Files
Seele/src/Engine/Graphics/RenderPass/LightCullingPass.cpp
T
2024-05-15 15:27:13 +02:00

266 lines
12 KiB
C++

#include "LightCullingPass.h"
#include "Graphics/Graphics.h"
#include "Scene/Scene.h"
#include "Actor/CameraActor.h"
#include "Component/Camera.h"
#include "RenderGraph.h"
#include "Graphics/Command.h"
using namespace Seele;
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
}
LightCullingPass::~LightCullingPass()
{
}
void LightCullingPass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
oLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
);
tLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
);
uint32 reset = 0;
ShaderBufferCreateInfo counterReset = {
.sourceData = {
.size = sizeof(uint32),
.data = (uint8*)&reset,
.owner = Gfx::QueueType::COMPUTE
}
};
oLightIndexCounter->updateContents(counterReset);
tLightIndexCounter->updateContents(counterReset);
oLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
tLightIndexCounter->pipelineBarrier(
Gfx::SE_ACCESS_MEMORY_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
Gfx::SE_ACCESS_MEMORY_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
cullingDescriptorLayout->reset();
cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
}
void LightCullingPass::render()
{
depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
cullingDescriptorSet->updateTexture(0, depthAttachment);
cullingDescriptorSet->updateBuffer(1, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(2, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(3, oLightIndexList);
cullingDescriptorSet->updateBuffer(4, tLightIndexList);
cullingDescriptorSet->updateTexture(5, Gfx::PTexture2D(oLightGrid));
cullingDescriptorSet->updateTexture(6, Gfx::PTexture2D(tLightGrid));
cullingDescriptorSet->writeChanges();
Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
computeCommand->bindPipeline(cullingPipeline);
computeCommand->bindDescriptor({ viewParamsSet, dispatchParamsSet, cullingDescriptorSet, lightEnv->getDescriptorSet() });
computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
Array<Gfx::OComputeCommand> commands;
commands.add(std::move(computeCommand));
//std::cout << "Execute" << std::endl;
graphics->executeCommands(std::move(commands));
}
void LightCullingPass::endFrame()
{
}
void LightCullingPass::publishOutputs()
{
setupFrustums();
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
dispatchParams.numThreadGroups = numThreadGroups;
dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
dispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData = {
.size = sizeof(DispatchParams),
.data = (uint8*)&dispatchParams,
.owner = Gfx::QueueType::COMPUTE
},
.dynamic = false,
.name = "DispatchParams",
});
dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateBuffer(0, dispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, frustumBuffer);
dispatchParamsSet->writeChanges();
cullingDescriptorLayout = graphics->createDescriptorLayout("pCullingParams");
//DepthTexture
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, });
//o_lightIndexCounter
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
//t_lightIndexCounter
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
//o_lightIndexList
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
//t_lightIndexList
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 4, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
//o_lightGrid
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 5, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
//t_lightGrid
cullingDescriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 6, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, .access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT });
cullingDescriptorLayout->create();
lightEnv = scene->getLightEnvironment();
cullingLayout = graphics->createPipelineLayout("CullingLayout");
cullingLayout->addDescriptorLayout(viewParamsLayout);
cullingLayout->addDescriptorLayout(dispatchParamsLayout);
cullingLayout->addDescriptorLayout(cullingDescriptorLayout);
cullingLayout->addDescriptorLayout(lightEnv->getDescriptorLayout());
ShaderCreateInfo createInfo = {
.name = "Culling",
.mainModule = "LightCulling",
.entryPoint = "cullLights",
