Implemented basic occlusions queries
This commit is contained in:
@@ -26,7 +26,9 @@ void taskMain(
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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#ifdef DEPTH_CULLING
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if(culling.anyVisible())
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -1,49 +0,0 @@
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import Common;
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import Scene;
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groupshared MeshPayload p;
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groupshared uint head;
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groupshared Frustum viewFrustum;
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[numthreads(TASK_GROUP_SIZE, 1, 1)]
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[shader("amplification")]
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void taskMain(
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uint threadID: SV_GroupIndex,
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uint groupID: SV_GroupID
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){
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InstanceData instance = pScene.instances[pOffsets.instanceOffset + groupID];
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MeshData mesh = pScene.meshData[pOffsets.instanceOffset + groupID];
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if(threadID == 0)
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{
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head = 0;
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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p.instanceId = pOffsets.instanceOffset + groupID;
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}
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GroupMemoryBarrierWithGroupSync();
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for(uint i = threadID; i < mesh.numMeshlets; i += TASK_GROUP_SIZE)
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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#ifdef VIEW_CULLING
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if(meshlet.bounding.insideFrustum(viewFrustum))
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#endif
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{
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uint index;
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InterlockedAdd(head, 1, index);
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p.culledMeshlets[index] = m;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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DispatchMesh(head, 1, 1, p);
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}
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@@ -19,6 +19,8 @@ target_sources(Engine
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Meshlet.cpp
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Pipeline.h
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Pipeline.cpp
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Query.h
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Query.cpp
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RayTracing.h
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RayTracing.cpp
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RenderTarget.h
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@@ -52,6 +54,7 @@ target_sources(Engine
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Meshlet.h
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MeshData.h
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Pipeline.h
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Query.h
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RayTracing.h
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RenderTarget.h
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Resources.h
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@@ -30,6 +30,7 @@ DECLARE_REF(GraphicsPipeline)
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DECLARE_REF(ComputePipeline)
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DECLARE_REF(RenderCommand)
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DECLARE_REF(ComputeCommand)
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DECLARE_REF(OcclusionQuery)
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DECLARE_REF(BottomLevelAS)
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DECLARE_REF(TopLevelAS)
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class Graphics {
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@@ -79,6 +80,8 @@ class Graphics {
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virtual OVertexInput createVertexInput(VertexInputStateCreateInfo createInfo) = 0;
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virtual Gfx::OOcclusionQuery createOcclusionQuery() = 0;
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virtual void resolveTexture(PTexture source, PTexture destination) = 0;
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virtual void copyTexture(PTexture src, PTexture dst) = 0;
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@@ -0,0 +1,10 @@
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#include "Query.h"
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using namespace Seele;
