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Seele/src/Engine/Graphics/RenderPass/DepthCullingPass.cpp
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#include "DepthCullingPass.h"
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#include "Graphics/Shader.h"
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#include <minmax.h>
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using namespace Seele;
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extern bool usePositionOnly;
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extern bool useDepthCulling;
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DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_MESH_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
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});
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depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
});
depthAttachmentLayout->create();
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depthCullingLayout = graphics->createPipelineLayout("DepthPrepassLayout");
depthCullingLayout->addDescriptorLayout(viewParamsLayout);
depthCullingLayout->addDescriptorLayout(depthAttachmentLayout);
depthCullingLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
});
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depthComputeLayout = graphics->createPipelineLayout("DepthComputeLayout");
depthComputeLayout->addDescriptorLayout(viewParamsLayout);
depthComputeLayout->addDescriptorLayout(depthAttachmentLayout);
depthComputeLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
.offset = 0,
.size = sizeof(MipParam),
});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthCullingLayout,
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.taskFile = "DepthCullingTask",
.mainFile = "DepthCullingMesh",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = false,
.useVisibility = true,
});
} else {
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graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{
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.baseLayout = depthCullingLayout,
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.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "VisibilityPass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = false,
.useVisibility = true,
});
}
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}
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DepthCullingPass::~DepthCullingPass() {}
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void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void DepthCullingPass::render() {
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depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_TRANSFER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
set->updateBuffer(1, depthMipBuffer);
set->writeChanges();
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("DepthMipGenCommand");
computeCommand->bindPipeline(depthInitialReduce);
computeCommand->bindDescriptor({viewParamsSet, set});
UVector2 reduceDimensions = UVector2(viewport->getOwner()->getFramebufferWidth() + BLOCK_SIZE - 1,
viewport->getOwner()->getFramebufferHeight() + BLOCK_SIZE - 1) /
uint32(BLOCK_SIZE);
computeCommand->dispatch(reduceDimensions.x, reduceDimensions.y, 1);
computeCommand->bindPipeline(depthMipGen);
computeCommand->bindDescriptor({viewParamsSet, set});
for (uint32 i = 0; i < mipOffsets.size() - 1; ++i) {
depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
MipParam params = {
.srcMipOffset = mipOffsets[i],
.dstMipOffset = mipOffsets[i + 1],
.srcMipDim = mipDims[i],
.dstMipDim = mipDims[i + 1],
};
computeCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), &params);
UVector2 threadGroups = (((mipDims[i] + UVector2(1, 1)) / 2u) + UVector2(BLOCK_SIZE - 1, BLOCK_SIZE - 1)) / uint32(BLOCK_SIZE);
computeCommand->dispatch(threadGroups.x, threadGroups.y, 1);
}
depthMipBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
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depthAttachment.getTexture()->changeLayout(
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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query->beginQuery();
graphics->beginRenderPass(renderPass);
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if (useDepthCulling) {
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setDepthCulling(useDepthCulling);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
// Create Pipeline(VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per meshtype
Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER,
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
uint32 offset = 0;
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &offset);
if (graphics->supportMeshShading()) {
command->drawMesh(vertexData->getNumInstances(), 1, 1);
} else {
const auto& materials = vertexData->getMaterialData();
for (const auto& materialData : materials) {
for (const auto& drawCall : materialData.instances) {
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 inst = drawCall.offsets.instanceOffset;
for (const auto& meshData : drawCall.instanceMeshData) {
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
vertexData->getIndicesOffset(meshData.meshletOffset), inst++);
}
}
}
}
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commands.add(std::move(command));
}
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graphics->executeCommands(std::move(commands));
}
graphics->endRenderPass();
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query->endQuery();
// Sync depth read/write with compute read
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depthAttachment.getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
// Sync visibility write with compute read
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visibilityAttachment.getTexture()->pipelineBarrier(Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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void DepthCullingPass::endFrame() {}
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void DepthCullingPass::publishOutputs() {
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uint32 width = (viewport->getOwner()->getFramebufferWidth() + BLOCK_SIZE - 1) / BLOCK_SIZE;
uint32 height = (viewport->getOwner()->getFramebufferHeight() + BLOCK_SIZE - 1) / BLOCK_SIZE;
uint32 bufferSize = 0;
while (width > 1 && height > 1) {
mipOffsets.add(bufferSize);
mipDims.add(UVector2(width, height));
bufferSize += width * height;
width = max((width + 1) / 2, 1);
height = max((height + 1) / 2, 1);
}
ShaderBufferCreateInfo depthMipInfo = {
.sourceData =
{
.size = bufferSize * sizeof(uint32),
.data = nullptr,
},
.numElements = bufferSize,
.name = "DepthMipBuffer",
};
depthMipBuffer = graphics->createShaderBuffer(depthMipInfo);
ShaderCreateInfo mipComputeInfo = {
.name = "DepthMipCompute",
.mainModule = "DepthMipGen",
.entryPoint = "initialReduce",
.rootSignature = depthComputeLayout,
};
depthInitialReduceShader = graphics->createComputeShader(mipComputeInfo);
depthComputeLayout->create();
Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
.computeShader = depthInitialReduceShader,
.pipelineLayout = depthComputeLayout,
};
depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
mipComputeInfo.entryPoint = "reduceLevel";
depthMipGenShader = graphics->createComputeShader(mipComputeInfo);
pipelineCreateInfo.computeShader = depthMipGenShader;
depthMipGen = graphics->createComputePipeline(pipelineCreateInfo);
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query = graphics->createPipelineStatisticsQuery();
resources->registerQueryOutput("DEPTH_QUERY", query);
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}
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void DepthCullingPass::createRenderPass() {
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
visibilityAttachment = resources->requestRenderTarget("VISIBILITY");
visibilityAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {visibilityAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
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{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
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}