vkdoom_m/src/common/rendering/vulkan/vk_renderstate.cpp

1157 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_renderstate.h"
#include "vulkan/vk_renderdevice.h"
#include "vulkan/vk_levelmesh.h"
#include "vulkan/commands/vk_commandbuffer.h"
#include "vulkan/buffers/vk_buffer.h"
#include "vulkan/pipelines/vk_renderpass.h"
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include <zvulkan/vulkanbuilders.h>
#include "hw_skydome.h"
#include "hw_viewpointuniforms.h"
#include "hw_dynlightdata.h"
#include "hw_cvars.h"
#include "hw_clock.h"
#include "flatvertices.h"
#include "g_levellocals.h"
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mRSBuffers(fb->GetBufferManager()->GetRSBuffers())
{
mMatrices.ModelMatrix.loadIdentity();
mMatrices.NormalModelMatrix.loadIdentity();
mMatrices.TextureMatrix.loadIdentity();
Reset();
}
void VkRenderState::ClearScreen()
{
int width = fb->GetWidth();
int height = fb->GetHeight();
auto vertices = AllocVertices(4);
FFlatVertex* v = vertices.first;
v[0].Set(0, 0, 0, 0, 0);
v[1].Set(0, (float)height, 0, 0, 1);
v[2].Set((float)width, 0, 0, 1, 0);
v[3].Set((float)width, (float)height, 0, 1, 1);
Set2DViewpoint(width, height);
SetColor(0, 0, 0);
Apply(DT_TriangleStrip);
mCommandBuffer->draw(4, 1, vertices.second, 0);
}
void VkRenderState::DoDraw(int dt, int index, int count, bool apply)
{
#ifdef __APPLE__
// moltenvk doesn't support drawing triangle fans
if (dt == DT_TriangleFan)
{
IBuffer* oldIndexBuffer = mIndexBuffer;
mIndexBuffer = fb->GetBufferManager()->FanToTrisIndexBuffer.get();
if (apply || mNeedApply)
Apply(DT_Triangles);
else
ApplyVertexBuffers();
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
mIndexBuffer = oldIndexBuffer;
}
else
{
#endif
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->draw(count, 1, index, 0);
#ifdef __APPLE__
}
#endif
}
void VkRenderState::DoDrawIndexed(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
}
bool VkRenderState::SetDepthClamp(bool on)
{
bool lastValue = mDepthClamp;
mDepthClamp = on;
mNeedApply = true;
return lastValue;
}
void VkRenderState::SetDepthMask(bool on)
{
mDepthWrite = on;
mNeedApply = true;
}
void VkRenderState::SetDepthFunc(int func)
{
mDepthFunc = func;
mNeedApply = true;
}
void VkRenderState::SetDepthRange(float min, float max)
{
mViewportDepthMin = min;
mViewportDepthMax = max;
mViewportChanged = true;
mNeedApply = true;
}
void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
int rr = r, gg = g, bb = b, aa = a;
mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
mNeedApply = true;
}
void VkRenderState::SetStencil(int offs, int op, int flags)
{
mStencilRef = screen->stencilValue + offs;
mStencilRefChanged = true;
mStencilOp = op;
if (flags != -1)
{
bool cmon = !(flags & SF_ColorMaskOff);
SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
mDepthWrite = !(flags & SF_DepthMaskOff);
}
mNeedApply = true;
}
void VkRenderState::SetCulling(int mode)
{
mCullMode = mode;
mNeedApply = true;
}
void VkRenderState::Clear(int targets)
{
mClearTargets = targets;
EndRenderPass();
}
void VkRenderState::EnableStencil(bool on)
{
mStencilTest = on;
mNeedApply = true;
}
void VkRenderState::SetScissor(int x, int y, int w, int h)
{
mScissorX = x;
mScissorY = y;
mScissorWidth = w;
mScissorHeight = h;
mScissorChanged = true;
mNeedApply = true;
}
void VkRenderState::SetViewport(int x, int y, int w, int h)
{
mViewportX = x;
mViewportY = y;
mViewportWidth = w;
mViewportHeight = h;
mViewportChanged = true;
mNeedApply = true;
}
void VkRenderState::EnableDepthTest(bool on)
{
mDepthTest = on;
mNeedApply = true;
}
