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RayTracingPass.cpp 19 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <AzCore/Asset/AssetCommon.h>
  9. #include <AzCore/Asset/AssetManagerBus.h>
  10. #include <Atom/RHI/CommandList.h>
  11. #include <Atom/RHI/Factory.h>
  12. #include <Atom/RHI/FrameScheduler.h>
  13. #include <Atom/RHI/DispatchRaysItem.h>
  14. #include <Atom/RHI/RHISystemInterface.h>
  15. #include <Atom/RHI/PipelineState.h>
  16. #include <Atom/RPI.Reflect/Pass/PassTemplate.h>
  17. #include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
  18. #include <Atom/RPI.Public/Base.h>
  19. #include <Atom/RPI.Public/Pass/PassUtils.h>
  20. #include <Atom/RPI.Public/RPIUtils.h>
  21. #include <Atom/RPI.Public/RenderPipeline.h>
  22. #include <Atom/RPI.Public/Scene.h>
  23. #include <Atom/RPI.Public/View.h>
  24. #include <RayTracing/RayTracingPass.h>
  25. #include <RayTracing/RayTracingPassData.h>
  26. #include <RayTracing/RayTracingFeatureProcessor.h>
  27. namespace AZ
  28. {
  29. namespace Render
  30. {
  31. RPI::Ptr<RayTracingPass> RayTracingPass::Create(const RPI::PassDescriptor& descriptor)
  32. {
  33. RPI::Ptr<RayTracingPass> pass = aznew RayTracingPass(descriptor);
  34. return pass;
  35. }
  36. RayTracingPass::RayTracingPass(const RPI::PassDescriptor& descriptor)
  37. : RenderPass(descriptor)
  38. , m_passDescriptor(descriptor)
  39. {
  40. RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
  41. if (device->GetFeatures().m_rayTracing == false)
  42. {
  43. // raytracing is not supported on this platform
  44. SetEnabled(false);
  45. return;
  46. }
  47. Init();
  48. }
  49. RayTracingPass::~RayTracingPass()
  50. {
  51. RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  52. }
  53. void RayTracingPass::Init()
  54. {
  55. RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
  56. m_passData = RPI::PassUtils::GetPassData<RayTracingPassData>(m_passDescriptor);
  57. if (m_passData == nullptr)
  58. {
  59. AZ_Error("PassSystem", false, "RayTracingPass [%s]: Invalid RayTracingPassData", GetPathName().GetCStr());
  60. return;
  61. }
  62. struct RTShaderLib
  63. {
  64. AZ::Data::AssetId m_shaderAssetId;
  65. AZ::Data::Instance<AZ::RPI::Shader> m_shader;
  66. AZ::RHI::PipelineStateDescriptorForRayTracing m_pipelineStateDescriptor;
  67. AZ::Name m_rayGenerationShaderName;
  68. AZ::Name m_missShaderName;
  69. AZ::Name m_closestHitShaderName;
  70. };
  71. AZStd::fixed_vector<RTShaderLib, 3> shaderLibs;
  72. auto loadRayTracingShader = [&](auto& assetReference) -> RTShaderLib&
  73. {
  74. auto it = std::find_if(
  75. shaderLibs.begin(),
  76. shaderLibs.end(),
  77. [&](auto& entry)
  78. {
  79. return entry.m_shaderAssetId == assetReference.m_assetId;
  80. });
  81. if (it != shaderLibs.end())
  82. {
  83. return *it;
  84. }
  85. auto shaderAsset{ AZ::RPI::FindShaderAsset(assetReference.m_assetId, assetReference.m_filePath) };
  86. AZ_Assert(shaderAsset.IsReady(), "Failed to load shader %s", assetReference.m_filePath.c_str());
  87. auto shader{ AZ::RPI::Shader::FindOrCreate(shaderAsset) };
  88. auto shaderVariant{ shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId) };
  89. AZ::RHI::PipelineStateDescriptorForRayTracing pipelineStateDescriptor;
  90. shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
  91. auto& shaderLib = shaderLibs.emplace_back();
  92. shaderLib.m_shaderAssetId = assetReference.m_assetId;
  93. shaderLib.m_shader = shader;
  94. shaderLib.m_pipelineStateDescriptor = pipelineStateDescriptor;
  95. return shaderLib;
  96. };
  97. auto& rayGenShaderLib{ loadRayTracingShader(m_passData->m_rayGenerationShaderAssetReference) };
  98. rayGenShaderLib.m_rayGenerationShaderName = m_passData->m_rayGenerationShaderName;
  99. m_rayGenerationShader = rayGenShaderLib.m_shader;
  100. auto& closestHitShaderLib{ loadRayTracingShader(m_passData->m_closestHitShaderAssetReference) };
  101. closestHitShaderLib.m_closestHitShaderName = m_passData->m_closestHitShaderName;
  102. m_closestHitShader = closestHitShaderLib.m_shader;
  103. auto& missShaderLib{ loadRayTracingShader(m_passData->m_missShaderAssetReference) };
  104. missShaderLib.m_missShaderName = m_passData->m_missShaderName;
