| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "BsRenderCompositor.h" |
| 4 | #include "Renderer/BsRendererExtension.h" |
| 5 | #include "Renderer/BsSkybox.h" |
| 6 | #include "Renderer/BsCamera.h" |
| 7 | #include "Renderer/BsRendererUtility.h" |
| 8 | #include "RenderAPI/BsGpuBuffer.h" |
| 9 | #include "Utility/BsBitwise.h" |
| 10 | #include "Mesh/BsMesh.h" |
| 11 | #include "Material/BsGpuParamsSet.h" |
| 12 | #include "Renderer/BsGpuResourcePool.h" |
| 13 | #include "Utility/BsRendererTextures.h" |
| 14 | #include "Shading/BsStandardDeferred.h" |
| 15 | #include "Shading/BsTiledDeferred.h" |
| 16 | #include "Shading/BsLightProbes.h" |
| 17 | #include "Shading/BsPostProcessing.h" |
| 18 | #include "Shading/BsShadowRendering.h" |
| 19 | #include "Shading/BsLightGrid.h" |
| 20 | #include "BsRendererView.h" |
| 21 | #include "BsRenderBeastOptions.h" |
| 22 | #include "BsRendererScene.h" |
| 23 | #include "BsRenderBeast.h" |
| 24 | #include "Particles/BsParticleManager.h" |
| 25 | #include "Particles/BsParticleSystem.h" |
| 26 | #include "Threading/BsTaskScheduler.h" |
| 27 | #include "Profiling/BsProfilerGPU.h" |
| 28 | #include "Shading/BsGpuParticleSimulation.h" |
| 29 | #include "Profiling/BsProfilerCPU.h" |
| 30 | |
| 31 | namespace bs { namespace ct |
| 32 | { |
| 33 | UnorderedMap<StringID, RenderCompositor::NodeType*> RenderCompositor::mNodeTypes; |
| 34 | |
| 35 | /** Renders all elements in a render queue. */ |
| 36 | void renderQueueElements(const Vector<RenderQueueElement>& elements) |
| 37 | { |
| 38 | for(auto& entry : elements) |
| 39 | { |
| 40 | if (entry.applyPass) |
| 41 | gRendererUtility().setPass(entry.renderElem->material, entry.passIdx, entry.techniqueIdx); |
| 42 | |
| 43 | gRendererUtility().setPassParams(entry.renderElem->params, entry.passIdx); |
| 44 | |
| 45 | entry.renderElem->draw(); |
| 46 | } |
| 47 | } |
| 48 | |
| 49 | RenderCompositor::~RenderCompositor() |
| 50 | { |
| 51 | clear(); |
| 52 | } |
| 53 | |
| 54 | void RenderCompositor::build(const RendererView& view, const StringID& finalNode) |
| 55 | { |
| 56 | clear(); |
| 57 | |
| 58 | bs_frame_mark(); |
| 59 | { |
| 60 | FrameUnorderedMap<StringID, UINT32> processedNodes; |
| 61 | mIsValid = true; |
| 62 | |
| 63 | std::function<bool(const StringID&)> registerNode = [&](const StringID& nodeId) |
| 64 | { |
| 65 | // Find node type |
| 66 | auto iterFind = mNodeTypes.find(nodeId); |
| 67 | if (iterFind == mNodeTypes.end()) |
| 68 | { |
| 69 | LOGERR("Cannot find render compositor node of type \"" + String(nodeId.c_str()) + "\"." ); |
| 70 | return false; |
| 71 | } |
| 72 | |
| 73 | NodeType* nodeType = iterFind->second; |
| 74 | |
| 75 | // Register current node |
| 76 | auto iterFind2 = processedNodes.find(nodeId); |
| 77 | |
| 78 | // New node |
| 79 | if (iterFind2 == processedNodes.end()) |
| 80 | { |
| 81 | // Mark it as invalid for now |
| 82 | processedNodes[nodeId] = -1; |
| 83 | } |
| 84 | |
| 85 | // Register node dependencies |
| 86 | SmallVector<StringID, 4> depIds = nodeType->getDependencies(view); |
| 87 | for (auto& dep : depIds) |
| 88 | { |
| 89 | if (!registerNode(dep)) |
| 90 | return false; |
| 91 | } |
| 92 | |
| 93 | // Register current node |
| 94 | UINT32 curIdx; |
| 95 | |
| 96 | // New node, properly populate its index |
| 97 | if (iterFind2 == processedNodes.end()) |
| 98 | { |
| 99 | iterFind2 = processedNodes.find(nodeId); |
| 100 | |
| 101 | curIdx = (UINT32)mNodeInfos.size(); |
| 102 | mNodeInfos.push_back(NodeInfo()); |
| 103 | processedNodes[nodeId] = curIdx; |
| 104 | |
| 105 | NodeInfo& nodeInfo = mNodeInfos.back(); |
| 106 | nodeInfo.node = nodeType->create(); |
| 107 | nodeInfo.nodeType = nodeType; |
| 108 | nodeInfo.lastUseIdx = -1; |
| 109 | |
| 110 | for (auto& depId : depIds) |
| 111 | { |
| 112 | iterFind2 = processedNodes.find(depId); |
| 113 | |
| 114 | NodeInfo& depNodeInfo = mNodeInfos[iterFind2->second]; |
| 115 | nodeInfo.inputs.add(depNodeInfo.node); |
| 116 | } |
| 117 | } |
| 118 | else // Existing node |
| 119 | { |
| 120 | curIdx = iterFind2->second; |
| 121 | |
| 122 | // Check if invalid |
| 123 | if (curIdx == (UINT32)-1) |
| 124 | { |
| 125 | LOGERR("Render compositor nodes recursion detected. Node \"" + String(nodeId.c_str()) + "\" " + |
| 126 | "depends on node \"" + String(iterFind->first.c_str()) + "\" which is not available at " + |
| 127 | "this stage." ); |
| 128 | return false; |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | // Update dependency last use counters |
| 133 | for (auto& dep : depIds) |
| 134 | { |
| 135 | iterFind2 = processedNodes.find(dep); |
| 136 | |
| 137 | NodeInfo& depNodeInfo = mNodeInfos[iterFind2->second]; |
| 138 | if (depNodeInfo.lastUseIdx == (UINT32)-1) |
| 139 | depNodeInfo.lastUseIdx = curIdx; |
| 140 | else |
| 141 | depNodeInfo.lastUseIdx = std::max(depNodeInfo.lastUseIdx, curIdx); |
| 142 | } |
| 143 | |
| 144 | return true; |
| 145 | }; |
| 146 | |
| 147 | mIsValid = registerNode(finalNode); |
| 148 | |
| 149 | if (!mIsValid) |
| 150 | clear(); |
| 151 | } |
| 152 | bs_frame_clear(); |
| 153 | } |
| 154 | |
| 155 | void RenderCompositor::execute(RenderCompositorNodeInputs& inputs) const |
| 156 | { |
| 157 | if (!mIsValid) |
| 158 | return; |
| 159 | |
| 160 | bs_frame_mark(); |
| 161 | { |
| 162 | FrameVector<const NodeInfo*> activeNodes; |
| 163 | |
| 164 | UINT32 idx = 0; |
| 165 | for (auto& entry : mNodeInfos) |
| 166 | { |
| 167 | inputs.inputNodes = entry.inputs; |
| 168 | |
| 169 | #if BS_PROFILING_ENABLED |
| 170 | const ProfilerString sampleName = ProfilerString("RC: " ) + entry.nodeType->id.c_str(); |
| 171 | BS_GPU_PROFILE_BEGIN(sampleName); |
| 172 | gProfilerCPU().beginSample(sampleName.c_str()); |
| 173 | #endif |
| 174 | |
| 175 | entry.node->render(inputs); |
| 176 | |
| 177 | #if BS_PROFILING_ENABLED |
| 178 | gProfilerCPU().endSample(sampleName.c_str()); |
| 179 | BS_GPU_PROFILE_END(sampleName); |
| 180 | #endif |
| 181 | |
| 182 | activeNodes.push_back(&entry); |
| 183 | |
| 184 | for (UINT32 i = 0; i < (UINT32)activeNodes.size(); ++i) |
| 185 | { |
| 186 | if (activeNodes[i] == nullptr) |
| 187 | continue; |
| 188 | |
| 189 | if (activeNodes[i]->lastUseIdx <= idx) |
| 190 | { |
| 191 | activeNodes[i]->node->clear(); |
| 192 | activeNodes[i] = nullptr; |
| 193 | } |
| 194 | } |
| 195 | |
| 196 | idx++; |
| 197 | } |
| 198 | } |
| 199 | bs_frame_clear(); |
| 200 | |
| 201 | if (!mNodeInfos.empty()) |
| 202 | mNodeInfos.back().node->clear(); |
| 203 | } |
| 204 | |
| 205 | void RenderCompositor::clear() |
| 206 | { |
| 207 | for (auto& entry : mNodeInfos) |
| 208 | bs_delete(entry.node); |
| 209 | |
| 210 | mNodeInfos.clear(); |
| 211 | mIsValid = false; |
| 212 | } |
| 213 | |
| 214 | void RCNodeSceneDepth::render(const RenderCompositorNodeInputs& inputs) |
| 215 | { |
| 216 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 217 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 218 | |
| 219 | UINT32 width = viewProps.target.viewRect.width; |
| 220 | UINT32 height = viewProps.target.viewRect.height; |
| 221 | UINT32 numSamples = viewProps.target.numSamples; |
| 222 | |
| 223 | depthTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_D32_S8X24, width, height, TU_DEPTHSTENCIL, |
| 224 | numSamples, false)); |
| 225 | } |
| 226 | |
| 227 | void RCNodeSceneDepth::clear() |
| 228 | { |
| 229 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 230 | resPool.release(depthTex); |
| 231 | } |
| 232 | |
| 233 | SmallVector<StringID, 4> RCNodeSceneDepth::getDependencies(const RendererView& view) |
| 234 | { |
| 235 | return {}; |
| 236 | } |
| 237 | |
| 238 | void RCNodeBasePass::render(const RenderCompositorNodeInputs& inputs) |
| 239 | { |
| 240 | // Allocate necessary textures & targets |
| 241 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 242 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 243 | |
| 244 | const UINT32 width = viewProps.target.viewRect.width; |
| 245 | const UINT32 height = viewProps.target.viewRect.height; |
| 246 | const UINT32 numSamples = viewProps.target.numSamples; |
| 247 | |
| 248 | // Note: Consider customizable formats. e.g. for testing if quality can be improved with higher precision normals. |
| 249 | albedoTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA8, width, height, TU_RENDERTARGET, |
| 250 | numSamples, true)); |
| 251 | normalTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGB10A2, width, height, TU_RENDERTARGET, |
| 252 | numSamples, false)); |
| 253 | roughMetalTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RG16F, width, height, TU_RENDERTARGET, |
