Half the scene (all upper and lower walls) is drawn as masked unfortunately
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parent
76536be804
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c3f65fecdb
6 changed files with 30 additions and 6 deletions
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@ -219,6 +219,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (!fb->GetDevice()->EnabledFeatures.Features.shaderClipDistance) definesBlock << "#define NO_CLIPDISTANCE_SUPPORT\n";
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if (!key.AlphaTest) definesBlock << "#define NO_ALPHATEST\n";
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if (key.GBufferPass) definesBlock << "#define GBUFFER_PASS\n";
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if (key.AlphaTestOnly) definesBlock << "#define ALPHATEST_ONLY\n";
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if (key.DepthFadeThreshold) definesBlock << "#define USE_DEPTHFADETHRESHOLD\n";
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@ -97,7 +97,8 @@ public:
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uint64_t FogBalls : 1; // FOGBALLS
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uint64_t NoFragmentShader : 1;
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uint64_t DepthFadeThreshold : 1;
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uint64_t Unused : 41;
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uint64_t AlphaTestOnly : 1; // ALPHATEST_ONLY
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uint64_t Unused : 40;
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};
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uint64_t AsQWORD = 0;
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};
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@ -874,6 +874,8 @@ void VkRenderState::RunZMinMaxPass()
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auto buffers = fb->GetBuffers();
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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fb->GetCommands()->PushGroup(cmdbuffer, "zminmax");
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int width = ((buffers->GetWidth() + 63) / 64 * 64) >> 1;
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int height = ((buffers->GetHeight() + 63) / 64 * 64) >> 1;
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@ -945,6 +947,8 @@ void VkRenderState::RunZMinMaxPass()
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.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
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.AddImage(&fb->GetBuffers()->SceneZMinMax[5], VK_IMAGE_LAYOUT_GENERAL, false)
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.Execute(cmdbuffer);
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fb->GetCommands()->PopGroup(cmdbuffer);
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}
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void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
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@ -954,6 +958,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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fb->GetCommands()->PushGroup(cmdbuffer, "lighttiles");
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PipelineBarrier()
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.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT)
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.Execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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@ -986,6 +992,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
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PipelineBarrier()
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.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
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.Execute(cmdbuffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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fb->GetCommands()->PopGroup(cmdbuffer);
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}
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void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentShader)
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@ -998,7 +1006,7 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
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int pipelineID = it.first;
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const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
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ApplyLevelMeshPipeline(mCommandBuffer, key, noFragmentShader);
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ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
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for (MeshBufferRange& range : it.second)
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{
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@ -1009,6 +1017,8 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
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void VkRenderState::BeginQuery()
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{
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if (!mCommandBuffer)
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ApplyRenderPass(DT_Triangles);
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mCommandBuffer->beginQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex++, 0);
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}
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@ -1039,8 +1049,15 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
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}
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}
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void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
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void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader)
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{
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if (drawType == LevelMeshDrawType::Masked && noFragmentShader)
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{
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// We unfortunately have to run the fragment shader to know which pixels are masked. Use a simplified version to reduce the cost.
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noFragmentShader = false;
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pipelineKey.ShaderKey.AlphaTestOnly = true;
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}
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// Global state that don't require rebuilding the mesh
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pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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@ -92,7 +92,7 @@ protected:
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void RunZMinMaxPass();
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void ApplyLevelMesh();
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void ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader);
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void ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader);
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VulkanRenderDevice* fb = nullptr;
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@ -443,8 +443,7 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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state.SetColorMask(false);
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state.SetCulling(Cull_CW);
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state.DrawLevelMesh(LevelMeshDrawType::Opaque, true);
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state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
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state.DrawLevelMesh(LevelMeshDrawType::Masked, false); // To do: properly mark wall top/bottom as opaque so we don't need this
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state.DrawLevelMesh(LevelMeshDrawType::Masked, true);
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if (gl_portals)
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{
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state.SetDepthBias(1, 128);
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@ -481,6 +480,8 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
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state.SetDepthMask(true);
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int queryEnd = state.GetNextQueryIndex();
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state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
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// draw opaque level so the GPU has something to do while we examine the query results
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state.DrawLevelMesh(LevelMeshDrawType::Opaque, false);
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state.DrawLevelMesh(LevelMeshDrawType::Masked, false);
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@ -32,6 +32,8 @@ void main()
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if (material.Base.a <= uAlphaThreshold) discard;
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#endif
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#ifndef ALPHATEST_ONLY
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#ifdef USE_DEPTHFADETHRESHOLD
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float behindFragmentDepth = texelFetch(LinearDepth, uViewOffset + ivec2(gl_FragCoord.xy), 0).r;
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material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeThreshold, 0.0, 1.0);
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@ -63,4 +65,6 @@ void main()
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FragFog = vec4(AmbientOcclusionColor(), 1.0);
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FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
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#endif
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#endif
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}
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