Removing tons of debugging and sync code

This commit is contained in:
Dynamitos
2024-10-21 21:40:48 +02:00
parent 6506287474
commit f1316eb213
8 changed files with 285 additions and 298 deletions
+44 -21
View File
@@ -228,35 +228,58 @@ uint bit_count(uint depth, uint element)
// decodes the position of the i-th one in the bitfield
uint decode_bit(uint handle)
{
uint bitID = 1;
for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
//uint bitID = 1;
//for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
//{
// uint heapValue = get_heap_element(2 * bitID);
// uint b = handle < heapValue ? 0 : 1;
//
// bitID = 2 * bitID + b;
// handle -= heapValue * b;
//}
//
//return (bitID ^ OCBT_NUM_ELEMENTS);
for(uint i = 0; i < OCBT_NUM_ELEMENTS; ++i)
{
uint heapValue = get_heap_element(2 * bitID);
uint b = handle < heapValue ? 0 : 1;
bitID = 2 * bitID + b;
handle -= heapValue * b;
if(get_bit(i) == 1)
{
if(handle == 0)
{
return i;
}
handle--;
}
}
return (bitID ^ OCBT_NUM_ELEMENTS);
}
// decodes the position of the i-th zero in the bitfield
uint decode_bit_complement(uint handle)
{
uint bitID = 1u;
uint c = OCBT_NUM_ELEMENTS / 2u;
while (bitID < OCBT_NUM_ELEMENTS) {
uint heapValue = c - get_heap_element(2u * bitID);
uint b = handle < heapValue ? 0u : 1u;
bitID = 2u * bitID + b;
handle -= heapValue * b;
c /= 2u;
//uint bitID = 1u;
//uint c = OCBT_NUM_ELEMENTS / 2u;
//
//while (bitID < OCBT_NUM_ELEMENTS) {
// uint heapValue = c - get_heap_element(2u * bitID);
// uint b = handle < heapValue ? 0u : 1u;
//
// bitID = 2u * bitID + b;
// handle -= heapValue * b;
// c /= 2u;
//}
//
//return (bitID ^ OCBT_NUM_ELEMENTS);
for(uint i = 0; i < OCBT_NUM_ELEMENTS; ++i)
{
if(get_bit(i) == 0)
{
if(handle == 0)
{
return i;
}
handle--;
}
}
return (bitID ^ OCBT_NUM_ELEMENTS);
}
void reduce(uint groupIndex)
+100 -102
View File
@@ -10,48 +10,46 @@ void Reset()
ResetBuffers();
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void Classify(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
for(uint i = 0; i < pParams.indirectDrawBuffer[9]; ++i)
{
//if(dispatchID > 0)
// return;
//for(uint i = 0; i < pParams.indirectDrawBuffer[9]; ++i)
//{
// This thread doesn't have any work to do, we're done
//if (currentID >= pParams.indirectDrawBuffer[9])
// return;
if (dispatchID >= pParams.indirectDrawBuffer[9])
return;
// Operate the indirection
uint currentID = pParams.indexedBisectorBuffer[i];
// Operate the indirection
uint currentID = pParams.indexedBisectorBuffer[dispatchID];
// Read the current geometry data
BisectorGeometry bis;
bis.p[0] = pParams.currentVertexBuffer[3 * currentID].xyz;
bis.p[1] = pParams.currentVertexBuffer[3 * currentID + 1].xyz;
bis.p[2] = pParams.currentVertexBuffer[3 * currentID + 2].xyz;
bis.p[3] = pParams.currentVertexBuffer[3 * pParams.geometry.totalNumElements + currentID].xyz;
// Read the current geometry data
BisectorGeometry bis;
bis.p[0] = pParams.currentVertexBuffer[3 * currentID].xyz;
bis.p[1] = pParams.currentVertexBuffer[3 * currentID + 1].xyz;
bis.p[2] = pParams.currentVertexBuffer[3 * currentID + 2].xyz;
bis.p[3] = pParams.currentVertexBuffer[3 * pParams.geometry.totalNumElements + currentID].xyz;
// Classify the element
ClassifyElement(currentID, bis, pParams.geometry.totalNumElements, pParams.geometry.baseDepth);
}
// Classify the element
ClassifyElement(currentID, bis, pParams.geometry.totalNumElements, pParams.geometry.baseDepth);
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void Split(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
//if(dispatchID > 0)
// return;
//for(dispatchID = 0; dispatchID < pParams.classificationBuffer[SPLIT_COUNTER]; ++dispatchID)
//{
if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
return;
for(dispatchID = 0; dispatchID < pParams.classificationBuffer[SPLIT_COUNTER]; ++dispatchID)
{
//if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
// return;
// Grab the real elementID
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
// Grab the real elementID
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
// Split the element
SplitElement(currentID, pParams.geometry.baseDepth);
}