| 254 | numSamples, false)); // Note: Metal doesn't need 16-bit float |
| 255 | idTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, width, height, TU_RENDERTARGET, |
| 256 | numSamples, false)); |
| 257 | |
| 258 | auto sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[0]); |
| 259 | auto sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[1]); |
| 260 | SPtr<PooledRenderTexture> sceneDepthTex = sceneDepthNode->depthTex; |
| 261 | SPtr<PooledRenderTexture> sceneColorTex = sceneColorNode->sceneColorTex; |
| 262 | |
| 263 | bool rebuildRT = false; |
| 264 | if (renderTarget != nullptr) |
| 265 | { |
| 266 | rebuildRT |= renderTarget->getColorTexture(0) != sceneColorTex->texture; |
| 267 | rebuildRT |= renderTarget->getColorTexture(1) != albedoTex->texture; |
| 268 | rebuildRT |= renderTarget->getColorTexture(2) != normalTex->texture; |
| 269 | rebuildRT |= renderTarget->getColorTexture(3) != roughMetalTex->texture; |
| 270 | rebuildRT |= renderTarget->getColorTexture(4) != idTex->texture; |
| 271 | rebuildRT |= renderTarget->getDepthStencilTexture() != sceneDepthTex->texture; |
| 272 | } |
| 273 | else |
| 274 | rebuildRT = true; |
| 275 | |
| 276 | if (renderTarget == nullptr || rebuildRT) |
| 277 | { |
| 278 | RENDER_TEXTURE_DESC gbufferDesc; |
| 279 | gbufferDesc.colorSurfaces[0].texture = sceneColorTex->texture; |
| 280 | gbufferDesc.colorSurfaces[0].face = 0; |
| 281 | gbufferDesc.colorSurfaces[0].numFaces = 1; |
| 282 | gbufferDesc.colorSurfaces[0].mipLevel = 0; |
| 283 | |
| 284 | gbufferDesc.colorSurfaces[1].texture = albedoTex->texture; |
| 285 | gbufferDesc.colorSurfaces[1].face = 0; |
| 286 | gbufferDesc.colorSurfaces[1].numFaces = 1; |
| 287 | gbufferDesc.colorSurfaces[1].mipLevel = 0; |
| 288 | |
| 289 | gbufferDesc.colorSurfaces[2].texture = normalTex->texture; |
| 290 | gbufferDesc.colorSurfaces[2].face = 0; |
| 291 | gbufferDesc.colorSurfaces[2].numFaces = 1; |
| 292 | gbufferDesc.colorSurfaces[2].mipLevel = 0; |
| 293 | |
| 294 | gbufferDesc.colorSurfaces[3].texture = roughMetalTex->texture; |
| 295 | gbufferDesc.colorSurfaces[3].face = 0; |
| 296 | gbufferDesc.colorSurfaces[3].numFaces = 1; |
| 297 | gbufferDesc.colorSurfaces[3].mipLevel = 0; |
| 298 | |
| 299 | gbufferDesc.depthStencilSurface.texture = sceneDepthTex->texture; |
| 300 | gbufferDesc.depthStencilSurface.face = 0; |
| 301 | gbufferDesc.depthStencilSurface.mipLevel = 0; |
| 302 | |
| 303 | renderTargetNoMask = RenderTexture::create(gbufferDesc); |
| 304 | |
| 305 | gbufferDesc.colorSurfaces[4].texture = idTex->texture; |
| 306 | gbufferDesc.colorSurfaces[4].face = 0; |
| 307 | gbufferDesc.colorSurfaces[4].numFaces = 1; |
| 308 | gbufferDesc.colorSurfaces[4].mipLevel = 0; |
| 309 | |
| 310 | renderTarget = RenderTexture::create(gbufferDesc); |
| 311 | } |
| 312 | |
| 313 | // Prepare all visible objects. Note that this also prepares non-opaque objects. |
| 314 | //// Prepare normal renderables |
| 315 | const VisibilityInfo& visibility = inputs.view.getVisibilityMasks(); |
| 316 | const auto numRenderables = (UINT32)inputs.scene.renderables.size(); |
| 317 | for (UINT32 i = 0; i < numRenderables; i++) |
| 318 | { |
| 319 | if (!visibility.renderables[i]) |
| 320 | continue; |
| 321 | |
| 322 | RendererRenderable* rendererRenderable = inputs.scene.renderables[i]; |
| 323 | rendererRenderable->updatePerCallBuffer(viewProps.viewProjTransform); |
| 324 | |
| 325 | for (auto& element : inputs.scene.renderables[i]->elements) |
| 326 | { |
| 327 | SPtr<GpuParams> gpuParams = element.params->getGpuParams(); |
| 328 | for(UINT32 j = 0; j < GPT_COUNT; j++) |
| 329 | { |
| 330 | const GpuParamBinding& binding = element.perCameraBindings[j]; |
| 331 | if(binding.slot != (UINT32)-1) |
| 332 | gpuParams->setParamBlockBuffer(binding.set, binding.slot, inputs.view.getPerViewBuffer()); |
| 333 | } |
| 334 | } |
| 335 | } |
| 336 | |
| 337 | //// Prepare particle systems |
| 338 | const ParticlePerFrameData* particleData = inputs.frameInfo.perFrameData.particles; |
| 339 | if(particleData) |
| 340 | { |
| 341 | const auto numParticleSystems = (UINT32)inputs.scene.particleSystems.size(); |
| 342 | |
| 343 | const GpuParticleResources& gpuSimResources = GpuParticleSimulation::instance().getResources(); |
| 344 | for (UINT32 i = 0; i < numParticleSystems; i++) |
| 345 | { |
| 346 | if (!visibility.particleSystems[i]) |
| 347 | continue; |
| 348 | |
| 349 | const RendererParticles& rendererParticles = inputs.scene.particleSystems[i]; |
| 350 | ParticlesRenderElement& renderElement = rendererParticles.renderElement; |
| 351 | |
| 352 | if(!renderElement.isValid()) |
| 353 | continue; |
| 354 | |
| 355 | ParticleSystem* particleSystem = rendererParticles.particleSystem; |
| 356 | |
| 357 | // Bind textures/buffers from CPU simulation |
| 358 | const auto iterFind = particleData->cpuData.find(particleSystem->getId()); |
| 359 | if (iterFind != particleData->cpuData.end()) |
| 360 | { |
| 361 | ParticleRenderData* renderData = iterFind->second; |
| 362 | rendererParticles.bindCPUSimulatedInputs(renderData, inputs.view); |
| 363 | } |
| 364 | // Bind textures/buffers from GPU simulation |
| 365 | else if(rendererParticles.gpuParticleSystem) |
| 366 | rendererParticles.bindGPUSimulatedInputs(gpuSimResources, inputs.view); |
| 367 | } |
| 368 | } |
| 369 | |
| 370 | //// Prepare decals |
| 371 | const auto numDecals = (UINT32)inputs.scene.decals.size(); |
| 372 | for (UINT32 i = 0; i < numDecals; i++) |
| 373 | { |
| 374 | if (!visibility.decals[i]) |
| 375 | continue; |
| 376 | |
| 377 | const RendererDecal& rendererDecal = inputs.scene.decals[i]; |
| 378 | DecalRenderElement& renderElement = rendererDecal.renderElement; |
| 379 | |
| 380 | rendererDecal.updatePerCallBuffer(viewProps.viewProjTransform); |
| 381 | |
| 382 | SPtr<GpuParams> gpuParams = renderElement.params->getGpuParams(); |
| 383 | for (UINT32 j = 0; j < GPT_COUNT; j++) |
| 384 | { |
| 385 | const GpuParamBinding& binding = renderElement.perCameraBindings[j]; |
| 386 | if (binding.slot != (UINT32)-1) |
| 387 | gpuParams->setParamBlockBuffer(binding.set, binding.slot, inputs.view.getPerViewBuffer()); |
| 388 | } |
| 389 | |
| 390 | renderElement.depthInputTexture.set(sceneDepthTex->texture); |
| 391 | renderElement.maskInputTexture.set(idTex->texture); |
| 392 | } |
| 393 | |
| 394 | Camera* sceneCamera = inputs.view.getSceneCamera(); |
| 395 | |
| 396 | // Trigger prepare callbacks |
| 397 | if (sceneCamera != nullptr) |
| 398 | { |
| 399 | for(auto& extension : inputs.extPrepare) |
| 400 | { |
| 401 | if (extension->check(*sceneCamera)) |
| 402 | extension->render(*sceneCamera); |
| 403 | } |
| 404 | } |
| 405 | |
| 406 | // Render base pass |
| 407 | RenderAPI& rapi = RenderAPI::instance(); |
| 408 | rapi.setRenderTarget(renderTarget); |
| 409 | |
| 410 | Rect2 area(0.0f, 0.0f, 1.0f, 1.0f); |
| 411 | rapi.setViewport(area); |
| 412 | |
| 413 | // Clear all targets |
| 414 | rapi.clearViewport(FBT_COLOR | FBT_DEPTH | FBT_STENCIL, Color::ZERO, 1.0f, 0); |
| 415 | |
| 416 | // Trigger pre-base-pass callbacks |
| 417 | if (sceneCamera != nullptr) |
| 418 | { |
| 419 | for(auto& extension : inputs.extPreBasePass) |
| 420 | { |
| 421 | if (extension->check(*sceneCamera)) |
| 422 | extension->render(*sceneCamera); |
| 423 | } |
| 424 | } |
| 425 | |
| 426 | // Render all visible opaque elements that use the deferred pipeline |
| 427 | const Vector<RenderQueueElement>& opaqueElements = inputs.view.getOpaqueQueue(false)->getSortedElements(); |
| 428 | renderQueueElements(opaqueElements); |
| 429 | |
| 430 | // Determine MSAA coverage if required |
| 431 | if (viewProps.target.numSamples > 1) |
| 432 | { |
| 433 | auto msaaCoverageNode = static_cast<RCNodeMSAACoverage*>(inputs.inputNodes[3]); |
| 434 | |
| 435 | GBufferTextures gbuffer; |
| 436 | gbuffer.albedo = albedoTex->texture; |
| 437 | gbuffer.normals = normalTex->texture; |
| 438 | gbuffer.roughMetal = roughMetalTex->texture; |
| 439 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 440 | |
| 441 | MSAACoverageMat* mat = MSAACoverageMat::getVariation(viewProps.target.numSamples); |
| 442 | rapi.setRenderTarget(msaaCoverageNode->output->renderTexture); |
| 443 | mat->execute(inputs.view, gbuffer); |
| 444 | |
| 445 | MSAACoverageStencilMat* stencilMat = MSAACoverageStencilMat::get(); |
| 446 | rapi.setRenderTarget(sceneDepthNode->depthTex->renderTexture); |
| 447 | stencilMat->execute(inputs.view, msaaCoverageNode->output->texture); |
| 448 | } |
| 449 | |
| 450 | // Render decals after all normal objects, using a read-only depth buffer |
| 451 | rapi.setRenderTarget(renderTargetNoMask, FBT_DEPTH, RT_ALL); |
