RtShadows.cpp 27 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/DepthDownscale.h>
  12. #include <AnKi/Renderer/RenderQueue.h>
  13. #include <AnKi/Resource/ShaderProgramResourceSystem.h>
  14. #include <AnKi/Util/Tracer.h>
  15. #include <AnKi/Core/ConfigSet.h>
  16. namespace anki
  17. {
  18. RtShadows::~RtShadows()
  19. {
  20. }
  21. Error RtShadows::init(const ConfigSet& cfg)
  22. {
  23. const Error err = initInternal(cfg);
  24. if(err)
  25. {
  26. ANKI_R_LOGE("Failed to initialize ray traced shadows");
  27. }
  28. return err;
  29. }
  30. Error RtShadows::initInternal(const ConfigSet& cfg)
  31. {
  32. m_useSvgf = cfg.getNumberU8("r_rtShadowsSvgf") != 0;
  33. m_atrousPassCount = cfg.getNumberU8("r_rtShadowsSvgfAtrousPassCount");
  34. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoiseRgb864x64.png", m_blueNoiseImage));
  35. // Ray gen program
  36. {
  37. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsRayGen.ankiprog", m_rayGenProg));
  38. ShaderProgramResourceVariantInitInfo variantInitInfo(m_rayGenProg);
  39. variantInitInfo.addMutation("RAYS_PER_PIXEL", cfg.getNumberU8("r_rtShadowsRaysPerPixel"));
  40. const ShaderProgramResourceVariant* variant;
  41. m_rayGenProg->getOrCreateVariant(variantInitInfo, variant);
  42. m_rtLibraryGrProg = variant->getProgram();
  43. m_rayGenShaderGroupIdx = variant->getShaderGroupHandleIndex();
  44. }
  45. // Miss prog
  46. {
  47. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsMiss.ankiprog", m_missProg));
  48. const ShaderProgramResourceVariant* variant;
  49. m_missProg->getOrCreateVariant(variant);
  50. m_missShaderGroupIdx = variant->getShaderGroupHandleIndex();
  51. }
  52. // Denoise program
  53. if(!m_useSvgf)
  54. {
  55. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsDenoise.ankiprog", m_denoiseProg));
  56. ShaderProgramResourceVariantInitInfo variantInitInfo(m_denoiseProg);
  57. variantInitInfo.addConstant("OUT_IMAGE_SIZE", UVec2(m_r->getWidth() / 2, m_r->getHeight() / 2));
  58. variantInitInfo.addConstant("MIN_SAMPLE_COUNT", 8u);
  59. variantInitInfo.addConstant("MAX_SAMPLE_COUNT", 32u);
  60. variantInitInfo.addMutation("BLUR_ORIENTATION", 0);
  61. const ShaderProgramResourceVariant* variant;
  62. m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
  63. m_grDenoiseHorizontalProg = variant->getProgram();
  64. variantInitInfo.addMutation("BLUR_ORIENTATION", 1);
  65. m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
  66. m_grDenoiseVerticalProg = variant->getProgram();
  67. }
  68. // SVGF variance program
  69. if(m_useSvgf)
  70. {
  71. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsSvgfVariance.ankiprog", m_svgfVarianceProg));
  72. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfVarianceProg);
  73. variantInitInfo.addConstant("FB_SIZE", UVec2(m_r->getWidth() / 2, m_r->getHeight() / 2));
  74. const ShaderProgramResourceVariant* variant;
  75. m_svgfVarianceProg->getOrCreateVariant(variantInitInfo, variant);
  76. m_svgfVarianceGrProg = variant->getProgram();
  77. }
  78. // SVGF atrous program
  79. if(m_useSvgf)
  80. {
  81. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsSvgfAtrous.ankiprog", m_svgfAtrousProg));
  82. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfAtrousProg);
  83. variantInitInfo.addConstant("FB_SIZE", UVec2(m_r->getWidth() / 2, m_r->getHeight() / 2));
  84. variantInitInfo.addMutation("LAST_PASS", 0);
  85. const ShaderProgramResourceVariant* variant;
  86. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  87. m_svgfAtrousGrProg = variant->getProgram();
  88. variantInitInfo.addMutation("LAST_PASS", 1);
  89. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  90. m_svgfAtrousLastPassGrProg = variant->getProgram();
  91. }
  92. // Upscale program
  93. {
  94. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsUpscale.ankiprog", m_upscaleProg));
