RtShadows.cpp 13 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Renderer/RtShadows.h>
  6. #include <AnKi/Renderer/GBuffer.h>
  7. #include <AnKi/Renderer/Renderer.h>
  8. #include <AnKi/Renderer/ShadowMapping.h>
  9. #include <AnKi/Renderer/AccelerationStructureBuilder.h>
  10. #include <AnKi/Renderer/MotionVectors.h>
  11. #include <AnKi/Renderer/RenderQueue.h>
  12. #include <AnKi/Resource/ShaderProgramResourceSystem.h>
  13. #include <AnKi/Util/Tracer.h>
  14. namespace anki
  15. {
  16. RtShadows::~RtShadows()
  17. {
  18. }
  19. Error RtShadows::init(const ConfigSet& cfg)
  20. {
  21. const Error err = initInternal(cfg);
  22. if(err)
  23. {
  24. ANKI_R_LOGE("Failed to initialize ray traced shadows");
  25. }
  26. return Error::NONE;
  27. }
  28. Error RtShadows::initInternal(const ConfigSet& cfg)
  29. {
  30. // Get the program
  31. const ShaderProgramResourceSystem& shaderSystem = getResourceManager().getShaderProgramResourceSystem();
  32. const ShaderProgramRaytracingLibrary* library = nullptr;
  33. for(const ShaderProgramRaytracingLibrary& lib : shaderSystem.getRayTracingLibraries())
  34. {
  35. if(lib.getLibraryName() == "RtShadows")
  36. {
  37. library = &lib;
  38. break;
  39. }
  40. }
  41. ANKI_ASSERT(library);
  42. m_grProg = library->getShaderProgram();
  43. // Denoise program
  44. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsDenoise.ankiprog", m_denoiseProg));
  45. ShaderProgramResourceVariantInitInfo variantInitInfo(m_denoiseProg);
  46. variantInitInfo.addConstant("OUT_IMAGE_SIZE", UVec2(m_r->getWidth(), m_r->getHeight()));
  47. variantInitInfo.addConstant("SAMPLE_COUNT", 8u);
  48. variantInitInfo.addConstant("SPIRAL_TURN_COUNT", 27u);
  49. variantInitInfo.addConstant("PIXEL_RADIUS", 12u);
  50. const ShaderProgramResourceVariant* variant;
  51. m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
  52. m_grDenoiseProg = variant->getProgram();
  53. // RTs
  54. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  55. m_r->getWidth(), m_r->getHeight(), Format::R32G32_UINT,
  56. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  57. "RtShadows");
  58. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  59. m_historyAndFinalRt = m_r->createAndClearRenderTarget(texinit);
  60. m_renderRt = m_r->create2DRenderTargetDescription(m_r->getWidth() / 2, m_r->getHeight() / 2, Format::R32G32_UINT,
  61. "RtShadowsTmp");
  62. m_renderRt.bake();
  63. // Misc
  64. m_sbtRecordSize = getAlignedRoundUp(getGrManager().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
  65. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsVisualizeRenderTarget.ankiprog",
  66. m_visualizeRenderTargetsProg));
  67. return Error::NONE;
  68. }
  69. void RtShadows::populateRenderGraph(RenderingContext& ctx)
  70. {
  71. ANKI_TRACE_SCOPED_EVENT(R_RT_SHADOWS);
  72. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  73. m_runCtx.m_ctx = &ctx;
  74. buildSbt();
  75. // RTs
  76. if(ANKI_UNLIKELY(!m_historyAndFinalRtImportedOnce))
  77. {
  78. m_runCtx.m_historyAndFinalRt =
  79. rgraph.importRenderTarget(m_historyAndFinalRt, TextureUsageBit::SAMPLED_FRAGMENT);
  80. m_historyAndFinalRtImportedOnce = true;
  81. }
  82. else
  83. {
  84. m_runCtx.m_historyAndFinalRt = rgraph.importRenderTarget(m_historyAndFinalRt);
  85. }
  86. m_runCtx.m_renderRt = rgraph.newRenderTarget(m_renderRt);
  87. // RT shadows pass
  88. {
  89. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
  90. rpass.setWork(
  91. [](RenderPassWorkContext& rgraphCtx) { static_cast<RtShadows*>(rgraphCtx.m_userData)->run(rgraphCtx); },
  92. this, 0);
  93. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyAndFinalRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  94. rpass.newDependency(RenderPassDependency(m_runCtx.m_renderRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  95. rpass.newDependency(
  96. RenderPassDependency(m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle(),
  97. AccelerationStructureUsageBit::TRACE_RAYS_READ));
  98. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  99. rpass.newDependency(
  100. RenderPassDependency(m_r->getMotionVectors().getMotionVectorsRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  101. rpass.newDependency(
  102. RenderPassDependency(m_r->getMotionVectors().getRejectionFactorRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  103. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_TRACE_RAYS));
  104. }
  105. // Denoise pass
  106. {
