MainRenderer.cpp 6.3 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/MainRenderer.h>
  6. #include <anki/renderer/LightShading.h>
  7. #include <anki/renderer/FinalComposite.h>
  8. #include <anki/renderer/Dbg.h>
  9. #include <anki/renderer/GBuffer.h>
  10. #include <anki/renderer/RenderQueue.h>
  11. #include <anki/util/Logger.h>
  12. #include <anki/util/File.h>
  13. #include <anki/util/Filesystem.h>
  14. #include <anki/util/Tracer.h>
  15. #include <anki/core/ConfigSet.h>
  16. #include <anki/util/HighRezTimer.h>
  17. #include <anki/util/ThreadHive.h>
  18. namespace anki
  19. {
  20. MainRenderer::MainRenderer()
  21. {
  22. }
  23. MainRenderer::~MainRenderer()
  24. {
  25. ANKI_R_LOGI("Destroying main renderer");
  26. }
  27. Error MainRenderer::init(ThreadHive* hive, ResourceManager* resources, GrManager* gr,
  28. StagingGpuMemoryManager* stagingMem, UiManager* ui, AllocAlignedCallback allocCb,
  29. void* allocCbUserData, const ConfigSet& config, Timestamp* globTimestamp)
  30. {
  31. ANKI_R_LOGI("Initializing main renderer");
  32. m_alloc = HeapAllocator<U8>(allocCb, allocCbUserData);
  33. m_frameAlloc = StackAllocator<U8>(allocCb, allocCbUserData, 1024 * 1024 * 10, 1.0f);
  34. // Init renderer and manipulate the width/height
  35. m_width = config.getNumberU32("width");
  36. m_height = config.getNumberU32("height");
  37. ConfigSet config2 = config;
  38. m_renderingQuality = config.getNumberF32("r_renderingQuality");
  39. UVec2 size(U32(m_renderingQuality * F32(m_width)), U32(m_renderingQuality * F32(m_height)));
  40. config2.set("width", size.x());
  41. config2.set("height", size.y());
  42. m_rDrawToDefaultFb = m_renderingQuality == 1.0;
  43. m_r.reset(m_alloc.newInstance<Renderer>());
  44. ANKI_CHECK(m_r->init(hive, resources, gr, stagingMem, ui, m_alloc, config2, globTimestamp));
  45. // Init other
  46. if(!m_rDrawToDefaultFb)
  47. {
  48. ANKI_CHECK(resources->loadResource("shaders/Blit.ankiprog", m_blitProg));
  49. const ShaderProgramResourceVariant* variant;
  50. m_blitProg->getOrCreateVariant(variant);
  51. m_blitGrProg = variant->getProgram();
  52. // The RT desc
  53. m_tmpRtDesc = m_r->create2DRenderTargetDescription(m_width, m_height, Format::R8G8B8_UNORM, "Final Composite");
  54. m_tmpRtDesc.bake();
  55. ANKI_R_LOGI("The main renderer will have to blit the offscreen renderer's result");
  56. }
  57. m_rgraph = gr->newRenderGraph();
  58. ANKI_R_LOGI("Main renderer initialized. Rendering size %ux%u", m_width, m_height);
  59. return Error::NONE;
  60. }
  61. Error MainRenderer::render(RenderQueue& rqueue, TexturePtr presentTex)
  62. {
  63. ANKI_TRACE_SCOPED_EVENT(RENDER);
  64. m_r->setStatsEnabled(m_statsEnabled);
  65. m_stats.m_renderingCpuTime = (m_statsEnabled) ? HighRezTimer::getCurrentTime() : -1.0;
  66. // First thing, reset the temp mem pool
  67. m_frameAlloc.getMemoryPool().reset();
  68. // Run renderer
  69. RenderingContext ctx(m_frameAlloc);
  70. m_runCtx.m_ctx = &ctx;
  71. m_runCtx.m_secondaryTaskId.setNonAtomically(0);
  72. ctx.m_renderGraphDescr.setStatisticsEnabled(m_statsEnabled);
  73. RenderTargetHandle presentRt = ctx.m_renderGraphDescr.importRenderTarget(presentTex, TextureUsageBit::NONE);
  74. if(m_rDrawToDefaultFb)
  75. {
  76. // m_r will draw to a presentable texture
  77. ctx.m_outRenderTarget = presentRt;
  78. ctx.m_outRenderTargetWidth = presentTex->getWidth();
  79. ctx.m_outRenderTargetHeight = presentTex->getHeight();
  80. }
  81. else
  82. {
  83. // m_r will draw to a temp tex
