Adding benchmark
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@@ -8,8 +8,6 @@
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using namespace Seele;
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extern bool useLightCulling;
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LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {}
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LightCullingPass::~LightCullingPass() {}
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@@ -25,7 +23,13 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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uint32 reset = 0;
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ShaderBufferCreateInfo counterReset = {
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.sourceData = {.size = sizeof(uint32), .data = (uint8*)&reset, .owner = Gfx::QueueType::COMPUTE}};
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.sourceData =
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{
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.size = sizeof(uint32),
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.data = (uint8*)&reset,
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.owner = Gfx::QueueType::COMPUTE,
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},
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};
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oLightIndexCounter->rotateBuffer(sizeof(uint32));
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oLightIndexCounter->updateContents(counterReset);
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tLightIndexCounter->rotateBuffer(sizeof(uint32));
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@@ -42,7 +46,10 @@ void LightCullingPass::beginFrame(const Component::Camera& cam) {
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void LightCullingPass::render() {
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query->beginQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "LIGHTCULL");
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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oLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightGrid->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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cullingDescriptorSet->updateTexture(0, depthAttachment);
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cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
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cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
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@@ -52,7 +59,7 @@ void LightCullingPass::render() {
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cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
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cullingDescriptorSet->writeChanges();
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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if (useLightCulling) {
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if (getGlobals().useLightCulling) {
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computeCommand->bindPipeline(cullingEnabledPipeline);
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} else {
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computeCommand->bindPipeline(cullingPipeline);
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@@ -84,11 +91,17 @@ void LightCullingPass::publishOutputs() {
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
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dispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData = {.size = sizeof(DispatchParams), .data = (uint8*)&dispatchParams, .owner = Gfx::QueueType::COMPUTE},
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.sourceData =
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{
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.size = sizeof(DispatchParams),
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.data = (uint8*)&dispatchParams,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.dynamic = false,
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.name = "DispatchParams",
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});
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dispatchParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, dispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, frustumBuffer);
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@@ -209,6 +222,10 @@ void LightCullingPass::publishOutputs() {
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};
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oLightGrid = graphics->createTexture2D(textureInfo);
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tLightGrid = graphics->createTexture2D(textureInfo);
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oLightGrid->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightGrid->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", Gfx::PTexture2D(oLightGrid));
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resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", Gfx::PTexture2D(tLightGrid));
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@@ -230,6 +247,8 @@ void LightCullingPass::setupFrustums() {
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
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RenderPass::beginFrame(Component::Camera());
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viewParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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dispatchParams.numThreads = numThreads;
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dispatchParams.numThreadGroups = numThreadGroups;
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