711 lines
28 KiB
C++
711 lines
28 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_levelmesh.h"
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#include "zvulkan/vulkanbuilders.h"
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#include "vulkan/vk_renderdevice.h"
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#include "vulkan/commands/vk_commandbuffer.h"
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#include "hw_levelmesh.h"
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#include "hw_material.h"
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#include "texturemanager.h"
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VkLevelMesh::VkLevelMesh(VulkanRenderDevice* fb) : fb(fb)
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{
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useRayQuery = fb->IsRayQueryEnabled();
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SetLevelMesh(nullptr);
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}
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void VkLevelMesh::SetLevelMesh(LevelMesh* mesh)
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{
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if (!mesh)
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mesh = &NullMesh;
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Mesh = mesh;
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CreateVulkanObjects();
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}
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void VkLevelMesh::Reset()
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{
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auto deletelist = fb->GetCommands()->DrawDeleteList.get();
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deletelist->Add(std::move(VertexBuffer));
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deletelist->Add(std::move(UniformIndexBuffer));
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deletelist->Add(std::move(IndexBuffer));
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deletelist->Add(std::move(NodeBuffer));
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deletelist->Add(std::move(SurfaceBuffer));
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deletelist->Add(std::move(UniformsBuffer));
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deletelist->Add(std::move(SurfaceIndexBuffer));
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deletelist->Add(std::move(PortalBuffer));
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deletelist->Add(std::move(LightBuffer));
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deletelist->Add(std::move(LightIndexBuffer));
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deletelist->Add(std::move(StaticBLAS.ScratchBuffer));
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deletelist->Add(std::move(StaticBLAS.AccelStructBuffer));
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deletelist->Add(std::move(StaticBLAS.AccelStruct));
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deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStruct));
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deletelist->Add(std::move(TopLevelAS.TransferBuffer));
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deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
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deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
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deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
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deletelist->Add(std::move(TopLevelAS.AccelStruct));
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}
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void VkLevelMesh::CreateVulkanObjects()
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{
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Reset();
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CreateBuffers();
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UploadMeshes(false);
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if (useRayQuery)
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{
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// Wait for uploads to finish
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PipelineBarrier()
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.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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CreateStaticBLAS();
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CreateDynamicBLAS();
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CreateTLASInstanceBuffer();
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UploadTLASInstanceBuffer();
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// Wait for bottom level builds to finish before using it as input to a toplevel accel structure. Also wait for the instance buffer upload to complete.
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PipelineBarrier()
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.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
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CreateTopLevelAS(DynamicBLAS.AccelStruct ? 2 : 1);
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// Finish building the accel struct before using it from the shaders
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PipelineBarrier()
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.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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else
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{
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// Uploads must finish before we can read from the shaders
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PipelineBarrier()
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.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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}
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void VkLevelMesh::BeginFrame()
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{
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UploadMeshes(true);
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if (useRayQuery)
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{
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// Wait for uploads to finish
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PipelineBarrier()
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.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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// Create a new dynamic BLAS
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// To do: we should reuse the buffers. However this requires we know when the command buffers are completely done with them first.
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auto deletelist = fb->GetCommands()->DrawDeleteList.get();
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deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
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deletelist->Add(std::move(DynamicBLAS.AccelStruct));
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deletelist->Add(std::move(TopLevelAS.TransferBuffer));
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deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
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if (Mesh->Mesh.DynamicIndexStart < (int)Mesh->Mesh.Indexes.Size())
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DynamicBLAS = CreateBLAS(true, Mesh->Mesh.DynamicIndexStart, Mesh->Mesh.Indexes.Size() - Mesh->Mesh.DynamicIndexStart);
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CreateTLASInstanceBuffer();
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UploadTLASInstanceBuffer();
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// Wait for bottom level builds to finish before using it as input to a toplevel accel structure. Also wait for the instance buffer upload to complete.