  105. m_missShader = missShaderLib.m_shader;
  106. m_globalPipelineState = m_rayGenerationShader->AcquirePipelineState(shaderLibs.front().m_pipelineStateDescriptor);
  107. AZ_Assert(m_globalPipelineState, "Failed to acquire ray tracing global pipeline state");
  108. // create global srg
  109. const auto& globalSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingGlobalSrgBindingSlot);
  110. AZ_Error("PassSystem", globalSrgLayout != nullptr, "RayTracingPass [%s] Failed to find RayTracingGlobalSrg layout", GetPathName().GetCStr());
  111. m_shaderResourceGroup = RPI::ShaderResourceGroup::Create( m_rayGenerationShader->GetAsset(), m_rayGenerationShader->GetSupervariantIndex(), globalSrgLayout->GetName());
  112. AZ_Assert(m_shaderResourceGroup, "RayTracingPass [%s]: Failed to create RayTracingGlobalSrg", GetPathName().GetCStr());
  113. RPI::PassUtils::BindDataMappingsToSrg(m_passDescriptor, m_shaderResourceGroup.get());
  114. // check to see if the shader requires the View, Scene, or RayTracingMaterial Srgs
  115. const auto& viewSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::View);
  116. m_requiresViewSrg = (viewSrgLayout != nullptr);
  117. const auto& sceneSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::Scene);
  118. m_requiresSceneSrg = (sceneSrgLayout != nullptr);
  119. const auto& rayTracingMaterialSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingMaterialSrgBindingSlot);
  120. m_requiresRayTracingMaterialSrg = (rayTracingMaterialSrgLayout != nullptr);
  121. const auto& rayTracingSceneSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingSceneSrgBindingSlot);
  122. m_requiresRayTracingSceneSrg = (rayTracingSceneSrgLayout != nullptr);
  123. // build the ray tracing pipeline state descriptor
  124. RHI::RayTracingPipelineStateDescriptor descriptor;
  125. descriptor.Build()
  126. ->PipelineState(m_globalPipelineState.get())
  127. ->MaxPayloadSize(m_passData->m_maxPayloadSize)
  128. ->MaxAttributeSize(m_passData->m_maxAttributeSize)
  129. ->MaxRecursionDepth(m_passData->m_maxRecursionDepth);
  130. for (auto& shaderLib : shaderLibs)
  131. {
  132. descriptor.ShaderLibrary(shaderLib.m_pipelineStateDescriptor);
  133. if (!shaderLib.m_rayGenerationShaderName.IsEmpty())
  134. {
  135. descriptor.RayGenerationShaderName(AZ::Name{ m_passData->m_rayGenerationShaderName });
  136. }
  137. if (!shaderLib.m_closestHitShaderName.IsEmpty())
  138. {
  139. descriptor.ClosestHitShaderName(AZ::Name{ m_passData->m_closestHitShaderName });
  140. }
  141. if (!shaderLib.m_missShaderName.IsEmpty())
  142. {
  143. descriptor.MissShaderName(AZ::Name{ m_passData->m_missShaderName });
  144. }
  145. }
  146. descriptor.HitGroup(AZ::Name("HitGroup"))->ClosestHitShaderName(AZ::Name(m_passData->m_closestHitShaderName.c_str()));
  147. // create the ray tracing pipeline state object
  148. m_rayTracingPipelineState = RHI::Factory::Get().CreateRayTracingPipelineState();
  149. m_rayTracingPipelineState->Init(*device.get(), &descriptor);
  150. // make sure the shader table rebuilds if we're hotreloading
  151. m_rayTracingRevision = 0;
  152. // store the max ray length
  153. m_maxRayLength = m_passData->m_maxRayLength;
  154. RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
  155. RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_rayGenerationShaderAssetReference.m_assetId);
  156. RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_closestHitShaderAssetReference.m_assetId);
  157. RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_missShaderAssetReference.m_assetId);
  158. }
  159. Data::Instance<RPI::Shader> RayTracingPass::LoadShader(const RPI::AssetReference& shaderAssetReference)
  160. {
  161. Data::Asset<RPI::ShaderAsset> shaderAsset;
  162. if (shaderAssetReference.m_assetId.IsValid())
  163. {
  164. shaderAsset = RPI::FindShaderAsset(shaderAssetReference.m_assetId, shaderAssetReference.m_filePath);
  165. }
  166. if (!shaderAsset.IsReady())
  167. {
  168. AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load shader asset [%s]", GetPathName().GetCStr(), shaderAssetReference.m_filePath.data());
  169. return nullptr;
  170. }
  171. return RPI::Shader::FindOrCreate(shaderAsset);