void VkRenderState::EnableLineSmooth(bool on)
{
}
void VkRenderState::Apply(int dt)
{
drawcalls.Clock();
mApplyCount++;
if (mApplyCount >= vk_submit_size)
{
fb->GetCommands()->FlushCommands(false);
mApplyCount = 0;
}
ApplySurfaceUniforms();
ApplyMatrices();
ApplyRenderPass(dt);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
ApplyDepthBias();
ApplyPushConstants();
ApplyVertexBuffers();
ApplyBufferSets();
mNeedApply = false;
drawcalls.Unclock();
}
void VkRenderState::ApplyDepthBias()
{
if (mBias.mChanged)
{
mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
mBias.mChanged = false;
}
}
void VkRenderState::ApplyRenderPass(int dt)
{
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.DrawType = dt;
pipelineKey.DrawLine = mDrawLine || mWireframe;
pipelineKey.RenderStyle = mRenderStyle;
pipelineKey.DepthTest = mDepthTest && !mWireframe;
pipelineKey.DepthWrite = mDepthTest && !mWireframe && mDepthWrite;
pipelineKey.DepthFunc = mDepthFunc;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
pipelineKey.StencilTest = mStencilTest;
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.ShaderKey.VertexFormat = mVertexBuffer ? static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat : mRSBuffers->Flatbuffer.VertexFormat;
if (mSpecialEffect > EFF_NONE)
{
pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.Layout.Simple = (mSpecialEffect == EFF_BURN || mSpecialEffect == EFF_STENCIL || mSpecialEffect == EFF_PORTAL);
pipelineKey.ShaderKey.Layout.AlphaTest = false;
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
pipelineKey.ShaderKey.EffectState = (mTextureEnabled && !mWireframe) ? effectState : SHADER_NoTexture;
if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.Layout.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
pipelineKey.ShaderKey.Layout.Simple = mWireframe;
pipelineKey.ShaderKey.Layout.Simple3D = mWireframe; // simple notexture drawing for wireframe
}
int uTextureMode = GetTextureModeAndFlags((mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL);
pipelineKey.ShaderKey.TextureMode = uTextureMode & 0xffff;
pipelineKey.ShaderKey.ClampY = (uTextureMode & TEXF_ClampY) != 0;
pipelineKey.ShaderKey.Brightmap = (uTextureMode & TEXF_Brightmap) != 0;
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
// The way GZDoom handles state is just plain insanity!
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
pipelineKey.ShaderKey.Simple2D = (fogset == -3);
pipelineKey.ShaderKey.FogBeforeLights = (fogset > 0);
pipelineKey.ShaderKey.FogAfterLights = (fogset < 0);
pipelineKey.ShaderKey.FogRadial = (fogset < -1 || fogset > 1);
pipelineKey.ShaderKey.SWLightRadial = (gl_fogmode == 2);
pipelineKey.ShaderKey.SWLightBanded = false; // gl_bandedswlight;
pipelineKey.ShaderKey.FogBalls = mFogballIndex >= 0;
float lightlevel = mSurfaceUniforms.uLightLevel;
if (lightlevel < 0.0)
{
pipelineKey.ShaderKey.LightMode = 0; // Default
}
else
{
if (mLightMode == 5)
pipelineKey.ShaderKey.LightMode = 3; // Build
else if (mLightMode == 16)
pipelineKey.ShaderKey.LightMode = 2; // Vanilla
else
pipelineKey.ShaderKey.LightMode = 1; // Software
}
pipelineKey.ShaderKey.Layout.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.LightNoNormals = mLightNoNormals;
pipelineKey.ShaderKey.UseSpriteCenter = mUseSpriteCenter;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
pipelineKey.ShaderKey.LightBlendMode = (level.info ? static_cast<int>(level.info->lightblendmode) : 0);
pipelineKey.ShaderKey.LightAttenuationMode = (level.info ? static_cast<int>(level.info->lightattenuationmode) : 0);
// Is this the one we already have?
