/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace Render { RPI::Ptr RayTracingPass::Create(const RPI::PassDescriptor& descriptor) { RPI::Ptr pass = aznew RayTracingPass(descriptor); return pass; } RayTracingPass::RayTracingPass(const RPI::PassDescriptor& descriptor) : RenderPass(descriptor) , m_passDescriptor(descriptor) { RHI::Ptr device = RHI::RHISystemInterface::Get()->GetDevice(); if (device->GetFeatures().m_rayTracing == false) { // raytracing is not supported on this platform SetEnabled(false); return; } Init(); } RayTracingPass::~RayTracingPass() { RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect(); } void RayTracingPass::Init() { RHI::Ptr device = RHI::RHISystemInterface::Get()->GetDevice(); m_passData = RPI::PassUtils::GetPassData(m_passDescriptor); if (m_passData == nullptr) { AZ_Error("PassSystem", false, "RayTracingPass [%s]: Invalid RayTracingPassData", GetPathName().GetCStr()); return; } // ray generation shader m_rayGenerationShader = LoadShader(m_passData->m_rayGenerationShaderAssetReference); if (m_rayGenerationShader == nullptr) { AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load RayGeneration shader [%s]", GetPathName().GetCStr(), m_passData->m_rayGenerationShaderAssetReference.m_filePath.data()); return; } auto shaderVariant = m_rayGenerationShader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId); RHI::PipelineStateDescriptorForRayTracing rayGenerationShaderDescriptor; shaderVariant.ConfigurePipelineState(rayGenerationShaderDescriptor); // closest hit shader m_closestHitShader = LoadShader(m_passData->m_closestHitShaderAssetReference); if (m_closestHitShader == nullptr) { AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load ClosestHit shader [%s]", GetPathName().GetCStr(), m_passData->m_closestHitShaderAssetReference.m_filePath.data()); return; } shaderVariant = m_closestHitShader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId); RHI::PipelineStateDescriptorForRayTracing closestHitShaderDescriptor; shaderVariant.ConfigurePipelineState(closestHitShaderDescriptor); // miss shader m_missShader = LoadShader(m_passData->m_missShaderAssetReference); if (m_missShader == nullptr) { AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load Miss shader [%s]", GetPathName().GetCStr(), m_passData->m_missShaderAssetReference.m_filePath.data()); return; } shaderVariant = m_missShader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId); RHI::PipelineStateDescriptorForRayTracing missShaderDescriptor; shaderVariant.ConfigurePipelineState(missShaderDescriptor); // retrieve global pipeline state m_globalPipelineState = m_rayGenerationShader->AcquirePipelineState(rayGenerationShaderDescriptor); AZ_Assert(m_globalPipelineState, "Failed to acquire ray tracing global pipeline state"); // create global srg Data::Asset globalSrgAsset = m_rayGenerationShader->FindShaderResourceGroupAsset(RayTracingGlobalSrgBindingSlot); AZ_Error("PassSystem", globalSrgAsset.GetId().IsValid(), "RayTracingPass [%s] Failed to find RayTracingGlobalSrg asset", GetPathName().GetCStr()); AZ_Error("PassSystem", globalSrgAsset.IsReady(), "RayTracingPass [%s] asset is not loaded for shader", GetPathName().GetCStr()); m_shaderResourceGroup = RPI::ShaderResourceGroup::Create(globalSrgAsset); AZ_Assert(m_shaderResourceGroup, "RayTracingPass [%s]: Failed to create RayTracingGlobalSrg", GetPathName().GetCStr()); RPI::PassUtils::BindDataMappingsToSrg(m_passDescriptor, m_shaderResourceGroup.get()); // check to see if the shader requires the View and RayTracingMaterial Srgs Data::Asset viewSrgAsset = m_rayGenerationShader->FindShaderResourceGroupAsset(RPI::SrgBindingSlot::View); m_requiresViewSrg = viewSrgAsset.GetId().IsValid(); Data::Asset rayTracingMaterialSrgAsset = m_rayGenerationShader->FindShaderResourceGroupAsset(RayTracingMaterialSrgBindingSlot); m_requiresRayTracingMaterialSrg = rayTracingMaterialSrgAsset.GetId().IsValid(); // build the ray tracing pipeline state descriptor RHI::RayTracingPipelineStateDescriptor