  84. ctx.m_outRenderTarget = ctx.m_renderGraphDescr.newRenderTarget(m_tmpRtDesc);
  85. ctx.m_outRenderTargetWidth = m_width;
  86. ctx.m_outRenderTargetHeight = m_height;
  87. }
  88. ctx.m_renderQueue = &rqueue;
  89. ANKI_CHECK(m_r->populateRenderGraph(ctx));
  90. // Blit renderer's result to default FB if needed
  91. if(!m_rDrawToDefaultFb)
  92. {
  93. GraphicsRenderPassDescription& pass = ctx.m_renderGraphDescr.newGraphicsRenderPass("Final Blit");
  94. FramebufferDescription fbDescr;
  95. fbDescr.m_colorAttachmentCount = 1;
  96. fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::DONT_CARE;
  97. fbDescr.bake();
  98. pass.setFramebufferInfo(fbDescr, {{presentRt}}, {});
  99. pass.setWork(
  100. [](RenderPassWorkContext& rgraphCtx) {
  101. MainRenderer* const self = static_cast<MainRenderer*>(rgraphCtx.m_userData);
  102. self->runBlit(rgraphCtx);
  103. },
  104. this, 0);
  105. pass.newDependency({presentRt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  106. pass.newDependency({ctx.m_outRenderTarget, TextureUsageBit::SAMPLED_FRAGMENT});
  107. }
  108. // Create a dummy pass to transition the presentable image to present
  109. {
  110. ComputeRenderPassDescription& pass = ctx.m_renderGraphDescr.newComputeRenderPass("Present");
  111. pass.setWork(
  112. [](RenderPassWorkContext& rgraphCtx) {
  113. // Do nothing. This pass is dummy
  114. },
  115. nullptr, 0);
  116. pass.newDependency({presentRt, TextureUsageBit::PRESENT});
  117. }
  118. // Bake the render graph
  119. m_rgraph->compileNewGraph(ctx.m_renderGraphDescr, m_frameAlloc);
  120. // Populate the 2nd level command buffers
  121. Array<ThreadHiveTask, ThreadHive::MAX_THREADS> tasks;
  122. for(U i = 0; i < m_r->getThreadHive().getThreadCount(); ++i)
  123. {
  124. tasks[i].m_argument = this;
  125. tasks[i].m_callback = [](void* userData, U32 threadId, ThreadHive& hive, ThreadHiveSemaphore* signalSemaphore) {
  126. MainRenderer& self = *static_cast<MainRenderer*>(userData);
  127. const U32 taskId = self.m_runCtx.m_secondaryTaskId.fetchAdd(1);
  128. self.m_rgraph->runSecondLevel(taskId);
  129. };
  130. }
  131. m_r->getThreadHive().submitTasks(&tasks[0], m_r->getThreadHive().getThreadCount());
  132. m_r->getThreadHive().waitAllTasks();
  133. // Populate 1st level command buffers
  134. m_rgraph->run();
  135. // Flush
  136. m_rgraph->flush();
  137. // Reset for the next frame
  138. m_rgraph->reset();
  139. m_r->finalize(ctx);
  140. // Stats
  141. if(m_statsEnabled)
  142. {
  143. static_cast<RendererStats&>(m_stats) = m_r->getStats();
  144. m_stats.m_renderingCpuTime = HighRezTimer::getCurrentTime() - m_stats.m_renderingCpuTime;
  145. RenderGraphStatistics rgraphStats;
  146. m_rgraph->getStatistics(rgraphStats);
  147. m_stats.m_renderingGpuTime = rgraphStats.m_gpuTime;
  148. m_stats.m_renderingGpuSubmitTimestamp = rgraphStats.m_cpuStartTime;
  149. }
  150. return Error::NONE;
  151. }
  152. void MainRenderer::runBlit(RenderPassWorkContext& rgraphCtx)
  153. {
  154. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  155. cmdb->setViewport(0, 0, m_width, m_height);
  156. cmdb->bindShaderProgram(m_blitGrProg);
  157. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearClamp);
  158. rgraphCtx.bindColorTexture(0, 1, m_runCtx.m_ctx->m_outRenderTarget);
  159. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3, 1);
  160. }
  161. Dbg& MainRenderer::getDbg()
  162. {
  163. return m_r->getDbg();
  164. }
  165. F32 MainRenderer::getAspectRatio() const
  166. {
  167. return m_r->getAspectRatio();
  168. }
  169. } // end namespace anki