bool inRenderPass = mCommandBuffer;
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
if (!inRenderPass)
{
mCommandBuffer = fb->GetCommands()->GetDrawCommands();
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
mBias.mChanged = true;
BeginRenderPass(mCommandBuffer);
}
if (changingPipeline)
{
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey, mUniforms));
mPipelineKey = pipelineKey;
}
}
void VkRenderState::ApplyStencilRef()
{
if (mStencilRefChanged)
{
mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
mStencilRefChanged = false;
}
}
void VkRenderState::ApplyScissor()
{
if (mScissorChanged)
{
VkRect2D scissor;
if (mScissorWidth >= 0)
{
int x0 = clamp(mScissorX, 0, mRenderTarget.Width);
int y0 = clamp(mScissorY, 0, mRenderTarget.Height);
int x1 = clamp(mScissorX + mScissorWidth, 0, mRenderTarget.Width);
int y1 = clamp(mScissorY + mScissorHeight, 0, mRenderTarget.Height);
scissor.offset.x = x0;
scissor.offset.y = y0;
scissor.extent.width = x1 - x0;
scissor.extent.height = y1 - y0;
}
else
{
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = mRenderTarget.Width;
scissor.extent.height = mRenderTarget.Height;
}
mCommandBuffer->setScissor(0, 1, &scissor);
mScissorChanged = false;
}
}
void VkRenderState::ApplyViewport()
{
if (mViewportChanged)
{
VkViewport viewport;
if (mViewportWidth >= 0)
{
viewport.x = (float)mViewportX;
viewport.y = (float)mViewportY;
viewport.width = (float)mViewportWidth;
viewport.height = (float)mViewportHeight;
}
else
{
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = (float)mRenderTarget.Width;
viewport.height = (float)mRenderTarget.Height;
}
viewport.minDepth = mViewportDepthMin;
viewport.maxDepth = mViewportDepthMax;
mCommandBuffer->setViewport(0, 1, &viewport);
mViewportChanged = false;
}
}
void VkRenderState::ApplySurfaceUniforms()
{
auto passManager = fb->GetRenderPassManager();
mSurfaceUniforms.useVertexData = mVertexBuffer ? passManager->GetVertexFormat(static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData : 0;
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
mSurfaceUniforms.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
else
mSurfaceUniforms.timer = 0.0f;
if (mMaterial.mChanged)
{
if (mMaterial.mMaterial)
{
auto source = mMaterial.mMaterial->Source();
if (source->isHardwareCanvas())
static_cast<FCanvasTexture*>(source->GetTexture())->NeedUpdate();
mSurfaceUniforms.uTextureIndex = static_cast<VkMaterial*>(mMaterial.mMaterial)->GetBindlessIndex(mMaterial);
mSurfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
mSurfaceUniforms.uDepthFadeThreshold = source->GetDepthFadeThreshold();
}
else
{
mSurfaceUniforms.uDepthFadeThreshold = 0.f;
mSurfaceUniforms.uTextureIndex = 0;
}
mMaterial.mChanged = false;
}
if (!mRSBuffers->SurfaceUniformsBuffer->Write(mSurfaceUniforms))
{
WaitForStreamBuffers();
mRSBuffers->SurfaceUniformsBuffer->Write(mSurfaceUniforms);
}
}
TArray<char> buffer;
void VkRenderState::ApplyPushConstants()
{
mPushConstants.uDataIndex = mRSBuffers->SurfaceUniformsBuffer->DataIndex();
mPushConstants.uLightIndex = mLightIndex >= 0 ? (mLightIndex % MAX_LIGHT_DATA) : -1;
mPushConstants.uBoneIndexBase = mBoneIndexBase;
mPushConstants.uFogballIndex = mFogballIndex >= 0 ? (mFogballIndex % MAX_FOGBALL_DATA) : -1;
mPushConstants.shaderKey = mPipelineKey.ShaderKey.AsQWORD;
if(mUniforms.sz > 0)
{
//thanks khronos /s
size_t sz = sizeof(PushConstants) + mUniforms.sz;
if(buffer.Size() < sz)
{
buffer.Resize(sz);
}
memcpy(buffer.Data(), &mPushConstants, sizeof(PushConstants));
memcpy(buffer.Data() + sizeof(PushConstants), mUniforms.addr, mUniforms.sz);
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sz, buffer.Data());
}
else
{
mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
}
void VkRenderState::ApplyMatrices()
{
if (mMatricesChanged)
{
if (!mRSBuffers->MatrixBuffer->Write(mMatrices))
{
WaitForStreamBuffers();
mRSBuffers->MatrixBuffer->Write(mMatrices);
}
mMatricesChanged = false;
}
}
void VkRenderState::ApplyVertexBuffers()
{
if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]))
{
// Note: second [0] for BufferStrides is not a typo. Not all the vertex formats have a second buffer and the entire thing assumes they have the same stride anyway.
