Renderer.cpp 28 KB

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  1. // Copyright (C) 2009-present, 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/Renderer.h>
  6. #include <AnKi/Util/Tracer.h>
  7. #include <AnKi/Util/CVarSet.h>
  8. #include <AnKi/Util/HighRezTimer.h>
  9. #include <AnKi/Collision/Aabb.h>
  10. #include <AnKi/Collision/Plane.h>
  11. #include <AnKi/Collision/Functions.h>
  12. #include <AnKi/Shaders/Include/ClusteredShadingTypes.h>
  13. #include <AnKi/GpuMemory/GpuSceneBuffer.h>
  14. #include <AnKi/Scene/Components/CameraComponent.h>
  15. #include <AnKi/Scene/Components/LightComponent.h>
  16. #include <AnKi/Scene/Components/SkyboxComponent.h>
  17. #include <AnKi/Core/StatsSet.h>
  18. #include <AnKi/Core/App.h>
  19. #include <AnKi/Renderer/ProbeReflections.h>
  20. #include <AnKi/Renderer/GBuffer.h>
  21. #include <AnKi/Renderer/GBufferPost.h>
  22. #include <AnKi/Renderer/LightShading.h>
  23. #include <AnKi/Renderer/ShadowMapping.h>
  24. #include <AnKi/Renderer/FinalComposite.h>
  25. #include <AnKi/Renderer/Bloom.h>
  26. #include <AnKi/Renderer/Tonemapping.h>
  27. #include <AnKi/Renderer/ForwardShading.h>
  28. #include <AnKi/Renderer/LensFlare.h>
  29. #include <AnKi/Renderer/Dbg.h>
  30. #include <AnKi/Renderer/VolumetricFog.h>
  31. #include <AnKi/Renderer/DepthDownscale.h>
  32. #include <AnKi/Renderer/TemporalAA.h>
  33. #include <AnKi/Renderer/UiStage.h>
  34. #include <AnKi/Renderer/VolumetricLightingAccumulation.h>
  35. #include <AnKi/Renderer/IndirectDiffuseProbes.h>
  36. #include <AnKi/Renderer/ShadowmapsResolve.h>
  37. #include <AnKi/Renderer/RtShadows.h>
  38. #include <AnKi/Renderer/AccelerationStructureBuilder.h>
  39. #include <AnKi/Renderer/MotionVectors.h>
  40. #include <AnKi/Renderer/TemporalUpscaler.h>
  41. #include <AnKi/Renderer/VrsSriGeneration.h>
  42. #include <AnKi/Renderer/PrimaryNonRenderableVisibility.h>
  43. #include <AnKi/Renderer/ClusterBinning.h>
  44. #include <AnKi/Renderer/Ssao.h>
  45. #include <AnKi/Renderer/Sky.h>
  46. #include <AnKi/Renderer/MotionBlur.h>
  47. #include <AnKi/Renderer/RtMaterialFetchDbg.h>
  48. #include <AnKi/Renderer/Reflections.h>
  49. #include <AnKi/Renderer/IndirectDiffuse.h>
  50. #include <AnKi/Renderer/IndirectDiffuseClipmaps.h>
  51. #include <AnKi/Renderer/Utils/Drawer.h>
  52. #include <AnKi/Renderer/Utils/GpuVisibility.h>
  53. #include <AnKi/Renderer/Utils/MipmapGenerator.h>
  54. #include <AnKi/Renderer/Utils/Readback.h>
  55. #include <AnKi/Renderer/Utils/HzbGenerator.h>
  56. namespace anki {
  57. static StatCounter g_primitivesDrawnStatVar(StatCategory::kRenderer, "Primitives drawn", StatFlag::kMainThreadUpdates | StatFlag::kZeroEveryFrame);
  58. static StatCounter g_rendererCpuTimeStatVar(StatCategory::kTime, "Renderer",
  59. StatFlag::kMilisecond | StatFlag::kShowAverage | StatFlag::kMainThreadUpdates);
  60. /// Generate a Halton jitter in [-0.5, 0.5]
  61. static Vec2 generateJitter(U32 frame)
  62. {
  63. // Halton jitter
  64. Vec2 result(0.0f);
  65. constexpr U32 baseX = 2;
  66. U32 index = frame + 1;
  67. F32 invBase = 1.0f / baseX;
  68. F32 fraction = invBase;
  69. while(index > 0)
  70. {
  71. result.x() += F32(index % baseX) * fraction;
  72. index /= baseX;
  73. fraction *= invBase;
  74. }
  75. constexpr U32 baseY = 3;
  76. index = frame + 1;
  77. invBase = 1.0f / baseY;
  78. fraction = invBase;
  79. while(index > 0)
  80. {
  81. result.y() += F32(index % baseY) * fraction;
  82. index /= baseY;
  83. fraction *= invBase;
  84. }
  85. result.x() -= 0.5f;
  86. result.y() -= 0.5f;
  87. return result;
  88. }
  89. Renderer::Renderer()
  90. {
  91. }
  92. Renderer::~Renderer()
  93. {
  94. #define ANKI_RENDERER_OBJECT_DEF(name, name2, initCondition) deleteInstance(RendererMemoryPool::getSingleton(), m_##name2);
  95. #include <AnKi/Renderer/RendererObject.def.h>
  96. }
  97. Error Renderer::init(const RendererInitInfo& inf)
  98. {
  99. ANKI_TRACE_SCOPED_EVENT(RInit);