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PipelineBarrier()
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.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
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UpdateTopLevelAS(DynamicBLAS.AccelStruct ? 2 : 1);
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// Finish building the accel struct before using it from the shaders
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PipelineBarrier()
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.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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else
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{
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// Uploads must finish before we can read from the shaders
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PipelineBarrier()
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.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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}
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void VkLevelMesh::UploadMeshes(bool dynamicOnly)
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{
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if (dynamicOnly)
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{
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Locations.Index.Push({ Mesh->Mesh.DynamicIndexStart, (int)(Mesh->Mesh.Indexes.Size() - Mesh->Mesh.DynamicIndexStart) });
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}
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else
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{
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if (!useRayQuery)
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Locations.Node.Push({ 0, (int)Mesh->Collision->get_nodes().size() });
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Locations.Vertex.Push({ 0, (int)Mesh->Mesh.Vertices.Size() });
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Locations.Index.Push({ 0, (int)Mesh->Mesh.Indexes.Size() });
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Locations.SurfaceIndex.Push({ 0, (int)Mesh->Mesh.SurfaceIndexes.Size() });
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Locations.Surface.Push({ 0, Mesh->GetSurfaceCount() });
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Locations.UniformIndexes.Push({ 0, (int)Mesh->Mesh.UniformIndexes.Size() });
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Locations.Uniforms.Push({ 0, (int)Mesh->Mesh.Uniforms.Size() });
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Locations.Portals.Push({ 0, (int)Mesh->Portals.Size() });
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Locations.Light.Push({ 0, (int)Mesh->Mesh.Lights.Size() });
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Locations.LightIndex.Push({ 0, (int)Mesh->Mesh.LightIndexes.Size() });
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}
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VkLevelMeshUploader uploader(this);
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uploader.Upload();
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}
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void VkLevelMesh::CreateBuffers()
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{
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VertexBuffer = BufferBuilder()
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.Usage(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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(useRayQuery ?
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
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.Size(Mesh->Mesh.MaxVertices * sizeof(FFlatVertex))
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.DebugName("VertexBuffer")
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.Create(fb->GetDevice());
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UniformIndexBuffer = BufferBuilder()
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.Usage(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxVertices * sizeof(int))
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.DebugName("UniformIndexes")
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.Create(fb->GetDevice());
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IndexBuffer = BufferBuilder()
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.Usage(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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(useRayQuery ?
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
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.Size((size_t)Mesh->Mesh.MaxIndexes * sizeof(uint32_t))
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.DebugName("IndexBuffer")
