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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Renderer/RtShadows.h>
- #include <AnKi/Renderer/GBuffer.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/ShadowMapping.h>
- #include <AnKi/Renderer/AccelerationStructureBuilder.h>
- #include <AnKi/Renderer/MotionVectors.h>
- #include <AnKi/Renderer/RenderQueue.h>
- #include <AnKi/Resource/ShaderProgramResourceSystem.h>
- #include <AnKi/Util/Tracer.h>
- namespace anki
- {
- RtShadows::~RtShadows()
- {
- }
- Error RtShadows::init(const ConfigSet& cfg)
- {
- const Error err = initInternal(cfg);
- if(err)
- {
- ANKI_R_LOGE("Failed to initialize ray traced shadows");
- }
- return Error::NONE;
- }
- Error RtShadows::initInternal(const ConfigSet& cfg)
- {
- // Get the program
- const ShaderProgramResourceSystem& shaderSystem = getResourceManager().getShaderProgramResourceSystem();
- const ShaderProgramRaytracingLibrary* library = nullptr;
- for(const ShaderProgramRaytracingLibrary& lib : shaderSystem.getRayTracingLibraries())
- {
- if(lib.getLibraryName() == "RtShadows")
- {
- library = &lib;
- break;
- }
- }
- ANKI_ASSERT(library);
- m_grProg = library->getShaderProgram();
- // Denoise program
- ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsDenoise.ankiprog", m_denoiseProg));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_denoiseProg);
- variantInitInfo.addConstant("OUT_IMAGE_SIZE", UVec2(m_r->getWidth(), m_r->getHeight()));
- variantInitInfo.addConstant("SAMPLE_COUNT", 8u);
- variantInitInfo.addConstant("SPIRAL_TURN_COUNT", 27u);
- variantInitInfo.addConstant("PIXEL_RADIUS", 12u);
- const ShaderProgramResourceVariant* variant;
- m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
- m_grDenoiseProg = variant->getProgram();
- // RTs
- TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
- m_r->getWidth(), m_r->getHeight(), Format::R32G32_UINT,
- TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE | TextureUsageBit::IMAGE_COMPUTE_WRITE,
- "RtShadows");
- texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
- m_historyAndFinalRt = m_r->createAndClearRenderTarget(texinit);
- m_renderRt = m_r->create2DRenderTargetDescription(m_r->getWidth() / 2, m_r->getHeight() / 2, Format::R32G32_UINT,
- "RtShadowsTmp");
- m_renderRt.bake();
- // Misc
- m_sbtRecordSize = getAlignedRoundUp(getGrManager().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
- ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsVisualizeRenderTarget.ankiprog",
- m_visualizeRenderTargetsProg));
- return Error::NONE;
- }
- void RtShadows::populateRenderGraph(RenderingContext& ctx)
- {
- ANKI_TRACE_SCOPED_EVENT(R_RT_SHADOWS);
- RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
- m_runCtx.m_ctx = &ctx;
- buildSbt();
- // RTs
- if(ANKI_UNLIKELY(!m_historyAndFinalRtImportedOnce))
- {
- m_runCtx.m_historyAndFinalRt =
- rgraph.importRenderTarget(m_historyAndFinalRt, TextureUsageBit::SAMPLED_FRAGMENT);
- m_historyAndFinalRtImportedOnce = true;
- }
- else
- {
- m_runCtx.m_historyAndFinalRt = rgraph.importRenderTarget(m_historyAndFinalRt);
- }
- m_runCtx.m_renderRt = rgraph.newRenderTarget(m_renderRt);
- // RT shadows pass
- {
- ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
- rpass.setWork(
- [](RenderPassWorkContext& rgraphCtx) { static_cast<RtShadows*>(rgraphCtx.m_userData)->run(rgraphCtx); },
- this, 0);
- rpass.newDependency(RenderPassDependency(m_runCtx.m_historyAndFinalRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
- rpass.newDependency(RenderPassDependency(m_runCtx.m_renderRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
- rpass.newDependency(
- RenderPassDependency(m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle(),
- AccelerationStructureUsageBit::TRACE_RAYS_READ));
- rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
- rpass.newDependency(
- RenderPassDependency(m_r->getMotionVectors().getMotionVectorsRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
- rpass.newDependency(
- RenderPassDependency(m_r->getMotionVectors().getRejectionFactorRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
- rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_TRACE_RAYS));
- }
- // Denoise pass
- {
- ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadowsDenoise");
- rpass.setWork(
- [](RenderPassWorkContext& rgraphCtx) {
- static_cast<RtShadows*>(rgraphCtx.m_userData)->runDenoise(rgraphCtx);
- },
- this, 0);
- rpass.newDependency(RenderPassDependency(m_runCtx.m_historyAndFinalRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
- rpass.newDependency(RenderPassDependency(m_runCtx.m_renderRt, TextureUsageBit::SAMPLED_COMPUTE));
- rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
- rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
- }
- // Find out the lights that will take part in RT pass
- {
- RenderQueue& rqueue = *m_runCtx.m_ctx->m_renderQueue;
- m_runCtx.m_layersWithRejectedHistory.unsetAll();
- if(rqueue.m_directionalLight.hasShadow())
- {
- U32 layerIdx;
- Bool rejectHistory;
- const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
- (void)layerFound;
- ANKI_ASSERT(layerFound && "Directional can't fail");
- rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
- ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
- m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
- }
- for(PointLightQueueElement& light : rqueue.m_pointLights)
- {
- if(!light.hasShadow())
- {
- continue;
- }
- U32 layerIdx;
- Bool rejectHistory;
- const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
- if(layerFound)
- {
- light.m_shadowLayer = U8(layerIdx);
- ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
- m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
- }
- else
- {
- // Disable shadows
- light.m_shadowRenderQueues = {};
- }
- }
- for(SpotLightQueueElement& light : rqueue.m_spotLights)
- {
- if(!light.hasShadow())
- {
- continue;
- }
- U32 layerIdx;
- Bool rejectHistory;
- const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
- if(layerFound)
- {
- light.m_shadowLayer = U8(layerIdx);
- ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
- m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
- }
- else
- {
- // Disable shadows
- light.m_shadowRenderQueue = nullptr;
- }
- }
- }
- }
- void RtShadows::run(RenderPassWorkContext& rgraphCtx)
- {
- const RenderingContext& ctx = *m_runCtx.m_ctx;
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- const ClusterBinOut& rsrc = ctx.m_clusterBinOut;
- cmdb->bindShaderProgram(m_grProg);
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeat);
- rgraphCtx.bindImage(0, 1, m_runCtx.m_renderRt, TextureSubresourceInfo());
- rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyAndFinalRt);
- cmdb->bindSampler(0, 3, m_r->getSamplers().m_trilinearClamp);
- cmdb->bindSampler(0, 4, m_r->getSamplers().m_nearestNearestClamp);
- rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 6, m_r->getMotionVectors().getMotionVectorsRt());
- rgraphCtx.bindColorTexture(0, 7, m_r->getMotionVectors().getRejectionFactorRt());
- rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(2));
- rgraphCtx.bindAccelerationStructure(0, 9, m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle());
- bindUniforms(cmdb, 0, 10, ctx.m_lightShadingUniformsToken);
- bindUniforms(cmdb, 0, 11, rsrc.m_pointLightsToken);
- bindUniforms(cmdb, 0, 12, rsrc.m_spotLightsToken);
- rgraphCtx.bindColorTexture(0, 13, m_r->getShadowMapping().getShadowmapRt());
- bindStorage(cmdb, 0, 14, rsrc.m_clustersToken);
- bindStorage(cmdb, 0, 15, rsrc.m_indicesToken);
- cmdb->bindAllBindless(1);
- RtShadowsUniforms unis;
- for(U32 i = 0; i < MAX_RT_SHADOW_LAYERS; ++i)
- {
- unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
- }
- cmdb->setPushConstants(&unis, sizeof(unis));
- cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
- m_r->getWidth() / 2, m_r->getHeight() / 2, 1);
- }
- void RtShadows::runDenoise(RenderPassWorkContext& rgraphCtx)
- {
- CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
- cmdb->bindShaderProgram(m_grDenoiseProg);
- cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
- rgraphCtx.bindColorTexture(0, 1, m_runCtx.m_renderRt);
- rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
