Merge remote-tracking branch 'origin/gi'
# Conflicts: # Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp
This commit is contained in:
@@ -61,14 +61,18 @@ PACK_STRUCT(struct ModelsRasterizeData
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Int3 ChunkCoord;
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float MaxDistance;
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Float3 CascadeCoordToPosMul;
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int ObjectsCount;
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int32 ObjectsCount;
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Float3 CascadeCoordToPosAdd;
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int32 CascadeResolution;
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float Padding0;
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int32 CascadeIndex;
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float CascadeVoxelSize;
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int32 CascadeMipResolution;
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int32 CascadeMipFactor;
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uint32 Objects[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT];
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uint32 GenerateMipTexResolution;
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uint32 GenerateMipCoordScale;
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uint32 GenerateMipTexOffsetX;
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uint32 GenerateMipMipOffsetX;
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});
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struct RasterizeModel
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@@ -125,8 +129,6 @@ uint32 GetHash(const RasterizeChunkKey& key)
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struct CascadeData
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{
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GPUTexture* Texture = nullptr;
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GPUTexture* Mip = nullptr;
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Float3 Position;
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float VoxelSize;
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BoundingBox Bounds;
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@@ -163,18 +165,14 @@ struct CascadeData
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}
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}
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}
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~CascadeData()
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{
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RenderTargetPool::Release(Texture);
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RenderTargetPool::Release(Mip);
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}
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};
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class GlobalSignDistanceFieldCustomBuffer : public RenderBuffers::CustomBuffer, public ISceneRenderingListener
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{
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public:
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int32 Resolution = 0;
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GPUTexture* Texture = nullptr;
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GPUTexture* TextureMip = nullptr;
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Array<CascadeData, FixedAllocation<4>> Cascades;
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HashSet<ScriptingTypeHandle> ObjectTypes;
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HashSet<GPUTexture*> SDFTextures;
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@@ -187,6 +185,8 @@ public:
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e.Item->Deleted.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureDeleted>(this);
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e.Item->ResidentMipsChanged.Unbind<GlobalSignDistanceFieldCustomBuffer, &GlobalSignDistanceFieldCustomBuffer::OnSDFTextureResidentMipsChanged>(this);
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}
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RenderTargetPool::Release(Texture);
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RenderTargetPool::Release(TextureMip);
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}
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void OnSDFTextureDeleted(ScriptingObject* object)
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@@ -300,8 +300,7 @@ bool GlobalSignDistanceFieldPass::setupResources()
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_csRasterizeModel1 = shader->GetCS("CS_RasterizeModel", 1);
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_csRasterizeHeightfield = shader->GetCS("CS_RasterizeHeightfield");
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_csClearChunk = shader->GetCS("CS_ClearChunk");
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_csGenerateMip0 = shader->GetCS("CS_GenerateMip", 0);
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_csGenerateMip1 = shader->GetCS("CS_GenerateMip", 1);
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_csGenerateMip = shader->GetCS("CS_GenerateMip");
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// Init buffer
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if (!_objectsBuffer)
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@@ -329,8 +328,7 @@ void GlobalSignDistanceFieldPass::OnShaderReloading(Asset* obj)
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_csRasterizeModel1 = nullptr;
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_csRasterizeHeightfield = nullptr;
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_csClearChunk = nullptr;
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_csGenerateMip0 = nullptr;
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_csGenerateMip1 = nullptr;
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_csGenerateMip = nullptr;
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_cb0 = nullptr;
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_cb1 = nullptr;
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invalidateResources();
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@@ -351,18 +349,6 @@ void GlobalSignDistanceFieldPass::Dispose()
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ChunksCache.SetCapacity(0);
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}
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void GlobalSignDistanceFieldPass::BindingData::BindCascades(GPUContext* context, int32 srvSlot)
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{
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for (int32 i = 0; i < 4; i++)