  100. const Error err = initInternal(inf);
  101. if(err)
  102. {
  103. ANKI_R_LOGE("Failed to initialize the renderer");
  104. }
  105. return err;
  106. }
  107. Error Renderer::initInternal(const RendererInitInfo& inf)
  108. {
  109. RendererMemoryPool::allocateSingleton(inf.m_allocCallback, inf.m_allocCallbackUserData);
  110. m_framePool.init(inf.m_allocCallback, inf.m_allocCallbackUserData, 10_MB, 1.0f);
  111. m_frameCount = 0;
  112. m_swapchainResolution = inf.m_swapchainSize;
  113. m_rgraph = GrManager::getSingleton().newRenderGraph();
  114. // Set from the config
  115. m_postProcessResolution = UVec2(Vec2(m_swapchainResolution) * g_renderScalingCVar);
  116. alignRoundDown(2, m_postProcessResolution.x());
  117. alignRoundDown(2, m_postProcessResolution.y());
  118. m_internalResolution = UVec2(Vec2(m_postProcessResolution) * g_internalRenderScalingCVar);
  119. alignRoundDown(2, m_internalResolution.x());
  120. alignRoundDown(2, m_internalResolution.y());
  121. ANKI_R_LOGI("Initializing offscreen renderer. Resolution %ux%u. Internal resolution %ux%u", m_postProcessResolution.x(),
  122. m_postProcessResolution.y(), m_internalResolution.x(), m_internalResolution.y());
  123. m_tileCounts.x() = (m_internalResolution.x() + kClusteredShadingTileSize - 1) / kClusteredShadingTileSize;
  124. m_tileCounts.y() = (m_internalResolution.y() + kClusteredShadingTileSize - 1) / kClusteredShadingTileSize;
  125. m_zSplitCount = g_zSplitCountCVar;
  126. if(g_meshletRenderingCVar && !GrManager::getSingleton().getDeviceCapabilities().m_meshShaders)
  127. {
  128. m_meshletRenderingType = MeshletRenderingType::kSoftware;
  129. }
  130. else if(GrManager::getSingleton().getDeviceCapabilities().m_meshShaders)
  131. {
  132. m_meshletRenderingType = MeshletRenderingType::kMeshShaders;
  133. }
  134. else
  135. {
  136. m_meshletRenderingType = MeshletRenderingType::kNone;
  137. }
  138. // A few sanity checks
  139. if(m_internalResolution.x() < 64 || m_internalResolution.y() < 64)
  140. {
  141. ANKI_R_LOGE("Incorrect sizes");
  142. return Error::kUserData;
  143. }
  144. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/ClearTextureCompute.ankiprogbin", m_clearTexComputeProg));
  145. // Dummy resources
  146. {
  147. TextureInitInfo texinit("DummyTexture");
  148. texinit.m_width = texinit.m_height = 4;
  149. texinit.m_usage = TextureUsageBit::kAllSrv | TextureUsageBit::kRtvDsvWrite;
  150. texinit.m_format = Format::kR8G8B8A8_Unorm;
  151. m_dummyResources.m_texture2DSrv = createAndClearRenderTarget(texinit, TextureUsageBit::kAllSrv);
  152. texinit.m_depth = 4;
  153. texinit.m_type = TextureType::k3D;
  154. m_dummyResources.m_texture3DSrv = createAndClearRenderTarget(texinit, TextureUsageBit::kAllSrv);
  155. texinit.m_type = TextureType::k2D;
  156. texinit.m_usage = TextureUsageBit::kAllUav;
  157. texinit.m_depth = 1;
  158. m_dummyResources.m_texture2DUav = createAndClearRenderTarget(texinit, TextureUsageBit::kAllUav);
  159. texinit.m_depth = 4;
  160. texinit.m_type = TextureType::k3D;
  161. m_dummyResources.m_texture3DUav = createAndClearRenderTarget(texinit, TextureUsageBit::kAllUav);
  162. m_dummyResources.m_buffer = GrManager::getSingleton().newBuffer(
  163. BufferInitInfo(1024, BufferUsageBit::kAllConstant | BufferUsageBit::kAllUav, BufferMapAccessBit::kNone, "DummyBuffer"));
  164. }
  165. {
  166. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/FillBuffer.ankiprogbin", m_fillBufferProg));
  167. ShaderProgramResourceVariantInitInfo initInf(m_fillBufferProg);
  168. const ShaderProgramResourceVariant* variant;
  169. m_fillBufferProg->getOrCreateVariant(initInf, variant);
  170. m_fillBufferGrProg.reset(&variant->getProgram());
  171. }
  172. // Init the stages
  173. #define ANKI_RENDERER_OBJECT_DEF(name, name2, initCondition) \
  174. if(initCondition) \
  175. { \
  176. m_##name2 = newInstance<name>(RendererMemoryPool::getSingleton()); \
  177. ANKI_R_LOGV("Initializing " ANKI_STRINGIZE(name)); \
