RtShadows.cpp 27 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/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/Resource/ShaderProgramResourceSystem.h>
  14. #include <AnKi/Util/Tracer.h>
  15. #include <AnKi/Core/ConfigSet.h>
  16. namespace anki {
  17. RtShadows::~RtShadows()
  18. {
  19. }
  20. Error RtShadows::init(const ConfigSet& cfg)
  21. {
  22. const Error err = initInternal(cfg);
  23. if(err)
  24. {
  25. ANKI_R_LOGE("Failed to initialize ray traced shadows");
  26. }
  27. return err;
  28. }
  29. Error RtShadows::initInternal(const ConfigSet& cfg)
  30. {
  31. m_useSvgf = cfg.getNumberU8("r_rtShadowsSvgf") != 0;
  32. m_atrousPassCount = cfg.getNumberU8("r_rtShadowsSvgfAtrousPassCount");
  33. ANKI_CHECK(getResourceManager().loadResource("EngineAssets/BlueNoise_Rgba8_64x64.png", m_blueNoiseImage));
  34. // Ray gen program
  35. {
  36. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsRayGen.ankiprog", m_rayGenProg));
  37. ShaderProgramResourceVariantInitInfo variantInitInfo(m_rayGenProg);
  38. variantInitInfo.addMutation("RAYS_PER_PIXEL", cfg.getNumberU8("r_rtShadowsRaysPerPixel"));
  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("Shaders/RtShadowsMiss.ankiprog", 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("Shaders/RtShadowsDenoise.ankiprog", 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(getResourceManager().loadResource("Shaders/RtShadowsSvgfVariance.ankiprog", m_svgfVarianceProg));
  72. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfVarianceProg);
  73. variantInitInfo.addConstant("FB_SIZE",
  74. UVec2(m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2));
  75. const ShaderProgramResourceVariant* variant;
  76. m_svgfVarianceProg->getOrCreateVariant(variantInitInfo, variant);
  77. m_svgfVarianceGrProg = variant->getProgram();
  78. }
  79. // SVGF atrous program
  80. if(m_useSvgf)
  81. {
  82. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsSvgfAtrous.ankiprog", m_svgfAtrousProg));
  83. ShaderProgramResourceVariantInitInfo variantInitInfo(m_svgfAtrousProg);
  84. variantInitInfo.addConstant("FB_SIZE",
  85. UVec2(m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2));
  86. variantInitInfo.addMutation("LAST_PASS", 0);
  87. const ShaderProgramResourceVariant* variant;
  88. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  89. m_svgfAtrousGrProg = variant->getProgram();
  90. variantInitInfo.addMutation("LAST_PASS", 1);
  91. m_svgfAtrousProg->getOrCreateVariant(variantInitInfo, variant);
  92. m_svgfAtrousLastPassGrProg = variant->getProgram();
  93. }
  94. // Upscale program
  95. {
  96. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsUpscale.ankiprog", m_upscaleProg));
  97. ShaderProgramResourceVariantInitInfo variantInitInfo(m_upscaleProg);
  98. variantInitInfo.addConstant("OUT_IMAGE_SIZE",
  99. UVec2(m_r->getInternalResolution().x(), m_r->getInternalResolution().y()));
  100. const ShaderProgramResourceVariant* variant;
  101. m_upscaleProg->getOrCreateVariant(variantInitInfo, variant);
  102. m_upscaleGrProg = variant->getProgram();
  103. }
  104. // Debug program
  105. ANKI_CHECK(getResourceManager().loadResource("Shaders/RtShadowsVisualizeRenderTarget.ankiprog",
  106. m_visualizeRenderTargetsProg));
  107. // Quarter rez shadow RT
  108. {
  109. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  110. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, Format::R32G32_UINT,
  111. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  112. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  113. "RtShadows History");
  114. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  115. m_historyRt = m_r->createAndClearRenderTarget(texinit);
  116. }
  117. // Temp shadow RT
  118. {
  119. m_intermediateShadowsRtDescr = m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x() / 2,
  120. m_r->getInternalResolution().y() / 2,
  121. Format::R32G32_UINT, "RtShadows Tmp");
  122. m_intermediateShadowsRtDescr.bake();
  123. }
  124. // Moments RT
  125. {
  126. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  127. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, Format::R32G32_SFLOAT,
