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o3de/Code/CryEngine/RenderDll/XRenderD3D9/D3DRendPipeline_Jobs.cpp

367 lines
12 KiB
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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#include "RenderDll_precompiled.h"
#include "DriverD3D.h"
#include <I3DEngine.h>
#include <IMovieSystem.h>
#include <CryHeaders.h>
#include "../Common/PostProcess/PostProcessUtils.h"
#include "D3DPostProcess.h"
#include "D3DStereo.h"
#include "D3DHWShader.h"
#include "Common/RenderView.h"
///////////////////////////////////////////////////////////////////////////////
void CRenderer::RegisterFinalizeShadowJobs(int nThreadID)
{
// Init post job
// legacy job priority: JobManager::eLowPriority
m_generateShadowRendItemJobExecutor.SetPostJob(
m_finalizeShadowRendItemsJobExecutor[nThreadID],
[this, nThreadID]
{
this->FinalizeShadowRendItems(nThreadID);
}
);
m_generateShadowRendItemJobExecutor.PushCompletionFence();
m_finalizeShadowRendItemsJobExecutor[nThreadID].PushCompletionFence();
}
///////////////////////////////////////////////////////////////////////////////
// sort SRendItem lists
void CD3D9Renderer::EF_SortRenderList(int nList, int nAW, SRenderListDesc* pRLD, int nThread, bool bUseDist)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
int nStart = pRLD->m_nStartRI[nAW][nList];
int nEnd = pRLD->m_nEndRI[nAW][nList];
int n = nEnd - nStart;
if (!n)
{
return;
}
auto& renderItems = CRenderView::GetRenderViewForThread(nThread)->GetRenderItems(nAW, nList);
switch (nList)
{
case EFSLIST_PREPROCESS:
{
PROFILE_FRAME(State_SortingPre);
SRendItem::mfSortPreprocess(&renderItems[nStart], n);
}
break;
case EFSLIST_DEFERRED_PREPROCESS:
case EFSLIST_HDRPOSTPROCESS:
case EFSLIST_POSTPROCESS:
case EFSLIST_FOG_VOLUME:
break;
case EFSLIST_WATER_VOLUMES:
case EFSLIST_REFRACTIVE_SURFACE:
case EFSLIST_TRANSP:
case EFSLIST_WATER:
case EFSLIST_HALFRES_PARTICLES:
case EFSLIST_LENSOPTICS:
case EFSLIST_EYE_OVERLAY:
{
PROFILE_FRAME(State_SortingDist);
SRendItem::mfSortByDist(&renderItems[nStart], n, false);
}
break;
case EFSLIST_DECAL:
{
PROFILE_FRAME(State_SortingDecals);
SRendItem::mfSortByDist(&renderItems[nStart], n, true);
}
break;
case EFSLIST_GENERAL:
case EFSLIST_SKIN:
{
if (bUseDist && m_bUseGPUFriendlyBatching[nThread])
{
PROFILE_FRAME(State_SortingZPass);
if IsCVarConstAccess(constexpr) (CRenderer::CV_r_ZPassDepthSorting == 1)
{
SRendItem::mfSortForZPass(&renderItems[nStart], n);
}
else if IsCVarConstAccess(constexpr) (CRenderer::CV_r_ZPassDepthSorting == 2)
{
SRendItem::mfSortByDist(&renderItems[nStart], n, false, true);
}
}
else
{
PROFILE_FRAME(State_SortingLight);
SRendItem::mfSortByLight(&renderItems[nStart], n, true, false, false);
}
}
break;
case EFSLIST_AFTER_POSTPROCESS:
case EFSLIST_AFTER_HDRPOSTPROCESS:
{
PROFILE_FRAME(State_SortingLight);
SRendItem::mfSortByLight(&renderItems[nStart], n, true, false, nList == EFSLIST_DECAL);
}
break;
case EFSLIST_GPU_PARTICLE_CUBEMAP_COLLISION:
break;
default:
AZ_Assert(0, "Not handled");
}
}
///////////////////////////////////////////////////////////////////////////////
void CD3D9Renderer::EF_SortRenderLists(SRenderListDesc* pRLD, int nThreadID, bool bUseDist, bool bUseJobSystem)
{
PROFILE_FRAME(Sort_Lists);
int i, j;
for (j = 0; j < MAX_LIST_ORDER; j++)
{
for (i = 1; i < EFSLIST_NUM; i++)
{
// EFSLIST_SHADOW_GEN is handled in Shadow Pass
