Adding benchmark
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@@ -6,24 +6,19 @@
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#include "Graphics/Query.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include "Graphics/RenderPass/CachedDepthPass.h"
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#include "Graphics/RenderPass/DebugPass.h"
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#include "Graphics/RenderPass/DepthCullingPass.h"
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#include "Graphics/RenderPass/LightCullingPass.h"
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#include "Graphics/RenderPass/RenderGraphResources.h"
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#include "Graphics/RenderPass/SkyboxRenderPass.h"
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#include "Graphics/RenderPass/VisibilityPass.h"
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#include "System/CameraUpdater.h"
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#include "System/LightGather.h"
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#include "System/MeshUpdater.h"
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#include "Window/Window.h"
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#include <fstream>
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#include <thread>
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using namespace Seele;
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bool usePositionOnly = false;
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bool useDepthCulling = false;
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bool useLightCulling = false;
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GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
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: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
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reloadGame();
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@@ -32,48 +27,8 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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renderGraph.addPass(new VisibilityPass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
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renderGraph.addPass(new BasePass(graphics, scene));
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renderGraph.addPass(new DebugPass(graphics, scene));
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// renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
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renderGraph.setViewport(viewport);
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renderGraph.createRenderPass();
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queryThread = std::thread([&]() {
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PRenderGraphResources res = renderGraph.getResources();
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Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
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Gfx::PPipelineStatisticsQuery depthQuery = res->requestQuery("DEPTH_QUERY");
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Gfx::PPipelineStatisticsQuery baseQuery = res->requestQuery("BASEPASS_QUERY");
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Gfx::PPipelineStatisticsQuery lightCullQuery = res->requestQuery("LIGHTCULL_QUERY");
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Gfx::PPipelineStatisticsQuery visibilityQuery = res->requestQuery("VISIBILITY_QUERY");
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Gfx::PTimestampQuery timeQuery = res->requestTimestampQuery("TIMESTAMP");
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std::ofstream stats("stats.csv");
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stats << "RelTime,"
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<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,CachedTS,CachedMS,"
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<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
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<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
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<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
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<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityTS,"
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"VisibilityMS,"
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<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE" << std::endl;
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std::chrono::nanoseconds start = std::chrono::nanoseconds(0);
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while (true) {
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auto timestamps = timeQuery->getResults();
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auto cachedResults = cachedQuery->getResults();
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auto depthResults = depthQuery->getResults();
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auto baseResults = baseQuery->getResults();
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auto lightCullResults = lightCullQuery->getResults();
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auto visiblityResults = visibilityQuery->getResults();
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if (start.count() == 0) {
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start = timestamps[0].time;
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}
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stats << (timestamps[0].time - start).count() << "," << cachedResults << depthResults << baseResults << lightCullResults
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<< visiblityResults;
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stats << fmt::format("{},{},{},{},{},{}", (timestamps[1].time - timestamps[0].time).count(),
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(timestamps[2].time - timestamps[1].time).count(), (timestamps[3].time - timestamps[2].time).count(),
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(timestamps[4].time - timestamps[3].time).count(), (timestamps[5].time - timestamps[4].time).count(),
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(timestamps[6].time - timestamps[5].time).count())
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<< std::endl;
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stats.flush();
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}
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});
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}
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GameView::~GameView() {}
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@@ -127,18 +82,6 @@ void GameView::reloadGame() {
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) {
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keyboardSystem->keyCallback(code, action, modifier);
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if (code == KeyCode::KEY_P && action == InputAction::RELEASE) {
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usePositionOnly = !usePositionOnly;
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std::cout << "Use Pos only " << usePositionOnly << std::endl;
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}
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if (code == KeyCode::KEY_O && action == InputAction::RELEASE) {
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useDepthCulling = !useDepthCulling;
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std::cout << "Use Depth Culling " << useDepthCulling << std::endl;
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}
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if (code == KeyCode::KEY_L && action == InputAction::RELEASE) {
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useLightCulling = !useLightCulling;
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std::cout << "Use Light Culling " << useLightCulling << std::endl;
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}
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}
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void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); }
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@@ -28,7 +28,6 @@ class GameView : public View {
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OScene scene;
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GameInterface gameInterface;
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RenderGraph renderGraph;
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std::thread queryThread;
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PSystemGraph systemGraph;
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System::PKeyboardInput keyboardSystem;
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