GBuffer.cpp 5.7 KB

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  1. // Copyright (C) 2009-2020, 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/GBuffer.h>
  6. #include <anki/renderer/Renderer.h>
  7. #include <anki/renderer/RenderQueue.h>
  8. #include <anki/renderer/LensFlare.h>
  9. #include <anki/util/Logger.h>
  10. #include <anki/util/Tracer.h>
  11. #include <anki/core/ConfigSet.h>
  12. namespace anki
  13. {
  14. GBuffer::~GBuffer()
  15. {
  16. }
  17. Error GBuffer::init(const ConfigSet& initializer)
  18. {
  19. ANKI_R_LOGI("Initializing g-buffer pass");
  20. Error err = initInternal(initializer);
  21. if(err)
  22. {
  23. ANKI_R_LOGE("Failed to initialize g-buffer pass");
  24. }
  25. return err;
  26. }
  27. Error GBuffer::initInternal(const ConfigSet& initializer)
  28. {
  29. // RT descrs
  30. m_depthRtDescr = m_r->create2DRenderTargetDescription(m_r->getWidth(), m_r->getHeight(),
  31. GBUFFER_DEPTH_ATTACHMENT_PIXEL_FORMAT, "GBuffer depth");
  32. m_depthRtDescr.bake();
  33. static const Array<const char*, GBUFFER_COLOR_ATTACHMENT_COUNT> rtNames = {
  34. {"GBuffer rt0", "GBuffer rt1", "GBuffer rt2", "GBuffer rt3"}};
  35. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  36. {
  37. m_colorRtDescrs[i] = m_r->create2DRenderTargetDescription(
  38. m_r->getWidth(), m_r->getHeight(), GBUFFER_COLOR_ATTACHMENT_PIXEL_FORMATS[i], rtNames[i]);
  39. m_colorRtDescrs[i].bake();
  40. }
  41. // FB descr
  42. AttachmentLoadOperation loadop = AttachmentLoadOperation::DONT_CARE;
  43. #if ANKI_EXTRA_CHECKS
  44. loadop = AttachmentLoadOperation::CLEAR;
  45. #endif
  46. m_fbDescr.m_colorAttachmentCount = GBUFFER_COLOR_ATTACHMENT_COUNT;
  47. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  48. {
  49. m_fbDescr.m_colorAttachments[i].m_loadOperation = loadop;
  50. m_fbDescr.m_colorAttachments[i].m_clearValue.m_colorf = {1.0f, 0.0f, 1.0f, 0.0f};
  51. }
  52. m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::CLEAR;
  53. m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
  54. m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  55. m_fbDescr.bake();
  56. return Error::NONE;
  57. }
  58. void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) const
  59. {
  60. ANKI_TRACE_SCOPED_EVENT(R_MS);
  61. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  62. const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
  63. const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
  64. // Get some stuff
  65. const U32 earlyZCount = ctx.m_renderQueue->m_earlyZRenderables.getSize();
  66. const U32 problemSize = ctx.m_renderQueue->m_renderables.getSize() + earlyZCount;
  67. U32 start, end;
  68. splitThreadedProblem(threadId, threadCount, problemSize, start, end);
  69. ANKI_ASSERT(end != start);
  70. // Set some state, leave the rest to default
  71. cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
  72. const I32 earlyZStart = max(I32(start), 0);
  73. const I32 earlyZEnd = min(I32(end), I32(earlyZCount));
  74. const I32 colorStart = max(I32(start) - I32(earlyZCount), 0);
  75. const I32 colorEnd = I32(end) - I32(earlyZCount);
  76. cmdb->setRasterizationOrder(RasterizationOrder::RELAXED);
  77. // First do early Z (if needed)
  78. if(earlyZStart < earlyZEnd)
  79. {
  80. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  81. {
  82. cmdb->setColorChannelWriteMask(i, ColorBit::NONE);
  83. }
  84. ANKI_ASSERT(earlyZStart < earlyZEnd && earlyZEnd <= I32(earlyZCount));
  85. m_r->getSceneDrawer().drawRange(Pass::EZ, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  86. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  87. m_r->getSamplers().m_trilinearRepeatAniso,
  88. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZStart,
  89. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZEnd);
  90. // Restore state for the color write
  91. if(colorStart < colorEnd)
  92. {
  93. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  94. {
  95. cmdb->setColorChannelWriteMask(i, ColorBit::ALL);
  96. }
  97. }
  98. }
  99. // Do the color writes
  100. if(colorStart < colorEnd)
  101. {
  102. cmdb->setDepthCompareOperation(CompareOperation::LESS_EQUAL);
  103. ANKI_ASSERT(colorStart < colorEnd && colorEnd <= I32(ctx.m_renderQueue->m_renderables.getSize()));
  104. m_r->getSceneDrawer().drawRange(Pass::GB, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  105. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  106. m_r->getSamplers().m_trilinearRepeatAniso,
  107. ctx.m_renderQueue->m_renderables.getBegin() + colorStart,
  108. ctx.m_renderQueue->m_renderables.getBegin() + colorEnd);
  109. }
  110. }
  111. void GBuffer::populateRenderGraph(RenderingContext& ctx)
  112. {
  113. ANKI_TRACE_SCOPED_EVENT(R_MS);
  114. m_ctx = &ctx;
  115. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  116. // Create RTs
  117. Array<RenderTargetHandle, MAX_COLOR_ATTACHMENTS> rts;
  118. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  119. {
  120. m_colorRts[i] = rgraph.newRenderTarget(m_colorRtDescrs[i]);
  121. rts[i] = m_colorRts[i];
  122. }
  123. m_depthRt = rgraph.newRenderTarget(m_depthRtDescr);
  124. // Create pass
  125. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GBuffer");
  126. pass.setFramebufferInfo(m_fbDescr, ConstWeakArray<RenderTargetHandle>(&rts[0], GBUFFER_COLOR_ATTACHMENT_COUNT),
  127. m_depthRt);
  128. pass.setWork(
  129. [](RenderPassWorkContext& rgraphCtx) {
  130. GBuffer* self = static_cast<GBuffer*>(rgraphCtx.m_userData);
  131. self->runInThread(*self->m_ctx, rgraphCtx);
  132. },
  133. this,
  134. computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_earlyZRenderables.getSize()
  135. + ctx.m_renderQueue->m_renderables.getSize()));
  136. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  137. {
  138. pass.newDependency({m_colorRts[i], TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  139. }
  140. TextureSubresourceInfo subresource(DepthStencilAspectBit::DEPTH);
  141. pass.newDependency({m_depthRt, TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, subresource});
  142. }
  143. } // end namespace anki