descriptor; descriptor.Build() ->PipelineState(m_globalPipelineState.get()) ->MaxPayloadSize(m_passData->m_maxPayloadSize) ->MaxAttributeSize(m_passData->m_maxAttributeSize) ->MaxRecursionDepth(m_passData->m_maxRecursionDepth) ->ShaderLibrary(rayGenerationShaderDescriptor) ->RayGenerationShaderName(AZ::Name(m_passData->m_rayGenerationShaderName.c_str())) ->ShaderLibrary(missShaderDescriptor) ->MissShaderName(AZ::Name(m_passData->m_missShaderName.c_str())) ->ShaderLibrary(closestHitShaderDescriptor) ->ClosestHitShaderName(AZ::Name(m_passData->m_closestHitShaderName.c_str())) ->HitGroup(AZ::Name("HitGroup")) ->ClosestHitShaderName(AZ::Name(m_passData->m_closestHitShaderName.c_str())); // create the ray tracing pipeline state object m_rayTracingPipelineState = RHI::Factory::Get().CreateRayTracingPipelineState(); m_rayTracingPipelineState->Init(*device.get(), &descriptor); // make sure the shader table rebuilds if we're hotreloading m_rayTracingRevision = 0; RPI::ShaderReloadNotificationBus::MultiHandler::BusDisconnect(); RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_rayGenerationShaderAssetReference.m_assetId); RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_closestHitShaderAssetReference.m_assetId); RPI::ShaderReloadNotificationBus::MultiHandler::BusConnect(m_passData->m_missShaderAssetReference.m_assetId); } Data::Instance RayTracingPass::LoadShader(const RPI::AssetReference& shaderAssetReference) { Data::Asset shaderAsset; if (shaderAssetReference.m_assetId.IsValid()) { shaderAsset = RPI::FindShaderAsset(shaderAssetReference.m_assetId, shaderAssetReference.m_filePath); } if (!shaderAsset.GetId().IsValid()) { AZ_Error("PassSystem", false, "RayTracingPass [%s]: Failed to load shader asset [%s]", GetPathName().GetCStr(), shaderAssetReference.m_filePath.data()); return nullptr; } return RPI::Shader::FindOrCreate(shaderAsset); } void RayTracingPass::FrameBeginInternal(FramePrepareParams params) { RPI::Scene* scene = m_pipeline->GetScene(); RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor(); if (!rayTracingFeatureProcessor) { return; } if (!m_rayTracingShaderTable) { RHI::Ptr device = RHI::RHISystemInterface::Get()->GetDevice(); RHI::RayTracingBufferPools& rayTracingBufferPools = rayTracingFeatureProcessor->GetBufferPools(); m_rayTracingShaderTable = RHI::Factory::Get().CreateRayTracingShaderTable(); m_rayTracingShaderTable->Init(*device.get(), rayTracingBufferPools); } RPI::RenderPass::FrameBeginInternal(params); } void RayTracingPass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) { RPI::Scene* scene = m_pipeline->GetScene(); RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor(); AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor"); RPI::RenderPass::SetupFrameGraphDependencies(frameGraph); frameGraph.SetEstimatedItemCount(1); // TLAS { const RHI::Ptr& rayTracingTlasBuffer = rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer(); if (rayTracingTlasBuffer) { AZ::RHI::AttachmentId tlasAttachmentId = rayTracingFeatureProcessor->GetTlasAttachmentId(); if (frameGraph.GetAttachmentDatabase().IsAttachmentValid(tlasAttachmentId) == false) { [[maybe_unused]] RHI::ResultCode result = frameGraph.GetAttachmentDatabase().ImportBuffer(tlasAttachmentId, rayTracingTlasBuffer); AZ_Assert(result == RHI::ResultCode::Success, "Failed to import ray tracing TLAS buffer with error %d", result); } uint32_t tlasBufferByteCount = aznumeric_cast(rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer()->GetDescriptor().m_byteCount); RHI::BufferViewDescriptor tlasBufferViewDescriptor = RHI::BufferViewDescriptor::CreateRaw(0, tlasBufferByteCount); RHI::BufferScopeAttachmentDescriptor desc; desc.m_attachmentId = tlasAttachmentId; desc.m_bufferViewDescriptor = tlasBufferViewDescriptor; desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load; frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite); } } } void RayTracingPass::CompileResources(const RHI::FrameGraphCompileContext& context) { RPI::Scene* scene = m_pipeline->GetScene(); RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor(); AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor"); if (m_shaderResourceGroup != nullptr) { BindPassSrg(context, m_shaderResourceGroup); m_shaderResourceGroup->Compile(); } uint32_t rayTracingRevision = rayTracingFeatureProcessor->GetRevision(); if (m_rayTracingRevision != rayTracingRevision) { // scene changed, need to rebuild the shader table m_rayTracingRevision = rayTracingRevision; AZStd::shared_ptr descriptor = AZStd::make_shared(); if (rayTracingFeatureProcessor->GetSubMeshCount()) { // build the ray tracing shader table descriptor RHI::RayTracingShaderTableDescriptor* descriptorBuild = descriptor->Build(AZ::Name("RayTracingShaderTable"), m_rayTracingPipelineState) ->RayGenerationRecord(AZ::Name(m_passData->m_rayGenerationShaderName.c_str())) ->MissRecord(AZ::Name(m_passData->m_missShaderName.c_str())); // add a hit group for each mesh to the shader table for (uint32_t i = 0; i < rayTracingFeatureProcessor->GetSubMeshCount(); ++i) { descriptorBuild->HitGroupRecord(AZ::Name("HitGroup")); } } m_rayTracingShaderTable->Build(descriptor); } } void RayTracingPass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) { RPI::Scene* scene = m_pipeline->GetScene(); RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor(); AZ_Assert(rayTracingFeatureProcessor, "RayTracingPass requires the RayTracingFeatureProcessor"); if (!rayTracingFeatureProcessor || !rayTracingFeatureProcessor->GetTlas()->GetTlasBuffer() || !rayTracingFeatureProcessor->GetSubMeshCount() || !m_rayTracingShaderTable) { return; } RHI::DispatchRaysItem dispatchRaysItem; // calculate thread counts if this is a full screen raytracing pass if (m_passData->m_makeFullscreenPass) { RPI::PassAttachment* outputAttachment = nullptr; if (GetOutputCount() > 0) { outputAttachment = GetOutputBinding(0).m_attachment.get(); } else if (GetInputOutputCount() > 0) { outputAttachment = GetInputOutputBinding(0).m_attachment.get(); } AZ_Assert(outputAttachment != nullptr, "[RayTracingPass '%s']: A fullscreen RayTracing pass must have a valid output or input/output.", GetPathName().GetCStr()); AZ_Assert(outputAttachment->GetAttachmentType() == RHI::AttachmentType::Image, "[RayTracingPass '%s']: The output of a fullscreen RayTracing pass must be an image.", GetPathName().GetCStr()); RHI::Size imageSize = outputAttachment->m_descriptor.m_image.m_size; dispatchRaysItem.m_width = imageSize.m_width; dispatchRaysItem.m_height = imageSize.m_height; dispatchRaysItem.m_depth = imageSize.m_depth; } else { dispatchRaysItem.m_width = m_passData->m_threadCountX; dispatchRaysItem.m_height = m_passData->m_threadCountY; dispatchRaysItem.m_depth = m_passData->m_threadCountZ; } // bind RayTracingGlobal, RayTracingScene, and View Srgs // [GFX TODO][ATOM-15610] Add RenderPass::SetSrgsForRayTracingDispatch AZStd::vector shaderResourceGroups = { m_shaderResourceGroup->GetRHIShaderResourceGroup(), rayTracingFeatureProcessor->GetRayTracingSceneSrg()->GetRHIShaderResourceGroup() }; if (m_requiresViewSrg) { const AZStd::vector& views = m_pipeline->GetViews(m_passData->m_pipelineViewTag); if (views.size() > 0) { shaderResourceGroups.push_back(views[0]->GetRHIShaderResourceGroup()); } } if (m_requiresRayTracingMaterialSrg) { shaderResourceGroups.push_back(rayTracingFeatureProcessor->GetRayTracingMaterialSrg()->GetRHIShaderResourceGroup()); } dispatchRaysItem.m_shaderResourceGroupCount = aznumeric_cast(shaderResourceGroups.size()); dispatchRaysItem.m_shaderResourceGroups = shaderResourceGroups.data(); dispatchRaysItem.m_rayTracingPipelineState = m_rayTracingPipelineState.get(); dispatchRaysItem.m_rayTracingShaderTable = m_rayTracingShaderTable.get(); dispatchRaysItem.m_globalPipelineState = m_globalPipelineState.get(); // submit the DispatchRays item context.GetCommandList()->Submit(dispatchRaysItem); } void RayTracingPass::OnShaderReinitialized([[maybe_unused]] const RPI::Shader& shader) { Init(); } void RayTracingPass::OnShaderAssetReinitialized([[maybe_unused]] const Data::Asset& shaderAsset) { Init(); } void RayTracingPass::OnShaderVariantReinitialized(const RPI::ShaderVariant&) { Init(); } } // namespace Render } // namespace AZ