| 452 | |
| 453 | const Vector<RenderQueueElement>& decalElements = inputs.view.getDecalQueue()->getSortedElements(); |
| 454 | renderQueueElements(decalElements); |
| 455 | |
| 456 | // Make sure that any compute shaders are able to read g-buffer by unbinding it |
| 457 | rapi.setRenderTarget(nullptr); |
| 458 | |
| 459 | // Trigger post-base-pass callbacks |
| 460 | if (sceneCamera != nullptr) |
| 461 | { |
| 462 | for(auto& extension : inputs.extPostBasePass) |
| 463 | { |
| 464 | if (extension->check(*sceneCamera)) |
| 465 | extension->render(*sceneCamera); |
| 466 | } |
| 467 | } |
| 468 | } |
| 469 | |
| 470 | void RCNodeBasePass::clear() |
| 471 | { |
| 472 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 473 | |
| 474 | resPool.release(albedoTex); |
| 475 | resPool.release(normalTex); |
| 476 | resPool.release(roughMetalTex); |
| 477 | resPool.release(idTex); |
| 478 | } |
| 479 | |
| 480 | SmallVector<StringID, 4> RCNodeBasePass::getDependencies(const RendererView& view) |
| 481 | { |
| 482 | return { |
| 483 | RCNodeSceneDepth::getNodeId(), RCNodeSceneColor::getNodeId(), RCNodeParticleSort::getNodeId(), |
| 484 | RCNodeMSAACoverage::getNodeId() }; |
| 485 | } |
| 486 | |
| 487 | void RCNodeSceneColor::render(const RenderCompositorNodeInputs& inputs) |
| 488 | { |
| 489 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 490 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 491 | |
| 492 | UINT32 width = viewProps.target.viewRect.width; |
| 493 | UINT32 height = viewProps.target.viewRect.height; |
| 494 | UINT32 numSamples = viewProps.target.numSamples; |
| 495 | |
| 496 | UINT32 usageFlags = TU_RENDERTARGET; |
| 497 | |
| 498 | bool tiledDeferredSupported = inputs.featureSet != RenderBeastFeatureSet::DesktopMacOS; |
| 499 | if(tiledDeferredSupported && numSamples == 1) |
| 500 | usageFlags |= TU_LOADSTORE; |
| 501 | |
| 502 | // Note: Consider customizable HDR format via options? e.g. smaller PF_FLOAT_R11G11B10 or larger 32-bit format |
| 503 | sceneColorTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, height, usageFlags, |
| 504 | numSamples, false)); |
| 505 | |
| 506 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[0]); |
| 507 | SPtr<PooledRenderTexture> sceneDepthTex = sceneDepthNode->depthTex; |
| 508 | |
| 509 | if (tiledDeferredSupported && viewProps.target.numSamples > 1) |
| 510 | { |
| 511 | sceneColorTexArray = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, height, |
| 512 | TU_LOADSTORE, 1, false, viewProps.target.numSamples)); |
| 513 | } |
| 514 | else |
| 515 | sceneColorTexArray = nullptr; |
| 516 | |
| 517 | bool rebuildRT = false; |
| 518 | if (renderTarget != nullptr) |
| 519 | { |
| 520 | rebuildRT |= renderTarget->getColorTexture(0) != sceneColorTex->texture; |
| 521 | rebuildRT |= renderTarget->getDepthStencilTexture() != sceneDepthTex->texture; |
| 522 | } |
| 523 | else |
| 524 | rebuildRT = true; |
| 525 | |
| 526 | if (rebuildRT) |
| 527 | { |
| 528 | RENDER_TEXTURE_DESC sceneColorDesc; |
| 529 | sceneColorDesc.colorSurfaces[0].texture = sceneColorTex->texture; |
| 530 | sceneColorDesc.colorSurfaces[0].face = 0; |
| 531 | sceneColorDesc.colorSurfaces[0].numFaces = 1; |
| 532 | sceneColorDesc.colorSurfaces[0].mipLevel = 0; |
| 533 | |
| 534 | sceneColorDesc.depthStencilSurface.texture = sceneDepthTex->texture; |
| 535 | sceneColorDesc.depthStencilSurface.face = 0; |
| 536 | sceneColorDesc.depthStencilSurface.numFaces = 1; |
| 537 | sceneColorDesc.depthStencilSurface.mipLevel = 0; |
| 538 | |
| 539 | renderTarget = RenderTexture::create(sceneColorDesc); |
| 540 | } |
| 541 | } |
| 542 | |
| 543 | void RCNodeSceneColor::clear() |
| 544 | { |
| 545 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 546 | resPool.release(sceneColorTex); |
| 547 | |
| 548 | if (sceneColorTexArray != nullptr) |
| 549 | resPool.release(sceneColorTexArray); |
| 550 | } |
| 551 | |
| 552 | void RCNodeSceneColor::resolveMSAA() |
| 553 | { |
| 554 | RenderAPI& rapi = RenderAPI::instance(); |
| 555 | rapi.setRenderTarget(renderTarget, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
| 556 | |
| 557 | Rect2 area(0.0f, 0.0f, 1.0f, 1.0f); |
| 558 | rapi.setViewport(area); |
| 559 | |
| 560 | TextureArrayToMSAATexture* material = TextureArrayToMSAATexture::get(); |
| 561 | material->execute(sceneColorTexArray->texture, sceneColorTex->texture); |
| 562 | } |
| 563 | |
| 564 | SmallVector<StringID, 4> RCNodeSceneColor::getDependencies(const RendererView& view) |
| 565 | { |
| 566 | return { RCNodeSceneDepth::getNodeId() }; |
| 567 | } |
| 568 | |
| 569 | void RCNodeMSAACoverage::render(const RenderCompositorNodeInputs& inputs) |
| 570 | { |
| 571 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 572 | if(viewProps.target.numSamples <= 1) |
| 573 | { |
| 574 | // No need for MSAA coverage |
| 575 | output = nullptr; |
| 576 | return; |
| 577 | } |
| 578 | |
| 579 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 580 | |
| 581 | UINT32 width = viewProps.target.viewRect.width; |
| 582 | UINT32 height = viewProps.target.viewRect.height; |
| 583 | |
| 584 | // We just allocate the texture, while the base pass is responsible for filling it out |
| 585 | output = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, width, height, TU_RENDERTARGET)); |
| 586 | } |
| 587 | |
| 588 | void RCNodeMSAACoverage::clear() |
| 589 | { |
| 590 | if(output) |
| 591 | { |
| 592 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 593 | resPool.release(output); |
| 594 | } |
| 595 | } |
| 596 | |
| 597 | SmallVector<StringID, 4> RCNodeMSAACoverage::getDependencies(const RendererView& view) |
| 598 | { |
| 599 | return { }; |
| 600 | } |
| 601 | |
| 602 | void RCNodeParticleSimulate::render(const RenderCompositorNodeInputs& inputs) |
| 603 | { |
| 604 | // Only simulate particles for the first view in the main render pass |
| 605 | if(inputs.viewGroup.isMainPass() && inputs.view.getViewIdx() == 0) |
| 606 | { |
| 607 | RCNodeBasePass* gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[0]); |
| 608 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[1]); |
| 609 | |
| 610 | GBufferTextures gbuffer; |
| 611 | gbuffer.albedo = gbufferNode->albedoTex->texture; |
| 612 | gbuffer.normals = gbufferNode->normalTex->texture; |
| 613 | gbuffer.roughMetal = gbufferNode->roughMetalTex->texture; |
| 614 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 615 | |
| 616 | GpuParticleSimulation::instance().simulate(inputs.scene, inputs.frameInfo.perFrameData.particles, |
| 617 | inputs.view.getPerViewBuffer(), gbuffer, inputs.frameInfo.timeDelta); |
| 618 | } |
| 619 | |
| 620 | GpuParticleSimulation::instance().sort(inputs.view); |
| 621 | } |
| 622 | |
| 623 | void RCNodeParticleSimulate::clear() |
| 624 | { |
| 625 | // Do nothing |
| 626 | } |
| 627 | |
| 628 | SmallVector<StringID, 4> RCNodeParticleSimulate::getDependencies(const RendererView& view) |
| 629 | { |
| 630 | return { RCNodeBasePass::getNodeId(), RCNodeSceneDepth::getNodeId() }; |
| 631 | } |
| 632 | |
| 633 | void RCNodeParticleSort::render(const RenderCompositorNodeInputs& inputs) |
| 634 | { |
| 635 | const ParticlePerFrameData* particleData = inputs.frameInfo.perFrameData.particles; |
| 636 | if(!particleData) |
| 637 | return; |
| 638 | |
| 639 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 640 | const VisibilityInfo& visibility = inputs.view.getVisibilityMasks(); |
| 641 | const auto numParticleSystems = (UINT32)inputs.scene.particleSystems.size(); |
| 642 | |
| 643 | // Sort particles |
| 644 | bs_frame_mark(); |
| 645 | { |
| 646 | struct SortData |
| 647 | { |
| 648 | ParticleSystem* system; |
| 649 | ParticleRenderData* renderData; |
| 650 | }; |
| 651 | |
| 652 | FrameVector<SortData> systemsToSort; |
| 653 | for (UINT32 i = 0; i < numParticleSystems; i++) |
| 654 | { |
| 655 | if (!visibility.particleSystems[i]) |
| 656 | continue; |
| 657 | |
| 658 | const RendererParticles& rendererParticles = inputs.scene.particleSystems[i]; |
| 659 | |
| 660 | ParticleSystem* particleSystem = rendererParticles.particleSystem; |
| 661 | const auto iterFind = particleData->cpuData.find(particleSystem->getId()); |
| 662 | if (iterFind == particleData->cpuData.end()) |
| 663 | continue; |
| 664 | |
| 665 | ParticleRenderData* simulationData = iterFind->second; |
| 666 | if (particleSystem->getSettings().sortMode == ParticleSortMode::Distance) |
| 667 | systemsToSort.push_back({ particleSystem, simulationData }); |
| 668 | } |
| 669 | |
| 670 | const auto worker = [&systemsToSort, viewOrigin = viewProps.viewOrigin](UINT32 idx) |
| 671 | { |
