Adding cached depth renderpass
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@@ -42,7 +42,7 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "ViewCullingTask");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "DrawListTask");
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}
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else
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{
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@@ -91,7 +91,7 @@ void BasePass::render()
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("ViewCullingTask");
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permutation.setTaskFile("DrawListTask");
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permutation.setMeshFile("MeshletPass");
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}
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else
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@@ -140,7 +140,7 @@ void BasePass::render()
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend = {
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.attachmentCount = 2,
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -160,7 +160,7 @@ void BasePass::render()
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.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
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},
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.colorBlend = {
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.attachmentCount = 2,
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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@@ -182,11 +182,10 @@ void BasePass::render()
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else
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{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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for (const auto& meshData : drawCall.instanceMeshData)
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{
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset), 0);
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}
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}
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}
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@@ -208,17 +207,6 @@ void BasePass::publishOutputs()
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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meshletIdTexture = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32_UINT,
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.width = viewport->getWidth(),
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.height = viewport->getHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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});
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meshletIdAttachment = Gfx::RenderTargetAttachment(meshletIdTexture,
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Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_MESHLETID", meshletIdAttachment);
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}
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void BasePass::createRenderPass()
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@@ -228,7 +216,7 @@ void BasePass::createRenderPass()
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = { colorAttachment, meshletIdAttachment },
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.colorAttachments = { colorAttachment },
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.depthAttachment = depthAttachment,
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};
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Array<Gfx::SubPassDependency> dependency = {
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@@ -245,7 +233,7 @@ void BasePass::createRenderPass()
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_NONE,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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{
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@@ -262,7 +250,7 @@ void BasePass::createRenderPass()
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_NONE,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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