  178. const Error err = m_##name2->init(); \
  179. if(err) \
  180. { \
  181. ANKI_R_LOGE("Initialization failed: " ANKI_STRINGIZE(name)); \
  182. return err; \
  183. } \
  184. }
  185. #include <AnKi/Renderer/RendererObject.def.h>
  186. // Init samplers
  187. {
  188. SamplerInitInfo sinit("NearestNearestClamp");
  189. sinit.m_addressing = SamplingAddressing::kClamp;
  190. sinit.m_mipmapFilter = SamplingFilter::kNearest;
  191. sinit.m_minMagFilter = SamplingFilter::kNearest;
  192. m_samplers.m_nearestNearestClamp = GrManager::getSingleton().newSampler(sinit);
  193. sinit.setName("NearestNearestRepeat");
  194. sinit.m_addressing = SamplingAddressing::kRepeat;
  195. sinit.m_mipmapFilter = SamplingFilter::kNearest;
  196. sinit.m_minMagFilter = SamplingFilter::kNearest;
  197. m_samplers.m_nearestNearestRepeat = GrManager::getSingleton().newSampler(sinit);
  198. sinit.setName("TrilinearClamp");
  199. sinit.m_addressing = SamplingAddressing::kClamp;
  200. sinit.m_minMagFilter = SamplingFilter::kLinear;
  201. sinit.m_mipmapFilter = SamplingFilter::kLinear;
  202. m_samplers.m_trilinearClamp = GrManager::getSingleton().newSampler(sinit);
  203. sinit.setName("TrilinearRepeat");
  204. sinit.m_addressing = SamplingAddressing::kRepeat;
  205. m_samplers.m_trilinearRepeat = GrManager::getSingleton().newSampler(sinit);
  206. if(g_textureAnisotropyCVar <= 1u)
  207. {
  208. m_samplers.m_trilinearRepeatAniso = m_samplers.m_trilinearRepeat;
  209. }
  210. else
  211. {
  212. sinit.setName("TrilinearRepeatAniso");
  213. sinit.m_anisotropyLevel = g_textureAnisotropyCVar;
  214. m_samplers.m_trilinearRepeatAniso = GrManager::getSingleton().newSampler(sinit);
  215. }
  216. sinit.setName("TrilinearRepeatAnisoRezScalingBias");
  217. F32 scalingMipBias = log2(F32(m_internalResolution.x()) / F32(m_postProcessResolution.x()));
  218. if(getTemporalUpscaler().getEnabled())
  219. {
  220. // DLSS wants more bias
  221. scalingMipBias -= 1.0f;
  222. }
  223. sinit.m_lodBias = scalingMipBias;
  224. m_samplers.m_trilinearRepeatAnisoResolutionScalingBias = GrManager::getSingleton().newSampler(sinit);
  225. sinit = {};
  226. sinit.setName("TrilinearClampShadow");
  227. sinit.m_minMagFilter = SamplingFilter::kLinear;
  228. sinit.m_mipmapFilter = SamplingFilter::kLinear;
  229. sinit.m_compareOperation = CompareOperation::kLessEqual;
  230. m_samplers.m_trilinearClampShadow = GrManager::getSingleton().newSampler(sinit);
  231. }
  232. for(U32 i = 0; i < m_jitterOffsets.getSize(); ++i)
  233. {
  234. m_jitterOffsets[i] = generateJitter(i);
  235. }
  236. if(m_swapchainResolution != m_postProcessResolution)
  237. {
  238. ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/Blit.ankiprogbin", m_blitProg));
  239. ShaderProgramResourceVariantInitInfo varInit(m_blitProg);
  240. const ShaderProgramResourceVariant* variant;
  241. varInit.requestTechniqueAndTypes(ShaderTypeBit::kVertex | ShaderTypeBit::kPixel);
  242. m_blitProg->getOrCreateVariant(varInit, variant);
  243. m_blitGrProg.reset(&variant->getProgram());
  244. ANKI_R_LOGI("There will be a blit pass to the swapchain because render scaling is not 1.0");
  245. }
  246. return Error::kNone;
  247. }
  248. Error Renderer::populateRenderGraph(RenderingContext& ctx)
  249. {
  250. // Import RTs first
  251. m_bloom2->importRenderTargets(ctx);
  252. m_tonemapping->importRenderTargets(ctx);
  253. m_vrsSriGeneration->importRenderTargets(ctx);
  254. m_gbuffer->importRenderTargets(ctx);
  255. // Populate render graph. WARNING Watch the order
  256. gpuSceneCopy(ctx);
  257. m_primaryNonRenderableVisibility->populateRenderGraph(ctx);
  258. if(m_accelerationStructureBuilder)
  259. {
  260. m_accelerationStructureBuilder->populateRenderGraph(ctx);
  261. }
  262. m_gbuffer->populateRenderGraph(ctx);
  263. m_shadowMapping->populateRenderGraph(ctx);
  264. m_clusterBinning2->populateRenderGraph(ctx);
  265. m_generatedSky->populateRenderGraph(ctx);
  266. m_indirectDiffuseProbes->populateRenderGraph(ctx);
