Refactor Global Surface Atlas to not rewrite objects data and use indirection for faster culling
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@@ -564,11 +564,12 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
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context->BindSR(2, bindingDataSurfaceAtlas.Chunks ? bindingDataSurfaceAtlas.Chunks->View() : nullptr);
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context->BindSR(3, bindingDataSurfaceAtlas.CulledObjects ? bindingDataSurfaceAtlas.CulledObjects->View() : nullptr);
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context->BindSR(4, bindingDataSurfaceAtlas.AtlasDepth->View());
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context->BindSR(5, bindingDataSurfaceAtlas.AtlasLighting->View());
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context->BindSR(6, ddgiData.Result.ProbesState);
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context->BindSR(7, skybox);
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context->BindSR(8, ddgiData.ActiveProbes->View());
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context->BindSR(4, bindingDataSurfaceAtlas.Objects ? bindingDataSurfaceAtlas.Objects->View() : nullptr);
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context->BindSR(5, bindingDataSurfaceAtlas.AtlasDepth->View());
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context->BindSR(6, bindingDataSurfaceAtlas.AtlasLighting->View());
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context->BindSR(7, ddgiData.Result.ProbesState);
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context->BindSR(8, skybox);
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context->BindSR(9, ddgiData.ActiveProbes->View());
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context->BindUA(0, ddgiData.ProbesTrace->View());
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context->DispatchIndirect(_csTraceRays[(int32)Graphics::GIQuality], ddgiData.UpdateProbesInitArgs, arg);
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context->ResetUA();
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@@ -134,6 +134,7 @@ public:
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GPUTexture* AtlasLighting = nullptr;
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GPUBuffer* ChunksBuffer = nullptr;
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GPUBuffer* CulledObjectsBuffer = nullptr;
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DynamicTypedBuffer ObjectsBuffer;
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int32 CulledObjectsCounterIndex = -1;
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GlobalSurfaceAtlasPass::BindingData Result;
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GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
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@@ -148,6 +149,11 @@ public:
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float DistanceScalingEnd;
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float DistanceScaling;
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GlobalSurfaceAtlasCustomBuffer()
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: ObjectsBuffer(256 * (GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE + GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE * 3 / 4), PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
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{
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}
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FORCE_INLINE void ClearObjects()
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{
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CulledObjectsCounterIndex = -1;
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@@ -309,7 +315,6 @@ void GlobalSurfaceAtlasPass::Dispose()
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// Cleanup
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SAFE_DELETE(_vertexBuffer);
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SAFE_DELETE(_objectsBuffer);
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SAFE_DELETE_GPU_RESOURCE(_culledObjectsSizeBuffer);
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SAFE_DELETE_GPU_RESOURCE(_psClear);
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SAFE_DELETE_GPU_RESOURCE(_psDirectLighting0);
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@@ -395,8 +400,6 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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surfaceAtlasData.AtlasTiles = New<GlobalSurfaceAtlasTile>(0, 0, resolution, resolution);
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if (!_vertexBuffer)
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_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
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if (!_objectsBuffer)
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_objectsBuffer = New<DynamicTypedBuffer>(256 * (GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE + GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE * 3 / 4), PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"));
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// Utility for writing into tiles vertex buffer
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const Float2 posToClipMul(2.0f * resolutionInv, -2.0f * resolutionInv);
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@@ -431,7 +434,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Add objects into the atlas
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{
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PROFILE_CPU_NAMED("Draw");
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_objectsBuffer->Clear();
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surfaceAtlasData.ObjectsBuffer.Clear();
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_dirtyObjectsBuffer.Clear();
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_surfaceAtlasData = &surfaceAtlasData;
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renderContext.View.Pass = DrawPass::GlobalSurfaceAtlas;
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@@ -590,7 +593,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Send objects data to the GPU
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{
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PROFILE_GPU_CPU("Update Objects");
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_objectsBuffer->Flush(context);
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surfaceAtlasData.ObjectsBuffer.Flush(context);
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}
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// Init constants
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@@ -608,10 +611,10 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Each chunk (ChunksBuffer) contains uint with address of the culled objects data start in CulledObjectsBuffer.