// EFSLIST_PREPROCESS, EFSLIST_WATER, EFSLIST_WATER_VOLUMES are handled in EF_ProcessRenderLists
if (i == EFSLIST_SHADOW_GEN || i == EFSLIST_PREPROCESS || i == EFSLIST_WATER || i == EFSLIST_WATER_VOLUMES)
{
continue;
}
if (bUseJobSystem)
{
int nStart = pRLD->m_nStartRI[j][i];
int nEnd = pRLD->m_nEndRI[j][i];
if ((nEnd - nStart) > 0)
{
// legacy job priority: JobManager::eHighPriority
m_finalizeRendItemsJobExecutor[nThreadID].StartJob(
[this, i, j, pRLD, nThreadID, bUseDist]
{
this->EF_SortRenderList(i, j, pRLD, nThreadID, bUseDist);
}
);
}
}
else
{
EF_SortRenderList(i, j, pRLD, nThreadID, bUseDist);
}
}
}
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::BeginSpawningGeneratingRendItemJobs(int nThreadID)
{
AZ_TRACE_METHOD();
// Register post job
// legacy job priority: JobManager::eHighPriority
m_generateRendItemJobExecutor.SetPostJob(
m_finalizeRendItemsJobExecutor[nThreadID],
[this, nThreadID]
{
this->FinalizeRendItems(nThreadID);
}
);
// Push completion fences accross all groups to prevent false (race-condition) reports of "completion" before all jobs are started. These are then popped after we are done starting jobs.
// there will be decreased again after the main thread has passed all job creating parts
m_generateRendItemPreProcessJobExecutor.PushCompletionFence();
m_generateRendItemJobExecutor.PushCompletionFence();
m_finalizeRendItemsJobExecutor[nThreadID].PushCompletionFence();
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::BeginSpawningShadowGeneratingRendItemJobs(int nThreadID)
{
RegisterFinalizeShadowJobs(nThreadID);
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::EndSpawningGeneratingRendItemJobs()
{
m_generateRendItemJobExecutor.PopCompletionFence();
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::FinalizeRendItems(int nThreadID)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
FinalizeRendItems_ReorderRendItems(nThreadID);
FinalizeRendItems_SortRenderLists(nThreadID);
m_finalizeRendItemsJobExecutor[nThreadID].PopCompletionFence();
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::FinalizeShadowRendItems(int nThreadID)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
FinalizeRendItems_ReorderShadowRendItems(nThreadID);
FinalizeRendItems_FindShadowFrustums(nThreadID);
m_finalizeShadowRendItemsJobExecutor[nThreadID].PopCompletionFence();
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::FinalizeRendItems_ReorderRendItems(int nThreadID)
{
////////////////////////////////////////////////
// reoder item lists by their recursive pass
for (int j = 0; j < MAX_LIST_ORDER; j++)
{
for (int i = 0; i < EFSLIST_NUM; i++)
{
// shadows don't need sorting, and PREPROCESS is sorted in mainthread
if (i == EFSLIST_SHADOW_GEN || i == EFSLIST_PREPROCESS || i == EFSLIST_WATER || i == EFSLIST_WATER_VOLUMES)
{
continue;
}
FinalizeRendItems_ReorderRendItemList(j, i, nThreadID);
}
}
}
void CRenderer::FinalizeRendItems_ReorderRendItemList(int nAW, int nList, int nThreadID)
{
CRenderView* pRenderView = gRenDev->GetRenderViewForThread(nThreadID);
SRenderListDesc* __restrict pGeneralPassRLD = &pRenderView->m_RenderListDesc[0];
SRenderListDesc* __restrict pRecursivePassRLD = &pRenderView->m_RenderListDesc[1];
auto& rRendItems = pRenderView->GetRenderItems(nAW, nList);
size_t nRendItemsSize = rRendItems.size();
if (nRendItemsSize)
{
std::sort(&rRendItems[0], &rRendItems[0] + nRendItemsSize, SCompareByOnlyStableFlagsOctreeID());
}
