GBuffer.cpp 6.8 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/GBuffer.h>
  6. #include <AnKi/Renderer/Renderer.h>
  7. #include <AnKi/Renderer/RenderQueue.h>
  8. #include <AnKi/Renderer/LensFlare.h>
  9. #include <AnKi/Util/Logger.h>
  10. #include <AnKi/Util/Tracer.h>
  11. #include <AnKi/Core/ConfigSet.h>
  12. namespace anki
  13. {
  14. GBuffer::~GBuffer()
  15. {
  16. }
  17. Error GBuffer::init(const ConfigSet& initializer)
  18. {
  19. ANKI_R_LOGI("Initializing g-buffer pass");
  20. const Error err = initInternal(initializer);
  21. if(err)
  22. {
  23. ANKI_R_LOGE("Failed to initialize g-buffer pass");
  24. }
  25. return err;
  26. }
  27. Error GBuffer::initInternal(const ConfigSet& initializer)
  28. {
  29. // RTs
  30. static const Array<const char*, 2> depthRtNames = {{"GBuffer depth #0", "GBuffer depth #1"}};
  31. for(U32 i = 0; i < 2; ++i)
  32. {
  33. TextureInitInfo texinit = m_r->create2DRenderTargetInitInfo(
  34. m_r->getWidth(), m_r->getHeight(), GBUFFER_DEPTH_ATTACHMENT_PIXEL_FORMAT,
  35. TextureUsageBit::ALL_SAMPLED | TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, depthRtNames[i]);
  36. texinit.m_initialUsage = TextureUsageBit::SAMPLED_FRAGMENT;
  37. m_depthRts[i] = m_r->createAndClearRenderTarget(texinit);
  38. }
  39. static const Array<const char*, GBUFFER_COLOR_ATTACHMENT_COUNT> rtNames = {
  40. {"GBuffer rt0", "GBuffer rt1", "GBuffer rt2", "GBuffer rt3"}};
  41. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  42. {
  43. m_colorRtDescrs[i] = m_r->create2DRenderTargetDescription(
  44. m_r->getWidth(), m_r->getHeight(), GBUFFER_COLOR_ATTACHMENT_PIXEL_FORMATS[i], rtNames[i]);
  45. m_colorRtDescrs[i].bake();
  46. }
  47. // FB descr
  48. AttachmentLoadOperation loadop = AttachmentLoadOperation::DONT_CARE;
  49. #if ANKI_EXTRA_CHECKS
  50. loadop = AttachmentLoadOperation::CLEAR;
  51. #endif
  52. m_fbDescr.m_colorAttachmentCount = GBUFFER_COLOR_ATTACHMENT_COUNT;
  53. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  54. {
  55. m_fbDescr.m_colorAttachments[i].m_loadOperation = loadop;
  56. m_fbDescr.m_colorAttachments[i].m_clearValue.m_colorf = {1.0f, 0.0f, 1.0f, 0.0f};
  57. }
  58. m_fbDescr.m_colorAttachments[3].m_loadOperation = AttachmentLoadOperation::CLEAR;
  59. m_fbDescr.m_colorAttachments[3].m_clearValue.m_colorf = {1.0f, 1.0f, 1.0f, 1.0f};
  60. m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::CLEAR;
  61. m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
  62. m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::DEPTH;
  63. m_fbDescr.bake();
  64. return Error::NONE;
  65. }
  66. void GBuffer::runInThread(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx) const
  67. {
  68. ANKI_TRACE_SCOPED_EVENT(R_MS);
  69. CommandBufferPtr& cmdb = rgraphCtx.m_commandBuffer;
  70. const U32 threadId = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
  71. const U32 threadCount = rgraphCtx.m_secondLevelCommandBufferCount;
  72. // Get some stuff
  73. const U32 earlyZCount = ctx.m_renderQueue->m_earlyZRenderables.getSize();
  74. const U32 problemSize = ctx.m_renderQueue->m_renderables.getSize() + earlyZCount;
  75. U32 start, end;
  76. splitThreadedProblem(threadId, threadCount, problemSize, start, end);
  77. ANKI_ASSERT(end != start);
  78. // Set some state, leave the rest to default
  79. cmdb->setViewport(0, 0, m_r->getWidth(), m_r->getHeight());
  80. const I32 earlyZStart = max(I32(start), 0);
  81. const I32 earlyZEnd = min(I32(end), I32(earlyZCount));
  82. const I32 colorStart = max(I32(start) - I32(earlyZCount), 0);
  83. const I32 colorEnd = I32(end) - I32(earlyZCount);
