Render stable cascaded sun shadows into a bounded atlas
This commit is contained in:
+169
-57
@@ -201,7 +201,7 @@ struct SceneResources {
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std::array<float, 4> previous_viewport{};
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std::string previous_view_id;
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};
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constexpr std::uint32_t shadow_size = 1024;
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constexpr std::uint32_t timestamp_capacity = 24;
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} // namespace
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struct Renderer::Impl {
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RendererConfig config;
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@@ -232,6 +232,7 @@ struct Renderer::Impl {
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std::vector<VkImage> swap_images;
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std::vector<VkImageLayout> swap_layouts;
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Image color, depth, shadow;
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std::uint32_t sun_shadow_size{};
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Buffer vertices, readback;
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Buffer lighting_header, lighting_locals, lighting_views;
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SceneResources scene;
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@@ -769,14 +770,27 @@ struct Renderer::Impl {
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VkQueryPoolCreateInfo query{};
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query.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
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query.queryType = VK_QUERY_TYPE_TIMESTAMP;
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query.queryCount = 12;
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query.queryCount = timestamp_capacity;
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check(vkCreateQueryPool(device, &query, nullptr, ×tamp_pool),
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"Create GPU timestamp queries");
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}
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shadow =
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make_image(shadow_size, shadow_size, VK_FORMAT_D32_SFLOAT,
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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const auto shadow_usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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for (const auto size : {2048u, 1024u}) {
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if (size > max_image_dimension)
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continue;
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try {
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shadow = make_image(size, size, VK_FORMAT_D32_SFLOAT, shadow_usage,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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sun_shadow_size = size;
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break;
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} catch (const std::exception&) {
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// Optional atlas allocation may fail; try the bounded half-size profile.
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}
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}
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if (!shadow.handle)
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shadow = make_image(1, 1, VK_FORMAT_D32_SFLOAT, shadow_usage,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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make_targets();
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make_descriptors();
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make_pipelines();
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@@ -1723,6 +1737,10 @@ struct Renderer::Impl {
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auto start = std::chrono::steady_clock::now();
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statistics.draw_calls = statistics.culled_meshes = statistics.gpu_label_count = 0;
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statistics.submitted_local_lights = statistics.omitted_local_lights = 0;
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statistics.requested_sun_cascades = statistics.effective_sun_cascades =
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statistics.sun_shadow_caster_draws = 0;
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statistics.sun_shadow_atlas_bytes = sun_shadow_size ? shadow.allocation_size : 0;
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statistics.gpu_sun_shadow_ms = 0;
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statistics.gpu_bins = statistics.gpu_visible_instances =
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statistics.gpu_frustum_rejected = statistics.gpu_occlusion_deferred =
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statistics.gpu_post_visible = 0;
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@@ -1965,12 +1983,28 @@ struct Renderer::Impl {
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gpu_frame.textures.push_back(bin.texture);
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}
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gpu_frame.candidate_count = static_cast<std::uint32_t>(gpu_frame.candidates.size());
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ShadowBudget shadow_budget;
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shadow_budget.sun_atlas_size = sun_shadow_size;
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shadow_budget.sun_atlas_available = sun_shadow_size != 0;
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const auto shadow_plan = build_shadow_plan(snapshot, shadow_casters, shadow_budget);
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const bool sun_raster = sun_shadow_size &&
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std::any_of(shadow_plan.sun_views.begin(), shadow_plan.sun_views.end(),
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[](const ShadowView& view) {
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return view.valid && !view.caster_indices.empty();
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});
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statistics.requested_sun_cascades = shadow_plan.requested_sun_cascades;
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statistics.effective_sun_cascades = sun_raster
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? shadow_plan.effective_sun_cascades : 0;
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if (sun_raster)
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for (const auto& view : shadow_plan.sun_views)
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if (view.valid)
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statistics.sun_shadow_caster_draws +=
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static_cast<std::uint32_t>(view.caster_indices.size());
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std::vector<GpuVertex> data;
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std::vector<Batch> scene_batches, transparent_batches, shadow_batches,
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sprite_batches, ui_batches;
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std::vector<Batch> scene_batches, transparent_batches, sprite_batches, ui_batches;
