309 lines
16 KiB
C++
309 lines
16 KiB
C++
#include "DepthCullingPass.h"
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#include "Graphics/Shader.h"
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#include <minmax.h>
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using namespace Seele;
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extern bool usePositionOnly;
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extern bool useDepthCulling;
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DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
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depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_MESH_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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});
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depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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});
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depthAttachmentLayout->create();
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depthCullingLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthCullingLayout->addDescriptorLayout(viewParamsLayout);
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depthCullingLayout->addDescriptorLayout(depthAttachmentLayout);
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depthCullingLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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depthComputeLayout = graphics->createPipelineLayout("DepthComputeLayout");
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depthComputeLayout->addDescriptorLayout(viewParamsLayout);
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depthComputeLayout->addDescriptorLayout(depthAttachmentLayout);
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depthComputeLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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.offset = 0,
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.size = sizeof(MipParam),
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthCullingLayout,
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.taskFile = "DepthCullingTask",
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.mainFile = "DepthCullingMesh",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = true,
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthCullingLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.fragmentFile = "VisibilityPass",
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.hasFragmentShader = true,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = true,
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});
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}
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}
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DepthCullingPass::~DepthCullingPass() {}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void DepthCullingPass::render() {
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depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_TRANSFER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
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set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
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set->updateBuffer(1, depthMipBuffer);
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set->writeChanges();
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("DepthMipGenCommand");
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computeCommand->bindPipeline(depthInitialReduce);
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computeCommand->bindDescriptor({viewParamsSet, set});
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UVector2 reduceDimensions = UVector2(viewport->getOwner()->getFramebufferWidth() + BLOCK_SIZE - 1,
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viewport->getOwner()->getFramebufferHeight() + BLOCK_SIZE - 1) /
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uint32(BLOCK_SIZE);
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computeCommand->dispatch(reduceDimensions.x, reduceDimensions.y, 1);
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computeCommand->bindPipeline(depthMipGen);
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computeCommand->bindDescriptor({viewParamsSet, set});
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for (uint32 i = 0; i < mipOffsets.size() - 1; ++i) {
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depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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MipParam params = {
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.srcMipOffset = mipOffsets[i],
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.dstMipOffset = mipOffsets[i + 1],
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.srcMipDim = mipDims[i],
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.dstMipDim = mipDims[i + 1],
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};
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computeCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), ¶ms);
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UVector2 threadGroups = (((mipDims[i] + UVector2(1, 1)) / 2u) + UVector2(BLOCK_SIZE - 1, BLOCK_SIZE - 1)) / uint32(BLOCK_SIZE);
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computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
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}
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Array<Gfx::OComputeCommand> computeCommands;
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computeCommands.add(std::move(computeCommand));
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graphics->executeCommands(std::move(computeCommands));
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depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
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depthAttachment.getTexture()->changeLayout(
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Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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query->beginQuery();
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
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permutation.setPositionOnly(usePositionOnly);
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permutation.setDepthCulling(useDepthCulling);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
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vertexData->getInstanceDataSet()->writeChanges();
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// Create Pipeline(VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per meshtype
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.colorBlend =
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{
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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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command->bindPipeline(pipeline);
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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},
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.colorBlend =
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{
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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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command->bindPipeline(pipeline);
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}
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
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uint32 offset = 0;
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0, sizeof(VertexData::DrawCallOffsets),
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&offset);
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if (graphics->supportMeshShading()) {
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command->drawMesh(vertexData->getNumInstances(), 1, 1);
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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for (const auto& drawCall : materialData.instances) {
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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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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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
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vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
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}
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}
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}
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}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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query->endQuery();
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// Sync depth read/write with compute read
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depthAttachment.getTexture()->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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// Sync visibility write with compute read
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visibilityAttachment.getTexture()->pipelineBarrier(Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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void DepthCullingPass::endFrame() {}
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void DepthCullingPass::publishOutputs() {
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uint32 width = viewport->getOwner()->getFramebufferWidth();
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uint32 height = viewport->getOwner()->getFramebufferHeight();
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uint32 bufferSize = 0;
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while (width > 1 && height > 1) {
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mipOffsets.add(bufferSize);
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mipDims.add(UVector2(width, height));
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bufferSize += width * height;
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width = max((width + 1) / 2, 1);
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height = max((height + 1) / 2, 1);
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}
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ShaderBufferCreateInfo depthMipInfo = {
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.sourceData =
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{
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.size = bufferSize * sizeof(uint32),
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.data = nullptr,
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},
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.numElements = bufferSize,
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.name = "DepthMipBuffer",
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};
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depthMipBuffer = graphics->createShaderBuffer(depthMipInfo);
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ShaderCreateInfo mipComputeInfo = {
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.name = "DepthMipCompute",
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.mainModule = "DepthMipGen",
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.entryPoint = "initialReduce",
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.rootSignature = depthComputeLayout,
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};
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depthInitialReduceShader = graphics->createComputeShader(mipComputeInfo);
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depthComputeLayout->create();
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Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
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.computeShader = depthInitialReduceShader,
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.pipelineLayout = depthComputeLayout,
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};
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depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
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mipComputeInfo.entryPoint = "reduceLevel";
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depthMipGenShader = graphics->createComputeShader(mipComputeInfo);
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pipelineCreateInfo.computeShader = depthMipGenShader;
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depthMipGen = graphics->createComputePipeline(pipelineCreateInfo);
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query = graphics->createPipelineStatisticsQuery();
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resources->registerQueryOutput("DEPTH_QUERY", query);
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}
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void DepthCullingPass::createRenderPass() {
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
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visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = {visibilityAttachment},
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.depthAttachment = depthAttachment,
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};
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Array<Gfx::SubPassDependency> dependency = {
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
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Gfx::SE_ACCESS_DEPTH_STENCIL_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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}
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