  84. cmdb->setRasterizationOrder(RasterizationOrder::RELAXED);
  85. // First do early Z (if needed)
  86. if(earlyZStart < earlyZEnd)
  87. {
  88. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  89. {
  90. cmdb->setColorChannelWriteMask(i, ColorBit::NONE);
  91. }
  92. ANKI_ASSERT(earlyZStart < earlyZEnd && earlyZEnd <= I32(earlyZCount));
  93. m_r->getSceneDrawer().drawRange(Pass::EZ, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  94. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  95. m_r->getSamplers().m_trilinearRepeatAniso,
  96. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZStart,
  97. ctx.m_renderQueue->m_earlyZRenderables.getBegin() + earlyZEnd);
  98. // Restore state for the color write
  99. if(colorStart < colorEnd)
  100. {
  101. for(U32 i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  102. {
  103. cmdb->setColorChannelWriteMask(i, ColorBit::ALL);
  104. }
  105. }
  106. }
  107. // Do the color writes
  108. if(colorStart < colorEnd)
  109. {
  110. cmdb->setDepthCompareOperation(CompareOperation::LESS_EQUAL);
  111. ANKI_ASSERT(colorStart < colorEnd && colorEnd <= I32(ctx.m_renderQueue->m_renderables.getSize()));
  112. m_r->getSceneDrawer().drawRange(Pass::GB, ctx.m_matrices.m_view, ctx.m_matrices.m_viewProjectionJitter,
  113. ctx.m_matrices.m_jitter * ctx.m_prevMatrices.m_viewProjection, cmdb,
  114. m_r->getSamplers().m_trilinearRepeatAniso,
  115. ctx.m_renderQueue->m_renderables.getBegin() + colorStart,
  116. ctx.m_renderQueue->m_renderables.getBegin() + colorEnd);
  117. }
  118. }
  119. void GBuffer::populateRenderGraph(RenderingContext& ctx)
  120. {
  121. ANKI_TRACE_SCOPED_EVENT(R_MS);
  122. m_runCtx.m_ctx = &ctx;
  123. RenderGraphDescription& rgraph = ctx.m_renderGraphDescr;
  124. // Create RTs
  125. Array<RenderTargetHandle, MAX_COLOR_ATTACHMENTS> rts;
  126. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  127. {
  128. m_runCtx.m_colorRts[i] = rgraph.newRenderTarget(m_colorRtDescrs[i]);
  129. rts[i] = m_runCtx.m_colorRts[i];
  130. }
  131. if(ANKI_LIKELY(m_runCtx.m_crntFrameDepthRt.isValid()))
  132. {
  133. // Already imported once
  134. m_runCtx.m_crntFrameDepthRt =
  135. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  136. m_runCtx.m_prevFrameDepthRt = rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1]);
  137. }
  138. else
  139. {
  140. m_runCtx.m_crntFrameDepthRt =
  141. rgraph.importRenderTarget(m_depthRts[m_r->getFrameCount() & 1], TextureUsageBit::NONE);
  142. m_runCtx.m_prevFrameDepthRt =
  143. rgraph.importRenderTarget(m_depthRts[(m_r->getFrameCount() + 1) & 1], TextureUsageBit::SAMPLED_FRAGMENT);
  144. }
  145. // Create pass
  146. GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GBuffer");
  147. pass.setFramebufferInfo(m_fbDescr, ConstWeakArray<RenderTargetHandle>(&rts[0], GBUFFER_COLOR_ATTACHMENT_COUNT),
  148. m_runCtx.m_crntFrameDepthRt);
  149. pass.setWork(
  150. [](RenderPassWorkContext& rgraphCtx) {
  151. GBuffer* self = static_cast<GBuffer*>(rgraphCtx.m_userData);
  152. self->runInThread(*self->m_runCtx.m_ctx, rgraphCtx);
  153. },
  154. this,
  155. computeNumberOfSecondLevelCommandBuffers(ctx.m_renderQueue->m_earlyZRenderables.getSize()
  156. + ctx.m_renderQueue->m_renderables.getSize()));
  157. for(U i = 0; i < GBUFFER_COLOR_ATTACHMENT_COUNT; ++i)
  158. {
  159. pass.newDependency({m_runCtx.m_colorRts[i], TextureUsageBit::FRAMEBUFFER_ATTACHMENT_WRITE});
  160. }
  161. TextureSubresourceInfo subresource(DepthStencilAspectBit::DEPTH);
  162. pass.newDependency({m_runCtx.m_crntFrameDepthRt, TextureUsageBit::ALL_FRAMEBUFFER_ATTACHMENT, subresource});
  163. }
  164. } // end namespace anki