mirror of
https://github.com/barkeser2002/flower.git
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210 lines
10 KiB
C++
210 lines
10 KiB
C++
#include "../renderer_interface.h"
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#include "../render_scene.h"
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#include "../renderer.h"
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#include "../scene_textures.h"
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namespace engine
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{
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struct GpuGtaoPush
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{
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uint32_t sliceNum;
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uint32_t stepNum;
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float radius;
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float thickness;
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float power;
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float intensity;
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};
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class GtaoPass : public PassInterface
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{
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public:
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VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
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std::unique_ptr<ComputePipeResources> evaluate;
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std::unique_ptr<ComputePipeResources> prefilter;
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std::unique_ptr<ComputePipeResources> temporal;
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public:
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virtual void onInit() override
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{
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// Config code.
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getContext()->descriptorFactoryBegin()
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 0) // inHiz
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 1) // inDepth
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 2) // inGbufferA
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 3) // inGbufferB
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 4) // inGbufferS
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.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 5) // GTAOImage
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 6) // inGTAO
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.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 7) // GTAOFilterImageX
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 8) // inGTAOFilterImageX
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.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 9) // GTAO temp filter.
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 10) // in GTAO temp filter.
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.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 11) // GTAO history
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 12) // in GTAO history
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 13) // in Velocity
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.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 14) // inPrevDepth
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.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 15) // frameBuffer
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.buildNoInfoPush(setLayout);
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std::vector<VkDescriptorSetLayout> setLayouts = { setLayout, getContext()->getSamplerCache().getCommonDescriptorSetLayout() };
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uint32_t pushSize = (uint32_t)sizeof(GpuGtaoPush);
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evaluate = std::make_unique<ComputePipeResources>("shader/gtao_evaluate.comp.spv", pushSize, setLayouts);
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prefilter = std::make_unique<ComputePipeResources>("shader/gtao_prefilter.comp.spv", pushSize, setLayouts);
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temporal = std::make_unique<ComputePipeResources>("shader/gtao_temporal.comp.spv", pushSize, setLayouts);
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}
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virtual void release() override
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{
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evaluate.reset();
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prefilter.reset();
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temporal.reset();
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}
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};
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PoolImageSharedRef RendererInterface::renderGTAO(
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VkCommandBuffer cmd,
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GBufferTextures* inGBuffers,
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RenderScene* scene,
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BufferParameterHandle perFrameGPU,
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PoolImageSharedRef inHiz)
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{
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auto* pass = getContext()->getPasses().get<GtaoPass>();
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auto* rtPool = &m_context->getRenderTargetPools();
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auto& gbufferA = inGBuffers->gbufferA->getImage();
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auto& gbufferB = inGBuffers->gbufferB->getImage();
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auto& gbufferS = inGBuffers->gbufferS->getImage();
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auto& gbufferV = inGBuffers->gbufferV->getImage();
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auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
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gbufferA.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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gbufferB.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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gbufferS.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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gbufferV.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
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inHiz->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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auto imageGTAOEvaluate = rtPool->createPoolImage(
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"GTAOEvaluate",
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sceneDepthZ.getExtent().width,
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sceneDepthZ.getExtent().height,
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VK_FORMAT_R8_UNORM,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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auto imageGTAOFilter = rtPool->createPoolImage(
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"GTAOFilter",
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imageGTAOEvaluate->getImage().getExtent().width,
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imageGTAOEvaluate->getImage().getExtent().height,
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VK_FORMAT_R8_UNORM,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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auto imageGTAOTempFilter = rtPool->createPoolImage(
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"GTAOTempFilter",
