// Copyright (C) 2009-present, 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 namespace anki { Error IndirectDiffuse::init() { [[maybe_unused]] const Bool bRt = GrManager::getSingleton().getDeviceCapabilities().m_rayTracingEnabled && g_cvarRenderRtIndirectDiffuse; ANKI_ASSERT(bRt); ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/IndirectDiffuse.ankiprogbin", m_mainProg)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_mainProg); variantInitInfo.requestTechniqueAndTypes(ShaderTypeBit::kRayGen, "RtMaterialFetch"); const ShaderProgramResourceVariant* variant; m_mainProg->getOrCreateVariant(variantInitInfo, variant); m_libraryGrProg.reset(&variant->getProgram()); m_rayGenShaderGroupIdx = variant->getShaderGroupHandleIndex(); ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/RtMaterialFetchMiss.ankiprogbin", m_missProg)); ShaderProgramResourceVariantInitInfo variantInitInfo2(m_missProg); variantInitInfo2.requestTechniqueAndTypes(ShaderTypeBit::kMiss, "RtMaterialFetch"); m_missProg->getOrCreateVariant(variantInitInfo2, variant); m_missShaderGroupIdx = variant->getShaderGroupHandleIndex(); ANKI_CHECK(loadShaderProgram("ShaderBinaries/RtSbtBuild.ankiprogbin", {{"TECHNIQUE", 1}}, m_sbtProg, m_sbtBuildGrProg, "SbtBuild")); m_sbtRecordSize = getAlignedRoundUp(GrManager::getSingleton().getDeviceCapabilities().m_sbtRecordAlignment, GrManager::getSingleton().getDeviceCapabilities().m_shaderGroupHandleSize + U32(sizeof(UVec4))); m_transientRtDesc1 = getRenderer().create2DRenderTargetDescription( getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y(), Format::kR16G16B16A16_Sfloat, "IndirectDiffuse #1"); m_transientRtDesc1.bake(); return Error::kNone; } void IndirectDiffuse::populateRenderGraph(RenderingContext& ctx) { ANKI_TRACE_SCOPED_EVENT(IndirectDiffuse); const Bool bRt = GrManager::getSingleton().getDeviceCapabilities().m_rayTracingEnabled && g_cvarRenderRtIndirectDiffuse; if(!bRt) { return; } RenderGraphBuilder& rgraph = ctx.m_renderGraphDescr; const RenderTargetHandle transientRt1 = rgraph.newRenderTarget(m_transientRtDesc1); // SBT build BufferHandle sbtHandle; BufferView sbtBuffer; { AccelerationStructureVisibilityInfo asVis; GpuVisibilityLocalLightsOutput localLightsVis; getRenderer().getAccelerationStructureBuilder().getVisibilityInfo(asVis, localLightsVis); // Allocate SBT U32 sbtAlignment = (GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferNaturalAlignment) ? sizeof(U32) : GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferBindOffsetAlignment; sbtAlignment = computeCompoundAlignment(sbtAlignment, GrManager::getSingleton().getDeviceCapabilities().m_sbtRecordAlignment); U8* sbtMem; sbtBuffer = RebarTransientMemoryPool::getSingleton().allocate( (GpuSceneArrays::RenderableBoundingVolumeRt::getSingleton().getElementCount() + 2) * m_sbtRecordSize, sbtAlignment, sbtMem); sbtHandle = rgraph.importBuffer(sbtBuffer, BufferUsageBit::kNone); // Write the first 2 entries of the SBT ConstWeakArray shaderGroupHandles = m_libraryGrProg->getShaderGroupHandles(); const U32 shaderHandleSize = GrManager::getSingleton().getDeviceCapabilities().m_shaderGroupHandleSize; memcpy(sbtMem, &shaderGroupHandles[m_rayGenShaderGroupIdx * shaderHandleSize], shaderHandleSize); memcpy(sbtMem + m_sbtRecordSize, &shaderGroupHandles[m_missShaderGroupIdx * shaderHandleSize], shaderHandleSize); // Create the pass NonGraphicsRenderPass& rpass = rgraph.newNonGraphicsRenderPass("RtIndirectDiffuse build SBT"); rpass.newBufferDependency(asVis.m_depedency, BufferUsageBit::kIndirectCompute | BufferUsageBit::kSrvCompute); rpass.newBufferDependency(sbtHandle, BufferUsageBit::kUavCompute); rpass.setWork([this, buildSbtIndirectArgsBuff = asVis.m_buildSbtIndirectArgsBuffer, sbtBuffer, visibleRenderableIndicesBuff = asVis.m_visibleRenderablesBuffer](RenderPassWorkContext& rgraphCtx) { ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseSbtBuild); CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer; cmdb.bindShaderProgram(m_sbtBuildGrProg.get()); cmdb.bindSrv(0, 0, GpuSceneArrays::Renderable::getSingleton().getBufferView()); cmdb.bindSrv(1, 0, visibleRenderableIndicesBuff); cmdb.bindSrv(2, 0, BufferView(&m_libraryGrProg->getShaderGroupHandlesGpuBuffer())); cmdb.bindUav(0, 0, sbtBuffer); RtShadowsSbtBuildConstants