RtShadows.cpp 25 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/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/Util/Tracer.h>
  14. #include <AnKi/Core/ConfigSet.h>
  15. namespace anki {
  16. RtShadows::~RtShadows()
  17. {
  18. }
  19. Error RtShadows::init()
  20. {
  21. const Error err = initInternal();
  22. if(err)
  23. {
  24. ANKI_R_LOGE("Failed to initialize ray traced shadows");
  25. }
  26. return err;
  27. }
  28. Error RtShadows::initInternal()
  29. {
  30. ANKI_R_LOGV("Initializing RT shadows");
  31. m_useSvgf = getConfig().getRRtShadowsSvgf();
  32. m_atrousPassCount = getConfig().getRRtShadowsSvgfAtrousPassCount();
  33. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_blueNoiseImage));
  34. // Ray gen program
  35. {
  36. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/RtShadowsRayGen.ankiprogbin", m_rayGenProg));
  37. ShaderProgramResourceVariantInitInfo variantInitInfo(m_rayGenProg);
  38. variantInitInfo.addMutation("RAYS_PER_PIXEL", getConfig().getRRtShadowsRaysPerPixel());
  39. const ShaderProgramResourceVariant* variant;
  40. m_rayGenProg->getOrCreateVariant(variantInitInfo, variant);
  41. m_rtLibraryGrProg = variant->getProgram();
  42. m_rayGenShaderGroupIdx = variant->getShaderGroupHandleIndex();
  43. }
  44. // Miss prog
  45. {
  46. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/RtShadowsMiss.ankiprogbin", m_missProg));
  47. const ShaderProgramResourceVariant* variant;
  48. m_missProg->getOrCreateVariant(variant);
  49. m_missShaderGroupIdx = variant->getShaderGroupHandleIndex();
  50. }
  51. // Denoise program
  52. if(!m_useSvgf)
  53. {
  54. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/RtShadowsDenoise.ankiprogbin", m_denoiseProg));
  55. ShaderProgramResourceVariantInitInfo variantInitInfo(m_denoiseProg);
  56. variantInitInfo.addConstant("OUT_IMAGE_SIZE",
  57. UVec2(m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 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(
  72. getResourceManager().loadResource("ShaderBinaries/RtShadowsSvgfVariance.ankiprogbin", m_svgfVarianceProg));
  73. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfVarianceProg);
  74. variantInitInfo.addConstant("FB_SIZE",
  75. UVec2(m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2));
  76. const ShaderProgramResourceVariant* variant;
  77. m_svgfVarianceProg->getOrCreateVariant(variantInitInfo, variant);
  78. m_svgfVarianceGrProg = variant->getProgram();
  79. }
  80. // SVGF atrous program
  81. if(m_useSvgf)
  82. {
  83. ANKI_CHECK(
  84. getResourceManager().loadResource("ShaderBinaries/RtShadowsSvgfAtrous.ankiprogbin", m_svgfAtrousProg));
  85. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfAtrousProg);
  86. variantInitInfo.addConstant("FB_SIZE",
  87. UVec2(m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2));
  88. variantInitInfo.addMutation("LAST_PASS", 0);
  89. const ShaderProgramResourceVariant* variant;
  90. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  91. m_svgfAtrousGrProg = variant->getProgram();
  92. variantInitInfo.addMutation("LAST_PASS", 1);
  93. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  94. m_svgfAtrousLastPassGrProg = variant->getProgram();
  95. }
  96. // Upscale program
  97. {
  98. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/RtShadowsUpscale.ankiprogbin", m_upscaleProg));
  99. ShaderProgramResourceVariantInitInfo variantInitInfo(m_upscaleProg);
  100. variantInitInfo.addConstant("OUT_IMAGE_SIZE",
  101. UVec2(m_r->getInternalResolution().x(), m_r->getInternalResolution().y()));
  102. const ShaderProgramResourceVariant* variant;
  103. m_upscaleProg->getOrCreateVariant(variantInitInfo, variant);
  104. m_upscaleGrProg = variant->getProgram();
  105. }
  106. // Debug program
  107. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/RtShadowsVisualizeRenderTarget.ankiprogbin",
  108. m_visualizeRenderTargetsProg));
  109. // Quarter rez shadow RT
  110. {
  111. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  112. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, Format::R32G32_UINT,
  113. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  114. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  115. "RtShadows History");
  116. m_historyRt = m_r->createAndClearRenderTarget(texinit, TextureUsageBit::SAMPLED_FRAGMENT);
  117. }
  118. // Temp shadow RT
  119. {
  120. m_intermediateShadowsRtDescr = m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x() / 2,
  121. m_r->getInternalResolution().y() / 2,
  122. Format::R32G32_UINT, "RtShadows Tmp");
  123. m_intermediateShadowsRtDescr.bake();
  124. }
  125. // Moments RT
  126. {
  127. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  128. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, Format::R32G32_SFLOAT,
  129. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  130. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  131. "RtShadows Moments #1");