  107. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadowsDenoise");
  108. rpass.setWork(
  109. [](RenderPassWorkContext& rgraphCtx) {
  110. static_cast<RtShadows*>(rgraphCtx.m_userData)->runDenoise(rgraphCtx);
  111. },
  112. this, 0);
  113. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyAndFinalRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  114. rpass.newDependency(RenderPassDependency(m_runCtx.m_renderRt, TextureUsageBit::SAMPLED_COMPUTE));
  115. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  116. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  117. }
  118. // Find out the lights that will take part in RT pass
  119. {
  120. RenderQueue& rqueue = *m_runCtx.m_ctx->m_renderQueue;
  121. m_runCtx.m_layersWithRejectedHistory.unsetAll();
  122. if(rqueue.m_directionalLight.hasShadow())
  123. {
  124. U32 layerIdx;
  125. Bool rejectHistory;
  126. const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
  127. (void)layerFound;
  128. ANKI_ASSERT(layerFound && "Directional can't fail");
  129. rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
  130. ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  131. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  132. }
  133. for(PointLightQueueElement& light : rqueue.m_pointLights)
  134. {
  135. if(!light.hasShadow())
  136. {
  137. continue;
  138. }
  139. U32 layerIdx;
  140. Bool rejectHistory;
  141. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  142. if(layerFound)
  143. {
  144. light.m_shadowLayer = U8(layerIdx);
  145. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  146. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  147. }
  148. else
  149. {
  150. // Disable shadows
  151. light.m_shadowRenderQueues = {};
  152. }
  153. }
  154. for(SpotLightQueueElement& light : rqueue.m_spotLights)
  155. {
  156. if(!light.hasShadow())
  157. {
  158. continue;
  159. }
  160. U32 layerIdx;
  161. Bool rejectHistory;
  162. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  163. if(layerFound)
  164. {
  165. light.m_shadowLayer = U8(layerIdx);
  166. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  167. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  168. }
  169. else
  170. {
  171. // Disable shadows
  172. light.m_shadowRenderQueue = nullptr;
  173. }
  174. }
  175. }
  176. }
  177. void RtShadows::run(RenderPassWorkContext& rgraphCtx)
  178. {
  179. const RenderingContext& ctx = *m_runCtx.m_ctx;
  180. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  181. const ClusterBinOut& rsrc = ctx.m_clusterBinOut;
  182. cmdb->bindShaderProgram(m_grProg);
  183. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeat);
  184. rgraphCtx.bindImage(0, 1, m_runCtx.m_renderRt, TextureSubresourceInfo());
  185. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyAndFinalRt);
  186. cmdb->bindSampler(0, 3, m_r->getSamplers().m_trilinearClamp);
  187. cmdb->bindSampler(0, 4, m_r->getSamplers().m_nearestNearestClamp);
  188. rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  189. rgraphCtx.bindColorTexture(0, 6, m_r->getMotionVectors().getMotionVectorsRt());
  190. rgraphCtx.bindColorTexture(0, 7, m_r->getMotionVectors().getRejectionFactorRt());
  191. rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(2));
  192. rgraphCtx.bindAccelerationStructure(0, 9, m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle());
  193. bindUniforms(cmdb, 0, 10, ctx.m_lightShadingUniformsToken);
  194. bindUniforms(cmdb, 0, 11, rsrc.m_pointLightsToken);
  195. bindUniforms(cmdb, 0, 12, rsrc.m_spotLightsToken);
  196. rgraphCtx.bindColorTexture(0, 13, m_r->getShadowMapping().getShadowmapRt());
  197. bindStorage(cmdb, 0, 14, rsrc.m_clustersToken);
  198. bindStorage(cmdb, 0, 15, rsrc.m_indicesToken);
  199. cmdb->bindAllBindless(1);
  200. RtShadowsUniforms unis;
  201. for(U32 i = 0; i < MAX_RT_SHADOW_LAYERS; ++i)
  202. {
  203. unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
  204. }
  205. cmdb->setPushConstants(&unis, sizeof(unis));
  206. cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
  207. m_r->getWidth() / 2, m_r->getHeight() / 2, 1);
  208. }
  209. void RtShadows::runDenoise(RenderPassWorkContext& rgraphCtx)
  210. {
  211. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  212. cmdb->bindShaderProgram(m_grDenoiseProg);
  213. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  214. rgraphCtx.bindColorTexture(0, 1, m_runCtx.m_renderRt);
  215. rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  216. rgraphCtx.bindColorTexture(0, 3, m_r->getGBuffer().getColorRt(2));
