RtShadows.cpp 28 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/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/Renderer/ClusterBinning.h>
  14. #include <AnKi/Renderer/PackVisibleClusteredObjects.h>
  15. #include <AnKi/Util/Tracer.h>
  16. #include <AnKi/Core/ConfigSet.h>
  17. #include <AnKi/Shaders/Include/MaterialTypes.h>
  18. #include <AnKi/Shaders/Include/GpuSceneTypes.h>
  19. namespace anki {
  20. Error RtShadows::init()
  21. {
  22. const Error err = initInternal();
  23. if(err)
  24. {
  25. ANKI_R_LOGE("Failed to initialize ray traced shadows");
  26. }
  27. return err;
  28. }
  29. Error RtShadows::initInternal()
  30. {
  31. ANKI_R_LOGV("Initializing RT shadows");
  32. m_useSvgf = ConfigSet::getSingleton().getRRtShadowsSvgf();
  33. m_atrousPassCount = ConfigSet::getSingleton().getRRtShadowsSvgfAtrousPassCount();
  34. ANKI_CHECK(
  35. ResourceManager::getSingleton().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_blueNoiseImage));
  36. // Ray gen program
  37. {
  38. ANKI_CHECK(
  39. ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsRayGen.ankiprogbin", m_rayGenProg));
  40. ShaderProgramResourceVariantInitInfo variantInitInfo(m_rayGenProg);
  41. variantInitInfo.addMutation("RAYS_PER_PIXEL", ConfigSet::getSingleton().getRRtShadowsRaysPerPixel());
  42. const ShaderProgramResourceVariant* variant;
  43. m_rayGenProg->getOrCreateVariant(variantInitInfo, variant);
  44. m_rtLibraryGrProg = variant->getProgram();
  45. m_rayGenShaderGroupIdx = variant->getShaderGroupHandleIndex();
  46. }
  47. // Miss prog
  48. {
  49. ANKI_CHECK(
  50. ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsMiss.ankiprogbin", m_missProg));
  51. const ShaderProgramResourceVariant* variant;
  52. m_missProg->getOrCreateVariant(variant);
  53. m_missShaderGroupIdx = variant->getShaderGroupHandleIndex();
  54. }
  55. // Denoise program
  56. if(!m_useSvgf)
  57. {
  58. ANKI_CHECK(
  59. ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsDenoise.ankiprogbin", m_denoiseProg));
  60. ShaderProgramResourceVariantInitInfo variantInitInfo(m_denoiseProg);
  61. variantInitInfo.addConstant("kOutImageSize", UVec2(getRenderer().getInternalResolution().x() / 2,
  62. getRenderer().getInternalResolution().y() / 2));
  63. variantInitInfo.addConstant("kMinSampleCount", 8u);
  64. variantInitInfo.addConstant("kMaxSampleCount", 32u);
  65. variantInitInfo.addMutation("BLUR_ORIENTATION", 0);
  66. const ShaderProgramResourceVariant* variant;
  67. m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
  68. m_grDenoiseHorizontalProg = variant->getProgram();
  69. variantInitInfo.addMutation("BLUR_ORIENTATION", 1);
  70. m_denoiseProg->getOrCreateVariant(variantInitInfo, variant);
  71. m_grDenoiseVerticalProg = variant->getProgram();
  72. }
  73. // SVGF variance program
  74. if(m_useSvgf)
  75. {
  76. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsSvgfVariance.ankiprogbin",
  77. m_svgfVarianceProg));
  78. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfVarianceProg);
  79. variantInitInfo.addConstant("kFramebufferSize", UVec2(getRenderer().getInternalResolution().x() / 2,
  80. getRenderer().getInternalResolution().y() / 2));
  81. const ShaderProgramResourceVariant* variant;
  82. m_svgfVarianceProg->getOrCreateVariant(variantInitInfo, variant);
  83. m_svgfVarianceGrProg = variant->getProgram();
  84. }
  85. // SVGF atrous program
  86. if(m_useSvgf)
  87. {
  88. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsSvgfAtrous.ankiprogbin",
  89. m_svgfAtrousProg));
  90. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfAtrousProg);
  91. variantInitInfo.addConstant("kFramebufferSize", UVec2(getRenderer().getInternalResolution().x() / 2,