  267. if(m_indirectDiffuseClipmaps)
  268. {
  269. m_indirectDiffuseClipmaps->populateRenderGraph(ctx);
  270. }
  271. m_probeReflections->populateRenderGraph(ctx);
  272. m_volumetricLightingAccumulation->populateRenderGraph(ctx);
  273. m_motionVectors->populateRenderGraph(ctx);
  274. m_gbufferPost->populateRenderGraph(ctx);
  275. m_depthDownscale->populateRenderGraph(ctx);
  276. if(m_rtShadows)
  277. {
  278. m_rtShadows->populateRenderGraph(ctx);
  279. }
  280. if(m_rtMaterialFetchDbg)
  281. {
  282. m_rtMaterialFetchDbg->populateRenderGraph(ctx);
  283. }
  284. m_indirectDiffuse->populateRenderGraph(ctx);
  285. m_reflections->populateRenderGraph(ctx);
  286. m_shadowmapsResolve->populateRenderGraph(ctx);
  287. m_volumetricFog->populateRenderGraph(ctx);
  288. m_lensFlare->populateRenderGraph(ctx);
  289. m_ssao->populateRenderGraph(ctx);
  290. m_forwardShading->populateRenderGraph(ctx); // This may feel out of place but it's only visibility. Keep it just before light shading
  291. m_lightShading->populateRenderGraph(ctx);
  292. if(getTemporalUpscaler().getEnabled())
  293. {
  294. m_temporalUpscaler->populateRenderGraph(ctx);
  295. }
  296. else
  297. {
  298. m_temporalAA->populateRenderGraph(ctx);
  299. }
  300. m_vrsSriGeneration->populateRenderGraph(ctx);
  301. m_tonemapping->populateRenderGraph(ctx);
  302. m_motionBlur->populateRenderGraph(ctx);
  303. m_bloom2->populateRenderGraph(ctx);
  304. m_dbg->populateRenderGraph(ctx);
  305. m_finalComposite->populateRenderGraph(ctx);
  306. return Error::kNone;
  307. }
  308. void Renderer::writeGlobalRendererConstants(RenderingContext& ctx, GlobalRendererConstants& outConsts)
  309. {
  310. ANKI_TRACE_SCOPED_EVENT(RWriteGlobalRendererConstants);
  311. GlobalRendererConstants consts;
  312. memset(&consts, 0, sizeof(consts));
  313. consts.m_renderingSize = Vec2(F32(m_internalResolution.x()), F32(m_internalResolution.y()));
  314. consts.m_time = F32(HighRezTimer::getCurrentTime());
  315. consts.m_frame = m_frameCount & kMaxU32;
  316. Plane nearPlane;
  317. extractClipPlane(ctx.m_matrices.m_viewProjection, FrustumPlaneType::kNear, nearPlane);
  318. consts.m_nearPlaneWSpace = Vec4(nearPlane.getNormal().xyz(), nearPlane.getOffset());
  319. consts.m_near = ctx.m_cameraNear;
  320. consts.m_far = ctx.m_cameraFar;
  321. consts.m_cameraPosition = ctx.m_matrices.m_cameraTransform.getTranslationPart().xyz();
  322. consts.m_tileCounts = m_tileCounts;
  323. consts.m_zSplitCount = m_zSplitCount;
  324. consts.m_zSplitCountOverFrustumLength = F32(m_zSplitCount) / (ctx.m_cameraFar - ctx.m_cameraNear);
  325. consts.m_zSplitMagic.x() = (ctx.m_cameraNear - ctx.m_cameraFar) / (ctx.m_cameraNear * F32(m_zSplitCount));
  326. consts.m_zSplitMagic.y() = ctx.m_cameraFar / (ctx.m_cameraNear * F32(m_zSplitCount));
  327. consts.m_lightVolumeLastZSplit = min(g_volumetricLightingAccumulationFinalZSplitCVar - 1, m_zSplitCount);
  328. consts.m_reflectionProbesMipCount = F32(m_probeReflections->getReflectionTextureMipmapCount());
  329. consts.m_matrices = ctx.m_matrices;
  330. consts.m_previousMatrices = ctx.m_prevMatrices;
  331. // Directional light
  332. const LightComponent* dirLight = SceneGraph::getSingleton().getDirectionalLight();
  333. if(dirLight)
  334. {
  335. DirectionalLight& out = consts.m_directionalLight;
  336. const U32 shadowCascadeCount = (dirLight->getShadowEnabled()) ? g_shadowCascadeCountCVar : 0;
  337. out.m_diffuseColor = dirLight->getDiffuseColor().xyz();
  338. out.m_power = dirLight->getLightPower();
  339. out.m_shadowCascadeCount_31bit_active_1bit = shadowCascadeCount << 1u;
  340. out.m_shadowCascadeCount_31bit_active_1bit |= 1;
  341. out.m_direction = dirLight->getDirection();
  342. out.m_shadowCascadeDistances =
  343. Vec4(g_shadowCascade0DistanceCVar, g_shadowCascade1DistanceCVar, g_shadowCascade2DistanceCVar, g_shadowCascade3DistanceCVar);
  344. for(U cascade = 0; cascade < shadowCascadeCount; ++cascade)
  345. {
