Broke everything for some reason
This commit is contained in:
Vendored
+1
-1
Submodule external/vcpkg updated: 0bf1354d67...f9a99aa79c
@@ -27,7 +27,7 @@ ParameterBlock<LightCullingData> pLightCullingData;
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, -0.5, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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@@ -51,8 +51,8 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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}
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}
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float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
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lightSpacePos = mul(biasMat, lightSpacePos);
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float4 shadowCoord = lightSpacePos / lightSpacePos.w;
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//lightSpacePos = mul(biasMat, lightSpacePos);
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float4 shadowCoord = clipToScreen(lightSpacePos);
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int3 texDim;
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pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
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float scale = 1.5f;
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+2
-4
@@ -12,11 +12,9 @@
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#endif
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#include "Graphics/StaticMeshVertexData.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Window/InspectorView.h"
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#include "Window/PlayView.h"
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#include "Window/WindowManager.h"
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#include <fmt/core.h>
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#include <random>
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using namespace Seele;
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using namespace Seele::Editor;
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@@ -26,8 +24,8 @@ static Gfx::OGraphics graphics;
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int main() {
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std::string gameName = "MeshShadingDemo";
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std::filesystem::path outputPath = fmt::format("../../../../{0}Game/", gameName);
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std::filesystem::path sourcePath = fmt::format("../../../../{0}/", gameName);
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std::filesystem::path outputPath = fmt::format("/home/dynamitos/{0}Game/", gameName);
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std::filesystem::path sourcePath = fmt::format("/home/dynamitos/{0}/", gameName);
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#ifdef WIN32
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std::string libraryEnding = "dll";
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#elif __APPLE__
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@@ -7,7 +7,7 @@ namespace Seele {
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namespace Component {
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struct Camera {
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float nearPlane = 0.1f;
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float farPlane = 1000.0f;
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float farPlane = 10000.0f;
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bool mainCamera = false;
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};
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} // namespace Component
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@@ -368,10 +368,6 @@ void BasePass::render() {
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{
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.depthStencilState =
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{
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend =
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{
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.attachmentCount = 1,
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@@ -631,7 +627,17 @@ void BasePass::createRenderPass() {
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});
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textureLayout->create();
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skyboxSampler = graphics->createSampler({});
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skyboxSampler = graphics->createSampler({
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.magFilter = Gfx::SE_FILTER_LINEAR,
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.minFilter = Gfx::SE_FILTER_LINEAR,
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.mipmapMode = Gfx::SE_SAMPLER_MIPMAP_MODE_LINEAR,
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.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.maxAnisotropy = 1.0f,
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.minLod = 0,
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.maxLod = std::numeric_limits<float>::max(),
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});
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skyboxData.transformMatrix = Matrix4(1);
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skyboxData.fogColor = skybox.fogColor;
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@@ -46,6 +46,7 @@ ShadowPass::~ShadowPass() {}
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void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Transform& transform) {
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float cascadeSplits[NUM_CASCADES];
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float splitDepths[NUM_CASCADES];
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float nearClip = camera.nearPlane;
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float farClip = camera.farPlane;
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@@ -63,49 +64,57 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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float uniform = minZ + range * p;
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float d = cascadeSplitLambda * (log - uniform) + uniform;
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cascadeSplits[i] = (d - nearClip) / clipRange;
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splitDepths[i] = (camera.nearPlane + cascadeSplits[i] * clipRange) * -1.0f;
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cascades[i].viewParams.clear();
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}
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, cascadeSplits);
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cascadeSplitsBuffer->updateContents(0, sizeof(float) * NUM_CASCADES, splitDepths);
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// call this to update view params member, ignore descriptor set
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updateViewParameters(camera, transform);
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Array<Vector> frustumCorners = {
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Vector(-1.0f, 1.0f, 0.0f), Vector(1.0f, 1.0f, 0.0f), Vector(1.0f, -1.0f, 0.0f), Vector(-1.0f, -1.0f, 0.0f),
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Vector(-1.0f, 1.0f, 1.0f), Vector(1.0f, 1.0f, 1.0f), Vector(1.0f, -1.0f, 1.0f), Vector(-1.0f, -1.0f, 1.0f),
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};
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for (auto& c : frustumCorners) {
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Vector4 invCorner = viewParams.inverseViewProjectionMatrix * Vector4(c, 1);
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c = invCorner / invCorner.w;
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}
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Matrix4 invCam = viewParams.inverseViewProjectionMatrix;
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for (uint32 s = 0; s < scene->getLightEnvironment()->getNumDirectionalLights(); ++s) {
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float lastSplitDist = 0.0;
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for (uint32 i = 0; i < NUM_CASCADES; ++i) {