consts = {}; ANKI_ASSERT(m_sbtRecordSize % 4 == 0); consts.m_sbtRecordDwordSize = m_sbtRecordSize / 4; const U32 shaderHandleSize = GrManager::getSingleton().getDeviceCapabilities().m_shaderGroupHandleSize; ANKI_ASSERT(shaderHandleSize % 4 == 0); consts.m_shaderHandleDwordSize = shaderHandleSize / 4; cmdb.setFastConstants(&consts, sizeof(consts)); cmdb.dispatchComputeIndirect(buildSbtIndirectArgsBuff); }); } // Ray gen { NonGraphicsRenderPass& rpass = rgraph.newNonGraphicsRenderPass("RtIndirectDiffuse"); rpass.newBufferDependency(sbtHandle, BufferUsageBit::kShaderBindingTable); rpass.newTextureDependency(transientRt1, TextureUsageBit::kUavDispatchRays); rpass.newTextureDependency(getGBuffer().getDepthRt(), TextureUsageBit::kSrvDispatchRays); rpass.newTextureDependency(getGBuffer().getColorRt(1), TextureUsageBit::kSrvDispatchRays); rpass.newTextureDependency(getGBuffer().getColorRt(2), TextureUsageBit::kSrvDispatchRays); if(getRenderer().getGeneratedSky().isEnabled()) { rpass.newTextureDependency(getRenderer().getGeneratedSky().getEnvironmentMapRt(), TextureUsageBit::kSrvDispatchRays); } rpass.newTextureDependency(getShadowMapping().getShadowmapRt(), TextureUsageBit::kSrvDispatchRays); rpass.newAccelerationStructureDependency(getRenderer().getAccelerationStructureBuilder().getAccelerationStructureHandle(), AccelerationStructureUsageBit::kSrvDispatchRays); rpass.setWork([this, sbtBuffer, &ctx, transientRt1](RenderPassWorkContext& rgraphCtx) { ANKI_TRACE_SCOPED_EVENT(IndirectDiffuseRayGen); CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer; cmdb.bindShaderProgram(m_libraryGrProg.get()); // More globals cmdb.bindSampler(ANKI_MATERIAL_REGISTER_TILINEAR_REPEAT_SAMPLER, 0, getRenderer().getSamplers().m_trilinearRepeat.get()); cmdb.bindSrv(ANKI_MATERIAL_REGISTER_GPU_SCENE, 0, GpuSceneBuffer::getSingleton().getBufferView()); cmdb.bindSrv(ANKI_MATERIAL_REGISTER_MESH_LODS, 0, GpuSceneArrays::MeshLod::getSingleton().getBufferView()); cmdb.bindSrv(ANKI_MATERIAL_REGISTER_TRANSFORMS, 0, GpuSceneArrays::Transform::getSingleton().getBufferView()); #define ANKI_UNIFIED_GEOM_FORMAT(fmt, shaderType, reg) \ cmdb.bindSrv( \ reg, 0, \ BufferView(&UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, \ getAlignedRoundDown(getFormatInfo(Format::k##fmt).m_texelSize, UnifiedGeometryBuffer::getSingleton().getBuffer().getSize())), \ Format::k##fmt); #include cmdb.bindConstantBuffer(0, 2, ctx.m_globalRenderingConstantsBuffer); rgraphCtx.bindSrv(0, 2, getRenderer().getAccelerationStructureBuilder().getAccelerationStructureHandle()); rgraphCtx.bindSrv(1, 2, getGBuffer().getDepthRt()); rgraphCtx.bindSrv(2, 2, getGBuffer().getColorRt(1)); rgraphCtx.bindSrv(3, 2, getGBuffer().getColorRt(2)); const LightComponent* dirLight = SceneGraph::getSingleton().getDirectionalLight(); const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox(); const Bool bSkySolidColor = (!sky || sky->getSkyboxType() == SkyboxType::kSolidColor || (!dirLight && sky->getSkyboxType() == SkyboxType::kGenerated)); if(bSkySolidColor) { cmdb.bindSrv(4, 2, TextureView(getDummyGpuResources().m_texture2DSrv.get(), TextureSubresourceDesc::all())); } else if(sky->getSkyboxType() == SkyboxType::kImage2D) { cmdb.bindSrv(4, 2, TextureView(&sky->getImageResource().getTexture(), TextureSubresourceDesc::all())); } else { rgraphCtx.bindSrv(4, 2, getRenderer().getGeneratedSky().getEnvironmentMapRt()); } cmdb.bindSrv(5, 2, GpuSceneArrays::GlobalIlluminationProbe::getSingleton().getBufferView()); cmdb.bindSrv(6, 2, BufferView(getDummyGpuResources().m_buffer.get())); rgraphCtx.bindSrv(7, 2, getShadowMapping().getShadowmapRt()); rgraphCtx.bindUav(0, 2, transientRt1); cmdb.bindUav(1, 2, TextureView(getDummyGpuResources().m_texture2DUav.get(), TextureSubresourceDesc::all())); cmdb.bindSampler(0, 2, getRenderer().getSamplers().m_trilinearClamp.get()); cmdb.bindSampler(1, 2, getRenderer().getSamplers().m_trilinearClampShadow.get()); UVec4 dummyConsts; cmdb.setFastConstants(&dummyConsts, sizeof(dummyConsts)); cmdb.dispatchRays(sbtBuffer, m_sbtRecordSize, GpuSceneArrays::RenderableBoundingVolumeRt::getSingleton().getElementCount(), 1, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y(), 1); }); } m_runCtx.m_rt = transientRt1; } } // end namespace anki