  95. ShaderProgramResourceVariantInitInfo variantInitInfo(m_upscaleProg);
  96. variantInitInfo.addConstant("OUT_IMAGE_SIZE", UVec2(m_r->getWidth(), m_r->getHeight()));
  97. const ShaderProgramResourceVariant* variant;
  98. m_upscaleProg->getOrCreateVariant(variantInitInfo, variant);
  99. m_upscaleGrProg = variant->getProgram();
  100. }
  101. // Debug program
  102. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsVisualizeRenderTarget.ankiprog",
  103. m_visualizeRenderTargetsProg));
  104. // Quarter rez shadow RT
  105. {
  106. TextureInitInfo texinit =
  107. m_r->create2DRenderTargetInitInfo(m_r->getWidth() / 2, m_r->getHeight() / 2, Format::R32G32_UINT,
  108. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  109. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  110. "RtShadows History");
  111. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  112. m_historyRt = m_r->createAndClearRenderTarget(texinit);
  113. }
  114. // Temp shadow RT
  115. {
  116. m_intermediateShadowsRtDescr = m_r->create2DRenderTargetDescription(m_r->getWidth() / 2, m_r->getHeight() / 2,
  117. Format::R32G32_UINT, "RtShadows Tmp");
  118. m_intermediateShadowsRtDescr.bake();
  119. }
  120. // Moments RT
  121. {
  122. TextureInitInfo texinit =
  123. m_r->create2DRenderTargetInitInfo(m_r->getWidth() / 2, m_r->getHeight() / 2, Format::R32G32_SFLOAT,
  124. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  125. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  126. "RtShadows Moments #1");
  127. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  128. m_momentsRts[0] = m_r->createAndClearRenderTarget(texinit);
  129. texinit.setName("RtShadows Moments #2");
  130. m_momentsRts[1] = m_r->createAndClearRenderTarget(texinit);
  131. }
  132. // History len RT
  133. {
  134. TextureInitInfo texinit =
  135. m_r->create2DRenderTargetInitInfo(m_r->getWidth() / 2, m_r->getHeight() / 2, Format::R8_UNORM,
  136. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  137. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  138. "RtShadows History Length #1");
  139. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  140. m_historyLengthRts[0] = m_r->createAndClearRenderTarget(texinit);
  141. texinit.setName("RtShadows History Length #2");
  142. m_historyLengthRts[1] = m_r->createAndClearRenderTarget(texinit);
  143. }
  144. // Variance RT
  145. if(m_useSvgf)
  146. {
  147. m_varianceRtDescr = m_r->create2DRenderTargetDescription(m_r->getWidth() / 2, m_r->getHeight() / 2,
  148. Format::R32_SFLOAT, "RtShadows Variance");
  149. m_varianceRtDescr.bake();
  150. }
  151. // Final RT
  152. {
  153. m_upscaledRtDescr = m_r->create2DRenderTargetDescription(m_r->getWidth(), m_r->getHeight(), Format::R32G32_UINT,
  154. "RtShadows Upscaled");
  155. m_upscaledRtDescr.bake();
  156. }
  157. // Misc
  158. m_sbtRecordSize = getAlignedRoundUp(getGrManager().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
  159. return Error::NONE;
  160. }
  161. void RtShadows::populateRenderGraph(RenderingContext& ctx)
  162. {
  163. ANKI_TRACE_SCOPED_EVENT(R_RT_SHADOWS);
  164. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  165. m_runCtx.m_ctx = &ctx;
  166. buildSbt();
  167. const U32 prevRtIdx = m_r->getFrameCount() & 1;
  168. // Import RTs
  169. {
  170. if(ANKI_UNLIKELY(!m_rtsImportedOnce))
  171. {
  172. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt, TextureUsageBit::SAMPLED_FRAGMENT);
  173. m_runCtx.m_prevMomentsRt =
  174. rgraph.importRenderTarget(m_momentsRts[prevRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  175. m_runCtx.m_prevHistoryLengthRt =
  176. rgraph.importRenderTarget(m_historyLengthRts[prevRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  177. m_rtsImportedOnce = true;
  178. }
  179. else
  180. {
  181. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt);