if (mVertexBuffer)
{
auto vkbuf = static_cast<VkHardwareVertexBuffer*>(mVertexBuffer);
const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->BufferStrides[0], mVertexOffsets[1] * format->BufferStrides[0]};
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
}
else
{
const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(mRSBuffers->Flatbuffer.VertexFormat);
VkBuffer vertexBuffers[2] = { mRSBuffers->Flatbuffer.VertexBuffer->buffer, mRSBuffers->Flatbuffer.VertexBuffer->buffer };
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->BufferStrides[0], mVertexOffsets[1] * format->BufferStrides[0]};
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
}
mLastVertexBuffer = mVertexBuffer;
mLastVertexOffsets[0] = mVertexOffsets[0];
mLastVertexOffsets[1] = mVertexOffsets[1];
}
if (mIndexBuffer != mLastIndexBuffer || mIndexBufferNeedsBind)
{
if (mIndexBuffer)
{
mCommandBuffer->bindIndexBuffer(static_cast<VkHardwareIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
}
else
{
mCommandBuffer->bindIndexBuffer(mRSBuffers->Flatbuffer.IndexBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
}
mLastIndexBuffer = mIndexBuffer;
mIndexBufferNeedsBind = false;
}
}
void VkRenderState::ApplyBufferSets()
{
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t surfaceUniformsOffset = mRSBuffers->SurfaceUniformsBuffer->Offset();
uint32_t lightsOffset = mLightIndex >= 0 ? (uint32_t)(mLightIndex / MAX_LIGHT_DATA) * sizeof(LightBufferSSO) : mLastLightsOffset;
uint32_t fogballsOffset = mFogballIndex >= 0 ? (uint32_t)(mFogballIndex / MAX_FOGBALL_DATA) * sizeof(FogballBufferUBO) : mLastFogballsOffset;
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
{
auto descriptors = fb->GetDescriptorSetManager();
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz);
uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferSet(), 5, offsets);
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
mLastViewpointOffset = mViewpointOffset;
mLastMatricesOffset = matrixOffset;
mLastSurfaceUniformsOffset = surfaceUniformsOffset;
mLastLightsOffset = lightsOffset;
mLastFogballsOffset = fogballsOffset;
}
}
void VkRenderState::WaitForStreamBuffers()
{
fb->WaitForCommands(false);
mApplyCount = 0;
mRSBuffers->SurfaceUniformsBuffer->Reset();
mRSBuffers->MatrixBuffer->Reset();
mMatricesChanged = true;
}
int VkRenderState::SetViewpoint(const HWViewpointUniforms& vp)
{
if (mRSBuffers->Viewpoint.Count == mRSBuffers->Viewpoint.UploadIndex)
{
return mRSBuffers->Viewpoint.Count - 1;
}
memcpy(((char*)mRSBuffers->Viewpoint.Data) + mRSBuffers->Viewpoint.UploadIndex * mRSBuffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
int index = mRSBuffers->Viewpoint.UploadIndex++;
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
mNeedApply = true;
return index;
}
void VkRenderState::SetViewpoint(int index)
{
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
mNeedApply = true;
}
void VkRenderState::SetModelMatrix(const VSMatrix& matrix, const VSMatrix& normalMatrix)
{
mMatrices.ModelMatrix = matrix;
mMatrices.NormalModelMatrix = normalMatrix;
mMatricesChanged = true;
mNeedApply = true;
}
void VkRenderState::SetTextureMatrix(const VSMatrix& matrix)
{
mMatrices.TextureMatrix = matrix;
mMatricesChanged = true;
mNeedApply = true;
}
int VkRenderState::UploadLights(const FDynLightData& data)
{
// All meaasurements here are in vec4's.
