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@ -104,14 +104,31 @@ namespace AZ
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m_meshes[objectIndex].m_subMeshes = subMeshes;
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}
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Mesh& mesh = m_meshes[objectIndex];
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// search for an existing BLAS instance entry for this mesh using the assetId
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BlasInstanceMap::iterator itMeshBlasInstance = m_blasInstanceMap.find(assetId);
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if (itMeshBlasInstance == m_blasInstanceMap.end())
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{
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// make a new BLAS map entry for this mesh
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MeshBlasInstance meshBlasInstance;
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meshBlasInstance.m_count = 1;
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meshBlasInstance.m_subMeshes.reserve(mesh.m_subMeshes.size());
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itMeshBlasInstance = m_blasInstanceMap.insert({ assetId, meshBlasInstance }).first;
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}
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else
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{
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itMeshBlasInstance->second.m_count++;
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}
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// create the BLAS buffers for each sub-mesh, or re-use existing BLAS objects if they were already created.
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// Note: all sub-meshes must either create new BLAS objects or re-use existing ones, otherwise it's an error (it's the same model in both cases)
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// Note: the buffer is just reserved here, the BLAS is built in the RayTracingAccelerationStructurePass
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Mesh& mesh = m_meshes[objectIndex];
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bool blasInstanceFound = false;
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for (auto& subMesh : mesh.m_subMeshes)
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for (uint32_t subMeshIndex = 0; subMeshIndex < mesh.m_subMeshes.size(); ++subMeshIndex)
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{
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SubMesh& subMesh = mesh.m_subMeshes[subMeshIndex];
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RHI::RayTracingBlasDescriptor blasDescriptor;
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blasDescriptor.Build()
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->Geometry()
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@ -120,13 +137,11 @@ namespace AZ
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->IndexBuffer(subMesh.m_indexBufferView)
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;
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// search for an existing BLAS object for this model
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RayTracingBlasMap::iterator itBlas = m_blasMap.find(assetId);
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if (itBlas != m_blasMap.end())
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// determine if we have an existing BLAS object for this subMesh
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if (itMeshBlasInstance->second.m_subMeshes.size() >= subMeshIndex + 1)
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{
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// re-use existing BLAS
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subMesh.m_blas = itBlas->second.m_blas;
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itBlas->second.m_count++;
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subMesh.m_blas = itMeshBlasInstance->second.m_subMeshes[subMeshIndex].m_blas;
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// keep track of the fact that we re-used a BLAS
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blasInstanceFound = true;
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@ -142,8 +157,7 @@ namespace AZ
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subMesh.m_blas->CreateBuffers(*device, &blasDescriptor, *m_bufferPools);
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// store the BLAS in the side list
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RayTracingBlasInstance blasInstance = { subMesh.m_blas, 1 };
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m_blasMap.insert({ assetId, blasInstance });
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itMeshBlasInstance->second.m_subMeshes.push_back({ subMesh.m_blas });
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}
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}
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@ -181,16 +195,16 @@ namespace AZ
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m_meshes.erase(itMesh);
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m_revision++;
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// decrement the count from the BLAS instance, and check to see if we can remove it
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RayTracingBlasMap::iterator itBlas = m_blasMap.find(itMesh->second.m_assetId);
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if (itBlas != m_blasMap.end())
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// decrement the count from the BLAS instances, and check to see if we can remove them
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BlasInstanceMap::iterator itBlas = m_blasInstanceMap.find(itMesh->second.m_assetId);
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if (itBlas != m_blasInstanceMap.end())
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{
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itBlas->second.m_count--;
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if (itBlas->second.m_count == 0)
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{
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m_blasMap.erase(itBlas);
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m_blasInstanceMap.erase(itBlas);
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}
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}
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}
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}
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m_meshInfoBufferNeedsUpdate = true;
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