| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471 |
- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <AzCore/Asset/AssetCommon.h>
- #include <AzCore/Asset/AssetManagerBus.h>
- #include <Atom/RHI/CommandList.h>
- #include <Atom/RHI/Factory.h>
- #include <Atom/RHI/FrameScheduler.h>
- #include <Atom/RHI/DispatchRaysItem.h>
- #include <Atom/RHI/RHISystemInterface.h>
- #include <Atom/RHI/PipelineState.h>
- #include <Atom/RPI.Reflect/Pass/PassTemplate.h>
- #include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
- #include <Atom/RPI.Public/Base.h>
- #include <Atom/RPI.Public/Pass/PassUtils.h>
- #include <Atom/RPI.Public/RPIUtils.h>
- #include <Atom/RPI.Public/RenderPipeline.h>
- #include <Atom/RPI.Public/Scene.h>
- #include <Atom/RPI.Public/View.h>
- #include <RayTracing/RayTracingPass.h>
- #include <RayTracing/RayTracingPassData.h>
- #include <RayTracing/RayTracingFeatureProcessor.h>
- namespace AZ
- {
- namespace Render
- {
- RPI::Ptr<RayTracingPass> RayTracingPass::Create(const RPI::PassDescriptor& descriptor)
- {
- RPI::Ptr<RayTracingPass> pass = aznew RayTracingPass(descriptor);
- return pass;
- }
- RayTracingPass::RayTracingPass(const RPI::PassDescriptor& descriptor)
- : RenderPass(descriptor)
- , m_passDescriptor(descriptor)
- {
- RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
- if (device->GetFeatures().m_rayTracing == false)
- {
- // raytracing is not supported on this platform
- SetEnabled(false);
- return;
- }
- m_passData = RPI::PassUtils::GetPassData<RayTracingPassData>(m_passDescriptor);
- if (m_passData == nullptr)
- {
- AZ_Error("PassSystem", false, "RayTracingPass [%s]: Invalid RayTracingPassData", GetPathName().GetCStr());
- return;
- }
- CreatePipelineState();
- }
- RayTracingPass::~RayTracingPass()
- {
- RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
- }
- void RayTracingPass::CreatePipelineState()
- {
- RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
- struct RTShaderLib
- {
- AZ::Data::AssetId m_shaderAssetId;
- AZ::Data::Instance<AZ::RPI::Shader> m_shader;
- AZ::RHI::PipelineStateDescriptorForRayTracing m_pipelineStateDescriptor;
- AZ::Name m_rayGenerationShaderName;
- AZ::Name m_missShaderName;
- AZ::Name m_closestHitShaderName;
- AZ::Name m_closestHitProceduralShaderName;
- };
- AZStd::fixed_vector<RTShaderLib, 4> shaderLibs;
- auto loadRayTracingShader = [&](auto& assetReference) -> RTShaderLib&
- {
- auto it = std::find_if(
- shaderLibs.begin(),
- shaderLibs.end(),
- [&](auto& entry)
- {
- return entry.m_shaderAssetId == assetReference.m_assetId;
- });
- if (it != shaderLibs.end())
- {
- return *it;
- }
- auto shaderAsset{ AZ::RPI::FindShaderAsset(assetReference.m_assetId, assetReference.m_filePath) };
- AZ_Assert(shaderAsset.IsReady(), "Failed to load shader %s", assetReference.m_filePath.c_str());
- auto shader{ AZ::RPI::Shader::FindOrCreate(shaderAsset) };
- auto shaderVariant{ shader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId) };
- AZ::RHI::PipelineStateDescriptorForRayTracing pipelineStateDescriptor;
- shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
- auto& shaderLib = shaderLibs.emplace_back();
- shaderLib.m_shaderAssetId = assetReference.m_assetId;
- shaderLib.m_shader = shader;
- shaderLib.m_pipelineStateDescriptor = pipelineStateDescriptor;
- return shaderLib;
- };
- auto& rayGenShaderLib{ loadRayTracingShader(m_passData->m_rayGenerationShaderAssetReference) };
- rayGenShaderLib.m_rayGenerationShaderName = m_passData->m_rayGenerationShaderName;
- m_rayGenerationShader = rayGenShaderLib.m_shader;
- auto& closestHitShaderLib{ loadRayTracingShader(m_passData->m_closestHitShaderAssetReference) };