pGeneralPassRLD->m_nStartRI[nAW][nList] = 0;
pGeneralPassRLD->m_nEndRI[nAW][nList] = 0;
pRecursivePassRLD->m_nStartRI[nAW][nList] = 0;
pRecursivePassRLD->m_nEndRI[nAW][nList] = 0;
for (size_t i = 0; i < nRendItemsSize; ++i)
{
if (rRendItems[i].rendItemSorter.IsRecursivePass())
{
pGeneralPassRLD->m_nEndRI[nAW][nList] = i;
pRecursivePassRLD->m_nStartRI[nAW][nList] = i;
break;
}
}
if (pRecursivePassRLD->m_nStartRI[nAW][nList])
{
pRecursivePassRLD->m_nEndRI[nAW][nList] = nRendItemsSize;
}
else
{
pGeneralPassRLD->m_nEndRI[nAW][nList] = nRendItemsSize;
}
pGeneralPassRLD->m_nBatchFlags[nAW][nList] = pRenderView->GetBatchFlags(0, nAW, nList);
pRecursivePassRLD->m_nBatchFlags[nAW][nList] = pRenderView->GetBatchFlags(1, nAW, nList);
AZ_Assert(pGeneralPassRLD->m_nEndRI[nAW][nList] - pGeneralPassRLD->m_nStartRI[nAW][nList] >= 0, "EndRI has to be bigger than StartRI");
AZ_Assert(pRecursivePassRLD->m_nEndRI[nAW][nList] - pRecursivePassRLD->m_nStartRI[nAW][nList] >= 0, "EndRI has to be bigger than StartRI");
}
///////////////////////////////////////////////////////////////////////////////
void CRenderer::FinalizeRendItems_SortRenderLists(int nThreadID)
{
////////////////////////////////////////////////
// do the actual sorting
CRenderView* pRenderView = m_RP.m_pRenderViews[nThreadID].get();
for (int k = 0; k < 2; k++)
{
SRenderListDesc* pCurRLD = &pRenderView->m_RenderListDesc[k];
static_cast<CD3D9Renderer*>(this)->EF_SortRenderLists(pCurRLD, nThreadID, (CRenderer::CV_r_ZPassDepthSorting != 0), true);
}
}
///////////////////////////////////////////////////////////////////////////////
void CD3D9Renderer::InvokeShadowMapRenderJobs(ShadowMapFrustum* pCurFrustum, const SRenderingPassInfo& passInfo)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Renderer);
for (int i = 0; i < pCurFrustum->m_jobExecutedCastersList.Count(); ++i)
{
IShadowCaster* pEnt = pCurFrustum->m_jobExecutedCastersList[i];
//TOFIX reactivate OmniDirectionalShadow
if (pCurFrustum->bOmniDirectionalShadow)
{
AABB aabb;
pEnt->FillBBox(aabb);
//!!! Reactivate proper camera
bool bVis = passInfo.GetCamera().IsAABBVisible_F(aabb);
if (!bVis)
{
continue;
}
}
if ((pCurFrustum->m_Flags & DLF_DIFFUSEOCCLUSION) && pEnt->HasOcclusionmap(0, pCurFrustum->pLightOwner))
{
continue;
}
// all not yet to jobs ported types need to be processed by mainthread
gEnv->p3DEngine->RenderRenderNode_ShadowPass(pEnt, passInfo, gRenDev->GetGenerateShadowRendItemJobExecutor());
}
}
///////////////////////////////////////////////////////////////////////////////
void CD3D9Renderer::StartInvokeShadowMapRenderJobs(ShadowMapFrustum* pCurFrustum, const SRenderingPassInfo& passInfo)
{
// legacy job priority: JobManager::eLowPriority
gRenDev->GetGenerateShadowRendItemJobExecutor()->StartJob(
[this, pCurFrustum, passInfo]
{
this->InvokeShadowMapRenderJobs(pCurFrustum, passInfo);
}
);
}
///////////////////////////////////////////////////////////////////////////////
void CD3D9Renderer::WaitForParticleBuffer(threadID nThreadId)
{
FUNCTION_PROFILER_LEGACYONLY(gEnv->pSystem, PROFILE_PARTICLE)
AZ_TRACE_METHOD();
SRenderPipeline& rp = gRenDev->m_RP;
if (rp.m_pParticleVertexBuffer[nThreadId])
{
rp.m_pParticleVertexBuffer[nThreadId]->WaitForFence();
}
if (rp.m_pParticleIndexBuffer[nThreadId])
{
rp.m_pParticleIndexBuffer[nThreadId]->WaitForFence();
}
}
///////////////////////////////////////////////////////////////////////////////