ShadowmapsResolve.cpp 4.9 KB

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  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/ShadowmapsResolve.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/GBuffer.h>
  8. #include <AnKi/Renderer/ShadowMapping.h>
  9. #include <AnKi/Renderer/DepthDownscale.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. namespace anki {
  12. ShadowmapsResolve::~ShadowmapsResolve()
  13. {
  14. }
  15. Error ShadowmapsResolve::init()
  16. {
  17. const Error err = initInternal();
  18. if(err)
  19. {
  20. ANKI_R_LOGE("Failed to initialize shadow resolve pass");
  21. }
  22. return Error::NONE;
  23. }
  24. Error ShadowmapsResolve::initInternal()
  25. {
  26. m_quarterRez = getConfig().getRSmResolveQuarterRez();
  27. const U32 width = m_r->getInternalResolution().x() / (m_quarterRez + 1);
  28. const U32 height = m_r->getInternalResolution().y() / (m_quarterRez + 1);
  29. ANKI_R_LOGV("Initializing shadowmaps resolve. Resolution %ux%u", width, height);
  30. m_rtDescr = m_r->create2DRenderTargetDescription(width, height, Format::R8G8B8A8_UNORM, "SM resolve");
  31. m_rtDescr.bake();
  32. // Create FB descr
  33. m_fbDescr.m_colorAttachmentCount = 1;
  34. m_fbDescr.bake();
  35. // Prog
  36. ANKI_CHECK(getResourceManager().loadResource((getConfig().getRPreferCompute())
  37. ? "ShaderBinaries/ShadowmapsResolveCompute.ankiprogbin"
  38. : "ShaderBinaries/ShadowmapsResolveRaster.ankiprogbin",
  39. m_prog));
  40. ShaderProgramResourceVariantInitInfo variantInitInfo(m_prog);
  41. if(getConfig().getRPreferCompute())
  42. {
  43. variantInitInfo.addConstant("FB_SIZE", UVec2(width, height));
  44. }
  45. variantInitInfo.addConstant("TILE_COUNTS", m_r->getTileCounts());
  46. variantInitInfo.addConstant("Z_SPLIT_COUNT", m_r->getZSplitCount());
  47. variantInitInfo.addConstant("TILE_SIZE", m_r->getTileSize());
  48. const ShaderProgramResourceVariant* variant;
  49. m_prog->getOrCreateVariant(variantInitInfo, variant);
  50. m_grProg = variant->getProgram();
  51. return Error::NONE;
  52. }
  53. void ShadowmapsResolve::populateRenderGraph(RenderingContext& ctx)
  54. {
  55. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  56. m_runCtx.m_rt = rgraph.newRenderTarget(m_rtDescr);
  57. if(getConfig().getRPreferCompute())
  58. {
  59. ComputeRenderPassDescription& rpass = rgraph.newComputeRenderPass("SM resolve");
  60. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  61. run(ctx, rgraphCtx);
  62. });
  63. rpass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::IMAGE_COMPUTE_WRITE));
  64. rpass.newDependency(
  65. RenderPassDependency((m_quarterRez) ? m_r->getDepthDownscale().getHiZRt() : m_r->getGBuffer().getDepthRt(),
  66. TextureUsageBit::SAMPLED_COMPUTE, TextureSurfaceInfo(0, 0, 0, 0)));
  67. rpass.newDependency(
  68. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_COMPUTE));
  69. rpass.newDependency(
  70. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_COMPUTE_READ));
  71. }
  72. else
  73. {
  74. GraphicsRenderPassDescription& rpass = rgraph.newGraphicsRenderPass("SM resolve");
  75. rpass.setFramebufferInfo(m_fbDescr, {m_runCtx.m_rt});
  76. rpass.setWork([this, &ctx](RenderPassWorkContext& rgraphCtx) {
  77. run(ctx, rgraphCtx);
  78. });
  79. rpass.newDependency(RenderPassDependency(m_runCtx.m_rt, TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE));
  80. rpass.newDependency(
  81. RenderPassDependency((m_quarterRez) ? m_r->getDepthDownscale().getHiZRt() : m_r->getGBuffer().getDepthRt(),
  82. TextureUsageBit::SAMPLED_FRAGMENT, TextureSurfaceInfo(0, 0, 0, 0)));
  83. rpass.newDependency(
  84. RenderPassDependency(m_r->getShadowMapping().getShadowmapRt(), TextureUsageBit::SAMPLED_FRAGMENT));
  85. rpass.newDependency(
  86. RenderPassDependency(ctx.m_clusteredShading.m_clustersBufferHandle, BufferUsageBit::STORAGE_FRAGMENT_READ));
  87. }
  88. }
  89. void ShadowmapsResolve::run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx)
  90. {
  91. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  92. const ClusteredShadingContext& rsrc = ctx.m_clusteredShading;
  93. cmdb->bindShaderProgram(m_grProg);
  94. bindUniforms(cmdb, 0, 0, rsrc.m_clusteredShadingUniformsToken);
  95. bindUniforms(cmdb, 0, 1, rsrc.m_pointLightsToken);
  96. bindUniforms(cmdb, 0, 2, rsrc.m_spotLightsToken);
  97. rgraphCtx.bindColorTexture(0, 3, m_r->getShadowMapping().getShadowmapRt());
  98. bindStorage(cmdb, 0, 4, rsrc.m_clustersToken);
  99. cmdb->bindSampler(0, 5, m_r->getSamplers().m_trilinearClamp);
  100. if(m_quarterRez)
  101. {
  102. rgraphCtx.bindTexture(0, 6, m_r->getDepthDownscale().getHiZRt(),
  103. TextureSubresourceInfo(TextureSurfaceInfo(0, 0, 0, 0)));
  104. }
  105. else
  106. {
  107. rgraphCtx.bindTexture(0, 6, m_r->getGBuffer().getDepthRt(),
  108. TextureSubresourceInfo(DepthStencilAspectBit::DEPTH));
  109. }
  110. if(getConfig().getRPreferCompute())
  111. {
  112. rgraphCtx.bindImage(0, 7, m_runCtx.m_rt, TextureSubresourceInfo());
  113. dispatchPPCompute(cmdb, 8, 8, m_rtDescr.m_width, m_rtDescr.m_height);
  114. }
  115. else
  116. {
  117. cmdb->setViewport(0, 0, m_rtDescr.m_width, m_rtDescr.m_height);
  118. cmdb->drawArrays(PrimitiveTopology::TRIANGLES, 3);
  119. }
  120. }
  121. } // end namespace anki