  182. m_runCtx.m_prevMomentsRt = rgraph.importRenderTarget(m_momentsRts[prevRtIdx]);
  183. m_runCtx.m_prevHistoryLengthRt = rgraph.importRenderTarget(m_historyLengthRts[prevRtIdx]);
  184. }
  185. if((getPassCountWithoutUpscaling() % 2) == 1)
  186. {
  187. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  188. m_runCtx.m_intermediateShadowsRts[1] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  189. }
  190. else
  191. {
  192. // We can save a render target if we have even number of renderpasses
  193. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  194. m_runCtx.m_intermediateShadowsRts[1] = m_runCtx.m_historyRt;
  195. }
  196. m_runCtx.m_currentMomentsRt = rgraph.importRenderTarget(m_momentsRts[!prevRtIdx], TextureUsageBit::NONE);
  197. m_runCtx.m_currentHistoryLengthRt =
  198. rgraph.importRenderTarget(m_historyLengthRts[!prevRtIdx], TextureUsageBit::NONE);
  199. if(m_useSvgf)
  200. {
  201. if(m_atrousPassCount > 1)
  202. {
  203. m_runCtx.m_varianceRts[0] = rgraph.newRenderTarget(m_varianceRtDescr);
  204. }
  205. m_runCtx.m_varianceRts[1] = rgraph.newRenderTarget(m_varianceRtDescr);
  206. }
  207. m_runCtx.m_upscaledRt = rgraph.newRenderTarget(m_upscaledRtDescr);
  208. }
  209. const RenderPassDependency depthDependency(m_r->getDepthDownscale().getHiZRt(),
  210. TextureUsageBit::SAMPLED_TRACE_RAYS | TextureUsageBit::SAMPLED_COMPUTE,
  211. HIZ_HALF_DEPTH);
  212. // RT shadows pass
  213. {
  214. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
  215. rpass.setWork(
  216. [](RenderPassWorkContext& rgraphCtx) { static_cast<RtShadows*>(rgraphCtx.m_userData)->run(rgraphCtx); },
  217. this, 0);
  218. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  219. rpass.newDependency(
  220. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  221. rpass.newDependency(
  222. RenderPassDependency(m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle(),
  223. AccelerationStructureUsageBit::TRACE_RAYS_READ));
  224. rpass.newDependency(depthDependency);
  225. rpass.newDependency(
  226. RenderPassDependency(m_r->getMotionVectors().getMotionVectorsRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  227. rpass.newDependency(
  228. RenderPassDependency(m_r->getMotionVectors().getRejectionFactorRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  229. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_TRACE_RAYS));
  230. rpass.newDependency(RenderPassDependency(m_runCtx.m_prevMomentsRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  231. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  232. rpass.newDependency(RenderPassDependency(m_runCtx.m_prevHistoryLengthRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  233. rpass.newDependency(
  234. RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  235. rpass.newDependency(RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle,
  236. BufferUsageBit::STORAGE_TRACE_RAYS_READ));
  237. }
  238. // Denoise pass horizontal
  239. if(!m_useSvgf)
  240. {
  241. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Horizontal");
  242. rpass.setWork(
  243. [](RenderPassWorkContext& rgraphCtx) {
  244. static_cast<RtShadows*>(rgraphCtx.m_userData)->runDenoise(rgraphCtx);
  245. },
  246. this, 0);
  247. rpass.newDependency(
  248. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  249. rpass.newDependency(depthDependency);
  250. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  251. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  252. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  253. rpass.newDependency(
  254. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  255. }
  256. // Denoise pass vertical
  257. if(!m_useSvgf)
  258. {
  259. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Vertical");
  260. rpass.setWork(
  261. [](RenderPassWorkContext& rgraphCtx) {
  262. static_cast<RtShadows*>(rgraphCtx.m_userData)->runDenoise(rgraphCtx);