  92. getRenderer().getInternalResolution().y() / 2));
  93. variantInitInfo.addMutation("LAST_PASS", 0);
  94. const ShaderProgramResourceVariant* variant;
  95. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  96. m_svgfAtrousGrProg = variant->getProgram();
  97. variantInitInfo.addMutation("LAST_PASS", 1);
  98. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  99. m_svgfAtrousLastPassGrProg = variant->getProgram();
  100. }
  101. // Upscale program
  102. {
  103. ANKI_CHECK(
  104. ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsUpscale.ankiprogbin", m_upscaleProg));
  105. ShaderProgramResourceVariantInitInfo variantInitInfo(m_upscaleProg);
  106. variantInitInfo.addConstant("kOutImageSize", UVec2(getRenderer().getInternalResolution().x(),
  107. getRenderer().getInternalResolution().y()));
  108. const ShaderProgramResourceVariant* variant;
  109. m_upscaleProg->getOrCreateVariant(variantInitInfo, variant);
  110. m_upscaleGrProg = variant->getProgram();
  111. }
  112. // Debug program
  113. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/RtShadowsVisualizeRenderTarget.ankiprogbin",
  114. m_visualizeRenderTargetsProg));
  115. // Quarter rez shadow RT
  116. {
  117. TextureInitInfo texinit = getRenderer().create2DRenderTargetInitInfo(
  118. getRenderer().getInternalResolution().x() / 2, getRenderer().getInternalResolution().y() / 2,
  119. Format::kR32G32_Uint,
  120. TextureUsageBit::kAllSampled | TextureUsageBit::kImageTraceRaysWrite | TextureUsageBit::kImageComputeWrite,
  121. "RtShadows History");
  122. m_historyRt = getRenderer().createAndClearRenderTarget(texinit, TextureUsageBit::kSampledFragment);
  123. }
  124. // Temp shadow RT
  125. {
  126. m_intermediateShadowsRtDescr = getRenderer().create2DRenderTargetDescription(
  127. getRenderer().getInternalResolution().x() / 2, getRenderer().getInternalResolution().y() / 2,
  128. Format::kR32G32_Uint, "RtShadows Tmp");
  129. m_intermediateShadowsRtDescr.bake();
  130. }
  131. // Moments RT
  132. {
  133. TextureInitInfo texinit = getRenderer().create2DRenderTargetInitInfo(
  134. getRenderer().getInternalResolution().x() / 2, getRenderer().getInternalResolution().y() / 2,
  135. Format::kR32G32_Sfloat,
  136. TextureUsageBit::kAllSampled | TextureUsageBit::kImageTraceRaysWrite | TextureUsageBit::kImageComputeWrite,
  137. "RtShadows Moments #1");
  138. m_momentsRts[0] = getRenderer().createAndClearRenderTarget(texinit, TextureUsageBit::kSampledFragment);
  139. texinit.setName("RtShadows Moments #2");
  140. m_momentsRts[1] = getRenderer().createAndClearRenderTarget(texinit, TextureUsageBit::kSampledFragment);
  141. }
  142. // Variance RT
  143. if(m_useSvgf)
  144. {
  145. m_varianceRtDescr = getRenderer().create2DRenderTargetDescription(getRenderer().getInternalResolution().x() / 2,
  146. getRenderer().getInternalResolution().y() / 2,
  147. Format::kR32_Sfloat, "RtShadows Variance");
  148. m_varianceRtDescr.bake();
  149. }
  150. // Final RT
  151. {
  152. m_upscaledRtDescr = getRenderer().create2DRenderTargetDescription(getRenderer().getInternalResolution().x(),
  153. getRenderer().getInternalResolution().y(),
  154. Format::kR32G32_Uint, "RtShadows Upscaled");
  155. m_upscaledRtDescr.bake();
  156. }
  157. // Misc
  158. m_sbtRecordSize =
  159. getAlignedRoundUp(GrManager::getSingleton().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
  160. return Error::kNone;
  161. }
  162. void RtShadows::populateRenderGraph(RenderingContext& ctx)
  163. {
  164. ANKI_TRACE_SCOPED_EVENT(RRtShadows);
  165. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  166. buildSbt(ctx);
