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C++

#include "../deferred_renderer.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
#include "../../scene/component/postprocess_component.h"
namespace engine
{
struct GpuGtaoPush
{
uint32_t sliceNum;
uint32_t stepNum;
float radius;
float thickness;
float power;
float intensity;
float falloffEnd;
};
class SSAOPass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> intersect;
std::unique_ptr<ComputePipeResources> gtao_evaluate;
std::unique_ptr<ComputePipeResources> gtao_prefilter;
std::unique_ptr<ComputePipeResources> gtao_temporal;
public:
virtual void onInit() override
{
{
VkDescriptorSetLayout intersectLayout = VK_NULL_HANDLE;
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 0) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 4) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 5) //
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6) //
.buildNoInfoPush(intersectLayout);
std::vector<VkDescriptorSetLayout> intersectLayouts =
{
intersectLayout,
getContext()->getSamplerCache().getCommonDescriptorSetLayout(),
getRenderer()->getBlueNoise().spp_1_buffer.setLayouts
};
intersect = std::make_unique<ComputePipeResources>("shader/ssao.glsl", 0, intersectLayouts);
}
{
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
// Config code.
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 0) // inHiz
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1) // inDepth
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2) // inGbufferA
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3) // inGbufferB
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 4) // inGbufferS
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 5) // GTAOImage
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 6) // inGTAO
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 7) // GTAOFilterImageX
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 8) // inGTAOFilterImageX
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 9) // GTAO temp filter.
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 10) // in GTAO temp filter.
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 11) // GTAO history
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 12) // in GTAO history
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 13) // in Velocity
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 14) // inPrevDepth
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 15) // frameBuffer
.buildNoInfoPush(setLayout);
std::vector<VkDescriptorSetLayout> setLayouts = { setLayout, getContext()->getSamplerCache().getCommonDescriptorSetLayout() };
uint32_t pushSize = (uint32_t)sizeof(GpuGtaoPush);
gtao_evaluate = std::make_unique<ComputePipeResources>("shader/gtao_evaluate.glsl", pushSize, setLayouts);
gtao_prefilter = std::make_unique<ComputePipeResources>("shader/gtao_prefilter.glsl", pushSize, setLayouts);
gtao_temporal = std::make_unique<ComputePipeResources>("shader/gtao_temporal.glsl", pushSize, setLayouts);
}
}
virtual void release() override
{
intersect.reset();
gtao_evaluate.reset();
gtao_prefilter.reset();
gtao_temporal.reset();
}
};
PoolImageSharedRef DeferredRenderer::renderSSAO(
VkCommandBuffer cmd,
GBufferTextures* inGBuffers,
RenderScene* scene,
BufferParameterHandle perFrameGPU,
PoolImageSharedRef inHiz)
{
auto* pass = getContext()->getPasses().get<SSAOPass>();
auto* rtPool = &getContext()->getRenderTargetPools();
bool bSuperResolution = (m_dimensionConfig.getRenderWidth() < m_dimensionConfig.getPostWidth());
auto gbufferB = inGBuffers->gbufferB;
auto historyColor = m_history.prevHdrBeforeAA ? m_history.prevHdrBeforeAA : inGBuffers->hdrSceneColor;
auto& gbufferA = inGBuffers->gbufferA->getImage();
auto& gbufferS = inGBuffers->gbufferS->getImage();
auto& gbufferV = inGBuffers->gbufferV->getImage();
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
gbufferA.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
gbufferB->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
gbufferS.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
gbufferV.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
inHiz->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
GpuGtaoPush pushConst;
bool bForceGTAO = false;
if(scene->getPostprocessComponent() != nullptr)
{
pushConst =
{
.sliceNum = (uint32_t)scene->getPostprocessComponent()->getSetting().ssao_sliceCount,
.stepNum = (uint32_t)scene->getPostprocessComponent()->getSetting().ssao_stepCount,
.radius = scene->getPostprocessComponent()->getSetting().gtao_radius,
.thickness = scene->getPostprocessComponent()->getSetting().gtao_thickness,
.power = scene->getPostprocessComponent()->getSetting().ssao_power,
.intensity = scene->getPostprocessComponent()->getSetting().ssao_intensity,
.falloffEnd = scene->getPostprocessComponent()->getSetting().gtao_falloffEnd,
};
bForceGTAO = scene->getPostprocessComponent()->getSetting().ssao_bGTAO != 0;
}
else
{
pushConst.sliceNum = 2;
