320 lines
17 KiB
C++
320 lines
17 KiB
C++
#include "DepthCullingPass.h"
|
|
#include "Graphics/Shader.h"
|
|
|
|
using namespace Seele;
|
|
|
|
DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
|
|
depthAttachmentLayout = graphics->createDescriptorLayout("pDepthAttachment");
|
|
depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
|
.name = DEPTHTEXTURE_NAME,
|
|
.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,
|
|
.access = Gfx::SE_DESCRIPTOR_ACCESS_SAMPLE_BIT,
|
|
});
|
|
depthAttachmentLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
|
.name = DEPTHMIP_NAME,
|
|
.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, const Component::Transform& transform) {
|
|
updateViewParameters(cam, transform);
|
|
viewParamsSet = createViewParamsSet();
|
|
}
|
|
|
|
void DepthCullingPass::render() {
|
|
graphics->beginDebugRegion("DepthCullingPass");
|
|
Gfx::PDescriptorSet set = depthAttachmentLayout->allocateDescriptorSet();
|
|
{
|
|
graphics->beginDebugRegion("MipGeneration");
|
|
query->beginQuery();
|
|
depthAttachment.getTextureView()->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);
|
|
|
|
depthMipBuffer->rotateBuffer(depthMipBuffer->getNumElements() * sizeof(uint32));
|
|
set->updateTexture(DEPTHTEXTURE_NAME, 0, depthAttachment.getTextureView());
|
|
set->updateBuffer(DEPTHMIP_NAME, 0, depthMipBuffer);
|
|
set->writeChanges();
|
|
|
|
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "MipBegin");
|
|
// First we generate a pixel value per thread, while using a whole threadgroup
|
|
// for a single one would be a waste
|
|
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("MipGen");
|
|
computeCommand->bindPipeline(depthSourceCopy);
|
|
computeCommand->bindDescriptor({viewParamsSet, set});
|
|
computeCommand->dispatch((viewport->getWidth() + BLOCK_SIZE - 1) / BLOCK_SIZE,
|
|
(viewport->getHeight() + BLOCK_SIZE - 1) / BLOCK_SIZE, 1);
|
|
graphics->executeCommands(std::move(computeCommand));
|
|
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 param = {
|
|
.sourceOffset = mipOffsets[i],
|
|
.destOffset = mipOffsets[i + 1],
|
|
.sourceDim = mipDims[i],
|
|
.destDim = mipDims[i + 1],
|
|
};
|
|
Gfx::OComputeCommand reduceCommand = graphics->createComputeCommand("ReduceCommand");
|
|
reduceCommand->bindPipeline(depthReduceLevel);
|
|
reduceCommand->bindDescriptor({viewParamsSet, set});
|
|
reduceCommand->pushConstants(Gfx::SE_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(MipParam), ¶m);
|
|
auto dispatchDim = (mipDims[i + 1] + uint32(BLOCK_SIZE) - 1u) / uint32(BLOCK_SIZE);
|
|
reduceCommand->dispatch(dispatchDim.x, dispatchDim.y, 1);
|
|
graphics->executeCommands(std::move(reduceCommand));
|
|
}
|
|
|
|
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.getTextureView()->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->endDebugRegion();
|
|
}
|
|
{
|
|
graphics->beginDebugRegion("DepthCulling");
|
|
graphics->beginRenderPass(renderPass);
|
|
Array<Gfx::ORenderCommand> commands;
|
|
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("DepthPass");
|
|
permutation.setPositionOnly(true);
|
|
permutation.setDepthCulling(getGlobals().useDepthCulling);
|
|
for (VertexData* vertexData : VertexData::getList()) {
|
|
permutation.setVertexData(vertexData->getTypeName());
|
|
// 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,
|
|
.rasterizationState =
|
|
{
|
|
.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
|
|
},
|
|
.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,
|
|
.rasterizationState =
|
|
{
|
|
.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
|
|
},
|
|
.colorBlend =
|
|
{
|
|
.attachmentCount = 1,
|
|
},
|
|
};
|
|
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
|
|
command->bindPipeline(pipeline);
|
|
}
|
|
command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(), set});
|
|
VertexData::DrawCallOffsets offsets = {
|
|
.instanceOffset = 0,
|
|
.textureOffset = 0,
|
|
.samplerOffset = 0,
|
|
.floatOffset = 0,
|
|
};
|
|
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
|
|
sizeof(VertexData::DrawCallOffsets), &offsets);
|
|
if (graphics->supportMeshShading()) {
|
|
command->drawMesh((uint32)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.indicesRange.size, 1, meshData.indicesRange.offset,
|
|
vertexData->getIndicesOffset(meshData.meshletRange.offset), inst++);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
commands.add(std::move(command));
|
|
}
|
|
|
|
graphics->executeCommands(std::move(commands));
|
|
graphics->endRenderPass();
|
|
timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "CullingEnd");
|
|
query->endQuery();
|
|
// Sync depth read/write with compute read
|
|
depthAttachment.getTextureView()->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.getTextureView()->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);
|
|
graphics->endDebugRegion();
|
|
}
|
|
graphics->endDebugRegion();
|
|
}
|
|
|
|
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 = (width + 1) / 2;
|
|
height = (height + 1) / 2;
|
|
}
|
|
|
|
depthMipBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
|
.sourceData =
|
|
{
|
|
.size = bufferSize * sizeof(uint32),
|
|
.data = nullptr,
|
|
},
|
|
.numElements = bufferSize,
|
|
.name = "DepthMipBuffer",
|
|
});
|
|
|
|
graphics->beginShaderCompilation(ShaderCompilationInfo{
|
|
.name = "DepthMipCompute",
|
|
.modules = {"DepthMipGen"},
|
|
.entryPoints = {{"sourceCopy", "DepthMipGen"}, {"reduceLevel", "DepthMipGen"}},
|
|
.rootSignature = depthComputeLayout,
|
|
});
|
|
depthSourceCopyShader = graphics->createComputeShader({0});
|
|
depthComputeLayout->create();
|
|
|
|
Gfx::ComputePipelineCreateInfo pipelineCreateInfo = {
|
|
.computeShader = depthSourceCopyShader,
|
|
.pipelineLayout = depthComputeLayout,
|
|
};
|
|
depthSourceCopy = graphics->createComputePipeline(pipelineCreateInfo);
|
|
|
|
depthReduceLevelShader = graphics->createComputeShader({1});
|
|
pipelineCreateInfo.computeShader = depthReduceLevelShader;
|
|
depthReduceLevel = graphics->createComputePipeline(pipelineCreateInfo);
|
|
|
|
query = graphics->createPipelineStatisticsQuery("DepthPipelineStatistics");
|
|
resources->registerQueryOutput("DEPTH_QUERY", query);
|
|
}
|
|
|
|
void DepthCullingPass::createRenderPass() {
|
|
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
|
|
timestamps = resources->requestTimestampQuery("TIMESTAMPS");
|
|
|
|
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->getRenderArea(), "DepthCullingPass");
|
|
}
|