| 672 | const SortData& data = systemsToSort[idx]; |
| 673 | |
| 674 | Vector3 refPoint = viewOrigin; |
| 675 | |
| 676 | // Transform the view point into particle system's local space |
| 677 | const ParticleSystemSettings& settings = data.system->getSettings(); |
| 678 | if (settings.simulationSpace == ParticleSimulationSpace::Local) |
| 679 | refPoint = data.system->getTransform().getInvMatrix().multiplyAffine(refPoint); |
| 680 | |
| 681 | if (settings.renderMode == ParticleRenderMode::Billboard) |
| 682 | { |
| 683 | auto renderData = static_cast<ParticleBillboardRenderData*>(data.renderData); |
| 684 | ParticleRenderer::sortByDistance(refPoint, renderData->positionAndRotation, |
| 685 | renderData->numParticles, 4, renderData->indices); |
| 686 | } |
| 687 | else |
| 688 | { |
| 689 | auto renderData = static_cast<ParticleMeshRenderData*>(data.renderData); |
| 690 | ParticleRenderer::sortByDistance(refPoint, renderData->position, renderData->numParticles, |
| 691 | 3, renderData->indices); |
| 692 | } |
| 693 | }; |
| 694 | |
| 695 | SPtr<TaskGroup> sortTask = TaskGroup::create("ParticleSort" , worker, (UINT32)systemsToSort.size()); |
| 696 | |
| 697 | TaskScheduler::instance().addTaskGroup(sortTask); |
| 698 | sortTask->wait(); |
| 699 | } |
| 700 | bs_frame_clear(); |
| 701 | } |
| 702 | |
| 703 | void RCNodeParticleSort::clear() |
| 704 | { |
| 705 | // Do nothing |
| 706 | } |
| 707 | |
| 708 | SmallVector<StringID, 4> RCNodeParticleSort::getDependencies(const RendererView& view) |
| 709 | { |
| 710 | return { }; |
| 711 | } |
| 712 | |
| 713 | void RCNodeLightAccumulation::render(const RenderCompositorNodeInputs& inputs) |
| 714 | { |
| 715 | bool supportsTiledDeferred = gRenderBeast()->getFeatureSet() != RenderBeastFeatureSet::DesktopMacOS; |
| 716 | if(!supportsTiledDeferred) |
| 717 | { |
| 718 | // If tiled deferred is not supported, we don't need a separate texture for light accumulation, instead we |
| 719 | // use scene color directly |
| 720 | RCNodeSceneColor* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 721 | lightAccumulationTex = sceneColorNode->sceneColorTex; |
| 722 | renderTarget = sceneColorNode->renderTarget; |
| 723 | |
| 724 | mOwnsTexture = false; |
| 725 | return; |
| 726 | } |
| 727 | |
| 728 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 729 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 730 | |
| 731 | RCNodeSceneDepth* depthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[0]); |
| 732 | |
| 733 | UINT32 width = viewProps.target.viewRect.width; |
| 734 | UINT32 height = viewProps.target.viewRect.height; |
| 735 | UINT32 numSamples = viewProps.target.numSamples; |
| 736 | |
| 737 | UINT32 usage = TU_RENDERTARGET; |
| 738 | if (numSamples > 1) |
| 739 | { |
| 740 | lightAccumulationTexArray = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, height, |
| 741 | TU_LOADSTORE, 1, false, numSamples)); |
| 742 | |
| 743 | ClearLoadStoreMat* clearMat = ClearLoadStoreMat::getVariation(ClearLoadStoreType::TextureArray, |
| 744 | ClearLoadStoreDataType::Float, 4); |
| 745 | |
| 746 | for(UINT32 i = 0; i < numSamples; i++) |
| 747 | { |
| 748 | TextureSurface surface; |
| 749 | surface.face = i; |
| 750 | surface.numFaces = 1; |
| 751 | surface.mipLevel = 0; |
| 752 | surface.numMipLevels = 1; |
| 753 | |
| 754 | clearMat->execute(lightAccumulationTexArray->texture, Color::ZERO, surface); |
| 755 | } |
| 756 | } |
| 757 | else |
| 758 | { |
| 759 | usage |= TU_LOADSTORE; |
| 760 | lightAccumulationTexArray = nullptr; |
| 761 | } |
| 762 | |
| 763 | lightAccumulationTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, |
| 764 | height, usage, numSamples, false)); |
| 765 | |
| 766 | bool rebuildRT; |
| 767 | if (renderTarget != nullptr) |
| 768 | { |
| 769 | rebuildRT = renderTarget->getColorTexture(0) != lightAccumulationTex->texture; |
| 770 | rebuildRT |= renderTarget->getDepthStencilTexture() != depthNode->depthTex->texture; |
| 771 | } |
| 772 | else |
| 773 | rebuildRT = true; |
| 774 | |
| 775 | if (rebuildRT) |
| 776 | { |
| 777 | RENDER_TEXTURE_DESC lightAccumulationRTDesc; |
| 778 | lightAccumulationRTDesc.colorSurfaces[0].texture = lightAccumulationTex->texture; |
| 779 | lightAccumulationRTDesc.colorSurfaces[0].face = 0; |
| 780 | lightAccumulationRTDesc.colorSurfaces[0].numFaces = 1; |
| 781 | lightAccumulationRTDesc.colorSurfaces[0].mipLevel = 0; |
| 782 | |
| 783 | lightAccumulationRTDesc.depthStencilSurface.texture = depthNode->depthTex->texture; |
| 784 | lightAccumulationRTDesc.depthStencilSurface.face = 0; |
| 785 | lightAccumulationRTDesc.depthStencilSurface.numFaces = 1; |
| 786 | lightAccumulationRTDesc.depthStencilSurface.mipLevel = 0; |
| 787 | |
| 788 | renderTarget = RenderTexture::create(lightAccumulationRTDesc); |
| 789 | } |
| 790 | |
| 791 | mOwnsTexture = true; |
| 792 | } |
| 793 | |
| 794 | void RCNodeLightAccumulation::resolveMSAA() |
| 795 | { |
| 796 | RenderAPI& rapi = RenderAPI::instance(); |
| 797 | rapi.setRenderTarget(renderTarget, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
| 798 | |
| 799 | TextureArrayToMSAATexture* material = TextureArrayToMSAATexture::get(); |
| 800 | material->execute(lightAccumulationTexArray->texture, lightAccumulationTex->texture); |
| 801 | } |
| 802 | |
| 803 | void RCNodeLightAccumulation::clear() |
| 804 | { |
| 805 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 806 | if(mOwnsTexture) |
| 807 | resPool.release(lightAccumulationTex); |
| 808 | else |
| 809 | { |
| 810 | lightAccumulationTex = nullptr; |
| 811 | renderTarget = nullptr; |
| 812 | } |
| 813 | |
| 814 | if(lightAccumulationTexArray) |
| 815 | resPool.release(lightAccumulationTexArray); |
| 816 | } |
| 817 | |
| 818 | SmallVector<StringID, 4> RCNodeLightAccumulation::getDependencies(const RendererView& view) |
| 819 | { |
| 820 | SmallVector<StringID, 4> deps; |
| 821 | |
| 822 | const bool supportsTiledDeferred = gRenderBeast()->getFeatureSet() != RenderBeastFeatureSet::DesktopMacOS; |
| 823 | if(!supportsTiledDeferred) |
| 824 | deps.add(RCNodeSceneColor::getNodeId()); |
| 825 | else |
| 826 | deps.add(RCNodeSceneDepth::getNodeId()); |
| 827 | |
| 828 | return deps; |
| 829 | } |
| 830 | |
| 831 | void RCNodeDeferredDirectLighting::render(const RenderCompositorNodeInputs& inputs) |
| 832 | { |
| 833 | output = static_cast<RCNodeLightAccumulation*>(inputs.inputNodes[0]); |
| 834 | |
| 835 | auto gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[1]); |
| 836 | auto sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[2]); |
| 837 | auto sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[3]); |
| 838 | |
| 839 | GBufferTextures gbuffer; |
| 840 | gbuffer.albedo = gbufferNode->albedoTex->texture; |
| 841 | gbuffer.normals = gbufferNode->normalTex->texture; |
| 842 | gbuffer.roughMetal = gbufferNode->roughMetalTex->texture; |
| 843 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 844 | |
| 845 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 846 | |
| 847 | if (!inputs.view.getRenderSettings().enableShadows) |
| 848 | mLightOcclusionRT = nullptr; |
| 849 | |
| 850 | bool tiledDeferredSupported = inputs.featureSet != RenderBeastFeatureSet::DesktopMacOS; |
| 851 | if(tiledDeferredSupported) |
| 852 | { |
| 853 | SPtr<Texture> msaaCoverage; |
| 854 | if(viewProps.target.numSamples > 1) |
| 855 | { |
| 856 | RCNodeMSAACoverage* coverageNode = static_cast<RCNodeMSAACoverage*>(inputs.inputNodes[4]); |
| 857 | msaaCoverage = coverageNode->output->texture; |
| 858 | } |
| 859 | |
| 860 | TiledDeferredLightingMat* tiledDeferredMat = |
| 861 | TiledDeferredLightingMat::getVariation(viewProps.target.numSamples); |
| 862 | |
| 863 | const VisibleLightData& lightData = inputs.viewGroup.getVisibleLightData(); |
| 864 | |
| 865 | SPtr<Texture> lightAccumTexArray; |
| 866 | if(output->lightAccumulationTexArray) |
| 867 | lightAccumTexArray = output->lightAccumulationTexArray->texture; |
| 868 | |
| 869 | tiledDeferredMat->execute(inputs.view, lightData, gbuffer, sceneColorNode->sceneColorTex->texture, |
| 870 | output->lightAccumulationTex->texture, lightAccumTexArray, msaaCoverage); |
| 871 | |
| 872 | if (viewProps.target.numSamples > 1) |
| 873 | output->resolveMSAA(); |
| 874 | |
| 875 | // If shadows are disabled we handle all lights through tiled deferred so we can exit immediately |
| 876 | if (!inputs.view.getRenderSettings().enableShadows) |
| 877 | return; |
| 878 | } |
| 879 | |
| 880 | // Standard deferred used for shadowed lights, or when tiled deferred isn't supported |
| 881 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 882 | |