pushConst.stepNum = 4;
pushConst.radius = 0.5f;
pushConst.thickness = 0.1f;
pushConst.power = 1.0f;
pushConst.intensity = 1.0f;
pushConst.falloffEnd = 2.0f;
}
if (bSuperResolution || bForceGTAO)
{
auto imageGTAOEvaluate = rtPool->createPoolImage(
"GTAOEvaluate",
sceneDepthZ.getExtent().width,
sceneDepthZ.getExtent().height,
VK_FORMAT_R8_UNORM,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
auto imageGTAOFilter = rtPool->createPoolImage(
"GTAOFilter",
imageGTAOEvaluate->getImage().getExtent().width,
imageGTAOEvaluate->getImage().getExtent().height,
VK_FORMAT_R8_UNORM,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
auto imageGTAOTempFilter = rtPool->createPoolImage(
"GTAOTempFilter",
imageGTAOEvaluate->getImage().getExtent().width,
imageGTAOEvaluate->getImage().getExtent().height,
VK_FORMAT_R8_UNORM,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
bool bShouldCreateNewGTAO;
if (m_history.gtaoHistory)
{
bShouldCreateNewGTAO =
m_history.gtaoHistory->getImage().getExtent().width != imageGTAOEvaluate->getImage().getExtent().width ||
m_history.gtaoHistory->getImage().getExtent().height != imageGTAOEvaluate->getImage().getExtent().height;
}
else
{
bShouldCreateNewGTAO = true;
}
if (bShouldCreateNewGTAO)
{
m_history.gtaoHistory = rtPool->createPoolImage(
"GTAOHistory",
imageGTAOEvaluate->getImage().getExtent().width,
imageGTAOEvaluate->getImage().getExtent().height,
VK_FORMAT_R8_UNORM,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
m_history.gtaoHistory->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
CHECK(m_history.gtaoHistory);
PushSetBuilder setBuilder(cmd);
setBuilder
.addSRV(inHiz)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addSRV(gbufferA)
.addSRV(inGBuffers->vertexNormal)
.addSRV(gbufferS)
.addUAV(imageGTAOEvaluate)
.addSRV(imageGTAOEvaluate)
.addUAV(imageGTAOFilter)
.addSRV(imageGTAOFilter)
.addUAV(imageGTAOTempFilter)
.addSRV(imageGTAOTempFilter)
.addUAV(m_history.gtaoHistory)
.addSRV(m_history.gtaoHistory)
.addSRV(gbufferV)
.addSRV(m_history.prevDepth == nullptr ? inGBuffers->depthTexture : m_history.prevDepth, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addBuffer(perFrameGPU)
.push(pass->gtao_evaluate.get()); // All gtao use same pipeline layout so just push once.
std::vector<VkDescriptorSet> additionalSets =
{
getContext()->getSamplerCache().getCommonDescriptorSet()
};
pass->gtao_evaluate->bindSet(cmd, additionalSets, 1);
pass->gtao_evaluate->pushConst(cmd, &pushConst);
{
imageGTAOEvaluate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->gtao_evaluate->bind(cmd);
vkCmdDispatch(cmd, getGroupCount(imageGTAOEvaluate->getImage().getExtent().width, 8), getGroupCount(imageGTAOEvaluate->getImage().getExtent().height, 8), 1);
imageGTAOEvaluate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
{
imageGTAOFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->gtao_prefilter->bind(cmd);
vkCmdDispatch(cmd, getGroupCount(imageGTAOFilter->getImage().getExtent().width, 16), getGroupCount(imageGTAOFilter->getImage().getExtent().height, 16), 1);
imageGTAOFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
{
imageGTAOTempFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->gtao_temporal->bind(cmd);
vkCmdDispatch(cmd, getGroupCount(imageGTAOTempFilter->getImage().getExtent().width, 8), getGroupCount(imageGTAOTempFilter->getImage().getExtent().height, 8), 1);
imageGTAOTempFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
}
m_gpuTimer.getTimeStamp(cmd, "GTAO");
// Update GTAO history.
m_history.gtaoHistory = imageGTAOTempFilter;
return imageGTAOTempFilter;
}
else
{
PoolImageSharedRef ssaoIntersectResultBentNormal = rtPool->createPoolImage(
"SSAO Intersect bent normal",
gbufferB->getImage().getExtent().width,
gbufferB->getImage().getExtent().height,
VK_FORMAT_R8_UNORM,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
ScopePerframeMarker tonemapperMarker(cmd, "SSAO", { 1.0f, 1.0f, 0.0f, 1.0f }, &m_gpuTimer);
gbufferB->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
historyColor->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
ssaoIntersectResultBentNormal->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
pass->intersect->bind(cmd);
PushSetBuilder(cmd)
.addSRV(inHiz)
.addSRV(inGBuffers->depthTexture, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addSRV(gbufferS)
.addSRV(gbufferB)
.addUAV(ssaoIntersectResultBentNormal)
.addSRV(historyColor)
.addBuffer(perFrameGPU)
.push(pass->intersect.get());
pass->intersect->bindSet(cmd, std::vector<VkDescriptorSet>
{
getContext()->getSamplerCache().getCommonDescriptorSet(),
getRenderer()->getBlueNoise().spp_1_buffer.set
}, 1);
vkCmdDispatch(cmd,
getGroupCount(ssaoIntersectResultBentNormal->getImage().getExtent().width, 8),
getGroupCount(ssaoIntersectResultBentNormal->getImage().getExtent().height, 8), 1);
ssaoIntersectResultBentNormal->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
return ssaoIntersectResultBentNormal;
}
return nullptr;
}
}