  132. m_momentsRts[0] = m_r->createAndClearRenderTarget(texinit, TextureUsageBit::SAMPLED_FRAGMENT);
  133. texinit.setName("RtShadows Moments #2");
  134. m_momentsRts[1] = m_r->createAndClearRenderTarget(texinit, TextureUsageBit::SAMPLED_FRAGMENT);
  135. }
  136. // Variance RT
  137. if(m_useSvgf)
  138. {
  139. m_varianceRtDescr = m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x() / 2,
  140. m_r->getInternalResolution().y() / 2,
  141. Format::R32_SFLOAT, "RtShadows Variance");
  142. m_varianceRtDescr.bake();
  143. }
  144. // Final RT
  145. {
  146. m_upscaledRtDescr =
  147. m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  148. Format::R32G32_UINT, "RtShadows Upscaled");
  149. m_upscaledRtDescr.bake();
  150. }
  151. // Misc
  152. m_sbtRecordSize = getAlignedRoundUp(getGrManager().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
  153. return Error::NONE;
  154. }
  155. void RtShadows::populateRenderGraph(RenderingContext& ctx)
  156. {
  157. ANKI_TRACE_SCOPED_EVENT(R_RT_SHADOWS);
  158. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  159. buildSbt(ctx);
  160. const U32 prevRtIdx = m_r->getFrameCount() & 1;
  161. // Import RTs
  162. {
  163. if(ANKI_UNLIKELY(!m_rtsImportedOnce))
  164. {
  165. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt, TextureUsageBit::SAMPLED_FRAGMENT);
  166. m_runCtx.m_prevMomentsRt =
  167. rgraph.importRenderTarget(m_momentsRts[prevRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  168. m_rtsImportedOnce = true;
  169. }
  170. else
  171. {
  172. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt);
  173. m_runCtx.m_prevMomentsRt = rgraph.importRenderTarget(m_momentsRts[prevRtIdx]);
  174. }
  175. if((getPassCountWithoutUpscaling() % 2) == 1)
  176. {
  177. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  178. m_runCtx.m_intermediateShadowsRts[1] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  179. }
  180. else
  181. {
  182. // We can save a render target if we have even number of renderpasses
  183. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  184. m_runCtx.m_intermediateShadowsRts[1] = m_runCtx.m_historyRt;
  185. }
  186. m_runCtx.m_currentMomentsRt = rgraph.importRenderTarget(m_momentsRts[!prevRtIdx], TextureUsageBit::NONE);
  187. if(m_useSvgf)
  188. {
  189. if(m_atrousPassCount > 1)
  190. {
  191. m_runCtx.m_varianceRts[0] = rgraph.newRenderTarget(m_varianceRtDescr);
  192. }
  193. m_runCtx.m_varianceRts[1] = rgraph.newRenderTarget(m_varianceRtDescr);
  194. }
  195. m_runCtx.m_upscaledRt = rgraph.newRenderTarget(m_upscaledRtDescr);
  196. }
  197. const RenderPassDependency depthDependency(m_r->getDepthDownscale().getHiZRt(),
  198. TextureUsageBit::SAMPLED_TRACE_RAYS | TextureUsageBit::SAMPLED_COMPUTE,
  199. HIZ_HALF_DEPTH);
  200. // RT shadows pass
  201. {
  202. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
  203. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  204. run(ctx, rgraphCtx);
  205. });
  206. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  207. rpass.newDependency(
  208. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  209. rpass.newDependency(
  210. RenderPassDependency(m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle(),
  211. AccelerationStructureUsageBit::TRACE_RAYS_READ));
  212. rpass.newDependency(depthDependency);
  213. rpass.newDependency(
  214. RenderPassDependency(m_r->getMotionVectors().getMotionVectorsRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  215. rpass.newDependency(
  216. RenderPassDependency(m_r->getMotionVectors().getHistoryLengthRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  217. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_TRACE_RAYS));
  218. rpass.newDependency(RenderPassDependency(m_runCtx.m_prevMomentsRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  219. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  220. rpass.newDependency(RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle,
  221. BufferUsageBit::STORAGE_TRACE_RAYS_READ));
  222. }
  223. // Denoise pass horizontal
  224. if(!m_useSvgf)
  225. {
  226. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Horizontal");
  227. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  228. runDenoise(ctx, rgraphCtx);
  229. });
  230. rpass.newDependency(
  231. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  232. rpass.newDependency(depthDependency);
  233. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  234. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  235. rpass.newDependency(
  236. RenderPassDependency(m_r->getMotionVectors().getHistoryLengthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  237. rpass.newDependency(
  238. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  239. }
  240. // Denoise pass vertical
  241. if(!m_useSvgf)
  242. {
  243. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Vertical");
  244. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  245. runDenoise(ctx, rgraphCtx);