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using namespace Seele::Gfx;
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OcclusionQuery::OcclusionQuery()
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{}
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OcclusionQuery::~OcclusionQuery()
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{}
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@@ -0,0 +1,19 @@
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#pragma once
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#include "MinimalEngine.h"
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namespace Seele {
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namespace Gfx {
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class OcclusionQuery {
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public:
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OcclusionQuery();
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virtual ~OcclusionQuery();
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virtual void beginQuery() = 0;
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virtual void endQuery() = 0;
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virtual void resetQuery() = 0;
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virtual uint64 getResults() = 0;
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private:
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};
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DEFINE_REF(OcclusionQuery)
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} // namespace Gfx
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} // namespace Seele
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@@ -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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@@ -60,7 +60,7 @@ void ShaderCompiler::compile() {
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work.add([=]() {
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ShaderPermutation permutation = getTemplate(name);
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permutation.setPositionOnly(x);
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permutation.setViewCulling(y);
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permutation.setDepthCulling(y);
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
layout->addDescriptorLayout(vd->getVertexDataLayout());
|
||||
@@ -78,7 +78,7 @@ void ShaderCompiler::compile() {
|
||||
work.add([=]() {
|
||||
ShaderPermutation permutation = getTemplate(name);
|
||||
permutation.setPositionOnly(x);
|
||||
permutation.setViewCulling(y);
|
||||
permutation.setDepthCulling(y);
|
||||
permutation.setVertexData(vd->getTypeName());
|
||||
OPipelineLayout layout = graphics->createPipelineLayout(pass.baseLayout->getName(), pass.baseLayout);
|
||||
layout->addDescriptorLayout(vd->getVertexDataLayout());
|
||||
@@ -113,8 +113,8 @@ void ShaderCompiler::createShaders(ShaderPermutation permutation, Gfx::OPipeline
|
||||
if (permutation.positionOnly) {
|
||||
createInfo.defines["POS_ONLY"] = "1";
|
||||
}
|
||||
if (permutation.viewCulling) {
|
||||
createInfo.defines["VIEW_CULLING"] = "1";
|
||||
if (permutation.depthCulling) {
|
||||
createInfo.defines["DEPTH_CULLING"] = "1";
|
||||
}
|
||||
if (permutation.visibilityPass) {
|
||||
createInfo.defines["VISIBILITY"] = "1";
|
||||
|
||||
@@ -55,7 +55,7 @@ struct ShaderPermutation {
|
||||
uint8 hasTaskShader;
|
||||
uint8 useMaterial;
|
||||
uint8 positionOnly;
|
||||
uint8 viewCulling;
|
||||
uint8 depthCulling;
|
||||
uint8 visibilityPass;
|
||||
// TODO: lightmapping etc
|
||||
ShaderPermutation() { std::memset(this, 0, sizeof(ShaderPermutation)); }
|
||||
@@ -89,7 +89,7 @@ struct ShaderPermutation {
|
||||
strncpy(materialName, name.data(), sizeof(materialName));
|
||||
}
|
||||
void setPositionOnly(bool enable) { positionOnly = enable; }
|
||||
void setViewCulling(bool enable) { viewCulling = enable; }
|
||||
void setDepthCulling(bool enable) { depthCulling = enable; }
|
||||
void setVisibilityPass(bool enable) { visibilityPass = enable; }
|
||||
};
|
||||
// Hashed ShaderPermutation for fast lookup
|
||||
|
||||
@@ -20,6 +20,8 @@ target_sources(Engine
|
||||
Pipeline.cpp
|
||||
PipelineCache.h
|
||||
PipelineCache.cpp
|
||||
Query.h
|
||||
Query.cpp
|
||||
Queue.h
|
||||
Queue.cpp
|
||||
RayTracing.h
|
||||
@@ -48,6 +50,7 @@ target_sources(Engine
|
||||
Graphics.h
|
||||
Pipeline.h
|
||||
PipelineCache.h
|
||||
Query.h
|
||||
Queue.h
|
||||
RayTracing.h
|
||||
RenderPass.h
|
||||
|
||||
@@ -181,8 +181,8 @@ void RenderCommand::begin(PRenderPass renderPass, PFramebuffer framebuffer) {
|
||||
.renderPass = renderPass->getHandle(),
|
||||
.subpass = 0,
|
||||
.framebuffer = framebuffer->getHandle(),
|
||||
.occlusionQueryEnable = 0,
|
||||
.queryFlags = 0,
|
||||
.occlusionQueryEnable = 1,
|
||||
.queryFlags = VK_QUERY_CONTROL_PRECISE_BIT,
|
||||
.pipelineStatistics = 0,
|
||||
};
|
||||
VkCommandBufferBeginInfo beginInfo = {
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "RayTracing.h"
|
||||
#include "RenderPass.h"
|
||||
#include "Shader.h"
|
||||
#include "Query.h"
|
||||
#include "Window.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <cstring>
|
||||
@@ -96,7 +97,6 @@ void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) {
|
||||
|
||||
void Graphics::endRenderPass() {
|
||||
getGraphicsCommands()->getCommands()->endRenderPass();
|
||||