  128. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  129. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  130. "RtShadows Moments #1");
  131. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  132. m_momentsRts[0] = m_r->createAndClearRenderTarget(texinit);
  133. texinit.setName("RtShadows Moments #2");
  134. m_momentsRts[1] = m_r->createAndClearRenderTarget(texinit);
  135. }
  136. // History len RT
  137. {
  138. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  139. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, Format::R8_UNORM,
  140. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::IMAGE_TRACE_RAYS_WRITE
  141. | TextureUsageBit::IMAGE_COMPUTE_WRITE,
  142. "RtShadows History Length #1");
  143. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  144. m_historyLengthRts[0] = m_r->createAndClearRenderTarget(texinit);
  145. texinit.setName("RtShadows History Length #2");
  146. m_historyLengthRts[1] = m_r->createAndClearRenderTarget(texinit);
  147. }
  148. // Variance RT
  149. if(m_useSvgf)
  150. {
  151. m_varianceRtDescr = m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x() / 2,
  152. m_r->getInternalResolution().y() / 2,
  153. Format::R32_SFLOAT, "RtShadows Variance");
  154. m_varianceRtDescr.bake();
  155. }
  156. // Final RT
  157. {
  158. m_upscaledRtDescr =
  159. m_r->create2DRenderTargetDescription(m_r->getInternalResolution().x(), m_r->getInternalResolution().y(),
  160. Format::R32G32_UINT, "RtShadows Upscaled");
  161. m_upscaledRtDescr.bake();
  162. }
  163. // Misc
  164. m_sbtRecordSize = getAlignedRoundUp(getGrManager().getDeviceCapabilities().m_sbtRecordAlignment, m_sbtRecordSize);
  165. return Error::NONE;
  166. }
  167. void RtShadows::populateRenderGraph(RenderingContext& ctx)
  168. {
  169. ANKI_TRACE_SCOPED_EVENT(R_RT_SHADOWS);
  170. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  171. buildSbt(ctx);
  172. const U32 prevRtIdx = m_r->getFrameCount() & 1;
  173. // Import RTs
  174. {
  175. if(ANKI_UNLIKELY(!m_rtsImportedOnce))
  176. {
  177. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt, TextureUsageBit::SAMPLED_FRAGMENT);
  178. m_runCtx.m_prevMomentsRt =
  179. rgraph.importRenderTarget(m_momentsRts[prevRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  180. m_runCtx.m_prevHistoryLengthRt =
  181. rgraph.importRenderTarget(m_historyLengthRts[prevRtIdx], TextureUsageBit::SAMPLED_FRAGMENT);
  182. m_rtsImportedOnce = true;
  183. }
  184. else
  185. {
  186. m_runCtx.m_historyRt = rgraph.importRenderTarget(m_historyRt);
  187. m_runCtx.m_prevMomentsRt = rgraph.importRenderTarget(m_momentsRts[prevRtIdx]);
  188. m_runCtx.m_prevHistoryLengthRt = rgraph.importRenderTarget(m_historyLengthRts[prevRtIdx]);
  189. }
  190. if((getPassCountWithoutUpscaling() % 2) == 1)
  191. {
  192. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  193. m_runCtx.m_intermediateShadowsRts[1] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  194. }
  195. else
  196. {
  197. // We can save a render target if we have even number of renderpasses
  198. m_runCtx.m_intermediateShadowsRts[0] = rgraph.newRenderTarget(m_intermediateShadowsRtDescr);
  199. m_runCtx.m_intermediateShadowsRts[1] = m_runCtx.m_historyRt;
  200. }
  201. m_runCtx.m_currentMomentsRt = rgraph.importRenderTarget(m_momentsRts[!prevRtIdx], TextureUsageBit::NONE);
  202. m_runCtx.m_currentHistoryLengthRt =
  203. rgraph.importRenderTarget(m_historyLengthRts[!prevRtIdx], TextureUsageBit::NONE);
  204. if(m_useSvgf)
  205. {
  206. if(m_atrousPassCount > 1)
  207. {
  208. m_runCtx.m_varianceRts[0] = rgraph.newRenderTarget(m_varianceRtDescr);
  209. }
  210. m_runCtx.m_varianceRts[1] = rgraph.newRenderTarget(m_varianceRtDescr);
  211. }
  212. m_runCtx.m_upscaledRt = rgraph.newRenderTarget(m_upscaledRtDescr);
  213. }
  214. const RenderPassDependency depthDependency(m_r->getDepthDownscale().getHiZRt(),
  215. TextureUsageBit::SAMPLED_TRACE_RAYS | TextureUsageBit::SAMPLED_COMPUTE,
  216. HIZ_HALF_DEPTH);
  217. // RT shadows pass
  218. {
  219. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows");
  220. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  221. run(ctx, rgraphCtx);
  222. });
