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o3de/Gems/Atom/Feature/Common/Code/Source/DiffuseProbeGrid/DiffuseProbeGridBlendDistan...

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C++

/*
* 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 <DiffuseProbeGrid/DiffuseProbeGridBlendDistancePass.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/FrameGraphInterface.h>
#include <Atom/RHI/FrameGraphAttachmentInterface.h>
#include <Atom/RHI/Device.h>
#include <Atom/RPI.Public/Pass/PassUtils.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <DiffuseProbeGrid/DiffuseProbeGridFeatureProcessor.h>
#include <RayTracing/RayTracingFeatureProcessor.h>
namespace AZ
{
namespace Render
{
RPI::Ptr<DiffuseProbeGridBlendDistancePass> DiffuseProbeGridBlendDistancePass::Create(const RPI::PassDescriptor& descriptor)
{
RPI::Ptr<DiffuseProbeGridBlendDistancePass> pass = aznew DiffuseProbeGridBlendDistancePass(descriptor);
return AZStd::move(pass);
}
DiffuseProbeGridBlendDistancePass::DiffuseProbeGridBlendDistancePass(const RPI::PassDescriptor& descriptor)
: RPI::RenderPass(descriptor)
{
LoadShader();
}
void DiffuseProbeGridBlendDistancePass::LoadShader()
{
// load shader
// Note: the shader may not be available on all platforms
AZStd::string shaderFilePath = "Shaders/DiffuseGlobalIllumination/DiffuseProbeGridBlendDistance.azshader";
m_shader = RPI::LoadShader(shaderFilePath);
if (m_shader == nullptr)
{
return;
}
// load pipeline state
RHI::PipelineStateDescriptorForDispatch pipelineStateDescriptor;
const auto& shaderVariant = m_shader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
m_pipelineState = m_shader->AcquirePipelineState(pipelineStateDescriptor);
// load Pass Srg asset
m_srgAsset = m_shader->FindShaderResourceGroupAsset(RPI::SrgBindingSlot::Pass);
// retrieve the number of threads per thread group from the shader
const auto numThreads = m_shader->GetAsset()->GetAttribute(RHI::ShaderStage::Compute, Name{ "numthreads" });
if (numThreads)
{
const RHI::ShaderStageAttributeArguments& args = *numThreads;
bool validArgs = args.size() == 3;
if (validArgs)
{
validArgs &= args[0].type() == azrtti_typeid<int>();
validArgs &= args[1].type() == azrtti_typeid<int>();
validArgs &= args[2].type() == azrtti_typeid<int>();
}
if (!validArgs)
{
AZ_Error("PassSystem", false, "[DiffuseProbeGridBlendDistancePass '%s']: Shader '%s' contains invalid numthreads arguments.", GetPathName().GetCStr(), shaderFilePath.c_str());
return;
}
m_dispatchArgs.m_threadsPerGroupX = AZStd::any_cast<int>(args[0]);
m_dispatchArgs.m_threadsPerGroupY = AZStd::any_cast<int>(args[1]);
m_dispatchArgs.m_threadsPerGroupZ = AZStd::any_cast<int>(args[2]);
}
}
void DiffuseProbeGridBlendDistancePass::FrameBeginInternal(FramePrepareParams params)
{
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetProbeGrids().empty())
{
// no diffuse probe grids
return;
}
RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
AZ_Assert(rayTracingFeatureProcessor, "DiffuseProbeGridBlendDistancePass requires the RayTracingFeatureProcessor");
if (!rayTracingFeatureProcessor->GetSubMeshCount())
{
// empty scene
return;
}
RenderPass::FrameBeginInternal(params);
}
void DiffuseProbeGridBlendDistancePass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
{
RenderPass::SetupFrameGraphDependencies(frameGraph);
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
{
// probe raytrace image
{
RHI::ImageScopeAttachmentDescriptor desc;
desc.m_attachmentId = diffuseProbeGrid->GetRayTraceImageAttachmentId();
desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeRayTraceImageViewDescriptor;
desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
}
// probe distance image
{
RHI::ImageScopeAttachmentDescriptor desc;
desc.m_attachmentId = diffuseProbeGrid->GetDistanceImageAttachmentId();
desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeDistanceImageViewDescriptor;
desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
}
// probe classification image
{
RHI::ImageScopeAttachmentDescriptor desc;
desc.m_attachmentId = diffuseProbeGrid->GetClassificationImageAttachmentId();
desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeClassificationImageViewDescriptor;
desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
}
}
}
void DiffuseProbeGridBlendDistancePass::CompileResources([[maybe_unused]] const RHI::FrameGraphCompileContext& context)
{
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
{
// the diffuse probe grid Srg must be updated in the Compile phase in order to successfully bind the ReadWrite shader inputs
// (see ValidateSetImageView() in ShaderResourceGroupData.cpp)
diffuseProbeGrid->UpdateBlendDistanceSrg(m_srgAsset);
diffuseProbeGrid->GetBlendDistanceSrg()->Compile();
}
}
void DiffuseProbeGridBlendDistancePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
RHI::CommandList* commandList = context.GetCommandList();
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
// submit the DispatchItem for each DiffuseProbeGrid
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetProbeGrids())
{
const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBlendDistanceSrg()->GetRHIShaderResourceGroup();
commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
uint32_t probeCountX;
uint32_t probeCountY;
diffuseProbeGrid->GetTexture2DProbeCount(probeCountX, probeCountY);
RHI::DispatchItem dispatchItem;
dispatchItem.m_arguments = m_dispatchArgs;
dispatchItem.m_pipelineState = m_pipelineState;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX * dispatchItem.m_arguments.m_direct.m_threadsPerGroupX;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY * dispatchItem.m_arguments.m_direct.m_threadsPerGroupY;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
commandList->Submit(dispatchItem);
}
}
} // namespace Render
} // namespace AZ