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imageGTAOEvaluate->getImage().getExtent().width,
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imageGTAOEvaluate->getImage().getExtent().height,
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VK_FORMAT_R8_UNORM,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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bool bShouldCreateNewGTAO;
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if (m_gtaoHistory)
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{
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bShouldCreateNewGTAO =
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m_gtaoHistory->getImage().getExtent().width != imageGTAOEvaluate->getImage().getExtent().width ||
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m_gtaoHistory->getImage().getExtent().height != imageGTAOEvaluate->getImage().getExtent().height;
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}
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else
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{
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bShouldCreateNewGTAO = true;
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}
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if (bShouldCreateNewGTAO)
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{
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m_gtaoHistory = rtPool->createPoolImage(
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"GTAOHistory",
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imageGTAOEvaluate->getImage().getExtent().width,
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imageGTAOEvaluate->getImage().getExtent().height,
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VK_FORMAT_R8_UNORM,
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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m_gtaoHistory->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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}
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CHECK(m_gtaoHistory);
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PushSetBuilder setBuilder(cmd);
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setBuilder
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.addSRV(inHiz)
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.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
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.addSRV(gbufferA)
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.addSRV(gbufferB)
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.addSRV(gbufferS)
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.addUAV(imageGTAOEvaluate)
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.addSRV(imageGTAOEvaluate)
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.addUAV(imageGTAOFilter)
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.addSRV(imageGTAOFilter)
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.addUAV(imageGTAOTempFilter)
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.addSRV(imageGTAOTempFilter)
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.addUAV(m_gtaoHistory)
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.addSRV(m_gtaoHistory)
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.addSRV(gbufferV)
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.addSRV(m_prevDepth == nullptr ? inGBuffers->depthTexture : m_prevDepth, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
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.addBuffer(perFrameGPU)
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.push(pass->evaluate.get()); // All gtao use same pipeline layout so just push once.
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std::vector<VkDescriptorSet> additionalSets =
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{
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m_context->getSamplerCache().getCommonDescriptorSet()
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};
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pass->evaluate->bindSet(cmd, additionalSets, 1);
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const auto& postProcessVolumeSetting = scene->getPostprocessVolumeSetting();
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GpuGtaoPush pushConst
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{
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.sliceNum = (uint32_t)postProcessVolumeSetting.gtaoSliceNum,
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.stepNum = (uint32_t)postProcessVolumeSetting.gtaoStepNum,
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.radius = postProcessVolumeSetting.gtaoRadius,
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.thickness = postProcessVolumeSetting.gtaoThickness,
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.power = postProcessVolumeSetting.gtaoPower,
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.intensity = postProcessVolumeSetting.gtaoIntensity,
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};
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pass->evaluate->pushConst(cmd, &pushConst);
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{
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ScopePerframeMarker marker(cmd, "Compute GTAO", { 1.0f, 1.0f, 0.0f, 1.0f });
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imageGTAOEvaluate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
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pass->evaluate->bind(cmd);
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vkCmdDispatch(cmd, getGroupCount(imageGTAOEvaluate->getImage().getExtent().width, 8), getGroupCount(imageGTAOEvaluate->getImage().getExtent().height, 8), 1);
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imageGTAOEvaluate->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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}
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{
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ScopePerframeMarker marker(cmd, "Filter GTAO", { 1.0f, 1.0f, 0.0f, 1.0f });
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imageGTAOFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
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pass->prefilter->bind(cmd);
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vkCmdDispatch(cmd, getGroupCount(imageGTAOFilter->getImage().getExtent().width, 16), getGroupCount(imageGTAOFilter->getImage().getExtent().height, 16), 1);
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imageGTAOFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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}
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{
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ScopePerframeMarker marker(cmd, "TempFilter GTAO", { 1.0f, 1.0f, 0.0f, 1.0f });
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imageGTAOTempFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
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pass->temporal->bind(cmd);
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vkCmdDispatch(cmd, getGroupCount(imageGTAOTempFilter->getImage().getExtent().width, 8), getGroupCount(imageGTAOTempFilter->getImage().getExtent().height, 8), 1);
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imageGTAOTempFilter->getImage().transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
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}
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m_gpuTimer.getTimeStamp(cmd, "GTAO");
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// Update GTAO history.
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m_gtaoHistory = imageGTAOTempFilter;
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return imageGTAOTempFilter;
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}
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} |