Drawer.cpp 9.2 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/Utils/Drawer.h>
  6. #include <AnKi/Resource/ImageResource.h>
  7. #include <AnKi/Renderer/Renderer.h>
  8. #include <AnKi/Util/Tracer.h>
  9. #include <AnKi/Util/Logger.h>
  10. #include <AnKi/Shaders/Include/MaterialTypes.h>
  11. #include <AnKi/Shaders/Include/GpuSceneFunctions.h>
  12. #include <AnKi/Core/GpuMemory/UnifiedGeometryBuffer.h>
  13. #include <AnKi/Core/GpuMemory/RebarTransientMemoryPool.h>
  14. #include <AnKi/Core/GpuMemory/GpuSceneBuffer.h>
  15. #include <AnKi/Core/StatsSet.h>
  16. #include <AnKi/Scene/RenderStateBucket.h>
  17. namespace anki {
  18. RenderableDrawer::~RenderableDrawer()
  19. {
  20. }
  21. Error RenderableDrawer::init()
  22. {
  23. return Error::kNone;
  24. }
  25. void RenderableDrawer::setState(const RenderableDrawerArguments& args, CommandBuffer& cmdb)
  26. {
  27. // Allocate, set and bind global uniforms
  28. {
  29. MaterialGlobalConstants* globalUniforms;
  30. const RebarAllocation globalUniformsToken = RebarTransientMemoryPool::getSingleton().allocateFrame(1, globalUniforms);
  31. globalUniforms->m_viewProjectionMatrix = args.m_viewProjectionMatrix;
  32. globalUniforms->m_previousViewProjectionMatrix = args.m_previousViewProjectionMatrix;
  33. static_assert(sizeof(globalUniforms->m_viewTransform) == sizeof(args.m_viewMatrix));
  34. memcpy(&globalUniforms->m_viewTransform, &args.m_viewMatrix, sizeof(args.m_viewMatrix));
  35. static_assert(sizeof(globalUniforms->m_cameraTransform) == sizeof(args.m_cameraTransform));
  36. memcpy(&globalUniforms->m_cameraTransform, &args.m_cameraTransform, sizeof(args.m_cameraTransform));
  37. ANKI_ASSERT(args.m_viewport != UVec4(0u));
  38. globalUniforms->m_viewport = Vec4(args.m_viewport);
  39. globalUniforms->m_enableHzbTesting = args.m_hzbTexture != nullptr;
  40. cmdb.bindConstantBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGlobalConstants), globalUniformsToken);
  41. }
  42. // More globals
  43. cmdb.bindAllBindless(U32(MaterialSet::kBindless));
  44. cmdb.bindSampler(U32(MaterialSet::kGlobal), U32(MaterialBinding::kTrilinearRepeatSampler), args.m_sampler);
  45. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGpuScene), &GpuSceneBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize);
  46. #define ANKI_UNIFIED_GEOM_FORMAT(fmt, shaderType) \
  47. cmdb.bindReadOnlyTextureBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kUnifiedGeometry_##fmt), \
  48. &UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, kMaxPtrSize, Format::k##fmt);
  49. #include <AnKi/Shaders/Include/UnifiedGeometryTypes.defs.h>
  50. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kMeshletBoundingVolumes),
  51. UnifiedGeometryBuffer::getSingleton().getBufferOffsetRange());
  52. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kMeshletGeometryDescriptors),
  53. UnifiedGeometryBuffer::getSingleton().getBufferOffsetRange());
  54. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kTaskShaderPayloads), args.m_taskShaderPayloadsBuffer);
  55. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kRenderables),
  56. GpuSceneArrays::Renderable::getSingleton().getBufferOffsetRange());
  57. cmdb.bindUavBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kMeshLods), GpuSceneArrays::MeshLod::getSingleton().getBufferOffsetRange());