- closestHitShaderLib.m_closestHitShaderName = m_passData->m_closestHitShaderName;
- m_closestHitShader = closestHitShaderLib.m_shader;
- if (!m_passData->m_closestHitProceduralShaderName.empty())
- {
- auto& closestHitProceduralShaderLib{ loadRayTracingShader(m_passData->m_closestHitProceduralShaderAssetReference) };
- closestHitProceduralShaderLib.m_closestHitProceduralShaderName = m_passData->m_closestHitProceduralShaderName;
- m_closestHitProceduralShader = closestHitProceduralShaderLib.m_shader;
- }
- auto& missShaderLib{ loadRayTracingShader(m_passData->m_missShaderAssetReference) };
- missShaderLib.m_missShaderName = m_passData->m_missShaderName;
- m_missShader = missShaderLib.m_shader;
- m_globalPipelineState = m_rayGenerationShader->AcquirePipelineState(shaderLibs.front().m_pipelineStateDescriptor);
- AZ_Assert(m_globalPipelineState, "Failed to acquire ray tracing global pipeline state");
- // create global srg
- const auto& globalSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingGlobalSrgBindingSlot);
- AZ_Error("PassSystem", globalSrgLayout != nullptr, "RayTracingPass [%s] Failed to find RayTracingGlobalSrg layout", GetPathName().GetCStr());
- m_shaderResourceGroup = RPI::ShaderResourceGroup::Create( m_rayGenerationShader->GetAsset(), m_rayGenerationShader->GetSupervariantIndex(), globalSrgLayout->GetName());
- AZ_Assert(m_shaderResourceGroup, "RayTracingPass [%s]: Failed to create RayTracingGlobalSrg", GetPathName().GetCStr());
- RPI::PassUtils::BindDataMappingsToSrg(m_passDescriptor, m_shaderResourceGroup.get());
- // check to see if the shader requires the View, Scene, or RayTracingMaterial Srgs
- const auto& viewSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::View);
- m_requiresViewSrg = (viewSrgLayout != nullptr);
- const auto& sceneSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::Scene);
- m_requiresSceneSrg = (sceneSrgLayout != nullptr);
- const auto& rayTracingMaterialSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingMaterialSrgBindingSlot);
- m_requiresRayTracingMaterialSrg = (rayTracingMaterialSrgLayout != nullptr);
- const auto& rayTracingSceneSrgLayout = m_rayGenerationShader->FindShaderResourceGroupLayout(RayTracingSceneSrgBindingSlot);
- m_requiresRayTracingSceneSrg = (rayTracingSceneSrgLayout != nullptr);
- // build the ray tracing pipeline state descriptor
- RHI::RayTracingPipelineStateDescriptor descriptor;
- descriptor.Build()
- ->PipelineState(m_globalPipelineState.get())
- ->MaxPayloadSize(m_passData->m_maxPayloadSize)
- ->MaxAttributeSize(m_passData->m_maxAttributeSize)
- ->MaxRecursionDepth(m_passData->m_maxRecursionDepth);
- for (auto& shaderLib : shaderLibs)
- {
- descriptor.ShaderLibrary(shaderLib.m_pipelineStateDescriptor);
- if (!shaderLib.m_rayGenerationShaderName.IsEmpty())
- {
- descriptor.RayGenerationShaderName(AZ::Name{ m_passData->m_rayGenerationShaderName });
- }
- if (!shaderLib.m_closestHitShaderName.IsEmpty())
- {
- descriptor.ClosestHitShaderName(AZ::Name{ m_passData->m_closestHitShaderName });
- }
- if (!shaderLib.m_closestHitProceduralShaderName.IsEmpty())
- {
- descriptor.ClosestHitShaderName(AZ::Name{ m_passData->m_closestHitProceduralShaderName });
- }
- if (!shaderLib.m_missShaderName.IsEmpty())
- {
- descriptor.MissShaderName(AZ::Name{ m_passData->m_missShaderName });
- }
- }
- descriptor.HitGroup(AZ::Name("HitGroup"))->ClosestHitShaderName(AZ::Name(m_passData->m_closestHitShaderName.c_str()));
- RayTracingFeatureProcessor* rayTracingFeatureProcessor =
- GetScene() ? GetScene()->GetFeatureProcessor<RayTracingFeatureProcessor>() : nullptr;