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// If chunk has address=0 then it's unused/empty.
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// Chunk [0,0,0] is unused and it's address=0 is used for atomic counter for writing into CulledObjectsBuffer.
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// Each chunk data contains objects count + all objects with tiles copied into buffer.
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// This allows to quickly convert world-space position into chunk, then read chunk data start and loop over culled objects (less objects and data already in place).
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// Each chunk data contains objects count + all objects addresses.
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// This allows to quickly convert world-space position into chunk, then read chunk data start and loop over culled objects.
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PROFILE_GPU_CPU("Cull Objects");
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uint32 objectsBufferCapacity = (uint32)((float)_objectsBuffer->Data.Count() * 1.3f);
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uint32 objectsBufferCapacity = (uint32)((float)surfaceAtlasData.Objects.Count() * 1.3f);
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// Copy counter from ChunksBuffer into staging buffer to access current chunks memory usage to adapt dynamically to the scene complexity
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if (surfaceAtlasData.ChunksBuffer)
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@@ -635,7 +638,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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_culledObjectsSizeBuffer->Unmap();
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if (counter > 0)
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{
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objectsBufferCapacity = counter * sizeof(Float4);
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objectsBufferCapacity = counter;
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notReady = false;
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}
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}
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@@ -653,28 +656,28 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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}
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}
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}
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if (surfaceAtlasData.CulledObjectsCounterIndex != -1)
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if (surfaceAtlasData.CulledObjectsCounterIndex != -1 && surfaceAtlasData.CulledObjectsBuffer)
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{
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// Copy current counter value
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_culledObjectsSizeFrames[surfaceAtlasData.CulledObjectsCounterIndex] = currentFrame;
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context->CopyBuffer(_culledObjectsSizeBuffer, surfaceAtlasData.ChunksBuffer, sizeof(uint32), surfaceAtlasData.CulledObjectsCounterIndex * sizeof(uint32), 0);
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context->CopyBuffer(_culledObjectsSizeBuffer, surfaceAtlasData.CulledObjectsBuffer, sizeof(uint32), surfaceAtlasData.CulledObjectsCounterIndex * sizeof(uint32), 0);
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}
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}
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// Allocate buffer for culled objects (estimated size)
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objectsBufferCapacity = Math::Min(Math::AlignUp(objectsBufferCapacity, 4096u), (uint32)MAX_int32);
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objectsBufferCapacity = Math::Min(Math::AlignUp<uint32>(objectsBufferCapacity * sizeof(uint32), 4096u), (uint32)MAX_int32);
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if (!surfaceAtlasData.CulledObjectsBuffer)
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surfaceAtlasData.CulledObjectsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.CulledObjectsBuffer"));
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if (surfaceAtlasData.CulledObjectsBuffer->GetSize() < objectsBufferCapacity)
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{
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const GPUBufferDescription desc = GPUBufferDescription::Buffer(objectsBufferCapacity, GPUBufferFlags::UnorderedAccess | GPUBufferFlags::ShaderResource, PixelFormat::R32G32B32A32_Float, nullptr, sizeof(Float4));
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const auto desc = GPUBufferDescription::Raw(objectsBufferCapacity, GPUBufferFlags::UnorderedAccess | GPUBufferFlags::ShaderResource);
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if (surfaceAtlasData.CulledObjectsBuffer->Init(desc))
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return true;
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}
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// Clear chunks counter (chunk at 0 is used for a counter so chunks buffer is aligned)
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uint32 counter = 1; // Indicate that 1st float4 is used so value 0 can be used as invalid chunk address
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context->UpdateBuffer(surfaceAtlasData.ChunksBuffer, &counter, sizeof(counter), 0);
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// Clear chunks counter (uint at 0 is used for a counter)
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uint32 counter = 1; // Move write location for culled objects after counter
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context->UpdateBuffer(surfaceAtlasData.CulledObjectsBuffer, &counter, sizeof(counter), 0);
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// Cull objects into chunks (1 thread per chunk)
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Data0 data;
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@@ -687,7 +690,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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context->BindCB(0, _cb0);
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static_assert(GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION % GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE == 0, "Invalid chunks resolution/groups setting.");
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const int32 chunkDispatchGroups = GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION / GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE;
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context->BindSR(0, _objectsBuffer->GetBuffer()->View());
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context->BindSR(0, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
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context->BindUA(0, surfaceAtlasData.ChunksBuffer->View());
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context->BindUA(1, surfaceAtlasData.CulledObjectsBuffer->View());
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context->Dispatch(_csCullObjects, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