  167. const U32 prevRtIdx = getRenderer().getFrameCount() & 1;
  168. // Import RTs
  169. {
  170. if(!m_rtsImportedOnce) [[unlikely]]
  171. {
  172. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt, TextureUsageBit::kSampledFragment);
  173. m_runCtx.m_prevMomentsRt =
  174. rgraph.importRenderTarget(m_momentsRts[prevRtIdx], TextureUsageBit::kSampledFragment);
  175. m_rtsImportedOnce = true;
  176. }
  177. else
  178. {
  179. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt);
  180. m_runCtx.m_prevMomentsRt = rgraph.importRenderTarget(m_momentsRts[prevRtIdx]);
  181. }
  182. if((getPassCountWithoutUpscaling() % 2) == 1)
  183. {
  184. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  185. m_runCtx.m_intermediateShadowsRts[1] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  186. }
  187. else
  188. {
  189. // We can save a render target if we have even number of renderpasses
  190. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  191. m_runCtx.m_intermediateShadowsRts[1] = m_runCtx.m_historyRt;
  192. }
  193. m_runCtx.m_currentMomentsRt = rgraph.importRenderTarget(m_momentsRts[!prevRtIdx], TextureUsageBit::kNone);
  194. if(m_useSvgf)
  195. {
  196. if(m_atrousPassCount > 1)
  197. {
  198. m_runCtx.m_varianceRts[0] = rgraph.newRenderTarget(m_varianceRtDescr);
  199. }
  200. m_runCtx.m_varianceRts[1] = rgraph.newRenderTarget(m_varianceRtDescr);
  201. }
  202. m_runCtx.m_upscaledRt = rgraph.newRenderTarget(m_upscaledRtDescr);
  203. }
  204. #define ANKI_DEPTH_DEP \
  205. getRenderer().getDepthDownscale().getHiZRt(), \
  206. TextureUsageBit::kSampledTraceRays | TextureUsageBit::kSampledCompute, kHiZHalfSurface
  207. // RT shadows pass
  208. {
  209. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
  210. rpass.setWork([this](RenderPassWorkContext& rgraphCtx) {
  211. run(rgraphCtx);
  212. });
  213. rpass.newTextureDependency(m_runCtx.m_historyRt, TextureUsageBit::kSampledTraceRays);
  214. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::kImageTraceRaysWrite);
  215. rpass.newAccelerationStructureDependency(
  216. getRenderer().getAccelerationStructureBuilder().getAccelerationStructureHandle(),
  217. AccelerationStructureUsageBit::kTraceRaysRead);
  218. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  219. rpass.newTextureDependency(getRenderer().getMotionVectors().getMotionVectorsRt(),
  220. TextureUsageBit::kSampledTraceRays);
  221. rpass.newTextureDependency(getRenderer().getMotionVectors().getHistoryLengthRt(),
  222. TextureUsageBit::kSampledTraceRays);
  223. rpass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), TextureUsageBit::kSampledTraceRays);
  224. rpass.newTextureDependency(m_runCtx.m_prevMomentsRt, TextureUsageBit::kSampledTraceRays);
  225. rpass.newTextureDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::kImageTraceRaysWrite);
  226. rpass.newBufferDependency(getRenderer().getClusterBinning().getClustersRenderGraphHandle(),
  227. BufferUsageBit::kStorageTraceRaysRead);
  228. }
  229. // Denoise pass horizontal
  230. if(!m_useSvgf)
  231. {
  232. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Horizontal");
  233. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  234. runDenoise(ctx, rgraphCtx);
  235. });
  236. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::kSampledCompute);
  237. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  238. rpass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), TextureUsageBit::kSampledCompute);
  239. rpass.newTextureDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::kSampledCompute);
  240. rpass.newTextureDependency(getRenderer().getMotionVectors().getHistoryLengthRt(),
