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/RenderQueue.h>
  11. #include <AnKi/Renderer/ForwardShading.h>
  12. #include <AnKi/Renderer/VolumetricFog.h>
  13. #include <AnKi/Renderer/DepthDownscale.h>
  14. #include <AnKi/Renderer/IndirectSpecular.h>
  15. #include <AnKi/Renderer/ShadowmapsResolve.h>
  16. #include <AnKi/Renderer/RtShadows.h>
  17. #include <AnKi/Renderer/IndirectDiffuse.h>
  18. #include <AnKi/Renderer/VrsSriGeneration.h>
  19. #include <AnKi/Renderer/ClusterBinning2.h>
  20. #include <AnKi/Core/CVarSet.h>
  21. #include <AnKi/Util/Tracer.h>
  22. #include <AnKi/Scene/Components/SkyboxComponent.h>
  23. namespace anki {
  24. Error LightShading::init()
  25. {
  26. ANKI_R_LOGV("Initializing light shading");
  27. Error err = initLightShading();
  28. if(!err)
  29. {
  30. err = initSkybox();
  31. }
  32. if(!err)
  33. {
  34. err = initApplyFog();
  35. }
  36. if(!err)
  37. {
  38. err = initApplyIndirect();
  39. }
  40. if(err)
  41. {
  42. ANKI_R_LOGE("Failed to init light stage");
  43. }
  44. return err;
  45. }
  46. Error LightShading::initLightShading()
  47. {
  48. // Load shaders and programs
  49. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog));
  50. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
  51. variantInitInfo.addConstant("kTileCount", getRenderer().getTileCounts());
  52. variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount());
  53. variantInitInfo.addConstant("kTileSize", getRenderer().getTileSize());
  54. const ShaderProgramResourceVariant* variant;
  55. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  56. m_lightShading.m_grProg.reset(&variant->getProgram());
  57. // Create RT descr
  58. const UVec2 internalResolution = getRenderer().getInternalResolution();
  59. m_lightShading.m_rtDescr =
  60. getRenderer().create2DRenderTargetDescription(internalResolution.x(), internalResolution.y(), getRenderer().getHdrFormat(), "Light Shading");
  61. m_lightShading.m_rtDescr.bake();
  62. // Create FB descr
  63. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  64. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kLoad;
  65. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::kDontCare;
  66. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth;
  67. if(GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get())
  68. {
  69. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  70. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  71. }
  72. m_lightShading.m_fbDescr.bake();
  73. // Debug visualization
  74. ANKI_CHECK(loadShaderProgram("ShaderBinaries/VisualizeHdrRenderTarget.ankiprogbin", m_visualizeRtProg, m_visualizeRtGrProg));
  75. return Error::kNone;
  76. }
  77. Error LightShading::initSkybox()
  78. {
  79. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  80. for(U32 method = 0; method < 2; ++method)
  81. {
  82. ShaderProgramResourceVariantInitInfo variantInitInfo(m_skybox.m_prog);
  83. variantInitInfo.addMutation("METHOD", method);
  84. const ShaderProgramResourceVariant* variant;
  85. m_skybox.m_prog->getOrCreateVariant(variantInitInfo, variant);
  86. m_skybox.m_grProgs[method].reset(&variant->getProgram());
  87. }
  88. return Error::kNone;
  89. }
  90. Error LightShading::initApplyFog()
  91. {
  92. // Load shaders and programs
  93. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog));
  94. ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
  95. variantInitInfo.addConstant("kZSplitCount", getRenderer().getZSplitCount());
  96. variantInitInfo.addConstant("kFinalZSplit", getRenderer().getVolumetricFog().getFinalClusterInZ());
  97. const ShaderProgramResourceVariant* variant;
  98. m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
  99. m_applyFog.m_grProg.reset(&variant->getProgram());
  100. return Error::kNone;
  101. }
  102. Error LightShading::initApplyIndirect()
  103. {
  104. ANKI_CHECK(loadShaderProgram("ShaderBinaries/LightShadingApplyIndirect.ankiprogbin", m_applyIndirect.m_prog, m_applyIndirect.m_grProg));
  105. return Error::kNone;
  106. }
  107. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  108. {
  109. ANKI_TRACE_SCOPED_EVENT(ForwardShading);
  110. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  111. cmdb.setViewport(0, 0, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  112. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  113. if(enableVrs)
  114. {