// Split the element
SplitElement(currentID, pParams.geometry.baseDepth);
}
[numthreads(1, 1, 1)]
@@ -62,102 +60,102 @@ void PrepareIndirect(uint currentID : SV_DispatchThreadID)
pParams.indirectDispatchBuffer[currentID * 3 + 2] = 1;
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void Allocate(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
for(uint i = 0; i < 64; ++i)
{
//if(dispatchID > 0)
// return;
//
//for(uint i = 0; i < 64; ++i)
//{
// Load the CBT to the LDS
load_buffer_to_shared_memory(i);
}
load_buffer_to_shared_memory(groupIndex);
// If this element doesn't need to be processed, we're done
//if (dispatchID >= pParams.allocateBuffer[0])
// return;
for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
{
if (dispatchID >= pParams.allocateBuffer[0])
return;
//for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
//{
// Allocate the required bits
AllocateElement(pParams.allocateBuffer[1 + i]);
}
AllocateElement(pParams.allocateBuffer[1 + dispatchID]);
//}
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void Bisect(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
// If this element doesn't need to be processed, we're done
//if (dispatchID >= pParams.allocateBuffer[0])
//if(dispatchID > 0)
// return;
for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
{
// If this element doesn't need to be processed, we're done
if (dispatchID >= pParams.allocateBuffer[0])
return;
//for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
//{
// Operation the bisection of this element
BisectElement(pParams.allocateBuffer[1 + i], i);
}
BisectElement(pParams.allocateBuffer[1 + dispatchID]);
//}
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void PropagateBisect(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
// If this element doesn't need to be processed, we're done
//if (dispatchID >= pParams.propagateBuffer[0])
//if(dispatchID > 0)
// return;
for(uint i = 0; i < pParams.propagateBuffer[0]; ++i)
{
PropagateBisectElement(pParams.propagateBuffer[2 + i]);
}
// If this element doesn't need to be processed, we're done
if (dispatchID >= pParams.propagateBuffer[0])
return;
//for(uint i = 0; i < pParams.propagateBuffer[0]; ++i)
//{
PropagateBisectElement(pParams.propagateBuffer[2 + dispatchID]);
//}
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void PrepareSimplify(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
// If this element doesn't need to be processed, we're done
//if (dispatchID >= pParams.classificationBuffer[SIMPLIFY_COUNTER])
//if(dispatchID > 0)
// return;
for(uint i = 0; i < pParams.classificationBuffer[SIMPLIFY_COUNTER]; ++i)
{
// Grab the real elementID
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + pParams.geometry.totalNumElements + i];
// If this element doesn't need to be processed, we're done
if (dispatchID >= pParams.classificationBuffer[SIMPLIFY_COUNTER])
return;
//for(uint i = 0; i < pParams.classificationBuffer[SIMPLIFY_COUNTER]; ++i)
//{
// Grab the real elementID
uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + pParams.geometry.totalNumElements + dispatchID];
// Simplify an element
PrepareSimplifyElement(currentID);
}
// Simplify an element
PrepareSimplifyElement(currentID);
//}
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void Simplify(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
// This thread doesn't have any work to do, we're done
//if (currentID >= pParams.simplifyBuffer[0])
//if(dispatchID > 0)
// return;
for(uint i = 0; i < pParams.simplifyBuffer[0]; ++i)
{
// Simplify an element
SimplifyElement(pParams.simplifyBuffer[1 + i]);
}
// This thread doesn't have any work to do, we're done
if (dispatchID >= pParams.simplifyBuffer[0])
return;
//for(uint i = 0; i < pParams.simplifyBuffer[0]; ++i)
//{
// Simplify an element
SimplifyElement(pParams.simplifyBuffer[1 + dispatchID]);
//}
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void PropagateSimplify(uint dispatchID : SV_DispatchThreadID)
{
if(dispatchID > 0)
return;
// If this element doesn't need to be processed, we're done
//if (dispatchID >= pParams.propagateBuffer[1])
//if(dispatchID > 0)
// return;