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.Create(fb->GetDevice());
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NodeBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(sizeof(CollisionNodeBufferHeader) + Mesh->Mesh.MaxNodes * sizeof(CollisionNode))
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.DebugName("NodeBuffer")
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.Create(fb->GetDevice());
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SurfaceIndexBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxSurfaceIndexes * sizeof(int))
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.DebugName("SurfaceBuffer")
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.Create(fb->GetDevice());
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SurfaceBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxSurfaces * sizeof(SurfaceInfo))
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.DebugName("SurfaceBuffer")
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.Create(fb->GetDevice());
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UniformsBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxUniforms * sizeof(SurfaceUniforms))
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.DebugName("SurfaceUniformsBuffer")
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.Create(fb->GetDevice());
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PortalBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Portals.Size() * sizeof(PortalInfo))
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.DebugName("PortalBuffer")
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.Create(fb->GetDevice());
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LightBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxLights * sizeof(LightInfo))
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.DebugName("LightBuffer")
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.Create(fb->GetDevice());
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LightIndexBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->Mesh.MaxLightIndexes * sizeof(int32_t))
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.DebugName("LightIndexBuffer")
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.Create(fb->GetDevice());
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}
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VkLevelMesh::BLAS VkLevelMesh::CreateBLAS(bool preferFastBuild, int indexOffset, int indexCount)
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{
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BLAS blas;
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VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
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VkAccelerationStructureGeometryKHR accelStructBLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
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VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructBLDesc };
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accelStructBLDesc.geometryType = VK_GEOMETRY_TYPE_TRIANGLES_KHR;
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accelStructBLDesc.flags = VK_GEOMETRY_OPAQUE_BIT_KHR;
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accelStructBLDesc.geometry.triangles = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR };
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accelStructBLDesc.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT;
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accelStructBLDesc.geometry.triangles.vertexData.deviceAddress = VertexBuffer->GetDeviceAddress();
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accelStructBLDesc.geometry.triangles.vertexStride = sizeof(FFlatVertex);
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accelStructBLDesc.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
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accelStructBLDesc.geometry.triangles.indexData.deviceAddress = IndexBuffer->GetDeviceAddress() + indexOffset * sizeof(uint32_t);
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accelStructBLDesc.geometry.triangles.maxVertex = Mesh->Mesh.Vertices.Size() - 1;
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buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
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buildInfo.flags = preferFastBuild ? VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR : VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
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buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
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buildInfo.geometryCount = 1;
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buildInfo.ppGeometries = geometries;
