HzbGenerator.cpp 12 KB

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  1. // Copyright (C) 2009-present, 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/HzbGenerator.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #if ANKI_COMPILER_GCC_COMPATIBLE
  8. # pragma GCC diagnostic push
  9. # pragma GCC diagnostic ignored "-Wunused-function"
  10. # pragma GCC diagnostic ignored "-Wignored-qualifiers"
  11. #elif ANKI_COMPILER_MSVC
  12. # pragma warning(push)
  13. # pragma warning(disable : 4505)
  14. #endif
  15. #define A_CPU
  16. #include <ThirdParty/FidelityFX/ffx_a.h>
  17. #include <ThirdParty/FidelityFX/ffx_spd.h>
  18. #if ANKI_COMPILER_GCC_COMPATIBLE
  19. # pragma GCC diagnostic pop
  20. #elif ANKI_COMPILER_MSVC
  21. # pragma warning(pop)
  22. #endif
  23. namespace anki {
  24. // 7 +----+ 6
  25. // /| /|
  26. // 3 +----+2|
  27. // | *--| + 5
  28. // |/4 |/
  29. // 0 +----+ 1
  30. static constexpr U16 kBoxIndices[] = {1, 2, 5, 2, 6, 5, 0, 4, 3, 4, 7, 3, 3, 7, 2, 7, 6, 2, 0, 1, 4, 1, 5, 4, 0, 3, 1, 3, 2, 1, 4, 5, 7, 5, 6, 7};
  31. Error HzbGenerator::init()
  32. {
  33. if(GrManager::getSingleton().getDeviceCapabilities().m_samplingFilterMinMax)
  34. {
  35. SamplerInitInfo sinit("HzbReductionMax");
  36. sinit.m_addressing = SamplingAddressing::kClamp;
  37. sinit.m_mipmapFilter = SamplingFilter::kMax;
  38. sinit.m_minMagFilter = SamplingFilter::kMax;
  39. m_maxSampler = GrManager::getSingleton().newSampler(sinit);
  40. }
  41. ANKI_CHECK(loadShaderProgram("ShaderBinaries/HzbGenPyramid.ankiprogbin", {{"REDUCTION_TYPE", 1}, {"MIN_MAX_SAMPLER", m_maxSampler.isCreated()}},
  42. m_genPyramidProg, m_genPyramidGrProg));
  43. ANKI_CHECK(loadShaderProgram("ShaderBinaries/HzbMaxDepth.ankiprogbin", m_maxDepthProg, m_maxDepthGrProg));
  44. ANKI_CHECK(loadShaderProgram("ShaderBinaries/HzbMaxDepthProject.ankiprogbin", m_maxBoxProg, m_maxBoxGrProg));
  45. if(GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferNaturalAlignment)
  46. {
  47. m_counterBufferElementSize = sizeof(U32);
  48. }
  49. else
  50. {
  51. m_counterBufferElementSize = max<U32>(sizeof(U32), GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferBindOffsetAlignment);
  52. }
  53. BufferInitInfo buffInit("HzbCounterBuffer");
  54. buffInit.m_size = m_counterBufferElementSize * kCounterBufferElementCount;
  55. buffInit.m_usage = BufferUsageBit::kUavCompute | BufferUsageBit::kCopyDestination;
  56. m_counterBuffer = GrManager::getSingleton().newBuffer(buffInit);
  57. // Zero counter buffer
  58. zeroBuffer(m_counterBuffer.get());
  59. // Boxes buffer
  60. buffInit = BufferInitInfo("HzbBoxIndices");
  61. buffInit.m_size = sizeof(kBoxIndices);
  62. buffInit.m_usage = BufferUsageBit::kIndex;
  63. buffInit.m_mapAccess = BufferMapAccessBit::kWrite;
  64. m_boxIndexBuffer = GrManager::getSingleton().newBuffer(buffInit);
  65. void* mappedMem = m_boxIndexBuffer->map(0, kMaxPtrSize, BufferMapAccessBit::kWrite);
  66. memcpy(mappedMem, kBoxIndices, sizeof(kBoxIndices));
  67. m_boxIndexBuffer->unmap();
  68. return Error::kNone;
  69. }
  70. void HzbGenerator::populateRenderGraphInternal(ConstWeakArray<DispatchInput> dispatchInputs, CString customName, RenderGraphBuilder& rgraph)
  71. {