for(uint i = 0; i < pParams.propagateBuffer[1]; ++i)
{
PropagateElementSimplify(pParams.propagateBuffer[2 + i]);
}
// If this element doesn't need to be processed, we're done
if (dispatchID >= pParams.propagateBuffer[1])
return;
//for(uint i = 0; i < pParams.propagateBuffer[1]; ++i)
//{
PropagateElementSimplify(pParams.propagateBuffer[2 + dispatchID]);
//}
}
[numthreads(WORKGROUP_SIZE, 1, 1)]
@@ -180,20 +178,20 @@ void ReduceSecondPass(uint groupIndex : SV_GroupIndex)
reduce_second_pass(groupIndex);
}
[numthreads(1, 1, 1)]
[numthreads(WORKGROUP_SIZE, 1, 1)]
void BisectorIndexation(uint currentID : SV_DispatchThreadID)
{
if(currentID > 0)
return;
// This thread doesn't have any work to do, we're done
//if (currentID >= pParams.geometry.totalNumElements)
//if(currentID > 0)
// return;
// This thread doesn't have any work to do, we're done
if (currentID >= pParams.geometry.totalNumElements)
return;
for(uint i = 0; i < pParams.geometry.totalNumElements; ++i)
{
// Indexate this bisector
BisectorElementIndexation(i);
}
//for(uint i = 0; i < pParams.geometry.totalNumElements; ++i)
//{
// Indexate this bisector
BisectorElementIndexation(currentID);
//}
}
[numthreads(1, 1, 1)]
+4 -10
View File
@@ -237,12 +237,6 @@ void ClearBuffer(uint currentID : SV_DispatchThreadID)
pParams.lebPositionBuffer[currentID] = float4(0.0, 0.0, 0.0, 1.0);
}
float3 TransformToPlanetCoordinate(float3 posPS)
{
// Evaluate the planet position
return normalize(posPS);
}
[[vk::push_constant]]
ConstantBuffer<uint> preRendering;
struct Triangle
@@ -316,9 +310,9 @@ void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_Group
EvaluateElementPosition(cHeapID, 0, pParams.geometry.baseDepth, pParams.currentVertexBuffer, parentTri, childTri);
// Export the child
pParams.lebPositionBuffer[3 * currentID] = float4(TransformToPlanetCoordinate(childTri.p[0]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 1] = float4(TransformToPlanetCoordinate(childTri.p[1]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 2] = float4(TransformToPlanetCoordinate(childTri.p[2]), 1.0f);
pParams.lebPositionBuffer[3 * currentID] = float4((childTri.p[0]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 1] = float4((childTri.p[1]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 2] = float4((childTri.p[2]), 1.0f);
// Export the fourth element
if (pParams.geometry.baseDepth < depth)
@@ -327,6 +321,6 @@ void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_Group
const uint parentOffset = 3 * pParams.geometry.totalNumElements;
// Transform the coordinate to planet space
pParams.lebPositionBuffer[parentOffset + currentID] = float4(TransformToPlanetCoordinate(cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
pParams.lebPositionBuffer[parentOffset + currentID] = float4((cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
}
}
-1
View File
@@ -20,7 +20,6 @@ struct DeformationCB
struct UpdateCB
{
float4x4 viewProjectionMatrix;
float triangleSize;
uint32_t maxSubdivisionDepth;
float fov;
+2 -15
View File
@@ -62,7 +62,7 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
return FRUSTUM_CULLED;
// Project the points on screen
float4x4 viewProjectionMatrix = pParams.update.viewProjectionMatrix;//mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
float4x4 viewProjectionMatrix = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
float4 p0P = mul(viewProjectionMatrix, float4(tri.p[0], 1.0));
p0P.xy = p0P.xy / p0P.w;
p0P.xy = (p0P.xy * 0.5 + 0.5);
@@ -402,15 +402,11 @@ void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint
}
}
void BisectElement(uint currentID, uint dispatchID)
void BisectElement(uint currentID)
{
DebugStruct debug;
// If this bisector is not allocated or not subdivided, stop right away
uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
debug.baseHeapID = baseHeapID;
debug.subdivision = cBisectorData.subdivisionPattern;
debug.propagateLocation = 0;
if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
return;
@@ -428,11 +424,6 @@ void BisectElement(uint currentID, uint dispatchID)
uint siblingID1 = cBisectorData.indices[1];
uint siblingID2 = cBisectorData.indices[2];