getGraphicsCommands()->submitCommands();
|
||||
}
|
||||
|
||||
void Graphics::waitDeviceIdle() { vkDeviceWaitIdle(handle); }
|
||||
@@ -195,6 +195,8 @@ Gfx::OPipelineLayout Graphics::createPipelineLayout(const std::string& name, Gfx
|
||||
|
||||
Gfx::OVertexInput Graphics::createVertexInput(VertexInputStateCreateInfo createInfo) { return new VertexInput(createInfo); }
|
||||
|
||||
Gfx::OOcclusionQuery Graphics::createOcclusionQuery() { return new OcclusionQuery(this); }
|
||||
|
||||
void Graphics::resolveTexture(Gfx::PTexture source, Gfx::PTexture destination) {
|
||||
PTextureBase sourceTex = source.cast<TextureBase>();
|
||||
PTextureBase destinationTex = destination.cast<TextureBase>();
|
||||
@@ -396,7 +398,6 @@ void Graphics::pickPhysicalDevice() {
|
||||
features.pNext = &robustness;
|
||||
robustness.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ROBUSTNESS_2_FEATURES_EXT;
|
||||
robustness.pNext = &features11;
|
||||
robustness.nullDescriptor = true;
|
||||
features11.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES;
|
||||
features11.pNext = &features12;
|
||||
features12.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES;
|
||||
@@ -425,6 +426,7 @@ void Graphics::pickPhysicalDevice() {
|
||||
vkGetPhysicalDeviceProperties(physicalDevice, &props);
|
||||
vkGetPhysicalDeviceFeatures2(physicalDevice, &features);
|
||||
features.features.robustBufferAccess = 0;
|
||||
features.features.inheritedQueries = true;
|
||||
if (Gfx::useMeshShading) {
|
||||
uint32 count = 0;
|
||||
vkEnumerateDeviceExtensionProperties(physicalDevice, NULL, &count, nullptr);
|
||||
|
||||
@@ -65,6 +65,8 @@ class Graphics : public Gfx::Graphics {
|
||||
|
||||
virtual Gfx::OVertexInput createVertexInput(VertexInputStateCreateInfo createInfo) override;
|
||||
|
||||
virtual Gfx::OOcclusionQuery createOcclusionQuery() override;
|
||||
|
||||
virtual void resolveTexture(Gfx::PTexture source, Gfx::PTexture destination) override;
|
||||
virtual void copyTexture(Gfx::PTexture src, Gfx::PTexture dst) override;
|
||||
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
#include "Query.h"
|
||||
#include "Command.h"
|
||||
|
||||
using namespace Seele;
|
||||
using namespace Seele::Vulkan;
|
||||
|
||||
OcclusionQuery::OcclusionQuery(PGraphics graphics) :graphics(graphics){
|
||||
VkQueryPoolCreateInfo info = {
|
||||
.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO,
|
||||
.pNext = nullptr,
|
||||
.flags = 0,
|
||||
.queryType = VK_QUERY_TYPE_OCCLUSION,
|
||||
.queryCount = 1,
|
||||
.pipelineStatistics = 0,
|
||||
};
|
||||
VK_CHECK(vkCreateQueryPool(graphics->getDevice(), &info, nullptr, &handle));
|
||||
}
|
||||
|
||||
OcclusionQuery::~OcclusionQuery() { vkDestroyQueryPool(graphics->getDevice(), handle, nullptr); }
|
||||
|
||||
void OcclusionQuery::beginQuery() { vkCmdBeginQuery(graphics->getGraphicsCommands()->getCommands()->getHandle(), handle, 0, VK_QUERY_CONTROL_PRECISE_BIT); }
|
||||
|
||||
void OcclusionQuery::endQuery() { vkCmdEndQuery(graphics->getGraphicsCommands()->getCommands()->getHandle(), handle, 0); }
|
||||
|
||||
void OcclusionQuery::resetQuery() { vkResetQueryPool(graphics->getDevice(), handle, 0, 1); }
|
||||
|
||||
uint64 OcclusionQuery::getResults() {
|
||||
graphics->getGraphicsCommands()->submitCommands();
|
||||
uint64 result;
|
||||
vkGetQueryPoolResults(graphics->getDevice(), handle, 0, 1, sizeof(uint64), &result, sizeof(uint64), VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WAIT_BIT);
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "Enums.h"
|
||||
#include "Graphics.h"
|
||||
#include "Graphics/Query.h"
|
||||
|
||||
namespace Seele {
|
||||
namespace Vulkan {
|
||||
class OcclusionQuery : public Gfx::OcclusionQuery {
|
||||
public:
|
||||
OcclusionQuery(PGraphics graphics);
|
||||
virtual ~OcclusionQuery();
|
||||
virtual void beginQuery() override;
|
||||
virtual void endQuery() override;
|
||||
virtual void resetQuery() override;
|
||||
virtual uint64 getResults() override;
|
||||
private:
|
||||
PGraphics graphics;
|
||||
VkQueryPool handle;
|
||||
};
|
||||
DEFINE_REF(OcclusionQuery)
|
||||
} // namespace Vulkan
|
||||
} // namespace Seele
|
||||
@@ -18,9 +18,8 @@
|
||||
using namespace Seele;
|
||||
|
||||
bool usePositionOnly = false;
|
||||
bool useViewCulling = false;
|
||||
bool useDepthCulling = false;
|
||||
bool useLightCulling = false;
|
||||
bool resetVisibility = false;
|
||||
|
||||
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
|
||||
: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
|
||||
@@ -92,16 +91,13 @@ void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
|
||||
std::cout << "Use Pos only " << usePositionOnly << std::endl;
|
||||
}
|
||||
if (code == KeyCode::KEY_O && action == InputAction::RELEASE) {
|
||||
useViewCulling = !useViewCulling;
|
||||
std::cout << "Use View Culling " << useViewCulling << std::endl;
|
||||
useDepthCulling = !useDepthCulling;
|
||||
std::cout << "Use Depth Culling " << useDepthCulling << std::endl;
|
||||
}
|
||||
if (code == KeyCode::KEY_L && action == InputAction::RELEASE) {
|
||||
useLightCulling = !useLightCulling;
|
||||
std::cout << "Use Light Culling " << useLightCulling << std::endl;
|
||||
}
|
||||
if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
|
||||
resetVisibility = true;
|
||||
}
|
||||
}
|
||||
|
||||
void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); }
|
||||
|
||||
Reference in New Issue
Block a user