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