  58. cmdb.bindTexture(U32(MaterialSet::kGlobal), U32(MaterialBinding::kHzbTexture),
  59. (args.m_hzbTexture) ? args.m_hzbTexture : &getRenderer().getDummyTextureView2d());
  60. cmdb.bindSampler(U32(MaterialSet::kGlobal), U32(MaterialBinding::kNearestClampSampler), getRenderer().getSamplers().m_nearestNearestClamp.get());
  61. // Misc
  62. cmdb.setVertexAttribute(0, 0, Format::kR32G32B32A32_Uint, 0);
  63. cmdb.bindIndexBuffer(&UnifiedGeometryBuffer::getSingleton().getBuffer(), 0, IndexType::kU16);
  64. }
  65. void RenderableDrawer::drawMdi(const RenderableDrawerArguments& args, CommandBuffer& cmdb)
  66. {
  67. ANKI_ASSERT(args.m_viewport != UVec4(0u));
  68. if(RenderStateBucketContainer::getSingleton().getBucketCount(args.m_renderingTechinuqe) == 0) [[unlikely]]
  69. {
  70. return;
  71. }
  72. #if ANKI_STATS_ENABLED
  73. PipelineQueryPtr pplineQuery;
  74. if(GrManager::getSingleton().getDeviceCapabilities().m_pipelineQuery)
  75. {
  76. PipelineQueryInitInfo queryInit("Drawer");
  77. queryInit.m_type = PipelineQueryType::kPrimitivesPassedClipping;
  78. pplineQuery = GrManager::getSingleton().newPipelineQuery(queryInit);
  79. getRenderer().appendPipelineQuery(pplineQuery.get());
  80. cmdb.beginPipelineQuery(pplineQuery.get());
  81. }
  82. #endif
  83. setState(args, cmdb);
  84. cmdb.bindVertexBuffer(0, args.m_instanceRateRenderablesBuffer.m_buffer, args.m_instanceRateRenderablesBuffer.m_offset,
  85. sizeof(GpuSceneRenderableVertex), VertexStepRate::kInstance);
  86. // Gather the drawcalls
  87. class Command
  88. {
  89. public:
  90. class LegacyDraw
  91. {
  92. public:
  93. Buffer* m_drawIndirectArgsBuffer;
  94. PtrSize m_drawIndirectArgsBufferOffset;
  95. Buffer* m_mdiDrawCountsBuffer;
  96. PtrSize m_mdiDrawCountsBufferOffset;
  97. U32 m_maxDrawCount;
  98. PrimitiveTopology m_primitiveTopology;
  99. };
  100. class ModernDraw
  101. {
  102. public:
  103. U32 m_firstPayload;
  104. Buffer* m_taskShaderIndirectArgsBuffer;
  105. PtrSize m_taskShaderIndirectArgsBufferOffset;
  106. };
  107. union
  108. {
  109. LegacyDraw m_legacyDraw;
  110. ModernDraw m_modernDraw;
  111. };
  112. ShaderProgram* m_program;
  113. U64 m_shaderBinarySize;
  114. U8 m_drawType;
  115. Bool m_hasDiscard;
  116. };
  117. Array<Command, 16> commands;
  118. U32 commandCount = 0;
  119. U32 allUserCount = 0;
  120. U32 bucketCount = 0;
  121. U32 allMeshletGroupCount = 0;
  122. U32 legacyGeometryFlowUserCount = 0;
  123. RenderStateBucketContainer::getSingleton().iterateBuckets(
  124. args.m_renderingTechinuqe, [&](const RenderStateInfo& state, U32 userCount, U32 meshletGroupCount) {
  125. if(userCount == 0)
  126. {
  127. ++bucketCount;
  128. return;
  129. }
  130. Command& cmd = commands[commandCount++];
  131. cmd.m_program = state.m_program.get();
  132. cmd.m_shaderBinarySize = U64(state.m_program->getShaderBinarySize(ShaderType::kFragment)) << 32u;
  133. cmd.m_hasDiscard = state.m_program->hasDiscard();
  134. const Bool usesMeshShaders = meshletGroupCount > 0;
  135. if(usesMeshShaders)
  136. {
  137. cmd.m_drawType = 2;
  138. cmd.m_shaderBinarySize |= state.m_program->getShaderBinarySize(ShaderType::kMesh);
  139. cmd.m_modernDraw.m_firstPayload = allMeshletGroupCount;