  217. rgraphCtx.bindImage(0, 4, m_runCtx.m_historyAndFinalRt, TextureSubresourceInfo());
  218. RtShadowsDenoiseUniforms unis;
  219. unis.invViewProjMat = m_runCtx.m_ctx->m_matrices.m_viewProjectionJitter.getInverse();
  220. unis.time = F32(m_r->getGlobalTimestamp());
  221. cmdb->setPushConstants(&unis, sizeof(unis));
  222. dispatchPPCompute(cmdb, 8, 8, m_r->getWidth(), m_r->getHeight());
  223. }
  224. void RtShadows::buildSbt()
  225. {
  226. // Get some things
  227. RenderingContext& ctx = *m_runCtx.m_ctx;
  228. ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
  229. ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
  230. ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
  231. const U32 instanceCount = instanceElements.getSize();
  232. ANKI_ASSERT(instanceCount > 0);
  233. const U32 shaderHandleSize = getGrManager().getDeviceCapabilities().m_shaderGroupHandleSize;
  234. const U32 extraSbtRecords = 1 + 1; // Raygen + miss
  235. m_runCtx.m_hitGroupCount = instanceCount;
  236. // Allocate SBT
  237. StagingGpuMemoryToken token;
  238. U8* sbt = allocateStorage<U8*>(m_sbtRecordSize * (instanceCount + extraSbtRecords), token);
  239. const U8* sbtStart = sbt;
  240. (void)sbtStart;
  241. m_runCtx.m_sbtBuffer = token.m_buffer;
  242. m_runCtx.m_sbtOffset = token.m_offset;
  243. // Set the miss and ray gen handles
  244. ConstWeakArray<U8> shaderGroupHandles = m_grProg->getShaderGroupHandles();
  245. memcpy(sbt, &shaderGroupHandles[0], shaderHandleSize);
  246. sbt += m_sbtRecordSize;
  247. memcpy(sbt, &shaderGroupHandles[shaderHandleSize], shaderHandleSize);
  248. sbt += m_sbtRecordSize;
  249. // Init SBT and instances
  250. ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
  251. for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
  252. {
  253. const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
  254. // Init SBT record
  255. memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndices[RayType::SHADOWS] * shaderHandleSize],
  256. shaderHandleSize);
  257. memcpy(sbt + shaderHandleSize, &element.m_modelDescriptor, sizeof(element.m_modelDescriptor));
  258. sbt += m_sbtRecordSize;
  259. }
  260. ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
  261. }
  262. Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
  263. {
  264. const U64 crntFrame = m_r->getFrameCount();
  265. layerIdx = MAX_U32;
  266. U32 nextBestLayerIdx = MAX_U32;
  267. U64 nextBestLayerFame = crntFrame;
  268. rejectHistoryBuffer = false;
  269. for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
  270. {
  271. ShadowLayer& layer = m_shadowLayers[i];
  272. if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
  273. {
  274. // Found it being used last frame
  275. layerIdx = i;
  276. layer.m_frameLastUsed = crntFrame;
  277. layer.m_lightUuid = lightUuid;
  278. break;
  279. }
  280. else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == MAX_U64)
  281. {
  282. // Found an empty slot or slot used by the same light
  283. layerIdx = i;
  284. layer.m_frameLastUsed = crntFrame;
  285. layer.m_lightUuid = lightUuid;
  286. rejectHistoryBuffer = true;
  287. break;
  288. }
  289. else if(layer.m_frameLastUsed < nextBestLayerFame)
  290. {
  291. nextBestLayerIdx = i;
  292. nextBestLayerFame = crntFrame;
  293. }
  294. }
  295. // Not found but there is a good candidate. Use that
  296. if(layerIdx == MAX_U32 && nextBestLayerIdx != MAX_U32)
  297. {
  298. layerIdx = nextBestLayerIdx;
  299. m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
  300. m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
  301. rejectHistoryBuffer = true;
  302. }
  303. return layerIdx != MAX_U32;
  304. }
  305. void RtShadows::getDebugRenderTarget(CString rtName, RenderTargetHandle& handle,
  306. ShaderProgramPtr& optionalShaderProgram) const
  307. {
  308. U32 layerGroup = 0;
  309. if(rtName == "RtShadows")
  310. {
  311. layerGroup = 0;
  312. }
  313. else if(rtName == "RtShadows1")
  314. {
  315. layerGroup = 1;
  316. }
  317. else
  318. {
  319. ANKI_ASSERT(rtName == "RtShadows2");
  320. layerGroup = 2;
  321. }
  322. handle = m_runCtx.m_historyAndFinalRt;
  323. ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
  324. variantInit.addMutation("LAYER_GROUP", layerGroup);
  325. const ShaderProgramResourceVariant* variant;
  326. m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
  327. optionalShaderProgram = variant->getProgram();
  328. }
  329. } // end namespace anki