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for (const auto& selected : selected_draws) {
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const auto& item = *selected.source;
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if (selected.gpu && !item.cast_shadow)
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if (selected.gpu)
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continue;
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auto first = data.size();
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const auto& mesh = *selected.mesh;
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@@ -1993,16 +2027,12 @@ struct Renderer::Impl {
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continue;
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Batch batch{static_cast<std::uint32_t>(first), count,
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item.texture ? item.texture.get() : white.get()};
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if (item.cast_shadow)
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shadow_batches.push_back(batch);
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if (!selected.gpu) {
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if (outside(data, first))
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++statistics.culled_meshes;
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else if (gpu_active && !selected.opaque)
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transparent_batches.push_back(batch);
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else
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scene_batches.push_back(batch);
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}
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if (outside(data, first))
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++statistics.culled_meshes;
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else if (gpu_active && !selected.opaque)
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transparent_batches.push_back(batch);
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else
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scene_batches.push_back(batch);
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}
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struct OrderedSprite {
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const Sprite* sprite;
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@@ -2079,6 +2109,41 @@ struct Renderer::Impl {
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triangles.texture ? triangles.texture.get() : white.get(),
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triangles.clip_rect});
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}
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std::vector<Batch> shadow_batch_by_source(snapshot.draws.size());
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if (sun_raster) {
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std::vector<std::uint8_t> required(snapshot.draws.size());
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for (const auto& view : shadow_plan.sun_views)
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if (view.valid)
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for (const auto source : view.caster_indices)
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required.at(source) = 1;
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for (std::size_t source = 0; source < required.size(); ++source) {
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if (!required[source])
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continue;
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const auto& item = snapshot.draws[source];
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if (!item.mesh)
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continue;
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const auto first = data.size();
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const auto& mesh = *item.mesh; // Source LOD 0, independent of camera/P2 LOD.
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auto emit = [&](std::uint32_t index) {
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if (index >= mesh.vertices.size())
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throw std::out_of_range("Shadow mesh index outside vertex range");
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data.push_back(gpu_vertex(mesh.vertices[index], item,
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snapshot.view_projection));
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};
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if (mesh.indices.empty())
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for (std::uint32_t i = 0; i < mesh.vertices.size(); ++i)
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emit(i);
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else
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for (const auto index : mesh.indices)
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emit(index);
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const auto count = data.size() - first;
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if (count % 3 || first > UINT32_MAX || count > UINT32_MAX)
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throw std::invalid_argument("Shadow mesh must fit complete triangles");
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shadow_batch_by_source[source] =
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{static_cast<std::uint32_t>(first), static_cast<std::uint32_t>(count),
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white.get()};
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}
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}
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statistics.vertices = static_cast<std::uint32_t>(data.size() + gpu_frame.vertices.size());
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auto byte_count = std::max<std::size_t>(sizeof(GpuVertex), data.size() * sizeof(GpuVertex));
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if (vertices.size < byte_count) {
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@@ -2140,7 +2205,7 @@ struct Renderer::Impl {
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v /= length;
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LightingHeaderGpu lighting{};
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lighting.counts[1] = sun ? 1u : 0u;
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lighting.counts[2] = sun && sun->casts_shadow ? 1u : 0u;
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lighting.counts[2] = sun_raster ? 1u : 0u;
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lighting.sun_direction_intensity = {direction[0], direction[1], direction[2],
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sun ? sun->intensity : 0};
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lighting.sun_color = sun ? sun->color : Color{0, 0, 0, 1};
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@@ -2153,7 +2218,22 @@ struct Renderer::Impl {
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const auto& view = snapshot.camera_frustum->view;
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lighting.camera_forward_shadow_distance = {-view[2], -view[6], -view[10], 80};
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}
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const auto shadow_plan = build_shadow_plan(snapshot, shadow_casters);