debug.indices[0] = cBisectorData.indices[0];
debug.indices[1] = cBisectorData.indices[1];
debug.indices[2] = cBisectorData.indices[2];
debug.indices[3] = 0;
// Simple subdivision (along the main axis)
if (currentSubdiv == CENTER_SPLIT)
{
@@ -476,7 +467,6 @@ void BisectElement(uint currentID, uint dispatchID)
uint targetLocation = 0;
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
debug.propagateLocation = targetLocation;
}
else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
{
@@ -535,7 +525,6 @@ void BisectElement(uint currentID, uint dispatchID)
uint targetLocation = 0;
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
debug.propagateLocation = targetLocation;
}
else if (currentSubdiv == LEFT_DOUBLE_SPLIT)
{
@@ -659,8 +648,6 @@ void BisectElement(uint currentID, uint dispatchID)
// How many bits do we need to raise
uint numSiblings = countbits(currentSubdiv);
debug.numSiblings = numSiblings;
pParams.debugBuffer[dispatchID] = debug;
for (uint siblingIdx = 0; siblingIdx < numSiblings; ++siblingIdx)
{
set_bit_atomic(cBisectorData.indices[siblingIdx], true);
+133 -113
View File
@@ -4,16 +4,16 @@
using namespace Seele;
Array<Vector4> basePoints = {
//Vector4(0.0f / 3, 0, 0.0f / 3, 1), Vector4(0.0f / 3, 0, 1.0f / 3, 1), Vector4(0.0f / 3, 0, 2.0f / 3, 1),
//Vector4(0.0f / 3, 0, 3.0f / 3, 1), Vector4(1.0f / 3, 0, 0.0f / 3, 1), Vector4(1.0f / 3, 0, 1.0f / 3, 1),
//Vector4(1.0f / 3, 0, 2.0f / 3, 1), Vector4(1.0f / 3, 0, 3.0f / 3, 1), Vector4(2.0f / 3, 0, 0.0f / 3, 1),
//Vector4(2.0f / 3, 0, 1.0f / 3, 1), Vector4(2.0f / 3, 0, 2.0f / 3, 1), Vector4(2.0f / 3, 0, 3.0f / 3, 1),
//Vector4(3.0f / 3, 0, 0.0f / 3, 1), Vector4(3.0f / 3, 0, 1.0f / 3, 1), Vector4(3.0f / 3, 0, 2.0f / 3, 1),
//Vector4(3.0f / 3, 0, 3.0f / 3, 1),
Vector4(0, -0.525731, 0.850651, 1), Vector4(0.850651, 0, 0.525731, 1), Vector4(0.850651, 0, -0.525731, 1),
Vector4(-0.850651, 0, -0.525731, 1), Vector4(-0.850651, 0, 0.525731, 1), Vector4(-0.525731, 0.850651, 0, 1),
Vector4(0.525731, 0.850651, 0, 1), Vector4(0.525731, -0.850651, 0, 1), Vector4(-0.525731, -0.850651, 0, 1),
Vector4(0, -0.525731, -0.850651, 1), Vector4(0, 0.525731, -0.850651, 1), Vector4(0, 0.525731, 0.850651, 1),
Vector4(0.0f / 3, 0, 0.0f / 3, 1), Vector4(0.0f / 3, 0, 1.0f / 3, 1), Vector4(0.0f / 3, 0, 2.0f / 3, 1),
Vector4(0.0f / 3, 0, 3.0f / 3, 1), Vector4(1.0f / 3, 0, 0.0f / 3, 1), Vector4(1.0f / 3, 0, 1.0f / 3, 1),
Vector4(1.0f / 3, 0, 2.0f / 3, 1), Vector4(1.0f / 3, 0, 3.0f / 3, 1), Vector4(2.0f / 3, 0, 0.0f / 3, 1),
Vector4(2.0f / 3, 0, 1.0f / 3, 1), Vector4(2.0f / 3, 0, 2.0f / 3, 1), Vector4(2.0f / 3, 0, 3.0f / 3, 1),
Vector4(3.0f / 3, 0, 0.0f / 3, 1), Vector4(3.0f / 3, 0, 1.0f / 3, 1), Vector4(3.0f / 3, 0, 2.0f / 3, 1),
Vector4(3.0f / 3, 0, 3.0f / 3, 1),
// Vector4(0, -0.525731, 0.850651, 1), Vector4(0.850651, 0, 0.525731, 1), Vector4(0.850651, 0, -0.525731, 1),
// Vector4(-0.850651, 0, -0.525731, 1), Vector4(-0.850651, 0, 0.525731, 1), Vector4(-0.525731, 0.850651, 0, 1),
// Vector4(0.525731, 0.850651, 0, 1), Vector4(0.525731, -0.850651, 0, 1), Vector4(-0.525731, -0.850651, 0, 1),
// Vector4(0, -0.525731, -0.850651, 1), Vector4(0, 0.525731, -0.850651, 1), Vector4(0, 0.525731, 0.850651, 1),
};
struct Halfedge {
uint32 vertexID;
@@ -22,73 +22,73 @@ struct Halfedge {
uint32 twinID;
};
Array<Halfedge> edges = {
//Halfedge{0, 1, 2, 4294967295},
//Halfedge{1, 2, 0, 3},
//Halfedge{4, 0, 1, 4294967295},
//Halfedge{4, 4, 5, 1},
//Halfedge{1, 5, 3, 8},
//Halfedge{5, 3, 4, 18},
//Halfedge{1, 7, 8, 4294967295},
//Halfedge{2, 8, 6, 9},
//Halfedge{5, 6, 7, 4},
//Halfedge{5, 10, 11, 7},
//Halfedge{2, 11, 9, 14},
//Halfedge{6, 9, 10, 24},
//Halfedge{2, 13, 14, 4294967295},
//Halfedge{3, 14, 12, 15},
//Halfedge{6, 12, 13, 10},
//Halfedge{6, 16, 17, 13},
//Halfedge{3, 17, 15, 4294967295},
//Halfedge{7, 15, 16, 30},
//Halfedge{4, 19, 20, 5},
//Halfedge{5, 20, 18, 21},
//Halfedge{8, 18, 19, 4294967295},
//Halfedge{8, 22, 23, 19},
//Halfedge{5, 23, 21, 26},
//Halfedge{9, 21, 22, 36},
//Halfedge{5, 25, 26, 11},
//Halfedge{6, 26, 24, 27},
//Halfedge{9, 24, 25, 22},
//Halfedge{9, 28, 29, 25},
//Halfedge{6, 29, 27, 32},
//Halfedge{10, 27, 28, 42},