int size0 = data.arrays[LIGHTARRAY_NORMAL].Size();
int size1 = data.arrays[LIGHTARRAY_SUBTRACTIVE].Size();
int size2 = data.arrays[LIGHTARRAY_ADDITIVE].Size();
int totalsize = size0 + size1 + size2;
int indexindex = mRSBuffers->Lightbuffer.UploadIndex;
int dataindex = mRSBuffers->Lightbuffer.DataIndex;
if((indexindex <= mRSBuffers->Lightbuffer.Count) && (dataindex + totalsize <= mRSBuffers->Lightbuffer.Count))
{
mRSBuffers->Lightbuffer.UploadIndex++;
mRSBuffers->Lightbuffer.DataIndex += totalsize;
int parmcnt[] = { dataindex, dataindex + size0, dataindex + size0 + size1, dataindex + size0 + size1 + size2 };
int* indexptr = ((int*)mRSBuffers->Lightbuffer.Data) + (indexindex * 4);
memcpy(indexptr, parmcnt, sizeof(int) * 4);
FDynLightInfo* dataptr = ((FDynLightInfo*)(((int*)mRSBuffers->Lightbuffer.Data) + (mRSBuffers->Lightbuffer.Count * 4))) + dataindex;
memcpy(dataptr, &data.arrays[0][0], size0 * sizeof(FDynLightInfo));
memcpy(dataptr + size0, &data.arrays[1][0], size1 * sizeof(FDynLightInfo));
memcpy(dataptr + (size0 + size1), &data.arrays[2][0], size2 * sizeof(FDynLightInfo));
return indexindex;
}
else
{
return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort.
}
}
int VkRenderState::UploadBones(const TArray<VSMatrix>& bones)
{
int totalsize = bones.Size();
if (bones.Size() == 0)
{
return -1;
}
int thisindex = mRSBuffers->Bonebuffer.UploadIndex;
mRSBuffers->Bonebuffer.UploadIndex += totalsize;
if (thisindex + totalsize <= mRSBuffers->Bonebuffer.Count)
{
memcpy((VSMatrix*)mRSBuffers->Bonebuffer.Data + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
return thisindex;
}
else
{
return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort.
}
}
int VkRenderState::UploadFogballs(const TArray<Fogball>& balls)
{
int totalsize = balls.Size() + 1;
if (balls.Size() == 0)
{
return -1;
}
// Make sure the fogball list doesn't cross a page boundary
if (mRSBuffers->Fogballbuffer.UploadIndex % MAX_FOGBALL_DATA + totalsize > MAX_FOGBALL_DATA)
mRSBuffers->Fogballbuffer.UploadIndex = (mRSBuffers->Fogballbuffer.UploadIndex / MAX_FOGBALL_DATA + 1) * MAX_FOGBALL_DATA;
int thisindex = mRSBuffers->Fogballbuffer.UploadIndex;
mRSBuffers->Fogballbuffer.UploadIndex += totalsize;
if (thisindex + totalsize <= mRSBuffers->Fogballbuffer.Count)
{
Fogball sizeinfo; // First entry is actually not a fogball. It is the size of the array.
sizeinfo.Position.X = (float)balls.Size();
memcpy((Fogball*)mRSBuffers->Fogballbuffer.Data + thisindex, &sizeinfo, sizeof(Fogball));
memcpy((Fogball*)mRSBuffers->Fogballbuffer.Data + thisindex + 1, balls.Data(), balls.Size() * sizeof(Fogball));
return thisindex;
}
else
{
return -1;
}
}
std::pair<FFlatVertex*, unsigned int> VkRenderState::AllocVertices(unsigned int count)
{
unsigned int index = mRSBuffers->Flatbuffer.CurIndex;
if (index + count >= mRSBuffers->Flatbuffer.BUFFER_SIZE_TO_USE)
{
// If a single scene needs 2'000'000 vertices there must be something very wrong.