- if (rayTracingFeatureProcessor && !m_passData->m_closestHitProceduralShaderName.empty())
- {
- const auto& proceduralGeometryTypes = rayTracingFeatureProcessor->GetProceduralGeometryTypes();
- for (auto it = proceduralGeometryTypes.cbegin(); it != proceduralGeometryTypes.cend(); ++it)
- {
- auto shaderVariant{ it->m_intersectionShader->GetVariant(AZ::RPI::ShaderAsset::RootShaderVariantStableId) };
- AZ::RHI::PipelineStateDescriptorForRayTracing pipelineStateDescriptor;
- shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
- descriptor.ShaderLibrary(pipelineStateDescriptor);
- descriptor.IntersectionShaderName(it->m_intersectionShaderName);
- descriptor.HitGroup(it->m_name)
- ->ClosestHitShaderName(AZ::Name(m_passData->m_closestHitProceduralShaderName))
- ->IntersectionShaderName(it->m_intersectionShaderName);
- }
- }
- // create the ray tracing pipeline state object
- m_rayTracingPipelineState = RHI::Factory::Get().CreateRayTracingPipelineState();
- m_rayTracingPipelineState->Init(*device.get(), &descriptor);
- // make sure the shader table rebuilds if we're hotreloading
- m_rayTracingRevision = 0;
- // store the max ray length
- m_maxRayLength = m_passData->m_maxRayLength;
- RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect();
- RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_rayGenerationShaderAssetReference.m_assetId);
- RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_closestHitShaderAssetReference.m_assetId);
- RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_closestHitProceduralShaderAssetReference.m_assetId);
- RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_missShaderAssetReference.m_assetId);
- RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_intersectionShaderAssetReference.m_assetId);
- }
- Data::Instance<RPI::Shader> RayTracingPass::LoadShader(const RPI::AssetReference& shaderAssetReference)
- {
- Data::Asset<RPI::ShaderAsset> shaderAsset;
- if (shaderAssetReference.m_assetId.IsValid())
- {
- shaderAsset = RPI::FindShaderAsset(shaderAssetReference.m_assetId, shaderAssetReference.m_filePath);
- }
- if (!shaderAsset.IsReady())
- {
- AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load shader asset [%s]", GetPathName().GetCStr(), shaderAssetReference.m_filePath.data());
- return nullptr;
- }
- return RPI::Shader::FindOrCreate(shaderAsset);
- }
- bool RayTracingPass::IsEnabled() const
- {
- if (!RenderPass::IsEnabled())
- {
- return false;
- }
- RPI::Scene* scene = m_pipeline->GetScene();
- if (!scene)
- {
- return false;
- }
- RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
- if (!rayTracingFeatureProcessor)
- {
- return false;
- }
- return true;
- }
- void RayTracingPass::FrameBeginInternal(FramePrepareParams params)
- {
- RPI::Scene* scene = m_pipeline->GetScene();
- RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
- if (!rayTracingFeatureProcessor)
- {
- return;
- }
- if (!m_rayTracingShaderTable)
- {
- RHI::Ptr<RHI::Device> device = RHI::RHISystemInterface::Get()->GetDevice();
- RHI::RayTracingBufferPools& rayTracingBufferPools = rayTracingFeatureProcessor->GetBufferPools();
- m_rayTracingShaderTable = RHI::Factory::Get().CreateRayTracingShaderTable();
- m_rayTracingShaderTable->Init(*device.get(), rayTracingBufferPools);
- }
- RPI::RenderPass::FrameBeginInternal(params);
- }
- void RayTracingPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
- {
- RPI::Scene* scene = m_pipeline->GetScene();
- RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
- AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
