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ShadowmapsResolve.cpp 4.8 KB

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  1. // Copyright (C) 2009-2022, 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/ShadowmapsResolve.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/GBuffer.h>
  8. #include <AnKi/Renderer/ShadowMapping.h>
  9. #include <AnKi/Renderer/DepthDownscale.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. namespace anki {
  12. ShadowmapsResolve::~ShadowmapsResolve()
  13. {
  14. }
  15. Error ShadowmapsResolve::init()
  16. {
  17. const Error err = initInternal();
  18. if(err)
  19. {
  20. ANKI_R_LOGE("Failed to initialize shadow resolve pass");
  21. }
  22. return Error::kNone;
  23. }
  24. Error ShadowmapsResolve::initInternal()
  25. {
  26. m_quarterRez = getConfig().getRSmResolveQuarterRez();
  27. const U32 width = m_r->getInternalResolution().x() / (m_quarterRez + 1);
  28. const U32 height = m_r->getInternalResolution().y() / (m_quarterRez + 1);
  29. ANKI_R_LOGV("Initializing shadowmaps resolve. Resolution %ux%u", width, height);
  30. m_rtDescr = m_r->create2DRenderTargetDescription(width, height, Format::kR8G8B8A8Unorm, "SM resolve");
  31. m_rtDescr.bake();
  32. // Create FB descr
  33. m_fbDescr.m_colorAttachmentCount = 1;
  34. m_fbDescr.bake();
  35. // Prog
  36. ANKI_CHECK(getResourceManager().loadResource((getConfig().getRPreferCompute())
  37. ? "ShaderBinaries/ShadowmapsResolveCompute.ankiprogbin"
  38. : "ShaderBinaries/ShadowmapsResolveRaster.ankiprogbin",
  39. m_prog));
  40. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  41. if(getConfig().getRPreferCompute())
  42. {
  43. variantInitInfo.addConstant("kFramebufferSize", UVec2(width, height));
  44. }
  45. variantInitInfo.addConstant("kTileCount", m_r->getTileCounts());
  46. variantInitInfo.addConstant("kZSplitCount", m_r->getZSplitCount());
  47. variantInitInfo.addConstant("kTileSize", m_r->getTileSize());
  48. const ShaderProgramResourceVariant* variant;
  49. m_prog->getOrCreateVariant(variantInitInfo, variant);
  50. m_grProg = variant->getProgram();
  51. return Error::kNone;
  52. }
  53. void ShadowmapsResolve::populateRenderGraph(RenderingContext& ctx)
  54. {
  55. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  56. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  57. if(getConfig().getRPreferCompute())
  58. {
  59. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("SM resolve");
  60. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  61. run(ctx, rgraphCtx);
  62. });
  63. rpass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kImageComputeWrite);
  64. rpass.newTextureDependency((m_quarterRez) ? m_r->getDepthDownscale().getHiZRt()
  65. : m_r->getGBuffer().getDepthRt(),
  66. TextureUsageBit::kSampledCompute, TextureSurfaceInfo(0, 0, 0, 0));
  67. rpass.newTextureDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::kSampledCompute);
  68. rpass.newBufferDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::kStorageComputeRead);
  69. }
  70. else
  71. {
  72. GraphicsRenderPassDescription& rpass = rgraph.newGraphicsRenderPass("SM resolve");
  73. rpass.setFramebufferInfo(m_fbDescr, {m_runCtx.m_rt});
  74. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  75. run(ctx, rgraphCtx);
  76. });
  77. rpass.newTextureDependency(m_runCtx.m_rt, TextureUsageBit::kFramebufferWrite);
  78. rpass.newTextureDependency((m_quarterRez) ? m_r->getDepthDownscale().getHiZRt()
  79. : m_r->getGBuffer().getDepthRt(),
  80. TextureUsageBit::kSampledFragment, TextureSurfaceInfo(0, 0, 0, 0));
  81. rpass.newTextureDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::kSampledFragment);
  82. rpass.newBufferDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::kStorageFragmentRead);
  83. }
  84. }
  85. void ShadowmapsResolve::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  86. {
  87. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  88. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  89. cmdb->bindShaderProgram(m_grProg);
  90. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  91. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  92. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  93. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  94. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  95. cmdb->bindSampler(0, 5, m_r->getSamplers().m_trilinearClamp);
  96. if(m_quarterRez)
  97. {
  98. rgraphCtx.bindTexture(0, 6, m_r->getDepthDownscale().getHiZRt(),
  99. TextureSubresourceInfo(TextureSurfaceInfo(0, 0, 0, 0)));
  100. }
  101. else
  102. {
  103. rgraphCtx.bindTexture(0, 6, m_r->getGBuffer().getDepthRt(),
  104. TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  105. }
  106. if(getConfig().getRPreferCompute())
  107. {
  108. rgraphCtx.bindImage(0, 7, m_runCtx.m_rt, TextureSubresourceInfo());
  109. dispatchPPCompute(cmdb, 8, 8, m_rtDescr.m_width, m_rtDescr.m_height);
  110. }
  111. else
  112. {
  113. cmdb->setViewport(0, 0, m_rtDescr.m_width, m_rtDescr.m_height);
  114. cmdb->drawArrays(PrimitiveTopology::kTriangles, 3);
  115. }
  116. }
  117. } // end namespace anki