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context->BindSR(srvSlot + i, Cascades[i] ? Cascades[i]->ViewVolume() : nullptr);
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}
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void GlobalSignDistanceFieldPass::BindingData::BindCascadeMips(GPUContext* context, int32 srvSlot)
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{
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for (int32 i = 0; i < 4; i++)
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context->BindSR(srvSlot + i, CascadeMips[i] ? CascadeMips[i]->ViewVolume() : nullptr);
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}
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bool GlobalSignDistanceFieldPass::Get(const RenderBuffers* buffers, BindingData& result)
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{
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auto* sdfData = buffers ? buffers->FindCustomBuffer<GlobalSignDistanceFieldCustomBuffer>(TEXT("GlobalSignDistanceField")) : nullptr;
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@@ -428,14 +414,13 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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sdfData.Cascades.Resize(cascadesCount);
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sdfData.Resolution = resolution;
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updated = true;
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auto desc = GPUTextureDescription::New3D(resolution, resolution, resolution, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
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for (auto& cascade : sdfData.Cascades)
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auto desc = GPUTextureDescription::New3D(resolution * cascadesCount, resolution, resolution, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
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{
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GPUTexture*& texture = cascade.Texture;
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GPUTexture*& texture = sdfData.Texture;
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if (texture && texture->Width() != desc.Width)
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{
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RenderTargetPool::Release(texture);
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texture = nullptr;
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sdfData.Texture = nullptr;
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}
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if (!texture)
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{
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@@ -444,10 +429,11 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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return true;
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}
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}
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desc.Width = desc.Height = desc.Depth = resolutionMip;
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desc.Width = resolutionMip * cascadesCount;
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desc.Height = desc.Depth = resolutionMip;
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for (auto& cascade : sdfData.Cascades)
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{
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GPUTexture*& texture = cascade.Mip;
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GPUTexture*& texture = sdfData.TextureMip;
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if (texture && texture->Width() != desc.Width)
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{
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RenderTargetPool::Release(texture);
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@@ -469,10 +455,12 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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{
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cascade.NonEmptyChunks.Clear();
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cascade.StaticChunks.Clear();
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context->ClearUA(cascade.Texture, Float4::One);
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context->ClearUA(cascade.Mip, Float4::One);
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}
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LOG(Info, "Global SDF memory usage: {0} MB", (sdfData.Cascades[0].Texture->GetMemoryUsage() + sdfData.Cascades[0].Mip->GetMemoryUsage()) * ARRAY_COUNT(sdfData.Cascades) / 1024 / 1024);
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uint64 memoryUsage = sdfData.Texture->GetMemoryUsage();
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context->ClearUA(sdfData.Texture, Float4::One);
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memoryUsage += sdfData.TextureMip->GetMemoryUsage();
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context->ClearUA(sdfData.TextureMip, Float4::One);
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LOG(Info, "Global SDF memory usage: {0} MB", memoryUsage / 1024 / 1024);
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}
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for (SceneRendering* scene : renderContext.List->Scenes)
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sdfData.ListenSceneRendering(scene);
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@@ -498,6 +486,8 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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bool anyDraw = false;
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const uint64 cascadeFrequencies[] = { 2, 3, 5, 11 };
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//const uint64 cascadeFrequencies[] = { 1, 1, 1, 1 };
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GPUTextureView* textureView = sdfData.Texture->ViewVolume();
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GPUTextureView* textureMipView = sdfData.TextureMip->ViewVolume();
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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// Reduce frequency of the updates
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@@ -514,8 +504,6 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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BoundingBox cascadeBounds(center - cascadeDistance, center + cascadeDistance);
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// TODO: add scene detail scale factor to PostFx settings (eg. to increase or decrease scene details and quality)
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const float minObjectRadius = Math::Max(20.0f, cascadeVoxelSize * 0.5f); // Skip too small objects for this cascade
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GPUTextureView* cascadeView = cascade.Texture->ViewVolume();