  246. });
  247. rpass.newDependency(
  248. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], 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(
  253. RenderPassDependency(m_r->getMotionVectors().getHistoryLengthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  254. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  255. }
  256. // Variance calculation pass
  257. if(m_useSvgf)
  258. {
  259. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Variance");
  260. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  261. runSvgfVariance(ctx, rgraphCtx);
  262. });
  263. rpass.newDependency(
  264. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  265. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  266. rpass.newDependency(
  267. RenderPassDependency(m_r->getMotionVectors().getHistoryLengthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  268. rpass.newDependency(depthDependency);
  269. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  270. rpass.newDependency(
  271. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  272. rpass.newDependency(RenderPassDependency(m_runCtx.m_varianceRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  273. }
  274. // SVGF Atrous
  275. if(m_useSvgf)
  276. {
  277. m_runCtx.m_atrousPassIdx = 0;
  278. for(U32 i = 0; i < m_atrousPassCount; ++i)
  279. {
  280. const Bool lastPass = i == U32(m_atrousPassCount - 1);
  281. const U32 readRtIdx = (i + 1) & 1;
  282. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Atrous");
  283. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  284. runSvgfAtrous(ctx, rgraphCtx);
  285. });
  286. rpass.newDependency(depthDependency);
  287. rpass.newDependency(
  288. RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  289. rpass.newDependency(
  290. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  291. rpass.newDependency(
  292. RenderPassDependency(m_runCtx.m_varianceRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  293. if(!lastPass)
  294. {
  295. rpass.newDependency(RenderPassDependency(m_runCtx.m_intermediateShadowsRts[!readRtIdx],
  296. TextureUsageBit::IMAGE_COMPUTE_WRITE));
  297. rpass.newDependency(
  298. RenderPassDependency(m_runCtx.m_varianceRts[!readRtIdx], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  299. }
  300. else
  301. {
  302. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  303. }
  304. }
  305. }
  306. // Upscale
  307. {
  308. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Upscale");
  309. rpass.setWork([this](RenderPassWorkContext& rgraphCtx) {
  310. runUpscale(rgraphCtx);
  311. });
  312. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_COMPUTE));
  313. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  314. rpass.newDependency(depthDependency);
  315. rpass.newDependency(RenderPassDependency(m_runCtx.m_upscaledRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  316. }
  317. // Find out the lights that will take part in RT pass
  318. {
  319. RenderQueue& rqueue = *ctx.m_renderQueue;
  320. m_runCtx.m_layersWithRejectedHistory.unsetAll();
  321. if(rqueue.m_directionalLight.hasShadow())
  322. {
  323. U32 layerIdx;
  324. Bool rejectHistory;
  325. [[maybe_unused]] const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
  326. ANKI_ASSERT(layerFound && "Directional can't fail");
  327. rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
  328. ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  329. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  330. }
  331. for(PointLightQueueElement& light : rqueue.m_pointLights)
  332. {
  333. if(!light.hasShadow())
  334. {
  335. continue;
  336. }
  337. U32 layerIdx;
  338. Bool rejectHistory;
  339. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  340. if(layerFound)
  341. {
  342. light.m_shadowLayer = U8(layerIdx);
  343. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  344. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  345. }
  346. else
  347. {
  348. // Disable shadows
  349. light.m_shadowRenderQueues = {};
  350. }
  351. }
  352. for(SpotLightQueueElement& light : rqueue.m_spotLights)
  353. {
  354. if(!light.hasShadow())
  355. {
  356. continue;
  357. }
  358. U32 layerIdx;
  359. Bool rejectHistory;
  360. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  361. if(layerFound)
  362. {
  363. light.m_shadowLayer = U8(layerIdx);
  364. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  365. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  366. }
  367. else
  368. {
  369. // Disable shadows
  370. light.m_shadowRenderQueue = nullptr;
  371. }
  372. }
  373. }
  374. }
  375. void RtShadows::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  376. {
  377. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  378. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  379. cmdb->bindShaderProgram(m_rtLibraryGrProg);