  72. const U32 dispatchCount = dispatchInputs.getSize();
  73. if(m_crntFrame != getRenderer().getFrameCount())
  74. {
  75. m_crntFrame = getRenderer().getFrameCount();
  76. m_counterBufferCrntElementCount = 0;
  77. }
  78. const U32 counterBufferElement = m_counterBufferCrntElementCount;
  79. m_counterBufferCrntElementCount += dispatchCount;
  80. ANKI_ASSERT(counterBufferElement < kCounterBufferElementCount);
  81. NonGraphicsRenderPass& pass = rgraph.newNonGraphicsRenderPass((customName.isEmpty()) ? "HZB generation" : customName);
  82. Array<DispatchInput, kMaxShadowCascades> dispatchInputsCopy;
  83. for(U32 i = 0; i < dispatchCount; ++i)
  84. {
  85. const TextureSubresourceDesc firstMipSubresource = TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth);
  86. pass.newTextureDependency(dispatchInputs[i].m_srcDepthRt, TextureUsageBit::kSrvCompute, firstMipSubresource);
  87. pass.newTextureDependency(dispatchInputs[i].m_dstHzbRt, TextureUsageBit::kUavCompute);
  88. dispatchInputsCopy[i] = dispatchInputs[i];
  89. }
  90. pass.setWork([this, dispatchInputsCopy, dispatchCount, counterBufferElement](RenderPassWorkContext& rgraphCtx) {
  91. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  92. cmdb.bindShaderProgram(m_genPyramidGrProg.get());
  93. cmdb.bindSampler(0, 0, m_maxSampler.isCreated() ? m_maxSampler.get() : getRenderer().getSamplers().m_trilinearClamp.get());
  94. for(U32 dispatch = 0; dispatch < dispatchCount; ++dispatch)
  95. {
  96. const DispatchInput& in = dispatchInputsCopy[dispatch];
  97. const U32 hzbMipCount =
  98. min(kMaxMipsSinglePassDownsamplerCanProduce, computeMaxMipmapCount2d(in.m_dstHzbRtSize.x(), in.m_dstHzbRtSize.y()));
  99. const U32 mipsToCompute = hzbMipCount;
  100. varAU2(dispatchThreadGroupCountXY);
  101. varAU2(workGroupOffset); // needed if Left and Top are not 0,0
  102. varAU2(numWorkGroupsAndMips);
  103. varAU4(rectInfo) = initAU4(0, 0, in.m_dstHzbRtSize.x() * 2, in.m_dstHzbRtSize.y() * 2);
  104. SpdSetup(dispatchThreadGroupCountXY, workGroupOffset, numWorkGroupsAndMips, rectInfo, mipsToCompute);
  105. struct Constants
  106. {
  107. Vec2 m_invSrcTexSize;
  108. U32 m_threadGroupCount;
  109. U32 m_mipmapCount;
  110. } pc;
  111. pc.m_invSrcTexSize = 1.0f / Vec2(in.m_dstHzbRtSize * 2);
  112. pc.m_threadGroupCount = numWorkGroupsAndMips[0];
  113. pc.m_mipmapCount = numWorkGroupsAndMips[1];
  114. cmdb.setFastConstants(&pc, sizeof(pc));
  115. for(U32 mip = 0; mip < kMaxMipsSinglePassDownsamplerCanProduce; ++mip)
  116. {
  117. TextureSubresourceDesc subresource = TextureSubresourceDesc::firstSurface();
  118. if(mip < mipsToCompute)
  119. {
  120. subresource.m_mipmap = mip;
  121. }
  122. else
  123. {
  124. subresource.m_mipmap = 0; // Put something random
  125. }
  126. rgraphCtx.bindUav(1 + mip, 0, in.m_dstHzbRt, subresource);
  127. }
  128. cmdb.bindUav(0, 0,
  129. BufferView(m_counterBuffer.get())
  130. .incrementOffset((counterBufferElement + dispatch) * m_counterBufferElementSize)
  131. .setRange(sizeof(U32)));
  132. rgraphCtx.bindSrv(0, 0, in.m_srcDepthRt, TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth));
  133. cmdb.dispatchCompute(dispatchThreadGroupCountXY[0], dispatchThreadGroupCountXY[1], 1);
  134. }
