#include "DepthCullingPass.h" #include "Graphics/Shader.h" #include using namespace Seele; extern bool usePositionOnly; extern bool useDepthCulling; DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment"); depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, .shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_MESH_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT, }); 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(); 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), }); 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), }); if (graphics->supportMeshShading()) { graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{ .baseLayout = depthCullingLayout, .taskFile = "DepthCullingTask", .mainFile = "DepthCullingMesh", .fragmentFile = "VisibilityPass", .hasFragmentShader = true, .useMeshShading = true, .hasTaskShader = true, .useMaterial = false, .useVisibility = true, }); } else { graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{ .baseLayout = depthCullingLayout, .taskFile = "", .mainFile = "LegacyPass", .fragmentFile = "VisibilityPass", .hasFragmentShader = true, .useMeshShading = false, .hasTaskShader = false, .useMaterial = false, .useVisibility = true, }); } } DepthCullingPass::~DepthCullingPass() {} void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); } void DepthCullingPass::render() { depthAttachment.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT); 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), ¶ms); 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); } Array computeCommands; computeCommands.add(std::move(computeCommand)); graphics->executeCommands(std::move(computeCommands)); 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); 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); query->beginQuery(); graphics->beginRenderPass(renderPass); Array commands; 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); 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(), }, .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(), }, .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++); } } } } commands.add(std::move(command)); } graphics->executeCommands(std::move(commands)); graphics->endRenderPass(); query->endQuery(); // Sync depth read/write with compute read depthAttachment.getTexture()->pipelineBarrier( Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, 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 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); } void DepthCullingPass::endFrame() {} void DepthCullingPass::publishOutputs() { uint32 width = viewport->getOwner()->getFramebufferWidth(); uint32 height = viewport->getOwner()->getFramebufferHeight(); 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); query = graphics->createPipelineStatisticsQuery(); resources->registerQueryOutput("DEPTH_QUERY", query); } void DepthCullingPass::createRenderPass() { 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); visibilityAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); visibilityAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD); Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{ .colorAttachments = {visibilityAttachment}, .depthAttachment = depthAttachment, }; Array dependency = { { .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, .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, }, { .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, .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, }, }; renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport); }