Implemented basic occlusions queries
This commit is contained in:
@@ -16,8 +16,6 @@
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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) : RenderPass(graphics, scene) {
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
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@@ -93,7 +91,7 @@ void BasePass::render() {
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
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permutation.setViewCulling(useViewCulling);
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permutation.setDepthCulling(true); // always use the culling info
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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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@@ -4,7 +4,7 @@
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using namespace Seele;
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extern bool usePositionOnly;
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extern bool useViewCulling;
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extern bool useDepthCulling;
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CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
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@@ -45,13 +45,17 @@ CachedDepthPass::~CachedDepthPass() {}
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void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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uint64 numFragments = 0;
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void CachedDepthPass::render() {
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occlusionQuery->resetQuery();
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occlusionQuery->beginQuery();
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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("CachedDepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setViewCulling(useViewCulling);
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permutation.setDepthCulling(useDepthCulling);
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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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@@ -141,11 +145,14 @@ void CachedDepthPass::render() {
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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occlusionQuery->endQuery();
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numFragments = occlusionQuery->getResults();
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}
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void CachedDepthPass::endFrame() {}
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void CachedDepthPass::publishOutputs() {
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occlusionQuery = graphics->createOcclusionQuery();
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// If we render to a part of an image, the depth buffer itself must
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// still match the size of the whole image or their coordinate systems go out of sync
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TextureCreateInfo depthBufferInfo = {
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@@ -1,5 +1,6 @@
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#pragma once
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#include "RenderPass.h"
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#include "Graphics/Query.h"
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namespace Seele {
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class CachedDepthPass : public RenderPass {
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@@ -21,6 +22,7 @@ class CachedDepthPass : public RenderPass {
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Gfx::OTexture2D visibilityBuffer;
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Gfx::OPipelineLayout depthPrepassLayout;
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Gfx::OOcclusionQuery occlusionQuery;
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Gfx::PShaderBuffer cullingBuffer;
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};
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DEFINE_REF(CachedDepthPass)
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@@ -4,7 +4,7 @@
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using namespace Seele;
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extern bool usePositionOnly;
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extern bool useViewCulling;
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extern bool useDepthCulling;
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DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthTextureLayout = graphics->createDescriptorLayout("pDepthAttachment");
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@@ -54,6 +54,8 @@ DepthCullingPass::~DepthCullingPass() {}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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extern uint64 numFragments;
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void DepthCullingPass::render() {
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depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_TRANSFER_READ_BIT,
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@@ -76,100 +78,107 @@ void DepthCullingPass::render() {
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set->updateTexture(0, Gfx::PTexture2D(depthMipTexture));
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set->writeChanges();
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occlusionQuery->resetQuery();
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occlusionQuery->beginQuery();
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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if (useDepthCulling) {
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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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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setDepthCulling(useDepthCulling);
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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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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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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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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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{
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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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} 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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{
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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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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
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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),
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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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} 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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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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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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assert(collection != nullptr);
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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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{
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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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} 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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{
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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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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
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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,
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sizeof(VertexData::DrawCallOffsets), &offset);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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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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// all meshlets of a mesh share the same indices offset
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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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}
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commands.add(std::move(command));
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}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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graphics->executeCommands(std::move(commands));
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}
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graphics->endRenderPass();
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occlusionQuery->endQuery();
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std::cout << "Occlusion fragments: " << occlusionQuery->getResults() + numFragments << std::endl;
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// Sync depth read/write with compute read
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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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@@ -183,6 +192,8 @@ void DepthCullingPass::render() {
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void DepthCullingPass::endFrame() {}
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void DepthCullingPass::publishOutputs() {
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occlusionQuery = graphics->createOcclusionQuery();
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uint32 width = viewport->getOwner()->getFramebufferWidth();
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uint32 height = viewport->getOwner()->getFramebufferHeight();
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uint32 mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(width, height)))) + 1;
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@@ -1,6 +1,7 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "RenderPass.h"
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#include "Graphics/Query.h"
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namespace Seele {
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class DepthCullingPass : public RenderPass {
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@@ -22,6 +23,7 @@ class DepthCullingPass : public RenderPass {
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Gfx::ODescriptorLayout depthTextureLayout;
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Gfx::OPipelineLayout depthPrepassLayout;
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Gfx::OOcclusionQuery occlusionQuery;
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Gfx::PShaderBuffer cullingBuffer;
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};
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DEFINE_REF(DepthCullingPass)
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