// Copyright (C) 2009-2022, 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 namespace anki { LightShading::LightShading(Renderer* r) : RendererObject(r) { registerDebugRenderTarget("LightShading"); } LightShading::~LightShading() { } 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(getResourceManager().loadResource("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog); variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts()); variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount()); variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize()); const ShaderProgramResourceVariant* variant; variantInitInfo.addMutation("USE_SHADOW_LAYERS", 0); m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant); m_lightShading.m_grProg[0] = variant->getProgram(); variantInitInfo.addMutation("USE_SHADOW_LAYERS", 1); m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant); m_lightShading.m_grProg[1] = variant->getProgram(); // Create RT descr m_lightShading.m_rtDescr = m_r->create2DRenderTargetDescription( m_r->getInternalResolution().x(), m_r->getInternalResolution().y(), m_r->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::LOAD; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE; m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH; if(getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs()) { m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = m_r->getVrsSriGeneration().getSriTexelDimension(); m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = m_r->getVrsSriGeneration().getSriTexelDimension(); } m_lightShading.m_fbDescr.bake(); // Debug visualization ANKI_CHECK( getResourceManager().loadResource("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg)); m_visualizeRtProg->getOrCreateVariant(variant); m_visualizeRtGrProg = variant->getProgram(); return Error::NONE; } Error LightShading::initSkybox() { ANKI_CHECK(getResourceManager().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] = variant->getProgram(); } return Error::NONE; } Error LightShading::initApplyFog() { // Load shaders and programs ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog)); ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog); variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount()); variantInitInfo.addConstant("FINAL_Z_SPLIT", m_r->getVolumetricFog().getFinalClusterInZ()); const ShaderProgramResourceVariant* variant; m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant); m_applyFog.m_grProg = variant->getProgram(); return Error::NONE; } Error LightShading::initApplyIndirect() { ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShadingApplyIndirect.ankiprogbin", m_applyIndirect.m_prog)); const ShaderProgramResourceVariant* variant; m_applyIndirect.m_prog->getOrCreateVariant(variant); m_applyIndirect.m_grProg = variant->getProgram(); return Error::NONE; } void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) { CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer; cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y()); const Bool enableVrs = getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs(); if(enableVrs) { // Just set some low value, the attachment will take over cmdb->setVrsRate(VrsRate::_1x1); } // Do light shading first if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0) { cmdb->bindShaderProgram(m_lightShading.m_grProg[m_r->getRtShadowsEnabled()]); cmdb->setDepthWrite(false); // Bind all const ClusteredShadingContext& binning = ctx.m_clusteredShading; bindUniforms(cmdb, 0, 0, binning.m_clusteredShadingUniformsToken); bindUniforms(cmdb, 0, 1, binning.m_pointLightsToken); bindUniforms(cmdb, 0, 2, binning.m_spotLightsToken); rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt()); bindStorage(cmdb, 0, 4, binning.m_clustersToken); cmdb->bindSampler(0, 5, m_r->getSamplers().m_nearestNearestClamp); cmdb->bindSampler(0, 6, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindColorTexture(0, 7, m_r->getGBuffer().getColorRt(0)); rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(1)); rgraphCtx.bindColorTexture(0, 9, m_r->getGBuffer().getColorRt(2)); rgraphCtx.bindTexture(0, 10, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)); if(m_r->getRtShadowsEnabled()) { rgraphCtx.bindColorTexture(0, 11, m_r->getRtShadows().getRt()); } else { rgraphCtx.bindColorTexture(0, 12, m_r->getShadowmapsResolve().getRt()); } // Draw drawQuad(cmdb); } // Apply indirect if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0) { cmdb->setDepthWrite(false); cmdb->bindShaderProgram(m_applyIndirect.m_grProg); cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp); cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindColorTexture(0, 2, m_r->getIndirectDiffuse().getRt()); rgraphCtx.bindColorTexture(0, 3, m_r->getIndirectSpecular().getRt()); rgraphCtx.bindColorTexture(0, 