#include "DepthPrepass.h" #include "Graphics/Shader.h" using namespace Seele; extern bool usePositionOnly; extern bool useViewCulling; DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) { depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout"); depthPrepassLayout->addDescriptorLayout(viewParamsLayout); depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{ .stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, .offset = 0, .size = sizeof(VertexData::DrawCallOffsets), }); if (graphics->supportMeshShading()) { graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{ .baseLayout = depthPrepassLayout, .taskFile = "DepthCullingTask", .mainFile = "DepthCullingMesh", .fragmentFile = "VisibilityPass", .hasFragmentShader = true, .useMeshShading = true, .hasTaskShader = true, .useMaterial = false, .useVisibility = true, }); } else { graphics->getShaderCompiler()->registerRenderPass("DepthPass", Gfx::PassConfig{ .baseLayout = depthPrepassLayout, .taskFile = "", .mainFile = "LegacyPass", .fragmentFile = "VisibilityPass", .hasFragmentShader = true, .useMeshShading = false, .hasTaskShader = false, .useMaterial = false, .useVisibility = true, }); } } DepthPrepass::~DepthPrepass() { } void DepthPrepass::beginFrame(const Component::Camera &cam) { RenderPass::beginFrame(cam); } void DepthPrepass::render() { graphics->beginRenderPass(renderPass); Array commands; Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass"); permutation.setPositionOnly(usePositionOnly); permutation.setViewCulling(useViewCulling); 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(), }, .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); command->bindDescriptor(vertexData->getVertexDataSet()); command->bindDescriptor(vertexData->getInstanceDataSet()); 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(); // 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 depth read/write with base pass 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_DEPTH_STENCIL_ATTACHMENT_READ_BIT, // Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_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 DepthPrepass::endFrame() { } void DepthPrepass::publishOutputs() { } void DepthPrepass::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); }