Files
flower/source/engine/renderer/pass/scene_depth_range_exclude_sky.cpp

158 lines
5.9 KiB
C++

#include "../deferred_renderer.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
namespace engine
{
class SceneDepthRangePass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> pipe;
public:
virtual void onInit() override
{
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 0)
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1)
.buildNoInfoPush(setLayout);
std::vector<VkDescriptorSetLayout> setLayouts =
{
setLayout,
};
pipe = std::make_unique<ComputePipeResources>("shader/sceneDepthRangeExcludeSky.glsl", 0, setLayouts);
}
virtual void release() override
{
pipe.reset();
}
};
class ReconstructNormalPass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> pipe;
virtual void onInit() override
{
{
VkDescriptorSetLayout layout = VK_NULL_HANDLE;
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 0) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,2) //
.buildNoInfoPush(layout);
std::vector<VkDescriptorSetLayout> layouts =
{
layout,
getContext()->getSamplerCache().getCommonDescriptorSetLayout(),
getRenderer()->getBlueNoise().spp_1_buffer.setLayouts
};
pipe = std::make_unique<ComputePipeResources>("shader/reconstruct_normal.glsl", 0, layouts);
}
}
virtual void release() override
{
pipe.reset();
}
};
PoolImageSharedRef engine::reconstructNormal(VkCommandBuffer cmd, GBufferTextures* inGBuffers, BufferParameterHandle perFrameGPU, RenderScene* scene, GPUTimestamps* timer)
{
auto* pass = getContext()->getPasses().get<ReconstructNormalPass>();
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
auto* rtPool = &getContext()->getRenderTargetPools();
PoolImageSharedRef result = rtPool->createPoolImage(
"vertex normal",
sceneDepthZ.getExtent().width,
sceneDepthZ.getExtent().height,
VK_FORMAT_A2B10G10R10_UNORM_PACK32,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT);
result->getImage().transitionGeneral(cmd);
{
ScopePerframeMarker marker(cmd, "vertex normal build", { 1.0f, 0.0f, 0.0f, 1.0f }, timer);
pass->pipe->bind(cmd);
PushSetBuilder(cmd)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addUAV(result)
.addBuffer(perFrameGPU)
.push(pass->pipe.get());
pass->pipe->bindSet(cmd, std::vector<VkDescriptorSet>{
getContext()->getSamplerCache().getCommonDescriptorSet() }, 1);
vkCmdDispatch(cmd, getGroupCount(result->getImage().getExtent().width, 8), getGroupCount(result->getImage().getExtent().height, 8), 1);
}
result->getImage().transitionShaderReadOnly(cmd);
return result;
}
BufferParameterHandle engine::sceneDepthRangePass(
VkCommandBuffer cmd,
GBufferTextures* inGBuffers,
BufferParameterHandle perFrameGPU,
RenderScene* scene,
GPUTimestamps* timer)
{
auto* pass = getContext()->getPasses().get<SceneDepthRangePass>();
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
auto rangeBuffer = getContext()->getBufferParameters().getStaticStorageGPUOnly(
"SceneDepthRangeBuffer", sizeof(uint) * 2);
{
ScopePerframeMarker marker(cmd, "SceneDepthRangeCompute", { 1.0f, 0.0f, 0.0f, 1.0f }, timer);
uint clearRangeValue[2] = { ~0u, 0u }; // Min & Max.
vkCmdUpdateBuffer(cmd, *rangeBuffer->getBuffer(), 0, rangeBuffer->getBuffer()->getSize(), &clearRangeValue);
std::array<VkBufferMemoryBarrier2, 1> fillBarriers
{
RHIBufferBarrier(rangeBuffer->getBuffer()->getVkBuffer(),
VK_PIPELINE_STAGE_TRANSFER_BIT, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_MEMORY_WRITE_BIT),
};
RHIPipelineBarrier(cmd, 0, (uint32_t)fillBarriers.size(), fillBarriers.data(), 0, nullptr);
pass->pipe->bind(cmd);
PushSetBuilder(cmd)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addBuffer(rangeBuffer)
.push(pass->pipe.get());
// Block dim is 3x3.
vkCmdDispatch(cmd,
getGroupCount(sceneDepthZ.getExtent().width / 3 + 1, 8),
getGroupCount(sceneDepthZ.getExtent().height / 3 + 1, 8), 1);
VkBufferMemoryBarrier2 endBufferBarrier = RHIBufferBarrier(rangeBuffer->getBuffer()->getVkBuffer(),
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_MEMORY_WRITE_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_SHADER_READ_BIT);
RHIPipelineBarrier(cmd, 0, 1, &endBufferBarrier, 0, nullptr);
}
return rangeBuffer;
}
}