- RPI::RenderPass::SetupFrameGraphDependencies(frameGraph);
- frameGraph.SetEstimatedItemCount(1);
- // TLAS
- {
- const RHI::Ptr<RHI::Buffer>& rayTracingTlasBuffer = rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer();
- if (rayTracingTlasBuffer)
- {
- AZ::RHI::AttachmentId tlasAttachmentId = rayTracingFeatureProcessor->GetTlasAttachmentId();
- if (frameGraph.GetAttachmentDatabase().IsAttachmentValid(tlasAttachmentId) == false)
- {
- [[maybe_unused]] RHI::ResultCode result = frameGraph.GetAttachmentDatabase().ImportBuffer(tlasAttachmentId, rayTracingTlasBuffer);
- AZ_Assert(result == RHI::ResultCode::Success, "Failed to import ray tracing TLAS buffer with error %d", result);
- }
- uint32_t tlasBufferByteCount = aznumeric_cast<uint32_t>(rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer()->GetDescriptor().m_byteCount);
- RHI::BufferViewDescriptor tlasBufferViewDescriptor = RHI::BufferViewDescriptor::CreateRaw(0, tlasBufferByteCount);
- RHI::BufferScopeAttachmentDescriptor desc;
- desc.m_attachmentId = tlasAttachmentId;
- desc.m_bufferViewDescriptor = tlasBufferViewDescriptor;
- desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
- frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
- }
- }
- }
- void RayTracingPass::CompileResources(const RHI::FrameGraphCompileContext& context)
- {
- RPI::Scene* scene = m_pipeline->GetScene();
- RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
- AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
- if (m_shaderResourceGroup != nullptr)
- {
- auto constantIndex = m_shaderResourceGroup->FindShaderInputConstantIndex(Name("m_maxRayLength"));
- if (constantIndex.IsValid())
- {
- m_shaderResourceGroup->SetConstant(constantIndex, m_maxRayLength);
- }
- BindPassSrg(context, m_shaderResourceGroup);
- m_shaderResourceGroup->Compile();
- }
- uint32_t proceduralGeometryTypeRevision = rayTracingFeatureProcessor->GetProceduralGeometryTypeRevision();
- if (m_proceduralGeometryTypeRevision != proceduralGeometryTypeRevision)
- {
- CreatePipelineState();
- RPI::SceneNotificationBus::Event(
- GetScene()->GetId(),
- &RPI::SceneNotification::OnRenderPipelineChanged,
- GetRenderPipeline(),
- RPI::SceneNotification::RenderPipelineChangeType::PassChanged);
- m_proceduralGeometryTypeRevision = proceduralGeometryTypeRevision;
- }
- uint32_t rayTracingRevision = rayTracingFeatureProcessor->GetRevision();
- if (m_rayTracingRevision != rayTracingRevision)
- {
- // scene changed, need to rebuild the shader table
- m_rayTracingRevision = rayTracingRevision;
- AZStd::shared_ptr<RHI::RayTracingShaderTableDescriptor> descriptor = AZStd::make_shared<RHI::RayTracingShaderTableDescriptor>();
- if (rayTracingFeatureProcessor->HasGeometry())
- {
- // build the ray tracing shader table descriptor
- RHI::RayTracingShaderTableDescriptor* descriptorBuild = descriptor->Build(AZ::Name("RayTracingShaderTable"), m_rayTracingPipelineState)
- ->RayGenerationRecord(AZ::Name(m_passData->m_rayGenerationShaderName.c_str()))
- ->MissRecord(AZ::Name(m_passData->m_missShaderName.c_str()));
- // add a hit group for standard meshes mesh to the shader table
- descriptorBuild->HitGroupRecord(AZ::Name("HitGroup"));
- // add a hit group for each procedural geometry type to the shader table
- const auto& proceduralGeometryTypes = rayTracingFeatureProcessor->GetProceduralGeometryTypes();
- for (auto it = proceduralGeometryTypes.cbegin(); it != proceduralGeometryTypes.cend(); ++it)
- {
- descriptorBuild->HitGroupRecord(it->m_name);
- // TODO(intersection): Set per-hitgroup SRG once RayTracingPipelineState supports local root signatures
- }
- }
