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386 lines
19 KiB
C++
386 lines
19 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/Feature/SkinnedMesh/SkinnedMeshFeatureProcessorBus.h>
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#include <Atom/Feature/SkinnedMesh/SkinnedMeshStatsBus.h>
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#include <Atom/Feature/Mesh/MeshFeatureProcessor.h>
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#include <SkinnedMesh/SkinnedMeshFeatureProcessor.h>
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#include <SkinnedMesh/SkinnedMeshRenderProxy.h>
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#include <SkinnedMesh/SkinnedMeshComputePass.h>
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#include <MorphTargets/MorphTargetComputePass.h>
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#include <MorphTargets/MorphTargetDispatchItem.h>
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#include <Atom/RPI.Public/Model/ModelLodUtils.h>
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#include <Atom/RPI.Public/Pass/PassFilter.h>
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#include <Atom/RPI.Public/Pass/PassSystemInterface.h>
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#include <Atom/RPI.Public/RPIUtils.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/RenderPipeline.h>
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#include <Atom/RHI/CommandList.h>
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#include <AzCore/Debug/EventTrace.h>
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#include <AzCore/Jobs/JobCompletion.h>
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#include <AzCore/Jobs/JobFunction.h>
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#include <AzCore/RTTI/TypeInfo.h>
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#include <AzCore/Serialization/SerializeContext.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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const char* SkinnedMeshFeatureProcessor::s_featureProcessorName = "SkinnedMeshFeatureProcessor";
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void SkinnedMeshFeatureProcessor::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext
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->Class<SkinnedMeshFeatureProcessor, FeatureProcessor>()
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->Version(0);
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}
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}
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void SkinnedMeshFeatureProcessor::Activate()
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{
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m_statsCollector = AZStd::make_unique<SkinnedMeshStatsCollector>(this);
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EnableSceneNotification();
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}
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void SkinnedMeshFeatureProcessor::Deactivate()
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{
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DisableSceneNotification();
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m_statsCollector = nullptr;
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AZ_Warning("SkinnedMeshFeatureProcessor", m_renderProxies.size() == 0,
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"Deactivaing the SkinnedMeshFeatureProcessor, but there are still outstanding render proxy handles. Components\n"
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"using SkinnedMeshRenderProxy handles should free them before the SkinnedMeshFeatureProcessor is deactivated.\n"
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);
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}
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void SkinnedMeshFeatureProcessor::Render(const FeatureProcessor::RenderPacket& packet)
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{
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AZ_PROFILE_SCOPE(AzRender, "SkinnedMeshFeatureProcessor: Render");
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#if 0 //[GFX_TODO][ATOM-13564] Temporarily disable skinning culling until we figure out how to hook up visibility & lod selection with skinning:
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//Setup the culling workgroup (it will be re-used for each view)
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{
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AZ_PROFILE_SCOPE(AzRender, "set up skinned culling workgroup");
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azsnprintf(m_workgroup.m_name, AZ_ARRAY_SIZE(m_workgroup.m_name), "SkinnedMeshFP workgroup");
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m_workgroup.m_drawListMask.reset();
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m_workgroup.m_cullPackets.clear();
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m_lodPackets.clear();
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m_potentiallyVisibleProxies.clear();
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for (SkinnedMeshRenderProxy& renderProxy : m_renderProxies)
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{
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renderProxy.m_isQueuedForCompile = false;
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if (renderProxy.m_inputBuffers->IsUploadPending())
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{
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renderProxy.m_inputBuffers->WaitForUpload();
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}
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if (renderProxy.m_instance->m_model->IsUploadPending())
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{
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renderProxy.m_instance->m_model->WaitForUpload();
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}
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//Note: we are creating pointers to the meshDataInstance cullpacket and lod packet here,
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//and holding them until the skinnedMeshDispatchItems are dispatched. There is an assumption that the underlying
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//data will not move during this phase.