  223. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  224. rpass.newDependency(
  225. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  226. rpass.newDependency(
  227. RenderPassDependency(m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle(),
  228. AccelerationStructureUsageBit::TRACE_RAYS_READ));
  229. rpass.newDependency(depthDependency);
  230. rpass.newDependency(
  231. RenderPassDependency(m_r->getMotionVectors().getMotionVectorsRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  232. rpass.newDependency(
  233. RenderPassDependency(m_r->getMotionVectors().getRejectionFactorRt(), TextureUsageBit::SAMPLED_TRACE_RAYS));
  234. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_TRACE_RAYS));
  235. rpass.newDependency(RenderPassDependency(m_runCtx.m_prevMomentsRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  236. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  237. rpass.newDependency(RenderPassDependency(m_runCtx.m_prevHistoryLengthRt, TextureUsageBit::SAMPLED_TRACE_RAYS));
  238. rpass.newDependency(
  239. RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::IMAGE_TRACE_RAYS_WRITE));
  240. rpass.newDependency(RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle,
  241. BufferUsageBit::STORAGE_TRACE_RAYS_READ));
  242. }
  243. // Denoise pass horizontal
  244. if(!m_useSvgf)
  245. {
  246. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Horizontal");
  247. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  248. runDenoise(ctx, rgraphCtx);
  249. });
  250. rpass.newDependency(
  251. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  252. rpass.newDependency(depthDependency);
  253. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  254. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  255. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  256. rpass.newDependency(
  257. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  258. }
  259. // Denoise pass vertical
  260. if(!m_useSvgf)
  261. {
  262. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Denoise Vertical");
  263. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  264. runDenoise(ctx, rgraphCtx);
  265. });
  266. rpass.newDependency(
  267. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::SAMPLED_COMPUTE));
  268. rpass.newDependency(depthDependency);
  269. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  270. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  271. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  272. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  273. }
  274. // Variance calculation pass
  275. if(m_useSvgf)
  276. {
  277. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Variance");
  278. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  279. runSvgfVariance(ctx, rgraphCtx);
  280. });
  281. rpass.newDependency(
  282. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[0], TextureUsageBit::SAMPLED_COMPUTE));
  283. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentMomentsRt, TextureUsageBit::SAMPLED_COMPUTE));
  284. rpass.newDependency(RenderPassDependency(m_runCtx.m_currentHistoryLengthRt, TextureUsageBit::SAMPLED_COMPUTE));
  285. rpass.newDependency(depthDependency);
  286. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  287. rpass.newDependency(
  288. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  289. rpass.newDependency(RenderPassDependency(m_runCtx.m_varianceRts[1], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  290. }
  291. // SVGF Atrous
  292. U32 atrousWriteRtIdx = MAX_U32;
  293. (void)atrousWriteRtIdx;
  294. if(m_useSvgf)
  295. {
  296. m_runCtx.m_atrousPassIdx = 0;
  297. for(U32 i = 0; i < m_atrousPassCount; ++i)
  298. {
  299. const Bool lastPass = i == U32(m_atrousPassCount - 1);
  300. const U32 readRtIdx = (i + 1) & 1;
  301. atrousWriteRtIdx = !readRtIdx;
  302. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows SVGF Atrous");
  303. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  304. runSvgfAtrous(ctx, rgraphCtx);
  305. });
  306. rpass.newDependency(depthDependency);
  307. rpass.newDependency(
  308. RenderPassDependency(m_r->getGBuffer().getColorRt(2), TextureUsageBit::SAMPLED_COMPUTE));
  309. rpass.newDependency(