  241. TextureUsageBit::kSampledCompute);
  242. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::kImageComputeWrite);
  243. }
  244. // Denoise pass vertical
  245. if(!m_useSvgf)
  246. {
  247. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Vertical");
  248. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  249. runDenoise(ctx, rgraphCtx);
  250. });
  251. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::kSampledCompute);
  252. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  253. rpass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), TextureUsageBit::kSampledCompute);
  254. rpass.newTextureDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::kSampledCompute);
  255. rpass.newTextureDependency(getRenderer().getMotionVectors().getHistoryLengthRt(),
  256. TextureUsageBit::kSampledCompute);
  257. rpass.newTextureDependency(m_runCtx.m_historyRt, TextureUsageBit::kImageComputeWrite);
  258. }
  259. // Variance calculation pass
  260. if(m_useSvgf)
  261. {
  262. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Variance");
  263. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  264. runSvgfVariance(ctx, rgraphCtx);
  265. });
  266. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::kSampledCompute);
  267. rpass.newTextureDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::kSampledCompute);
  268. rpass.newTextureDependency(getRenderer().getMotionVectors().getHistoryLengthRt(),
  269. TextureUsageBit::kSampledCompute);
  270. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  271. rpass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), TextureUsageBit::kSampledCompute);
  272. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::kImageComputeWrite);
  273. rpass.newTextureDependency(m_runCtx.m_varianceRts[1], TextureUsageBit::kImageComputeWrite);
  274. }
  275. // SVGF Atrous
  276. if(m_useSvgf)
  277. {
  278. m_runCtx.m_atrousPassIdx = 0;
  279. for(U32 i = 0; i < m_atrousPassCount; ++i)
  280. {
  281. const Bool lastPass = i == U32(m_atrousPassCount - 1);
  282. const U32 readRtIdx = (i + 1) & 1;
  283. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Atrous");
  284. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  285. runSvgfAtrous(ctx, rgraphCtx);
  286. });
  287. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  288. rpass.newTextureDependency(getRenderer().getGBuffer().getColorRt(2), TextureUsageBit::kSampledCompute);
  289. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[readRtIdx], TextureUsageBit::kSampledCompute);
  290. rpass.newTextureDependency(m_runCtx.m_varianceRts[readRtIdx], TextureUsageBit::kSampledCompute);
  291. if(!lastPass)
  292. {
  293. rpass.newTextureDependency(m_runCtx.m_intermediateShadowsRts[!readRtIdx],
  294. TextureUsageBit::kImageComputeWrite);
  295. rpass.newTextureDependency(m_runCtx.m_varianceRts[!readRtIdx], TextureUsageBit::kImageComputeWrite);
  296. }
  297. else
  298. {
  299. rpass.newTextureDependency(m_runCtx.m_historyRt, TextureUsageBit::kImageComputeWrite);
  300. }
  301. }
  302. }
  303. // Upscale
  304. {
  305. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Upscale");
  306. rpass.setWork([this](RenderPassWorkContext& rgraphCtx) {
  307. runUpscale(rgraphCtx);
  308. });
  309. rpass.newTextureDependency(m_runCtx.m_historyRt, TextureUsageBit::kSampledCompute);
  310. rpass.newTextureDependency(getRenderer().getGBuffer().getDepthRt(), TextureUsageBit::kSampledCompute);
  311. rpass.newTextureDependency(ANKI_DEPTH_DEP);
  312. rpass.newTextureDependency(m_runCtx.m_upscaledRt, TextureUsageBit::kImageComputeWrite);
  313. }
  314. // Find out the lights that will take part in RT pass
  315. {
