ShadowmapsResolve.cpp 3.4 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/ShadowmapsResolve.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/GBuffer.h>
  8. #include <AnKi/Renderer/ShadowMapping.h>
  9. #include <AnKi/Core/ConfigSet.h>
  10. namespace anki {
  11. ShadowmapsResolve::~ShadowmapsResolve()
  12. {
  13. }
  14. Error ShadowmapsResolve::init()
  15. {
  16. const Error err = initInternal();
  17. if(err)
  18. {
  19. ANKI_R_LOGE("Failed to initialize shadow resolve pass");
  20. }
  21. return Error::NONE;
  22. }
  23. Error ShadowmapsResolve::initInternal()
  24. {
  25. U32 width = U32(getConfig().getRSmResolveFactor() * F32(m_r->getInternalResolution().x()));
  26. width = min(m_r->getInternalResolution().x(), getAlignedRoundUp(4, width));
  27. U32 height = U32(getConfig().getRSmResolveFactor() * F32(m_r->getInternalResolution().y()));
  28. height = min(m_r->getInternalResolution().y(), getAlignedRoundUp(4, height));
  29. ANKI_R_LOGI("Initializing shadow resolve pass. Size %ux%u", width, height);
  30. m_rtDescr = m_r->create2DRenderTargetDescription(width, height, Format::R8G8B8A8_UNORM, "SM resolve");
  31. m_rtDescr.bake();
  32. ANKI_CHECK(getResourceManager().loadResource("Shaders/ShadowmapsResolve.ankiprog", m_prog));
  33. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  34. variantInitInfo.addConstant("FB_SIZE", UVec2(width, height));
  35. variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
  36. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  37. variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
  38. const ShaderProgramResourceVariant* variant;
  39. m_prog->getOrCreateVariant(variantInitInfo, variant);
  40. m_grProg = variant->getProgram();
  41. return Error::NONE;
  42. }
  43. void ShadowmapsResolve::populateRenderGraph(RenderingContext& ctx)
  44. {
  45. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  46. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  47. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("SM resolve");
  48. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  49. run(ctx, rgraphCtx);
  50. });
  51. rpass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  52. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  53. rpass.newDependency(
  54. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE));
  55. rpass.newDependency(
  56. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_COMPUTE_READ));
  57. }
  58. void ShadowmapsResolve::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  59. {
  60. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  61. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  62. cmdb->bindShaderProgram(m_grProg);
  63. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  64. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  65. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  66. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  67. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  68. rgraphCtx.bindImage(0, 5, m_runCtx.m_rt, TextureSubresourceInfo());
  69. cmdb->bindSampler(0, 6, m_r->getSamplers().m_trilinearClamp);
  70. rgraphCtx.bindTexture(0, 7, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  71. dispatchPPCompute(cmdb, 8, 8, m_rtDescr.m_width, m_rtDescr.m_height);
  72. }
  73. } // end namespace anki