示例#1
0
        protected override void CreateRenderPath()
        {
            Add(new ShadowPass());

            clustering = CreateClusteringPass();

            Add(clustering);

            lightCull = new ComputePass(ComputeLight);

            Add(lightCull);

            mainPass = new FrameGraphPass
            {
                new AttachmentInfo(Graphics.ColorFormat),
                new AttachmentInfo(Graphics.DepthFormat)
                {
                    //loadOp = VkAttachmentLoadOp.Load,
                    storeOp = VkAttachmentStoreOp.Store
                },

                new SceneSubpass("cluster_forward")
                {
                    Set1 = resourceSet1,
                    Set2 = resourceSet2,
                    DisableDepthStencil = false
                }
            };

            Add(mainPass);
        }
示例#2
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        public ComputePass AddComputePass(Action <ComputePass, RenderContext, CommandBuffer> onDraw)
        {
            var renderPass = new ComputePass
            {
                OnDraw = onDraw,
            };

            AddRenderPass(renderPass);
            return(renderPass);
        }
        protected unsafe void ComputeLight(ComputePass renderPass, RenderContext rc, CommandBuffer cmd_buf)
        {
            tile_count_x = ((uint)View.ViewRect.extent.width - 1) / TILE_WIDTH + 1;
            tile_count_y = ((uint)View.ViewRect.extent.height - 1) / TILE_HEIGHT + 1;

            cmd_buf.ResetQueryPool(QueryPool, 4, 6);
            //cmd_buf.WriteTimestamp(PipelineStageFlags.TopOfPipe, QueryPool, QUERY_CALC_LIGHT_GRIDS * 2);

            VkBufferMemoryBarrier *barriers = stackalloc VkBufferMemoryBarrier[2];

            barriers[0] = new VkBufferMemoryBarrier(light_pos_ranges.Buffer, VkAccessFlags.HostWrite, VkAccessFlags.ShaderRead);

            cmd_buf.PipelineBarrier(VkPipelineStageFlags.Host, VkPipelineStageFlags.ComputeShader, VkDependencyFlags.ByRegion, 0, null, 1, barriers, 0, null);

            // --------------------- calc light grids ---------------------

            // reads grid_flags, light_pos_ranges
            // writes light_bounds, grid_light_counts

            {
                var pass = clusterLight.Pass[0];
                cmd_buf.BindComputePipeline(pass);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 1, computeSet0);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 2, computeSet1);
                cmd_buf.Dispatch((num_lights - 1) / 32 + 1, 1, 1);

                //   cmd_buf.WriteTimestamp(PipelineStageFlags.ComputeShader, QueryPool, QUERY_CALC_LIGHT_GRIDS * 2 + 1);

                barriers[0] = new VkBufferMemoryBarrier(lightBounds, VkAccessFlags.ShaderRead | VkAccessFlags.ShaderWrite,
                                                        VkAccessFlags.ShaderRead | VkAccessFlags.ShaderWrite);
                barriers[1]        = barriers[0];
                barriers[1].buffer = gridLightCounts;
                cmd_buf.PipelineBarrier(VkPipelineStageFlags.ComputeShader,
                                        VkPipelineStageFlags.ComputeShader,
                                        VkDependencyFlags.ByRegion,
                                        0, null, 2, barriers, 0, null);
            }

            // --------------------- calc grid offsets ---------------------

            // reads grid_flags, grid_light_counts
            // writes grid_light_count_total, grid_light_offsets
            {
                //    cmd_buf.WriteTimestamp(PipelineStageFlags.TopOfPipe, QueryPool, QUERY_CALC_GRID_OFFSETS * 2);

                var pass = clusterLight.Pass[1];
                cmd_buf.BindComputePipeline(pass);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 1, computeSet0);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 2, computeSet1);

                cmd_buf.Dispatch((tile_count_x - 1) / 16 + 1, (tile_count_y - 1) / 16 + 1, TILE_COUNT_Z);

                //    cmd_buf.WriteTimestamp(PipelineStageFlags.ComputeShader, QueryPool, QUERY_CALC_GRID_OFFSETS * 2 + 1);

                barriers[0].buffer = gridLightCountTotal;
                barriers[1].buffer = gridLightCountOffsets;
                cmd_buf.PipelineBarrier(VkPipelineStageFlags.ComputeShader,
                                        VkPipelineStageFlags.ComputeShader,
                                        VkDependencyFlags.ByRegion,
                                        0, null, 1, barriers, 0, null);
            }

            // --------------------- calc light list ---------------------

            // reads grid_flags, light_bounds, grid_light_counts, grid_light_offsets
            // writes grid_light_counts_compare, light_list
            {
                //   cmd_buf.WriteTimestamp(PipelineStageFlags.TopOfPipe, QueryPool, QUERY_CALC_LIGHT_LIST * 2);

                var pass = clusterLight.Pass[2];

                cmd_buf.BindComputePipeline(pass);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 1, computeSet0);
                cmd_buf.BindComputeResourceSet(pass.PipelineLayout, 2, computeSet1);
                cmd_buf.Dispatch((num_lights - 1) / 32 + 1, 1, 1);

                //    cmd_buf.WriteTimestamp(PipelineStageFlags.FragmentShader, QueryPool, QUERY_CALC_LIGHT_LIST * 2 + 1);
            }
        }
示例#4
0
        protected override void CreateRenderPath()
        {
            this.Add(new ShadowPass());

            geometryPass = new FrameGraphPass(SubmitQueue.EarlyGraphics)
            {
                new AttachmentInfo("albedo", SizeHint.Full, VkFormat.R8G8B8A8UNorm, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled),
                new AttachmentInfo("normal", SizeHint.Full, VkFormat.R8G8B8A8UNorm, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled),
                new AttachmentInfo(depthTexture.format),

                new SceneSubpass("gbuffer")
                {
                    Set1 = clusterSet1
                }
            };

            geometryPass.renderPassCreator = OnCreateRenderPass;

            this.Add(geometryPass);

            translucentClustering = this.CreateClusteringPass();

            this.Add(translucentClustering);

            if (enableSSAO)
            {
                ssaoPass = new FrameGraphPass
                {
                    new AttachmentInfo("ssao", SizeHint.Full, VkFormat.R8UNorm, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled),

                    new SSAOSubpass()
                };

                this.Add(ssaoPass);

                ssaoBlur = new FrameGraphPass
                {
                    new AttachmentInfo("ssao_blur", SizeHint.Full, VkFormat.R8UNorm, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled),

                    new SSAOBlurSubpass()
                };

                this.Add(ssaoBlur);
            }

            lightCull = new ComputePass(ComputeLight);
            this.Add(lightCull);

            var specializationInfo = new SpecializationInfo(new VkSpecializationMapEntry(0, 0, sizeof(uint)));

            specializationInfo.Write(0, enableSSAO ? 1 : 0);

            compositePass = new FrameGraphPass
            {
                new AttachmentInfo("color", SizeHint.Full, VkFormat.R8G8B8A8UNorm, VkImageUsageFlags.ColorAttachment | VkImageUsageFlags.Sampled),
                new AttachmentInfo(depthTexture.format)
                {
                    storeOp = VkAttachmentStoreOp.Store
                },

                new FullScreenSubpass("shaders/glsl/cluster_deferred.frag", specializationInfo)
                {