  316. RenderQueue& rqueue = *ctx.m_renderQueue;
  317. m_runCtx.m_layersWithRejectedHistory.unsetAll();
  318. if(rqueue.m_directionalLight.hasShadow())
  319. {
  320. U32 layerIdx;
  321. Bool rejectHistory;
  322. [[maybe_unused]] const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
  323. ANKI_ASSERT(layerFound && "Directional can't fail");
  324. rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
  325. ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < kMaxRtShadowLayers);
  326. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  327. }
  328. for(PointLightQueueElement& light : rqueue.m_pointLights)
  329. {
  330. if(!light.hasShadow())
  331. {
  332. continue;
  333. }
  334. U32 layerIdx;
  335. Bool rejectHistory;
  336. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  337. if(layerFound)
  338. {
  339. light.m_shadowLayer = U8(layerIdx);
  340. ANKI_ASSERT(light.m_shadowLayer < kMaxRtShadowLayers);
  341. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  342. }
  343. else
  344. {
  345. // Disable shadows
  346. light.m_shadowRenderQueues = {};
  347. }
  348. }
  349. for(SpotLightQueueElement& light : rqueue.m_spotLights)
  350. {
  351. if(!light.hasShadow())
  352. {
  353. continue;
  354. }
  355. U32 layerIdx;
  356. Bool rejectHistory;
  357. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  358. if(layerFound)
  359. {
  360. light.m_shadowLayer = U8(layerIdx);
  361. ANKI_ASSERT(light.m_shadowLayer < kMaxRtShadowLayers);
  362. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  363. }
  364. else
  365. {
  366. // Disable shadows
  367. light.m_shadowRenderQueue = nullptr;
  368. }
  369. }
  370. }
  371. }
  372. void RtShadows::run(RenderPassWorkContext& rgraphCtx)
  373. {
  374. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  375. cmdb->bindShaderProgram(m_rtLibraryGrProg);
  376. // Allocate, set and bind global uniforms
  377. {
  378. RebarGpuMemoryToken globalUniformsToken;
  379. MaterialGlobalUniforms* globalUniforms =
  380. static_cast<MaterialGlobalUniforms*>(RebarStagingGpuMemoryPool::getSingleton().allocateFrame(
  381. sizeof(MaterialGlobalUniforms), globalUniformsToken));
  382. memset(globalUniforms, 0, sizeof(*globalUniforms)); // Don't care for now
  383. cmdb->bindUniformBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGlobalUniforms),
  384. RebarStagingGpuMemoryPool::getSingleton().getBuffer(), globalUniformsToken.m_offset,
  385. globalUniformsToken.m_range);
  386. }
  387. // More globals
  388. cmdb->bindAllBindless(U32(MaterialSet::kBindless));
  389. cmdb->bindSampler(U32(MaterialSet::kGlobal), U32(MaterialBinding::kTrilinearRepeatSampler),
  390. getRenderer().getSamplers().m_trilinearRepeat);
  391. cmdb->bindStorageBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kGpuScene),
  392. GpuSceneMemoryPool::getSingleton().getBuffer(), 0, kMaxPtrSize);
  393. #define ANKI_UNIFIED_GEOM_FORMAT(fmt, shaderType) \
  394. cmdb->bindReadOnlyTextureBuffer(U32(MaterialSet::kGlobal), U32(MaterialBinding::kUnifiedGeometry_##fmt), \
  395. UnifiedGeometryMemoryPool::getSingleton().getBuffer(), 0, kMaxPtrSize, \
  396. Format::k##fmt);
  397. #include <AnKi/Shaders/Include/UnifiedGeometryTypes.defs.h>
  398. constexpr U32 kSet = 2;
  399. bindUniforms(cmdb, kSet, 0, getRenderer().getClusterBinning().getClusteredUniformsRebarToken());
  400. getRenderer().getPackVisibleClusteredObjects().bindClusteredObjectBuffer(cmdb, kSet, 1,
  401. ClusteredObjectType::kPointLight);
  402. getRenderer().getPackVisibleClusteredObjects().bindClusteredObjectBuffer(cmdb, kSet, 2,
  403. ClusteredObjectType::kSpotLight);
  404. rgraphCtx.bindColorTexture(kSet, 3, getRenderer().getShadowMapping().getShadowmapRt());