.rootSignature = cullingLayout,
};
cullingShader = graphics->createComputeShader(createInfo);
cullingLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = cullingShader;
pipelineInfo.pipelineLayout = std::move(cullingLayout);
cullingPipeline = graphics->createComputePipeline(std::move(pipelineInfo));
uint32 counterReset = 0;
ShaderBufferCreateInfo structInfo = {
.sourceData = {
.size = sizeof(uint32),
.data = (uint8*)&counterReset,
.owner = Gfx::QueueType::COMPUTE,
},
.numElements = 1,
.dynamic = true,
.name = "oLightIndexCounter",
};
oLightIndexCounter = graphics->createShaderBuffer(structInfo);
structInfo.name = "tLightIndexCounter";
tLightIndexCounter = graphics->createShaderBuffer(structInfo);
structInfo = {
.sourceData = {
.size = (uint32)sizeof(uint32)
* dispatchParams.numThreadGroups.x
* dispatchParams.numThreadGroups.y
* dispatchParams.numThreadGroups.z * 8192,
.data = nullptr,
.owner = Gfx::QueueType::COMPUTE
},
.dynamic = false,
.name = "oLightIndexList",
};
oLightIndexList = graphics->createShaderBuffer(structInfo);
structInfo.name = "tLightIndexList";
tLightIndexList = graphics->createShaderBuffer(structInfo);
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
TextureCreateInfo textureInfo = {
.format = Gfx::SE_FORMAT_R32G32_UINT,
.width = dispatchParams.numThreadGroups.x,
.height = dispatchParams.numThreadGroups.y,
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
};
oLightGrid = graphics->createTexture2D(textureInfo);
tLightGrid = graphics->createTexture2D(textureInfo);
resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", Gfx::PTexture2D(oLightGrid));
resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", Gfx::PTexture2D(tLightGrid));
}
void LightCullingPass::createRenderPass()
{
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH").getTexture();
}
void LightCullingPass::setupFrustums()
{
uint32_t viewportWidth = viewport->getWidth();
uint32_t viewportHeight = viewport->getHeight();
glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
RenderPass::beginFrame(Component::Camera());
dispatchParams.numThreads = numThreads;
dispatchParams.numThreadGroups = numThreadGroups;
dispatchParamsLayout = graphics->createDescriptorLayout("pDispatchParams");
dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER, });
dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, .access = Gfx::SE_DESCRIPTOR_ACCESS_WRITE_ONLY_BIT });
frustumLayout = graphics->createPipelineLayout("FrustumLayout");
frustumLayout->addDescriptorLayout(viewParamsLayout);
frustumLayout->addDescriptorLayout(dispatchParamsLayout);
ShaderCreateInfo createInfo = {
.name = "Frustum",
.mainModule = "ComputeFrustums",
.entryPoint = "computeFrustums",
.rootSignature = frustumLayout,
};
std::cout << "Compiling frustumShader" << std::endl;
frustumShader = graphics->createComputeShader(createInfo);
// Have to compile shader before finalizing layout as parameters get mapped later
frustumLayout->create();
dispatchParamsLayout->create();
Gfx::ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = frustumShader;
pipelineInfo.pipelineLayout = frustumLayout;
frustumPipeline = graphics->createComputePipeline(pipelineInfo);
Gfx::OUniformBuffer frustumDispatchParamsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData = {
.size = sizeof(DispatchParams),
.data = (uint8*)&dispatchParams,
.owner = Gfx::QueueType::COMPUTE
},
.dynamic = false,
.name = "FrustumDispatch"
});
frustumBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z,
.data = nullptr,
.owner = Gfx::QueueType::COMPUTE
},
.numElements = numThreads.x * numThreads.y * numThreads.z,
.dynamic = false,
.name = "FrustumBuffer"
});
Gfx::PDescriptorSet dispatchParamsSet = dispatchParamsLayout->allocateDescriptorSet();
dispatchParamsSet->updateBuffer(0, frustumDispatchParamsBuffer);
dispatchParamsSet->updateBuffer(1, frustumBuffer);
dispatchParamsSet->writeChanges();
Gfx::OComputeCommand command = graphics->createComputeCommand("FrustumCommand");
command->bindPipeline(frustumPipeline);
command->bindDescriptor({ viewParamsSet, dispatchParamsSet });
command->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
Array<Gfx::OComputeCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}