  263. },
  264. this, 0);
  265. rpass.newDependency(
  266. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::SAMPLED_COMPUTE));
  267. rpass.newDependency(depthDependency);
  268. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  269. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  270. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  271. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  272. }
  273. // Variance calculation pass
  274. if(m_useSvgf)
  275. {
  276. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Variance");
  277. rpass.setWork(
  278. [](RenderPassWorkContext& rgraphCtx) {
  279. static_cast<RtShadows*>(rgraphCtx.m_userData)->runSvgfVariance(rgraphCtx);
  280. },
  281. this, 0);
  282. rpass.newDependency(
  283. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  284. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  285. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  286. rpass.newDependency(depthDependency);
  287. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  288. rpass.newDependency(
  289. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  290. rpass.newDependency(RenderPassDependency(m_runCtx.m_varianceRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  291. }
  292. // SVGF Atrous
  293. U32 atrousWriteRtIdx = MAX_U32;
  294. (void)atrousWriteRtIdx;
  295. if(m_useSvgf)
  296. {
  297. m_runCtx.m_atrousPassIdx = 0;
  298. for(U32 i = 0; i < m_atrousPassCount; ++i)
  299. {
  300. const Bool lastPass = i == U32(m_atrousPassCount - 1);
  301. const U32 readRtIdx = (i + 1) & 1;
  302. atrousWriteRtIdx = !readRtIdx;
  303. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Atrous");
  304. rpass.setWork(
  305. [](RenderPassWorkContext& rgraphCtx) {
  306. static_cast<RtShadows*>(rgraphCtx.m_userData)->runSvgfAtrous(rgraphCtx);
  307. },
  308. this, 0);
  309. rpass.newDependency(depthDependency);
  310. rpass.newDependency(
  311. RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  312. rpass.newDependency(
  313. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  314. rpass.newDependency(
  315. RenderPassDependency(m_runCtx.m_varianceRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  316. if(!lastPass)
  317. {
  318. rpass.newDependency(RenderPassDependency(m_runCtx.m_intermediateShadowsRts[!readRtIdx],
  319. TextureUsageBit::IMAGE_COMPUTE_WRITE));
  320. rpass.newDependency(
  321. RenderPassDependency(m_runCtx.m_varianceRts[!readRtIdx], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  322. }
  323. else
  324. {
  325. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  326. }
  327. }
  328. }
  329. // Upscale
  330. {
  331. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Upscale");
  332. rpass.setWork(
  333. [](RenderPassWorkContext& rgraphCtx) {
  334. static_cast<RtShadows*>(rgraphCtx.m_userData)->runUpscale(rgraphCtx);
  335. },
  336. this, 0);
  337. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_COMPUTE));
  338. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  339. rpass.newDependency(depthDependency);
  340. rpass.newDependency(RenderPassDependency(m_runCtx.m_upscaledRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  341. }
  342. // Find out the lights that will take part in RT pass
  343. {
  344. RenderQueue& rqueue = *m_runCtx.m_ctx->m_renderQueue;
  345. m_runCtx.m_layersWithRejectedHistory.unsetAll();
  346. if(rqueue.m_directionalLight.hasShadow())
  347. {
  348. U32 layerIdx;
  349. Bool rejectHistory;
  350. const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
  351. (void)layerFound;
  352. ANKI_ASSERT(layerFound && "Directional can't fail");
  353. rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
  354. ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  355. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  356. }
  357. for(PointLightQueueElement& light : rqueue.m_pointLights)