  346. ANKI_ASSERT(ctx.m_dirLightTextureMatrices[cascade] != Mat4::getZero());
  347. out.m_textureMatrices[cascade] = ctx.m_dirLightTextureMatrices[cascade];
  348. out.m_cascadeFarPlanes[cascade] = ctx.m_dirLightFarPlanes[cascade];
  349. out.m_cascadePcfTexelRadius[cascade] = ctx.m_dirLightPcfTexelRadius[cascade];
  350. }
  351. }
  352. else
  353. {
  354. consts.m_directionalLight.m_shadowCascadeCount_31bit_active_1bit = 0;
  355. }
  356. // Sky
  357. const SkyboxComponent* sky = SceneGraph::getSingleton().getSkybox();
  358. const Bool isSolidColor =
  359. (!sky || sky->getSkyboxType() == SkyboxType::kSolidColor || (!dirLight && sky->getSkyboxType() == SkyboxType::kGenerated));
  360. if(isSolidColor)
  361. {
  362. consts.m_sky.m_solidColor = (sky) ? sky->getSolidColor() : Vec3(0.0);
  363. consts.m_sky.m_type = 0;
  364. }
  365. else if(sky->getSkyboxType() == SkyboxType::kImage2D)
  366. {
  367. consts.m_sky.m_type = 1;
  368. }
  369. else
  370. {
  371. consts.m_sky.m_type = 2;
  372. }
  373. if(m_indirectDiffuseClipmaps)
  374. {
  375. for(U32 i = 0; i < kIndirectDiffuseClipmapCount; ++i)
  376. {
  377. consts.m_indirectDiffuseClipmaps[i] = m_indirectDiffuseClipmaps->getClipmapsInfo()[i];
  378. }
  379. }
  380. outConsts = consts;
  381. }
  382. TextureInitInfo Renderer::create2DRenderTargetInitInfo(U32 w, U32 h, Format format, TextureUsageBit usage, CString name)
  383. {
  384. ANKI_ASSERT(!!(usage & TextureUsageBit::kRtvDsvWrite) || !!(usage & TextureUsageBit::kUavCompute));
  385. TextureInitInfo init(name);
  386. init.m_width = w;
  387. init.m_height = h;
  388. init.m_depth = 1;
  389. init.m_layerCount = 1;
  390. init.m_type = TextureType::k2D;
  391. init.m_format = format;
  392. init.m_mipmapCount = 1;
  393. init.m_samples = 1;
  394. init.m_usage = usage;
  395. return init;
  396. }
  397. RenderTargetDesc Renderer::create2DRenderTargetDescription(U32 w, U32 h, Format format, CString name)
  398. {
  399. RenderTargetDesc init(name);
  400. init.m_width = w;
  401. init.m_height = h;
  402. init.m_depth = 1;
  403. init.m_layerCount = 1;
  404. init.m_type = TextureType::k2D;
  405. init.m_format = format;
  406. init.m_mipmapCount = 1;
  407. init.m_samples = 1;
  408. init.m_usage = TextureUsageBit::kNone;
  409. return init;
  410. }
  411. TexturePtr Renderer::createAndClearRenderTarget(const TextureInitInfo& inf, TextureUsageBit initialUsage, const ClearValue& clearVal)
  412. {
  413. ANKI_ASSERT(!!(inf.m_usage & TextureUsageBit::kRtvDsvWrite) || !!(inf.m_usage & TextureUsageBit::kUavCompute));
  414. const U faceCount = textureTypeIsCube(inf.m_type) ? 6 : 1;
  415. Bool useCompute = false;
  416. if(!!(inf.m_usage & TextureUsageBit::kRtvDsvWrite))
  417. {
  418. useCompute = false;
  419. }
  420. else if(!!(inf.m_usage & TextureUsageBit::kUavCompute))
  421. {
  422. useCompute = true;
  423. }
  424. else
  425. {
  426. ANKI_ASSERT(!"Can't handle that");
  427. }
  428. // Create tex
  429. TexturePtr tex = GrManager::getSingleton().newTexture(inf);
  430. // Clear all surfaces
  431. CommandBufferInitInfo cmdbinit;
  432. cmdbinit.m_flags = CommandBufferFlag::kGeneralWork;
  433. if((inf.m_mipmapCount * faceCount * inf.m_layerCount * 4) < kCommandBufferSmallBatchMaxCommands)
  434. {
  435. cmdbinit.m_flags |= CommandBufferFlag::kSmallBatch;
  436. }
  437. CommandBufferPtr cmdb = GrManager::getSingleton().newCommandBuffer(cmdbinit);
  438. for(U32 mip = 0; mip < inf.m_mipmapCount; ++mip)
  439. {
  440. for(U32 face = 0; face < faceCount; ++face)
  441. {
  442. for(U32 layer = 0; layer < inf.m_layerCount; ++layer)
  443. {
  444. if(!useCompute)
  445. {
  446. RenderTarget rt;
  447. rt.m_clearValue = clearVal;
  448. if(getFormatInfo(inf.m_format).isDepthStencil())
  449. {
  450. DepthStencilAspectBit aspect = DepthStencilAspectBit::kNone;
  451. if(getFormatInfo(inf.m_format).isDepth())
  452. {
  453. aspect |= DepthStencilAspectBit::kDepth;
  454. }
  455. if(getFormatInfo(inf.m_format).isStencil())