  115. // Just set some low value, the attachment will take over
  116. cmdb.setVrsRate(VrsRate::k1x1);
  117. }
  118. // Do light shading first
  119. {
  120. cmdb.bindShaderProgram(m_lightShading.m_grProg.get());
  121. cmdb.setDepthWrite(false);
  122. // Bind all
  123. cmdb.bindUniformBuffer(0, 0, getRenderer().getClusterBinning2().getClusteredShadingUniforms());
  124. cmdb.bindStorageBuffer(0, 1, getRenderer().getClusterBinning2().getPackedObjectsBuffer(GpuSceneNonRenderableObjectType::kLight));
  125. rgraphCtx.bindColorTexture(0, 2, getRenderer().getShadowMapping().getShadowmapRt());
  126. cmdb.bindStorageBuffer(0, 3, getRenderer().getClusterBinning2().getClustersBuffer());
  127. cmdb.bindSampler(0, 4, getRenderer().getSamplers().m_nearestNearestClamp.get());
  128. cmdb.bindSampler(0, 5, getRenderer().getSamplers().m_trilinearClamp.get());
  129. rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0));
  130. rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1));
  131. rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2));
  132. rgraphCtx.bindTexture(0, 9, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  133. if(getRenderer().getRtShadowsEnabled())
  134. {
  135. rgraphCtx.bindColorTexture(0, 10, getRenderer().getRtShadows().getRt());
  136. }
  137. else
  138. {
  139. rgraphCtx.bindColorTexture(0, 11, getRenderer().getShadowmapsResolve().getRt());
  140. }
  141. // Draw
  142. drawQuad(cmdb);
  143. }
  144. // Apply indirect
  145. {
  146. cmdb.setDepthWrite(false);
  147. cmdb.bindShaderProgram(m_applyIndirect.m_grProg.get());
  148. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  149. cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get());
  150. rgraphCtx.bindColorTexture(0, 2, getRenderer().getIndirectDiffuse().getRt());
  151. rgraphCtx.bindColorTexture(0, 3, getRenderer().getIndirectSpecular().getRt());
  152. rgraphCtx.bindColorTexture(0, 4, getRenderer().getDepthDownscale().getHiZRt());
  153. rgraphCtx.bindTexture(0, 5, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  154. rgraphCtx.bindColorTexture(0, 6, getRenderer().getGBuffer().getColorRt(0));
  155. rgraphCtx.bindColorTexture(0, 7, getRenderer().getGBuffer().getColorRt(1));
  156. rgraphCtx.bindColorTexture(0, 8, getRenderer().getGBuffer().getColorRt(2));
  157. cmdb.bindTexture(0, 9, &getRenderer().getProbeReflections().getIntegrationLut());
  158. cmdb.bindUniformBuffer(0, 10, getRenderer().getClusterBinning2().getClusteredShadingUniforms());
  159. const Vec4 pc(ctx.m_cameraNear, ctx.m_cameraFar, 0.0f, 0.0f);
  160. cmdb.setPushConstants(&pc, sizeof(pc));
  161. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kOne);
  162. drawQuad(cmdb);
  163. // Restore state
  164. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  165. }
  166. // Skybox
  167. {
  168. cmdb.setDepthCompareOperation(CompareOperation::kEqual);
  169. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  170. const Bool isSolidColor = (sky) ? sky->getSkyboxType() == SkyboxType::kSolidColor : false;
  171. if(isSolidColor)
  172. {
  173. cmdb.bindShaderProgram(m_skybox.m_grProgs[0].get());
  174. const Vec4 color((sky) ? sky->getSolidColor() : Vec3(0.0f), 0.0);
  175. cmdb.setPushConstants(&color, sizeof(color));
  176. }
  177. else
  178. {
  179. cmdb.bindShaderProgram(m_skybox.m_grProgs[1].get());
  180. class
  181. {
  182. public:
  183. Mat4 m_invertedViewProjectionJitter;
  184. Vec3 m_cameraPos;
  185. F32 m_padding = 0.0;
  186. } pc;
  187. pc.m_invertedViewProjectionJitter = ctx.m_matrices.m_invertedViewProjectionJitter;
  188. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  189. cmdb.setPushConstants(&pc, sizeof(pc));
  190. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_trilinearRepeatAnisoResolutionScalingBias.get());
  191. cmdb.bindTexture(0, 1, &sky->getImageResource().getTextureView());
  192. }
  193. drawQuad(cmdb);
  194. // Restore state
  195. cmdb.setDepthCompareOperation(CompareOperation::kLess);
  196. }
  197. // Apply the fog
  198. {
  199. cmdb.bindShaderProgram(m_applyFog.m_grProg.get());
  200. // Bind all
  201. cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
  202. cmdb.bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp.get());
  203. rgraphCtx.bindTexture(0, 2, getRenderer().getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  204. rgraphCtx.bindColorTexture(0, 3, getRenderer().getVolumetricFog().getRt());