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lighting.counts[3] = static_cast<std::uint32_t>(shadow_plan.sun_views.size());
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std::vector<ShadowViewGpu> gpu_shadow_views;
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gpu_shadow_views.reserve(std::max<std::size_t>(1, shadow_plan.sun_views.size()));
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for (std::size_t i = 0; i < shadow_plan.sun_views.size(); ++i) {
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const auto& view = shadow_plan.sun_views[i];
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ShadowViewGpu gpu{};
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gpu.view_projection = view.view_projection;
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gpu.tile_scale_offset = view.atlas_scale_offset;
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gpu.guarded_clamp = view.guarded_clamp;
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gpu.bias_flags = {.0008f, .003f,
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sun_shadow_size ? 1.f / float(sun_shadow_size) : 0.f,
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sun_raster && view.valid ? 1.f : 0.f};
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gpu_shadow_views.push_back(gpu);
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if (i < lighting.cascade_splits.size())
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lighting.cascade_splits[i] = view.split_far;
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}
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statistics.omitted_local_lights = shadow_plan.omitted_local_lights;
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std::vector<LocalLightGpu> gpu_lights;
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gpu_lights.reserve(shadow_plan.submitted_local_indices.size());
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@@ -2186,15 +2266,18 @@ struct Renderer::Impl {
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statistics.submitted_local_lights = lighting.counts[0];
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if (gpu_lights.empty())
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gpu_lights.push_back({}); // Descriptors always point at a full initialized record.
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const ShadowViewGpu empty_shadow_view{};
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if (gpu_shadow_views.empty())
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gpu_shadow_views.push_back({}); // Always bind an initialized record.
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upload_scene_buffer(lighting_header, &lighting, sizeof(lighting), 0);
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upload_scene_vector(lighting_locals, gpu_lights);
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upload_scene_buffer(lighting_views, &empty_shadow_view, sizeof(empty_shadow_view), 0);
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upload_scene_vector(lighting_views, gpu_shadow_views);
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update_lighting_descriptors();
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Vec3 light_eye{-direction[0] * 30, -direction[1] * 30, -direction[2] * 30};
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Vec3 light_up = std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
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Push push{multiply(orthographic(-20, 20, -20, 20, .1f, 80),
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look_at(light_eye, {0, 0, 0}, light_up)),
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Push push{sun_raster && !shadow_plan.sun_views.empty()
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? shadow_plan.sun_views.front().view_projection
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: multiply(orthographic(-20, 20, -20, 20, .1f, 80),
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look_at(light_eye, {0, 0, 0}, light_up)),
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{direction[0], direction[1], direction[2], 0},
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{snapshot.eye[0], snapshot.eye[1], snapshot.eye[2], 1}};
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std::optional<std::uint32_t> swap_index;
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@@ -2218,7 +2301,7 @@ struct Renderer::Impl {
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std::uint32_t timestamp_cursor = 0;
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std::vector<std::string> timestamp_labels;
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if (timestamp_pool) {
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vkCmdResetQueryPool(command, timestamp_pool, 0, 12);
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vkCmdResetQueryPool(command, timestamp_pool, 0, timestamp_capacity);
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vkCmdWriteTimestamp2(command, VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT,
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timestamp_pool, timestamp_cursor++);
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}
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@@ -2349,7 +2432,7 @@ struct Renderer::Impl {
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}
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} end{*this};
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callback();
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if (timestamp_pool && timestamp_cursor < 12) {
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if (timestamp_pool && timestamp_cursor < timestamp_capacity) {
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vkCmdWriteTimestamp2(command,
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VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT,
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timestamp_pool, timestamp_cursor++);
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@@ -2357,35 +2440,63 @@ struct Renderer::Impl {
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}
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});
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};
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add_pass("ShadowMap", {}, {"shadow"}, [&] {
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transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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VkRenderingAttachmentInfo attachment{};
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attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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attachment.imageView = shadow.view;
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attachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
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attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment.clearValue.depthStencil = {1, 0};
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VkRenderingInfo rendering{};
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rendering.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering.renderArea = {{0, 0}, {shadow_size, shadow_size}};
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rendering.layerCount = 1;
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rendering.pDepthAttachment = &attachment;
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vkCmdBeginRendering(command, &rendering);
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set_viewport(shadow_size, shadow_size);
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vkCmdBindPipeline(command, VK_PIPELINE_BIND_POINT_GRAPHICS, shadow_pipeline);