- rgraphCtx.bindColorTexture(0, 3, m_r->getGBuffer().getColorRt(2));
- rgraphCtx.bindImage(0, 4, m_runCtx.m_historyAndFinalRt, TextureSubresourceInfo());
- RtShadowsDenoiseUniforms unis;
- unis.invViewProjMat = m_runCtx.m_ctx->m_matrices.m_viewProjectionJitter.getInverse();
- unis.time = F32(m_r->getGlobalTimestamp());
- cmdb->setPushConstants(&unis, sizeof(unis));
- dispatchPPCompute(cmdb, 8, 8, m_r->getWidth(), m_r->getHeight());
- }
- void RtShadows::buildSbt()
- {
- // Get some things
- RenderingContext& ctx = *m_runCtx.m_ctx;
- ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
- ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
- ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
- const U32 instanceCount = instanceElements.getSize();
- ANKI_ASSERT(instanceCount > 0);
- const U32 shaderHandleSize = getGrManager().getDeviceCapabilities().m_shaderGroupHandleSize;
- const U32 extraSbtRecords = 1 + 1; // Raygen + miss
- m_runCtx.m_hitGroupCount = instanceCount;
- // Allocate SBT
- StagingGpuMemoryToken token;
- U8* sbt = allocateStorage<U8*>(m_sbtRecordSize * (instanceCount + extraSbtRecords), token);
- const U8* sbtStart = sbt;
- (void)sbtStart;
- m_runCtx.m_sbtBuffer = token.m_buffer;
- m_runCtx.m_sbtOffset = token.m_offset;
- // Set the miss and ray gen handles
- ConstWeakArray<U8> shaderGroupHandles = m_grProg->getShaderGroupHandles();
- memcpy(sbt, &shaderGroupHandles[0], shaderHandleSize);
- sbt += m_sbtRecordSize;
- memcpy(sbt, &shaderGroupHandles[shaderHandleSize], shaderHandleSize);
- sbt += m_sbtRecordSize;
- // Init SBT and instances
- ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
- for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
- {
- const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
- // Init SBT record
- memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndices[RayType::SHADOWS] * shaderHandleSize],
- shaderHandleSize);
- memcpy(sbt + shaderHandleSize, &element.m_modelDescriptor, sizeof(element.m_modelDescriptor));
- sbt += m_sbtRecordSize;
- }
- ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
- }
- Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
- {
- const U64 crntFrame = m_r->getFrameCount();
- layerIdx = MAX_U32;
- U32 nextBestLayerIdx = MAX_U32;
- U64 nextBestLayerFame = crntFrame;
- rejectHistoryBuffer = false;
- for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
- {
- ShadowLayer& layer = m_shadowLayers[i];
- if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
- {
- // Found it being used last frame
- layerIdx = i;
- layer.m_frameLastUsed = crntFrame;
- layer.m_lightUuid = lightUuid;
- break;
- }
- else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == MAX_U64)
- {
- // Found an empty slot or slot used by the same light
- layerIdx = i;
- layer.m_frameLastUsed = crntFrame;
- layer.m_lightUuid = lightUuid;
- rejectHistoryBuffer = true;
- break;
- }
- else if(layer.m_frameLastUsed < nextBestLayerFame)
- {
- nextBestLayerIdx = i;
- nextBestLayerFame = crntFrame;
- }
- }
- // Not found but there is a good candidate. Use that
- if(layerIdx == MAX_U32 && nextBestLayerIdx != MAX_U32)
- {
- layerIdx = nextBestLayerIdx;
- m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
- m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
- rejectHistoryBuffer = true;
- }
- return layerIdx != MAX_U32;
- }
- void RtShadows::getDebugRenderTarget(CString rtName, RenderTargetHandle& handle,
- ShaderProgramPtr& optionalShaderProgram) const
- {
- U32 layerGroup = 0;
- if(rtName == "RtShadows")
- {
- layerGroup = 0;
- }
- else if(rtName == "RtShadows1")
- {
- layerGroup = 1;
- }
- else
- {
- ANKI_ASSERT(rtName == "RtShadows2");
- layerGroup = 2;
- }
- handle = m_runCtx.m_historyAndFinalRt;
- ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
- variantInit.addMutation("LAYER_GROUP", layerGroup);
- const ShaderProgramResourceVariant* variant;
- m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
- optionalShaderProgram = variant->getProgram();
- }
- } // end namespace anki
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