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o3de/Gems/Atom/Feature/Common/Code/Source/DiffuseGlobalIllumination/DiffuseProbeGridBorderUpdat...

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#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 <DiffuseGlobalIllumination/DiffuseProbeGridFeatureProcessor.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGridBorderUpdatePass.h>
#include <RayTracing/RayTracingFeatureProcessor.h>
namespace AZ
{
namespace Render
{
RPI::Ptr<DiffuseProbeGridBorderUpdatePass> DiffuseProbeGridBorderUpdatePass::Create(const RPI::PassDescriptor& descriptor)
{
RPI::Ptr<DiffuseProbeGridBorderUpdatePass> pass = aznew DiffuseProbeGridBorderUpdatePass(descriptor);
return AZStd::move(pass);
}
DiffuseProbeGridBorderUpdatePass::DiffuseProbeGridBorderUpdatePass(const RPI::PassDescriptor& descriptor)
: RPI::RenderPass(descriptor)
{
LoadShader("Shaders/DiffuseGlobalIllumination/DiffuseProbeGridBorderUpdateRow.azshader",
m_rowShader,
m_rowPipelineState,
m_rowSrgLayout,
m_rowDispatchArgs);
LoadShader("Shaders/DiffuseGlobalIllumination/DiffuseProbeGridBorderUpdateColumn.azshader",
m_columnShader,
m_columnPipelineState,
m_columnSrgLayout,
m_columnDispatchArgs);
}
void DiffuseProbeGridBorderUpdatePass::LoadShader(AZStd::string shaderFilePath,
Data::Instance<RPI::Shader>& shader,
const RHI::PipelineState*& pipelineState,
RHI::Ptr<RHI::ShaderResourceGroupLayout>& srgLayout,
RHI::DispatchDirect& dispatchArgs)
{
// load shader
// Note: the shader may not be available on all platforms
shader = RPI::LoadCriticalShader(shaderFilePath);
if (shader == nullptr)
{
return;
}
// load pipeline state
RHI::PipelineStateDescriptorForDispatch pipelineStateDescriptor;
const auto& shaderVariant = shader->GetVariant(RPI::ShaderAsset::RootShaderVariantStableId);
shaderVariant.ConfigurePipelineState(pipelineStateDescriptor);
pipelineState = shader->AcquirePipelineState(pipelineStateDescriptor);
// load Pass Srg asset
srgLayout = shader->FindShaderResourceGroupLayout(RPI::SrgBindingSlot::Pass);
// retrieve the number of threads per thread group from the shader
const auto outcome = RPI::GetComputeShaderNumThreads(shader->GetAsset(), dispatchArgs);
if (!outcome.IsSuccess())
{
AZ_Error("PassSystem", false, "[DiffuseProbeGridBorderUpdatePass '%s']: Shader '%s' contains invalid numthreads arguments:\n%s", GetPathName().GetCStr(), shaderFilePath.c_str(), outcome.GetError().c_str());
}
}
void DiffuseProbeGridBorderUpdatePass::FrameBeginInternal(FramePrepareParams params)
{
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
if (!diffuseProbeGridFeatureProcessor || diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids().empty())
{
// no diffuse probe grids
return;
}
RayTracingFeatureProcessor* rayTracingFeatureProcessor = scene->GetFeatureProcessor<RayTracingFeatureProcessor>();
AZ_Assert(rayTracingFeatureProcessor, "DiffuseProbeGridBorderUpdatePass requires the RayTracingFeatureProcessor");
if (!rayTracingFeatureProcessor->GetSubMeshCount())
{
// empty scene
return;
}
RenderPass::FrameBeginInternal(params);
}
void DiffuseProbeGridBorderUpdatePass::SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph)
{
RenderPass::SetupFrameGraphDependencies(frameGraph);
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
{
// probe irradiance image
{
RHI::ImageScopeAttachmentDescriptor desc;
desc.m_attachmentId = diffuseProbeGrid->GetIrradianceImageAttachmentId();
desc.m_imageViewDescriptor = diffuseProbeGrid->GetRenderData()->m_probeIrradianceImageViewDescriptor;
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);
}
}
}
