Adding cached depth renderpass
This commit is contained in:
+306
-309
@@ -15,372 +15,369 @@ constexpr static uint64 NUM_DEFAULT_ELEMENTS = 1024 * 1024;
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void VertexData::resetMeshData()
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{
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std::unique_lock l(materialDataLock);
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for (auto& mat : materialData)
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std::unique_lock l(materialDataLock);
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for (auto &mat : materialData)
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{
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for (auto &inst : mat.instances)
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{
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for (auto& inst : mat.instances)
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{
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inst.instanceData.clear();
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inst.instanceMeshData.clear();
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}
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if (mat.material != nullptr)
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{
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mat.material->getDescriptorLayout()->reset();
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}
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inst.instanceData.clear();
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inst.instanceMeshData.clear();
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}
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if (dirty)
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if (mat.material != nullptr)
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{
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updateBuffers();
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dirty = false;
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mat.material->getDescriptorLayout()->reset();
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}
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}
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if (dirty)
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{
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updateBuffers();
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dirty = false;
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}
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}
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void VertexData::updateMesh(PMesh mesh, Component::Transform& transform)
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void VertexData::updateMesh(PMesh mesh, Component::Transform &transform)
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{
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std::unique_lock l(materialDataLock);
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PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle();
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PMaterial mat = referencedInstance->getBaseMaterial();
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if (materialData.size() <= mat->getId())
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{
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materialData.resize(mat->getId() + 1);
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}
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MaterialData& matData = materialData[mat->getId()];
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matData.material = mat;
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if (matData.instances.size() <= referencedInstance->getId())
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{
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matData.instances.resize(referencedInstance->getId() + 1);
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}
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BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
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matInstanceData.materialInstance = referencedInstance;
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Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
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matInstanceData.instanceData.add(InstanceData{
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.transformMatrix = transformMatrix,
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.inverseTransformMatrix = glm::inverse(transformMatrix),
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});
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const auto& data = meshData[mesh->id];
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matInstanceData.instanceMeshData.add(data);
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referencedInstance->updateDescriptor();
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for (size_t i = 0; i < 0; ++i)
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{
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auto bounding = meshlets[data.meshletOffset + i].bounding;
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StaticArray<Vector, 8> corners;
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Vector min = bounding.min;//bounding.center - bounding.radius * Vector(1, 1, 1);
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Vector max = bounding.max;//bounding.center + bounding.radius * Vector(1, 1, 1);
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corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
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corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
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corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
