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194 lines
9.2 KiB
C++
194 lines
9.2 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Atom/RHI/Factory.h>
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#include <Atom/RHI/FrameGraphInterface.h>
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#include <Atom/RHI/FrameGraphAttachmentInterface.h>
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#include <Atom/RHI/Device.h>
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#include <Atom/RPI.Public/Pass/PassUtils.h>
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#include <Atom/RPI.Public/RenderPipeline.h>
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#include <Atom/RPI.Public/RPIUtils.h>
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#include <Atom_Feature_Traits_Platform.h>
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#include <DiffuseGlobalIllumination/DiffuseProbeGridBlendDistancePass.h>
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#include <RayTracing/RayTracingFeatureProcessor.h>
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namespace AZ
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{
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namespace Render
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{
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RPI::Ptr<DiffuseProbeGridBlendDistancePass> DiffuseProbeGridBlendDistancePass::Create(const RPI::PassDescriptor& descriptor)
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{
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RPI::Ptr<DiffuseProbeGridBlendDistancePass> pass = aznew DiffuseProbeGridBlendDistancePass(descriptor);
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return AZStd::move(pass);
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}
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DiffuseProbeGridBlendDistancePass::DiffuseProbeGridBlendDistancePass(const RPI::PassDescriptor& descriptor)
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: RPI::RenderPass(descriptor)
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{
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if (!AZ_TRAIT_DIFFUSE_GI_PASSES_SUPPORTED)
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{
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// GI is not supported on this platform
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SetEnabled(false);
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}
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else
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{
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LoadShader();
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}
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}
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void DiffuseProbeGridBlendDistancePass::LoadShader()
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{
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// load shaders, each supervariant handles a different number of rays per probe
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// Note: the raytracing shaders may not be available on all platforms
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m_shaders.reserve(DiffuseProbeGridNumRaysPerProbeArraySize);
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for (uint32_t index = 0; index < DiffuseProbeGridNumRaysPerProbeArraySize; ++index)
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{
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AZStd::string shaderFilePath = "Shaders/DiffuseGlobalIllumination/DiffuseProbeGridBlendDistance.azshader";
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Data::Instance<RPI::Shader> shader = RPI::LoadCriticalShader(shaderFilePath, DiffuseProbeGridNumRaysPerProbeArray[index].m_supervariant);
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if (shader == nullptr)
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{
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return;
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}
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RHI::PipelineStateDescriptorForDispatch pipelineStateDescriptor;
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const auto& shaderVariant = shader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId);
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shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
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const RHI::PipelineState* pipelineState = shader->AcquirePipelineState(pipelineStateDescriptor);
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AZ_Assert(pipelineState, "Failed to acquire pipeline state");
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RHI::Ptr<RHI::ShaderResourceGroupLayout> srgLayout = shader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::Pass);
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AZ_Assert(srgLayout.get(), "Failed to find Srg layout");
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RHI::DispatchDirect dispatchArgs;
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const auto outcome = RPI::GetComputeShaderNumThreads(shader->GetAsset(), dispatchArgs);
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if (!outcome.IsSuccess())
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{
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AZ_Error("PassSystem", false, "[DiffuseProbeBlendIrradiancePass '%s']: Shader '%s' contains invalid numthreads arguments:\n%s", GetPathName().GetCStr(), shaderFilePath.c_str(), outcome.GetError().c_str());
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}
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m_shaders.push_back({ shader, pipelineState, srgLayout, dispatchArgs });
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}
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}
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bool DiffuseProbeGridBlendDistancePass::IsEnabled() const
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{
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if (!RenderPass::IsEnabled())
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{
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return false;
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}
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RPI::Scene* scene = m_pipeline->GetScene();
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if (!scene)
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{
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return false;
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}
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RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
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if (!rayTracingFeatureProcessor || !rayTracingFeatureProcessor->GetSubMeshCount())
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{
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// empty scene
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return false;
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}
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids().empty())
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{
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// no diffuse probe grids
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return false;
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}
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return true;
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}
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void DiffuseProbeGridBlendDistancePass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
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{
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RenderPass::SetupFrameGraphDependencies(frameGraph);
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
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{
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// probe raytrace image
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{
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RHI::ImageScopeAttachmentDescriptor desc;
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desc.m_attachmentId = diffuseProbeGrid->GetRayTraceImageAttachmentId();
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desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeRayTraceImageViewDescriptor;
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desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
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frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
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}
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// probe distance image
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{
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RHI::ImageScopeAttachmentDescriptor desc;
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desc.m_attachmentId = diffuseProbeGrid->GetDistanceImageAttachmentId();
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desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeDistanceImageViewDescriptor;
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desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
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frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
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}
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// probe data image
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{
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RHI::ImageScopeAttachmentDescriptor desc;
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desc.m_attachmentId = diffuseProbeGrid->GetProbeDataImageAttachmentId();
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desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeDataImageViewDescriptor;
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desc.m_loadStoreAction.m_loadAction = AZ::RHI::AttachmentLoadAction::Load;
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frameGraph.UseShaderAttachment(desc, RHI::ScopeAttachmentAccess::ReadWrite);
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}
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}
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}
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void DiffuseProbeGridBlendDistancePass::CompileResources([[maybe_unused]] const RHI::FrameGraphCompileContext& context)
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{
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
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{
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// the diffuse probe grid Srg must be updated in the Compile phase in order to successfully bind the ReadWrite shader inputs
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// (see ValidateSetImageView() in ShaderResourceGroupData.cpp)
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DiffuseProbeGridShader& shader = m_shaders[diffuseProbeGrid->GetNumRaysPerProbe().m_index];
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diffuseProbeGrid->UpdateBlendDistanceSrg(shader.m_shader, shader.m_srgLayout);
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diffuseProbeGrid->GetBlendDistanceSrg()->Compile();
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}
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}
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void DiffuseProbeGridBlendDistancePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
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{
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RHI::CommandList* commandList = context.GetCommandList();
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RPI::Scene* scene = m_pipeline->GetScene();
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DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
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// submit the DispatchItem for each DiffuseProbeGrid
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for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
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{
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DiffuseProbeGridShader& shader = m_shaders[diffuseProbeGrid->GetNumRaysPerProbe().m_index];
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const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBlendDistanceSrg()->GetRHIShaderResourceGroup();
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commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
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uint32_t probeCountX;
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uint32_t probeCountY;
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diffuseProbeGrid->GetTexture2DProbeCount(probeCountX, probeCountY);
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RHI::DispatchItem dispatchItem;
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dispatchItem.m_arguments = shader.m_dispatchArgs;
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dispatchItem.m_pipelineState = shader.m_pipelineState;
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dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX * dispatchItem.m_arguments.m_direct.m_threadsPerGroupX;
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dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY * dispatchItem.m_arguments.m_direct.m_threadsPerGroupY;
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dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
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commandList->Submit(dispatchItem);
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}
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}
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} // namespace Render
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} // namespace AZ
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