void DiffuseProbeGridBorderUpdatePass::CompileResources([[maybe_unused]] const RHI::FrameGraphCompileContext& context)
{
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
{
// the diffuse probe grid Srg must be updated in the Compile phase in order to successfully bind the ReadWrite shader inputs
// (see line ValidateSetImageView() in ShaderResourceGroupData.cpp)
diffuseProbeGrid->UpdateBorderUpdateSrgs(m_rowShader, m_rowSrgLayout, m_columnShader, m_columnSrgLayout);
diffuseProbeGrid->GetBorderUpdateRowIrradianceSrg()->Compile();
diffuseProbeGrid->GetBorderUpdateColumnIrradianceSrg()->Compile();
diffuseProbeGrid->GetBorderUpdateRowDistanceSrg()->Compile();
diffuseProbeGrid->GetBorderUpdateColumnDistanceSrg()->Compile();
}
}
void DiffuseProbeGridBorderUpdatePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context)
{
RHI::CommandList* commandList = context.GetCommandList();
RPI::Scene* scene = m_pipeline->GetScene();
DiffuseProbeGridFeatureProcessor* diffuseProbeGridFeatureProcessor = scene->GetFeatureProcessor<DiffuseProbeGridFeatureProcessor>();
// submit the DispatchItems for each DiffuseProbeGrid
for (auto& diffuseProbeGrid : diffuseProbeGridFeatureProcessor->GetVisibleRealTimeProbeGrids())
{
uint32_t probeCountX;
uint32_t probeCountY;
diffuseProbeGrid->GetTexture2DProbeCount(probeCountX, probeCountY);
// row irradiance
{
const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBorderUpdateRowIrradianceSrg()->GetRHIShaderResourceGroup();
commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
RHI::DispatchItem dispatchItem;
dispatchItem.m_arguments = m_rowDispatchArgs;
dispatchItem.m_pipelineState = m_rowPipelineState;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX * (DiffuseProbeGrid::DefaultNumIrradianceTexels + 2);
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
commandList->Submit(dispatchItem);
}
// column irradiance
{
const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBorderUpdateColumnIrradianceSrg()->GetRHIShaderResourceGroup();
commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
RHI::DispatchItem dispatchItem;
dispatchItem.m_arguments = m_columnDispatchArgs;
dispatchItem.m_pipelineState = m_columnPipelineState;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY * (DiffuseProbeGrid::DefaultNumIrradianceTexels + 2);
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
commandList->Submit(dispatchItem);
}
// row distance
{
const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBorderUpdateRowDistanceSrg()->GetRHIShaderResourceGroup();
commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
RHI::DispatchItem dispatchItem;
dispatchItem.m_arguments = m_rowDispatchArgs;
dispatchItem.m_pipelineState = m_rowPipelineState;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX * (DiffuseProbeGrid::DefaultNumDistanceTexels + 2);
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
commandList->Submit(dispatchItem);
}
// column distance
{
const RHI::ShaderResourceGroup* shaderResourceGroup = diffuseProbeGrid->GetBorderUpdateColumnDistanceSrg()->GetRHIShaderResourceGroup();
commandList->SetShaderResourceGroupForDispatch(*shaderResourceGroup);
RHI::DispatchItem dispatchItem;
dispatchItem.m_arguments = m_columnDispatchArgs;
dispatchItem.m_pipelineState = m_columnPipelineState;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsX = probeCountX;
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsY = probeCountY * (DiffuseProbeGrid::DefaultNumDistanceTexels + 2);
dispatchItem.m_arguments.m_direct.m_totalNumberOfThreadsZ = 1;
commandList->Submit(dispatchItem);
}
}
}
} // namespace Render
} // namespace AZ