  358. {
  359. if(!light.hasShadow())
  360. {
  361. continue;
  362. }
  363. U32 layerIdx;
  364. Bool rejectHistory;
  365. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  366. if(layerFound)
  367. {
  368. light.m_shadowLayer = U8(layerIdx);
  369. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  370. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  371. }
  372. else
  373. {
  374. // Disable shadows
  375. light.m_shadowRenderQueues = {};
  376. }
  377. }
  378. for(SpotLightQueueElement& light : rqueue.m_spotLights)
  379. {
  380. if(!light.hasShadow())
  381. {
  382. continue;
  383. }
  384. U32 layerIdx;
  385. Bool rejectHistory;
  386. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  387. if(layerFound)
  388. {
  389. light.m_shadowLayer = U8(layerIdx);
  390. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  391. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  392. }
  393. else
  394. {
  395. // Disable shadows
  396. light.m_shadowRenderQueue = nullptr;
  397. }
  398. }
  399. }
  400. }
  401. void RtShadows::run(RenderPassWorkContext& rgraphCtx)
  402. {
  403. const RenderingContext& ctx = *m_runCtx.m_ctx;
  404. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  405. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  406. cmdb->bindShaderProgram(m_rtLibraryGrProg);
  407. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  408. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  409. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  410. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  411. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  412. cmdb->bindSampler(0, 5, m_r->getSamplers().m_trilinearRepeat);
  413. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[0]);
  414. rgraphCtx.bindColorTexture(0, 7, m_runCtx.m_historyRt);
  415. cmdb->bindSampler(0, 8, m_r->getSamplers().m_trilinearClamp);
  416. cmdb->bindSampler(0, 9, m_r->getSamplers().m_nearestNearestClamp);
  417. rgraphCtx.bindTexture(0, 10, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  418. rgraphCtx.bindColorTexture(0, 11, m_r->getMotionVectors().getMotionVectorsRt());
  419. rgraphCtx.bindColorTexture(0, 12, m_r->getMotionVectors().getRejectionFactorRt());
  420. rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(2));
  421. rgraphCtx.bindAccelerationStructure(0, 14, m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle());
  422. rgraphCtx.bindColorTexture(0, 15, m_runCtx.m_prevHistoryLengthRt);
  423. rgraphCtx.bindImage(0, 16, m_runCtx.m_currentHistoryLengthRt);
  424. rgraphCtx.bindColorTexture(0, 17, m_runCtx.m_prevMomentsRt);
  425. rgraphCtx.bindImage(0, 18, m_runCtx.m_currentMomentsRt);
  426. cmdb->bindTexture(0, 19, m_blueNoiseImage->getTextureView(), TextureUsageBit::SAMPLED_TRACE_RAYS);
  427. cmdb->bindAllBindless(1);
  428. RtShadowsUniforms unis;
  429. for(U32 i = 0; i < MAX_RT_SHADOW_LAYERS; ++i)
  430. {
  431. unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
  432. }
  433. cmdb->setPushConstants(&unis, sizeof(unis));
  434. cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
  435. m_r->getWidth() / 2, m_r->getHeight() / 2, 1);
  436. }
  437. void RtShadows::runDenoise(RenderPassWorkContext& rgraphCtx)
  438. {
  439. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  440. cmdb->bindShaderProgram((m_runCtx.m_denoiseOrientation == 0) ? m_grDenoiseHorizontalProg : m_grDenoiseVerticalProg);
  441. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  442. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  443. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[m_runCtx.m_denoiseOrientation]);
  444. rgraphCtx.bindTexture(0, 3, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  445. rgraphCtx.bindColorTexture(0, 4, m_r->getGBuffer().getColorRt(2));
  446. rgraphCtx.bindColorTexture(0, 5, m_runCtx.m_currentMomentsRt);
