Removing tons of debugging and sync code
This commit is contained in:
@@ -228,35 +228,58 @@ uint bit_count(uint depth, uint element)
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// decodes the position of the i-th one in the bitfield
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uint decode_bit(uint handle)
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{
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uint bitID = 1;
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for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
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//uint bitID = 1;
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//for (uint currentDepth = 0; currentDepth < WAVE_TREE_DEPTH; ++currentDepth)
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//{
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// uint heapValue = get_heap_element(2 * bitID);
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// uint b = handle < heapValue ? 0 : 1;
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//
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// bitID = 2 * bitID + b;
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// handle -= heapValue * b;
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//}
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//
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//return (bitID ^ OCBT_NUM_ELEMENTS);
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for(uint i = 0; i < OCBT_NUM_ELEMENTS; ++i)
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{
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uint heapValue = get_heap_element(2 * bitID);
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uint b = handle < heapValue ? 0 : 1;
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bitID = 2 * bitID + b;
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handle -= heapValue * b;
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if(get_bit(i) == 1)
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{
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if(handle == 0)
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{
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return i;
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}
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handle--;
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}
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}
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return (bitID ^ OCBT_NUM_ELEMENTS);
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}
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// decodes the position of the i-th zero in the bitfield
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uint decode_bit_complement(uint handle)
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{
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uint bitID = 1u;
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uint c = OCBT_NUM_ELEMENTS / 2u;
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while (bitID < OCBT_NUM_ELEMENTS) {
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uint heapValue = c - get_heap_element(2u * bitID);
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uint b = handle < heapValue ? 0u : 1u;
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bitID = 2u * bitID + b;
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handle -= heapValue * b;
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c /= 2u;
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//uint bitID = 1u;
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//uint c = OCBT_NUM_ELEMENTS / 2u;
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//
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//while (bitID < OCBT_NUM_ELEMENTS) {
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// uint heapValue = c - get_heap_element(2u * bitID);
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// uint b = handle < heapValue ? 0u : 1u;
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//
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// bitID = 2u * bitID + b;
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// handle -= heapValue * b;
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// c /= 2u;
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//}
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//
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//return (bitID ^ OCBT_NUM_ELEMENTS);
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for(uint i = 0; i < OCBT_NUM_ELEMENTS; ++i)
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{
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if(get_bit(i) == 0)
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{
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if(handle == 0)
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{
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return i;
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}
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handle--;
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}
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}
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return (bitID ^ OCBT_NUM_ELEMENTS);
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}
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void reduce(uint groupIndex)
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@@ -10,48 +10,46 @@ void Reset()
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ResetBuffers();
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void Classify(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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for(uint i = 0; i < pParams.indirectDrawBuffer[9]; ++i)
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{
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//if(dispatchID > 0)
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// return;
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//for(uint i = 0; i < pParams.indirectDrawBuffer[9]; ++i)
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//{
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// This thread doesn't have any work to do, we're done
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//if (currentID >= pParams.indirectDrawBuffer[9])
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// return;
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if (dispatchID >= pParams.indirectDrawBuffer[9])
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return;
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// Operate the indirection
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uint currentID = pParams.indexedBisectorBuffer[i];
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// Operate the indirection
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uint currentID = pParams.indexedBisectorBuffer[dispatchID];
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// Read the current geometry data
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BisectorGeometry bis;
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bis.p[0] = pParams.currentVertexBuffer[3 * currentID].xyz;
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bis.p[1] = pParams.currentVertexBuffer[3 * currentID + 1].xyz;
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bis.p[2] = pParams.currentVertexBuffer[3 * currentID + 2].xyz;
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bis.p[3] = pParams.currentVertexBuffer[3 * pParams.geometry.totalNumElements + currentID].xyz;
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// Read the current geometry data
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BisectorGeometry bis;
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bis.p[0] = pParams.currentVertexBuffer[3 * currentID].xyz;
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bis.p[1] = pParams.currentVertexBuffer[3 * currentID + 1].xyz;
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bis.p[2] = pParams.currentVertexBuffer[3 * currentID + 2].xyz;
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bis.p[3] = pParams.currentVertexBuffer[3 * pParams.geometry.totalNumElements + currentID].xyz;
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// Classify the element
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ClassifyElement(currentID, bis, pParams.geometry.totalNumElements, pParams.geometry.baseDepth);
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}
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// Classify the element
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ClassifyElement(currentID, bis, pParams.geometry.totalNumElements, pParams.geometry.baseDepth);
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void Split(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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//if(dispatchID > 0)
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// return;
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//for(dispatchID = 0; dispatchID < pParams.classificationBuffer[SPLIT_COUNTER]; ++dispatchID)
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//{
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if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
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return;
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for(dispatchID = 0; dispatchID < pParams.classificationBuffer[SPLIT_COUNTER]; ++dispatchID)
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{
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//if (dispatchID >= pParams.classificationBuffer[SPLIT_COUNTER])
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// return;
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// Grab the real elementID
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
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// Grab the real elementID
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + dispatchID];
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// Split the element
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SplitElement(currentID, pParams.geometry.baseDepth);
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}
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// Split the element