  405. bindStorage(cmdb, kSet, 4, getRenderer().getClusterBinning().getClustersRebarToken());
  406. cmdb->bindSampler(kSet, 5, getRenderer().getSamplers().m_trilinearRepeat);
  407. rgraphCtx.bindImage(kSet, 6, m_runCtx.m_intermediateShadowsRts[0]);
  408. rgraphCtx.bindColorTexture(kSet, 7, m_runCtx.m_historyRt);
  409. cmdb->bindSampler(kSet, 8, getRenderer().getSamplers().m_trilinearClamp);
  410. cmdb->bindSampler(kSet, 9, getRenderer().getSamplers().m_nearestNearestClamp);
  411. rgraphCtx.bindTexture(kSet, 10, getRenderer().getDepthDownscale().getHiZRt(), kHiZHalfSurface);
  412. rgraphCtx.bindColorTexture(kSet, 11, getRenderer().getMotionVectors().getMotionVectorsRt());
  413. rgraphCtx.bindColorTexture(kSet, 12, getRenderer().getMotionVectors().getHistoryLengthRt());
  414. rgraphCtx.bindColorTexture(kSet, 13, getRenderer().getGBuffer().getColorRt(2));
  415. rgraphCtx.bindAccelerationStructure(
  416. kSet, 14, getRenderer().getAccelerationStructureBuilder().getAccelerationStructureHandle());
  417. rgraphCtx.bindColorTexture(kSet, 15, m_runCtx.m_prevMomentsRt);
  418. rgraphCtx.bindImage(kSet, 16, m_runCtx.m_currentMomentsRt);
  419. cmdb->bindTexture(kSet, 17, m_blueNoiseImage->getTextureView());
  420. RtShadowsUniforms unis;
  421. for(U32 i = 0; i < kMaxRtShadowLayers; ++i)
  422. {
  423. unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
  424. }
  425. cmdb->setPushConstants(&unis, sizeof(unis));
  426. cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
  427. getRenderer().getInternalResolution().x() / 2, getRenderer().getInternalResolution().y() / 2, 1);
  428. }
  429. void RtShadows::runDenoise(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  430. {
  431. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  432. cmdb->bindShaderProgram((m_runCtx.m_denoiseOrientation == 0) ? m_grDenoiseHorizontalProg : m_grDenoiseVerticalProg);
  433. cmdb->bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp);
  434. cmdb->bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp);
  435. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[m_runCtx.m_denoiseOrientation]);
  436. rgraphCtx.bindTexture(0, 3, getRenderer().getDepthDownscale().getHiZRt(), kHiZHalfSurface);
  437. rgraphCtx.bindColorTexture(0, 4, getRenderer().getGBuffer().getColorRt(2));
  438. rgraphCtx.bindColorTexture(0, 5, m_runCtx.m_currentMomentsRt);
  439. rgraphCtx.bindColorTexture(0, 6, getRenderer().getMotionVectors().getHistoryLengthRt());
  440. rgraphCtx.bindImage(
  441. 0, 7, (m_runCtx.m_denoiseOrientation == 0) ? m_runCtx.m_intermediateShadowsRts[1] : m_runCtx.m_historyRt);
  442. RtShadowsDenoiseUniforms unis;
  443. unis.invViewProjMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  444. unis.time = F32(GlobalFrameIndex::getSingleton().m_value);
  445. cmdb->setPushConstants(&unis, sizeof(unis));
  446. dispatchPPCompute(cmdb, 8, 8, getRenderer().getInternalResolution().x() / 2,
  447. getRenderer().getInternalResolution().y() / 2);
  448. m_runCtx.m_denoiseOrientation = !m_runCtx.m_denoiseOrientation;
  449. }
  450. void RtShadows::runSvgfVariance(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  451. {
  452. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  453. cmdb->bindShaderProgram(m_svgfVarianceGrProg);
  454. cmdb->bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp);
  455. cmdb->bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp);
  456. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[0]);
  457. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_currentMomentsRt);
  458. rgraphCtx.bindColorTexture(0, 4, getRenderer().getMotionVectors().getHistoryLengthRt());