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float splitDist = cascadeSplits[i];
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Array<Vector> cascadeCorners(8);
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Array<Vector> frustumCorners = {
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Vector(-1.0f, 1.0f, 1.0f),
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Vector(1.0f, 1.0f, 1.0f),
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Vector(1.0f, -1.0f, 1.0f),
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Vector(-1.0f, -1.0f, 1.0f),
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Vector(-1.0f, 1.0f, 0.0f),
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Vector(1.0f, 1.0f, 0.0f),
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Vector(1.0f, -1.0f, 0.0f),
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Vector(-1.0f, -1.0f, 0.0f),
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};
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for (auto& c : frustumCorners) {
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Vector4 invCorner = invCam * Vector4(c, 1);
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c = invCorner / invCorner.w;
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}
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for (uint32 j = 0; j < 4; j++) {
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Vector dist = frustumCorners[j + 4] - frustumCorners[j];
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cascadeCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
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cascadeCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
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frustumCorners[j + 4] = frustumCorners[j] + (dist * splitDist);
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frustumCorners[j] = frustumCorners[j] + (dist * lastSplitDist);
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}
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Vector frustumCenter = Vector(0);
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for (uint32 j = 0; j < 8; j++) {
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frustumCenter += cascadeCorners[j];
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frustumCenter += frustumCorners[j];
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}
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frustumCenter /= 8.0f;
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float radius = 0.0f;
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for (uint j = 0; j < 8; j++) {
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float distance = glm::length(cascadeCorners[j] - frustumCenter);
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float distance = glm::length(frustumCorners[j] - frustumCenter);
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radius = glm::max(radius, distance);
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}
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radius = std::ceil(radius * 16.0f) / 16.0f;
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Vector maxExtents = Vector(radius);
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Vector minExtents = -maxExtents;
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Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Vector lightDir = glm::normalize(-scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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@@ -568,7 +568,6 @@ void VertexData::updateBuffers() {
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.size = verticesAllocated * sizeof(Vector),
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.data = (uint8*)positions.data(),
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},
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.usage = Gfx::SE_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR,
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.name = "Positions",
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});
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}
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@@ -483,7 +483,9 @@ IndexBuffer::IndexBuffer(PGraphics graphics, const IndexBufferCreateInfo& create
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: Gfx::IndexBuffer(graphics->getFamilyMapping(), createInfo),
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Vulkan::Buffer(graphics, createInfo.sourceData.size,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | (graphics->supportRayTracing()
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? VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR
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: 0),
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createInfo.sourceData.owner, false, createInfo.name) {
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getAlloc()->updateContents(createInfo.sourceData.offset, createInfo.sourceData.size, createInfo.sourceData.data);
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// getAlloc()->pipelineBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_INDEX_READ_BIT,
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@@ -819,7 +819,7 @@ void Graphics::pickPhysicalDevice() {
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shaderFloatControls = true;
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}
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}
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rayTracingEnabled = rayTracingPipelineSupport && accelerationStructureSupport && hostOperationsSupport && deviceAddressSupport &&
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rayTracingEnabled = false && rayTracingPipelineSupport && accelerationStructureSupport && hostOperationsSupport && deviceAddressSupport &&
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descriptorIndexingSupport && spirv14Support && shaderFloatControls;
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}
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@@ -26,7 +26,7 @@ static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, f
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{
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0.0f,
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0.0f,
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0.5f * (farPlane + nearPlane) / (nearPlane - farPlane),
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nearPlane / (nearPlane - farPlane),
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-1.0f,
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},
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{
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@@ -54,13 +54,13 @@ static Matrix4 orthographicProjection(float left, float right, float bottom, flo
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{
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0.0f,
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0.0f,
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-2.0f / (farPlane - nearPlane),
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-2.0f / (nearPlane - farPlane),
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0.0f,
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},
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{
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-(right + left) / (right - left),
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-(top + bottom) / (top - bottom),
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-(farPlane + nearPlane) / (farPlane - nearPlane),
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-(nearPlane + farPlane) / (nearPlane - farPlane),
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1.0f,
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},
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};
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@@ -1,4 +1,6 @@
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#pragma once
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_LEFT_HANDED
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#ifdef WIN32
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#pragma warning(push)
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#pragma warning(disable : 4201)
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