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SplitElement(currentID, pParams.geometry.baseDepth);
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}
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[numthreads(1, 1, 1)]
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@@ -62,102 +60,102 @@ void PrepareIndirect(uint currentID : SV_DispatchThreadID)
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pParams.indirectDispatchBuffer[currentID * 3 + 2] = 1;
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void Allocate(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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for(uint i = 0; i < 64; ++i)
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{
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//if(dispatchID > 0)
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// return;
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//
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//for(uint i = 0; i < 64; ++i)
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//{
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// Load the CBT to the LDS
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load_buffer_to_shared_memory(i);
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}
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load_buffer_to_shared_memory(groupIndex);
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// If this element doesn't need to be processed, we're done
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//if (dispatchID >= pParams.allocateBuffer[0])
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// return;
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for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
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{
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if (dispatchID >= pParams.allocateBuffer[0])
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return;
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//for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
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//{
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// Allocate the required bits
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AllocateElement(pParams.allocateBuffer[1 + i]);
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}
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AllocateElement(pParams.allocateBuffer[1 + dispatchID]);
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//}
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void Bisect(uint groupIndex : SV_GroupIndex, uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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// If this element doesn't need to be processed, we're done
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//if (dispatchID >= pParams.allocateBuffer[0])
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//if(dispatchID > 0)
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// return;
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for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
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{
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// If this element doesn't need to be processed, we're done
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if (dispatchID >= pParams.allocateBuffer[0])
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return;
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//for(uint i = 0; i < pParams.allocateBuffer[0]; ++i)
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//{
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// Operation the bisection of this element
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BisectElement(pParams.allocateBuffer[1 + i], i);
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}
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BisectElement(pParams.allocateBuffer[1 + dispatchID]);
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//}
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void PropagateBisect(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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// If this element doesn't need to be processed, we're done
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//if (dispatchID >= pParams.propagateBuffer[0])
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//if(dispatchID > 0)
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// return;
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for(uint i = 0; i < pParams.propagateBuffer[0]; ++i)
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{
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PropagateBisectElement(pParams.propagateBuffer[2 + i]);
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}
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// If this element doesn't need to be processed, we're done
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if (dispatchID >= pParams.propagateBuffer[0])
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return;
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//for(uint i = 0; i < pParams.propagateBuffer[0]; ++i)
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//{
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PropagateBisectElement(pParams.propagateBuffer[2 + dispatchID]);
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//}
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void PrepareSimplify(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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// If this element doesn't need to be processed, we're done
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//if (dispatchID >= pParams.classificationBuffer[SIMPLIFY_COUNTER])
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//if(dispatchID > 0)
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// return;
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for(uint i = 0; i < pParams.classificationBuffer[SIMPLIFY_COUNTER]; ++i)
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{
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// Grab the real elementID
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + pParams.geometry.totalNumElements + i];
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// If this element doesn't need to be processed, we're done
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if (dispatchID >= pParams.classificationBuffer[SIMPLIFY_COUNTER])
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return;
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//for(uint i = 0; i < pParams.classificationBuffer[SIMPLIFY_COUNTER]; ++i)
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//{
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// Grab the real elementID
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uint currentID = pParams.classificationBuffer[CLASSIFY_COUNTER_OFFSET + pParams.geometry.totalNumElements + dispatchID];
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// Simplify an element
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PrepareSimplifyElement(currentID);
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}
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// Simplify an element
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PrepareSimplifyElement(currentID);
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//}
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void Simplify(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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// This thread doesn't have any work to do, we're done
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//if (currentID >= pParams.simplifyBuffer[0])
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//if(dispatchID > 0)
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// return;
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for(uint i = 0; i < pParams.simplifyBuffer[0]; ++i)
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{
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// Simplify an element
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SimplifyElement(pParams.simplifyBuffer[1 + i]);
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}
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// This thread doesn't have any work to do, we're done
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if (dispatchID >= pParams.simplifyBuffer[0])
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return;
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//for(uint i = 0; i < pParams.simplifyBuffer[0]; ++i)
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//{
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// Simplify an element
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SimplifyElement(pParams.simplifyBuffer[1 + dispatchID]);
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//}
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void PropagateSimplify(uint dispatchID : SV_DispatchThreadID)
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{
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if(dispatchID > 0)
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return;
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// If this element doesn't need to be processed, we're done
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//if (dispatchID >= pParams.propagateBuffer[1])
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//if(dispatchID > 0)
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// return;
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for(uint i = 0; i < pParams.propagateBuffer[1]; ++i)
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{
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PropagateElementSimplify(pParams.propagateBuffer[2 + i]);
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}
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// If this element doesn't need to be processed, we're done
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if (dispatchID >= pParams.propagateBuffer[1])
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return;
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//for(uint i = 0; i < pParams.propagateBuffer[1]; ++i)
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//{