  459. rgraphCtx.bindTexture(0, 5, getRenderer().getDepthDownscale().getHiZRt(), kHiZHalfSurface);
  460. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[1]);
  461. rgraphCtx.bindImage(0, 7, m_runCtx.m_varianceRts[1]);
  462. const Mat4& invProjMat = ctx.m_matrices.m_projectionJitter.getInverse();
  463. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  464. dispatchPPCompute(cmdb, 8, 8, getRenderer().getInternalResolution().x() / 2,
  465. getRenderer().getInternalResolution().y() / 2);
  466. }
  467. void RtShadows::runSvgfAtrous(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  468. {
  469. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  470. const Bool lastPass = m_runCtx.m_atrousPassIdx == m_atrousPassCount - 1;
  471. const U32 readRtIdx = (m_runCtx.m_atrousPassIdx + 1) & 1;
  472. if(lastPass)
  473. {
  474. cmdb->bindShaderProgram(m_svgfAtrousLastPassGrProg);
  475. }
  476. else
  477. {
  478. cmdb->bindShaderProgram(m_svgfAtrousGrProg);
  479. }
  480. cmdb->bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp);
  481. cmdb->bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp);
  482. rgraphCtx.bindTexture(0, 2, getRenderer().getDepthDownscale().getHiZRt(), kHiZHalfSurface);
  483. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_intermediateShadowsRts[readRtIdx]);
  484. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_varianceRts[readRtIdx]);
  485. if(!lastPass)
  486. {
  487. rgraphCtx.bindImage(0, 5, m_runCtx.m_intermediateShadowsRts[!readRtIdx]);
  488. rgraphCtx.bindImage(0, 6, m_runCtx.m_varianceRts[!readRtIdx]);
  489. }
  490. else
  491. {
  492. rgraphCtx.bindImage(0, 5, m_runCtx.m_historyRt);
  493. }
  494. const Mat4& invProjMat = ctx.m_matrices.m_projectionJitter.getInverse();
  495. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  496. dispatchPPCompute(cmdb, 8, 8, getRenderer().getInternalResolution().x() / 2,
  497. getRenderer().getInternalResolution().y() / 2);
  498. ++m_runCtx.m_atrousPassIdx;
  499. }
  500. void RtShadows::runUpscale(RenderPassWorkContext& rgraphCtx)
  501. {
  502. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  503. cmdb->bindShaderProgram(m_upscaleGrProg);
  504. cmdb->bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp);
  505. cmdb->bindSampler(0, 1, getRenderer().getSamplers().m_trilinearClamp);
  506. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyRt);
  507. rgraphCtx.bindImage(0, 3, m_runCtx.m_upscaledRt);
  508. rgraphCtx.bindTexture(0, 4, getRenderer().getDepthDownscale().getHiZRt(), kHiZHalfSurface);
  509. rgraphCtx.bindTexture(0, 5, getRenderer().getGBuffer().getDepthRt(),
  510. TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
  511. dispatchPPCompute(cmdb, 8, 8, getRenderer().getInternalResolution().x(), getRenderer().getInternalResolution().y());
  512. }
  513. void RtShadows::buildSbt(RenderingContext& ctx)
  514. {
  515. // Get some things
  516. ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
  517. ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
  518. ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
  519. const U32 instanceCount = instanceElements.getSize();
  520. ANKI_ASSERT(instanceCount > 0);
  521. const U32 shaderHandleSize = GrManager::getSingleton().getDeviceCapabilities().m_shaderGroupHandleSize;
  522. const U32 extraSbtRecords = 1 + 1; // Raygen + miss
  523. m_runCtx.m_hitGroupCount = instanceCount;
  524. // Allocate SBT
  525. RebarGpuMemoryToken token;
  526. U8* sbt = allocateStorage<U8*>(PtrSize(m_sbtRecordSize) * (instanceCount + extraSbtRecords), token);
  527. [[maybe_unused]] const U8* sbtStart = sbt;
  528. m_runCtx.m_sbtBuffer = RebarStagingGpuMemoryPool::getSingleton().getBuffer();