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corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
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corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
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corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
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corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
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corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[0], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[1], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[2], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[3], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[4], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[6], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[5], .color = meshlets[data.meshletOffset + i].color });
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addDebugVertex(DebugVertex{ .position = corners[7], .color = meshlets[data.meshletOffset + i].color });
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}
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std::unique_lock l(materialDataLock);
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PMaterialInstance referencedInstance = mesh->referencedMaterial->getHandle();
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PMaterial mat = referencedInstance->getBaseMaterial();
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if (materialData.size() <= mat->getId())
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{
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materialData.resize(mat->getId() + 1);
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}
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MaterialData &matData = materialData[mat->getId()];
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matData.material = mat;
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if (matData.instances.size() <= referencedInstance->getId())
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{
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matData.instances.resize(referencedInstance->getId() + 1);
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}
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BatchedDrawCall &matInstanceData = matData.instances[referencedInstance->getId()];
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matInstanceData.materialInstance = referencedInstance;
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Matrix4 transformMatrix = transform.toMatrix() * mesh->transform;
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matInstanceData.instanceData.add(InstanceData{
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.transformMatrix = transformMatrix,
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.inverseTransformMatrix = glm::inverse(transformMatrix),
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});
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const auto &data = meshData[mesh->id];
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matInstanceData.instanceMeshData.add(data);
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referencedInstance->updateDescriptor();
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for (size_t i = 0; i < 0; ++i)
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{
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auto bounding = meshlets[data.meshletOffset + i].bounding;
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StaticArray<Vector, 8> corners;
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Vector min = bounding.min; // bounding.center - bounding.radius * Vector(1, 1, 1);
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Vector max = bounding.max; // bounding.center + bounding.radius * Vector(1, 1, 1);
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corners[0] = transformMatrix * Vector4(min.x, min.y, min.z, 1);
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corners[1] = transformMatrix * Vector4(min.x, min.y, max.z, 1);
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corners[2] = transformMatrix * Vector4(min.x, max.y, min.z, 1);
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corners[3] = transformMatrix * Vector4(min.x, max.y, max.z, 1);
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corners[4] = transformMatrix * Vector4(max.x, min.y, min.z, 1);
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corners[5] = transformMatrix * Vector4(max.x, min.y, max.z, 1);
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corners[6] = transformMatrix * Vector4(max.x, max.y, min.z, 1);
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corners[7] = transformMatrix * Vector4(max.x, max.y, max.z, 1);
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addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[0], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[1], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[2], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[3], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[4], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[6], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[5], .color = meshlets[data.meshletOffset + i].color});
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addDebugVertex(DebugVertex{.position = corners[7], .color = meshlets[data.meshletOffset + i].color});
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}
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}
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void VertexData::createDescriptors()
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{
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std::unique_lock l(materialDataLock);
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std::unique_lock l(materialDataLock);
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instanceData.clear();