  135. });
  136. }
  137. void HzbGenerator::populateRenderGraph(RenderTargetHandle srcDepthRt, UVec2 srcDepthRtSize, RenderTargetHandle dstHzbRt, UVec2 dstHzbRtSize,
  138. RenderGraphBuilder& rgraph, CString customName)
  139. {
  140. DispatchInput in;
  141. in.m_dstHzbRt = dstHzbRt;
  142. in.m_dstHzbRtSize = dstHzbRtSize;
  143. in.m_srcDepthRt = srcDepthRt;
  144. in.m_srcDepthRtSize = srcDepthRtSize;
  145. populateRenderGraphInternal({&in, 1}, customName, rgraph);
  146. }
  147. void HzbGenerator::populateRenderGraphDirectionalLight(const HzbDirectionalLightInput& in, RenderGraphBuilder& rgraph)
  148. {
  149. const U32 cascadeCount = in.m_cascadeCount;
  150. ANKI_ASSERT(cascadeCount > 0);
  151. // Generate a temp RT with the max depth of each 64x64 tile of the depth buffer
  152. RenderTargetHandle maxDepthRt;
  153. constexpr U32 kTileSize = 64;
  154. const UVec2 maxDepthRtSize = (in.m_depthBufferRtSize + kTileSize - 1) / kTileSize;
  155. {
  156. RenderTargetDesc maxDepthRtDescr("HZB max tile depth");
  157. maxDepthRtDescr.m_width = maxDepthRtSize.x();
  158. maxDepthRtDescr.m_height = maxDepthRtSize.y();
  159. maxDepthRtDescr.m_format = Format::kR32_Sfloat;
  160. maxDepthRtDescr.bake();
  161. maxDepthRt = rgraph.newRenderTarget(maxDepthRtDescr);
  162. NonGraphicsRenderPass& pass = rgraph.newNonGraphicsRenderPass("HZB max tile depth");
  163. pass.newTextureDependency(in.m_depthBufferRt, TextureUsageBit::kSrvCompute, DepthStencilAspectBit::kDepth);
  164. pass.newTextureDependency(maxDepthRt, TextureUsageBit::kUavCompute);
  165. pass.setWork([this, depthBufferRt = in.m_depthBufferRt, maxDepthRt, maxDepthRtSize](RenderPassWorkContext& rgraphCtx) {
  166. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  167. rgraphCtx.bindSrv(0, 0, depthBufferRt, TextureSubresourceDesc::firstSurface(DepthStencilAspectBit::kDepth));
  168. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearClamp.get());
  169. rgraphCtx.bindUav(0, 0, maxDepthRt);
  170. cmdb.bindShaderProgram(m_maxDepthGrProg.get());
  171. cmdb.dispatchCompute(maxDepthRtSize.x(), maxDepthRtSize.y(), 1);
  172. });
  173. }
  174. // Project a box for each tile on each cascade's HZB
  175. Array<RenderTargetHandle, kMaxShadowCascades> depthRts;
  176. for(U32 i = 0; i < cascadeCount; ++i)
  177. {
  178. const HzbDirectionalLightInput::Cascade& cascade = in.m_cascades[i];
  179. // Compute the cascade's min and max depth as seen by the camera
  180. F32 cascadeMinDepth, cascadeMaxDepth;
  181. {
  182. if(i > 0)
  183. {
  184. // Do the reverse of computeShadowCascadeIndex2 to find the actual distance of this cascade. computeShadowCascadeIndex2 makes the min
  185. // distance of a cascade to become even less. See https://www.desmos.com/calculator/g1ibye6ebg
  186. // F = ((x-m)/(M-m))^16 and solving for x we have the new minDist
  187. const F32 m = (i >= 2) ? in.m_cascades[i - 2].m_cascadeMaxDistance : 0.0f; // Prev cascade min dist
  188. const F32 M = in.m_cascades[i - 1].m_cascadeMaxDistance; // Prev cascade max dist
  189. constexpr F32 F = 0.01f; // Desired factor
  190. const F32 minDist = pow(F, 1.0f / 16.0f) * (M - m) + m;
  191. ANKI_ASSERT(minDist < M);
  192. Vec4 v4 = in.m_cameraProjectionMatrix * Vec4(0.0f, 0.0f, -minDist, 1.0f);