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GPUTextureView* cascadeMipView = cascade.Mip->ViewVolume();
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// Clear cascade before rasterization
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{
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@@ -539,6 +527,8 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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_objectsBufferCount = 0;
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_voxelSize = cascadeVoxelSize;
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_cascadeBounds = cascadeBounds;
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_cascadeBounds.Minimum += 0.1f; // Adjust to prevent overflowing chunk keys (cascade bounds are used for clamping object bounds)
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_cascadeBounds.Maximum -= 0.1f; // Adjust to prevent overflowing chunk keys (cascade bounds are used for clamping object bounds)
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_cascadeIndex = cascadeIndex;
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_sdfData = &sdfData;
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{
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@@ -556,24 +546,18 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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}
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// Perform batched chunks rasterization
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if (!anyDraw)
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{
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anyDraw = true;
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context->ResetSR();
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auto desc = GPUTextureDescription::New3D(resolution, resolution, resolution, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
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tmpMip = RenderTargetPool::Get(desc);
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if (!tmpMip)
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return true;
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}
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anyDraw = true;
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context->ResetSR();
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ModelsRasterizeData data;
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data.CascadeCoordToPosMul = (Float3)cascadeBounds.GetSize() / (float)resolution;
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data.CascadeCoordToPosAdd = (Float3)cascadeBounds.Minimum + cascadeVoxelSize * 0.5f;
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data.MaxDistance = cascadeMaxDistance;
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data.CascadeResolution = resolution;
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data.CascadeMipResolution = resolutionMip;
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data.CascadeIndex = cascadeIndex;
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data.CascadeMipFactor = GLOBAL_SDF_RASTERIZE_MIP_FACTOR;
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data.CascadeVoxelSize = cascadeVoxelSize;
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context->BindUA(0, cascadeView);
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context->BindUA(0, textureView);
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context->BindCB(1, _cb1);
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const int32 chunkDispatchGroups = GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / GLOBAL_SDF_RASTERIZE_GROUP_SIZE;
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bool anyChunkDispatch = false;
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@@ -738,25 +722,55 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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if (updated || anyChunkDispatch)
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{
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PROFILE_GPU_CPU("Generate Mip");
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context->UpdateCB(_cb1, &data);
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context->ResetUA();
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context->BindSR(0, cascadeView);
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context->BindUA(0, cascadeMipView);
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const int32 mipDispatchGroups = Math::DivideAndRoundUp(resolutionMip, GLOBAL_SDF_MIP_GROUP_SIZE);
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static_assert((GLOBAL_SDF_MIP_FLOODS % 2) == 1, "Invalid Global SDF mip flood iterations count.");
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int32 floodFillIterations = chunks.Count() == 0 ? 1 : GLOBAL_SDF_MIP_FLOODS;
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context->Dispatch(_csGenerateMip0, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
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context->UnBindSR(0);
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if (!tmpMip)
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{
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// Use temporary texture to flood fill mip
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auto desc = GPUTextureDescription::New3D(resolutionMip, resolutionMip, resolutionMip, GLOBAL_SDF_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, 1);
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tmpMip = RenderTargetPool::Get(desc);
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if (!tmpMip)
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return true;
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}
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GPUTextureView* tmpMipView = tmpMip->ViewVolume();
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// Tex -> Mip
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// TODO: use push constants on DX12/Vulkan to provide those 4 uints to the shader
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data.GenerateMipTexResolution = data.CascadeResolution;
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data.GenerateMipCoordScale = data.CascadeMipFactor;
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data.GenerateMipTexOffsetX = data.CascadeIndex * data.CascadeResolution;
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data.GenerateMipMipOffsetX = data.CascadeIndex * data.CascadeMipResolution;
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context->UpdateCB(_cb1, &data);
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context->BindSR(0, textureView);
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context->BindUA(0, textureMipView);
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context->Dispatch(_csGenerateMip, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
