Half the scene (all upper and lower walls) is drawn as masked unfortunately

This commit is contained in:
Magnus Norddahl 2024-09-16 21:58:10 +02:00
commit c3f65fecdb
6 changed files with 30 additions and 6 deletions

View file

@ -874,6 +874,8 @@ void VkRenderState::RunZMinMaxPass()
auto buffers = fb->GetBuffers();
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
fb->GetCommands()->PushGroup(cmdbuffer, "zminmax");
int width = ((buffers->GetWidth() + 63) / 64 * 64) >> 1;
int height = ((buffers->GetHeight() + 63) / 64 * 64) >> 1;
@ -945,6 +947,8 @@ void VkRenderState::RunZMinMaxPass()
.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
.AddImage(&fb->GetBuffers()->SceneZMinMax[5], VK_IMAGE_LAYOUT_GENERAL, false)
.Execute(cmdbuffer);
fb->GetCommands()->PopGroup(cmdbuffer);
}
void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
@ -954,6 +958,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
fb->GetCommands()->PushGroup(cmdbuffer, "lighttiles");
PipelineBarrier()
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@ -986,6 +992,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
PipelineBarrier()
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
fb->GetCommands()->PopGroup(cmdbuffer);
}
void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentShader)
@ -998,7 +1006,7 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
int pipelineID = it.first;
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
ApplyLevelMeshPipeline(mCommandBuffer, key, noFragmentShader);
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
for (MeshBufferRange& range : it.second)
{
@ -1009,6 +1017,8 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
void VkRenderState::BeginQuery()
{
if (!mCommandBuffer)
ApplyRenderPass(DT_Triangles);
mCommandBuffer->beginQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex++, 0);
}
@ -1039,8 +1049,15 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
}
}
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader)
{
if (drawType == LevelMeshDrawType::Masked && noFragmentShader)
{
// We unfortunately have to run the fragment shader to know which pixels are masked. Use a simplified version to reduce the cost.
noFragmentShader = false;
pipelineKey.ShaderKey.AlphaTestOnly = true;
}
// Global state that don't require rebuilding the mesh
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;