LightShading.cpp 13 KB

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  1. // Copyright (C) 2009-2023, 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/LightShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/ShadowMapping.h>
  8. #include <AnKi/Renderer/ProbeReflections.h>
  9. #include <AnKi/Renderer/GBuffer.h>
  10. #include <AnKi/Renderer/ForwardShading.h>
  11. #include <AnKi/Renderer/VolumetricFog.h>
  12. #include <AnKi/Renderer/DepthDownscale.h>
  13. #include <AnKi/Renderer/IndirectSpecular.h>
  14. #include <AnKi/Renderer/ShadowmapsResolve.h>
  15. #include <AnKi/Renderer/RtShadows.h>
  16. #include <AnKi/Renderer/IndirectDiffuse.h>
  17. #include <AnKi/Renderer/VrsSriGeneration.h>
  18. #include <AnKi/Renderer/ClusterBinning2.h>
  19. #include <AnKi/Core/CVarSet.h>
  20. #include <AnKi/Util/Tracer.h>
  21. #include <AnKi/Scene/Components/SkyboxComponent.h>
  22. namespace anki {
  23. Error LightShading::init()
  24. {
  25. ANKI_R_LOGV("Initializing light shading");
  26. Error err = initLightShading();
  27. if(!err)
  28. {
  29. err = initSkybox();
  30. }
  31. if(!err)
  32. {
  33. err = initApplyFog();
  34. }
  35. if(!err)
  36. {
  37. err = initApplyIndirect();
  38. }
  39. if(err)
  40. {
  41. ANKI_R_LOGE("Failed to init light stage");
  42. }
  43. return err;
  44. }
  45. Error LightShading::initLightShading()
  46. {
  47. // Load shaders and programs
  48. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog));
  49. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
  50. variantInitInfo.addConstant("kTileCount", getRenderer().getTileCounts());
  51. variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount());
  52. variantInitInfo.addConstant("kTileSize", getRenderer().getTileSize());
  53. const ShaderProgramResourceVariant* variant;
  54. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  55. m_lightShading.m_grProg.reset(&variant->getProgram());
  56. // Create RT descr
  57. const UVec2 internalResolution = getRenderer().getInternalResolution();
  58. m_lightShading.m_rtDescr =
  59. getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading");
  60. m_lightShading.m_rtDescr.bake();
  61. // Create FB descr
  62. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  63. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kLoad;
  64. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::kDontCare;
  65. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth;
  66. if(GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get())
  67. {
  68. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  69. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  70. }
  71. m_lightShading.m_fbDescr.bake();
  72. // Debug visualization
  73. ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg));
  74. return Error::kNone;
  75. }
  76. Error LightShading::initSkybox()
  77. {
  78. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  79. for(U32 method = 0; method < 2; ++method)
  80. {
  81. ShaderProgramResourceVariantInitInfo variantInitInfo(m_skybox.m_prog);
  82. variantInitInfo.addMutation("METHOD", method);
  83. const ShaderProgramResourceVariant* variant;
  84. m_skybox.m_prog->getOrCreateVariant(variantInitInfo, variant);
  85. m_skybox.m_grProgs[method].reset(&variant->getProgram());
  86. }
  87. return Error::kNone;
  88. }
  89. Error LightShading::initApplyFog()
  90. {
  91. // Load shaders and programs
  92. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog));
  93. ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
  94. variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount());
  95. variantInitInfo.addConstant("kFinalZSplit", getRenderer().getVolumetricFog().getFinalClusterInZ());
  96. const ShaderProgramResourceVariant* variant;
  97. m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
  98. m_applyFog.m_grProg.reset(&variant->getProgram());
  99. return Error::kNone;
  100. }
  101. Error LightShading::initApplyIndirect()
  102. {
  103. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyIndirect.ankiprogbin", m_applyIndirect.m_prog, m_applyIndirect.m_grProg));
  104. return Error::kNone;
  105. }
  106. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  107. {
  108. ANKI_TRACE_SCOPED_EVENT(ForwardShading);
  109. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  110. cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  111. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  112. if(enableVrs)
  113. {
  114. // Just set some low value, the attachment will take over
  115. cmdb.setVrsRate(VrsRate::k1x1);
  116. }
  117. // Do light shading first
  118. {
  119. cmdb.bindShaderProgram(m_lightShading.m_grProg.get());
  120. cmdb.setDepthWrite(false);
  121. // Bind all
  122. cmdb.bindUniformBuffer(0, 0, getRenderer().getClusterBinning2().getClusteredShadingUniforms());
  123. cmdb.bindStorageBuffer(0, 1, getRenderer().getClusterBinning2().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  124. rgraphCtx.bindColorTexture(0, 2, getRenderer().getShadowMapping().getShadowmapRt());
  125. cmdb.bindStorageBuffer(0, 3, getRenderer().getClusterBinning2().getClustersBuffer());
  126. cmdb.bindSampler(0, 4, getRenderer().getSamplers().m_nearestNearestClamp.get());
  127. cmdb.bindSampler(0, 5, getRenderer().getSamplers().m_trilinearClamp.get());
  128. rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0));
  129. rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1));
  130. rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2));
  131. rgraphCtx.bindTexture(0, 9, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  132. rgraphCtx.bindColorTexture(0, 10, getRenderer().getShadowmapsResolve().getRt());
  133. // Draw
  134. drawQuad(cmdb);
  135. }
  136. // Apply indirect
  137. {
  138. cmdb.setDepthWrite(false);
  139. cmdb.bindShaderProgram(m_applyIndirect.m_grProg.get());
  140. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  141. cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get());
  142. rgraphCtx.bindColorTexture(0, 2, getRenderer().getIndirectDiffuse().getRt());
  143. rgraphCtx.bindColorTexture(0, 3, getRenderer().getIndirectSpecular().getRt());
  144. rgraphCtx.bindColorTexture(0, 4, getRenderer().getDepthDownscale().getHiZRt());