//Halfedge{6, 31, 32, 17},
//Halfedge{7, 32, 30, 33},
//Halfedge{10, 30, 31, 28},
//Halfedge{10, 34, 35, 31},
//Halfedge{7, 35, 33, 4294967295},
//Halfedge{11, 33, 34, 48},
//Halfedge{8, 37, 38, 23},
//Halfedge{9, 38, 36, 39},
//Halfedge{12, 36, 37, 4294967295},
//Halfedge{12, 40, 41, 37},
//Halfedge{9, 41, 39, 44},
//Halfedge{13, 39, 40, 4294967295},
//Halfedge{9, 43, 44, 29},
//Halfedge{10, 44, 42, 45},
//Halfedge{13, 42, 43, 40},
//Halfedge{13, 46, 47, 43},
//Halfedge{10, 47, 45, 50},
//Halfedge{14, 45, 46, 4294967295},
//Halfedge{10, 49, 50, 35},
//Halfedge{11, 50, 48, 51},
//Halfedge{14, 48, 49, 46},
//Halfedge{14, 52, 53, 49},
//Halfedge{11, 53, 51, 4294967295},
//Halfedge{15, 51, 52, 4294967295},
Halfedge{1, 1, 2, 5}, Halfedge{2, 2, 0, 36}, Halfedge{6, 0, 1, 39}, Halfedge{1, 4, 5, 51}, Halfedge{7, 5, 3, 48},
Halfedge{2, 3, 4, 0}, Halfedge{3, 7, 8, 9}, Halfedge{4, 8, 6, 45}, Halfedge{5, 6, 7, 42}, Halfedge{4, 10, 11, 6},
Halfedge{3, 11, 9, 56}, Halfedge{8, 9, 10, 57}, Halfedge{6, 13, 14, 15}, Halfedge{5, 14, 12, 47}, Halfedge{11, 12, 13, 40},
Halfedge{5, 16, 17, 12}, Halfedge{6, 17, 15, 38}, Halfedge{10, 15, 16, 43}, Halfedge{9, 19, 20, 21}, Halfedge{10, 20, 18, 37},
Halfedge{2, 18, 19, 50}, Halfedge{10, 22, 23, 18}, Halfedge{9, 23, 21, 54}, Halfedge{3, 21, 22, 44}, Halfedge{7, 25, 26, 27},
Halfedge{8, 26, 24, 55}, Halfedge{9, 24, 25, 49}, Halfedge{8, 28, 29, 24}, Halfedge{7, 29, 27, 53}, Halfedge{0, 27, 28, 58},
Halfedge{11, 31, 32, 33}, Halfedge{0, 32, 30, 52}, Halfedge{1, 30, 31, 41}, Halfedge{0, 34, 35, 30}, Halfedge{11, 35, 33, 46},
Halfedge{4, 33, 34, 59}, Halfedge{6, 37, 38, 1}, Halfedge{2, 38, 36, 19}, Halfedge{10, 36, 37, 16}, Halfedge{1, 40, 41, 2},
Halfedge{6, 41, 39, 14}, Halfedge{11, 39, 40, 32}, Halfedge{3, 43, 44, 8}, Halfedge{5, 44, 42, 17}, Halfedge{10, 42, 43, 23},
Halfedge{5, 46, 47, 7}, Halfedge{4, 47, 45, 34}, Halfedge{11, 45, 46, 13}, Halfedge{2, 49, 50, 4}, Halfedge{7, 50, 48, 26},
Halfedge{9, 48, 49, 20}, Halfedge{7, 52, 53, 3}, Halfedge{1, 53, 51, 31}, Halfedge{0, 51, 52, 28}, Halfedge{3, 55, 56, 22},
Halfedge{9, 56, 54, 25}, Halfedge{8, 54, 55, 10}, Halfedge{4, 58, 59, 11}, Halfedge{8, 59, 57, 29}, Halfedge{0, 57, 58, 35},
Halfedge{0, 1, 2, 4294967295},
Halfedge{1, 2, 0, 3},
Halfedge{4, 0, 1, 4294967295},
Halfedge{4, 4, 5, 1},
Halfedge{1, 5, 3, 8},
Halfedge{5, 3, 4, 18},
Halfedge{1, 7, 8, 4294967295},
Halfedge{2, 8, 6, 9},
Halfedge{5, 6, 7, 4},
Halfedge{5, 10, 11, 7},
Halfedge{2, 11, 9, 14},
Halfedge{6, 9, 10, 24},
Halfedge{2, 13, 14, 4294967295},
Halfedge{3, 14, 12, 15},
Halfedge{6, 12, 13, 10},
Halfedge{6, 16, 17, 13},
Halfedge{3, 17, 15, 4294967295},
Halfedge{7, 15, 16, 30},
Halfedge{4, 19, 20, 5},
Halfedge{5, 20, 18, 21},
Halfedge{8, 18, 19, 4294967295},
Halfedge{8, 22, 23, 19},
Halfedge{5, 23, 21, 26},
Halfedge{9, 21, 22, 36},
Halfedge{5, 25, 26, 11},
Halfedge{6, 26, 24, 27},
Halfedge{9, 24, 25, 22},
Halfedge{9, 28, 29, 25},
Halfedge{6, 29, 27, 32},
Halfedge{10, 27, 28, 42},
Halfedge{6, 31, 32, 17},
Halfedge{7, 32, 30, 33},
Halfedge{10, 30, 31, 28},
Halfedge{10, 34, 35, 31},
Halfedge{7, 35, 33, 4294967295},
Halfedge{11, 33, 34, 48},
Halfedge{8, 37, 38, 23},
Halfedge{9, 38, 36, 39},
Halfedge{12, 36, 37, 4294967295},
Halfedge{12, 40, 41, 37},
Halfedge{9, 41, 39, 44},
Halfedge{13, 39, 40, 4294967295},
Halfedge{9, 43, 44, 29},
Halfedge{10, 44, 42, 45},
Halfedge{13, 42, 43, 40},
Halfedge{13, 46, 47, 43},
Halfedge{10, 47, 45, 50},
Halfedge{14, 45, 46, 4294967295},
Halfedge{10, 49, 50, 35},
Halfedge{11, 50, 48, 51},
Halfedge{14, 48, 49, 46},
Halfedge{14, 52, 53, 49},
Halfedge{11, 53, 51, 4294967295},
Halfedge{15, 51, 52, 4294967295},
// Halfedge{1, 1, 2, 5}, Halfedge{2, 2, 0, 36}, Halfedge{6, 0, 1, 39}, Halfedge{1, 4, 5, 51}, Halfedge{7, 5, 3, 48},
// Halfedge{2, 3, 4, 0}, Halfedge{3, 7, 8, 9}, Halfedge{4, 8, 6, 45}, Halfedge{5, 6, 7, 42}, Halfedge{4, 10, 11, 6},
// Halfedge{3, 11, 9, 56}, Halfedge{8, 9, 10, 57}, Halfedge{6, 13, 14, 15}, Halfedge{5, 14, 12, 47}, Halfedge{11, 12, 13, 40},
// Halfedge{5, 16, 17, 12}, Halfedge{6, 17, 15, 38}, Halfedge{10, 15, 16, 43}, Halfedge{9, 19, 20, 21}, Halfedge{10, 20, 18, 37},
