// Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace anki { Error LightShading::init() { ANKI_R_LOGV("Initializing light shading"); Error err = initLightShading(); if(!err) { err = initSkybox(); } if(!err) { err = initApplyFog(); } if(!err) { err = initApplyIndirect(); } if(err) { ANKI_R_LOGE("Failed to init light stage"); } return err; } Error LightShading::initLightShading() { // Load shaders and programs ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog); variantInitInfo.addConstant("kTileCount", getRenderer().getTileCounts()); variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount()); variantInitInfo.addConstant("kTileSize", getRenderer().getTileSize()); const ShaderProgramResourceVariant* variant; m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant); m_lightShading.m_grProg.reset(&variant->getProgram()); // Create RT descr const UVec2 internalResolution = getRenderer().getInternalResolution(); m_lightShading.m_rtDescr = getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading"); m_lightShading.m_rtDescr.bake(); // Create FB descr m_lightShading.m_fbDescr.m_colorAttachmentCount = 1; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kLoad; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::kDontCare; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth; if(GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get()) { m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension(); m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension(); } m_lightShading.m_fbDescr.bake(); // Debug visualization ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg)); return Error::kNone; } Error LightShading::initSkybox() { ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog)); for(U32 method = 0; method < 2; ++method) { ShaderProgramResourceVariantInitInfo variantInitInfo(m_skybox.m_prog); variantInitInfo.addMutation("METHOD", method); const ShaderProgramResourceVariant* variant; m_skybox.m_prog->getOrCreateVariant(variantInitInfo, variant); m_skybox.m_grProgs[method].reset(&variant->getProgram()); } return Error::kNone; } Error LightShading::initApplyFog() { // Load shaders and programs ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog); variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount()); variantInitInfo.addConstant("kFinalZSplit", getRenderer().getVolumetricFog().getFinalClusterInZ()); const ShaderProgramResourceVariant* variant; m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant); m_applyFog.m_grProg.reset(&variant->getProgram()); return Error::kNone; } Error LightShading::initApplyIndirect() { ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyIndirect.ankiprogbin", m_applyIndirect.m_prog, m_applyIndirect.m_grProg)); return Error::kNone; } void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) { ANKI_TRACE_SCOPED_EVENT(ForwardShading); CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer; cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y()); const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get(); if(enableVrs) { // Just set some low value, the attachment will take over cmdb.setVrsRate(VrsRate::k1x1); } // Do light shading first { cmdb.bindShaderProgram(m_lightShading.m_grProg.get()); cmdb.setDepthWrite(false); // Bind all cmdb.bindUniformBuffer(0, 0, getRenderer().getClusterBinning2().getClusteredShadingUniforms()); cmdb.bindStorageBuffer(0, 1, getRenderer().getClusterBinning2().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight)); rgraphCtx.bindColorTexture(0, 2, getRenderer().getShadowMapping().getShadowmapRt()); cmdb.bindStorageBuffer(0, 3, getRenderer().getClusterBinning2().getClustersBuffer()); cmdb.bindSampler(0, 4, getRenderer().getSamplers().m_nearestNearestClamp.get()); cmdb.bindSampler(0, 5, getRenderer().getSamplers().m_trilinearClamp.get()); rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0)); rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1)); rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2)); rgraphCtx.bindTexture(0, 9, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth)); rgraphCtx.bindColorTexture(0, 10, getRenderer().getShadowmapsResolve().getRt()); // Draw drawQuad(cmdb); } // Apply indirect { cmdb.setDepthWrite(false); cmdb.bindShaderProgram(m_applyIndirect.m_grProg.get()); cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get()); cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get()); rgraphCtx.bindColorTexture(0, 2, getRenderer().getIndirectDiffuse().getRt()); rgraphCtx.bindColorTexture(0, 3, getRenderer().getIndirectSpecular().getRt()); rgraphCtx.bindColorTexture(0, 4, getRenderer().getDepthDownscale().getHiZRt()); rgraphCtx.bindTexture(0, 5, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth)); rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0)); rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1)); rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2)); cmdb.bindTexture(0, 9, &getRenderer().getProbeReflections().getIntegrationLut()); cmdb.bindUniformBuffer(0, 