I_FatalError("Out of vertex memory. Tried to allocate more than %u vertices for a single frame", index + count);
}
mRSBuffers->Flatbuffer.CurIndex += count;
return std::make_pair(mRSBuffers->Flatbuffer.Vertices + index, index);
}
void VkRenderState::SetShadowData(const TArray<FFlatVertex>& vertices, const TArray<uint32_t>& indexes)
{
auto commands = fb->GetCommands();
UpdateShadowData(0, vertices.Data(), vertices.Size());
mRSBuffers->Flatbuffer.ShadowDataSize = vertices.Size();
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
if (indexes.Size() > 0)
{
size_t bufsize = indexes.Size() * sizeof(uint32_t);
auto buffer = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY)
.Size(bufsize)
.DebugName("Flatbuffer.IndexBuffer")
.Create(fb->GetDevice());
auto staging = BufferBuilder()
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.Size(bufsize)
.DebugName("Flatbuffer.IndexBuffer.Staging")
.Create(fb->GetDevice());
void* dst = staging->Map(0, bufsize);
memcpy(dst, indexes.Data(), bufsize);
staging->Unmap();
commands->GetTransferCommands()->copyBuffer(staging.get(), buffer.get());
commands->TransferDeleteList->Add(std::move(staging));
commands->DrawDeleteList->Add(std::move(mRSBuffers->Flatbuffer.IndexBuffer));
mRSBuffers->Flatbuffer.IndexBuffer = std::move(buffer);
mIndexBufferNeedsBind = true;
mNeedApply = true;
}
}
void VkRenderState::UpdateShadowData(unsigned int index, const FFlatVertex* vertices, unsigned int count)
{
memcpy(mRSBuffers->Flatbuffer.Vertices + index, vertices, count * sizeof(FFlatVertex));
}
void VkRenderState::ResetVertices()
{
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
}
void VkRenderState::BeginFrame()
{
mMaterial.Reset();
mApplyCount = 0;
mRSBuffers->Viewpoint.UploadIndex = 0;
mRSBuffers->Lightbuffer.UploadIndex = 0;
mRSBuffers->Lightbuffer.DataIndex = 0;
mRSBuffers->Bonebuffer.UploadIndex = 0;
mRSBuffers->Fogballbuffer.UploadIndex = 0;
mRSBuffers->OcclusionQuery.NextIndex = 0;
fb->GetCommands()->GetDrawCommands()->resetQueryPool(mRSBuffers->OcclusionQuery.QueryPool.get(), 0, mRSBuffers->OcclusionQuery.MaxQueries);
}
void VkRenderState::EndRenderPass()
{
if (mCommandBuffer)
{
mCommandBuffer->endRenderPass();
mCommandBuffer = nullptr;
}
// Force rebind of everything on next draw
mPipelineKey = {};
mLastViewpointOffset = 0xffffffff;
mLastVertexOffsets[0] = 0xffffffff;
mIndexBufferNeedsBind = true;
}
void VkRenderState::EndFrame()
{
mRSBuffers->MatrixBuffer->Reset();
mRSBuffers->SurfaceUniformsBuffer->Reset();
mMatricesChanged = true;
}
void VkRenderState::EnableDrawBuffers(int count, bool apply)
{
if (mRenderTarget.DrawBuffers != count)
{
EndRenderPass();
mRenderTarget.DrawBuffers = count;
}
}
void VkRenderState::SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
{
EndRenderPass();
auto buffers = fb->GetBuffers();
mRenderTarget.Image = image;
mRenderTarget.DepthStencil = depthStencilView;
mRenderTarget.Width = width;
mRenderTarget.Height = height;
mRenderTarget.Format = format;
mRenderTarget.Samples = samples;
mRenderTarget.NormalFormat = buffers->SceneNormalFormat;
mRenderTarget.DepthStencilFormat = buffers->SceneDepthStencilFormat;
}
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
{
VkRenderPassKey key = {};
key.DrawBufferFormat = mRenderTarget.Format;
key.Samples = mRenderTarget.Samples;
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
key.NormalFormat = mRenderTarget.NormalFormat;
key.DepthStencilFormat = mRenderTarget.DepthStencilFormat;
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
if (!framebuffer)
{
auto buffers = fb->GetBuffers();
FramebufferBuilder builder;
builder.RenderPass(mPassSetup->GetRenderPass(0));
builder.Size(mRenderTarget.Width, mRenderTarget.Height);
builder.AddAttachment(mRenderTarget.Image->View.get());
if (key.DrawBuffers > 1)
builder.AddAttachment(buffers->SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.AddAttachment(buffers->SceneNormal.View.get());
if (key.DepthStencil)
builder.AddAttachment(mRenderTarget.DepthStencil);
builder.DebugName("VkRenderPassSetup.Framebuffer");
framebuffer = builder.Create(fb->GetDevice());
}
// Only clear depth+stencil if the render target actually has that
if (!mRenderTarget.DepthStencil)
mClearTargets &= ~(CT_Depth | CT_Stencil);