  310. RenderPassDependency(m_runCtx.m_intermediateShadowsRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  311. rpass.newDependency(
  312. RenderPassDependency(m_runCtx.m_varianceRts[readRtIdx], TextureUsageBit::SAMPLED_COMPUTE));
  313. if(!lastPass)
  314. {
  315. rpass.newDependency(RenderPassDependency(m_runCtx.m_intermediateShadowsRts[!readRtIdx],
  316. TextureUsageBit::IMAGE_COMPUTE_WRITE));
  317. rpass.newDependency(
  318. RenderPassDependency(m_runCtx.m_varianceRts[!readRtIdx], TextureUsageBit::IMAGE_COMPUTE_WRITE));
  319. }
  320. else
  321. {
  322. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  323. }
  324. }
  325. }
  326. // Upscale
  327. {
  328. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("RtShadows Upscale");
  329. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  330. runUpscale(ctx, rgraphCtx);
  331. });
  332. rpass.newDependency(RenderPassDependency(m_runCtx.m_historyRt, TextureUsageBit::SAMPLED_COMPUTE));
  333. rpass.newDependency(RenderPassDependency(m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE));
  334. rpass.newDependency(depthDependency);
  335. rpass.newDependency(RenderPassDependency(m_runCtx.m_upscaledRt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  336. }
  337. // Find out the lights that will take part in RT pass
  338. {
  339. RenderQueue& rqueue = *ctx.m_renderQueue;
  340. m_runCtx.m_layersWithRejectedHistory.unsetAll();
  341. if(rqueue.m_directionalLight.hasShadow())
  342. {
  343. U32 layerIdx;
  344. Bool rejectHistory;
  345. const Bool layerFound = findShadowLayer(0, layerIdx, rejectHistory);
  346. (void)layerFound;
  347. ANKI_ASSERT(layerFound && "Directional can't fail");
  348. rqueue.m_directionalLight.m_shadowLayer = U8(layerIdx);
  349. ANKI_ASSERT(rqueue.m_directionalLight.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  350. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  351. }
  352. for(PointLightQueueElement& light : rqueue.m_pointLights)
  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_shadowRenderQueues = {};
  371. }
  372. }
  373. for(SpotLightQueueElement& light : rqueue.m_spotLights)
  374. {
  375. if(!light.hasShadow())
  376. {
  377. continue;
  378. }
  379. U32 layerIdx;
  380. Bool rejectHistory;
  381. const Bool layerFound = findShadowLayer(light.m_uuid, layerIdx, rejectHistory);
  382. if(layerFound)
  383. {
  384. light.m_shadowLayer = U8(layerIdx);
  385. ANKI_ASSERT(light.m_shadowLayer < MAX_RT_SHADOW_LAYERS);
  386. m_runCtx.m_layersWithRejectedHistory.set(layerIdx, rejectHistory);
  387. }
  388. else
  389. {
  390. // Disable shadows
  391. light.m_shadowRenderQueue = nullptr;
  392. }
  393. }
  394. }
  395. }
  396. void RtShadows::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  397. {
  398. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  399. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  400. cmdb->bindShaderProgram(m_rtLibraryGrProg);
  401. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  402. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  403. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  404. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  405. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  406. cmdb->bindSampler(0, 5, m_r->getSamplers().m_trilinearRepeat);
  407. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[0]);
  408. rgraphCtx.bindColorTexture(0, 7, m_runCtx.m_historyRt);
  409. cmdb->bindSampler(0, 8, m_r->getSamplers().m_trilinearClamp);
  410. cmdb->bindSampler(0, 9, m_r->getSamplers().m_nearestNearestClamp);
  411. rgraphCtx.bindTexture(0, 10, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  412. rgraphCtx.bindColorTexture(0, 11, m_r->getMotionVectors().getMotionVectorsRt());
  413. rgraphCtx.bindColorTexture(0, 12, m_r->getMotionVectors().getRejectionFactorRt());
  414. rgraphCtx.bindColorTexture(0, 13, m_r->getGBuffer().getColorRt(2));
  415. rgraphCtx.bindAccelerationStructure(0, 14, m_r->getAccelerationStructureBuilder().getAccelerationStructureHandle());
  416. rgraphCtx.bindColorTexture(0, 15, m_runCtx.m_prevHistoryLengthRt);
  417. rgraphCtx.bindImage(0, 16, m_runCtx.m_currentHistoryLengthRt);