| 883 | UINT32 width = viewProps.target.viewRect.width; |
| 884 | UINT32 height = viewProps.target.viewRect.height; |
| 885 | UINT32 numSamples = viewProps.target.numSamples; |
| 886 | |
| 887 | const VisibleLightData& lightData = inputs.viewGroup.getVisibleLightData(); |
| 888 | |
| 889 | RenderAPI& rapi = RenderAPI::instance(); |
| 890 | |
| 891 | // Render unshadowed lights |
| 892 | if(!tiledDeferredSupported) |
| 893 | { |
| 894 | ProfileGPUBlock sampleBlock("Standard deferred unshadowed lights" ); |
| 895 | |
| 896 | rapi.setRenderTarget(output->renderTarget, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
| 897 | |
| 898 | for (UINT32 i = 0; i < (UINT32)LightType::Count; i++) |
| 899 | { |
| 900 | LightType lightType = (LightType)i; |
| 901 | |
| 902 | auto& lights = lightData.getLights(lightType); |
| 903 | UINT32 count = lightData.getNumUnshadowedLights(lightType); |
| 904 | |
| 905 | for (UINT32 j = 0; j < count; j++) |
| 906 | { |
| 907 | UINT32 lightIdx = j; |
| 908 | const RendererLight& light = *lights[lightIdx]; |
| 909 | |
| 910 | StandardDeferred::instance().renderLight(lightType, light, inputs.view, gbuffer, Texture::BLACK); |
| 911 | } |
| 912 | } |
| 913 | } |
| 914 | |
| 915 | // Allocate light occlusion |
| 916 | SPtr<PooledRenderTexture> lightOcclusionTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, width, |
| 917 | height, TU_RENDERTARGET, numSamples, false)); |
| 918 | |
| 919 | bool rebuildRT = false; |
| 920 | if (mLightOcclusionRT != nullptr) |
| 921 | { |
| 922 | rebuildRT |= mLightOcclusionRT->getColorTexture(0) != lightOcclusionTex->texture; |
| 923 | rebuildRT |= mLightOcclusionRT->getDepthStencilTexture() != sceneDepthNode->depthTex->texture; |
| 924 | } |
| 925 | else |
| 926 | rebuildRT = true; |
| 927 | |
| 928 | if (rebuildRT) |
| 929 | { |
| 930 | RENDER_TEXTURE_DESC lightOcclusionRTDesc; |
| 931 | lightOcclusionRTDesc.colorSurfaces[0].texture = lightOcclusionTex->texture; |
| 932 | lightOcclusionRTDesc.colorSurfaces[0].face = 0; |
| 933 | lightOcclusionRTDesc.colorSurfaces[0].numFaces = 1; |
| 934 | lightOcclusionRTDesc.colorSurfaces[0].mipLevel = 0; |
| 935 | |
| 936 | lightOcclusionRTDesc.depthStencilSurface.texture = sceneDepthNode->depthTex->texture; |
| 937 | lightOcclusionRTDesc.depthStencilSurface.face = 0; |
| 938 | lightOcclusionRTDesc.depthStencilSurface.numFaces = 1; |
| 939 | lightOcclusionRTDesc.depthStencilSurface.mipLevel = 0; |
| 940 | |
| 941 | mLightOcclusionRT = RenderTexture::create(lightOcclusionRTDesc); |
| 942 | } |
| 943 | |
| 944 | // Render shadowed lights |
| 945 | { |
| 946 | ProfileGPUBlock sampleBlock("Standard deferred shadowed lights" ); |
| 947 | |
| 948 | const ShadowRendering& shadowRenderer = inputs.viewGroup.getShadowRenderer(); |
| 949 | for (UINT32 i = 0; i < (UINT32)LightType::Count; i++) |
| 950 | { |
| 951 | LightType lightType = (LightType)i; |
| 952 | |
| 953 | auto& lights = lightData.getLights(lightType); |
| 954 | UINT32 count = lightData.getNumShadowedLights(lightType); |
| 955 | UINT32 offset = lightData.getNumUnshadowedLights(lightType); |
| 956 | |
| 957 | for (UINT32 j = 0; j < count; j++) |
| 958 | { |
| 959 | rapi.setRenderTarget(mLightOcclusionRT, FBT_DEPTH, RT_DEPTH_STENCIL); |
| 960 | |
| 961 | Rect2 area(0.0f, 0.0f, 1.0f, 1.0f); |
| 962 | rapi.setViewport(area); |
| 963 | |
| 964 | rapi.clearViewport(FBT_COLOR, Color::ZERO); |
| 965 | |
| 966 | UINT32 lightIdx = offset + j; |
| 967 | const RendererLight& light = *lights[lightIdx]; |
| 968 | shadowRenderer.renderShadowOcclusion(inputs.view, light, gbuffer); |
| 969 | |
| 970 | rapi.setRenderTarget(output->renderTarget, FBT_DEPTH | FBT_STENCIL, RT_COLOR0 | RT_DEPTH_STENCIL); |
| 971 | StandardDeferred::instance().renderLight(lightType, light, inputs.view, gbuffer, |
| 972 | lightOcclusionTex->texture); |
| 973 | } |
| 974 | } |
| 975 | } |
| 976 | |
| 977 | // Makes sure light accumulation can be read by following passes |
| 978 | rapi.setRenderTarget(nullptr); |
| 979 | |
| 980 | resPool.release(lightOcclusionTex); |
| 981 | } |
| 982 | |
| 983 | void RCNodeDeferredDirectLighting::clear() |
| 984 | { |
| 985 | output = nullptr; |
| 986 | } |
| 987 | |
| 988 | SmallVector<StringID, 4> RCNodeDeferredDirectLighting::getDependencies(const RendererView& view) |
| 989 | { |
| 990 | SmallVector<StringID, 4> deps; |
| 991 | deps.add(RCNodeLightAccumulation::getNodeId()); |
| 992 | deps.add(RCNodeBasePass::getNodeId()); |
| 993 | deps.add(RCNodeSceneDepth::getNodeId()); |
| 994 | deps.add(RCNodeSceneColor::getNodeId()); |
| 995 | deps.add(RCNodeMSAACoverage::getNodeId()); |
| 996 | |
| 997 | return deps; |
| 998 | } |
| 999 | |
| 1000 | void RCNodeIndirectDiffuseLighting::render(const RenderCompositorNodeInputs& inputs) |
| 1001 | { |
| 1002 | if (!inputs.view.getRenderSettings().enableIndirectLighting) |
| 1003 | return; |
| 1004 | |
| 1005 | RCNodeBasePass* gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[0]); |
| 1006 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[1]); |
| 1007 | RCNodeLightAccumulation* lightAccumNode = static_cast <RCNodeLightAccumulation*>(inputs.inputNodes[2]); |
| 1008 | RCNodeSSAO* ssaoNode = static_cast<RCNodeSSAO*>(inputs.inputNodes[3]); |
| 1009 | |
| 1010 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1011 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 1012 | |
| 1013 | const LightProbes& lightProbes = inputs.scene.lightProbes; |
| 1014 | LightProbesInfo lpInfo = lightProbes.getInfo(); |
| 1015 | |
| 1016 | IrradianceEvaluateMat* evaluateMat; |
| 1017 | SPtr<PooledRenderTexture> volumeIndices; |
| 1018 | if(lightProbes.hasAnyProbes()) |
| 1019 | { |
| 1020 | POOLED_RENDER_TEXTURE_DESC volumeIndicesDesc; |
| 1021 | POOLED_RENDER_TEXTURE_DESC depthDesc; |
| 1022 | TetrahedraRenderMat::getOutputDesc(inputs.view, volumeIndicesDesc, depthDesc); |
| 1023 | |
| 1024 | volumeIndices = resPool.get(volumeIndicesDesc); |
| 1025 | SPtr<PooledRenderTexture> depthTex = resPool.get(depthDesc); |
| 1026 | |
| 1027 | RENDER_TEXTURE_DESC rtDesc; |
| 1028 | rtDesc.colorSurfaces[0].texture = volumeIndices->texture; |
| 1029 | rtDesc.depthStencilSurface.texture = depthTex->texture; |
| 1030 | |
| 1031 | SPtr<RenderTexture> rt = RenderTexture::create(rtDesc); |
| 1032 | |
| 1033 | RenderAPI& rapi = RenderAPI::instance(); |
| 1034 | rapi.setRenderTarget(rt); |
| 1035 | rapi.clearRenderTarget(FBT_DEPTH); |
| 1036 | gRendererUtility().clear(-1); |
| 1037 | |
| 1038 | TetrahedraRenderMat* renderTetrahedra = |
| 1039 | TetrahedraRenderMat::getVariation(viewProps.target.numSamples > 1, true); |
| 1040 | renderTetrahedra->execute(inputs.view, sceneDepthNode->depthTex->texture, lpInfo.tetrahedraVolume, rt); |
| 1041 | |
| 1042 | rt = nullptr; |
| 1043 | resPool.release(depthTex); |
| 1044 | |
| 1045 | evaluateMat = IrradianceEvaluateMat::getVariation(viewProps.target.numSamples > 1, true, false); |
| 1046 | } |
| 1047 | else // Sky only |
| 1048 | { |
| 1049 | evaluateMat = IrradianceEvaluateMat::getVariation(viewProps.target.numSamples > 1, true, true); |
| 1050 | } |
| 1051 | |
| 1052 | GBufferTextures gbuffer; |
| 1053 | gbuffer.albedo = gbufferNode->albedoTex->texture; |
| 1054 | gbuffer.normals = gbufferNode->normalTex->texture; |
| 1055 | gbuffer.roughMetal = gbufferNode->roughMetalTex->texture; |
| 1056 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 1057 | |
| 1058 | SPtr<Texture> volumeIndicesTex; |
| 1059 | if (volumeIndices) |
| 1060 | volumeIndicesTex = volumeIndices->texture; |
| 1061 | |
| 1062 | Skybox* skybox = nullptr; |
| 1063 | if(inputs.view.getRenderSettings().enableSkybox) |
| 1064 | skybox = inputs.scene.skybox; |
| 1065 | |
| 1066 | evaluateMat->execute(inputs.view, gbuffer, volumeIndicesTex, lpInfo, skybox, ssaoNode->output, |
| 1067 | lightAccumNode->renderTarget); |
| 1068 | |
| 1069 | if(volumeIndices) |
| 1070 | resPool.release(volumeIndices); |
| 1071 | } |
| 1072 | |
| 1073 | void RCNodeIndirectDiffuseLighting::clear() |
| 1074 | { |
| 1075 | // Do nothing |
| 1076 | } |
| 1077 | |
| 1078 | SmallVector<StringID, 4> RCNodeIndirectDiffuseLighting::getDependencies(const RendererView& view) |
| 1079 | { |
| 1080 | SmallVector<StringID, 4> deps; |
| 1081 | deps.add(RCNodeBasePass::getNodeId()); |
| 1082 | deps.add(RCNodeSceneDepth::getNodeId()); |
| 1083 | deps.add(RCNodeLightAccumulation::getNodeId()); |
| 1084 | deps.add(RCNodeSSAO::getNodeId()); |
| 1085 | deps.add(RCNodeDeferredDirectLighting::getNodeId()); |
| 1086 | |
| 1087 | return deps; |
| 1088 | } |
| 1089 | |
| 1090 | void RCNodeDeferredIndirectSpecularLighting::render(const RenderCompositorNodeInputs& inputs) |
| 1091 | { |