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MeshDataInstance& meshDataInstance = **renderProxy.m_meshHandle;
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m_workgroup.m_cullPackets.push_back(&meshDataInstance.GetCullPacket());
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m_workgroup.m_drawListMask |= meshDataInstance.GetCullPacket().m_drawListMask;
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m_lodPackets.push_back(&meshDataInstance.GetLodPacket());
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m_potentiallyVisibleProxies.push_back(&renderProxy);
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}
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}
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if (m_workgroup.m_cullPackets.size() > 0)
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{
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RPI::CullingSystem* cullingSystem = packet.m_cullingSystem;
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Job* currentJob = JobContext::GetGlobalContext()->GetJobManager().GetCurrentJob();
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//Dispatch the workgroup to each view
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for (const RPI::ViewPtr& viewPtr : packet.m_views)
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{
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Job* processWorkgroupJob = AZ::CreateJobFunction(
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[this, cullingSystem, viewPtr](AZ::Job& thisJob)
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{
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AZ_PROFILE_SCOPE(AzRender, "skinningMeshFP processWorkgroupJob - View: %s", viewPtr->GetName().GetCStr());
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auto dispatchSkinningComputeProgramsCallback = [this](AZStd::shared_ptr<RPI::CullingBatchResults> results) -> void
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{
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AZ_PROFILE_SCOPE(AzRender, "dispatchSkinningComputePrograms");
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//the [1][1] element of a projection matrix stores cot(FovY/2) (equal to 2*nearPlaneDistance/nearPlaneHeight),
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//which is used to determine the (vertical) projected size in screen space
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const float yScale = results->m_viewPtr->GetViewToClipMatrix().GetRow(1).GetY();
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const Vector3 cameraPos = results->m_viewPtr->GetViewToWorldMatrix().GetTranslation();
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const bool isPerspective = (results->m_viewPtr->GetViewToClipMatrix().GetElement(3, 3) == 0.f);
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for (size_t v = 0, numVisibleItems = results->m_visibleItems.size(); v < numVisibleItems; ++v)
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{
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uint8_t relativeIndex = results->m_visibleItems[v];
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uint32_t itemIndex = results->m_rangeFirst + relativeIndex;
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const RPI::LodPacket* lodPacket = m_lodPackets[itemIndex];
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Vector3 pos = m_workgroup.m_cullPackets[itemIndex]->m_boundingSphere.GetCenter();
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SkinnedMeshRenderProxy* renderProxy = m_potentiallyVisibleProxies[itemIndex];
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const float approxScreenPercentage = RPI::ModelLodUtils::ApproxScreenPercentage(
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pos, lodPacket->m_lodSelectionRadius, cameraPos, yScale, isPerspective);
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for (size_t lodIndex = 0, numLods = lodPacket->m_lods.size(); lodIndex < numLods; ++lodIndex)
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{
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const RPI::LodPacket::Lod& lod = lodPacket->m_lods[lodIndex];
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//Note that this supports overlapping lod ranges (to support cross-fading lods, for example)
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float minScreenPercentage(lod.m_range.m_min);
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float maxScreenPercentage(lod.m_range.m_max);
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if (approxScreenPercentage >= minScreenPercentage && approxScreenPercentage <= maxScreenPercentage)
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{
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AZStd::lock_guard lock(m_dispatchItemMutex);
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m_skinningDispatches.insert(&renderProxy->m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
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for (size_t morphTargetIndex = 0; morphTargetIndex < renderProxy->m_morphTargetDispatchItemsByLod[lodIndex].size(); morphTargetIndex++)
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{
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const MorphTargetDispatchItem* dispatchItem = renderProxy->m_morphTargetDispatchItemsByLod[lodIndex][morphTargetIndex].get();
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if (dispatchItem && dispatchItem->GetWeight() > AZ::Constants::FloatEpsilon)
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{
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m_morphTargetDispatches.insert(&dispatchItem->GetRHIDispatchItem());
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}
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}
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}
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}
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}
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};
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cullingSystem->DispatchCullingWorkgroup(viewPtr, m_workgroup, &thisJob, dispatchSkinningComputeProgramsCallback);
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},
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true, nullptr); //auto-deletes
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currentJob->SetContinuation(processWorkgroupJob);
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processWorkgroupJob->Start();
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}
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}
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#else //[GFX_TODO][ATOM-13564] This is a temporary implementation that submits all of the skinning compute shaders without any culling:
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for (SkinnedMeshRenderProxy& renderProxy : m_renderProxies)
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{
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renderProxy.m_isQueuedForCompile = false;
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if (renderProxy.m_inputBuffers->IsUploadPending())
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{
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renderProxy.m_inputBuffers->WaitForUpload();
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}
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if (renderProxy.m_instance->m_model->IsUploadPending())
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{
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renderProxy.m_instance->m_model->WaitForUpload();
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}
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MeshDataInstance& meshDataInstance = **renderProxy.m_meshHandle;
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const RPI::Cullable& cullable = meshDataInstance.GetCullable();