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instanceMeshData.clear();
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instanceData.clear();
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instanceMeshData.clear();
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//uint32 numMeshlets = 0;
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//Array<uint32> cullingOffsets;
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for (auto& mat : materialData)
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uint32 numMeshlets = 0;
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Array<uint32> cullingOffsets;
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for (auto &mat : materialData)
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{
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for (auto &instance : mat.instances)
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{
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for (auto& instance : mat.instances)
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{
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instance.offsets.instanceOffset = instanceData.size();
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//instance.offsets.cullingCounterOffset = cullingOffsets.size();
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//instance.numMeshlets = 0;
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for (size_t i = 0; i < instance.instanceData.size(); ++i)
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{
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instanceData.add(instance.instanceData[i]);
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instanceMeshData.add(instance.instanceMeshData[i]);
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//instance.numMeshlets += instance.instanceMeshData[i].numMeshlets;
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//cullingOffsets.add(numMeshlets);
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//numMeshlets += instance.numMeshlets;
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}
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}
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instance.offsets.instanceOffset = instanceData.size();
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// instance.offsets.cullingCounterOffset = cullingOffsets.size();
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// instance.numMeshlets = 0;
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for (size_t i = 0; i < instance.instanceData.size(); ++i)
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{
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cullingOffsets.add(numMeshlets);
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instanceData.add(instance.instanceData[i]);
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instanceMeshData.add(instance.instanceMeshData[i]);
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// instance.numMeshlets += instance.instanceMeshData[i].numMeshlets;
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// cullingOffsets.add(numMeshlets);
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numMeshlets += instance.instanceMeshData[i].numMeshlets;
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}
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}
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//cullingOffsetBuffer->rotateBuffer(cullingOffsets.size() * sizeof(uint32));
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//cullingOffsetBuffer->updateContents(ShaderBufferCreateInfo{
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// .sourceData = {
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// .size = cullingOffsets.size() * sizeof(uint32),
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// .data = (uint8*)cullingOffsets.data(),
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// },
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// .numElements = cullingOffsets.size()
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// });
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//cullingOffsetBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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// Gfx::SE_ACCESS_MEMORY_READ_BIT,
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// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT
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//);
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//cullingBuffer->rotateBuffer(numMeshlets * sizeof(uint32));
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//cullingBuffer->updateContents(ShaderBufferCreateInfo{
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// .sourceData = {
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// .size = numMeshlets * sizeof(uint32),
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// },
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// .numElements = numMeshlets
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// });
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//cullingBuffer->pipelineBarrier(
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// Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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// Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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// Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT
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//);
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instanceBuffer->rotateBuffer(instanceData.size() * sizeof(InstanceData));
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instanceBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = instanceData.size() * sizeof(InstanceData),
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.data = (uint8*)instanceData.data(),
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},