// Halfedge{2, 18, 19, 50}, Halfedge{10, 22, 23, 18}, Halfedge{9, 23, 21, 54}, Halfedge{3, 21, 22, 44}, Halfedge{7, 25, 26, 27},
// Halfedge{8, 26, 24, 55}, Halfedge{9, 24, 25, 49}, Halfedge{8, 28, 29, 24}, Halfedge{7, 29, 27, 53}, Halfedge{0, 27, 28, 58},
// Halfedge{11, 31, 32, 33}, Halfedge{0, 32, 30, 52}, Halfedge{1, 30, 31, 41}, Halfedge{0, 34, 35, 30}, Halfedge{11, 35, 33, 46},
// Halfedge{4, 33, 34, 59}, Halfedge{6, 37, 38, 1}, Halfedge{2, 38, 36, 19}, Halfedge{10, 36, 37, 16}, Halfedge{1, 40, 41, 2},
// Halfedge{6, 41, 39, 14}, Halfedge{11, 39, 40, 32}, Halfedge{3, 43, 44, 8}, Halfedge{5, 44, 42, 17}, Halfedge{10, 42, 43, 23},
// Halfedge{5, 46, 47, 7}, Halfedge{4, 47, 45, 34}, Halfedge{11, 45, 46, 13}, Halfedge{2, 49, 50, 4}, Halfedge{7, 50, 48, 26},
// Halfedge{9, 48, 49, 20}, Halfedge{7, 52, 53, 3}, Halfedge{1, 53, 51, 31}, Halfedge{0, 51, 52, 28}, Halfedge{3, 55, 56, 22},
// Halfedge{9, 56, 54, 25}, Halfedge{8, 54, 55, 10}, Halfedge{4, 58, 59, 11}, Halfedge{8, 59, 57, 29}, Halfedge{0, 57, 58, 35},
};
uint32_t find_msb_64(uint64_t x) {
@@ -414,11 +414,11 @@ void MeshUpdater::evaluateLeb(const BaseMesh& baseMesh, CBTMesh& mesh, Gfx::PDes
clearCmd->bindDescriptor(set);
clearCmd->dispatch((mesh.totalNumElements * 3 + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE, 1, 1);
graphics->executeCommands(std::move(clearCmd));
mesh.currentVertexBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.lebVertexBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->endDebugRegion();
}
graphics->waitDeviceIdle();
graphics->beginDebugRegion("EvaluateLEB");
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
set->updateBuffer(GEOMETRY_CB, 0, geometryBuffer);
@@ -438,7 +438,7 @@ void MeshUpdater::evaluateLeb(const BaseMesh& baseMesh, CBTMesh& mesh, Gfx::PDes
evalCmd->dispatchIndirect(mesh.indirectDispatchBuffer, complete ? 0 : sizeof(uint32) * 6);
graphics->executeCommands(std::move(evalCmd));
mesh.lebVertexBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->endDebugRegion();
}
@@ -448,7 +448,6 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
Gfx::PShaderBuffer nextNeighborsBuffer = mesh.neighborsBuffers[nextNeighborsBufferIdx];
resetBuffers(mesh);
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Classify");
{
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
@@ -470,9 +469,10 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
graphics->executeCommands(std::move(classifyCmd));
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.classificationBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareIndirect");
{
@@ -486,11 +486,9 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
prepareIndirectCmd->dispatch(2, 1, 1);
graphics->executeCommands(std::move(prepareIndirectCmd));
indirectBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Split");
{
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
@@ -509,13 +507,14 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
splitCmd->bindDescriptor({viewParamsSet, set});
splitCmd->dispatchIndirect(indirectBuffer, 0);
graphics->executeCommands(std::move(splitCmd));
memoryBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.allocateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareIndirect");
{
@@ -529,10 +528,9 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
prepareIndirectCmd->dispatch(1, 1, 1);
graphics->executeCommands(std::move(prepareIndirectCmd));
indirectBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Allocate");
{
@@ -551,11 +549,12 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
allocateCmd->bindDescriptor({viewParamsSet, set});
allocateCmd->dispatchIndirect(indirectBuffer, 0);
graphics->executeCommands(std::move(allocateCmd));
memoryBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Copy");
currentNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
@@ -564,7 +563,6 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
nextNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Bisect");
{
@@ -589,9 +587,14 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
graphics->executeCommands(std::move(bisectCmd));
nextNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.heapIDBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.propagateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.gpuCBT.bufferArray[1]->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareIndirect");
{
@@ -605,10 +608,9 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
prepareIndirectCmd->dispatch(1, 1, 1);
graphics->executeCommands(std::move(prepareIndirectCmd));
indirectBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PropagateBisect");
{
@@ -627,9 +629,10 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
graphics->executeCommands(std::move(propagateBisectCmd));
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
nextNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareSimplify");
{
@@ -652,7 +655,6 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareIndirectSimplify");
{
@@ -666,10 +668,9 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
prepareIndirectCmd->dispatch(1, 1, 1);
graphics->executeCommands(std::move(prepareIndirectCmd));
indirectBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Simplify");
{
@@ -692,9 +693,16 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
graphics->executeCommands(std::move(simplifyCmd));
nextNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.heapIDBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.propagateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.gpuCBT.bufferArray[1]->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareIndirectPropagateSimplify");
{
@@ -708,10 +716,9 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
prepareIndirectCmd->dispatch(2, 1, 1);
graphics->executeCommands(std::move(prepareIndirectCmd));
indirectBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PropagateSimplify");
{
@@ -731,9 +738,10 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
graphics->executeCommands(std::move(propagateSimplifyCmd));
nextNeighborsBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("Update Tree");
{
@@ -767,15 +775,13 @@ void MeshUpdater::update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
mesh.currentNeighborsBufferIdx = nextNeighborsBufferIdx;
prepareIndirection(mesh, geometryCB);
graphics->waitDeviceIdle();
}
void MeshUpdater::validation(const CBTMesh& mesh, Gfx::PUniformBuffer geometryCB) {
void MeshUpdater::validation(CBTMesh& mesh, Gfx::PUniformBuffer geometryCB) {
uint32 numGroups = (mesh.totalNumElements + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE;
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
@@ -797,7 +803,7 @@ void MeshUpdater::validation(const CBTMesh& mesh, Gfx::PUniformBuffer geometryCB
graphics->copyBuffer(validationBuffer, validationBufferRB);
}
void MeshUpdater::resetBuffers(const CBTMesh& mesh) {
void MeshUpdater::resetBuffers(CBTMesh& mesh) {
graphics->beginDebugRegion("ResetBuffers");
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
set->updateBuffer(CBT_BUFFER0, 0, mesh.gpuCBT.bufferArray[0]);
@@ -817,13 +823,21 @@ void MeshUpdater::resetBuffers(const CBTMesh& mesh) {
graphics->executeCommands(std::move(resetCmd));
memoryBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.classificationBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.allocateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.propagateBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.simplificationBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.indirectDrawBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->endDebugRegion();
}
void MeshUpdater::prepareIndirection(CBTMesh& mesh, Gfx::PUniformBuffer geometryCB) {
uint32 numGroups = (mesh.totalNumElements + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE;
graphics->waitDeviceIdle();
graphics->beginDebugRegion("BisectorIndexation");
{
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
@@ -841,11 +855,16 @@ void MeshUpdater::prepareIndirection(CBTMesh& mesh, Gfx::PUniformBuffer geometry
bisectorIndexationCmd->bindDescriptor(set);
bisectorIndexationCmd->dispatch(numGroups, 1, 1);
graphics->executeCommands(std::move(bisectorIndexationCmd));