RenderPassBegin beginInfo;
beginInfo.RenderPass(mPassSetup->GetRenderPass(mClearTargets));
beginInfo.RenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
beginInfo.Framebuffer(framebuffer.get());
beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
if (key.DrawBuffers > 1)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (key.DrawBuffers > 2)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
beginInfo.AddClearDepthStencil(1.0f, 0);
beginInfo.Execute(cmdbuffer);
mMaterial.mChanged = true;
mClearTargets = 0;
}
void VkRenderState::RaytraceScene(const FVector3& cameraPos, const VSMatrix& viewToWorld, float fovy, float aspect)
{
ApplyMatrices();
ApplyRenderPass(DT_Triangles);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
ApplyDepthBias();
mNeedApply = true;
VkRenderPassKey key = {};
key.DrawBufferFormat = mRenderTarget.Format;
key.Samples = mRenderTarget.Samples;
key.DrawBuffers = mRenderTarget.DrawBuffers;
key.DepthStencil = !!mRenderTarget.DepthStencil;
key.NormalFormat = mRenderTarget.NormalFormat;
key.DepthStencilFormat = mRenderTarget.DepthStencilFormat;
fb->GetLevelMesh()->RaytraceScene(key, mCommandBuffer, cameraPos, viewToWorld, fovy, aspect);
}
void VkRenderState::ApplyLevelMesh()
{
ApplyMatrices();
ApplyRenderPass(DT_Triangles);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
ApplyDepthBias();
mNeedApply = true;
VkBuffer vertexBuffers[2] = { fb->GetLevelMesh()->GetVertexBuffer()->buffer, fb->GetLevelMesh()->GetUniformIndexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetDrawIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
}
void VkRenderState::RunZMinMaxPass()
{
auto pipelines = fb->GetRenderPassManager();
auto descriptors = fb->GetDescriptorSetManager();
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;
ZMinMaxPushConstants pushConstants = {};
pushConstants.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
pushConstants.LinearizeDepthB = max(1.0f / screen->GetZNear(), 1.e-8f);
pushConstants.InverseDepthRangeA = 1.0f;
pushConstants.InverseDepthRangeB = 0.0f;
VkImageTransition()
.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
.AddImage(&fb->GetBuffers()->SceneZMinMax[0], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
.Execute(cmdbuffer);
RenderPassBegin()
.RenderPass(pipelines->GetZMinMaxRenderPass())
.RenderArea(0, 0, width, height)
.Framebuffer(buffers->GetZMinMaxFramebuffer(0))
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
.Execute(cmdbuffer);
VkViewport viewport = {};
viewport.width = (float)width;
viewport.height = (float)height;
cmdbuffer->setViewport(0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent.width = width;
scissor.extent.height = height;
cmdbuffer->setScissor(0, 1, &scissor);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxPipeline0(mRenderTarget.Samples));
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxLayout(), 0, descriptors->GetZMinMaxSet(0));
cmdbuffer->pushConstants(pipelines->GetZMinMaxLayout(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(ZMinMaxPushConstants), &pushConstants);
cmdbuffer->draw(6, 1, 0, 0);
cmdbuffer->endRenderPass();
for (int i = 1; i < 6; i++)
{
VkImageTransition()
.AddImage(&fb->GetBuffers()->SceneZMinMax[i - 1], VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
.AddImage(&fb->GetBuffers()->SceneZMinMax[i], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
.Execute(cmdbuffer);
RenderPassBegin()
.RenderPass(pipelines->GetZMinMaxRenderPass())
.RenderArea(0, 0, width >> i, height >> i)
.Framebuffer(buffers->GetZMinMaxFramebuffer(i))
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
.Execute(cmdbuffer);
viewport = {};
viewport.width = (float)(width >> i);
viewport.height = (float)(height >> i);
cmdbuffer->setViewport(0, 1, &viewport);
scissor = {};
scissor.extent.width = (width >> i);
scissor.extent.height = (height >> i);
cmdbuffer->setScissor(0, 1, &scissor);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxPipeline1());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxLayout(), 0, descriptors->GetZMinMaxSet(i));
cmdbuffer->draw(6, 1, 0, 0);
cmdbuffer->endRenderPass();
}
VkImageTransition()
.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)
{
EndRenderPass();
RunZMinMaxPass();