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.numElements = instanceData.size()
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});
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instanceBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT
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);
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}
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Array<MeshletCullingInfo> cullingData(numMeshlets);
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std::memset(cullingData.data(), 0xff, cullingData.size());
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cullingOffsetBuffer->rotateBuffer(cullingOffsets.size() * sizeof(uint32));
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cullingOffsetBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = cullingOffsets.size() * sizeof(uint32),
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.data = (uint8 *)cullingOffsets.data(),
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},
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.numElements = cullingOffsets.size()});
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cullingOffsetBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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instanceMeshDataBuffer->rotateBuffer(sizeof(MeshData) * instanceMeshData.size());
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instanceMeshDataBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshData) * instanceMeshData.size(),
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.data = (uint8*)instanceMeshData.data(),
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},
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.numElements = instanceMeshData.size()
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});
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instanceMeshDataBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT
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);
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instanceDataLayout->reset();
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descriptorSet = instanceDataLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, instanceBuffer);
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descriptorSet->updateBuffer(1, instanceMeshDataBuffer);
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descriptorSet->updateBuffer(2, meshletBuffer);
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descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
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descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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//descriptorSet->updateBuffer(5, cullingOffsetBuffer);
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//descriptorSet->updateBuffer(6, cullingBuffer);
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cullingBuffer->rotateBuffer(numMeshlets * sizeof(MeshletCullingInfo));
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cullingBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = numMeshlets * sizeof(MeshletCullingInfo),
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.data = (uint8 *)cullingData.data(),
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},
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.numElements = numMeshlets});
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cullingBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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instanceBuffer->rotateBuffer(instanceData.size() * sizeof(InstanceData));
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instanceBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = instanceData.size() * sizeof(InstanceData),
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.data = (uint8 *)instanceData.data(),
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},
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.numElements = instanceData.size()});
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instanceBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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descriptorSet->writeChanges();
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instanceMeshDataBuffer->rotateBuffer(sizeof(MeshData) * instanceMeshData.size());
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instanceMeshDataBuffer->updateContents(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(MeshData) * instanceMeshData.size(),
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.data = (uint8 *)instanceMeshData.data(),
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},
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.numElements = instanceMeshData.size()});
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instanceMeshDataBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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instanceDataLayout->reset();
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descriptorSet = instanceDataLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, instanceBuffer);
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descriptorSet->updateBuffer(1, instanceMeshDataBuffer);
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descriptorSet->updateBuffer(2, meshletBuffer);
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descriptorSet->updateBuffer(3, primitiveIndicesBuffer);
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descriptorSet->updateBuffer(4, vertexIndicesBuffer);
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descriptorSet->updateBuffer(5, cullingBuffer);
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descriptorSet->updateBuffer(6, cullingOffsetBuffer);
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descriptorSet->writeChanges();
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}
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void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets)