  456. {
  457. aspect |= DepthStencilAspectBit::kStencil;
  458. }
  459. rt.m_textureView = TextureView(tex.get(), TextureSubresourceDesc::surface(mip, face, layer, aspect));
  460. }
  461. else
  462. {
  463. rt.m_textureView = TextureView(tex.get(), TextureSubresourceDesc::surface(mip, face, layer));
  464. }
  465. TextureBarrierInfo barrier = {rt.m_textureView, TextureUsageBit::kNone, TextureUsageBit::kRtvDsvWrite};
  466. cmdb->setPipelineBarrier({&barrier, 1}, {}, {});
  467. if(getFormatInfo(inf.m_format).isDepthStencil())
  468. {
  469. cmdb->beginRenderPass({}, &rt);
  470. }
  471. else
  472. {
  473. cmdb->beginRenderPass({rt});
  474. }
  475. cmdb->endRenderPass();
  476. if(!!initialUsage)
  477. {
  478. barrier.m_previousUsage = TextureUsageBit::kRtvDsvWrite;
  479. barrier.m_nextUsage = initialUsage;
  480. cmdb->setPipelineBarrier({&barrier, 1}, {}, {});
  481. }
  482. }
  483. else
  484. {
  485. // Compute
  486. ShaderProgramResourceVariantInitInfo variantInitInfo(m_clearTexComputeProg);
  487. variantInitInfo.addMutation("TEXTURE_DIMENSIONS", I32((inf.m_type == TextureType::k3D) ? 3 : 2));
  488. const FormatInfo formatInfo = getFormatInfo(inf.m_format);
  489. I32 componentType = 0;
  490. if(formatInfo.m_shaderType == 0)
  491. {
  492. componentType = 0;
  493. }
  494. else if(formatInfo.m_shaderType == 1)
  495. {
  496. componentType = 1;
  497. }
  498. else
  499. {
  500. ANKI_ASSERT(!"Not supported");
  501. }
  502. variantInitInfo.addMutation("COMPONENT_TYPE", componentType);
  503. const ShaderProgramResourceVariant* variant;
  504. m_clearTexComputeProg->getOrCreateVariant(variantInitInfo, variant);
  505. cmdb->bindShaderProgram(&variant->getProgram());
  506. cmdb->setFastConstants(&clearVal.m_colorf[0], sizeof(clearVal.m_colorf));
  507. const TextureView view(tex.get(), TextureSubresourceDesc::surface(mip, face, layer));
  508. cmdb->bindUav(0, 0, view);
  509. const TextureBarrierInfo barrier = {view, TextureUsageBit::kNone, TextureUsageBit::kUavCompute};
  510. cmdb->setPipelineBarrier({&barrier, 1}, {}, {});
  511. UVec3 wgSize;
  512. wgSize.x() = (8 - 1 + (tex->getWidth() >> mip)) / 8;
  513. wgSize.y() = (8 - 1 + (tex->getHeight() >> mip)) / 8;
  514. wgSize.z() = (inf.m_type == TextureType::k3D) ? ((8 - 1 + (tex->getDepth() >> mip)) / 8) : 1;
  515. cmdb->dispatchCompute(wgSize.x(), wgSize.y(), wgSize.z());
  516. if(!!initialUsage)
  517. {
  518. const TextureBarrierInfo barrier = {view, TextureUsageBit::kUavCompute, initialUsage};
  519. cmdb->setPipelineBarrier({&barrier, 1}, {}, {});
  520. }
  521. }
  522. }
  523. }
  524. }
  525. cmdb->endRecording();
  526. FencePtr fence;
  527. GrManager::getSingleton().submit(cmdb.get(), {}, &fence);
  528. fence->clientWait(10.0_sec);
  529. return tex;
  530. }
  531. void Renderer::registerDebugRenderTarget(RendererObject* obj, CString rtName)
  532. {
  533. #if ANKI_ASSERTIONS_ENABLED
  534. for(const DebugRtInfo& inf : m_debugRts)
  535. {
  536. ANKI_ASSERT(inf.m_rtName != rtName && "Choose different name");
  537. }
  538. #endif
  539. ANKI_ASSERT(obj);
  540. DebugRtInfo inf;
  541. inf.m_obj = obj;
  542. inf.m_rtName = rtName;
  543. m_debugRts.emplaceBack(std::move(inf));
  544. }
  545. Bool Renderer::getCurrentDebugRenderTarget(Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles, ShaderProgramPtr& optionalShaderProgram)
  546. {
  547. if(m_currentDebugRtName.isEmpty()) [[likely]]
  548. {
  549. return false;
  550. }
  551. RendererObject* obj = nullptr;
  552. for(const DebugRtInfo& inf : m_debugRts)
  553. {
  554. if(inf.m_rtName == m_currentDebugRtName)
  555. {
  556. obj = inf.m_obj;
  557. }
  558. }
  559. if(obj)
  560. {
  561. obj->getDebugRenderTarget(m_currentDebugRtName, handles, optionalShaderProgram);
  562. return true;
  563. }
  564. else
  565. {
  566. ANKI_R_LOGE("Debug rendertarget doesn't exist: %s", m_currentDebugRtName.cstr());
  567. m_currentDebugRtName = {};
  568. return false;
  569. }
  570. }