4, m_r->getDepthDownscale().getHiZRt()); rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)); rgraphCtx.bindColorTexture(0, 6, m_r->getGBuffer().getColorRt(0)); rgraphCtx.bindColorTexture(0, 7, m_r->getGBuffer().getColorRt(1)); rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(2)); cmdb->bindTexture(0, 9, m_r->getProbeReflections().getIntegrationLut()); const ClusteredShadingContext& binning = ctx.m_clusteredShading; bindUniforms(cmdb, 0, 10, binning.m_clusteredShadingUniformsToken); const Vec4 pc(ctx.m_renderQueue->m_cameraNear, ctx.m_renderQueue->m_cameraFar, 0.0f, 0.0f); cmdb->setPushConstants(&pc, sizeof(pc)); cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE); drawQuad(cmdb); // Restore state cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO); } // Skybox if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0) { cmdb->setDepthCompareOperation(CompareOperation::EQUAL); const Bool isSolidColor = ctx.m_renderQueue->m_skybox.m_skyboxTexture == nullptr; if(isSolidColor) { cmdb->bindShaderProgram(m_skybox.m_grProgs[0]); const Vec4 color(ctx.m_renderQueue->m_skybox.m_solidColor, 0.0); cmdb->setPushConstants(&color, sizeof(color)); } else { cmdb->bindShaderProgram(m_skybox.m_grProgs[1]); 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, m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias); cmdb->bindTexture(0, 1, TextureViewPtr(const_cast(ctx.m_renderQueue->m_skybox.m_skyboxTexture))); } drawQuad(cmdb); // Restore state cmdb->setDepthCompareOperation(CompareOperation::LESS); } // Do the fog apply if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u) { cmdb->bindShaderProgram(m_applyFog.m_grProg); // Bind all cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp); cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp); rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)); rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt()); class PushConsts { public: Vec2 m_padding; F32 m_near; F32 m_far; } regs; regs.m_near = ctx.m_renderQueue->m_cameraNear; regs.m_far = ctx.m_renderQueue->m_cameraFar; cmdb->setPushConstants(®s, sizeof(regs)); // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader) cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA); drawQuad(cmdb); // Reset state cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO); } // Forward shading last if(enableVrs) { cmdb->setVrsRate(VrsRate::_2x2); } m_r->getForwardShading().run(ctx, rgraphCtx); if(enableVrs) { // Restore cmdb->setVrsRate(VrsRate::_1x1); } } void LightShading::populateRenderGraph(RenderingContext& ctx) { RenderGraphDescription& rgraph = ctx.m_renderGraphDescr; const Bool enableVrs = getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs(); 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 = m_r->getVrsSriGeneration().getSriTexelDimension(); m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = m_r->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 = m_r->getVrsSriGeneration().getSriRt(); } // Create pass GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad"); pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()), [this, &ctx](RenderPassWorkContext& rgraphCtx) { run(ctx, rgraphCtx); }); pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, m_r->getGBuffer().getDepthRt(), sriRt); const TextureUsageBit readUsage = TextureUsageBit::SAMPLED_FRAGMENT; // All if(enableVrs) { pass.newDependency(RenderPassDependency(sriRt, TextureUsageBit::FRAMEBUFFER_SHADING_RATE)); } // Light shading pass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE)); pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(0), readUsage)); pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(1), readUsage)); pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), readUsage)); pass.newDependency( RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ, TextureSubresourceInfo(DepthStencilAspectBit::DEPTH))); pass.newDependency(RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), readUsage)); if(m_r->getRtShadowsEnabled()) { pass.newDependency(RenderPassDependency(m_r->getRtShadows().getRt(), readUsage)); } else { pass.newDependency(RenderPassDependency(m_r->getShadowmapsResolve().getRt(), readUsage)); } pass.newDependency( RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ)); // Apply indirect pass.newDependency(RenderPassDependency(m_r->getIndirectDiffuse().getRt(), readUsage)); pass.newDependency(RenderPassDependency(m_r->getDepthDownscale().getHiZRt(), readUsage)); pass.newDependency(RenderPassDependency(m_r->getIndirectSpecular().getRt(), readUsage)); // Fog pass.newDependency(RenderPassDependency(m_r->getVolumetricFog().getRt(), readUsage)); // For forward shading m_r->getForwardShading().setDependencies(ctx, 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