- m_rayTracingShaderTable->Build(descriptor);
- }
- }
- void RayTracingPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
- {
- RPI::Scene* scene = m_pipeline->GetScene();
- RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
- AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor");
- if (!rayTracingFeatureProcessor ||
- !rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer() ||
- !rayTracingFeatureProcessor->HasGeometry() ||
- !m_rayTracingShaderTable)
- {
- return;
- }
- RHI::DispatchRaysItem dispatchRaysItem;
- // calculate thread counts if this is a full screen raytracing pass
- if (m_passData->m_makeFullscreenPass)
- {
- RPI::PassAttachment* outputAttachment = nullptr;
- if (GetOutputCount() > 0)
- {
- outputAttachment = GetOutputBinding(0).GetAttachment().get();
- }
- else if (GetInputOutputCount() > 0)
- {
- outputAttachment = GetInputOutputBinding(0).GetAttachment().get();
- }
- AZ_Assert(outputAttachment != nullptr, "[RayTracingPass '%s']: A fullscreen RayTracing pass must have a valid output or input/output.", GetPathName().GetCStr());
- AZ_Assert(outputAttachment->GetAttachmentType() == RHI::AttachmentType::Image, "[RayTracingPass '%s']: The output of a fullscreen RayTracing pass must be an image.", GetPathName().GetCStr());
- RHI::Size imageSize = outputAttachment->m_descriptor.m_image.m_size;
- dispatchRaysItem.m_arguments.m_direct.m_width = imageSize.m_width;
- dispatchRaysItem.m_arguments.m_direct.m_height = imageSize.m_height;
- dispatchRaysItem.m_arguments.m_direct.m_depth = imageSize.m_depth;
- }
- else
- {
- dispatchRaysItem.m_arguments.m_direct.m_width = m_passData->m_threadCountX;
- dispatchRaysItem.m_arguments.m_direct.m_height = m_passData->m_threadCountY;
- dispatchRaysItem.m_arguments.m_direct.m_depth = m_passData->m_threadCountZ;
- }
- // bind RayTracingGlobal, RayTracingScene, and View Srgs
- // [GFX TODO][ATOM-15610] Add RenderPass::SetSrgsForRayTracingDispatch
- AZStd::vector<RHI::ShaderResourceGroup*> shaderResourceGroups = { m_shaderResourceGroup->GetRHIShaderResourceGroup() };
- if (m_requiresRayTracingSceneSrg)
- {
- shaderResourceGroups.push_back(rayTracingFeatureProcessor->GetRayTracingSceneSrg()->GetRHIShaderResourceGroup());
- }
- if (m_requiresViewSrg)
- {
- RPI::ViewPtr view = m_pipeline->GetFirstView(GetPipelineViewTag());
- if (view)
- {
- shaderResourceGroups.push_back(view->GetRHIShaderResourceGroup());
- }
- }
- if (m_requiresSceneSrg)
- {
- shaderResourceGroups.push_back(scene->GetShaderResourceGroup()->GetRHIShaderResourceGroup());
- }
- if (m_requiresRayTracingMaterialSrg)
- {
- shaderResourceGroups.push_back(rayTracingFeatureProcessor->GetRayTracingMaterialSrg()->GetRHIShaderResourceGroup());
- }
- dispatchRaysItem.m_shaderResourceGroupCount = aznumeric_cast<uint32_t>(shaderResourceGroups.size());
- dispatchRaysItem.m_shaderResourceGroups = shaderResourceGroups.data();
- dispatchRaysItem.m_rayTracingPipelineState = m_rayTracingPipelineState.get();
- dispatchRaysItem.m_rayTracingShaderTable = m_rayTracingShaderTable.get();
- dispatchRaysItem.m_globalPipelineState = m_globalPipelineState.get();
- // submit the DispatchRays item
- context.GetCommandList()->Submit(dispatchRaysItem);
- }
- void RayTracingPass::OnShaderReinitialized([[maybe_unused]] const RPI::Shader& shader)
- {
- CreatePipelineState();
- }
- void RayTracingPass::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset<RPI::ShaderAsset>& shaderAsset)
- {
- CreatePipelineState();
- }
- void RayTracingPass::OnShaderVariantReinitialized(const RPI::ShaderVariant&)
- {
- CreatePipelineState();
- }
- } // namespace Render
- } // namespace AZ
|