  571. void Renderer::setCurrentDebugRenderTarget(CString rtName)
  572. {
  573. m_currentDebugRtName.destroy();
  574. if(!rtName.isEmpty() && rtName.getLength() > 0)
  575. {
  576. m_currentDebugRtName = rtName;
  577. }
  578. }
  579. Format Renderer::getHdrFormat() const
  580. {
  581. Format out;
  582. if(!g_highQualityHdrCVar)
  583. {
  584. out = Format::kB10G11R11_Ufloat_Pack32;
  585. }
  586. else if(GrManager::getSingleton().getDeviceCapabilities().m_unalignedBbpTextureFormats)
  587. {
  588. out = Format::kR16G16B16_Sfloat;
  589. }
  590. else
  591. {
  592. out = Format::kR16G16B16A16_Sfloat;
  593. }
  594. return out;
  595. }
  596. Format Renderer::getDepthNoStencilFormat() const
  597. {
  598. if(ANKI_PLATFORM_MOBILE)
  599. {
  600. return Format::kX8D24_Unorm_Pack32;
  601. }
  602. else
  603. {
  604. return Format::kD32_Sfloat;
  605. }
  606. }
  607. void Renderer::gpuSceneCopy(RenderingContext& ctx)
  608. {
  609. RenderGraphBuilder& rgraph = ctx.m_renderGraphDescr;
  610. m_runCtx.m_gpuSceneHandle =
  611. rgraph.importBuffer(GpuSceneBuffer::getSingleton().getBufferView(), GpuSceneBuffer::getSingleton().getBuffer().getBufferUsage());
  612. if(GpuSceneMicroPatcher::getSingleton().patchingIsNeeded())
  613. {
  614. NonGraphicsRenderPass& rpass = rgraph.newNonGraphicsRenderPass("GPU scene patching");
  615. rpass.newBufferDependency(m_runCtx.m_gpuSceneHandle, BufferUsageBit::kUavCompute);
  616. rpass.setWork([](RenderPassWorkContext& rgraphCtx) {
  617. ANKI_TRACE_SCOPED_EVENT(GpuSceneCopy);
  618. GpuSceneMicroPatcher::getSingleton().patchGpuScene(*rgraphCtx.m_commandBuffer);
  619. });
  620. }
  621. }
  622. #if ANKI_STATS_ENABLED
  623. void Renderer::updatePipelineStats()
  624. {
  625. RendererDynamicArray<PipelineQueryPtr>& arr = m_pipelineQueries[m_frameCount % kMaxFramesInFlight];
  626. U64 sum = 0;
  627. for(PipelineQueryPtr& q : arr)
  628. {
  629. U64 value;
  630. const PipelineQueryResult res = q->getResult(value);
  631. if(res == PipelineQueryResult::kNotAvailable)
  632. {
  633. ANKI_R_LOGW("Pipeline query result is not available");
  634. }
  635. else
  636. {
  637. sum += value;
  638. }
  639. }
  640. arr.destroy();
  641. g_primitivesDrawnStatVar.set(sum);
  642. }
  643. #endif
  644. Error Renderer::render(Texture* presentTex)
  645. {
  646. ANKI_TRACE_SCOPED_EVENT(Render);
  647. const Second startTime = HighRezTimer::getCurrentTime();
  648. // First thing, reset the temp mem pool
  649. m_framePool.reset();
  650. RenderingContext ctx(&m_framePool);
  651. ctx.m_renderGraphDescr.setStatisticsEnabled(ANKI_STATS_ENABLED);
  652. ctx.m_swapchainRenderTarget = ctx.m_renderGraphDescr.importRenderTarget(presentTex, TextureUsageBit::kNone);
  653. #if ANKI_STATS_ENABLED
  654. updatePipelineStats();
  655. #endif
  656. const CameraComponent& cam = SceneGraph::getSingleton().getActiveCameraNode().getFirstComponentOfType<CameraComponent>();
  657. ctx.m_prevMatrices = m_prevMatrices;
  658. ctx.m_matrices.m_cameraTransform = Mat3x4(cam.getFrustum().getWorldTransform());
  659. ctx.m_matrices.m_view = cam.getFrustum().getViewMatrix();
  660. ctx.m_matrices.m_projection = cam.getFrustum().getProjectionMatrix();
  661. ctx.m_matrices.m_viewProjection = cam.getFrustum().getViewProjectionMatrix();
  662. Vec2 jitter = m_jitterOffsets[m_frameCount & (m_jitterOffsets.getSize() - 1)]; // In [-0.5, 0.5]
  663. jitter *= 2.0f; // In [-1, 1]
  664. const Vec2 ndcPixelSize = 1.0f / Vec2(m_internalResolution);
  665. jitter *= ndcPixelSize;
  666. ctx.m_matrices.m_jitter = Mat4::getIdentity();
  667. ctx.m_matrices.m_jitter.setTranslationPart(Vec3(jitter, 0.0f));
  668. ctx.m_matrices.m_jitterOffsetNdc = jitter;
  669. ctx.m_matrices.m_projectionJitter = ctx.m_matrices.m_jitter * ctx.m_matrices.m_projection;
  670. ctx.m_matrices.m_viewProjectionJitter = ctx.m_matrices.m_projectionJitter * Mat4(ctx.m_matrices.m_view, Vec4(0.0f, 0.0f, 0.0f, 1.0f));