  447. rgraphCtx.bindColorTexture(0, 6, m_runCtx.m_currentHistoryLengthRt);
  448. rgraphCtx.bindImage(
  449. 0, 7, (m_runCtx.m_denoiseOrientation == 0) ? m_runCtx.m_intermediateShadowsRts[1] : m_runCtx.m_historyRt);
  450. RtShadowsDenoiseUniforms unis;
  451. unis.invViewProjMat = m_runCtx.m_ctx->m_matrices.m_invertedViewProjectionJitter;
  452. unis.time = F32(m_r->getGlobalTimestamp());
  453. cmdb->setPushConstants(&unis, sizeof(unis));
  454. dispatchPPCompute(cmdb, 8, 8, m_r->getWidth() / 2, m_r->getHeight() / 2);
  455. m_runCtx.m_denoiseOrientation = !m_runCtx.m_denoiseOrientation;
  456. }
  457. void RtShadows::runSvgfVariance(RenderPassWorkContext& rgraphCtx)
  458. {
  459. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  460. cmdb->bindShaderProgram(m_svgfVarianceGrProg);
  461. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  462. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  463. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[0]);
  464. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_currentMomentsRt);
  465. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_currentHistoryLengthRt);
  466. rgraphCtx.bindTexture(0, 5, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  467. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[1]);
  468. rgraphCtx.bindImage(0, 7, m_runCtx.m_varianceRts[1]);
  469. const Mat4& invProjMat = m_runCtx.m_ctx->m_matrices.m_projectionJitter.getInverse();
  470. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  471. dispatchPPCompute(cmdb, 8, 8, m_r->getWidth() / 2, m_r->getHeight() / 2);
  472. }
  473. void RtShadows::runSvgfAtrous(RenderPassWorkContext& rgraphCtx)
  474. {
  475. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  476. const Bool lastPass = m_runCtx.m_atrousPassIdx == m_atrousPassCount - 1;
  477. const U32 readRtIdx = (m_runCtx.m_atrousPassIdx + 1) & 1;
  478. if(lastPass)
  479. {
  480. cmdb->bindShaderProgram(m_svgfAtrousLastPassGrProg);
  481. }
  482. else
  483. {
  484. cmdb->bindShaderProgram(m_svgfAtrousGrProg);
  485. }
  486. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  487. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  488. rgraphCtx.bindTexture(0, 2, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  489. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_intermediateShadowsRts[readRtIdx]);
  490. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_varianceRts[readRtIdx]);
  491. if(!lastPass)
  492. {
  493. rgraphCtx.bindImage(0, 5, m_runCtx.m_intermediateShadowsRts[!readRtIdx]);
  494. rgraphCtx.bindImage(0, 6, m_runCtx.m_varianceRts[!readRtIdx]);
  495. }
  496. else
  497. {
  498. rgraphCtx.bindImage(0, 5, m_runCtx.m_historyRt);
  499. }
  500. const Mat4& invProjMat = m_runCtx.m_ctx->m_matrices.m_projectionJitter.getInverse();
  501. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  502. dispatchPPCompute(cmdb, 8, 8, m_r->getWidth() / 2, m_r->getHeight() / 2);
  503. ++m_runCtx.m_atrousPassIdx;
  504. }
  505. void RtShadows::runUpscale(RenderPassWorkContext& rgraphCtx)
  506. {
  507. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  508. cmdb->bindShaderProgram(m_upscaleGrProg);
  509. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  510. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  511. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyRt);
  512. rgraphCtx.bindImage(0, 3, m_runCtx.m_upscaledRt);
  513. rgraphCtx.bindTexture(0, 4, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  514. rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  515. dispatchPPCompute(cmdb, 8, 8, m_r->getWidth(), m_r->getHeight());
  516. }
  517. void RtShadows::buildSbt()
  518. {
  519. // Get some things
  520. RenderingContext& ctx = *m_runCtx.m_ctx;
  521. ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
  522. ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
