LightShading.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404
  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/LightShading.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/ShadowMapping.h>
  8. #include <AnKi/Renderer/ProbeReflections.h>
  9. #include <AnKi/Renderer/GBuffer.h>
  10. #include <AnKi/Renderer/RenderQueue.h>
  11. #include <AnKi/Renderer/ForwardShading.h>
  12. #include <AnKi/Renderer/VolumetricFog.h>
  13. #include <AnKi/Renderer/DepthDownscale.h>
  14. #include <AnKi/Renderer/IndirectSpecular.h>
  15. #include <AnKi/Renderer/ShadowmapsResolve.h>
  16. #include <AnKi/Renderer/RtShadows.h>
  17. #include <AnKi/Renderer/IndirectDiffuse.h>
  18. #include <AnKi/Renderer/VrsSriGeneration.h>
  19. #include <AnKi/Core/ConfigSet.h>
  20. namespace anki {
  21. LightShading::LightShading(Renderer* r)
  22. : RendererObject(r)
  23. {
  24. }
  25. LightShading::~LightShading()
  26. {
  27. }
  28. Error LightShading::init()
  29. {
  30. ANKI_R_LOGV("Initializing light shading");
  31. Error err = initLightShading();
  32. if(!err)
  33. {
  34. err = initSkybox();
  35. }
  36. if(!err)
  37. {
  38. err = initApplyFog();
  39. }
  40. if(!err)
  41. {
  42. err = initApplyIndirect();
  43. }
  44. if(err)
  45. {
  46. ANKI_R_LOGE("Failed to init light stage");
  47. }
  48. return err;
  49. }
  50. Error LightShading::initLightShading()
  51. {
  52. // Load shaders and programs
  53. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShading.ankiprogbin", m_lightShading.m_prog));
  54. ShaderProgramResourceVariantInitInfo variantInitInfo(m_lightShading.m_prog);
  55. variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
  56. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  57. variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
  58. const ShaderProgramResourceVariant* variant;
  59. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 0);
  60. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  61. m_lightShading.m_grProg[0] = variant->getProgram();
  62. variantInitInfo.addMutation("USE_SHADOW_LAYERS", 1);
  63. m_lightShading.m_prog->getOrCreateVariant(variantInitInfo, variant);
  64. m_lightShading.m_grProg[1] = variant->getProgram();
  65. // Create RT descr
  66. m_lightShading.m_rtDescr = m_r->create2DRenderTargetDescription(
  67. m_r->getInternalResolution().x(), m_r->getInternalResolution().y(), m_r->getHdrFormat(), "Light Shading");
  68. m_lightShading.m_rtDescr.bake();
  69. // Create FB descr
  70. m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
  71. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::LOAD;
  72. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_stencilLoadOperation = AttachmentLoadOperation::DONT_CARE;
  73. m_lightShading.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  74. if(getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs())
  75. {
  76. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = m_r->getVrsSriGeneration().getSriTexelDimension();
  77. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = m_r->getVrsSriGeneration().getSriTexelDimension();
  78. }
  79. m_lightShading.m_fbDescr.bake();
  80. return Error::NONE;
  81. }
  82. Error LightShading::initSkybox()
  83. {
  84. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShadingSkybox.ankiprogbin", m_skybox.m_prog));
  85. for(U32 method = 0; method < 2; ++method)
  86. {
  87. ShaderProgramResourceVariantInitInfo variantInitInfo(m_skybox.m_prog);
  88. variantInitInfo.addMutation("METHOD", method);
  89. const ShaderProgramResourceVariant* variant;
  90. m_skybox.m_prog->getOrCreateVariant(variantInitInfo, variant);
  91. m_skybox.m_grProgs[method] = variant->getProgram();
  92. }
  93. return Error::NONE;
  94. }
  95. Error LightShading::initApplyFog()
  96. {
  97. // Load shaders and programs
  98. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShadingApplyFog.ankiprogbin", m_applyFog.m_prog));
  99. ShaderProgramResourceVariantInitInfo variantInitInfo(m_applyFog.m_prog);
  100. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  101. variantInitInfo.addConstant("FINAL_Z_SPLIT", m_r->getVolumetricFog().getFinalClusterInZ());
  102. const ShaderProgramResourceVariant* variant;
  103. m_applyFog.m_prog->getOrCreateVariant(variantInitInfo, variant);
  104. m_applyFog.m_grProg = variant->getProgram();
  105. return Error::NONE;
  106. }
  107. Error LightShading::initApplyIndirect()
  108. {
  109. ANKI_CHECK(getResourceManager().loadResource("ShaderBinaries/LightShadingApplyIndirect.ankiprogbin",
  110. m_applyIndirect.m_prog));
  111. const ShaderProgramResourceVariant* variant;
  112. m_applyIndirect.m_prog->getOrCreateVariant(variant);