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vkCmdPushConstants(command, pipeline_layout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
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sizeof(push), &push);
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for (auto batch : shadow_batches) {
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vkCmdDraw(command, batch.count, 1, batch.first, 0);
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++statistics.draw_calls;
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}
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vkCmdEndRendering(command);
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transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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});
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if (sun_raster)
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add_pass("SunShadowAtlas", {}, {"shadow"}, [&] {
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transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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VkRenderingAttachmentInfo attachment{};
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attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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attachment.imageView = shadow.view;
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attachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
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attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment.clearValue.depthStencil = {1, 0};
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VkRenderingInfo rendering{};
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rendering.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering.renderArea = {{0, 0}, {sun_shadow_size, sun_shadow_size}};
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rendering.layerCount = 1;
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rendering.pDepthAttachment = &attachment;
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vkCmdBeginRendering(command, &rendering);
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vkCmdBindPipeline(command, VK_PIPELINE_BIND_POINT_GRAPHICS,
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shadow_pipeline);
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for (const auto& view : shadow_plan.sun_views) {
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if (!view.valid || view.caster_indices.empty())
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continue;
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const auto guard = (view.tile_size - view.usable_size) / 2;
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const auto x = view.tile_origin_x + guard;
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const auto y = view.tile_origin_y + guard;
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const VkViewport viewport{float(x), float(y), float(view.usable_size),
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float(view.usable_size), 0, 1};
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const VkRect2D scissor{{static_cast<std::int32_t>(x),
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static_cast<std::int32_t>(y)},
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{view.usable_size, view.usable_size}};
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vkCmdSetViewport(command, 0, 1, &viewport);
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vkCmdSetScissor(command, 0, 1, &scissor);
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auto view_push = push;
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view_push.light_view_projection = view.view_projection;
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vkCmdPushConstants(command, pipeline_layout,
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VK_SHADER_STAGE_VERTEX_BIT |
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VK_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(view_push), &view_push);
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for (const auto source : view.caster_indices) {
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const auto& batch = shadow_batch_by_source.at(source);
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if (!batch.count)
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continue;
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vkCmdDraw(command, batch.count, 1, batch.first, 0);
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++statistics.draw_calls;
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}
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}
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vkCmdEndRendering(command);
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transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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});
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else
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add_pass("ShadowFallback", {}, {"shadow"}, [&] {
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// A bound descriptor still needs a matching image layout, even when
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// every graphics shader branch treats its shadow as unshadowed.
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transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
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VK_IMAGE_ASPECT_DEPTH_BIT);
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});
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if (gpu_active)
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add_pass("MainCull", {"shadow"},
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{"main_indirect", "main_visible", "deferred_ids"}, [&] {
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@@ -2692,7 +2803,7 @@ struct Renderer::Impl {
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graph.execute();
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submit(swap_index.has_value());
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if (timestamp_pool) {
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std::array<std::uint64_t, 12> stamps{};
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std::array<std::uint64_t, timestamp_capacity> stamps{};
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check(vkGetQueryPoolResults(device, timestamp_pool, 0, timestamp_cursor,
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timestamp_cursor * sizeof(std::uint64_t), stamps.data(),
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sizeof(std::uint64_t),
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@@ -2712,6 +2823,7 @@ struct Renderer::Impl {
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const auto elapsed = milliseconds(stamps[i], stamps[i + 1]);
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const auto& label = timestamp_labels[i];
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if (label == "MainCull") statistics.gpu_main_cull_ms = elapsed;
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else if (label == "SunShadowAtlas") statistics.gpu_sun_shadow_ms = elapsed;
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else if (label == "MainRaster" || label == "ForwardAndUI")
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statistics.gpu_main_raster_ms = elapsed;
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else if (label == "BuildCurrentHZB") statistics.gpu_hzb_ms = elapsed;
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