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Vulkan: parity with GL (P1–P7), shared GPU culling records (N6c), threaded command recording and render thread (M1, M4)
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@@ -47,7 +47,31 @@ constexpr std::uint32_t CLUSTER_INDEX_SSBO = 6;
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constexpr std::uint32_t SHADOW_TEX = 7;
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constexpr std::uint32_t ENV_TEX = 8;
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constexpr std::uint32_t HEADLIGHT_TEX = 9;
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constexpr std::uint32_t PASS_BINDING_COUNT = 10;
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// the light of the sky (the stage P1): the directional part of the ambient light (gl::sky_data), the parameters of the
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// atmosphere (gl::atmosphere_ubs), its sky-view table, the environment map prefiltered with the GGX lobe
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constexpr std::uint32_t SKY_SSBO = 10;
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constexpr std::uint32_t ATMOSPHERE_UBO = 11;
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constexpr std::uint32_t SKY_VIEW_TEX = 12;
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constexpr std::uint32_t ENV_GGX_TEX = 13;
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// the weather (the stage P2): its block (gl::weather_ubs without the colours of the horizon, dynamic offset: it differs from
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// pass to pass), the colours of the fog towards the horizon (written by fog_horizon.comp or by the cpu), the fog volume of the
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// main view, the shadows of the clouds and the noises of the clouds
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constexpr std::uint32_t WEATHER_UBO = 14;
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constexpr std::uint32_t WEATHER_HORIZON_UBO = 15;
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constexpr std::uint32_t FOG_VOLUME_TEX = 16;
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constexpr std::uint32_t CLOUD_SHADOW_TEX = 17;
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constexpr std::uint32_t CLOUD_SHAPE_TEX = 18;
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constexpr std::uint32_t CLOUD_DETAIL_TEX = 19;
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constexpr std::uint32_t CLOUD_COVERAGE_TEX = 20;
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// the shadows of the lamps (the stage P4): the cube maps of the cab lamp and of the scenery lamps, the maps of the headlights
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constexpr std::uint32_t LOCAL_SHADOW_TEX = 21;
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constexpr std::uint32_t LOCAL_SHADOW_LAMPS_TEX = 22;
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constexpr std::uint32_t HEADLIGHT_SHADOW_TEX = 23;
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// the depth of the opaque scene drawn before its colour (the stage P3: the contact shadows; the soft particles of P6)
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constexpr std::uint32_t SCENE_DEPTH_TEX = 24;
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constexpr std::uint32_t PASS_BINDING_COUNT = 25;
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// the offsets of the bindings above with dynamic offsets, in the order of the bindings
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constexpr std::uint32_t PASS_DYNAMIC_OFFSETS = 6;
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// the textures of a material take the bindings of their units (#pragma texture(name, unit, ...)), 0 .. MAX_TEXTURES - 1
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constexpr std::uint32_t MATERIAL_TEXTURE_FIRST = 0;
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@@ -59,9 +83,16 @@ constexpr std::uint32_t CL_INDEX_SSBO = 3;
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constexpr std::uint32_t CL_COUNTER_SSBO = 4;
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constexpr std::uint32_t CL_LIGHT_SSBO = 5;
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// the post-processing and the copies of whole images: set 0 pushed, the images it reads from binding 0 on
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// the post-processing and the copies of whole images: set 0 pushed, the images it reads from binding 0 on, and the exposure
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// worked out on the gpu (gl::exposure_data, the stage P1)
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constexpr std::uint32_t POST_SET = 0;
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constexpr std::uint32_t POST_TEXTURE_FIRST = 0;
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constexpr std::uint32_t POST_TEXTURES = 4;
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constexpr std::uint32_t POST_EXPOSURE_SSBO = 4;
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// the compute kernels (vk14::compute_kernel): set 0 the pass set of the scene, set 1 pushed with the dispatch, its bindings
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// those the shader declares from 0 on
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constexpr std::uint32_t COMPUTE_SET = 1;
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// the push constants of the graphics pipelines of the scene and of the post-processing (vk14::draw_constants): the draw, and
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// the parameters of the special shaders (the celestial bodies, the post-processing)
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