  113. m_applyIndirect.m_grProg = variant->getProgram();
  114. return Error::NONE;
  115. }
  116. void LightShading::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  117. {
  118. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  119. cmdb->setViewport(0, 0, m_r->getInternalResolution().x(), m_r->getInternalResolution().y());
  120. const Bool enableVrs = getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs();
  121. if(enableVrs)
  122. {
  123. // Just set some low value, the attachment will take over
  124. cmdb->setVrsRate(VrsRate::_1x1);
  125. }
  126. // Do light shading first
  127. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  128. {
  129. cmdb->bindShaderProgram(m_lightShading.m_grProg[m_r->getRtShadowsEnabled()]);
  130. cmdb->setDepthWrite(false);
  131. // Bind all
  132. const ClusteredShadingContext& binning = ctx.m_clusteredShading;
  133. bindUniforms(cmdb, 0, 0, binning.m_clusteredShadingUniformsToken);
  134. bindUniforms(cmdb, 0, 1, binning.m_pointLightsToken);
  135. bindUniforms(cmdb, 0, 2, binning.m_spotLightsToken);
  136. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  137. bindStorage(cmdb, 0, 4, binning.m_clustersToken);
  138. cmdb->bindSampler(0, 5, m_r->getSamplers().m_nearestNearestClamp);
  139. cmdb->bindSampler(0, 6, m_r->getSamplers().m_trilinearClamp);
  140. rgraphCtx.bindColorTexture(0, 7, m_r->getGBuffer().getColorRt(0));
  141. rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(1));
  142. rgraphCtx.bindColorTexture(0, 9, m_r->getGBuffer().getColorRt(2));
  143. rgraphCtx.bindTexture(0, 10, m_r->getGBuffer().getDepthRt(),
  144. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  145. if(m_r->getRtShadowsEnabled())
  146. {
  147. rgraphCtx.bindColorTexture(0, 11, m_r->getRtShadows().getRt());
  148. }
  149. else
  150. {
  151. rgraphCtx.bindColorTexture(0, 12, m_r->getShadowmapsResolve().getRt());
  152. }
  153. // Draw
  154. drawQuad(cmdb);
  155. }
  156. // Apply indirect
  157. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  158. {
  159. cmdb->setDepthWrite(false);
  160. cmdb->bindShaderProgram(m_applyIndirect.m_grProg);
  161. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  162. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  163. rgraphCtx.bindColorTexture(0, 2, m_r->getIndirectDiffuse().getRt());
  164. rgraphCtx.bindColorTexture(0, 3, m_r->getIndirectSpecular().getRt());
  165. rgraphCtx.bindColorTexture(0, 4, m_r->getDepthDownscale().getHiZRt());
  166. rgraphCtx.bindTexture(0, 5, m_r->getGBuffer().getDepthRt(),
  167. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  168. rgraphCtx.bindColorTexture(0, 6, m_r->getGBuffer().getColorRt(0));
  169. rgraphCtx.bindColorTexture(0, 7, m_r->getGBuffer().getColorRt(1));
  170. rgraphCtx.bindColorTexture(0, 8, m_r->getGBuffer().getColorRt(2));
  171. cmdb->bindTexture(0, 9, m_r->getProbeReflections().getIntegrationLut());
  172. const ClusteredShadingContext& binning = ctx.m_clusteredShading;
  173. bindUniforms(cmdb, 0, 10, binning.m_clusteredShadingUniformsToken);
  174. const Vec4 pc(ctx.m_renderQueue->m_cameraNear, ctx.m_renderQueue->m_cameraFar, 0.0f, 0.0f);
  175. cmdb->setPushConstants(&pc, sizeof(pc));
  176. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ONE);
  177. drawQuad(cmdb);
  178. // Restore state
  179. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  180. }
  181. // Skybox
  182. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == 0)
  183. {
  184. cmdb->setDepthCompareOperation(CompareOperation::EQUAL);
  185. const Bool isSolidColor = ctx.m_renderQueue->m_skybox.m_skyboxTexture == nullptr;
  186. if(isSolidColor)
  187. {
  188. cmdb->bindShaderProgram(m_skybox.m_grProgs[0]);
  189. const Vec4 color(ctx.m_renderQueue->m_skybox.m_solidColor, 0.0);
  190. cmdb->setPushConstants(&color, sizeof(color));
  191. }
  192. else
  193. {
  194. cmdb->bindShaderProgram(m_skybox.m_grProgs[1]);
  195. class
  196. {
  197. public:
  198. Mat4 m_invertedViewProjectionJitter;
  199. Vec3 m_cameraPos;
  200. F32 m_padding = 0.0;
  201. } pc;
  202. pc.m_invertedViewProjectionJitter = ctx.m_matrices.m_invertedViewProjectionJitter;
  203. pc.m_cameraPos = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  204. cmdb->setPushConstants(&pc, sizeof(pc));
  205. cmdb->bindSampler(0, 0, m_r->getSamplers().m_trilinearRepeatAnisoResolutionScalingBias);
  206. cmdb->bindTexture(0, 1,
  207. TextureViewPtr(const_cast<TextureView*>(ctx.m_renderQueue->m_skybox.m_skyboxTexture)));
  208. }
  209. drawQuad(cmdb);
  210. // Restore state
  211. cmdb->setDepthCompareOperation(CompareOperation::LESS);
  212. }
  213. // Do the fog apply
