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Seele/src/Engine/Graphics/RenderPass/DepthCullingPass.cpp
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#include "DepthCullingPass.h"
#include "Graphics/Shader.h"
#include <algorithm>
using namespace Seele;
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_UNIFORM_BUFFER,
//});
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->addDescriptorBinding(Gfx::DescriptorBinding{
// .binding = 3,
// .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
// .shaderStages = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_COMPUTE_BIT,
//});
//depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
// .binding = 4,
// .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() {
query->beginQuery();
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_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
//uint32 reset = 0;
//debugHead->updateContents(0, sizeof(uint32), &reset);
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
//set->updateBuffer(0, debugUniform);
set->updateTexture(0, Gfx::PTexture2D(depthAttachment.getTexture()));
set->updateBuffer(1, depthMipBuffer);
//set->updateBuffer(3, debugHead);
//set->updateBuffer(4, debugData);
set->writeChanges();
timestamps->begin();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "MipBegin");
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);
}
Array<Gfx::OComputeCommand> 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);
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "CullingBegin");
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
permutation.setPositionOnly(getGlobals().usePositionOnly);
permutation.setDepthCulling(getGlobals().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,
.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,
.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();
timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "CullingEnd");
timestamps->end();
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 = std::max((width + 1) / 2, 1u);
height = std::max((height + 1) / 2, 1u);
}
//debugUniform = graphics->createUniformBuffer(UniformBufferCreateInfo{
// .sourceData =
// {
// .size = sizeof(uint32),
// .data = (uint8*)&bufferSize,
// },
//});
//uint32 reset = 0;
//debugHead = graphics->createShaderBuffer(ShaderBufferCreateInfo{
// .sourceData =
// {
// .size = sizeof(uint32),
// .data = (uint8*)&reset,
// },
//
//});
//debugData = graphics->createShaderBuffer(ShaderBufferCreateInfo{
// .sourceData =
// {
// .size = sizeof(DepthDebugData) * 10000,
// .data = nullptr,
// },
//});
//graphics->waitDeviceIdle();
depthMipBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize * sizeof(uint32),
.data = nullptr,
},
.numElements = bufferSize,
.name = "DepthMipBuffer",
});
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "DepthMipCompute",
.modules = {"DepthMipGen"},
.entryPoints = {{"initialReduce", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
.rootSignature = depthComputeLayout,
});
depthInitialReduceShader = graphics->createComputeShader({0});
depthComputeLayout->create();
Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
.computeShader = depthInitialReduceShader,
.pipelineLayout = depthComputeLayout,
};
depthInitialReduce = graphics->createComputePipeline(pipelineCreateInfo);
depthMipGenShader = graphics->createComputeShader({1});
pipelineCreateInfo.computeShader = depthMipGenShader;
depthMipGen = graphics->createComputePipeline(pipelineCreateInfo);
timestamps = graphics->createTimestampQuery(3, "CullingTS");
resources->registerTimestampQueryOutput("DEPTH_TS", timestamps);
query = graphics->createPipelineStatisticsQuery("DepthPipelineStatistics");
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<Gfx::SubPassDependency> 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, "DepthCullingPass");
}