  145. rgraphCtx.bindTexture(0, 5, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  146. rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0));
  147. rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1));
  148. rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2));
  149. cmdb.bindTexture(0, 9, &getRenderer().getProbeReflections().getIntegrationLut());
  150. cmdb.bindUniformBuffer(0, 10, getRenderer().getClusterBinning2().getClusteredShadingUniforms());
  151. const Vec4 pc(ctx.m_cameraNear, ctx.m_cameraFar, 0.0f, 0.0f);
  152. cmdb.setPushConstants(&pc, sizeof(pc));
  153. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kOne);
  154. drawQuad(cmdb);
  155. // Restore state
  156. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  157. }
  158. // Skybox
  159. {
  160. cmdb.setDepthCompareOperation(CompareOperation::kEqual);
  161. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  162. const Bool isSolidColor = (sky) ? sky->getSkyboxType() == SkyboxType::kSolidColor : false;
  163. if(isSolidColor)
  164. {
  165. cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get());
  166. const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0);
  167. cmdb.setPushConstants(&color, sizeof(color));
  168. }
  169. else
  170. {
  171. cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get());
  172. class
  173. {
  174. public:
  175. Mat4 m_invertedViewProjectionJitter;
  176. Vec3 m_cameraPos;
  177. F32 m_padding = 0.0;
  178. } pc;
  179. pc.m_invertedViewProjectionJitter = ctx.m_matrices.m_invertedViewProjectionJitter;
  180. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  181. cmdb.setPushConstants(&pc, sizeof(pc));
  182. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get());
  183. cmdb.bindTexture(0, 1, &sky->getImageResource().getTextureView());
  184. }
  185. drawQuad(cmdb);
  186. // Restore state
  187. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  188. }
  189. // Apply the fog
  190. {
  191. cmdb.bindShaderProgram(m_applyFog.m_grProg.get());
  192. // Bind all
  193. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  194. cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get());
  195. rgraphCtx.bindTexture(0, 2, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  196. rgraphCtx.bindColorTexture(0, 3, getRenderer().getVolumetricFog().getRt());
  197. class PushConsts
  198. {
  199. public:
  200. Vec2 m_padding;
  201. F32 m_near;
  202. F32 m_far;
  203. } regs;
  204. regs.m_near = ctx.m_cameraNear;
  205. regs.m_far = ctx.m_cameraFar;
  206. cmdb.setPushConstants(&regs, sizeof(regs));
  207. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  208. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha);
  209. drawQuad(cmdb);
  210. // Reset state
  211. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  212. }
  213. // Forward shading last
  214. {
  215. if(enableVrs)
  216. {
  217. cmdb.setVrsRate(VrsRate::k2x2);
  218. }
  219. getRenderer().getForwardShading().run(ctx, rgraphCtx);
  220. if(enableVrs)
  221. {
  222. // Restore
  223. cmdb.setVrsRate(VrsRate::k1x1);
  224. }
  225. }
  226. }
  227. void LightShading::populateRenderGraph(RenderingContext& ctx)
  228. {
  229. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  230. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  231. const Bool fbDescrHasVrs = m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth > 0;
  232. if(enableVrs != fbDescrHasVrs)
  233. {
  234. // Re-bake the FB descriptor if the VRS state has changed
  235. if(enableVrs)
  236. {
  237. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  238. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  239. }
  240. else
  241. {
  242. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = 0;
  243. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = 0;
  244. }
  245. m_lightShading.m_fbDescr.bake();
  246. }
  247. // Create RT
  248. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  249. RenderTargetHandle sriRt;
  250. if(enableVrs)
  251. {
  252. sriRt = getRenderer().getVrsSriGeneration().getSriRt();
  253. }
  254. // Create pass
  255. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  256. pass.setWork(1, [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  257. run(ctx, rgraphCtx);
  258. });
  259. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, getRenderer().getGBuffer().getDepthRt(), sriRt);
  260. const TextureUsageBit readUsage = TextureUsageBit::kSampledFragment;
  261. // All
  262. if(enableVrs)
  263. {
  264. pass.newTextureDependency(sriRt, TextureUsageBit::kFramebufferShadingRate);
  265. }
  266. // Light shading
  267. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kFramebufferWrite);
  268. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage);
  269. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage);
  270. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage);
  271. pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSampledFragment | TextureUsageBit::kFramebufferRead,
  272. TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  273. pass.newTextureDependency(getRenderer().getShadowMapping().getShadowmapRt(), readUsage);
  274. pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage);
  275. pass.newBufferDependency(getRenderer().getClusterBinning2().getClustersBufferHandle(), BufferUsageBit::kStorageFragmentRead);
  276. pass.newBufferDependency(getRenderer().getClusterBinning2().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight),
  277. BufferUsageBit::kStorageFragmentRead);
  278. // Apply indirect
  279. pass.newTextureDependency(getRenderer().getIndirectDiffuse().getRt(), readUsage);
  280. pass.newTextureDependency(getRenderer().getDepthDownscale().getHiZRt(), readUsage);
  281. pass.newTextureDependency(getRenderer().getIndirectSpecular().getRt(), readUsage);
  282. // Fog
  283. pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage);
  284. // For forward shading
  285. getRenderer().getForwardShading().setDependencies(pass);
  286. }
  287. void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  288. ShaderProgramPtr& optionalShaderProgram) const
  289. {
  290. ANKI_ASSERT(rtName == "LightShading");
  291. handles[0] = m_runCtx.m_rt;
  292. optionalShaderProgram = m_visualizeRtGrProg;
  293. }
  294. } // end namespace anki