  214. if(rgraphCtx.m_currentSecondLevelCommandBufferIndex == rgraphCtx.m_secondLevelCommandBufferCount - 1u)
  215. {
  216. cmdb->bindShaderProgram(m_applyFog.m_grProg);
  217. // Bind all
  218. cmdb->bindSampler(0, 0, m_r->getSamplers().m_nearestNearestClamp);
  219. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  220. rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(),
  221. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  222. rgraphCtx.bindColorTexture(0, 3, m_r->getVolumetricFog().getRt());
  223. class PushConsts
  224. {
  225. public:
  226. Vec2 m_padding;
  227. F32 m_near;
  228. F32 m_far;
  229. } regs;
  230. regs.m_near = ctx.m_renderQueue->m_cameraNear;
  231. regs.m_far = ctx.m_renderQueue->m_cameraFar;
  232. cmdb->setPushConstants(&regs, sizeof(regs));
  233. // finalPixelColor = pixelWithoutFog * transmitance + inScattering (see the shader)
  234. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::SRC_ALPHA);
  235. drawQuad(cmdb);
  236. // Reset state
  237. cmdb->setBlendFactors(0, BlendFactor::ONE, BlendFactor::ZERO);
  238. }
  239. // Forward shading last
  240. if(enableVrs)
  241. {
  242. cmdb->setVrsRate(VrsRate::_2x2);
  243. }
  244. m_r->getForwardShading().run(ctx, rgraphCtx);
  245. if(enableVrs)
  246. {
  247. cmdb->setVrsRate(VrsRate::_1x1);
  248. }
  249. }
  250. void LightShading::populateRenderGraph(RenderingContext& ctx)
  251. {
  252. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  253. const Bool enableVrs = getGrManager().getDeviceCapabilities().m_vrs && getConfig().getRVrs();
  254. const Bool fbDescrHasVrs = m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth > 0;
  255. if(enableVrs != fbDescrHasVrs)
  256. {
  257. // Re-bake the FB descriptor if the VRS state has changed
  258. if(enableVrs)
  259. {
  260. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth =
  261. m_r->getVrsSriGeneration().getSriTexelDimension();
  262. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight =
  263. m_r->getVrsSriGeneration().getSriTexelDimension();
  264. }
  265. else
  266. {
  267. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelWidth = 0;
  268. m_lightShading.m_fbDescr.m_shadingRateAttachmentTexelHeight = 0;
  269. }
  270. m_lightShading.m_fbDescr.bake();
  271. }
  272. // Create RT
  273. m_runCtx.m_rt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
  274. RenderTargetHandle sriRt;
  275. if(enableVrs)
  276. {
  277. sriRt = m_r->getVrsSriGeneration().getSriRt();
  278. }
  279. // Create pass
  280. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("Light&FW Shad");
  281. pass.setWork(computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_forwardShadingRenderables.getSize()),
  282. [this, &ctx](RenderPassWorkContext& rgraphCtx) {
  283. run(ctx, rgraphCtx);
  284. });
  285. pass.setFramebufferInfo(m_lightShading.m_fbDescr, {m_runCtx.m_rt}, m_r->getGBuffer().getDepthRt(), sriRt);
  286. const TextureUsageBit readUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  287. // All
  288. if(enableVrs)
  289. {
  290. pass.newDependency(RenderPassDependency(sriRt, TextureUsageBit::FRAMEBUFFER_SHADING_RATE));
  291. }
  292. // Light shading
  293. pass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
  294. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(0), readUsage));
  295. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(1), readUsage));
  296. pass.newDependency(RenderPassDependency(m_r->getGBuffer().getColorRt(2), readUsage));
  297. pass.newDependency(
  298. RenderPassDependency(m_r->getGBuffer().getDepthRt(),
  299. TextureUsageBit::SAMPLED_FRAGMENT | TextureUsageBit::FRAMEBUFFER_ATTACHMENT_READ,
  300. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH)));
  301. pass.newDependency(RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), readUsage));
  302. if(m_r->getRtShadowsEnabled())
  303. {
  304. pass.newDependency(RenderPassDependency(m_r->getRtShadows().getRt(), readUsage));
  305. }
  306. else
  307. {
  308. pass.newDependency(RenderPassDependency(m_r->getShadowmapsResolve().getRt(), readUsage));
  309. }
  310. pass.newDependency(
  311. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ));
  312. // Apply indirect
  313. pass.newDependency(RenderPassDependency(m_r->getIndirectDiffuse().getRt(), readUsage));
  314. pass.newDependency(RenderPassDependency(m_r->getDepthDownscale().getHiZRt(), readUsage));
  315. pass.newDependency(RenderPassDependency(m_r->getIndirectSpecular().getRt(), readUsage));
  316. // Fog
  317. pass.newDependency(RenderPassDependency(m_r->getVolumetricFog().getRt(), readUsage));
  318. // For forward shading
  319. m_r->getForwardShading().setDependencies(ctx, pass);
  320. }
  321. } // end namespace anki