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for (const RPI::ViewPtr& viewPtr : packet.m_views)
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{
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RPI::View* view = viewPtr.get();
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const Matrix4x4& viewToClip = view->GetViewToClipMatrix();
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//[GFX_TODO][ATOM-13564]:
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// Option 1)
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// store the lastVisibleFrameIndex and lowestLodIndex (or a bitfield of the visible lods) on the Cullable,
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// ** run this code *after* culling is done **, use the cached info to decide what to dispatch here
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// Option 2)
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// add a separate visibility entry for each skinned object to the IVisibilitySystem (with a different type flag),
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// ensure the entries are kept in sync with the corresponding mesh entry
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// do the enumeration for each view, keep track of the lowest lod for each entry,
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// and submit the appropriate dispatch item
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//the [1][1] element of a perspective projection matrix stores cot(FovY/2) (equal to 2*nearPlaneDistance/nearPlaneHeight),
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//which is used to determine the (vertical) projected size in screen space
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const float yScale = viewToClip.GetElement(1, 1);
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const bool isPerspective = viewToClip.GetElement(3, 3) == 0.f;
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const Vector3 cameraPos = view->GetViewToWorldMatrix().GetTranslation();
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const Vector3 pos = cullable.m_cullData.m_boundingSphere.GetCenter();
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const float approxScreenPercentage = RPI::ModelLodUtils::ApproxScreenPercentage(
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pos, cullable.m_lodData.m_lodSelectionRadius, cameraPos, yScale, isPerspective);
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for (size_t lodIndex = 0; lodIndex < cullable.m_lodData.m_lods.size(); ++lodIndex)
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{
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const RPI::Cullable::LodData::Lod& lod = cullable.m_lodData.m_lods[lodIndex];
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//Note that this supports overlapping lod ranges (to support cross-fading lods, for example)
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if (approxScreenPercentage >= lod.m_screenCoverageMin && approxScreenPercentage <= lod.m_screenCoverageMax)
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{
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AZStd::lock_guard lock(m_dispatchItemMutex);
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m_skinningDispatches.insert(&renderProxy.m_dispatchItemsByLod[lodIndex]->GetRHIDispatchItem());
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for (size_t morphTargetIndex = 0; morphTargetIndex < renderProxy.m_morphTargetDispatchItemsByLod[lodIndex].size(); morphTargetIndex++)
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{
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const MorphTargetDispatchItem* dispatchItem = renderProxy.m_morphTargetDispatchItemsByLod[lodIndex][morphTargetIndex].get();
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if (dispatchItem && dispatchItem->GetWeight() > AZ::Constants::FloatEpsilon)
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{
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m_morphTargetDispatches.insert(&dispatchItem->GetRHIDispatchItem());
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}
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}
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}
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}
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}
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}
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#endif
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}
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void SkinnedMeshFeatureProcessor::OnRenderPipelineAdded(RPI::RenderPipelinePtr pipeline)
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{
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InitSkinningAndMorphPass(pipeline.get());
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}
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void SkinnedMeshFeatureProcessor::OnRenderPipelinePassesChanged(RPI::RenderPipeline* renderPipeline)
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{
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InitSkinningAndMorphPass(renderPipeline);
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}
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void SkinnedMeshFeatureProcessor::OnBeginPrepareRender()
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{
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m_renderProxiesChecker.soft_lock();
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SkinnedMeshFeatureProcessorNotificationBus::Broadcast(&SkinnedMeshFeatureProcessorNotificationBus::Events::OnUpdateSkinningMatrices);
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}
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void SkinnedMeshFeatureProcessor::OnRenderEnd()
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{
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m_renderProxiesChecker.soft_unlock();
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// Clear any dispatch items that were added but never submitted
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// in case there were no passes that submitted this frame
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// because they execute at a lower frequency
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m_skinningDispatches.clear();
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m_morphTargetDispatches.clear();
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}
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SkinnedMeshRenderProxyHandle SkinnedMeshFeatureProcessor::AcquireRenderProxy(const SkinnedMeshRenderProxyDesc& desc)
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{
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// don't need to check the concurrency during emplace() because the StableDynamicArray won't move the other elements during insertion
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SkinnedMeshRenderProxyHandle handle = m_renderProxies.emplace(desc);
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if (!handle->Init(*GetParentScene(), this))
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{
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m_renderProxies.erase(handle);
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}
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return handle;
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}
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bool SkinnedMeshFeatureProcessor::ReleaseRenderProxy(SkinnedMeshRenderProxyHandle& handle)
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{
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if (handle.IsValid())
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{
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AZStd::concurrency_check_scope scopeCheck(m_renderProxiesChecker);
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m_renderProxies.erase(handle);