  671. ctx.m_matrices.m_invertedViewProjectionJitter = ctx.m_matrices.m_viewProjectionJitter.invert();
  672. ctx.m_matrices.m_invertedViewProjection = ctx.m_matrices.m_viewProjection.invert();
  673. ctx.m_matrices.m_invertedProjectionJitter = ctx.m_matrices.m_projectionJitter.invert();
  674. ctx.m_matrices.m_reprojection = ctx.m_prevMatrices.m_viewProjection * ctx.m_matrices.m_invertedViewProjection;
  675. ctx.m_matrices.m_unprojectionParameters = ctx.m_matrices.m_projection.extractPerspectiveUnprojectionParams();
  676. ctx.m_matrices.m_projMat00_11_22_23 = Vec4(ctx.m_matrices.m_projection(0, 0), ctx.m_matrices.m_projection(1, 1),
  677. ctx.m_matrices.m_projection(2, 2), ctx.m_matrices.m_projection(2, 3));
  678. ctx.m_cameraNear = cam.getNear();
  679. ctx.m_cameraFar = cam.getFar();
  680. // Allocate global constants
  681. GlobalRendererConstants* globalConsts;
  682. {
  683. U32 alignment = (GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferNaturalAlignment)
  684. ? sizeof(*globalConsts)
  685. : GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferBindOffsetAlignment;
  686. alignment = computeCompoundAlignment(alignment, GrManager::getSingleton().getDeviceCapabilities().m_constantBufferBindOffsetAlignment);
  687. ctx.m_globalRenderingConstantsBuffer = RebarTransientMemoryPool::getSingleton().allocate(sizeof(*globalConsts), alignment, globalConsts);
  688. }
  689. ANKI_CHECK(populateRenderGraph(ctx));
  690. // Blit renderer's result to swapchain
  691. const Bool bNeedsBlit = m_postProcessResolution != m_swapchainResolution;
  692. if(bNeedsBlit)
  693. {
  694. GraphicsRenderPass& pass = ctx.m_renderGraphDescr.newGraphicsRenderPass("Final Blit");
  695. pass.setRenderpassInfo({GraphicsRenderPassTargetDesc(ctx.m_swapchainRenderTarget)});
  696. pass.newTextureDependency(ctx.m_swapchainRenderTarget, TextureUsageBit::kRtvDsvWrite);
  697. pass.newTextureDependency(m_finalComposite->getRenderTarget(), TextureUsageBit::kSrvPixel);
  698. pass.setWork([this](RenderPassWorkContext& rgraphCtx) {
  699. ANKI_TRACE_SCOPED_EVENT(BlitAndUi);
  700. CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
  701. cmdb.setViewport(0, 0, m_swapchainResolution.x(), m_swapchainResolution.y());
  702. cmdb.bindShaderProgram(m_blitGrProg.get());
  703. cmdb.bindSampler(0, 0, m_samplers.m_trilinearClamp.get());
  704. rgraphCtx.bindSrv(0, 0, m_finalComposite->getRenderTarget());
  705. cmdb.draw(PrimitiveTopology::kTriangles, 3);
  706. // Draw the UI
  707. m_uiStage->draw(m_swapchainResolution.x(), m_swapchainResolution.y(), cmdb);
  708. });
  709. }
  710. // Create a dummy pass to transition the presentable image to present
  711. {
  712. NonGraphicsRenderPass& pass = ctx.m_renderGraphDescr.newNonGraphicsRenderPass("Present");
  713. pass.setWork([]([[maybe_unused]] RenderPassWorkContext& rgraphCtx) {
  714. // Do nothing. This pass is dummy
  715. });
  716. pass.newTextureDependency(ctx.m_swapchainRenderTarget, TextureUsageBit::kPresent);
  717. }
  718. writeGlobalRendererConstants(ctx, *globalConsts);
  719. // Bake the render graph
  720. m_rgraph->compileNewGraph(ctx.m_renderGraphDescr, m_framePool);
  721. // Flush
  722. FencePtr fence;
  723. m_rgraph->recordAndSubmitCommandBuffers(&fence);
  724. // Misc
  725. m_rgraph->reset();
  726. ++m_frameCount;
  727. m_prevMatrices = ctx.m_matrices;
  728. m_readbackManager->endFrame(fence.get());
  729. // Stats
  730. if(ANKI_STATS_ENABLED || ANKI_TRACING_ENABLED)
  731. {
  732. g_rendererCpuTimeStatVar.set((HighRezTimer::getCurrentTime() - startTime) * 1000.0);
  733. RenderGraphStatistics rgraphStats;
  734. m_rgraph->getStatistics(rgraphStats);
  735. g_rendererGpuTimeStatVar.set(rgraphStats.m_gpuTime * 1000.0);
  736. if(rgraphStats.m_gpuTime > 0.0)
  737. {
  738. // WARNING: The name of the event is somewhat special. Search it to see why
  739. ANKI_TRACE_CUSTOM_EVENT(GpuFrameTime, rgraphStats.m_cpuStartTime, rgraphStats.m_gpuTime);
  740. }
  741. }
  742. return Error::kNone;
  743. }
  744. } // end namespace anki