  529. m_runCtx.m_sbtOffset = token.m_offset;
  530. // Set the miss and ray gen handles
  531. ConstWeakArray<U8> shaderGroupHandles = m_rtLibraryGrProg->getShaderGroupHandles();
  532. memcpy(sbt, &shaderGroupHandles[m_rayGenShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  533. sbt += m_sbtRecordSize;
  534. memcpy(sbt, &shaderGroupHandles[m_missShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  535. sbt += m_sbtRecordSize;
  536. // Init SBT and instances
  537. ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
  538. for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
  539. {
  540. const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
  541. // Init SBT record
  542. memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndex * shaderHandleSize], shaderHandleSize);
  543. ANKI_ASSERT(shaderHandleSize + sizeof(GpuSceneRenderable) <= m_sbtRecordSize);
  544. GpuSceneRenderable* shaderRecord = reinterpret_cast<GpuSceneRenderable*>(sbt + shaderHandleSize);
  545. shaderRecord->m_worldTransformsOffset = element.m_worldTransformsOffset;
  546. shaderRecord->m_uniformsOffset = element.m_uniformsOffset;
  547. shaderRecord->m_geometryOffset = element.m_geometryOffset;
  548. shaderRecord->m_boneTransformsOffset = 0;
  549. sbt += m_sbtRecordSize;
  550. }
  551. ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
  552. }
  553. Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
  554. {
  555. const U64 crntFrame = getRenderer().getFrameCount();
  556. layerIdx = kMaxU32;
  557. U32 nextBestLayerIdx = kMaxU32;
  558. U64 nextBestLayerFame = crntFrame;
  559. rejectHistoryBuffer = false;
  560. for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
  561. {
  562. ShadowLayer& layer = m_shadowLayers[i];
  563. if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
  564. {
  565. // Found it being used last frame
  566. layerIdx = i;
  567. layer.m_frameLastUsed = crntFrame;
  568. layer.m_lightUuid = lightUuid;
  569. break;
  570. }
  571. else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == kMaxU64)
  572. {
  573. // Found an empty slot or slot used by the same light
  574. layerIdx = i;
  575. layer.m_frameLastUsed = crntFrame;
  576. layer.m_lightUuid = lightUuid;
  577. rejectHistoryBuffer = true;
  578. break;
  579. }
  580. else if(layer.m_frameLastUsed < nextBestLayerFame)
  581. {
  582. nextBestLayerIdx = i;
  583. nextBestLayerFame = crntFrame;
  584. }
  585. }
  586. // Not found but there is a good candidate. Use that
  587. if(layerIdx == kMaxU32 && nextBestLayerIdx != kMaxU32)
  588. {
  589. layerIdx = nextBestLayerIdx;
  590. m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
  591. m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
  592. rejectHistoryBuffer = true;
  593. }
  594. return layerIdx != kMaxU32;
  595. }
  596. void RtShadows::getDebugRenderTarget(CString rtName, Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  597. ShaderProgramPtr& optionalShaderProgram) const
  598. {
  599. U32 layerGroup = 0;
  600. if(rtName == "RtShadows")
  601. {
  602. layerGroup = 0;
  603. }
  604. else if(rtName == "RtShadows1")
  605. {
  606. layerGroup = 1;
  607. }
  608. else
  609. {
  610. ANKI_ASSERT(rtName == "RtShadows2");
  611. layerGroup = 2;
  612. }
  613. handles[0] = m_runCtx.m_upscaledRt;
  614. ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
  615. variantInit.addMutation("LAYER_GROUP", layerGroup);
  616. const ShaderProgramResourceVariant* variant;
  617. m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
  618. optionalShaderProgram = variant->getProgram();
  619. }
  620. } // end namespace anki