  140. cmd.m_modernDraw.m_taskShaderIndirectArgsBuffer = args.m_taskShaderIndirectArgsBuffer.m_buffer;
  141. cmd.m_modernDraw.m_taskShaderIndirectArgsBufferOffset =
  142. args.m_taskShaderIndirectArgsBuffer.m_offset + sizeof(DispatchIndirectArgs) * bucketCount;
  143. allMeshletGroupCount += min(meshletGroupCount, kMaxMeshletGroupCountPerRenderStateBucket);
  144. }
  145. else
  146. {
  147. const U32 maxDrawCount = userCount;
  148. cmd.m_drawType = (state.m_indexedDrawcall) ? 0 : 1;
  149. cmd.m_shaderBinarySize |= state.m_program->getShaderBinarySize(ShaderType::kVertex);
  150. cmd.m_legacyDraw.m_primitiveTopology = state.m_primitiveTopology;
  151. cmd.m_legacyDraw.m_drawIndirectArgsBuffer = args.m_drawIndexedIndirectArgsBuffer.m_buffer;
  152. cmd.m_legacyDraw.m_drawIndirectArgsBufferOffset =
  153. args.m_drawIndexedIndirectArgsBuffer.m_offset + sizeof(DrawIndexedIndirectArgs) * legacyGeometryFlowUserCount;
  154. cmd.m_legacyDraw.m_maxDrawCount = maxDrawCount;
  155. cmd.m_legacyDraw.m_mdiDrawCountsBuffer = args.m_mdiDrawCountsBuffer.m_buffer;
  156. cmd.m_legacyDraw.m_mdiDrawCountsBufferOffset = args.m_mdiDrawCountsBuffer.m_offset + sizeof(U32) * bucketCount;
  157. legacyGeometryFlowUserCount += userCount;
  158. }
  159. ++bucketCount;
  160. allUserCount += userCount;
  161. });
  162. ANKI_ASSERT(bucketCount == RenderStateBucketContainer::getSingleton().getBucketCount(args.m_renderingTechinuqe));
  163. // Sort the drawcalls from the least expensive to the most expensive, leave alpha tested at the end
  164. std::sort(&commands[0], &commands[0] + commandCount, [](const Command& a, const Command& b) {
  165. if(a.m_hasDiscard != b.m_hasDiscard)
  166. {
  167. return !a.m_hasDiscard;
  168. }
  169. else
  170. {
  171. return a.m_shaderBinarySize < b.m_shaderBinarySize;
  172. }
  173. });
  174. // Now draw
  175. for(const Command* it = commands.getBegin(); it < commands.getBegin() + commandCount; ++it)
  176. {
  177. cmdb.bindShaderProgram(it->m_program);
  178. if(it->m_drawType == 0)
  179. {
  180. cmdb.drawIndexedIndirectCount(it->m_legacyDraw.m_primitiveTopology, it->m_legacyDraw.m_drawIndirectArgsBuffer,
  181. it->m_legacyDraw.m_drawIndirectArgsBufferOffset, sizeof(DrawIndexedIndirectArgs),
  182. it->m_legacyDraw.m_mdiDrawCountsBuffer, it->m_legacyDraw.m_mdiDrawCountsBufferOffset,
  183. it->m_legacyDraw.m_maxDrawCount);
  184. }
  185. else if(it->m_drawType == 1)
  186. {
  187. // Yes, the DrawIndexedIndirectArgs is intentional
  188. cmdb.drawIndirectCount(it->m_legacyDraw.m_primitiveTopology, it->m_legacyDraw.m_drawIndirectArgsBuffer,
  189. it->m_legacyDraw.m_drawIndirectArgsBufferOffset, sizeof(DrawIndexedIndirectArgs),
  190. it->m_legacyDraw.m_mdiDrawCountsBuffer, it->m_legacyDraw.m_mdiDrawCountsBufferOffset,
  191. it->m_legacyDraw.m_maxDrawCount);
  192. }
  193. else
  194. {
  195. ANKI_ASSERT(it->m_drawType == 2);
  196. const UVec4 firstPayload(it->m_modernDraw.m_firstPayload);
  197. cmdb.setPushConstants(&firstPayload, sizeof(firstPayload));
  198. cmdb.drawMeshTasksIndirect(it->m_modernDraw.m_taskShaderIndirectArgsBuffer, it->m_modernDraw.m_taskShaderIndirectArgsBufferOffset);
  199. }
  200. }
  201. #if ANKI_STATS_ENABLED
  202. if(pplineQuery.isCreated())
  203. {
  204. cmdb.endPipelineQuery(pplineQuery.get());
  205. }
  206. #endif
  207. }
  208. } // end namespace anki