vkdoom_m/src/common/rendering/vulkan/vk_levelmesh.cpp
2024-09-09 18:57:07 +08:00

955 lines
38 KiB
C++

/*
** Vulkan backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "vk_levelmesh.h"
#include "zvulkan/vulkanbuilders.h"
#include "vulkan/vk_renderdevice.h"
#include "vulkan/commands/vk_commandbuffer.h"
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/pipelines/vk_renderpass.h"
#include "hw_levelmesh.h"
#include "hw_material.h"
#include "texturemanager.h"
#include "cmdlib.h"
VkLevelMesh::VkLevelMesh(VulkanRenderDevice* fb) : fb(fb)
{
useRayQuery = fb->IsRayQueryEnabled();
CreateViewerObjects();
SetLevelMesh(nullptr);
}
void VkLevelMesh::SetLevelMesh(LevelMesh* mesh)
{
if (!mesh)
mesh = &NullMesh;
Mesh = mesh;
CreateVulkanObjects();
}
void VkLevelMesh::Reset()
{
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
deletelist->Add(std::move(VertexBuffer));
deletelist->Add(std::move(UniformIndexBuffer));
deletelist->Add(std::move(IndexBuffer));
deletelist->Add(std::move(NodeBuffer));
deletelist->Add(std::move(SurfaceBuffer));
deletelist->Add(std::move(UniformsBuffer));
deletelist->Add(std::move(SurfaceIndexBuffer));
deletelist->Add(std::move(PortalBuffer));
deletelist->Add(std::move(LightBuffer));
deletelist->Add(std::move(LightIndexBuffer));
deletelist->Add(std::move(DrawIndexBuffer));
for (BLAS& blas : DynamicBLAS)
{
deletelist->Add(std::move(blas.ScratchBuffer));
deletelist->Add(std::move(blas.AccelStructBuffer));
deletelist->Add(std::move(blas.AccelStruct));
}
DynamicBLAS.clear();
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
deletelist->Add(std::move(TopLevelAS.AccelStruct));
}
void VkLevelMesh::CreateVulkanObjects()
{
Reset();
CreateBuffers();
UploadMeshes();
if (useRayQuery)
{
// Wait for uploads to finish
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// Find out how many segments we should split the map into
DynamicBLAS.resize(32); // fb->GetDevice()->PhysicalDevice.Properties.AccelerationStructure.maxInstanceCount is 65 or 382 on current devices (aug 2024)
IndexesPerBLAS = ((Mesh->Mesh.Indexes.size() + 2) / 3 / DynamicBLAS.size() + 1) * 3;
InstanceCount = (Mesh->Mesh.IndexCount + IndexesPerBLAS - 1) / IndexesPerBLAS;
// Create a BLAS for each segment in use
for (int instance = 0; instance < InstanceCount; instance++)
{
int indexStart = instance * IndexesPerBLAS;
int indexEnd = std::min(indexStart + IndexesPerBLAS, Mesh->Mesh.IndexCount);
DynamicBLAS[instance] = CreateBLAS(true, indexStart, indexEnd - indexStart);
}
CreateTLASInstanceBuffer();
UploadTLASInstanceBuffer();
// 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.
PipelineBarrier()
.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)
.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);
CreateTopLevelAS(InstanceCount);
// Finish building the accel struct before using it from the shaders
PipelineBarrier()
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
else
{
// Uploads must finish before we can read from the shaders
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
}
void VkLevelMesh::BeginFrame()
{
bool accelStructNeedsUpdate = false;
if (useRayQuery)
{
InstanceCount = (Mesh->Mesh.IndexCount + IndexesPerBLAS - 1) / IndexesPerBLAS;
accelStructNeedsUpdate = Mesh->UploadRanges.Index.Size() != 0;
for (const MeshBufferRange& range : Mesh->UploadRanges.Index)
{
int start = range.Start / IndexesPerBLAS;
int end = (range.End + IndexesPerBLAS - 1) / IndexesPerBLAS;
for (int i = start; i < end; i++)
{
DynamicBLAS[i].NeedsUpdate = true;
}
}
}
UploadMeshes();
if (useRayQuery)
{
// Wait for uploads to finish
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
if (accelStructNeedsUpdate)
{
// To do: we should reuse the buffers.