10, getRenderer().getClusterBinning2().getClusteredShadingUniforms()); const Vec4 pc(ctx.m_cameraNear, ctx.m_cameraFar, 0.0f, 0.0f); cmdb.setPushConstants(&pc, sizeof(pc)); cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kOne); drawQuad(cmdb); // Restore state cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero); } // Skybox { cmdb.setDepthCompareOperation(CompareOperation::kEqual); const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox(); const Bool isSolidColor = (sky) ? sky->getSkyboxType() == SkyboxType::kSolidColor : false; if(isSolidColor) { cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get()); const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0); cmdb.setPushConstants(&color, sizeof(color)); } else { cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get()); class { public: Mat4 m_invertedViewProjectionJitter; Vec3 m_cameraPos; F32 m_padding = 0.0; } pc; pc.m_invertedViewProjectionJitter = ctx.m_matrices.m_invertedViewProjectionJitter; pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz(); cmdb.setPushConstants(&pc, sizeof(pc)); cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get()); cmdb.bindTexture(0, 1, &sky->getImageResource().getTextureView()); } drawQuad(cmdb); // Restore state cmdb.setDepthCompareOperation(CompareOperation::kLess); } // Apply the fog { cmdb.bindShaderProgram(m_applyFog.m_grProg.get()); // Bind all cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get()); cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get()); rgraphCtx.bindTexture(0, 2, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth)); rgraphCtx.bindColorTexture(0, 3, getRenderer().getVolumetricFog().getRt()); class PushConsts { public: Vec2 m_padding; F32 m_near; F32 m_far; } regs; regs.m_near = ctx.m_cameraNear; regs.m_far = ctx.m_cameraFar; cmdb.setPushConstants(®s, sizeof(regs)); // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader) cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha); drawQuad(cmdb); // Reset state cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero); } // Forward shading last { if(enableVrs) { cmdb.setVrsRate(VrsRate::k2x2); } getRenderer().getForwardShading().run(ctx, rgraphCtx); if(enableVrs) { // Restore cmdb.setVrsRate(VrsRate::k1x1); } } } void LightShading::populateRenderGraph(RenderingContext& ctx) { RenderGraphDescription& rgraph = ctx.m_renderGraphDescr; const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get(); const Bool fbDescrHasVrs = m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth > 0; if(enableVrs != fbDescrHasVrs) { // Re-bake the FB descriptor if the VRS state has changed if(enableVrs) { m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension(); m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension(); } else { m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = 0; m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = 0; } m_lightShading.m_fbDescr.bake(); } // Create RT m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr); RenderTargetHandle sriRt; if(enableVrs) { sriRt = getRenderer().getVrsSriGeneration().getSriRt(); } // Create pass GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad"); pass.setWork(1, [this, &ctx](RenderPassWorkContext& rgraphCtx) { run(ctx, rgraphCtx); }); pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, getRenderer().getGBuffer().getDepthRt(), sriRt); const TextureUsageBit readUsage = TextureUsageBit::kSampledFragment; // All if(enableVrs) { pass.newTextureDependency(sriRt, TextureUsageBit::kFramebufferShadingRate); } // Light shading pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kFramebufferWrite); pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage); pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage); pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage); pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSampledFragment | TextureUsageBit::kFramebufferRead, TextureSubresourceInfo(DepthStencilAspectBit::kDepth)); pass.newTextureDependency(getRenderer().getShadowMapping().getShadowmapRt(), readUsage); pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage); pass.newBufferDependency(getRenderer().getClusterBinning2().getClustersBufferHandle(), BufferUsageBit::kStorageFragmentRead); pass.newBufferDependency(getRenderer().getClusterBinning2().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight), BufferUsageBit::kStorageFragmentRead); // Apply indirect pass.newTextureDependency(getRenderer().getIndirectDiffuse().getRt(), readUsage); pass.newTextureDependency(getRenderer().getDepthDownscale().getHiZRt(), readUsage); pass.newTextureDependency(getRenderer().getIndirectSpecular().getRt(), readUsage); // Fog pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage); // For forward shading getRenderer().getForwardShading().setDependencies(pass); } void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array& handles, ShaderProgramPtr& optionalShaderProgram) const { ANKI_ASSERT(rtName == "LightShading"); handles[0] = m_runCtx.m_rt; optionalShaderProgram = m_visualizeRtGrProg; } } // end namespace anki