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return true;
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}
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return false;
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}
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void SkinnedMeshFeatureProcessor::InitSkinningAndMorphPass(RPI::RenderPipeline* renderPipeline)
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{
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RPI::PassFilter skinPassFilter = RPI::PassFilter::CreateWithPassName(AZ::Name{ "SkinningPass" }, renderPipeline);
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RPI::Ptr<RPI::Pass> skinningPass = RPI::PassSystemInterface::Get()->FindFirstPass(skinPassFilter);
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if (skinningPass)
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{
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SkinnedMeshComputePass* skinnedMeshComputePass = azdynamic_cast<SkinnedMeshComputePass*>(skinningPass.get());
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skinnedMeshComputePass->SetFeatureProcessor(this);
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// There may be multiple skinning passes in the scene due to multiple pipelines, but there is only one skinning shader
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m_skinningShader = skinnedMeshComputePass->GetShader();
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if (!m_skinningShader)
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{
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AZ_Error(s_featureProcessorName, false, "Failed to get skinning pass shader. It may need to finish processing.");
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}
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else
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{
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m_cachedSkinningShaderOptions.SetShader(m_skinningShader);
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}
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}
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RPI::PassFilter morphPassFilter = RPI::PassFilter::CreateWithPassName(AZ::Name{ "MorphTargetPass" }, renderPipeline);
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RPI::Ptr<RPI::Pass> morphTargetPass = RPI::PassSystemInterface::Get()->FindFirstPass(morphPassFilter);
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if (morphTargetPass)
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{
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MorphTargetComputePass* morphTargetComputePass = azdynamic_cast<MorphTargetComputePass*>(morphTargetPass.get());
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morphTargetComputePass->SetFeatureProcessor(this);
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// There may be multiple morph target passes in the scene due to multiple pipelines, but there is only one morph target shader
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m_morphTargetShader = morphTargetComputePass->GetShader();
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if (!m_morphTargetShader)
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{
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AZ_Error(s_featureProcessorName, false, "Failed to get morph target pass shader. It may need to finish processing.");
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}
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}
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}
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RPI::ShaderOptionGroup SkinnedMeshFeatureProcessor::CreateSkinningShaderOptionGroup(const SkinnedMeshShaderOptions shaderOptions, SkinnedMeshShaderOptionNotificationBus::Handler& shaderReinitializedHandler)
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{
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m_cachedSkinningShaderOptions.ConnectToShaderReinitializedEvent(shaderReinitializedHandler);
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return m_cachedSkinningShaderOptions.CreateShaderOptionGroup(shaderOptions);
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}
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void SkinnedMeshFeatureProcessor::OnSkinningShaderReinitialized(const Data::Instance<RPI::Shader> skinningShader)
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{
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m_skinningShader = skinningShader;
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m_cachedSkinningShaderOptions.SetShader(m_skinningShader);
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}
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void SkinnedMeshFeatureProcessor::SubmitSkinningDispatchItems(RHI::CommandList* commandList)
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{
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AZStd::lock_guard lock(m_dispatchItemMutex);
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for (const RHI::DispatchItem* dispatchItem : m_skinningDispatches)
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{
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commandList->Submit(*dispatchItem);
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}
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m_skinningDispatches.clear();
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}
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void SkinnedMeshFeatureProcessor::SubmitMorphTargetDispatchItems(RHI::CommandList* commandList)
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{
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AZStd::lock_guard lock(m_dispatchItemMutex);
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for (const RHI::DispatchItem* dispatchItem : m_morphTargetDispatches)
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{
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commandList->Submit(*dispatchItem);
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}
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m_morphTargetDispatches.clear();
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}
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SkinnedMeshRenderProxyInterfaceHandle SkinnedMeshFeatureProcessor::AcquireRenderProxyInterface(const SkinnedMeshRenderProxyDesc& desc)
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{
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return AcquireRenderProxy(desc);
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}
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bool SkinnedMeshFeatureProcessor::ReleaseRenderProxyInterface(SkinnedMeshRenderProxyInterfaceHandle& interfaceHandle)
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{
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SkinnedMeshRenderProxyHandle handle(AZStd::move(interfaceHandle));
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return ReleaseRenderProxy(handle);
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}
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Data::Instance<RPI::Shader> SkinnedMeshFeatureProcessor::GetSkinningShader() const
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{
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return m_skinningShader;
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}
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Data::Instance<RPI::Shader> SkinnedMeshFeatureProcessor::GetMorphTargetShader() const
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{
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return m_morphTargetShader;
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}
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} // namespace Render
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} // namespace AZ
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