  523. ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
  524. const U32 instanceCount = instanceElements.getSize();
  525. ANKI_ASSERT(instanceCount > 0);
  526. const U32 shaderHandleSize = getGrManager().getDeviceCapabilities().m_shaderGroupHandleSize;
  527. const U32 extraSbtRecords = 1 + 1; // Raygen + miss
  528. m_runCtx.m_hitGroupCount = instanceCount;
  529. // Allocate SBT
  530. StagingGpuMemoryToken token;
  531. U8* sbt = allocateStorage<U8*>(PtrSize(m_sbtRecordSize) * (instanceCount + extraSbtRecords), token);
  532. const U8* sbtStart = sbt;
  533. (void)sbtStart;
  534. m_runCtx.m_sbtBuffer = token.m_buffer;
  535. m_runCtx.m_sbtOffset = token.m_offset;
  536. // Set the miss and ray gen handles
  537. ConstWeakArray<U8> shaderGroupHandles = m_rtLibraryGrProg->getShaderGroupHandles();
  538. memcpy(sbt, &shaderGroupHandles[m_rayGenShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  539. sbt += m_sbtRecordSize;
  540. memcpy(sbt, &shaderGroupHandles[m_missShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  541. sbt += m_sbtRecordSize;
  542. // Init SBT and instances
  543. ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
  544. for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
  545. {
  546. const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
  547. // Init SBT record
  548. memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndices[RayType::SHADOWS] * shaderHandleSize],
  549. shaderHandleSize);
  550. memcpy(sbt + shaderHandleSize, &element.m_modelDescriptor, sizeof(element.m_modelDescriptor));
  551. sbt += m_sbtRecordSize;
  552. }
  553. ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
  554. }
  555. Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
  556. {
  557. const U64 crntFrame = m_r->getFrameCount();
  558. layerIdx = MAX_U32;
  559. U32 nextBestLayerIdx = MAX_U32;
  560. U64 nextBestLayerFame = crntFrame;
  561. rejectHistoryBuffer = false;
  562. for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
  563. {
  564. ShadowLayer& layer = m_shadowLayers[i];
  565. if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
  566. {
  567. // Found it being used last frame
  568. layerIdx = i;
  569. layer.m_frameLastUsed = crntFrame;
  570. layer.m_lightUuid = lightUuid;
  571. break;
  572. }
  573. else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == MAX_U64)
  574. {
  575. // Found an empty slot or slot used by the same light
  576. layerIdx = i;
  577. layer.m_frameLastUsed = crntFrame;
  578. layer.m_lightUuid = lightUuid;
  579. rejectHistoryBuffer = true;
  580. break;
  581. }
  582. else if(layer.m_frameLastUsed < nextBestLayerFame)
  583. {
  584. nextBestLayerIdx = i;
  585. nextBestLayerFame = crntFrame;
  586. }
  587. }
  588. // Not found but there is a good candidate. Use that
  589. if(layerIdx == MAX_U32 && nextBestLayerIdx != MAX_U32)
  590. {
  591. layerIdx = nextBestLayerIdx;
  592. m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
  593. m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
  594. rejectHistoryBuffer = true;
  595. }
  596. return layerIdx != MAX_U32;
  597. }
  598. void RtShadows::getDebugRenderTarget(CString rtName, RenderTargetHandle& handle,
  599. ShaderProgramPtr& optionalShaderProgram) const
  600. {
  601. U32 layerGroup = 0;
  602. if(rtName == "RtShadows")
  603. {
  604. layerGroup = 0;
  605. }
  606. else if(rtName == "RtShadows1")
  607. {
  608. layerGroup = 1;
  609. }
  610. else
  611. {
  612. ANKI_ASSERT(rtName == "RtShadows2");
  613. layerGroup = 2;
  614. }
  615. handle = m_runCtx.m_upscaledRt;
  616. ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
  617. variantInit.addMutation("LAYER_GROUP", layerGroup);
  618. const ShaderProgramResourceVariant* variant;
  619. m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
  620. optionalShaderProgram = variant->getProgram();
  621. }
  622. } // end namespace anki