mesh.indirectDrawBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.indexedBisectorBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.visibleIndexedBisectorBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
mesh.modifiedIndexedBisectorBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
mesh.indirectDrawBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->endDebugRegion();
graphics->waitDeviceIdle();
graphics->beginDebugRegion("PrepareBisectorIndirectDispatch");
{
Gfx::PDescriptorSet set = layout->allocateDescriptorSet();
@@ -859,10 +878,11 @@ void MeshUpdater::prepareIndirection(CBTMesh& mesh, Gfx::PUniformBuffer geometry
prepareBisectorIndirectCmd->dispatch(1, 1, 1);
graphics->executeCommands(std::move(prepareBisectorIndirectCmd));
mesh.indirectDispatchBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Gfx::SE_ACCESS_INDIRECT_COMMAND_READ_BIT, Gfx::SE_PIPELINE_STAGE_DRAW_INDIRECT_BIT);
mesh.indirectDrawBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
graphics->endDebugRegion();
graphics->waitDeviceIdle();
}
bool MeshUpdater::checkIfValid() { return true; }
+2 -3
View File
@@ -327,7 +327,6 @@ struct GeometryCB {
uint32 totalNumVertices;
};
struct UpdateCB {
Matrix4 viewProjectionMatrix;
float triangleSize;
uint32_t maxSubdivisionDepth;
float fov;
@@ -436,9 +435,9 @@ struct MeshUpdater {
void update(CBTMesh& mesh, Gfx::PDescriptorSet viewParamsSet, Gfx::PUniformBuffer geometryCB, Gfx::PUniformBuffer updateCB);
void validation(const CBTMesh& mesh, Gfx::PUniformBuffer geometryCB);
void validation(CBTMesh& mesh, Gfx::PUniformBuffer geometryCB);
void resetBuffers(const CBTMesh& mesh);
void resetBuffers(CBTMesh& mesh);
void prepareIndirection(CBTMesh& mesh, Gfx::PUniformBuffer geometryCB);
@@ -165,7 +165,6 @@ TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDe
{
.size = sizeof(Vector4) * plainMesh.totalNumElements * 4,
},
.usage = Gfx::SE_BUFFER_USAGE_INDIRECT_BUFFER_BIT,
.name = "CurrentVertexBuffer",
});
plainMesh.currentDisplacementBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
@@ -222,7 +221,6 @@ TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDe
geometryBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
UpdateCB updateCB = {
.viewProjectionMatrix = Matrix4(0),
.triangleSize = 60.0f,
.maxSubdivisionDepth = 63,
.fov = 1.22173f,
@@ -255,18 +253,10 @@ TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDe
.computeShader = deformCS,
.pipelineLayout = meshUpdater.pipelineLayout,
});
graphics->waitDeviceIdle();
meshUpdater.resetBuffers(plainMesh);
graphics->waitDeviceIdle();
meshUpdater.prepareIndirection(plainMesh, geometryBuffer);
graphics->waitDeviceIdle();
meshUpdater.evaluateLeb(baseMesh, plainMesh, viewParamsSet, geometryBuffer, updateBuffer, lebCache.getLebMatrixBuffer(), true, true);
graphics->waitDeviceIdle();
applyDeformation(viewParamsSet);
graphics->waitDeviceIdle();
meshUpdater.validation(plainMesh, geometryBuffer);
graphics->waitDeviceIdle();
}
TerrainRenderer::~TerrainRenderer() {}
@@ -274,32 +264,9 @@ TerrainRenderer::~TerrainRenderer() {}
static bool first = true;
void TerrainRenderer::beginFrame(Gfx::PDescriptorSet viewParamsSet, const Component::Camera& cam) {
UpdateCB updateCB = {
.viewProjectionMatrix = viewport->getProjectionMatrix() * cam.getViewMatrix(),
.triangleSize = 60.0f,
.maxSubdivisionDepth = 63,
.fov = 1.22173f,
.farPlaneDistance = 1000.0f,
};
updateBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData =
{
.size = sizeof(UpdateCB),
.data = (uint8*)&updateCB,
},
.name = "UpdateCB",
});
updateBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_UNIFORM_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
graphics->waitDeviceIdle();
meshUpdater.update(plainMesh, viewParamsSet, geometryBuffer, updateBuffer);
graphics->waitDeviceIdle();
meshUpdater.evaluateLeb(baseMesh, plainMesh, viewParamsSet, geometryBuffer, updateBuffer, lebCache.getLebMatrixBuffer(), false, false);
graphics->waitDeviceIdle();
applyDeformation(viewParamsSet);
graphics->waitDeviceIdle();
meshUpdater.validation(plainMesh, geometryBuffer);
graphics->waitDeviceIdle();
}
Gfx::ORenderCommand TerrainRenderer::render(Gfx::PDescriptorSet viewParamsSet) {