  172. }
  173. bool RayTracingPass::IsEnabled() const
  174. {
  175. if (!RenderPass::IsEnabled())
  176. {
  177. return false;
  178. }
  179. RPI::Scene* scene = m_pipeline->GetScene();
  180. if (!scene)
  181. {
  182. return false;
  183. }
  184. RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
  185. if (!rayTracingFeatureProcessor)
  186. {
  187. return false;
  188. }
  189. return true;
  190. }
  191. void RayTracingPass::FrameBeginInternal(FramePrepareParams params)
  192. {
  193. RPI::Scene* scene = m_pipeline->GetScene();
  194. RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
  195. if (!rayTracingFeatureProcessor)
  196. {
  197. return;
  198. }
  199. if (!m_rayTracingShaderTable)
  200. {
  201. RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
  202. RHI::RayTracingBufferPools& rayTracingBufferPools = rayTracingFeatureProcessor->GetBufferPools();
  203. m_rayTracingShaderTable = RHI::Factory::Get().CreateRayTracingShaderTable();
  204. m_rayTracingShaderTable->Init(*device.get(), rayTracingBufferPools);
  205. }
  206. RPI::RenderPass::FrameBeginInternal(params);
  207. }
  208. void RayTracingPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
  209. {
  210. RPI::Scene* scene = m_pipeline->GetScene();
  211. RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
  212. AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
  213. RPI::RenderPass::SetupFrameGraphDependencies(frameGraph);
  214. frameGraph.SetEstimatedItemCount(1);
  215. // TLAS
  216. {
  217. const RHI::Ptr<RHI::Buffer>& rayTracingTlasBuffer = rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer();
  218. if (rayTracingTlasBuffer)
  219. {
  220. AZ::RHI::AttachmentId tlasAttachmentId = rayTracingFeatureProcessor->GetTlasAttachmentId();
  221. if (frameGraph.GetAttachmentDatabase().IsAttachmentValid(tlasAttachmentId) == false)
  222. {
  223. [[maybe_unused]] RHI::ResultCode result = frameGraph.GetAttachmentDatabase().ImportBuffer(tlasAttachmentId, rayTracingTlasBuffer);
  224. AZ_Assert(result == RHI::ResultCode::Success, "Failed to import ray tracing TLAS buffer with error %d", result);
  225. }
  226. uint32_t tlasBufferByteCount = aznumeric_cast<uint32_t>(rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer()->GetDescriptor().m_byteCount);
  227. RHI::BufferViewDescriptor tlasBufferViewDescriptor = RHI::BufferViewDescriptor::CreateRaw(0, tlasBufferByteCount);
  228. RHI::BufferScopeAttachmentDescriptor desc;
  229. desc.m_attachmentId = tlasAttachmentId;
  230. desc.m_bufferViewDescriptor = tlasBufferViewDescriptor;
  231. desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
  232. frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
  233. }
  234. }
  235. }
  236. void RayTracingPass::CompileResources(const RHI::FrameGraphCompileContext& context)
  237. {
  238. RPI::Scene* scene = m_pipeline->GetScene();
  239. RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
  240. AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
  241. if (m_shaderResourceGroup != nullptr)
  242. {
  243. auto constantIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_maxRayLength"));
  244. if (constantIndex.IsValid())
  245. {
  246. m_shaderResourceGroup->SetConstant(constantIndex, m_maxRayLength);
  247. }
  248. BindPassSrg(context, m_shaderResourceGroup);
  249. m_shaderResourceGroup->Compile();
  250. }
  251. uint32_t rayTracingRevision = rayTracingFeatureProcessor->GetRevision();
  252. if (m_rayTracingRevision != rayTracingRevision)
  253. {
  254. // scene changed, need to rebuild the shader table
  255. m_rayTracingRevision = rayTracingRevision;
  256. AZStd::shared_ptr<RHI::RayTracingShaderTableDescriptor> descriptor = AZStd::make_shared<RHI::RayTracingShaderTableDescriptor>();
  257. if (rayTracingFeatureProcessor->GetSubMeshCount())
  258. {
  259. // build the ray tracing shader table descriptor
  260. RHI::RayTracingShaderTableDescriptor* descriptorBuild = descriptor->Build(AZ::Name("RayTracingShaderTable"), m_rayTracingPipelineState)
  261. ->RayGenerationRecord(AZ::Name(m_passData->m_rayGenerationShaderName.c_str()))
  262. ->MissRecord(AZ::Name(m_passData->m_missShaderName.c_str()));