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data.GenerateMipTexResolution = data.CascadeMipResolution;
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data.GenerateMipCoordScale = 1;
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for (int32 i = 1; i < floodFillIterations; i++)
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{
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context->ResetUA();
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context->BindSR(0, cascadeMipView);
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context->BindUA(0, tmpMipView);
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context->Dispatch(_csGenerateMip1, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
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Swap(tmpMipView, cascadeMipView);
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if ((i & 1) == 1)
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{
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// Mip -> Tmp
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context->BindSR(0, textureMipView);
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context->BindUA(0, tmpMipView);
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data.GenerateMipTexOffsetX = data.CascadeIndex * data.CascadeMipResolution;
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data.GenerateMipMipOffsetX = 0;
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}
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else
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{
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// Tmp -> Mip
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context->BindSR(0, tmpMipView);
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context->BindUA(0, textureMipView);
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data.GenerateMipTexOffsetX = 0;
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data.GenerateMipMipOffsetX = data.CascadeIndex * data.CascadeMipResolution;
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}
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context->UpdateCB(_cb1, &data);
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context->Dispatch(_csGenerateMip, mipDispatchGroups, mipDispatchGroups, mipDispatchGroups);
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}
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if (floodFillIterations % 2 == 0)
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Swap(tmpMipView, cascadeMipView);
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}
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}
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@@ -771,26 +785,22 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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}
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// Copy results
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static_assert(ARRAY_COUNT(result.Cascades) == ARRAY_COUNT(sdfData.Cascades), "Invalid cascades count.");
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static_assert(ARRAY_COUNT(result.CascadeMips) == ARRAY_COUNT(sdfData.Cascades), "Invalid cascades count.");
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result.Texture = sdfData.Texture;
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result.TextureMip = sdfData.TextureMip;
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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auto& cascade = sdfData.Cascades[cascadeIndex];
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const float cascadeDistance = distanceExtent * cascadesDistanceScales[cascadeIndex];
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const float cascadeMaxDistance = cascadeDistance * 2;
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const float cascadeVoxelSize = cascadeMaxDistance / resolution;
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const float cascadeVoxelSize = cascadeMaxDistance / (float)resolution;
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const Float3 center = cascade.Position;
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result.Constants.CascadePosDistance[cascadeIndex] = Float4(center, cascadeDistance);
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result.Constants.CascadePosDistance[cascadeIndex] = Vector4(center, cascadeDistance);
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result.Constants.CascadeVoxelSize.Raw[cascadeIndex] = cascadeVoxelSize;
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result.Cascades[cascadeIndex] = cascade.Texture;
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result.CascadeMips[cascadeIndex] = cascade.Mip;
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}
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for (int32 cascadeIndex = cascadesCount; cascadeIndex < 4; cascadeIndex++)
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{
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result.Constants.CascadePosDistance[cascadeIndex] = result.Constants.CascadePosDistance[cascadesCount - 1];
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result.Constants.CascadeVoxelSize.Raw[cascadeIndex] = result.Constants.CascadeVoxelSize.Raw[cascadesCount - 1];
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result.Cascades[cascadeIndex] = nullptr;
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result.CascadeMips[cascadeIndex] = nullptr;
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}
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result.Constants.Resolution = (float)resolution;
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result.Constants.CascadesCount = cascadesCount;
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@@ -820,8 +830,8 @@ void GlobalSignDistanceFieldPass::RenderDebug(RenderContext& renderContext, GPUC
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context->UpdateCB(_cb0, &data);
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context->BindCB(0, _cb0);
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}
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bindingData.BindCascades(context, 0);
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bindingData.BindCascadeMips(context, 4);
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context->BindSR(0, bindingData.Texture ? bindingData.Texture->ViewVolume() : nullptr);
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context->BindSR(1, bindingData.TextureMip ? bindingData.TextureMip->ViewVolume() : nullptr);
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context->SetState(_psDebug);
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context->SetRenderTarget(output->View());
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context->SetViewportAndScissors(outputSize.X, outputSize.Y);
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