| 1092 | RCNodeSceneColor* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 1093 | RCNodeBasePass* gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[1]); |
| 1094 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[2]); |
| 1095 | RCNodeLightAccumulation* lightAccumNode = static_cast <RCNodeLightAccumulation*>(inputs.inputNodes[3]); |
| 1096 | RCNodeSSR* ssrNode = static_cast<RCNodeSSR*>(inputs.inputNodes[4]); |
| 1097 | RCNodeSSAO* ssaoNode = static_cast<RCNodeSSAO*>(inputs.inputNodes[5]); |
| 1098 | |
| 1099 | GBufferTextures gbuffer; |
| 1100 | gbuffer.albedo = gbufferNode->albedoTex->texture; |
| 1101 | gbuffer.normals = gbufferNode->normalTex->texture; |
| 1102 | gbuffer.roughMetal = gbufferNode->roughMetalTex->texture; |
| 1103 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 1104 | |
| 1105 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 1106 | |
| 1107 | bool tiledDeferredSupported = inputs.featureSet != RenderBeastFeatureSet::DesktopMacOS; |
| 1108 | if(tiledDeferredSupported) |
| 1109 | { |
| 1110 | SPtr<Texture> msaaCoverage; |
| 1111 | if (viewProps.target.numSamples > 1) |
| 1112 | { |
| 1113 | RCNodeMSAACoverage* coverageNode = static_cast<RCNodeMSAACoverage*>(inputs.inputNodes[6]); |
| 1114 | msaaCoverage = coverageNode->output->texture; |
| 1115 | } |
| 1116 | |
| 1117 | TiledDeferredImageBasedLightingMat* material = |
| 1118 | TiledDeferredImageBasedLightingMat::getVariation(viewProps.target.numSamples); |
| 1119 | |
| 1120 | TiledDeferredImageBasedLightingMat::Inputs iblInputs; |
| 1121 | iblInputs.gbuffer = gbuffer; |
| 1122 | iblInputs.sceneColorTex = sceneColorNode->sceneColorTex->texture; |
| 1123 | iblInputs.lightAccumulation = lightAccumNode->lightAccumulationTex->texture; |
| 1124 | iblInputs.preIntegratedGF = RendererTextures::preintegratedEnvGF; |
| 1125 | iblInputs.ambientOcclusion = ssaoNode->output; |
| 1126 | iblInputs.ssr = ssrNode->output; |
| 1127 | iblInputs.msaaCoverage = msaaCoverage; |
| 1128 | |
| 1129 | if (sceneColorNode->sceneColorTexArray) |
| 1130 | iblInputs.sceneColorTexArray = sceneColorNode->sceneColorTexArray->texture; |
| 1131 | |
| 1132 | material->execute(inputs.view, inputs.scene, inputs.viewGroup.getVisibleReflProbeData(), iblInputs); |
| 1133 | |
| 1134 | if(viewProps.target.numSamples > 1) |
| 1135 | sceneColorNode->resolveMSAA(); |
| 1136 | } |
| 1137 | else // Standard deferred |
| 1138 | { |
| 1139 | SPtr<RenderTexture> outputRT = lightAccumNode->renderTarget; |
| 1140 | |
| 1141 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1142 | |
| 1143 | UINT32 width = viewProps.target.viewRect.width; |
| 1144 | UINT32 height = viewProps.target.viewRect.height; |
| 1145 | UINT32 numSamples = viewProps.target.numSamples; |
| 1146 | |
| 1147 | RenderAPI& rapi = RenderAPI::instance(); |
| 1148 | |
| 1149 | bool isMSAA = viewProps.target.numSamples > 1; |
| 1150 | |
| 1151 | SPtr<PooledRenderTexture> iblRadianceTex = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, |
| 1152 | height, TU_RENDERTARGET, numSamples, false)); |
| 1153 | |
| 1154 | RENDER_TEXTURE_DESC rtDesc; |
| 1155 | rtDesc.colorSurfaces[0].texture = iblRadianceTex->texture; |
| 1156 | rtDesc.depthStencilSurface.texture = sceneDepthNode->depthTex->texture; |
| 1157 | |
| 1158 | SPtr<GpuParamBlockBuffer> perViewBuffer = inputs.view.getPerViewBuffer(); |
| 1159 | |
| 1160 | SPtr<RenderTexture> iblRadianceRT = RenderTexture::create(rtDesc); |
| 1161 | rapi.setRenderTarget(iblRadianceRT, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
| 1162 | |
| 1163 | const VisibleReflProbeData& probeData = inputs.viewGroup.getVisibleReflProbeData(); |
| 1164 | |
| 1165 | Skybox* skybox = nullptr; |
| 1166 | if(inputs.view.getRenderSettings().enableSkybox) |
| 1167 | skybox = inputs.scene.skybox; |
| 1168 | |
| 1169 | ReflProbeParamBuffer reflProbeParams; |
| 1170 | reflProbeParams.populate(skybox, probeData.getNumProbes(), inputs.scene.reflProbeCubemapsTex, |
| 1171 | viewProps.capturingReflections); |
| 1172 | |
| 1173 | // Prepare the texture for refl. probe and skybox rendering |
| 1174 | { |
| 1175 | DeferredIBLSetupMat* mat = DeferredIBLSetupMat::getVariation(isMSAA, true); |
| 1176 | mat->bind(gbuffer, perViewBuffer, ssrNode->output, ssaoNode->output, reflProbeParams.buffer); |
| 1177 | |
| 1178 | gRendererUtility().drawScreenQuad(); |
| 1179 | |
| 1180 | // Draw pixels requiring per-sample evaluation |
| 1181 | if (isMSAA) |
| 1182 | { |
| 1183 | DeferredIBLSetupMat* msaaMat = DeferredIBLSetupMat::getVariation(true, false); |
| 1184 | msaaMat->bind(gbuffer, perViewBuffer, ssrNode->output, ssaoNode->output, reflProbeParams.buffer); |
| 1185 | |
| 1186 | gRendererUtility().drawScreenQuad(); |
| 1187 | } |
| 1188 | } |
| 1189 | |
| 1190 | if (!viewProps.capturingReflections) |
| 1191 | { |
| 1192 | // Render refl. probes |
| 1193 | UINT32 numProbes = probeData.getNumProbes(); |
| 1194 | for (UINT32 i = 0; i < numProbes; i++) |
| 1195 | { |
| 1196 | const ReflProbeData& probe = probeData.getProbeData(i); |
| 1197 | |
| 1198 | StandardDeferred::instance().renderReflProbe(probe, inputs.view, gbuffer, inputs.scene, |
| 1199 | reflProbeParams.buffer); |
| 1200 | } |
| 1201 | |
| 1202 | // Render sky |
| 1203 | SPtr<Texture> skyFilteredRadiance; |
| 1204 | if (skybox) |
| 1205 | skyFilteredRadiance = skybox->getFilteredRadiance(); |
| 1206 | |
| 1207 | if (skyFilteredRadiance) |
| 1208 | { |
| 1209 | DeferredIBLSkyMat* skymat = DeferredIBLSkyMat::getVariation(isMSAA, true); |
| 1210 | skymat->bind(gbuffer, perViewBuffer, skybox, reflProbeParams.buffer); |
| 1211 | |
| 1212 | gRendererUtility().drawScreenQuad(); |
| 1213 | |
| 1214 | // Draw pixels requiring per-sample evaluation |
| 1215 | if (isMSAA) |
| 1216 | { |
| 1217 | DeferredIBLSkyMat* msaaMat = DeferredIBLSkyMat::getVariation(true, false); |
| 1218 | msaaMat->bind(gbuffer, perViewBuffer, skybox, reflProbeParams.buffer); |
| 1219 | |
| 1220 | gRendererUtility().drawScreenQuad(); |
| 1221 | } |
| 1222 | } |
| 1223 | } |
| 1224 | |
| 1225 | // Finalize rendered reflections and output them to main render target |
| 1226 | { |
| 1227 | rapi.setRenderTarget(outputRT, FBT_DEPTH | FBT_STENCIL, RT_COLOR0 | RT_DEPTH_STENCIL); |
| 1228 | |
| 1229 | DeferredIBLFinalizeMat* mat = DeferredIBLFinalizeMat::getVariation(isMSAA, true); |
| 1230 | mat->bind(gbuffer, perViewBuffer, iblRadianceTex->texture, RendererTextures::preintegratedEnvGF, |
| 1231 | reflProbeParams.buffer); |
| 1232 | |
| 1233 | gRendererUtility().drawScreenQuad(); |
| 1234 | |
| 1235 | // Draw pixels requiring per-sample evaluation |
| 1236 | if (isMSAA) |
| 1237 | { |
| 1238 | DeferredIBLFinalizeMat* msaaMat = DeferredIBLFinalizeMat::getVariation(true, false); |
| 1239 | msaaMat->bind(gbuffer, perViewBuffer, iblRadianceTex->texture, RendererTextures::preintegratedEnvGF, |
| 1240 | reflProbeParams.buffer); |
| 1241 | |
| 1242 | gRendererUtility().drawScreenQuad(); |
| 1243 | } |
| 1244 | } |
| 1245 | |
| 1246 | // Makes sure light accumulation can be read by following passes |
| 1247 | rapi.setRenderTarget(nullptr); |
| 1248 | } |
| 1249 | } |
| 1250 | |
| 1251 | void RCNodeDeferredIndirectSpecularLighting::clear() |
| 1252 | { |
| 1253 | output = nullptr; |
| 1254 | } |
| 1255 | |
| 1256 | SmallVector<StringID, 4> RCNodeDeferredIndirectSpecularLighting::getDependencies(const RendererView& view) |
| 1257 | { |
| 1258 | SmallVector<StringID, 4> deps; |
| 1259 | deps.add(RCNodeSceneColor::getNodeId()); |
| 1260 | deps.add(RCNodeBasePass::getNodeId()); |
| 1261 | deps.add(RCNodeSceneDepth::getNodeId()); |
| 1262 | deps.add(RCNodeLightAccumulation::getNodeId()); |
| 1263 | deps.add(RCNodeSSR::getNodeId()); |
| 1264 | deps.add(RCNodeSSAO::getNodeId()); |
| 1265 | deps.add(RCNodeMSAACoverage::getNodeId()); |
| 1266 | deps.add(RCNodeIndirectDiffuseLighting::getNodeId()); |
| 1267 | |
| 1268 | return deps; |
| 1269 | } |
| 1270 | |
| 1271 | void RCNodeClusteredForward::render(const RenderCompositorNodeInputs& inputs) |
| 1272 | { |
| 1273 | const SceneInfo& sceneInfo = inputs.scene; |
| 1274 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 1275 | |
| 1276 | const VisibleLightData& visibleLightData = inputs.viewGroup.getVisibleLightData(); |
| 1277 | const VisibleReflProbeData& visibleReflProbeData = inputs.viewGroup.getVisibleReflProbeData(); |
| 1278 | |
| 1279 | LightGridOutputs lightGridOutputs; |
| 1280 | |
| 1281 | struct StandardForwardBuffers |
| 1282 | { |
| 1283 | SPtr<GpuParamBlockBuffer> lightsParamBlock; |
| 1284 | SPtr<GpuParamBlockBuffer> reflProbesParamBlock; |
| 1285 | SPtr<GpuParamBlockBuffer> lightAndReflProbeParamsParamBlock; |
