Lighting still looks horrible, but whatever for now
This commit is contained in:
@@ -28,6 +28,7 @@ void RenderPass::beginFrame(const Component::Camera& cam)
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{
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viewParams = {
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.viewMatrix = cam.getViewMatrix(),
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.inverseViewMatrix = glm::inverse(cam.getViewMatrix()),
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.projectionMatrix = viewport->getProjectionMatrix(),
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.inverseProjection = glm::inverse(viewport->getProjectionMatrix()),
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.cameraPosition = Vector4(cam.getCameraPosition(), 1),
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@@ -30,6 +30,7 @@ protected:
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struct ViewParameter
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{
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Matrix4 viewMatrix;
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Matrix4 inverseViewMatrix;
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Matrix4 projectionMatrix;
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Matrix4 inverseProjection;
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Vector4 cameraPosition;
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@@ -38,9 +38,11 @@ void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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MaterialInstanceData& matInstanceData = matData.instances[referencedInstance->getId()];
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for (const auto& data : meshData[mesh->id])
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{
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Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
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matInstanceData.meshes.add(MeshInstanceData{
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.instance = InstanceData {
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.transformMatrix = mesh->transform * transform.toMatrix(),
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.transformMatrix = transformMatrix,
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.inverseTransformMatrix = glm::inverse(transformMatrix),
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},
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.data = data,
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});
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@@ -167,7 +169,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
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std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
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meshlets.add(MeshletDescription{
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.bounding = m.boundingBox.toSphere(),
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.bounding = m.boundingBox,//.toSphere(),
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.vertexCount = m.numVertices,
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.primitiveCount = m.numPrimitives,
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.vertexOffset = vertexOffset,
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@@ -176,7 +178,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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});
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}
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meshData[id].add(MeshData{
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.bounding = meshAABB.toSphere(),
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.bounding = meshAABB,//.toSphere(),
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.numMeshlets = numMeshlets,
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.meshletOffset = meshletOffset,
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.indicesOffset = (uint32)meshOffsets[id],
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@@ -185,16 +187,20 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
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}
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meshData[id][0].firstIndex = indices.size();
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meshData[id][0].numIndices = loadedIndices.size();
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indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
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indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * indices.size(),
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.data = (uint8*)indices.data(),
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},
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.indexType = Gfx::SE_INDEX_TYPE_UINT32,
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.name = "IndexBuffer",
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});
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if (!graphics->supportMeshShading())
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{
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indices.resize(indices.size() + loadedIndices.size());
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std::memcpy(indices.data() + meshData[id][0].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
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indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
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.sourceData = {
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.size = sizeof(uint32) * indices.size(),
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.data = (uint8*)indices.data(),
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},
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.indexType = Gfx::SE_INDEX_TYPE_UINT32,
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.name = "IndexBuffer",
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});
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}
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meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshletDescription) * meshlets.size(),
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@@ -273,7 +279,7 @@ void Seele::VertexData::init(Gfx::PGraphics _graphics)
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graphics = _graphics;
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verticesAllocated = NUM_DEFAULT_ELEMENTS;
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instanceDataLayout = graphics->createDescriptorLayout("pScene");
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding =0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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// meshData
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instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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@@ -29,10 +29,11 @@ public:
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struct InstanceData
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{
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Matrix4 transformMatrix;
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Matrix4 inverseTransformMatrix;
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};
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struct MeshData
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32 numMeshlets = 0;
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uint32 meshletOffset = 0;
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uint32 firstIndex = 0;
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@@ -85,7 +86,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -123,6 +123,7 @@ void* Buffer::mapRegion(uint64 regionOffset, uint64 regionSize, bool writeOnly)
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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VmaAllocationCreateInfo allocInfo = {
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.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
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.usage = VMA_MEMORY_USAGE_AUTO,
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.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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};
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@@ -100,96 +100,89 @@ TextureBase::TextureBase(PGraphics graphics, VkImageViewType viewType,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateImage(graphics->getAllocator(), &info, &allocInfo, &image, &allocation, nullptr));
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const DataSource& sourceData = createInfo.sourceData;
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if(sourceData.size > 0)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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void* data;
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VkMemoryPropertyFlags memProps;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAlloc = VK_NULL_HANDLE;
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vmaGetAllocationMemoryProperties(graphics->getAllocator(), allocation, &memProps);
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if(memProps & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
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{
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vmaMapMemory(graphics->getAllocator(), allocation, &data);
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}
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else
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{
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VkBufferCreateInfo stagingInfo = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.size = sourceData.size,
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.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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VmaAllocationCreateInfo alloc = {
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.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateBuffer(graphics->getAllocator(), &stagingInfo, &alloc, &stagingBuffer, &stagingAlloc, nullptr));