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);
float sceneWidth = (float)fb->GetBuffers()->GetSceneWidth();
float sceneHeight = (float)fb->GetBuffers()->GetSceneHeight();
float aspect = sceneWidth / sceneHeight;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / m5;
float invFocalLenX = tanHalfFovy * aspect;
float invFocalLenY = tanHalfFovy;
LightTilesPushConstants pushConstants = {};
pushConstants.posToViewA = { 2.0f * invFocalLenX / sceneWidth, 2.0f * invFocalLenY / sceneHeight };
pushConstants.posToViewB = { -invFocalLenX, -invFocalLenY };
pushConstants.viewportPos = { 0.0f, 0.0f };
pushConstants.worldToView = worldToView;
auto pipelines = fb->GetRenderPassManager();
auto descriptors = fb->GetDescriptorSetManager();
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, pipelines->GetLightTilesPipeline());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_COMPUTE, pipelines->GetLightTilesLayout(), 0, descriptors->GetLightTilesSet());
cmdbuffer->pushConstants(pipelines->GetLightTilesLayout(), VK_SHADER_STAGE_COMPUTE_BIT, 0, (uint32_t)sizeof(LightTilesPushConstants), &pushConstants);
cmdbuffer->dispatch(
(fb->GetBuffers()->GetWidth() + 63) / 64,
(fb->GetBuffers()->GetHeight() + 63) / 64,
1);
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)
{
ApplyLevelMesh();
auto mesh = fb->GetLevelMesh()->GetMesh();
for (auto& it : mesh->DrawList[(int)drawType])
{
int pipelineID = it.first;
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
for (const MeshBufferRange& range : it.second.GetRanges())
{
mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
}
}
}
void VkRenderState::BeginQuery()
{
if (!mCommandBuffer)
ApplyRenderPass(DT_Triangles);
mCommandBuffer->beginQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex++, 0);
}
void VkRenderState::EndQuery()
{
mCommandBuffer->endQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex - 1);
}
int VkRenderState::GetNextQueryIndex()
{
return mRSBuffers->OcclusionQuery.NextIndex;
}
void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>& results)
{
fb->GetCommands()->FlushCommands(false);
mQueryResultsBuffer.Resize(queryCount);
VkResult result = vkGetQueryPoolResults(fb->GetDevice()->device, mRSBuffers->OcclusionQuery.QueryPool->pool, queryStart, queryCount, mQueryResultsBuffer.Size() * sizeof(uint32_t), mQueryResultsBuffer.Data(), sizeof(uint32_t), VK_QUERY_RESULT_WAIT_BIT);
fb->GetDevice()->CheckVulkanError(result, "Could not query occlusion query results");
if (result == VK_NOT_READY)
VulkanError("Occlusion query results returned VK_NOT_READY!");
results.Resize(queryCount);
for (int i = 0; i < queryCount; i++)
{
results[i] = mQueryResultsBuffer[i] != 0;
}
}
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;
}
pipelineKey.ShaderKey.Layout.ShadeVertex = mShadeVertex;
pipelineKey.ShaderKey.LightNoNormals = mLightNoNormals;
pipelineKey.ShaderKey.UseSpriteCenter = mUseSpriteCenter;
// Global state that don't require rebuilding the mesh
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.PreciseMidtextureTrace = gl_precise_midtextures_trace;
pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
// State overridden by the renderstate drawing the mesh
pipelineKey.DrawLine = mDrawLine || mWireframe;
pipelineKey.DepthTest = mDepthTest && !mWireframe;
pipelineKey.DepthWrite = mDepthTest && !mWireframe && mDepthWrite;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
pipelineKey.StencilTest = mStencilTest;
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
if (!mTextureEnabled || mWireframe)
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
pipelineKey.ShaderKey.Layout.Simple3D = mWireframe; // simple notexture drawing for wireframe
mPipelineKey = pipelineKey;
PushConstants pushConstants = {};
pushConstants.uBoneIndexBase = -1;
pushConstants.uFogballIndex = -1;
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.Layout.UseLevelMesh, mUniforms.sz);
uint32_t viewpointOffset = mViewpointOffset;
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t fogballsOffset = 0;
uint32_t offsets[] = { viewpointOffset, matrixOffset, fogballsOffset };
auto descriptors = fb->GetDescriptorSetManager();
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey, mUniforms));
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
}