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PropagateElementSimplify(pParams.propagateBuffer[2 + dispatchID]);
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//}
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}
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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@@ -180,20 +178,20 @@ void ReduceSecondPass(uint groupIndex : SV_GroupIndex)
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reduce_second_pass(groupIndex);
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}
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[numthreads(1, 1, 1)]
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[numthreads(WORKGROUP_SIZE, 1, 1)]
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void BisectorIndexation(uint currentID : SV_DispatchThreadID)
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{
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if(currentID > 0)
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return;
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// This thread doesn't have any work to do, we're done
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//if (currentID >= pParams.geometry.totalNumElements)
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//if(currentID > 0)
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// return;
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// This thread doesn't have any work to do, we're done
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if (currentID >= pParams.geometry.totalNumElements)
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return;
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for(uint i = 0; i < pParams.geometry.totalNumElements; ++i)
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{
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// Indexate this bisector
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BisectorElementIndexation(i);
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}
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//for(uint i = 0; i < pParams.geometry.totalNumElements; ++i)
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//{
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// Indexate this bisector
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BisectorElementIndexation(currentID);
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//}
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}
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[numthreads(1, 1, 1)]
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@@ -237,12 +237,6 @@ void ClearBuffer(uint currentID : SV_DispatchThreadID)
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pParams.lebPositionBuffer[currentID] = float4(0.0, 0.0, 0.0, 1.0);
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}
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float3 TransformToPlanetCoordinate(float3 posPS)
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{
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// Evaluate the planet position
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return normalize(posPS);
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}
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[[vk::push_constant]]
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ConstantBuffer<uint> preRendering;
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struct Triangle
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@@ -316,9 +310,9 @@ void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_Group
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EvaluateElementPosition(cHeapID, 0, pParams.geometry.baseDepth, pParams.currentVertexBuffer, parentTri, childTri);
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// Export the child
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pParams.lebPositionBuffer[3 * currentID] = float4(TransformToPlanetCoordinate(childTri.p[0]), 1.0f);
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pParams.lebPositionBuffer[3 * currentID + 1] = float4(TransformToPlanetCoordinate(childTri.p[1]), 1.0f);
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pParams.lebPositionBuffer[3 * currentID + 2] = float4(TransformToPlanetCoordinate(childTri.p[2]), 1.0f);
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pParams.lebPositionBuffer[3 * currentID] = float4((childTri.p[0]), 1.0f);
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pParams.lebPositionBuffer[3 * currentID + 1] = float4((childTri.p[1]), 1.0f);
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pParams.lebPositionBuffer[3 * currentID + 2] = float4((childTri.p[2]), 1.0f);
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// Export the fourth element
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if (pParams.geometry.baseDepth < depth)
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@@ -327,6 +321,6 @@ void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_Group
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const uint parentOffset = 3 * pParams.geometry.totalNumElements;
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// Transform the coordinate to planet space
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pParams.lebPositionBuffer[parentOffset + currentID] = float4(TransformToPlanetCoordinate(cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
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pParams.lebPositionBuffer[parentOffset + currentID] = float4((cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
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}
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}
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@@ -20,7 +20,6 @@ struct DeformationCB
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struct UpdateCB
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{
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float4x4 viewProjectionMatrix;
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float triangleSize;
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uint32_t maxSubdivisionDepth;
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float fov;
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@@ -62,7 +62,7 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
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return FRUSTUM_CULLED;
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// Project the points on screen
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float4x4 viewProjectionMatrix = pParams.update.viewProjectionMatrix;//mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
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float4x4 viewProjectionMatrix = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
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float4 p0P = mul(viewProjectionMatrix, float4(tri.p[0], 1.0));
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p0P.xy = p0P.xy / p0P.w;
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p0P.xy = (p0P.xy * 0.5 + 0.5);
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@@ -402,15 +402,11 @@ void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint
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}
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}
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void BisectElement(uint currentID, uint dispatchID)
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void BisectElement(uint currentID)
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{
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DebugStruct debug;
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// If this bisector is not allocated or not subdivided, stop right away
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uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
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BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
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debug.baseHeapID = baseHeapID;
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debug.subdivision = cBisectorData.subdivisionPattern;
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debug.propagateLocation = 0;
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if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
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return;
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@@ -428,11 +424,6 @@ void BisectElement(uint currentID, uint dispatchID)
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uint siblingID1 = cBisectorData.indices[1];
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uint siblingID2 = cBisectorData.indices[2];
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debug.indices[0] = cBisectorData.indices[0];
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debug.indices[1] = cBisectorData.indices[1];
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debug.indices[2] = cBisectorData.indices[2];
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debug.indices[3] = 0;
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// Simple subdivision (along the main axis)
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if (currentSubdiv == CENTER_SPLIT)
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{
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@@ -476,7 +467,6 @@ void BisectElement(uint currentID, uint dispatchID)
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uint targetLocation = 0;
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InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
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pParams.propagateBuffer[2 + targetLocation] = siblingID0;
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debug.propagateLocation = targetLocation;
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}
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else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
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{
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@@ -535,7 +525,6 @@ void BisectElement(uint currentID, uint dispatchID)
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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
@@ -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; }
|
||||
|
||||
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user