// Create a new BLAS for each segment that changed
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
for (int instance = 0; instance < InstanceCount; instance++)
{
BLAS& blas = DynamicBLAS[instance];
if (blas.NeedsUpdate)
{
deletelist->Add(std::move(blas.ScratchBuffer));
deletelist->Add(std::move(blas.AccelStructBuffer));
deletelist->Add(std::move(blas.AccelStruct));
int indexStart = instance * IndexesPerBLAS;
int indexEnd = std::min(indexStart + IndexesPerBLAS, Mesh->Mesh.IndexCount);
blas = CreateBLAS(true, indexStart, indexEnd - indexStart);
}
}
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
CreateTLASInstanceBuffer();
UploadTLASInstanceBuffer();
}
// 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.
PipelineBarrier()
.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)
.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);
UpdateTopLevelAS(InstanceCount);
// Finish building the accel struct before using it from the shaders
PipelineBarrier()
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
else
{
// Uploads must finish before we can read from the shaders
PipelineBarrier()
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
WriteDescriptors write;
write.AddBuffer(Viewer.DescriptorSet.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetSurfaceIndexBuffer());
write.AddBuffer(Viewer.DescriptorSet.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetSurfaceBuffer());
write.AddBuffer(Viewer.DescriptorSet.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetLightBuffer());
write.AddBuffer(Viewer.DescriptorSet.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetLightIndexBuffer());
write.AddBuffer(Viewer.DescriptorSet.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetPortalBuffer());
if (useRayQuery)
{
write.AddAccelerationStructure(Viewer.DescriptorSet.get(), 5, GetAccelStruct());
}
else
{
write.AddBuffer(Viewer.DescriptorSet.get(), 5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetNodeBuffer());
}
write.AddBuffer(Viewer.DescriptorSet.get(), 6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetVertexBuffer());
write.AddBuffer(Viewer.DescriptorSet.get(), 7, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, GetIndexBuffer());
write.Execute(fb->GetDevice());
}
void VkLevelMesh::UploadMeshes()
{
VkLevelMeshUploader uploader(this);
uploader.Upload();
}
void VkLevelMesh::CreateBuffers()
{
VertexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT |
(useRayQuery ?
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size(Mesh->Mesh.Vertices.Size() * sizeof(FFlatVertex))
.DebugName("VertexBuffer")
.Create(fb->GetDevice());
UniformIndexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.UniformIndexes.size() * sizeof(int))
.DebugName("UniformIndexes")
.Create(fb->GetDevice());
IndexBuffer = BufferBuilder()
.Usage(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT |
(useRayQuery ?
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
.Size((size_t)Mesh->Mesh.Indexes.Size() * sizeof(uint32_t))
.DebugName("IndexBuffer")
.Create(fb->GetDevice());
DrawIndexBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size((size_t)Mesh->Mesh.DrawIndexes.Size() * sizeof(uint32_t))
.DebugName("DrawIndexBuffer")
.Create(fb->GetDevice());
NodeBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(sizeof(CollisionNodeBufferHeader) + Mesh->Mesh.MaxNodes * sizeof(CollisionNode))
.DebugName("NodeBuffer")
.Create(fb->GetDevice());
SurfaceIndexBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.SurfaceIndexes.Size() * sizeof(int))
.DebugName("SurfaceBuffer")
.Create(fb->GetDevice());
SurfaceBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.Surfaces.Size() * sizeof(SurfaceInfo))
.DebugName("SurfaceBuffer")
.Create(fb->GetDevice());
UniformsBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.Uniforms.Size() * sizeof(SurfaceUniforms))
.DebugName("SurfaceUniformsBuffer")
.Create(fb->GetDevice());
PortalBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Portals.Size() * sizeof(PortalInfo))
.DebugName("PortalBuffer")
.Create(fb->GetDevice());
LightBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.Lights.Size() * sizeof(LightInfo))
.DebugName("LightBuffer")
.Create(fb->GetDevice());
LightIndexBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
.Size(Mesh->Mesh.LightIndexes.Size() * sizeof(int32_t))
.DebugName("LightIndexBuffer")
.Create(fb->GetDevice());
}