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uint32_t maxPrimitiveCount = indexCount / 3;
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VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
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vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxPrimitiveCount, &sizeInfo);
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blas.AccelStructBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
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.Size(sizeInfo.accelerationStructureSize)
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.DebugName("BLAS.AccelStructBuffer")
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.Create(fb->GetDevice());
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blas.AccelStruct = AccelerationStructureBuilder()
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.Type(VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR)
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.Buffer(blas.AccelStructBuffer.get(), sizeInfo.accelerationStructureSize)
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.DebugName("BLAS.AccelStruct")
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.Create(fb->GetDevice());
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blas.ScratchBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
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.Size(sizeInfo.buildScratchSize)
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.MinAlignment(fb->GetDevice()->PhysicalDevice.Properties.AccelerationStructure.minAccelerationStructureScratchOffsetAlignment)
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.DebugName("BLAS.ScratchBuffer")
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.Create(fb->GetDevice());
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buildInfo.dstAccelerationStructure = blas.AccelStruct->accelstruct;
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buildInfo.scratchData.deviceAddress = blas.ScratchBuffer->GetDeviceAddress();
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VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
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VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
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rangeInfo.primitiveCount = maxPrimitiveCount;
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fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
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return blas;
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}
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void VkLevelMesh::CreateStaticBLAS()
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{
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StaticBLAS = CreateBLAS(false, 0, Mesh->Mesh.DynamicIndexStart);
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}
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void VkLevelMesh::CreateDynamicBLAS()
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{
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if (Mesh->Mesh.DynamicIndexStart < (int)Mesh->Mesh.Indexes.Size())
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DynamicBLAS = CreateBLAS(true, Mesh->Mesh.DynamicIndexStart, Mesh->Mesh.Indexes.Size() - Mesh->Mesh.DynamicIndexStart);
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}
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void VkLevelMesh::CreateTLASInstanceBuffer()
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{
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TopLevelAS.TransferBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
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.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
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.DebugName("TopLevelAS.TransferBuffer")
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.Create(fb->GetDevice());
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TopLevelAS.InstanceBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
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.DebugName("TopLevelAS.InstanceBuffer")
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.Create(fb->GetDevice());
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}
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void VkLevelMesh::CreateTopLevelAS(int instanceCount)
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{
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VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
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VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
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VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