  263. // add a hit group for each mesh to the shader table
  264. for (uint32_t i = 0; i < rayTracingFeatureProcessor->GetSubMeshCount(); ++i)
  265. {
  266. descriptorBuild->HitGroupRecord(AZ::Name("HitGroup"));
  267. }
  268. }
  269. m_rayTracingShaderTable->Build(descriptor);
  270. }
  271. }
  272. void RayTracingPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
  273. {
  274. RPI::Scene* scene = m_pipeline->GetScene();
  275. RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
  276. AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
  277. if (!rayTracingFeatureProcessor ||
  278. !rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer() ||
  279. !rayTracingFeatureProcessor->GetSubMeshCount() ||
  280. !m_rayTracingShaderTable)
  281. {
  282. return;
  283. }
  284. RHI::DispatchRaysItem dispatchRaysItem;
  285. // calculate thread counts if this is a full screen raytracing pass
  286. if (m_passData->m_makeFullscreenPass)
  287. {
  288. RPI::PassAttachment* outputAttachment = nullptr;
  289. if (GetOutputCount() > 0)
  290. {
  291. outputAttachment = GetOutputBinding(0).GetAttachment().get();
  292. }
  293. else if (GetInputOutputCount() > 0)
  294. {
  295. outputAttachment = GetInputOutputBinding(0).GetAttachment().get();
  296. }
  297. AZ_Assert(outputAttachment != nullptr, "[RayTracingPass '%s']: A fullscreen RayTracing pass must have a valid output or input/output.", GetPathName().GetCStr());
  298. AZ_Assert(outputAttachment->GetAttachmentType() == RHI::AttachmentType::Image, "[RayTracingPass '%s']: The output of a fullscreen RayTracing pass must be an image.", GetPathName().GetCStr());
  299. RHI::Size imageSize = outputAttachment->m_descriptor.m_image.m_size;
  300. dispatchRaysItem.m_arguments.m_direct.m_width = imageSize.m_width;
  301. dispatchRaysItem.m_arguments.m_direct.m_height = imageSize.m_height;
  302. dispatchRaysItem.m_arguments.m_direct.m_depth = imageSize.m_depth;
  303. }
  304. else
  305. {
  306. dispatchRaysItem.m_arguments.m_direct.m_width = m_passData->m_threadCountX;
  307. dispatchRaysItem.m_arguments.m_direct.m_height = m_passData->m_threadCountY;
  308. dispatchRaysItem.m_arguments.m_direct.m_depth = m_passData->m_threadCountZ;
  309. }
  310. // bind RayTracingGlobal, RayTracingScene, and View Srgs
  311. // [GFX TODO][ATOM-15610] Add RenderPass::SetSrgsForRayTracingDispatch
  312. AZStd::vector<RHI::ShaderResourceGroup*> shaderResourceGroups = { m_shaderResourceGroup->GetRHIShaderResourceGroup() };
  313. if (m_requiresRayTracingSceneSrg)
  314. {
  315. shaderResourceGroups.push_back(rayTracingFeatureProcessor->GetRayTracingSceneSrg()->GetRHIShaderResourceGroup());
  316. }
  317. if (m_requiresViewSrg)
  318. {
  319. RPI::ViewPtr view = m_pipeline->GetFirstView(GetPipelineViewTag());
  320. if (view)
  321. {
  322. shaderResourceGroups.push_back(view->GetRHIShaderResourceGroup());
  323. }
  324. }
  325. if (m_requiresSceneSrg)
  326. {
  327. shaderResourceGroups.push_back(scene->GetShaderResourceGroup()->GetRHIShaderResourceGroup());
  328. }
  329. if (m_requiresRayTracingMaterialSrg)
  330. {
  331. shaderResourceGroups.push_back(rayTracingFeatureProcessor->GetRayTracingMaterialSrg()->GetRHIShaderResourceGroup());
  332. }
  333. dispatchRaysItem.m_shaderResourceGroupCount = aznumeric_cast<uint32_t>(shaderResourceGroups.size());
  334. dispatchRaysItem.m_shaderResourceGroups = shaderResourceGroups.data();
  335. dispatchRaysItem.m_rayTracingPipelineState = m_rayTracingPipelineState.get();
  336. dispatchRaysItem.m_rayTracingShaderTable = m_rayTracingShaderTable.get();
  337. dispatchRaysItem.m_globalPipelineState = m_globalPipelineState.get();
  338. // submit the DispatchRays item
  339. context.GetCommandList()->Submit(dispatchRaysItem);
  340. }
  341. void RayTracingPass::OnShaderReinitialized([[maybe_unused]] const RPI::Shader& shader)
  342. {
  343. Init();
  344. }
  345. void RayTracingPass::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset<RPI::ShaderAsset>& shaderAsset)
  346. {
  347. Init();
  348. }
  349. void RayTracingPass::OnShaderVariantReinitialized(const RPI::ShaderVariant&)
  350. {
  351. Init();
  352. }
  353. } // namespace Render
  354. } // namespace AZ