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vmaMapMemory(graphics->getAllocator(), stagingAlloc, &data);
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}
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std::memcpy(data, sourceData.data, sourceData.size);
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vmaFlushAllocation(graphics->getAllocator(), stagingAlloc, 0, VK_WHOLE_SIZE);
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}
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PCommandPool commandPool = graphics->getQueueCommands(currentOwner);
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VkBufferImageCopy region = {
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.bufferOffset = 0,
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.bufferRowLength = 0,
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.bufferImageHeight = 0,
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.imageSubresource = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = arrayCount * layerCount,
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},
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.imageOffset = {
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.x = 0,
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.y = 0,
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.z = 0,
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},
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.imageExtent = {
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.width = width,
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.height = height,
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.depth = depth
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},
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};
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vkCmdCopyBufferToImage(commandPool->getCommands()->getHandle(),
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stagingBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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// When loading a texture from a file, we will almost always use it as a texture map for fragment shaders
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changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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if(stagingBuffer != VK_NULL_HANDLE)
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{
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vmaUnmapMemory(graphics->getAllocator(), stagingAlloc);
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graphics->getDestructionManager()->queueBuffer(commandPool->getCommands(), stagingBuffer, stagingAlloc);
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}
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}
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}
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if(usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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const DataSource& sourceData = createInfo.sourceData;
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if (sourceData.size > 0)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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changeLayout(Gfx::SE_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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}
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else if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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void* data;
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VkMemoryPropertyFlags memProps;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAlloc = VK_NULL_HANDLE;
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VkBufferCreateInfo stagingInfo = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.size = sourceData.size,
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.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
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};
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VmaAllocationCreateInfo alloc = {
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.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
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.usage = VMA_MEMORY_USAGE_AUTO,
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};
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VK_CHECK(vmaCreateBuffer(graphics->getAllocator(), &stagingInfo, &alloc, &stagingBuffer, &stagingAlloc, nullptr));
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vmaMapMemory(graphics->getAllocator(), stagingAlloc, &data);
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std::memcpy(data, sourceData.data, sourceData.size);
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vmaUnmapMemory(graphics->getAllocator(), stagingAlloc);
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PCommandPool commandPool = graphics->getQueueCommands(currentOwner);
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VkBufferImageCopy region = {
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.bufferOffset = 0,
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.bufferRowLength = 0,
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.bufferImageHeight = 0,
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.imageSubresource = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.mipLevel = 0,
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.baseArrayLayer = 0,
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.layerCount = arrayCount * layerCount,
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},
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.imageOffset = {
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.x = 0,
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.y = 0,
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.z = 0,
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},
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.imageExtent = {
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.width = width,
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.height = height,
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.depth = depth
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},
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};
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vkCmdCopyBufferToImage(commandPool->getCommands()->getHandle(),
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stagingBuffer, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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// When loading a texture from a file, we will almost always use it as a texture map for fragment shaders
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changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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graphics->getDestructionManager()->queueBuffer(commandPool->getCommands(), stagingBuffer, stagingAlloc);
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}
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else
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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}
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else if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
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}
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else
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{
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changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL,
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VK_ACCESS_NONE, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_ACCESS_MEMORY_WRITE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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}
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}
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VkImageViewCreateInfo viewInfo = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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@@ -16,7 +16,7 @@ Slang::ComPtr<slang::IBlob> Seele::generateShader(const ShaderCreateInfo& create
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}
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slang::SessionDesc sessionDesc;
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sessionDesc.flags = 0;
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StaticArray<slang::CompilerOptionEntry, 3> option;
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StaticArray<slang::CompilerOptionEntry, 2> option;
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option[0].name = slang::CompilerOptionName::IgnoreCapabilities;
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option[0].value = slang::CompilerOptionValue();
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option[0].value.kind = slang::CompilerOptionValueKind::Int;
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@@ -25,10 +25,6 @@ Slang::ComPtr<slang::IBlob> Seele::generateShader(const ShaderCreateInfo& create
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option[1].value = slang::CompilerOptionValue();
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option[1].value.kind = slang::CompilerOptionValueKind::Int;
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option[1].value.intValue0 = 1;
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option[2].name = slang::CompilerOptionName::DumpIntermediates;
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option[2].value = slang::CompilerOptionValue();
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option[2].value.kind = slang::CompilerOptionValueKind::Int;
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option[2].value.intValue0 = 1;
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sessionDesc.compilerOptionEntries = option.data();
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sessionDesc.compilerOptionEntryCount = option.size();
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sessionDesc.defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_COLUMN_MAJOR;
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Block a user