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buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
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buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
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buildInfo.flags = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
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buildInfo.geometryCount = 1;
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buildInfo.ppGeometries = geometries;
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accelStructTLDesc.geometryType = VK_GEOMETRY_TYPE_INSTANCES_KHR;
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accelStructTLDesc.geometry.instances = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR };
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accelStructTLDesc.geometry.instances.data.deviceAddress = TopLevelAS.InstanceBuffer->GetDeviceAddress();
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uint32_t maxInstanceCount = 2;
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VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
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vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxInstanceCount, &sizeInfo);
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TopLevelAS.AccelStructBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
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.Size(sizeInfo.accelerationStructureSize)
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.DebugName("TopLevelAS.AccelStructBuffer")
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.Create(fb->GetDevice());
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TopLevelAS.AccelStruct = AccelerationStructureBuilder()
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.Type(VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR)
|
|
.Buffer(TopLevelAS.AccelStructBuffer.get(), sizeInfo.accelerationStructureSize)
|
|
.DebugName("TopLevelAS.AccelStruct")
|
|
.Create(fb->GetDevice());
|
|
|
|
TopLevelAS.ScratchBuffer = BufferBuilder()
|
|
.Usage(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
|
|
.Size(sizeInfo.buildScratchSize)
|
|
.MinAlignment(fb->GetDevice()->PhysicalDevice.Properties.AccelerationStructure.minAccelerationStructureScratchOffsetAlignment)
|
|
.DebugName("TopLevelAS.ScratchBuffer")
|
|
.Create(fb->GetDevice());
|
|
|
|
buildInfo.dstAccelerationStructure = TopLevelAS.AccelStruct->accelstruct;
|
|
buildInfo.scratchData.deviceAddress = TopLevelAS.ScratchBuffer->GetDeviceAddress();
|
|
|
|
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
|
|
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
|
|
rangeInfo.primitiveCount = instanceCount;
|
|
|
|
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
|
|
}
|
|
|
|
void VkLevelMesh::UpdateTopLevelAS(int instanceCount)
|
|
{
|
|
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
|
|
VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
|
|
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
|
|
|
|
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR;
|
|
buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
|
|
buildInfo.flags = VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
|
|
buildInfo.geometryCount = 1;
|
|
buildInfo.ppGeometries = geometries;
|
|
|
|
accelStructTLDesc.geometryType = VK_GEOMETRY_TYPE_INSTANCES_KHR;
|
|
accelStructTLDesc.geometry.instances = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_INSTANCES_DATA_KHR };
|
|
accelStructTLDesc.geometry.instances.data.deviceAddress = TopLevelAS.InstanceBuffer->GetDeviceAddress();
|
|
|
|
buildInfo.dstAccelerationStructure = TopLevelAS.AccelStruct->accelstruct;
|
|
buildInfo.scratchData.deviceAddress = TopLevelAS.ScratchBuffer->GetDeviceAddress();
|
|
|
|
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
|
|
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
|
|
rangeInfo.primitiveCount = instanceCount;
|
|
|
|
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
|
|
}
|
|
|
|
void VkLevelMesh::UploadTLASInstanceBuffer()
|
|
{
|
|
VkAccelerationStructureInstanceKHR instances[2] = {};
|
|
instances[0].transform.matrix[0][0] = 1.0f;
|
|
instances[0].transform.matrix[1][1] = 1.0f;
|
|
instances[0].transform.matrix[2][2] = 1.0f;
|
|
instances[0].mask = 0xff;
|
|
instances[0].flags = 0;
|
|
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
|
|
|
|
if (DynamicBLAS.AccelStruct)
|
|
{
|
|
instances[1].transform.matrix[0][0] = 1.0f;
|
|
instances[1].transform.matrix[1][1] = 1.0f;
|
|
instances[1].transform.matrix[2][2] = 1.0f;
|
|
instances[1].mask = 0xff;
|
|
instances[1].flags = 0;
|
|
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
|
|
}
|
|
|
|
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
|
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
|
TopLevelAS.TransferBuffer->Unmap();