  418. rgraphCtx.bindColorTexture(0, 17, m_runCtx.m_prevMomentsRt);
  419. rgraphCtx.bindImage(0, 18, m_runCtx.m_currentMomentsRt);
  420. cmdb->bindTexture(0, 19, m_blueNoiseImage->getTextureView());
  421. cmdb->bindAllBindless(1);
  422. RtShadowsUniforms unis;
  423. for(U32 i = 0; i < MAX_RT_SHADOW_LAYERS; ++i)
  424. {
  425. unis.historyRejectFactor[i] = F32(m_runCtx.m_layersWithRejectedHistory.get(i));
  426. }
  427. cmdb->setPushConstants(&unis, sizeof(unis));
  428. cmdb->traceRays(m_runCtx.m_sbtBuffer, m_runCtx.m_sbtOffset, m_sbtRecordSize, m_runCtx.m_hitGroupCount, 1,
  429. m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2, 1);
  430. }
  431. void RtShadows::runDenoise(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  432. {
  433. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  434. cmdb->bindShaderProgram((m_runCtx.m_denoiseOrientation == 0) ? m_grDenoiseHorizontalProg : m_grDenoiseVerticalProg);
  435. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  436. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  437. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[m_runCtx.m_denoiseOrientation]);
  438. rgraphCtx.bindTexture(0, 3, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  439. rgraphCtx.bindColorTexture(0, 4, m_r->getGBuffer().getColorRt(2));
  440. rgraphCtx.bindColorTexture(0, 5, m_runCtx.m_currentMomentsRt);
  441. rgraphCtx.bindColorTexture(0, 6, m_runCtx.m_currentHistoryLengthRt);
  442. rgraphCtx.bindImage(
  443. 0, 7, (m_runCtx.m_denoiseOrientation == 0) ? m_runCtx.m_intermediateShadowsRts[1] : m_runCtx.m_historyRt);
  444. RtShadowsDenoiseUniforms unis;
  445. unis.invViewProjMat = ctx.m_matrices.m_invertedViewProjectionJitter;
  446. unis.time = F32(m_r->getGlobalTimestamp());
  447. cmdb->setPushConstants(&unis, sizeof(unis));
  448. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2);
  449. m_runCtx.m_denoiseOrientation = !m_runCtx.m_denoiseOrientation;
  450. }
  451. void RtShadows::runSvgfVariance(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  452. {
  453. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  454. cmdb->bindShaderProgram(m_svgfVarianceGrProg);
  455. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  456. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  457. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_intermediateShadowsRts[0]);
  458. rgraphCtx.bindColorTexture(0, 3, m_runCtx.m_currentMomentsRt);
  459. rgraphCtx.bindColorTexture(0, 4, m_runCtx.m_currentHistoryLengthRt);
  460. rgraphCtx.bindTexture(0, 5, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  461. rgraphCtx.bindImage(0, 6, m_runCtx.m_intermediateShadowsRts[1]);
  462. rgraphCtx.bindImage(0, 7, m_runCtx.m_varianceRts[1]);
  463. const Mat4& invProjMat = ctx.m_matrices.m_projectionJitter.getInverse();
  464. cmdb->setPushConstants(&invProjMat, sizeof(invProjMat));
  465. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x() / 2, m_r->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, m_r->getSamplers().m_nearestNearestClamp);
  481. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  482. rgraphCtx.bindTexture(0, 2, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  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, m_r->getInternalResolution().x() / 2, m_r->getInternalResolution().y() / 2);
  497. ++m_runCtx.m_atrousPassIdx;
  498. }
  499. void RtShadows::runUpscale(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  500. {
  501. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  502. cmdb->bindShaderProgram(m_upscaleGrProg);
  503. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  504. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  505. rgraphCtx.bindColorTexture(0, 2, m_runCtx.m_historyRt);
  506. rgraphCtx.bindImage(0, 3, m_runCtx.m_upscaledRt);
  507. rgraphCtx.bindTexture(0, 4, m_r->getDepthDownscale().getHiZRt(), HIZ_HALF_DEPTH);
  508. rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  509. dispatchPPCompute(cmdb, 8, 8, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  510. }
  511. void RtShadows::buildSbt(RenderingContext& ctx)
  512. {
  513. // Get some things
  514. ANKI_ASSERT(ctx.m_renderQueue->m_rayTracingQueue);