| 1286 | } standardForwardBuffers; |
| 1287 | |
| 1288 | const bool supportsClusteredForward = gRenderBeast()->getFeatureSet() == RenderBeastFeatureSet::Desktop; |
| 1289 | if(supportsClusteredForward) |
| 1290 | { |
| 1291 | const LightGrid& lightGrid = inputs.view.getLightGrid(); |
| 1292 | lightGridOutputs = lightGrid.getOutputs(); |
| 1293 | } |
| 1294 | else |
| 1295 | { |
| 1296 | // Note: Store these instead of creating them every time? |
| 1297 | standardForwardBuffers.lightsParamBlock = gLightsParamDef.createBuffer(); |
| 1298 | standardForwardBuffers.reflProbesParamBlock = gReflProbesParamDef.createBuffer(); |
| 1299 | standardForwardBuffers.lightAndReflProbeParamsParamBlock = gLightAndReflProbeParamsParamDef.createBuffer(); |
| 1300 | } |
| 1301 | |
| 1302 | Skybox* skybox = nullptr; |
| 1303 | if(inputs.view.getRenderSettings().enableSkybox) |
| 1304 | skybox = sceneInfo.skybox; |
| 1305 | |
| 1306 | // Prepare refl. probe param buffer |
| 1307 | ReflProbeParamBuffer reflProbeParamBuffer; |
| 1308 | reflProbeParamBuffer.populate(skybox, visibleReflProbeData.getNumProbes(), sceneInfo.reflProbeCubemapsTex, |
| 1309 | viewProps.capturingReflections); |
| 1310 | |
| 1311 | SPtr<Texture> skyFilteredRadiance; |
| 1312 | if(skybox) |
| 1313 | skyFilteredRadiance = skybox->getFilteredRadiance(); |
| 1314 | |
| 1315 | const auto bindParamsForClustered = [&lightGridOutputs, &visibleLightData, &visibleReflProbeData] |
| 1316 | (GpuParams& gpuParams, const ForwardLightingParams& fwdParams, const ImageBasedLightingParams& iblParams) |
| 1317 | { |
| 1318 | for (UINT32 j = 0; j < GPT_COUNT; j++) |
| 1319 | { |
| 1320 | const GpuParamBinding& binding = fwdParams.gridParamsBindings[j]; |
| 1321 | if (binding.slot != (UINT32)-1) |
| 1322 | gpuParams.setParamBlockBuffer(binding.set, binding.slot, lightGridOutputs.gridParams); |
| 1323 | } |
| 1324 | |
| 1325 | fwdParams.gridLightOffsetsAndSizeParam.set(lightGridOutputs.gridLightOffsetsAndSize); |
| 1326 | fwdParams.gridProbeOffsetsAndSizeParam.set(lightGridOutputs.gridProbeOffsetsAndSize); |
| 1327 | |
| 1328 | fwdParams.gridLightIndicesParam.set(lightGridOutputs.gridLightIndices); |
| 1329 | iblParams.reflectionProbeIndicesParam.set(lightGridOutputs.gridProbeIndices); |
| 1330 | |
| 1331 | fwdParams.lightsBufferParam.set(visibleLightData.getLightBuffer()); |
| 1332 | iblParams.reflectionProbesParam.set(visibleReflProbeData.getProbeBuffer()); |
| 1333 | }; |
| 1334 | |
| 1335 | const auto bindParamsForStandardForward = [&standardForwardBuffers, &visibleLightData, &visibleReflProbeData] |
| 1336 | (GpuParams& gpuParams, const Bounds& bounds, const ForwardLightingParams& fwdParams, |
| 1337 | const ImageBasedLightingParams& iblParams) |
| 1338 | { |
| 1339 | // Populate light & probe buffers |
| 1340 | Vector3I lightCounts; |
| 1341 | const LightData* lights[STANDARD_FORWARD_MAX_NUM_LIGHTS]; |
| 1342 | visibleLightData.gatherInfluencingLights(bounds, lights, lightCounts); |
| 1343 | |
| 1344 | Vector4I lightOffsets; |
| 1345 | lightOffsets.x = lightCounts.x; |
| 1346 | lightOffsets.y = lightCounts.x; |
| 1347 | lightOffsets.z = lightOffsets.y + lightCounts.y; |
| 1348 | lightOffsets.w = lightOffsets.z + lightCounts.z; |
| 1349 | |
| 1350 | for (INT32 j = 0; j < lightOffsets.w; j++) |
| 1351 | gLightsParamDef.gLights.set(standardForwardBuffers.lightsParamBlock, *lights[j], j); |
| 1352 | |
| 1353 | INT32 numReflProbes = std::min(visibleReflProbeData.getNumProbes(), STANDARD_FORWARD_MAX_NUM_PROBES); |
| 1354 | for (INT32 j = 0; j < numReflProbes; j++) |
| 1355 | { |
| 1356 | gReflProbesParamDef.gReflectionProbes.set(standardForwardBuffers.reflProbesParamBlock, |
| 1357 | visibleReflProbeData.getProbeData(j), j); |
| 1358 | } |
| 1359 | |
| 1360 | gLightAndReflProbeParamsParamDef.gLightOffsets.set(standardForwardBuffers.lightAndReflProbeParamsParamBlock, |
| 1361 | lightOffsets); |
| 1362 | gLightAndReflProbeParamsParamDef.gReflProbeCount.set(standardForwardBuffers.lightAndReflProbeParamsParamBlock, |
| 1363 | numReflProbes); |
| 1364 | |
| 1365 | if (iblParams.reflProbesBinding.set != (UINT32)-1) |
| 1366 | { |
| 1367 | gpuParams.setParamBlockBuffer( |
| 1368 | iblParams.reflProbesBinding.set, |
| 1369 | iblParams.reflProbesBinding.slot, |
| 1370 | standardForwardBuffers.reflProbesParamBlock); |
| 1371 | } |
| 1372 | |
| 1373 | if (fwdParams.lightsParamBlockBinding.set != (UINT32)-1) |
| 1374 | { |
| 1375 | gpuParams.setParamBlockBuffer( |
| 1376 | fwdParams.lightsParamBlockBinding.set, |
| 1377 | fwdParams.lightsParamBlockBinding.slot, |
| 1378 | standardForwardBuffers.lightsParamBlock); |
| 1379 | } |
| 1380 | |
| 1381 | if (fwdParams.lightAndReflProbeParamsParamBlockBinding.set != (UINT32)-1) |
| 1382 | { |
| 1383 | gpuParams.setParamBlockBuffer( |
| 1384 | fwdParams.lightAndReflProbeParamsParamBlockBinding.set, |
| 1385 | fwdParams.lightAndReflProbeParamsParamBlockBinding.slot, |
| 1386 | standardForwardBuffers.lightAndReflProbeParamsParamBlock); |
| 1387 | } |
| 1388 | }; |
| 1389 | |
| 1390 | const auto bindCommonIBLParams = [&reflProbeParamBuffer, &skyFilteredRadiance, &sceneInfo] |
| 1391 | (GpuParams& gpuParams, ImageBasedLightingParams& iblParams) |
| 1392 | { |
| 1393 | // Note: Ideally these should be bound once (they are the same for all renderables) |
| 1394 | if (iblParams.reflProbeParamBindings.set != (UINT32)-1) |
| 1395 | { |
| 1396 | gpuParams.setParamBlockBuffer( |
| 1397 | iblParams.reflProbeParamBindings.set, |
| 1398 | iblParams.reflProbeParamBindings.slot, |
| 1399 | reflProbeParamBuffer.buffer); |
| 1400 | } |
| 1401 | |
| 1402 | iblParams.skyReflectionsTexParam.set(skyFilteredRadiance); |
| 1403 | iblParams.ambientOcclusionTexParam.set(Texture::WHITE); // Note: Add SSAO here? |
| 1404 | iblParams.ssrTexParam.set(Texture::BLACK); // Note: Add SSR here? |
| 1405 | |
| 1406 | iblParams.reflectionProbeCubemapsTexParam.set(sceneInfo.reflProbeCubemapsTex); |
| 1407 | iblParams.preintegratedEnvBRDFParam.set(RendererTextures::preintegratedEnvGF); |
| 1408 | }; |
| 1409 | |
| 1410 | // Prepare render target |
| 1411 | auto sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 1412 | auto sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[2]); |
| 1413 | auto resolvedSceneDepthNode = static_cast<RCNodeResolvedSceneDepth*>(inputs.inputNodes[5]); |
| 1414 | |
| 1415 | bool rebuildRT; |
| 1416 | if (renderTarget != nullptr) |
| 1417 | { |
| 1418 | rebuildRT = renderTarget->getColorTexture(0) != sceneColorNode->sceneColorTex->texture; |
| 1419 | rebuildRT |= renderTarget->getDepthStencilTexture() != sceneDepthNode->depthTex->texture; |
| 1420 | } |
| 1421 | else |
| 1422 | rebuildRT = true; |
| 1423 | |
| 1424 | if (rebuildRT) |
| 1425 | { |
| 1426 | RENDER_TEXTURE_DESC rtDesc; |
| 1427 | rtDesc.colorSurfaces[0].texture = sceneColorNode->sceneColorTex->texture; |
| 1428 | rtDesc.colorSurfaces[0].face = 0; |
| 1429 | rtDesc.colorSurfaces[0].numFaces = 1; |
| 1430 | rtDesc.colorSurfaces[0].mipLevel = 0; |
| 1431 | |
| 1432 | rtDesc.depthStencilSurface.texture = sceneDepthNode->depthTex->texture; |
| 1433 | rtDesc.depthStencilSurface.face = 0; |
| 1434 | rtDesc.depthStencilSurface.numFaces = 1; |
| 1435 | rtDesc.depthStencilSurface.mipLevel = 0; |
| 1436 | |
| 1437 | renderTarget = RenderTexture::create(rtDesc); |
| 1438 | } |
| 1439 | |
| 1440 | // Prepare objects for rendering by binding forward lighting data |
| 1441 | //// Normal renderables |
| 1442 | const VisibilityInfo& visibility = inputs.view.getVisibilityMasks(); |
| 1443 | const auto numRenderables = (UINT32)sceneInfo.renderables.size(); |
| 1444 | for (UINT32 i = 0; i < numRenderables; i++) |
| 1445 | { |
| 1446 | if (!visibility.renderables[i]) |
| 1447 | continue; |
| 1448 | |
| 1449 | for (auto& element : sceneInfo.renderables[i]->elements) |
| 1450 | { |
| 1451 | ShaderFlags shaderFlags = element.material->getShader()->getFlags(); |
| 1452 | |
| 1453 | const bool useForwardRendering = shaderFlags.isSet(ShaderFlag::Forward) || shaderFlags.isSet(ShaderFlag::Transparent); |
| 1454 | if (!useForwardRendering) |
| 1455 | continue; |
| 1456 | |
| 1457 | // Note: It would be nice to be able to set this once and keep it, only updating if the buffers actually |
| 1458 | // change (e.g. when growing). |
| 1459 | const SPtr<GpuParams> gpuParams = element.params->getGpuParams(); |
| 1460 | if(supportsClusteredForward) |
| 1461 | bindParamsForClustered(*gpuParams, element.forwardLightingParams, element.imageBasedParams); |
| 1462 | else |
| 1463 | { |
| 1464 | // Populate light & probe buffers |