|
|
|
|
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
VkLevelMeshUploader::VkLevelMeshUploader(VkLevelMesh* mesh) : Mesh(mesh)
|
|
{
|
|
}
|
|
|
|
void VkLevelMeshUploader::Upload()
|
|
{
|
|
size_t transferBufferSize = GetTransferSize();
|
|
if (transferBufferSize == 0)
|
|
{
|
|
ClearRanges();
|
|
return;
|
|
}
|
|
|
|
BeginTransfer(transferBufferSize);
|
|
|
|
UploadNodes();
|
|
UploadRanges(Mesh->Locations.Vertex, Mesh->Mesh->Mesh.Vertices.Data(), Mesh->VertexBuffer.get());
|
|
UploadRanges(Mesh->Locations.UniformIndexes, Mesh->Mesh->Mesh.UniformIndexes.Data(), Mesh->UniformIndexBuffer.get());
|
|
UploadRanges(Mesh->Locations.Index, Mesh->Mesh->Mesh.Indexes.Data(), Mesh->IndexBuffer.get());
|
|
UploadRanges(Mesh->Locations.SurfaceIndex, Mesh->Mesh->Mesh.SurfaceIndexes.Data(), Mesh->SurfaceIndexBuffer.get());
|
|
UploadRanges(Mesh->Locations.LightIndex, Mesh->Mesh->Mesh.LightIndexes.Data(), Mesh->LightIndexBuffer.get());
|
|
UploadSurfaces();
|
|
UploadUniforms();
|
|
UploadPortals();
|
|
UploadLights();
|
|
|
|
EndTransfer(transferBufferSize);
|
|
|
|
// We can't add these as we go because UploadUniforms might load textures, which may invalidate the transfer command buffer.
|
|
VulkanCommandBuffer* cmdbuffer = Mesh->fb->GetCommands()->GetTransferCommands();
|
|
for (const CopyCommand& copy : copyCommands)
|
|
{
|
|
cmdbuffer->copyBuffer(copy.srcBuffer, copy.dstBuffer, copy.srcOffset, copy.dstOffset, copy.size);
|
|
}
|
|
copyCommands.clear();
|
|
Mesh->fb->GetCommands()->TransferDeleteList->Add(std::move(transferBuffer));
|
|
|
|
ClearRanges();
|
|
}
|
|
|
|
void VkLevelMeshUploader::ClearRanges()
|
|
{
|
|
Mesh->Locations.Vertex.clear();
|
|
Mesh->Locations.Index.clear();
|
|
Mesh->Locations.Node.clear();
|
|
Mesh->Locations.SurfaceIndex.clear();
|
|
Mesh->Locations.Surface.clear();
|
|
Mesh->Locations.UniformIndexes.clear();
|
|
Mesh->Locations.Uniforms.clear();
|
|
Mesh->Locations.Portals.clear();
|
|
Mesh->Locations.Light.clear();
|
|
Mesh->Locations.LightIndex.clear();
|
|
}
|
|
|
|
void VkLevelMeshUploader::BeginTransfer(size_t transferBufferSize)
|
|
{
|
|
transferBuffer = BufferBuilder()
|
|
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
|
|
.Size(transferBufferSize)
|
|
.DebugName("UploadMeshes")
|
|
.Create(Mesh->fb->GetDevice());
|
|
|
|
data = (uint8_t*)transferBuffer->Map(0, transferBufferSize);
|
|
datapos = 0;
|
|
}
|
|
|
|
void VkLevelMeshUploader::EndTransfer(size_t transferBufferSize)
|
|
{
|
|
assert(datapos == transferBufferSize);
|
|
transferBuffer->Unmap();
|
|
}
|
|
|
|
static FVector3 SwapYZ(const FVector3& v)
|
|
{
|
|
return FVector3(v.X, v.Z, v.Y);
|
|
}
|
|
|
|
void VkLevelMeshUploader::UploadNodes()
|
|
{
|
|
// Always update the header struct of the collision storage buffer block if something changed
|
|
if (Mesh->Locations.Node.Size() > 0)
|
|
{
|
|
CollisionNodeBufferHeader nodesHeader;
|
|
nodesHeader.root = Mesh->Mesh->Collision->get_root();
|
|
|
|
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
|
|
|
|
datapos += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
|
}
|
|
|
|
// Copy collision nodes
|
|
for (const MeshBufferRange& range : Mesh->Locations.Node)
|
|
{
|
|
const auto& srcnodes = Mesh->Mesh->Collision->get_nodes();
|
|
CollisionNode* nodes = (CollisionNode*)(data + datapos);
|
|
for (int i = 0, count = range.Size; i < count; i++)
|
|
{
|
|
const auto& node = srcnodes[range.Offset + i];
|
|
CollisionNode info;
|
|
info.center = SwapYZ(node.aabb.Center);
|
|
info.extents = SwapYZ(node.aabb.Extents);
|
|
info.left = node.left;
|
|
info.right = node.right;
|
|
info.element_index = node.element_index;
|
|
*(nodes++) = info;
|
|
}
|
|
|
|
size_t copysize = range.Size * sizeof(CollisionNode);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, sizeof(CollisionNodeBufferHeader) + range.Offset * sizeof(CollisionNode), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
template<typename T>
|
|
void VkLevelMeshUploader::UploadRanges(const TArray<MeshBufferRange>& ranges, const T* srcbuffer, VulkanBuffer* destbuffer)
|
|
{
|
|
for (const MeshBufferRange& range : ranges)
|
|
{
|
|
size_t copysize = range.Size * sizeof(T);
|
|
memcpy(data + datapos, srcbuffer + range.Offset, copysize);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), destbuffer, datapos, range.Offset * sizeof(T), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
void VkLevelMeshUploader::UploadSurfaces()
|
|
{
|
|
for (const MeshBufferRange& range : Mesh->Locations.Surface)
|
|
{
|
|
SurfaceInfo* surfaces = (SurfaceInfo*)(data + datapos);
|
|
for (int j = 0, count = range.Size; j < count; j++)
|
|
{
|
|
LevelMeshSurface* surface = Mesh->Mesh->GetSurface(range.Offset + j);
|
|
|
|
SurfaceInfo info;
|
|
info.Normal = FVector3(surface->Plane.X, surface->Plane.Z, surface->Plane.Y);
|