  380. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  381. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  382. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  383. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  384. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  385. cmdb->bindSampler(0, 5, m_r->getSamplers().m_trilinearRepeat);
  386. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[0]);
  387. rgraphCtx.bindColorTexture(0, 7, m_runCtx.m_historyRt);
  388. cmdb->bindSampler(0, 8, m_r->getSamplers().m_trilinearClamp);
  389. cmdb->bindSampler(0, 9, m_r->getSamplers().m_nearestNearestClamp);
  390. rgraphCtx.bindTexture(0, 10, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  391. rgraphCtx.bindColorTexture(0, 11, m_r->getMotionVectors().getMotionVectorsRt());
  392. rgraphCtx.bindColorTexture(0, 12, m_r->getMotionVectors().getHistoryLengthRt());
  393. rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(2));
  394. rgraphCtx.bindAccelerationStructure(0, 14, m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle());
  395. rgraphCtx.bindColorTexture(0, 15, m_runCtx.m_prevMomentsRt);
  396. rgraphCtx.bindImage(0, 16, m_runCtx.m_currentMomentsRt);
  397. cmdb->bindTexture(0, 17, m_blueNoiseImage->getTextureView());
  398. cmdb->bindAllBindless(1);
  399. RtShadowsUniforms unis;
  400. for(U32 i = 0; i < MAX_RT_SHADOW_LAYERS; ++i)
  401. {
  402. unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
  403. }
  404. cmdb->setPushConstants(&unis, sizeof(unis));
  405. cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
  406. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, 1);
  407. }
  408. void RtShadows::runDenoise(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  409. {
  410. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  411. cmdb->bindShaderProgram((m_runCtx.m_denoiseOrientation == 0) ? m_grDenoiseHorizontalProg : m_grDenoiseVerticalProg);
  412. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  413. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  414. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[m_runCtx.m_denoiseOrientation]);
  415. rgraphCtx.bindTexture(0, 3, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  416. rgraphCtx.bindColorTexture(0, 4, m_r->getGBuffer().getColorRt(2));
  417. rgraphCtx.bindColorTexture(0, 5, m_runCtx.m_currentMomentsRt);
  418. rgraphCtx.bindColorTexture(0, 6, m_r->getMotionVectors().getHistoryLengthRt());
  419. rgraphCtx.bindImage(
  420. 0, 7, (m_runCtx.m_denoiseOrientation == 0) ? m_runCtx.m_intermediateShadowsRts[1] : m_runCtx.m_historyRt);
  421. RtShadowsDenoiseUniforms unis;
  422. unis.invViewProjMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  423. unis.time = F32(m_r->getGlobalTimestamp());
  424. cmdb->setPushConstants(&unis, sizeof(unis));
  425. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2);
  426. m_runCtx.m_denoiseOrientation = !m_runCtx.m_denoiseOrientation;
  427. }
  428. void RtShadows::runSvgfVariance(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  429. {
  430. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  431. cmdb->bindShaderProgram(m_svgfVarianceGrProg);
  432. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  433. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  434. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[0]);
  435. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_currentMomentsRt);
  436. rgraphCtx.bindColorTexture(0, 4, m_r->getMotionVectors().getHistoryLengthRt());
  437. rgraphCtx.bindTexture(0, 5, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  438. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[1]);
  439. rgraphCtx.bindImage(0, 7, m_runCtx.m_varianceRts[1]);
  440. const Mat4& invProjMat = ctx.m_matrices.m_projectionJitter.getInverse();
  441. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  442. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2);
  443. }
  444. void RtShadows::runSvgfAtrous(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  445. {
  446. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  447. const Bool lastPass = m_runCtx.m_atrousPassIdx == m_atrousPassCount - 1;
  448. const U32 readRtIdx = (m_runCtx.m_atrousPassIdx + 1) & 1;
  449. if(lastPass)
  450. {
  451. cmdb->bindShaderProgram(m_svgfAtrousLastPassGrProg);
  452. }
  453. else
  454. {
  455. cmdb->bindShaderProgram(m_svgfAtrousGrProg);
  456. }
  457. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  458. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  459. rgraphCtx.bindTexture(0, 2, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  460. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_intermediateShadowsRts[readRtIdx]);
  461. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_varianceRts[readRtIdx]);
  462. if(!lastPass)
  463. {
  464. rgraphCtx.bindImage(0, 5, m_runCtx.m_intermediateShadowsRts[!readRtIdx]);
  465. rgraphCtx.bindImage(0, 6, m_runCtx.m_varianceRts[!readRtIdx]);
  466. }
  467. else
  468. {
  469. rgraphCtx.bindImage(0, 5, m_runCtx.m_historyRt);
