GBuffer.cpp 6.7 KB

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  1. // Copyright (C) 2009-2021, 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/GBuffer.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/RenderQueue.h>
  8. #include <AnKi/Renderer/LensFlare.h>
  9. #include <AnKi/Util/Logger.h>
  10. #include <AnKi/Util/Tracer.h>
  11. namespace anki {
  12. GBuffer::~GBuffer()
  13. {
  14. }
  15. Error GBuffer::init()
  16. {
  17. const Error err = initInternal();
  18. if(err)
  19. {
  20. ANKI_R_LOGE("Failed to initialize g-buffer pass");
  21. }
  22. return err;
  23. }
  24. Error GBuffer::initInternal()
  25. {
  26. // RTs
  27. static const Array<const char*, 2> depthRtNames = {{"GBuffer depth #0", "GBuffer depth #1"}};
  28. for(U32 i = 0; i < 2; ++i)
  29. {
  30. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  31. m_r->getInternalResolution().x(), m_r->getInternalResolution().y(), GBUFFER_DEPTH_ATTACHMENT_PIXEL_FORMAT,
  32. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, depthRtNames[i]);
  33. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  34. m_depthRts[i] = m_r->createAndClearRenderTarget(texinit);
  35. }
  36. static const Array<const char*, GBUFFER_COLOR_ATTACHMENT_COUNT> rtNames = {
  37. {"GBuffer rt0", "GBuffer rt1", "GBuffer rt2", "GBuffer rt3"}};
  38. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  39. {
  40. m_colorRtDescrs[i] =
  41. m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  42. GBUFFER_COLOR_ATTACHMENT_PIXEL_FORMATS[i], rtNames[i]);
  43. m_colorRtDescrs[i].bake();
  44. }
  45. // FB descr
  46. AttachmentLoadOperation loadop = AttachmentLoadOperation::DONT_CARE;
  47. #if ANKI_EXTRA_CHECKS
  48. loadop = AttachmentLoadOperation::CLEAR;
  49. #endif
  50. m_fbDescr.m_colorAttachmentCount = GBUFFER_COLOR_ATTACHMENT_COUNT;
  51. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  52. {
  53. m_fbDescr.m_colorAttachments[i].m_loadOperation = loadop;
  54. m_fbDescr.m_colorAttachments[i].m_clearValue.m_colorf = {1.0f, 0.0f, 1.0f, 0.0f};
  55. }
  56. m_fbDescr.m_colorAttachments[3].m_loadOperation = AttachmentLoadOperation::CLEAR;
  57. m_fbDescr.m_colorAttachments[3].m_clearValue.m_colorf = {1.0f, 1.0f, 1.0f, 1.0f};
  58. m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::CLEAR;
  59. m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
  60. m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  61. m_fbDescr.bake();
  62. return Error::NONE;
  63. }
  64. void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) const
  65. {
  66. ANKI_TRACE_SCOPED_EVENT(R_MS);
  67. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  68. const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
  69. const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
  70. // Get some stuff
  71. const U32 earlyZCount = ctx.m_renderQueue->m_earlyZRenderables.getSize();
  72. const U32 problemSize = ctx.m_renderQueue->m_renderables.getSize() + earlyZCount;
  73. U32 start, end;
  74. splitThreadedProblem(threadId, threadCount, problemSize, start, end);
  75. ANKI_ASSERT(end != start);
  76. // Set some state, leave the rest to default
  77. cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  78. const I32 earlyZStart = max(I32(start), 0);
  79. const I32 earlyZEnd = min(I32(end), I32(earlyZCount));
  80. const I32 colorStart = max(I32(start) - I32(earlyZCount), 0);
  81. const I32 colorEnd = I32(end) - I32(earlyZCount);
  82. cmdb->setRasterizationOrder(RasterizationOrder::RELAXED);
  83. // First do early Z (if needed)
  84. if(earlyZStart < earlyZEnd)
  85. {
  86. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  87. {
  88. cmdb->setColorChannelWriteMask(i, ColorBit::NONE);
  89. }
  90. ANKI_ASSERT(earlyZStart < earlyZEnd && earlyZEnd <= I32(earlyZCount));
  91. m_r->getSceneDrawer().drawRange(Pass::EZ, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  92. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  93. m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias,
  94. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZStart,
  95. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZEnd);
  96. // Restore state for the color write
  97. if(colorStart < colorEnd)
  98. {
  99. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  100. {
  101. cmdb->setColorChannelWriteMask(i, ColorBit::ALL);
  102. }
  103. }
  104. }
  105. // Do the color writes
  106. if(colorStart < colorEnd)
  107. {
  108. cmdb->setDepthCompareOperation(CompareOperation::LESS_EQUAL);
  109. ANKI_ASSERT(colorStart < colorEnd && colorEnd <= I32(ctx.m_renderQueue->m_renderables.getSize()));
  110. m_r->getSceneDrawer().drawRange(Pass::GB, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  111. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  112. m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias,
  113. ctx.m_renderQueue->m_renderables.getBegin() + colorStart,
  114. ctx.m_renderQueue->m_renderables.getBegin() + colorEnd);
  115. }
  116. }
  117. void GBuffer::populateRenderGraph(RenderingContext& ctx)
  118. {
  119. ANKI_TRACE_SCOPED_EVENT(R_MS);
  120. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  121. // Create RTs
  122. Array<RenderTargetHandle, MAX_COLOR_ATTACHMENTS> rts;
  123. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  124. {
  125. m_runCtx.m_colorRts[i] = rgraph.newRenderTarget(m_colorRtDescrs[i]);
  126. rts[i] = m_runCtx.m_colorRts[i];
  127. }
  128. if(ANKI_LIKELY(m_runCtx.m_crntFrameDepthRt.isValid()))
  129. {
  130. // Already imported once
  131. m_runCtx.m_crntFrameDepthRt =
  132. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  133. m_runCtx.m_prevFrameDepthRt = rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1]);
  134. }
  135. else
  136. {
  137. m_runCtx.m_crntFrameDepthRt =
  138. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  139. m_runCtx.m_prevFrameDepthRt =
  140. rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1], TextureUsageBit::SAMPLED_FRAGMENT);
  141. }
  142. // Create pass
  143. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GBuffer");
  144. pass.setFramebufferInfo(m_fbDescr, ConstWeakArray<RenderTargetHandle>(&rts[0], GBUFFER_COLOR_ATTACHMENT_COUNT),
  145. m_runCtx.m_crntFrameDepthRt);
  146. pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_earlyZRenderables.getSize()
  147. + ctx.m_renderQueue->m_renderables.getSize()),
  148. [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  149. runInThread(ctx, rgraphCtx);
  150. });
  151. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  152. {
  153. pass.newDependency({m_runCtx.m_colorRts[i], TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  154. }
  155. TextureSubresourceInfo subresource(DepthStencilAspectBit::DEPTH);
  156. pass.newDependency({m_runCtx.m_crntFrameDepthRt, TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, subresource});
  157. }
  158. } // end namespace anki