|
info.PortalIndex = surface->PortalIndex;
|
|
info.Sky = surface->IsSky;
|
|
info.Alpha = surface->Alpha;
|
|
if (surface->Texture)
|
|
{
|
|
auto mat = FMaterial::ValidateTexture(surface->Texture, 0);
|
|
info.TextureIndex = Mesh->fb->GetBindlessTextureIndex(mat, CLAMP_NONE, 0);
|
|
}
|
|
else
|
|
{
|
|
info.TextureIndex = 0;
|
|
}
|
|
info.LightStart = surface->LightList.Pos;
|
|
info.LightEnd = surface->LightList.Pos + surface->LightList.Count;
|
|
|
|
*(surfaces++) = info;
|
|
}
|
|
|
|
size_t copysize = range.Size * sizeof(SurfaceInfo);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->SurfaceBuffer.get(), datapos, range.Offset * sizeof(SurfaceInfo), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
void VkLevelMeshUploader::UploadUniforms()
|
|
{
|
|
for (const MeshBufferRange& range : Mesh->Locations.Uniforms)
|
|
{
|
|
for (int j = 0, count = range.Size; j < count; j++)
|
|
{
|
|
auto& surfaceUniforms = Mesh->Mesh->Mesh.Uniforms[range.Offset + j];
|
|
auto& material = Mesh->Mesh->Mesh.Materials[range.Offset + j];
|
|
if (material.mMaterial)
|
|
{
|
|
auto source = material.mMaterial->Source();
|
|
surfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
|
|
surfaceUniforms.uTextureIndex = Mesh->fb->GetBindlessTextureIndex(material.mMaterial, material.mClampMode, material.mTranslation);
|
|
}
|
|
else
|
|
{
|
|
surfaceUniforms.uTextureIndex = 0;
|
|
}
|
|
}
|
|
|
|
SurfaceUniforms* uniforms = (SurfaceUniforms*)(data + datapos);
|
|
size_t copysize = range.Size * sizeof(SurfaceUniforms);
|
|
memcpy(uniforms, Mesh->Mesh->Mesh.Uniforms.Data(), copysize);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->UniformsBuffer.get(), datapos, range.Offset * sizeof(SurfaceUniforms), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
void VkLevelMeshUploader::UploadPortals()
|
|
{
|
|
for (const MeshBufferRange& range : Mesh->Locations.Portals)
|
|
{
|
|
PortalInfo* portals = (PortalInfo*)(data + datapos);
|
|
for (int i = 0, count = range.Size; i < count; i++)
|
|
{
|
|
const auto& portal = Mesh->Mesh->Portals[range.Offset + i];
|
|
PortalInfo info;
|
|
info.transformation = portal.transformation;
|
|
*(portals++) = info;
|
|
}
|
|
|
|
size_t copysize = range.Size * sizeof(PortalInfo);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->PortalBuffer.get(), datapos, range.Offset * sizeof(PortalInfo), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
void VkLevelMeshUploader::UploadLights()
|
|
{
|
|
for (const MeshBufferRange& range : Mesh->Locations.Light)
|
|
{
|
|
LightInfo* lights = (LightInfo*)(data + datapos);
|
|
for (int i = 0, count = range.Size; i < count; i++)
|
|
{
|
|
const auto& light = Mesh->Mesh->Mesh.Lights[range.Offset + i];
|
|
LightInfo info;
|
|
info.Origin = SwapYZ(light.Origin);
|
|
info.RelativeOrigin = SwapYZ(light.RelativeOrigin);
|
|
info.Radius = light.Radius;
|
|
info.Intensity = light.Intensity;
|
|
info.InnerAngleCos = light.InnerAngleCos;
|
|
info.OuterAngleCos = light.OuterAngleCos;
|
|
info.SpotDir = SwapYZ(light.SpotDir);
|
|
info.Color = light.Color;
|
|
info.SoftShadowRadius = light.SoftShadowRadius;
|
|
*(lights++) = info;
|
|
}
|
|
|
|
size_t copysize = range.Size * sizeof(LightInfo);
|
|
if (copysize > 0)
|
|
copyCommands.emplace_back(transferBuffer.get(), Mesh->LightBuffer.get(), datapos, range.Offset * sizeof(LightInfo), copysize);
|
|
datapos += copysize;
|
|
}
|
|
}
|
|
|
|
size_t VkLevelMeshUploader::GetTransferSize()
|
|
{
|
|
// Figure out how much memory we need to transfer it to the GPU
|
|
size_t transferBufferSize = 0;
|
|
if (Mesh->Locations.Node.Size() > 0) transferBufferSize += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Node) transferBufferSize += range.Size * sizeof(CollisionNode);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Vertex) transferBufferSize += range.Size * sizeof(FFlatVertex);
|
|
for (const MeshBufferRange& range : Mesh->Locations.UniformIndexes) transferBufferSize += range.Size * sizeof(int);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Index) transferBufferSize += range.Size * sizeof(uint32_t);
|
|
for (const MeshBufferRange& range : Mesh->Locations.SurfaceIndex) transferBufferSize += range.Size * sizeof(int);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Surface) transferBufferSize += range.Size * sizeof(SurfaceInfo);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Uniforms) transferBufferSize += range.Size * sizeof(SurfaceUniforms);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Portals) transferBufferSize += range.Size * sizeof(PortalInfo);
|
|
for (const MeshBufferRange& range : Mesh->Locations.LightIndex) transferBufferSize += range.Size * sizeof(int32_t);
|
|
for (const MeshBufferRange& range : Mesh->Locations.Light) transferBufferSize += range.Size * sizeof(LightInfo);
|
|
return transferBufferSize;
|
|
}
|