ShadowmapsResolve.cpp 3.3 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. {
  12. ShadowmapsResolve::~ShadowmapsResolve()
  13. {
  14. }
  15. Error ShadowmapsResolve::init(const ConfigSet& cfg)
  16. {
  17. const Error err = initInternal(cfg);
  18. if(err)
  19. {
  20. ANKI_R_LOGE("Failed to initialize shadow resolve pass");
  21. }
  22. return Error::NONE;
  23. }
  24. Error ShadowmapsResolve::initInternal(const ConfigSet& cfg)
  25. {
  26. U32 width = U32(cfg.getNumberF32("r_smResolveFactor") * F32(m_r->getWidth()));
  27. width = min(m_r->getWidth(), getAlignedRoundUp(4, width));
  28. U32 height = U32(cfg.getNumberF32("r_smResolveFactor") * F32(m_r->getHeight()));
  29. height = min(m_r->getHeight(), getAlignedRoundUp(4, height));
  30. ANKI_R_LOGI("Initializing shadow resolve pass. Size %ux%u", width, height);
  31. m_rtDescr = m_r->create2DRenderTargetDescription(width, height, Format::R8G8B8A8_UNORM, "SM_resolve");
  32. m_rtDescr.bake();
  33. ANKI_CHECK(getResourceManager().loadResource("Shaders/ShadowmapsResolve.ankiprog", m_prog));
  34. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  35. variantInitInfo.addConstant("CLUSTER_COUNT_X", U32(m_r->getClusterCount()[0]));
  36. variantInitInfo.addConstant("CLUSTER_COUNT_Y", U32(m_r->getClusterCount()[1]));
  37. variantInitInfo.addConstant("FB_SIZE", UVec2(width, height));
  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_ctx = &ctx;
  47. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  48. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("SM_resolve");
  49. rpass.setWork(
  50. [](RenderPassWorkContext& rgraphCtx) { static_cast<ShadowmapsResolve*>(rgraphCtx.m_userData)->run(rgraphCtx); },
  51. this, 0);
  52. rpass.newDependency({m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE});
  53. rpass.newDependency({m_r->getGBuffer().getDepthRt(), TextureUsageBit::SAMPLED_COMPUTE});
  54. rpass.newDependency({m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE});
  55. }
  56. void ShadowmapsResolve::run(RenderPassWorkContext& rgraphCtx)
  57. {
  58. const RenderingContext& ctx = *m_runCtx.m_ctx;
  59. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  60. const ClusterBinOut& rsrc = ctx.m_clusterBinOut;
  61. cmdb->bindShaderProgram(m_grProg);
  62. rgraphCtx.bindImage(0, 0, m_runCtx.m_rt, TextureSubresourceInfo());
  63. cmdb->bindSampler(0, 1, m_r->getSamplers().m_trilinearClamp);
  64. rgraphCtx.bindTexture(0, 2, m_r->getGBuffer().getDepthRt(), TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  65. bindUniforms(cmdb, 0, 3, ctx.m_lightShadingUniformsToken);
  66. bindUniforms(cmdb, 0, 4, rsrc.m_pointLightsToken);
  67. bindUniforms(cmdb, 0, 5, rsrc.m_spotLightsToken);
  68. rgraphCtx.bindColorTexture(0, 6, m_r->getShadowMapping().getShadowmapRt());
  69. bindStorage(cmdb, 0, 7, rsrc.m_clustersToken);
  70. bindStorage(cmdb, 0, 8, rsrc.m_indicesToken);
  71. dispatchPPCompute(cmdb, 8, 8, m_rtDescr.m_width, m_rtDescr.m_height);
  72. }
  73. } // end namespace anki