Merge remote-tracking branch 'origin/master' into 1.10
# Conflicts: # Source/Engine/Core/Math/Vector3.cpp # Source/Engine/Core/Math/Vector3.h # Source/Engine/GraphicsDevice/Vulkan/GPUContextVulkan.cpp # Source/Engine/GraphicsDevice/Vulkan/GPUDeviceVulkan.cpp # Source/Engine/GraphicsDevice/Vulkan/GPUDeviceVulkan.h
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@@ -140,7 +140,7 @@ void SetParticleVec4(uint particleIndex, int offset, float4 value)
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bool AddParticle(out uint dstIndex)
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{
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// Acquire the particle index in the destination buffer
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DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
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DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1u, dstIndex);
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// Prevent overflow
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return dstIndex >= PARTICLE_CAPACITY;
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@@ -1292,7 +1292,8 @@ Asset* Content::LoadAsync(const Guid& id, const ScriptingTypeHandle& type)
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LOAD_FAILED();
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}
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#endif
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result->RegisterObject();
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if (!result->IsInternalType())
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result->RegisterObject();
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// Register asset
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AssetsLocker.Lock();
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@@ -560,14 +560,9 @@ void GPUContextVulkan::UpdateDescriptorSets(const SpirvShaderDescriptorInfo& des
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VkBuffer buffer = VK_NULL_HANDLE;
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VkDeviceSize offset = 0, range = 0;
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uint32 dynamicOffset = 0;
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if (handle)
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handle->DescriptorAsDynamicUniformBuffer(this, buffer, offset, range, dynamicOffset);
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else
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{
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const auto dummy = _device->HelperResources.GetDummyBuffer(PixelFormat::R32_SInt);
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buffer = dummy->GetHandle();
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range = dummy->GetSize();
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}
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if (!handle)
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handle = (GPUConstantBufferVulkan*)_device->HelperResources.GetDummyConstantBuffer();
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handle->DescriptorAsDynamicUniformBuffer(this, buffer, offset, range, dynamicOffset);
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needsWrite |= dsWriter.WriteDynamicUniformBuffer(descriptorIndex, buffer, offset, range, dynamicOffset, index);
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break;
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}
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@@ -232,6 +232,19 @@ static VKAPI_ATTR VkBool32 VKAPI_PTR DebugUtilsCallback(VkDebugUtilsMessageSever
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LOG(Info, "[Vulkan] {0} {1}:{2}({3}) {4}", type, severity, callbackData->messageIdNumber, String(callbackData->pMessageIdName), message);
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else
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LOG(Info, "[Vulkan] {0} {1}:{2} {3}", type, severity, callbackData->messageIdNumber, message);
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#if BUILD_DEBUG
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if (auto* context = (GPUContextVulkan*)GPUDevice::Instance->GetMainContext())
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{
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if (auto* state = (GPUPipelineStateVulkan*)context->GetState())
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{
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const StringAnsi vsName = state->DebugDesc.VS ? state->DebugDesc.VS->GetName() : StringAnsi::Empty;
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const StringAnsi psName = state->DebugDesc.PS ? state->DebugDesc.PS->GetName() : StringAnsi::Empty;
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LOG(Warning, "[Vulkan] Error during rendering with VS={}, PS={}", String(vsName), String(psName));
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}
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}
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#endif
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return VK_FALSE;
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}
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@@ -765,7 +778,6 @@ bool BufferedQueryPoolVulkan::HasRoom() const
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HelperResourcesVulkan::HelperResourcesVulkan(GPUDeviceVulkan* device)
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: _device(device)
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, _dummyVB(nullptr)
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{
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Platform::MemoryClear(_dummyTextures, sizeof(_dummyTextures));
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Platform::MemoryClear(_staticSamplers, sizeof(_staticSamplers));
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@@ -918,10 +930,20 @@ GPUBufferVulkan* HelperResourcesVulkan::GetDummyVertexBuffer()
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return _dummyVB;
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}
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GPUConstantBuffer* HelperResourcesVulkan::GetDummyConstantBuffer()
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{
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if (!_dummyCB)
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{
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_dummyCB = _device->CreateConstantBuffer(256, TEXT("DummyConstantBuffer"));
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}
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return _dummyCB;
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}
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void HelperResourcesVulkan::Dispose()
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{
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SAFE_DELETE_GPU_RESOURCES(_dummyTextures);
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SAFE_DELETE_GPU_RESOURCE(_dummyVB);
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SAFE_DELETE_GPU_RESOURCE(_dummyCB);
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if (_dummyBuffers)
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{
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for (int32 i = 0; i < (int32)PixelFormat::MAX; i++)
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@@ -310,7 +310,8 @@ private:
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GPUDeviceVulkan* _device;
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GPUTextureVulkan* _dummyTextures[6];
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GPUBufferVulkan** _dummyBuffers = nullptr;
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GPUBufferVulkan* _dummyVB;
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GPUBufferVulkan* _dummyVB = nullptr;
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GPUConstantBuffer* _dummyCB = nullptr;
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VkSampler _staticSamplers[GPU_STATIC_SAMPLERS_COUNT];
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public:
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@@ -321,6 +322,7 @@ public:
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GPUTextureVulkan* GetDummyTexture(SpirvShaderResourceType type);
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GPUBufferVulkan* GetDummyBuffer(PixelFormat format);
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GPUBufferVulkan* GetDummyVertexBuffer();
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GPUConstantBuffer* GetDummyConstantBuffer();
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void Dispose();
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};
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@@ -17,6 +17,11 @@
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#define SAMPLE_SHADOW_MAP(shadowMap, shadowUV, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0).r)
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#define SAMPLE_SHADOW_MAP_OFFSET(shadowMap, shadowUV, texelOffset, sceneDepth) (sceneDepth < shadowMap.SampleLevel(SamplerLinearClamp, shadowUV, 0, texelOffset).r)
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#endif
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#if VULKAN || FEATURE_LEVEL < FEATURE_LEVEL_SM5
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#define SAMPLE_SHADOW_MAP_SAMPLER SamplerPointClamp
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#else
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#define SAMPLE_SHADOW_MAP_SAMPLER SamplerLinearClamp
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#endif
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float4 GetShadowMask(ShadowSample shadow)
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{
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@@ -276,7 +281,7 @@ ShadowSample SampleDirectionalLightShadow(LightData light, Buffer<float4> shadow
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{
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float opacity = gBuffer.CustomData.a;
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shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
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float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
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float shadowMapDepth = shadowMap.SampleLevel(SAMPLE_SHADOW_MAP_SAMPLER, shadowMapUV, 0).r;
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result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
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result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
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}
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@@ -337,7 +342,7 @@ ShadowSample SampleLocalLightShadow(LightData light, Buffer<float4> shadowsBuffe
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{
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float opacity = gBuffer.CustomData.a;
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shadowMapUV = GetLightShadowAtlasUV(shadow, shadowTile, gBuffer.WorldPos, shadowPosition);
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float shadowMapDepth = shadowMap.SampleLevel(SamplerLinearClamp, shadowMapUV, 0).r;
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float shadowMapDepth = shadowMap.SampleLevel(SAMPLE_SHADOW_MAP_SAMPLER, shadowMapUV, 0).r;
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result.TransmissionShadow = CalculateSubsurfaceOcclusion(opacity, shadowPosition.z, shadowMapDepth);
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result.TransmissionShadow = PostProcessShadow(shadow, result.TransmissionShadow);
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}
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