VkLevelMesh::BLAS VkLevelMesh::CreateBLAS(bool preferFastBuild, int indexOffset, int indexCount)
{
BLAS blas;
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
VkAccelerationStructureGeometryKHR accelStructBLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructBLDesc };
accelStructBLDesc.geometryType = VK_GEOMETRY_TYPE_TRIANGLES_KHR;
accelStructBLDesc.flags = VK_GEOMETRY_OPAQUE_BIT_KHR;
accelStructBLDesc.geometry.triangles = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR };
accelStructBLDesc.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT;
accelStructBLDesc.geometry.triangles.vertexData.deviceAddress = VertexBuffer->GetDeviceAddress();
accelStructBLDesc.geometry.triangles.vertexStride = sizeof(FFlatVertex);
accelStructBLDesc.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
accelStructBLDesc.geometry.triangles.indexData.deviceAddress = IndexBuffer->GetDeviceAddress() + indexOffset * sizeof(uint32_t);
accelStructBLDesc.geometry.triangles.maxVertex = Mesh->Mesh.Vertices.Size() - 1;
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
buildInfo.flags = preferFastBuild ? VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR : VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
buildInfo.mode = VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR;
buildInfo.geometryCount = 1;
buildInfo.ppGeometries = geometries;
uint32_t maxPrimitiveCount = indexCount / 3;
VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxPrimitiveCount, &sizeInfo);
blas.AccelStructBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
.Size(sizeInfo.accelerationStructureSize)
.DebugName("BLAS.AccelStructBuffer")
.Create(fb->GetDevice());
blas.AccelStruct = AccelerationStructureBuilder()
.Type(VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR)
.Buffer(blas.AccelStructBuffer.get(), sizeInfo.accelerationStructureSize)
.DebugName("BLAS.AccelStruct")
.Create(fb->GetDevice());
blas.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("BLAS.ScratchBuffer")
.Create(fb->GetDevice());
blas.DeviceAddress = blas.AccelStruct->GetDeviceAddress();
blas.InstanceCustomIndex = indexOffset / 3;
buildInfo.dstAccelerationStructure = blas.AccelStruct->accelstruct;
buildInfo.scratchData.deviceAddress = blas.ScratchBuffer->GetDeviceAddress();
VkAccelerationStructureBuildRangeInfoKHR rangeInfo = {};
VkAccelerationStructureBuildRangeInfoKHR* rangeInfos[] = { &rangeInfo };
rangeInfo.primitiveCount = maxPrimitiveCount;
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
return blas;
}
void VkLevelMesh::CreateTLASInstanceBuffer()
{
TopLevelAS.TransferBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.Size(sizeof(VkAccelerationStructureInstanceKHR) * DynamicBLAS.size())
.DebugName("TopLevelAS.TransferBuffer")
.Create(fb->GetDevice());
TopLevelAS.InstanceBuffer = BufferBuilder()
.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)
.Size(sizeof(VkAccelerationStructureInstanceKHR) * DynamicBLAS.size())
.DebugName("TopLevelAS.InstanceBuffer")
.Create(fb->GetDevice());
}
void VkLevelMesh::CreateTopLevelAS(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();
uint32_t maxInstanceCount = (uint32_t)DynamicBLAS.size();
VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxInstanceCount, &sizeInfo);
TopLevelAS.AccelStructBuffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)
.Size(sizeInfo.accelerationStructureSize)
.DebugName("TopLevelAS.AccelStructBuffer")
.Create(fb->GetDevice());
TopLevelAS.AccelStruct = AccelerationStructureBuilder()
.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 instance = {};
instance.transform.matrix[0][0] = 1.0f;
instance.transform.matrix[1][1] = 1.0f;
instance.transform.matrix[2][2] = 1.0f;
instance.mask = 0xff;
instance.flags = 0;
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * DynamicBLAS.size());
for (BLAS& blas : DynamicBLAS)
{
instance.instanceCustomIndex = blas.InstanceCustomIndex;
instance.accelerationStructureReference = blas.DeviceAddress;
memcpy(data, &instance, sizeof(VkAccelerationStructureInstanceKHR));
data += sizeof(VkAccelerationStructureInstanceKHR);
}
TopLevelAS.TransferBuffer->Unmap();
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
}
void VkLevelMesh::RaytraceScene(const VkRenderPassKey& renderPassKey, VulkanCommandBuffer* commands, const FVector3& cameraPos, const VSMatrix& viewToWorld, float fovy, float aspect)
{
auto& pipeline = Viewer.Pipeline[renderPassKey];
if (!pipeline)
{
GraphicsPipelineBuilder builder;