  470. }
  471. const Mat4& invProjMat = ctx.m_matrices.m_projectionJitter.getInverse();
  472. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  473. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2);
  474. ++m_runCtx.m_atrousPassIdx;
  475. }
  476. void RtShadows::runUpscale(RenderPassWorkContext& rgraphCtx)
  477. {
  478. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  479. cmdb->bindShaderProgram(m_upscaleGrProg);
  480. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  481. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  482. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyRt);
  483. rgraphCtx.bindImage(0, 3, m_runCtx.m_upscaledRt);
  484. rgraphCtx.bindTexture(0, 4, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  485. rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  486. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  487. }
  488. void RtShadows::buildSbt(RenderingContext& ctx)
  489. {
  490. // Get some things
  491. ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
  492. ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
  493. ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
  494. const U32 instanceCount = instanceElements.getSize();
  495. ANKI_ASSERT(instanceCount > 0);
  496. const U32 shaderHandleSize = getGrManager().getDeviceCapabilities().m_shaderGroupHandleSize;
  497. const U32 extraSbtRecords = 1 + 1; // Raygen + miss
  498. m_runCtx.m_hitGroupCount = instanceCount;
  499. // Allocate SBT
  500. StagingGpuMemoryToken token;
  501. U8* sbt = allocateStorage<U8*>(PtrSize(m_sbtRecordSize) * (instanceCount + extraSbtRecords), token);
  502. [[maybe_unused]] const U8* sbtStart = sbt;
  503. m_runCtx.m_sbtBuffer = token.m_buffer;
  504. m_runCtx.m_sbtOffset = token.m_offset;
  505. // Set the miss and ray gen handles
  506. ConstWeakArray<U8> shaderGroupHandles = m_rtLibraryGrProg->getShaderGroupHandles();
  507. memcpy(sbt, &shaderGroupHandles[m_rayGenShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  508. sbt += m_sbtRecordSize;
  509. memcpy(sbt, &shaderGroupHandles[m_missShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  510. sbt += m_sbtRecordSize;
  511. // Init SBT and instances
  512. ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
  513. for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
  514. {
  515. const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
  516. // Init SBT record
  517. memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndex * shaderHandleSize], shaderHandleSize);
  518. // TODO add some reference to the RenderableGpuView
  519. sbt += m_sbtRecordSize;
  520. }
  521. ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
  522. }
  523. Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
  524. {
  525. const U64 crntFrame = m_r->getFrameCount();
  526. layerIdx = MAX_U32;
  527. U32 nextBestLayerIdx = MAX_U32;
  528. U64 nextBestLayerFame = crntFrame;
  529. rejectHistoryBuffer = false;
  530. for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
  531. {
  532. ShadowLayer& layer = m_shadowLayers[i];
  533. if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
  534. {
  535. // Found it being used last frame
  536. layerIdx = i;
  537. layer.m_frameLastUsed = crntFrame;
  538. layer.m_lightUuid = lightUuid;
  539. break;
  540. }
  541. else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == MAX_U64)
  542. {
  543. // Found an empty slot or slot used by the same light
  544. layerIdx = i;
  545. layer.m_frameLastUsed = crntFrame;
  546. layer.m_lightUuid = lightUuid;
  547. rejectHistoryBuffer = true;
  548. break;
  549. }
  550. else if(layer.m_frameLastUsed < nextBestLayerFame)
  551. {
  552. nextBestLayerIdx = i;
  553. nextBestLayerFame = crntFrame;
  554. }
  555. }
  556. // Not found but there is a good candidate. Use that
  557. if(layerIdx == MAX_U32 && nextBestLayerIdx != MAX_U32)
  558. {
  559. layerIdx = nextBestLayerIdx;
  560. m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
  561. m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
  562. rejectHistoryBuffer = true;
  563. }
  564. return layerIdx != MAX_U32;
  565. }
  566. void RtShadows::getDebugRenderTarget(CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  567. ShaderProgramPtr& optionalShaderProgram) const
  568. {
  569. U32 layerGroup = 0;
  570. if(rtName == "RtShadows")
  571. {
  572. layerGroup = 0;
  573. }
  574. else if(rtName == "RtShadows1")
  575. {
  576. layerGroup = 1;
  577. }
  578. else
  579. {
  580. ANKI_ASSERT(rtName == "RtShadows2");
  581. layerGroup = 2;
  582. }
  583. handles[0] = m_runCtx.m_upscaledRt;
  584. ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
  585. variantInit.addMutation("LAYER_GROUP", layerGroup);
  586. const ShaderProgramResourceVariant* variant;
  587. m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
  588. optionalShaderProgram = variant->getProgram();
  589. }
  590. } // end namespace anki