  193. cascadeMinDepth = saturate(v4.z() / v4.w());
  194. }
  195. else
  196. {
  197. cascadeMinDepth = 0.0f;
  198. }
  199. const F32 maxDist = cascade.m_cascadeMaxDistance;
  200. const Vec4 v4 = in.m_cameraProjectionMatrix * Vec4(0.0f, 0.0f, -maxDist, 1.0f);
  201. cascadeMaxDepth = saturate(v4.z() / v4.w());
  202. ANKI_ASSERT(cascadeMinDepth <= cascadeMaxDepth);
  203. }
  204. RenderTargetDesc depthRtDescr(generateTempPassName("HZB boxes depth cascade:%u", i));
  205. depthRtDescr.m_width = cascade.m_hzbRtSize.x() * 2;
  206. depthRtDescr.m_height = cascade.m_hzbRtSize.y() * 2;
  207. depthRtDescr.m_format = Format::kD16_Unorm;
  208. depthRtDescr.bake();
  209. depthRts[i] = rgraph.newRenderTarget(depthRtDescr);
  210. GraphicsRenderPass& pass = rgraph.newGraphicsRenderPass("HZB boxes");
  211. GraphicsRenderPassTargetDesc depthRt(depthRts[i]);
  212. depthRt.m_subresource.m_depthStencilAspect = DepthStencilAspectBit::kDepth;
  213. depthRt.m_clearValue.m_depthStencil.m_depth = 0.0f;
  214. depthRt.m_loadOperation = RenderTargetLoadOperation::kClear;
  215. pass.setRenderpassInfo({}, &depthRt);
  216. pass.newTextureDependency(maxDepthRt, TextureUsageBit::kSrvPixel);
  217. pass.newTextureDependency(depthRts[i], TextureUsageBit::kRtvDsvWrite, DepthStencilAspectBit::kDepth);
  218. pass.setWork([this, maxDepthRt, invViewProjMat = in.m_cameraInverseViewProjectionMatrix,
  219. lightViewProjMat = cascade.m_projectionMatrix * Mat4(cascade.m_viewMatrix, Vec4(0.0f, 0.0f, 0.0f, 1.0f)),
  220. viewport = cascade.m_hzbRtSize * 2, maxDepthRtSize, cascadeMinDepth, cascadeMaxDepth](RenderPassWorkContext& rgraphCtx) {
  221. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  222. cmdb.setDepthCompareOperation(CompareOperation::kGreater);
  223. cmdb.setViewport(0, 0, viewport.x(), viewport.y());
  224. cmdb.bindShaderProgram(m_maxBoxGrProg.get());
  225. rgraphCtx.bindSrv(0, 0, maxDepthRt);
  226. struct Constants
  227. {
  228. Mat4 m_reprojectionMat;
  229. F32 m_cascadeMinDepth;
  230. F32 m_cascadeMaxDepth;
  231. F32 m_padding0;
  232. F32 m_padding1;
  233. } consts;
  234. consts.m_reprojectionMat = lightViewProjMat * invViewProjMat;
  235. consts.m_cascadeMinDepth = cascadeMinDepth;
  236. consts.m_cascadeMaxDepth = cascadeMaxDepth;
  237. cmdb.setFastConstants(&consts, sizeof(consts));
  238. cmdb.bindIndexBuffer(BufferView(m_boxIndexBuffer.get()), IndexType::kU16);
  239. cmdb.drawIndexed(PrimitiveTopology::kTriangles, sizeof(kBoxIndices) / sizeof(kBoxIndices[0]), maxDepthRtSize.x() * maxDepthRtSize.y());
  240. // Restore state
  241. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  242. });
  243. }
  244. // Generate the HZBs
  245. Array<DispatchInput, kMaxShadowCascades> inputs;
  246. for(U32 i = 0; i < cascadeCount; ++i)
  247. {
  248. const HzbDirectionalLightInput::Cascade& cascade = in.m_cascades[i];
  249. inputs[i].m_dstHzbRt = cascade.m_hzbRt;
  250. inputs[i].m_dstHzbRtSize = cascade.m_hzbRtSize;
  251. inputs[i].m_srcDepthRt = depthRts[i];
  252. inputs[i].m_srcDepthRtSize = cascade.m_hzbRtSize * 2;
  253. }
  254. populateRenderGraphInternal({&inputs[0], cascadeCount}, "HZB generation shadow cascades", rgraph);
  255. }
  256. } // end namespace anki