builder.RenderPass(fb->GetRenderPassManager()->GetRenderPass(renderPassKey)->GetRenderPass(0));
builder.Layout(Viewer.PipelineLayout.get());
builder.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP);
builder.AddVertexShader(Viewer.VertexShader.get());
builder.AddFragmentShader(Viewer.FragmentShader.get());
builder.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT);
builder.AddDynamicState(VK_DYNAMIC_STATE_SCISSOR);
builder.RasterizationSamples((VkSampleCountFlagBits)renderPassKey.Samples);
builder.DebugName("Viewer.Pipeline");
pipeline = builder.Create(fb->GetDevice());
}
/*
RenderPassBegin()
.RenderPass(Viewer.RenderPass.get())
.Framebuffer(Framebuffers[imageIndex].get())
.RenderArea(0, 0, CurrentWidth, CurrentHeight)
.AddClearColor(0.0f, 0.0f, 0.0f, 1.0f)
.AddClearDepth(1.0f)
.Execute(commands);
VkViewport viewport = {};
viewport.width = (float)CurrentWidth;
viewport.height = (float)CurrentHeight;
viewport.maxDepth = 1.0f;
commands->setViewport(0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent.width = CurrentWidth;
scissor.extent.height = CurrentHeight;
commands->setScissor(0, 1, &scissor);
*/
float f = 1.0f / std::tan(fovy * (pi::pif() / 360.0f));
ViewerPushConstants pushconstants;
pushconstants.ViewToWorld = viewToWorld;
pushconstants.CameraPos = cameraPos;
pushconstants.ProjX = f / aspect;
pushconstants.ProjY = f;
pushconstants.SunDir = FVector3(Mesh->SunDirection.X, Mesh->SunDirection.Z, Mesh->SunDirection.Y);
pushconstants.SunColor = Mesh->SunColor;
pushconstants.SunIntensity = 1.0f;
commands->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, Viewer.PipelineLayout.get(), 0, Viewer.DescriptorSet.get());
commands->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, Viewer.PipelineLayout.get(), 1, fb->GetDescriptorSetManager()->GetBindlessSet());
commands->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.get());
commands->pushConstants(Viewer.PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(ViewerPushConstants), &pushconstants);
commands->draw(4, 1, 0, 0);
//commands->endRenderPass();
}
void VkLevelMesh::CreateViewerObjects()
{
DescriptorSetLayoutBuilder builder;
builder.AddBinding(0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.AddBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.AddBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.AddBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.AddBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
if (useRayQuery)
{
builder.AddBinding(5, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
}
else
{
builder.AddBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
}
builder.AddBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.AddBinding(7, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
builder.DebugName("Viewer.DescriptorSetLayout");
Viewer.DescriptorSetLayout = builder.Create(fb->GetDevice());
DescriptorPoolBuilder poolbuilder;
if (useRayQuery)
{
poolbuilder.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 7);
poolbuilder.AddPoolSize(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1);
}
else
{
poolbuilder.AddPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 8);
}
poolbuilder.MaxSets(1);
poolbuilder.DebugName("Viewer.DescriptorPool");
Viewer.DescriptorPool = poolbuilder.Create(fb->GetDevice());
Viewer.DescriptorSet = Viewer.DescriptorPool->allocate(Viewer.DescriptorSetLayout.get());
Viewer.DescriptorSet->SetDebugName("raytrace.descriptorSet1");
std::string versionBlock = R"(
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_nonuniform_qualifier : enable
)";
if (useRayQuery)
{
versionBlock += "#extension GL_EXT_ray_query : require\r\n";
versionBlock += "#define USE_RAYQUERY\r\n";
}
auto onIncludeLocal = [](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, false); };
auto onIncludeSystem = [](std::string headerName, std::string includerName, size_t depth) { return OnInclude(headerName.c_str(), includerName.c_str(), depth, true); };
Viewer.VertexShader = ShaderBuilder()
.Type(ShaderType::Vertex)
.AddSource("versionblock", versionBlock)
.AddSource("vert_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_viewer.glsl").GetChars())
.OnIncludeLocal(onIncludeLocal)
.OnIncludeSystem(onIncludeSystem)
.DebugName("Viewer.VertexShader")
.Create("vertex", fb->GetDevice());
Viewer.FragmentShader = ShaderBuilder()
.Type(ShaderType::Fragment)
.AddSource("versionblock", versionBlock)
