Rendering Updates (#400)
* surface load updates * ssr update * rtao update * raytracing updates * ssr removed surface shader, visibilityresolve now resolves additional params * surfel uid validation refactor * msaa fix * update * update * picking normal fix * ray cone improvements * rtreflection raycone improvement * visibility resolve fast path * comment update * shadow mask fixes for planar reflection * unrolled mesh and subset into shadergeometry buffer * shadergeometry refactors * interleaved uvset vertex buffers * render queue sorting only for transparent and prepass rendering * refactors * refactors * dx12, vulkan: draw-indirect-count implementations * surface.load instance color fix * surface.load instance emissive color * profiler fix
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@@ -673,16 +673,14 @@ void MeshWindow::SetEntity(Entity entity, int subset)
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ss += "GPU memory: " + std::to_string((mesh->generalBuffer.GetDesc().size + mesh->streamoutBuffer.GetDesc().size) / 1024.0f / 1024.0f) + " MB\n";
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ss += "\nVertex buffers: ";
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if (mesh->vb_pos_nor_wind.IsValid()) ss += "position; ";
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if (mesh->vb_uv0.IsValid()) ss += "uvset_0; ";
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if (mesh->vb_uv1.IsValid()) ss += "uvset_1; ";
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if (mesh->vb_uvs.IsValid()) ss += "uvsets; ";
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if (mesh->vb_atl.IsValid()) ss += "atlas; ";
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if (mesh->vb_col.IsValid()) ss += "color; ";
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if (mesh->vb_pre.IsValid()) ss += "previous_position; ";
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if (mesh->so_pre.IsValid()) ss += "previous_position; ";
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if (mesh->vb_bon.IsValid()) ss += "bone; ";
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if (mesh->vb_tan.IsValid()) ss += "tangent; ";
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if (mesh->so_pos_nor_wind.IsValid()) ss += "streamout_position; ";
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if (mesh->so_tan.IsValid()) ss += "streamout_tangents; ";
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if (mesh->subset_view.IsValid()) ss += "subset; ";
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if (mesh->IsTerrain()) ss += "\n\nTerrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
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meshInfoLabel.SetText(ss);
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