261 lines
11 KiB
C++
261 lines
11 KiB
C++
#include "LightCullingPass.h"
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#include "Graphics/Graphics.h"
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#include "Scene/Scene.h"
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#include "Actor/CameraActor.h"
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#include "Component/Camera.h"
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#include "RenderGraph.h"
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#include "Graphics/Command.h"
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using namespace Seele;
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LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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}
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LightCullingPass::~LightCullingPass()
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{
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}
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void LightCullingPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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tLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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uint32 reset = 0;
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DataSource counterReset = {
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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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oLightIndexCounter->updateContents(counterReset);
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tLightIndexCounter->updateContents(counterReset);
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oLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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tLightIndexCounter->pipelineBarrier(
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Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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cullingDescriptorLayout->reset();
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cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
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}
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void LightCullingPass::render()
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{
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depthAttachment->pipelineBarrier(
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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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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cullingDescriptorSet->updateBuffer(3, oLightIndexList);
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cullingDescriptorSet->updateBuffer(4, tLightIndexList);
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cullingDescriptorSet->updateTexture(5, Gfx::PTexture2D(oLightGrid));
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cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
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cullingDescriptorSet->writeChanges();
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Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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computeCommand->bindPipeline(cullingPipeline);
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computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
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computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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//std::cout << "Execute" << std::endl;
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graphics->executeCommands(commands);
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graphics->waitDeviceIdle();
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}
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void LightCullingPass::endFrame()
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{
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}
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void LightCullingPass::publishOutputs()
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{
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setupFrustums();
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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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 = {
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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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dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, dispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, frustumBuffer);
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dispatchParamsSet->writeChanges();
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cullingDescriptorLayout = graphics->createDescriptorLayout("CullingLayout");
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//DepthTexture
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cullingDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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//o_lightIndexCounter
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cullingDescriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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//t_lightIndexCounter
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cullingDescriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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//o_lightIndexList
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cullingDescriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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//t_lightIndexList
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cullingDescriptorLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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//o_lightGrid
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cullingDescriptorLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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//t_lightGrid
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cullingDescriptorLayout->addDescriptorBinding(6, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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lightEnv = scene->getLightEnvironment();
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Gfx::OPipelineLayout cullingLayout = graphics->createPipelineLayout();
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cullingLayout->addDescriptorLayout(0, viewParamsLayout);
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cullingLayout->addDescriptorLayout(1, dispatchParamsLayout);
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cullingLayout->addDescriptorLayout(2, cullingDescriptorLayout);
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cullingLayout->addDescriptorLayout(3, lightEnv->getDescriptorLayout());
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cullingLayout->create();
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ShaderCreateInfo createInfo;
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createInfo.name = "Culling";
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createInfo.additionalModules.add("LightCulling");
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createInfo.mainModule = "LightCulling";
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createInfo.entryPoint = "cullLights";
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cullingShader = graphics->createComputeShader(createInfo);
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = cullingShader;
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pipelineInfo.pipelineLayout = std::move(cullingLayout);
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cullingPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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uint32 counterReset = 0;
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ShaderBufferCreateInfo structInfo = {
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.sourceData = {
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.size = sizeof(uint32),
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.data = (uint8*)&counterReset,
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.owner = Gfx::QueueType::COMPUTE,
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},
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.numElements = 1,
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.dynamic = true,
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.name = "oLightIndexCounter",
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};
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oLightIndexCounter = graphics->createShaderBuffer(structInfo);
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structInfo.name = "tLightIndexCounter";
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tLightIndexCounter = graphics->createShaderBuffer(structInfo);
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structInfo = {
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.sourceData = {
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.size = (uint32)sizeof(uint32)
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* dispatchParams.numThreadGroups.x
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* dispatchParams.numThreadGroups.y
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* dispatchParams.numThreadGroups.z * 1024 * 16,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE
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},
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.dynamic = false,
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.name = "oLightIndexList",
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};
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oLightIndexList = graphics->createShaderBuffer(structInfo);
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structInfo.name = "tLightIndexList";
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tLightIndexList = graphics->createShaderBuffer(structInfo);
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resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
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TextureCreateInfo textureInfo = {
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.format = Gfx::SE_FORMAT_R32G32_UINT,
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.width = dispatchParams.numThreadGroups.x,
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.height = dispatchParams.numThreadGroups.y,
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.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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};
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oLightGrid = graphics->createTexture2D(textureInfo);
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tLightGrid = graphics->createTexture2D(textureInfo);
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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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}
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void LightCullingPass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH").getTexture();
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}
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void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
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{
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}
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void LightCullingPass::setupFrustums()
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{
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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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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dispatchParams.numThreads = numThreads;
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParamsLayout = graphics->createDescriptorLayout("FrustumLayout");
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dispatchParamsLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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dispatchParamsLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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Gfx::OPipelineLayout frustumLayout = graphics->createPipelineLayout();
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frustumLayout->addDescriptorLayout(0, viewParamsLayout);
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frustumLayout->addDescriptorLayout(1, dispatchParamsLayout);
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frustumLayout->create();
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ShaderCreateInfo createInfo;
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createInfo.name = "Frustum";
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createInfo.additionalModules.add("ComputeFrustums");
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createInfo.mainModule = "ComputeFrustums";
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createInfo.entryPoint = "computeFrustums";
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frustumShader = graphics->createComputeShader(createInfo);
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Gfx::ComputePipelineCreateInfo pipelineInfo;
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pipelineInfo.computeShader = frustumShader;
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pipelineInfo.pipelineLayout = std::move(frustumLayout);
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frustumPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
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Gfx::OUniformBuffer frustumDispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData = {
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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 = "FrustumDispatch"
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});
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frustumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z,
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.data = nullptr,
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.owner = Gfx::QueueType::COMPUTE
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},
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.numElements = numThreads.x * numThreads.y * numThreads.z,
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.dynamic = false,
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.name = "FrustumBuffer"
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});
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Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
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dispatchParamsSet->updateBuffer(0, frustumDispatchParamsBuffer);
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dispatchParamsSet->updateBuffer(1, frustumBuffer);
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dispatchParamsSet->writeChanges();
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Gfx::PComputeCommand command = graphics->createComputeCommand("FrustumCommand");
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command->bindPipeline(frustumPipeline);
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command->bindDescriptor({ viewParamsSet, dispatchParamsSet });
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command->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {command};
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graphics->executeCommands(commands);
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frustumBuffer->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_COMPUTE_SHADER_BIT);
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} |