.AddSource("frag_viewer.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_viewer.glsl").GetChars())
.OnIncludeLocal(onIncludeLocal)
.OnIncludeSystem(onIncludeSystem)
.DebugName("Viewer.FragmentShader")
.Create("vertex", fb->GetDevice());
Viewer.PipelineLayout = PipelineLayoutBuilder()
.AddSetLayout(Viewer.DescriptorSetLayout.get())
.AddSetLayout(fb->GetDescriptorSetManager()->GetBindlessLayout())
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(ViewerPushConstants))
.DebugName("Viewer.PipelineLayout")
.Create(fb->GetDevice());
/*
Viewer.RenderPass = RenderPassBuilder()
.AddAttachment(VK_FORMAT_B8G8R8A8_UNORM, VK_SAMPLE_COUNT_1_BIT, VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR)
.AddSubpass()
.AddSubpassColorAttachmentRef(0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)
.Create(fb->GetDevice());
Viewer.Pipeline = GraphicsPipelineBuilder()
.RenderPass(Viewer.RenderPass.get())
.Layout(Viewer.PipelineLayout.get())
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
.AddVertexShader(Viewer.VertexShader.get())
.AddFragmentShader(Viewer.FragmentShader.get())
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
.AddDynamicState(VK_DYNAMIC_STATE_SCISSOR)
.DebugName("Viewer.Pipeline")
.Create(fb->GetDevice());
*/
}
FString VkLevelMesh::LoadPrivateShaderLump(const char* lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
return GetStringFromLump(lump);
}
FString VkLevelMesh::LoadPublicShaderLump(const char* lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
return GetStringFromLump(lump);
}
ShaderIncludeResult VkLevelMesh::OnInclude(FString headerName, FString includerName, size_t depth, bool system)
{
if (depth > 8)
I_Error("Too much include recursion!");
FString includeguardname;
includeguardname << "_HEADERGUARD_" << headerName.GetChars();
includeguardname.ReplaceChars("/\\.", '_');
FString code;
code << "#ifndef " << includeguardname.GetChars() << "\n";
code << "#define " << includeguardname.GetChars() << "\n";
code << "#line 1\n";
if (system)
code << LoadPrivateShaderLump(headerName.GetChars()).GetChars() << "\n";
else
code << LoadPublicShaderLump(headerName.GetChars()).GetChars() << "\n";
code << "#endif\n";
return ShaderIncludeResult(headerName.GetChars(), code.GetChars());
}
/////////////////////////////////////////////////////////////////////////////
VkLevelMeshUploader::VkLevelMeshUploader(VkLevelMesh* mesh) : Mesh(mesh)
{
}
void VkLevelMeshUploader::Upload()
{
size_t transferBufferSize = GetTransferSize();
if (transferBufferSize == 0)
{
ClearRanges();
return;
}
BeginTransfer(transferBufferSize);
UploadNodes();
UploadRanges(Mesh->Mesh->UploadRanges.Vertex, Mesh->Mesh->Mesh.Vertices.Data(), Mesh->VertexBuffer.get());
UploadRanges(Mesh->Mesh->UploadRanges.UniformIndexes, Mesh->Mesh->Mesh.UniformIndexes.Data(), Mesh->UniformIndexBuffer.get());
UploadRanges(Mesh->Mesh->UploadRanges.Index, Mesh->Mesh->Mesh.Indexes.Data(), Mesh->IndexBuffer.get());
UploadRanges(Mesh->Mesh->UploadRanges.SurfaceIndex, Mesh->Mesh->Mesh.SurfaceIndexes.Data(), Mesh->SurfaceIndexBuffer.get());
UploadRanges(Mesh->Mesh->UploadRanges.LightIndex, Mesh->Mesh->Mesh.LightIndexes.Data(), Mesh->LightIndexBuffer.get());
UploadRanges(Mesh->Mesh->UploadRanges.DrawIndex, Mesh->Mesh->Mesh.DrawIndexes.Data(), Mesh->DrawIndexBuffer.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->Mesh->UploadRanges.Vertex.clear();
Mesh->Mesh->UploadRanges.Index.clear();
Mesh->Mesh->UploadRanges.Node.clear();
Mesh->Mesh->UploadRanges.SurfaceIndex.clear();
Mesh->Mesh->UploadRanges.Surface.clear();
Mesh->Mesh->UploadRanges.UniformIndexes.clear();
Mesh->Mesh->UploadRanges.Uniforms.clear();
Mesh->Mesh->UploadRanges.Portals.clear();
Mesh->Mesh->UploadRanges.Light.clear();
Mesh->Mesh->UploadRanges.LightIndex.clear();
Mesh->Mesh->UploadRanges.DrawIndex.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()
{
if (Mesh->useRayQuery)
return;
// Always update the header struct of the collision storage buffer block if something changed
if (Mesh->Mesh->UploadRanges.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->Mesh->UploadRanges.Node)
{
const auto& srcnodes = Mesh->Mesh->Collision->get_nodes();
CollisionNode* nodes = (CollisionNode*)(data + datapos);
for (int i = 0, count = range.Count(); i < count; i++)
{
const auto& node = srcnodes[range.Start + 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.Count() * sizeof(CollisionNode);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, sizeof(CollisionNodeBufferHeader) + range.Start * 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.Count() * sizeof(T);