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@@ -734,6 +737,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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result.Atlas[4] = surfaceAtlasData.AtlasLighting;
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result.Chunks = surfaceAtlasData.ChunksBuffer;
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result.CulledObjects = surfaceAtlasData.CulledObjectsBuffer;
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result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
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surfaceAtlasData.Result = result;
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// Render direct lighting into atlas
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@@ -754,7 +758,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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context->BindSR(1, surfaceAtlasData.AtlasGBuffer1->View());
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context->BindSR(2, surfaceAtlasData.AtlasGBuffer2->View());
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context->BindSR(3, surfaceAtlasData.AtlasDepth->View());
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context->BindSR(4, _objectsBuffer->GetBuffer()->View());
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context->BindSR(4, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
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context->BindSR(5, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
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context->BindSR(6, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
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context->BindCB(0, _cb0);
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@@ -932,8 +936,9 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
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context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
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context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
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context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
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context->BindSR(4, bindingData.AtlasDepth->View());
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context->BindSR(6, skybox);
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context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
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context->BindSR(6, bindingData.AtlasDepth->View());
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context->BindSR(7, skybox);
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context->SetState(_psDebug);
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{
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Float2 outputSizeThird = outputSize * 0.333f;
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@@ -962,8 +967,9 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
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context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
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context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
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context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
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context->BindSR(4, bindingData.AtlasDepth->View());
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context->BindSR(6, skybox);
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context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
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context->BindSR(6, bindingData.AtlasDepth->View());
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context->BindSR(7, skybox);
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context->BindCB(0, _cb0);
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context->SetState(_psDebug);
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context->SetRenderTarget(output->View());
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@@ -1079,8 +1085,8 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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object->Bounds.Transformation.GetWorld(localToWorldBounds);
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Matrix worldToLocalBounds;
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Matrix::Invert(localToWorldBounds, worldToLocalBounds);
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uint32 objectAddress = _objectsBuffer->Data.Count() / sizeof(Float4);
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auto* objectData = _objectsBuffer->WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE);
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uint32 objectAddress = surfaceAtlasData.ObjectsBuffer.Data.Count() / sizeof(Float4);
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auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE);
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objectData[0] = *(Float4*)&actorObjectBounds;
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objectData[1] = Float4::Zero; // w unused
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objectData[2] = Float4(worldToLocalBounds.M11, worldToLocalBounds.M12, worldToLocalBounds.M13, worldToLocalBounds.M41);
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@@ -1131,7 +1137,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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// Per-tile data
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const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
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auto* tileData = _objectsBuffer->WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE);
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auto* tileData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE);
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tileData[0] = Float4(tile->X, tile->Y, tileWidth, tileHeight) * surfaceAtlasData.ResolutionInv;
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tileData[1] = Float4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
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tileData[2] = Float4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
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@@ -38,6 +38,7 @@ public:
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};
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GPUBuffer* Chunks;
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GPUBuffer* CulledObjects;
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GPUBuffer* Objects;
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ConstantsData Constants;
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};
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@@ -54,7 +55,6 @@ private:
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// Cache
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class GPUBuffer* _culledObjectsSizeBuffer = nullptr;
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class DynamicTypedBuffer* _objectsBuffer = nullptr;
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class DynamicVertexBuffer* _vertexBuffer = nullptr;
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class GlobalSurfaceAtlasCustomBuffer* _surfaceAtlasData;
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Array<void*> _dirtyObjectsBuffer;
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