  515. ConstWeakArray<RayTracingInstanceQueueElement> instanceElements =
  516. ctx.m_renderQueue->m_rayTracingQueue->m_rayTracingInstances;
  517. const U32 instanceCount = instanceElements.getSize();
  518. ANKI_ASSERT(instanceCount > 0);
  519. const U32 shaderHandleSize = getGrManager().getDeviceCapabilities().m_shaderGroupHandleSize;
  520. const U32 extraSbtRecords = 1 + 1; // Raygen + miss
  521. m_runCtx.m_hitGroupCount = instanceCount;
  522. // Allocate SBT
  523. StagingGpuMemoryToken token;
  524. U8* sbt = allocateStorage<U8*>(PtrSize(m_sbtRecordSize) * (instanceCount + extraSbtRecords), token);
  525. const U8* sbtStart = sbt;
  526. (void)sbtStart;
  527. m_runCtx.m_sbtBuffer = token.m_buffer;
  528. m_runCtx.m_sbtOffset = token.m_offset;
  529. // Set the miss and ray gen handles
  530. ConstWeakArray<U8> shaderGroupHandles = m_rtLibraryGrProg->getShaderGroupHandles();
  531. memcpy(sbt, &shaderGroupHandles[m_rayGenShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  532. sbt += m_sbtRecordSize;
  533. memcpy(sbt, &shaderGroupHandles[m_missShaderGroupIdx * shaderHandleSize], shaderHandleSize);
  534. sbt += m_sbtRecordSize;
  535. // Init SBT and instances
  536. ANKI_ASSERT(m_sbtRecordSize >= shaderHandleSize + sizeof(ModelGpuDescriptor));
  537. for(U32 instanceIdx = 0; instanceIdx < instanceCount; ++instanceIdx)
  538. {
  539. const RayTracingInstanceQueueElement& element = instanceElements[instanceIdx];
  540. // Init SBT record
  541. memcpy(sbt, &shaderGroupHandles[element.m_shaderGroupHandleIndices[RayType::SHADOWS] * shaderHandleSize],
  542. shaderHandleSize);
  543. memcpy(sbt + shaderHandleSize, &element.m_modelDescriptor, sizeof(element.m_modelDescriptor));
  544. sbt += m_sbtRecordSize;
  545. }
  546. ANKI_ASSERT(sbtStart + m_sbtRecordSize * (instanceCount + extraSbtRecords) == sbt);
  547. }
  548. Bool RtShadows::findShadowLayer(U64 lightUuid, U32& layerIdx, Bool& rejectHistoryBuffer)
  549. {
  550. const U64 crntFrame = m_r->getFrameCount();
  551. layerIdx = MAX_U32;
  552. U32 nextBestLayerIdx = MAX_U32;
  553. U64 nextBestLayerFame = crntFrame;
  554. rejectHistoryBuffer = false;
  555. for(U32 i = 0; i < m_shadowLayers.getSize(); ++i)
  556. {
  557. ShadowLayer& layer = m_shadowLayers[i];
  558. if(layer.m_lightUuid == lightUuid && layer.m_frameLastUsed == crntFrame - 1)
  559. {
  560. // Found it being used last frame
  561. layerIdx = i;
  562. layer.m_frameLastUsed = crntFrame;
  563. layer.m_lightUuid = lightUuid;
  564. break;
  565. }
  566. else if(layer.m_lightUuid == lightUuid || layer.m_frameLastUsed == MAX_U64)
  567. {
  568. // Found an empty slot or slot used by the same light
  569. layerIdx = i;
  570. layer.m_frameLastUsed = crntFrame;
  571. layer.m_lightUuid = lightUuid;
  572. rejectHistoryBuffer = true;
  573. break;
  574. }
  575. else if(layer.m_frameLastUsed < nextBestLayerFame)
  576. {
  577. nextBestLayerIdx = i;
  578. nextBestLayerFame = crntFrame;
  579. }
  580. }
  581. // Not found but there is a good candidate. Use that
  582. if(layerIdx == MAX_U32 && nextBestLayerIdx != MAX_U32)
  583. {
  584. layerIdx = nextBestLayerIdx;
  585. m_shadowLayers[nextBestLayerIdx].m_frameLastUsed = crntFrame;
  586. m_shadowLayers[nextBestLayerIdx].m_lightUuid = lightUuid;
  587. rejectHistoryBuffer = true;
  588. }
  589. return layerIdx != MAX_U32;
  590. }
  591. void RtShadows::getDebugRenderTarget(CString rtName, RenderTargetHandle& handle,
  592. ShaderProgramPtr& optionalShaderProgram) const
  593. {
  594. U32 layerGroup = 0;
  595. if(rtName == "RtShadows")
  596. {
  597. layerGroup = 0;
  598. }
  599. else if(rtName == "RtShadows1")
  600. {
  601. layerGroup = 1;
  602. }
  603. else
  604. {
  605. ANKI_ASSERT(rtName == "RtShadows2");
  606. layerGroup = 2;
  607. }
  608. handle = m_runCtx.m_upscaledRt;
  609. ShaderProgramResourceVariantInitInfo variantInit(m_visualizeRenderTargetsProg);
  610. variantInit.addMutation("LAYER_GROUP", layerGroup);
  611. const ShaderProgramResourceVariant* variant;
  612. m_visualizeRenderTargetsProg->getOrCreateVariant(variantInit, variant);
  613. optionalShaderProgram = variant->getProgram();
  614. }
  615. } // end namespace anki