  205. class PushConsts
  206. {
  207. public:
  208. Vec2 m_padding;
  209. F32 m_near;
  210. F32 m_far;
  211. } regs;
  212. regs.m_near = ctx.m_cameraNear;
  213. regs.m_far = ctx.m_cameraFar;
  214. cmdb.setPushConstants(&regs, sizeof(regs));
  215. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  216. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kSrcAlpha);
  217. drawQuad(cmdb);
  218. // Reset state
  219. cmdb.setBlendFactors(0, BlendFactor::kOne, BlendFactor::kZero);
  220. }
  221. // Forward shading last
  222. {
  223. if(enableVrs)
  224. {
  225. cmdb.setVrsRate(VrsRate::k2x2);
  226. }
  227. getRenderer().getForwardShading().run(ctx, rgraphCtx);
  228. if(enableVrs)
  229. {
  230. // Restore
  231. cmdb.setVrsRate(VrsRate::k1x1);
  232. }
  233. }
  234. }
  235. void LightShading::populateRenderGraph(RenderingContext& ctx)
  236. {
  237. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  238. const Bool enableVrs = GrManager::getSingleton().getDeviceCapabilities().m_vrs && g_vrsCVar.get();
  239. const Bool fbDescrHasVrs = m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth > 0;
  240. if(enableVrs != fbDescrHasVrs)
  241. {
  242. // Re-bake the FB descriptor if the VRS state has changed
  243. if(enableVrs)
  244. {
  245. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  246. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = getRenderer().getVrsSriGeneration().getSriTexelDimension();
  247. }
  248. else
  249. {
  250. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = 0;
  251. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = 0;
  252. }
  253. m_lightShading.m_fbDescr.bake();
  254. }
  255. // Create RT
  256. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  257. RenderTargetHandle sriRt;
  258. if(enableVrs)
  259. {
  260. sriRt = getRenderer().getVrsSriGeneration().getSriRt();
  261. }
  262. // Create pass
  263. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  264. pass.setWork(1, [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  265. run(ctx, rgraphCtx);
  266. });
  267. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, getRenderer().getGBuffer().getDepthRt(), sriRt);
  268. const TextureUsageBit readUsage = TextureUsageBit::kSampledFragment;
  269. // All
  270. if(enableVrs)
  271. {
  272. pass.newTextureDependency(sriRt, TextureUsageBit::kFramebufferShadingRate);
  273. }
  274. // Light shading
  275. pass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kFramebufferWrite);
  276. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(0), readUsage);
  277. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(1), readUsage);
  278. pass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), readUsage);
  279. pass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSampledFragment | TextureUsageBit::kFramebufferRead,
  280. TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  281. pass.newTextureDependency(getRenderer().getShadowMapping().getShadowmapRt(), readUsage);
  282. if(getRenderer().getRtShadowsEnabled())
  283. {
  284. pass.newTextureDependency(getRenderer().getRtShadows().getRt(), readUsage);
  285. }
  286. else
  287. {
  288. pass.newTextureDependency(getRenderer().getShadowmapsResolve().getRt(), readUsage);
  289. }
  290. pass.newBufferDependency(getRenderer().getClusterBinning2().getClustersBufferHandle(), BufferUsageBit::kStorageFragmentRead);
  291. pass.newBufferDependency(getRenderer().getClusterBinning2().getPackedObjectsBufferHandle(GpuSceneNonRenderableObjectType::kLight),
  292. BufferUsageBit::kStorageFragmentRead);
  293. // Apply indirect
  294. pass.newTextureDependency(getRenderer().getIndirectDiffuse().getRt(), readUsage);
  295. pass.newTextureDependency(getRenderer().getDepthDownscale().getHiZRt(), readUsage);
  296. pass.newTextureDependency(getRenderer().getIndirectSpecular().getRt(), readUsage);
  297. // Fog
  298. pass.newTextureDependency(getRenderer().getVolumetricFog().getRt(), readUsage);
  299. // For forward shading
  300. getRenderer().getForwardShading().setDependencies(pass);
  301. }
  302. void LightShading::getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  303. ShaderProgramPtr& optionalShaderProgram) const
  304. {
  305. ANKI_ASSERT(rtName == "LightShading");
  306. handles[0] = m_runCtx.m_rt;
  307. optionalShaderProgram = m_visualizeRtGrProg;
  308. }
  309. } // end namespace anki