memcpy(data + datapos, srcbuffer + range.Start, copysize);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), destbuffer, datapos, range.Start * sizeof(T), copysize);
datapos += copysize;
}
}
void VkLevelMeshUploader::UploadSurfaces()
{
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Surface)
{
SurfaceInfo* surfaces = (SurfaceInfo*)(data + datapos);
for (int j = 0, count = range.Count(); j < count; j++)
{
LevelMeshSurface* surface = &Mesh->Mesh->Mesh.Surfaces[range.Start + 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.Count() * sizeof(SurfaceInfo);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->SurfaceBuffer.get(), datapos, range.Start * sizeof(SurfaceInfo), copysize);
datapos += copysize;
}
}
void VkLevelMeshUploader::UploadUniforms()
{
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Uniforms)
{
for (int j = 0, count = range.Count(); j < count; j++)
{
auto& surfaceUniforms = Mesh->Mesh->Mesh.Uniforms[range.Start + j];
auto& material = Mesh->Mesh->Mesh.Materials[range.Start + j];
if (material.mMaterial)
{
auto source = material.mMaterial->Source();
surfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
surfaceUniforms.uDepthFadeThreshold = source->GetDepthFadeThreshold();
surfaceUniforms.uTextureIndex = Mesh->fb->GetBindlessTextureIndex(material.mMaterial, material.mClampMode, material.mTranslation);
}
else
{
surfaceUniforms.uDepthFadeThreshold = 0.f;
surfaceUniforms.uTextureIndex = 0;
}
}
SurfaceUniforms* uniforms = (SurfaceUniforms*)(data + datapos);
size_t copysize = range.Count() * sizeof(SurfaceUniforms);
memcpy(uniforms, Mesh->Mesh->Mesh.Uniforms.Data() + range.Start, copysize);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->UniformsBuffer.get(), datapos, range.Start * sizeof(SurfaceUniforms), copysize);
datapos += copysize;
}
}
void VkLevelMeshUploader::UploadPortals()
{
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Portals)
{
PortalInfo* portals = (PortalInfo*)(data + datapos);
for (int i = 0, count = range.Count(); i < count; i++)
{
const auto& portal = Mesh->Mesh->Portals[range.Start + i];
PortalInfo info;
info.transformation = portal.transformation;
*(portals++) = info;
}
size_t copysize = range.Count() * sizeof(PortalInfo);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->PortalBuffer.get(), datapos, range.Start * sizeof(PortalInfo), copysize);
datapos += copysize;
}
}
void VkLevelMeshUploader::UploadLights()
{
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Light)
{
LightInfo* lights = (LightInfo*)(data + datapos);
for (int i = 0, count = range.Count(); i < count; i++)
{
const auto& light = Mesh->Mesh->Mesh.Lights[range.Start + 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.Count() * sizeof(LightInfo);
if (copysize > 0)
copyCommands.emplace_back(transferBuffer.get(), Mesh->LightBuffer.get(), datapos, range.Start * 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->useRayQuery)
{
if (Mesh->Mesh->UploadRanges.Node.Size() > 0) transferBufferSize += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Node) transferBufferSize += range.Count() * sizeof(CollisionNode);
}
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Vertex) transferBufferSize += range.Count() * sizeof(FFlatVertex);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.UniformIndexes) transferBufferSize += range.Count() * sizeof(int);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Index) transferBufferSize += range.Count() * sizeof(uint32_t);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.SurfaceIndex) transferBufferSize += range.Count() * sizeof(int);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Surface) transferBufferSize += range.Count() * sizeof(SurfaceInfo);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Uniforms) transferBufferSize += range.Count() * sizeof(SurfaceUniforms);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Portals) transferBufferSize += range.Count() * sizeof(PortalInfo);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.LightIndex) transferBufferSize += range.Count() * sizeof(int32_t);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.Light) transferBufferSize += range.Count() * sizeof(LightInfo);
for (const MeshBufferRange& range : Mesh->Mesh->UploadRanges.DrawIndex) transferBufferSize += range.Count() * sizeof(uint32_t);
return transferBufferSize;
}