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{
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assert(loadedMeshlets.size() < 2048);
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std::unique_lock l(vertexDataLock);
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meshlets.reserve(meshlets.size() + loadedMeshlets.size());
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vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
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primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
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uint32 meshletOffset = meshlets.size();
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AABB meshAABB;
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for (uint32 i = 0; i < loadedMeshlets.size(); ++i)
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{
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Meshlet& m = loadedMeshlets[i];
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meshAABB = meshAABB.combine(m.boundingBox);
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uint32 vertexOffset = vertexIndices.size();
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vertexIndices.resize(vertexOffset + m.numVertices);
|
||||
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
|
||||
uint32 primitiveOffset = primitiveIndices.size();
|
||||
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
|
||||
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
|
||||
meshlets.add(MeshletDescription{
|
||||
.bounding = m.boundingBox,//.toSphere(),
|
||||
.vertexCount = m.numVertices,
|
||||
.primitiveCount = m.numPrimitives,
|
||||
.vertexOffset = vertexOffset,
|
||||
.primitiveOffset = primitiveOffset,
|
||||
.color = Vector((float)rand() / RAND_MAX,(float)rand() / RAND_MAX,(float)rand() / RAND_MAX),
|
||||
.indicesOffset = (uint32)meshOffsets[id],
|
||||
});
|
||||
}
|
||||
meshData[id] = MeshData{
|
||||
.bounding = meshAABB,//.toSphere(),
|
||||
.numMeshlets = (uint32)loadedMeshlets.size(),
|
||||
.meshletOffset = meshletOffset,
|
||||
.firstIndex = (uint32)indices.size(),
|
||||
.numIndices = (uint32)loadedIndices.size(),
|
||||
};
|
||||
assert(loadedMeshlets.size() < 2048);
|
||||
std::unique_lock l(vertexDataLock);
|
||||
meshlets.reserve(meshlets.size() + loadedMeshlets.size());
|
||||
vertexIndices.reserve(vertexIndices.size() + loadedMeshlets.size() * Gfx::numVerticesPerMeshlet);
|
||||
primitiveIndices.reserve(primitiveIndices.size() + loadedMeshlets.size() * Gfx::numPrimitivesPerMeshlet * 3);
|
||||
uint32 meshletOffset = meshlets.size();
|
||||
AABB meshAABB;
|
||||
for (uint32 i = 0; i < loadedMeshlets.size(); ++i)
|
||||
{
|
||||
Meshlet &m = loadedMeshlets[i];
|
||||
meshAABB = meshAABB.combine(m.boundingBox);
|
||||
uint32 vertexOffset = vertexIndices.size();
|
||||
vertexIndices.resize(vertexOffset + m.numVertices);
|
||||
std::memcpy(vertexIndices.data() + vertexOffset, m.uniqueVertices, m.numVertices * sizeof(uint32));
|
||||
uint32 primitiveOffset = primitiveIndices.size();
|
||||
primitiveIndices.resize(primitiveOffset + (m.numPrimitives * 3));
|
||||
std::memcpy(primitiveIndices.data() + primitiveOffset, m.primitiveLayout, m.numPrimitives * 3 * sizeof(uint8));
|
||||
meshlets.add(MeshletDescription{
|
||||
.bounding = m.boundingBox, //.toSphere(),
|
||||
.vertexCount = m.numVertices,
|
||||
.primitiveCount = m.numPrimitives,
|
||||
.vertexOffset = vertexOffset,
|
||||
.primitiveOffset = primitiveOffset,
|
||||
.color = Vector((float)rand() / RAND_MAX, (float)rand() / RAND_MAX, (float)rand() / RAND_MAX),
|
||||
.indicesOffset = (uint32)meshOffsets[id],
|
||||
});
|
||||
}
|
||||
meshData[id] = MeshData{
|
||||
.bounding = meshAABB, //.toSphere(),
|
||||
.numMeshlets = (uint32)loadedMeshlets.size(),
|
||||
.meshletOffset = meshletOffset,
|
||||
.firstIndex = (uint32)indices.size(),
|
||||
.numIndices = (uint32)loadedIndices.size(),
|
||||
};
|
||||
|
||||
if (!graphics->supportMeshShading())
|
||||
{
|
||||
indices.resize(indices.size() + loadedIndices.size());
|
||||
std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
|
||||
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint32) * indices.size(),
|
||||
.data = (uint8*)indices.data(),
|
||||
},
|
||||
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
|
||||
.name = "IndexBuffer",
|
||||
});
|
||||
if (!graphics->supportMeshShading())
|
||||
{
|
||||
indices.resize(indices.size() + loadedIndices.size());
|
||||
std::memcpy(indices.data() + meshData[id].firstIndex, loadedIndices.data(), loadedIndices.size() * sizeof(uint32));
|
||||
indexBuffer = graphics->createIndexBuffer(IndexBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint32) * indices.size(),
|
||||
.data = (uint8 *)indices.data(),
|
||||
},
|
||||
.indexType = Gfx::SE_INDEX_TYPE_UINT32,
|
||||
.name = "IndexBuffer",
|
||||
});
|
||||
}
|
||||
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(MeshletDescription) * meshlets.size(),
|
||||
.data = (uint8 *)meshlets.data()},
|
||||
.numElements = meshlets.size(),
|
||||
.dynamic = false,
|
||||
.name = "MeshletBuffer"});
|
||||
|
||||
}
|
||||
meshletBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(MeshletDescription) * meshlets.size(),
|
||||
.data = (uint8*)meshlets.data()
|
||||
},
|
||||
.numElements = meshlets.size(),
|
||||
.dynamic = false,
|
||||
.name = "MeshletBuffer"
|
||||
});
|
||||
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint32) * vertexIndices.size(),
|
||||
.data = (uint8*)vertexIndices.data(),
|
||||
},
|
||||
.numElements = vertexIndices.size(),
|
||||
.dynamic = false,
|
||||
.name = "VertexIndicesBuffer"
|
||||
});
|
||||
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint8) * primitiveIndices.size(),
|
||||
.data = (uint8*)primitiveIndices.data(),
|
||||
},
|
||||
.numElements = primitiveIndices.size(),
|
||||
.dynamic = false,
|
||||
.name = "PrimitiveIndicesBuffer",
|
||||
});
|
||||
vertexIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint32) * vertexIndices.size(),
|
||||
.data = (uint8 *)vertexIndices.data(),
|
||||
},
|
||||
.numElements = vertexIndices.size(),
|
||||
.dynamic = false,
|
||||
.name = "VertexIndicesBuffer"});
|
||||
|
||||
primitiveIndicesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData = {
|
||||
.size = sizeof(uint8) * primitiveIndices.size(),
|
||||
.data = (uint8 *)primitiveIndices.data(),
|
||||
},
|
||||
.numElements = primitiveIndices.size(),
|
||||
.dynamic = false,
|
||||
.name = "PrimitiveIndicesBuffer",
|
||||
});
|
||||
}
|
||||
|
||||
MeshId VertexData::allocateVertexData(uint64 numVertices)
|
||||
{
|
||||
std::unique_lock l(vertexDataLock);
|
||||
MeshId res{ idCounter++ };
|
||||
meshOffsets[res] = head;
|
||||
meshVertexCounts[res] = numVertices;
|
||||
head += numVertices;
|
||||
if (head > verticesAllocated)
|
||||
{
|
||||
verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
|
||||
resizeBuffers();
|
||||
}
|
||||
return res;
|
||||
std::unique_lock l(vertexDataLock);
|
||||
MeshId res{idCounter++};
|
||||
meshOffsets[res] = head;
|
||||
meshVertexCounts[res] = numVertices;
|
||||
head += numVertices;
|
||||
if (head > verticesAllocated)
|
||||
{
|
||||
verticesAllocated = std::max(head, verticesAllocated + NUM_DEFAULT_ELEMENTS);
|
||||
resizeBuffers();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
uint64 VertexData::getMeshOffset(MeshId id)
|
||||
{
|
||||
return meshOffsets[id];
|
||||
return meshOffsets[id];
|
||||
}
|
||||
|
||||
uint64 VertexData::getMeshVertexCount(MeshId id)
|
||||
{
|
||||
return meshVertexCounts[id];
|
||||
return meshVertexCounts[id];
|
||||
}
|
||||
|
||||
List<VertexData*> vertexDataList;
|
||||
List<VertexData *> vertexDataList;
|
||||
|
||||
List<VertexData*> VertexData::getList()
|
||||
List<VertexData *> VertexData::getList()
|
||||
{
|
||||
return vertexDataList;
|
||||
return vertexDataList;
|
||||
}
|
||||
|
||||
VertexData* VertexData::findByTypeName(std::string name)
|
||||
VertexData *VertexData::findByTypeName(std::string name)
|
||||
{
|
||||
for (auto vd : vertexDataList)
|
||||
for (auto vd : vertexDataList)
|
||||
{
|
||||
if (vd->getTypeName() == name)
|
||||
{
|
||||
if (vd->getTypeName() == name)
|
||||
{
|
||||
return vd;
|
||||
}
|
||||
return vd;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void VertexData::init(Gfx::PGraphics _graphics)
|
||||
{
|
||||
graphics = _graphics;
|
||||
verticesAllocated = NUM_DEFAULT_ELEMENTS;
|
||||
instanceDataLayout = graphics->createDescriptorLayout("pScene");
|
||||
graphics = _graphics;
|
||||
verticesAllocated = NUM_DEFAULT_ELEMENTS;
|
||||
instanceDataLayout = graphics->createDescriptorLayout("pScene");
|
||||
|
||||
// instanceData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
|
||||
// meshData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, });
|
||||
// meshletData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// primitiveIndices
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// vertexIndices
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// cullingList
|
||||
//instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// cullingOffset
|
||||
//instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER });
|
||||
// instanceData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 0,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
// meshData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 1,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
// meshletData
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
// primitiveIndices
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
// vertexIndices
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
// cullingList
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
// cullingOffset
|
||||
instanceDataLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER});
|
||||
|
||||
//cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
// .dynamic = true,
|
||||
// .name = "MeshletOffset",
|
||||
// });
|
||||
//cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
// .dynamic = true,
|
||||
// .name = "MeshletCulling",
|
||||
// });
|
||||
instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "InstanceBuffer",
|
||||
});
|
||||
instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "MeshDataBuffer",
|
||||
});
|
||||
instanceDataLayout->create();
|
||||
resizeBuffers();
|
||||
graphics->getShaderCompiler()->registerVertexData(this);
|
||||
cullingOffsetBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "MeshletOffset",
|
||||
});
|
||||
cullingBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "MeshletCulling",
|
||||
});
|
||||
instanceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "InstanceBuffer",
|
||||
});
|
||||
instanceMeshDataBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.dynamic = true,
|
||||
.name = "MeshDataBuffer",
|
||||
});
|
||||
instanceDataLayout->create();
|
||||
resizeBuffers();
|
||||
graphics->getShaderCompiler()->registerVertexData(this);
|
||||
}
|
||||
|
||||
void VertexData::destroy()
|
||||
{
|
||||
instanceBuffer = nullptr;
|
||||
instanceMeshDataBuffer = nullptr;
|
||||
instanceDataLayout = nullptr;
|
||||
meshletBuffer = nullptr;
|
||||
vertexIndicesBuffer = nullptr;
|
||||
primitiveIndicesBuffer = nullptr;
|
||||
indexBuffer = nullptr;
|
||||
meshData.clear();
|
||||
materialData.clear();
|
||||
instanceBuffer = nullptr;
|
||||
instanceMeshDataBuffer = nullptr;
|
||||
instanceDataLayout = nullptr;
|
||||
meshletBuffer = nullptr;
|
||||
vertexIndicesBuffer = nullptr;
|
||||
primitiveIndicesBuffer = nullptr;
|
||||
indexBuffer = nullptr;
|
||||
meshData.clear();
|
||||
materialData.clear();
|
||||
}
|
||||
|
||||
VertexData::VertexData()
|
||||
: idCounter(0)
|
||||
, head(0)
|
||||
, verticesAllocated(0)
|
||||
, dirty(false)
|
||||
: idCounter(0), head(0), verticesAllocated(0), dirty(false)
|
||||
{
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user