Change level mesh draw code to draw ranges in the mesh rather than the entire mesh
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7461fc202b
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f302f03287
10 changed files with 73 additions and 119 deletions
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@ -923,7 +923,7 @@ void VkRenderState::ApplyLevelMesh()
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VkBuffer vertexBuffers[2] = { fb->GetLevelMesh()->GetVertexBuffer()->buffer, fb->GetLevelMesh()->GetUniformIndexBuffer()->buffer };
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VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
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mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetDrawIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
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mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
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}
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void VkRenderState::RunZMinMaxPass()
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@ -1055,23 +1055,14 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
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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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void VkRenderState::DrawLevelMeshRange(int firstIndex, int indexCount, int pipelineID, LevelMeshDrawType drawType, bool noFragmentShader)
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{
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ApplyLevelMesh();
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auto mesh = fb->GetLevelMesh()->GetMesh();
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for (auto& it : mesh->DrawList[(int)drawType])
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{
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int pipelineID = it.first;
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const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
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const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
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ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
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ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
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for (const MeshBufferRange& range : it.second.GetRanges())
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{
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mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
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}
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}
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mCommandBuffer->drawIndexed(indexCount, 1, firstIndex, 0, 0);
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}
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void VkRenderState::BeginQuery()
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