Jarvis, Optimise my shit
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d1abde919d
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9424b29d0a
50 changed files with 1469 additions and 1232 deletions
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@ -3,10 +3,10 @@
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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const int CHUNK_SIZE = 16;
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const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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const int VOXEL_COUNT = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE;
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const int SCRATCH_SIZE = CHUNK_SIZE + 2;
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const int SCRATCH_AREA = SCRATCH_SIZE * SCRATCH_SIZE;
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const int SCRATCH_VOXEL_COUNT = SCRATCH_SIZE * SCRATCH_SIZE * SCRATCH_SIZE;
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const uint VERTICES_PER_FACE = 6u;
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const uint MAX_VISIBLE_FACES_PER_CHUNK = uint(CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE * 6);
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layout(std430, binding = 0) readonly buffer VoxelData {
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@ -17,19 +17,8 @@ layout(std430, binding = 1) buffer FaceBuffer {
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uint faces[];
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};
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struct DrawCommand {
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uint vertexCount;
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uint instanceCount;
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uint firstVertex;
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uint firstInstance;
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};
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layout(std430, binding = 2) buffer DrawCommands {
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DrawCommand drawCmds[];
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};
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layout(std430, binding = 3) buffer Counters {
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uint faceCount;
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layout(std430, binding = 2) buffer Counters {
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uint faceCount[];
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} counters;
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struct Voxel {
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@ -52,23 +41,23 @@ layout(push_constant) uniform ChunkInfo {
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int slot;
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uint faceOffset;
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uint voxelTypeCount;
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uint indirectCommandIndex;
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uint biomeCount;
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uint structureCount;
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uint worldSeed;
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};
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uint flatten(ivec3 pos) {
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return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
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pos += ivec3(1);
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return uint(slot * SCRATCH_VOXEL_COUNT + pos.x * SCRATCH_AREA + pos.y * SCRATCH_SIZE + pos.z);
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}
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bool isSeeThrough(Voxel voxel, uint type) {
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if (type == 0u || voxel.BlockType == 3u || type > voxelTypeCount) return true;
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return voxelReg.materials[type - 1u].BlockType >= 1u;
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}
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uint getVoxel(ivec3 pos) {
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if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0u;
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if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0u;
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if (pos.z < 0 || pos.z >= CHUNK_SIZE) return 0u;
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if (pos.x < -1 || pos.x > CHUNK_SIZE) return 0u;
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if (pos.y < -1 || pos.y > CHUNK_SIZE) return 0u;
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if (pos.z < -1 || pos.z > CHUNK_SIZE) return 0u;
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return voxels[flatten(pos)];
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}
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@ -175,7 +164,7 @@ void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
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return;
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}
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uint localFace = atomicAdd(counters.faceCount, 1u);
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uint localFace = atomicAdd(counters.faceCount[slot], 1u);
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if (localFace >= MAX_VISIBLE_FACES_PER_CHUNK) {
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return;
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@ -183,8 +172,6 @@ void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
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Voxel voxel = voxelReg.materials[voxelType - 1u];
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faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxel);
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atomicAdd(drawCmds[indirectCommandIndex].vertexCount, VERTICES_PER_FACE);
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}
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void main() {
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