| 1465 | const Bounds& bounds = sceneInfo.renderableCullInfos[i].bounds; |
| 1466 | bindParamsForStandardForward(*gpuParams, bounds, element.forwardLightingParams, element.imageBasedParams); |
| 1467 | } |
| 1468 | |
| 1469 | bindCommonIBLParams(*gpuParams, element.imageBasedParams); |
| 1470 | } |
| 1471 | } |
| 1472 | |
| 1473 | //// Particle systems |
| 1474 | const ParticlePerFrameData* particleData = inputs.frameInfo.perFrameData.particles; |
| 1475 | if(particleData) |
| 1476 | { |
| 1477 | const auto numParticleSystems = (UINT32)inputs.scene.particleSystems.size(); |
| 1478 | |
| 1479 | for (UINT32 i = 0; i < numParticleSystems; i++) |
| 1480 | { |
| 1481 | if (!visibility.particleSystems[i]) |
| 1482 | continue; |
| 1483 | |
| 1484 | const RendererParticles& rendererParticles = inputs.scene.particleSystems[i]; |
| 1485 | ParticlesRenderElement& renderElement = rendererParticles.renderElement; |
| 1486 | |
| 1487 | ShaderFlags shaderFlags = renderElement.material->getShader()->getFlags(); |
| 1488 | |
| 1489 | if(shaderFlags.isSet(ShaderFlag::Transparent)) |
| 1490 | renderElement.depthInputTexture.set(resolvedSceneDepthNode->output->texture); |
| 1491 | |
| 1492 | const bool requiresForwardLighting = shaderFlags.isSet(ShaderFlag::Forward); |
| 1493 | if (!requiresForwardLighting) |
| 1494 | continue; |
| 1495 | |
| 1496 | if(!renderElement.isValid()) |
| 1497 | continue; |
| 1498 | |
| 1499 | const SPtr<GpuParams> gpuParams = renderElement.params->getGpuParams(); |
| 1500 | |
| 1501 | // Note: It would be nice to be able to set this once and keep it, only updating if the buffers actually |
| 1502 | // change (e.g. when growing). |
| 1503 | if(supportsClusteredForward) |
| 1504 | bindParamsForClustered(*gpuParams, renderElement.forwardLightingParams, renderElement.imageBasedParams); |
| 1505 | else |
| 1506 | { |
| 1507 | // Populate light & probe buffers |
| 1508 | const Bounds& bounds = sceneInfo.particleSystemCullInfos[i].bounds; |
| 1509 | bindParamsForStandardForward(*gpuParams, bounds, renderElement.forwardLightingParams, renderElement.imageBasedParams); |
| 1510 | } |
| 1511 | |
| 1512 | bindCommonIBLParams(*gpuParams, renderElement.imageBasedParams); |
| 1513 | } |
| 1514 | } |
| 1515 | |
| 1516 | // TODO: Forward pipeline rendering doesn't support shadows. In order to support this I'd have to render the light |
| 1517 | // occlusion for all lights affecting this object into a single (or a few) textures. I can likely use texture |
| 1518 | // arrays for this, or to avoid sampling many textures, perhaps just jam it all in one or few texture channels. |
| 1519 | |
| 1520 | // Render everything |
| 1521 | RenderAPI& rapi = RenderAPI::instance(); |
| 1522 | |
| 1523 | RenderQueue* opaqueQueue = inputs.view.getOpaqueQueue(true).get(); |
| 1524 | RenderQueue* transparentQueue = inputs.view.getTransparentQueue().get(); |
| 1525 | |
| 1526 | rapi.setRenderTarget(renderTarget, 0, RT_ALL); |
| 1527 | renderQueueElements(opaqueQueue->getSortedElements()); |
| 1528 | |
| 1529 | rapi.setRenderTarget(renderTarget, FBT_DEPTH, RT_ALL); |
| 1530 | renderQueueElements(transparentQueue->getSortedElements()); |
| 1531 | |
| 1532 | // Note: Perhaps delay clearing this one frame, so previous frame textures have a better chance of being done |
| 1533 | ParticleRenderer::instance().getTexturePool().clear(); |
| 1534 | |
| 1535 | // Trigger post-lighting callbacks |
| 1536 | Camera* sceneCamera = inputs.view.getSceneCamera(); |
| 1537 | if (sceneCamera != nullptr) |
| 1538 | { |
| 1539 | for(auto& extension : inputs.extPostLighting) |
| 1540 | { |
| 1541 | if (extension->check(*sceneCamera)) |
| 1542 | extension->render(*sceneCamera); |
| 1543 | } |
| 1544 | } |
| 1545 | } |
| 1546 | |
| 1547 | void RCNodeClusteredForward::clear() |
| 1548 | { |
| 1549 | // Do nothing |
| 1550 | } |
| 1551 | |
| 1552 | SmallVector<StringID, 4> RCNodeClusteredForward::getDependencies(const RendererView& view) |
| 1553 | { |
| 1554 | return { |
| 1555 | RCNodeSceneColor::getNodeId(), |
| 1556 | RCNodeSkybox::getNodeId(), |
| 1557 | RCNodeSceneDepth::getNodeId(), |
| 1558 | RCNodeParticleSimulate::getNodeId(), |
| 1559 | RCNodeParticleSort::getNodeId(), |
| 1560 | RCNodeResolvedSceneDepth::getNodeId() |
| 1561 | }; |
| 1562 | } |
| 1563 | |
| 1564 | void RCNodeSkybox::render(const RenderCompositorNodeInputs& inputs) |
| 1565 | { |
| 1566 | Skybox* skybox = nullptr; |
| 1567 | if(inputs.view.getRenderSettings().enableSkybox) |
| 1568 | skybox = inputs.scene.skybox; |
| 1569 | |
| 1570 | SPtr<Texture> radiance = skybox ? skybox->getTexture() : nullptr; |
| 1571 | |
| 1572 | if (radiance != nullptr) |
| 1573 | { |
| 1574 | SkyboxMat* material = SkyboxMat::getVariation(false); |
| 1575 | material->bind(inputs.view.getPerViewBuffer(), radiance, Color::White); |
| 1576 | } |
| 1577 | else |
| 1578 | { |
| 1579 | // Cancel out the linear->SRGB conversion |
| 1580 | Color clearColor = PixelUtil::SRGBToLinear(inputs.view.getProperties().target.clearColor); |
| 1581 | |
| 1582 | SkyboxMat* material = SkyboxMat::getVariation(true); |
| 1583 | material->bind(inputs.view.getPerViewBuffer(), nullptr, clearColor); |
| 1584 | } |
| 1585 | |
| 1586 | RCNodeSceneColor* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 1587 | int readOnlyFlags = FBT_DEPTH | FBT_STENCIL; |
| 1588 | |
| 1589 | RenderAPI& rapi = RenderAPI::instance(); |
| 1590 | rapi.setRenderTarget(sceneColorNode->renderTarget, readOnlyFlags, RT_COLOR0 | RT_DEPTH_STENCIL); |
| 1591 | |
| 1592 | Rect2 area(0.0f, 0.0f, 1.0f, 1.0f); |
| 1593 | rapi.setViewport(area); |
| 1594 | |
| 1595 | SPtr<Mesh> mesh = gRendererUtility().getSkyBoxMesh(); |
| 1596 | gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0)); |
| 1597 | } |
| 1598 | |
| 1599 | void RCNodeSkybox::clear() |
| 1600 | { } |
| 1601 | |
| 1602 | SmallVector<StringID, 4> RCNodeSkybox::getDependencies(const RendererView& view) |
| 1603 | { |
| 1604 | SmallVector<StringID, 4> deps; |
| 1605 | deps.add(RCNodeSceneColor::getNodeId()); |
| 1606 | deps.add(RCNodeDeferredIndirectSpecularLighting::getNodeId()); |
| 1607 | |
| 1608 | return deps; |
| 1609 | } |
| 1610 | |
| 1611 | void RCNodeFinalResolve::render(const RenderCompositorNodeInputs& inputs) |
| 1612 | { |
| 1613 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 1614 | |
| 1615 | SPtr<Texture> input; |
| 1616 | if(viewProps.runPostProcessing) |
| 1617 | { |
| 1618 | RCNodePostProcess* postProcessNode = static_cast<RCNodePostProcess*>(inputs.inputNodes[0]); |
| 1619 | |
| 1620 | // Note: Ideally the last PP effect could write directly to the final target and we could avoid this copy |
| 1621 | input = postProcessNode->getLastOutput(); |
| 1622 | } |
| 1623 | else |
| 1624 | { |
| 1625 | RCNodeSceneColor* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 1626 | input = sceneColorNode->sceneColorTex->texture; |
| 1627 | } |
| 1628 | |
| 1629 | SPtr<RenderTarget> target = viewProps.target.target; |
| 1630 | |
| 1631 | RenderAPI& rapi = RenderAPI::instance(); |
| 1632 | rapi.setRenderTarget(target); |
| 1633 | rapi.setViewport(viewProps.target.nrmViewRect); |
| 1634 | |
| 1635 | gRendererUtility().blit(input, Rect2I::EMPTY, viewProps.flipView); |
| 1636 | |
| 1637 | if(viewProps.encodeDepth) |
| 1638 | { |
| 1639 | RCNodeResolvedSceneDepth* resolvedSceneDepthNode = static_cast<RCNodeResolvedSceneDepth*>(inputs.inputNodes[0]); |
| 1640 | |
| 1641 | EncodeDepthMat* encodeDepthMat = EncodeDepthMat::get(); |
| 1642 | encodeDepthMat->execute(resolvedSceneDepthNode->output->texture, viewProps.depthEncodeNear, |
| 1643 | viewProps.depthEncodeFar, target); |
| 1644 | } |
| 1645 | |
| 1646 | // Trigger overlay callbacks |
| 1647 | Camera* sceneCamera = inputs.view.getSceneCamera(); |
| 1648 | if (sceneCamera != nullptr) |
| 1649 | { |
| 1650 | for(auto& extension : inputs.extOverlay) |
| 1651 | { |
| 1652 | if (extension->check(*sceneCamera)) |
| 1653 | extension->render(*sceneCamera); |
| 1654 | } |
| 1655 | } |
| 1656 | } |
| 1657 | |
| 1658 | void RCNodeFinalResolve::clear() |
| 1659 | { } |
| 1660 | |
| 1661 | SmallVector<StringID, 4> RCNodeFinalResolve::getDependencies(const RendererView& view) |
| 1662 | { |
| 1663 | const RendererViewProperties& viewProps = view.getProperties(); |
| 1664 | |
| 1665 | SmallVector<StringID, 4> deps; |
| 1666 | if(viewProps.runPostProcessing) |
| 1667 | { |
| 1668 | deps.add(RCNodePostProcess::getNodeId()); |
| 1669 | deps.add(RCNodeFXAA::getNodeId()); |
| 1670 | } |
| 1671 | else |
| 1672 | { |
| 1673 | deps.add(RCNodeSceneColor::getNodeId()); |
| 1674 | deps.add(RCNodeClusteredForward::getNodeId()); |
| 1675 | } |
| 1676 | |
| 1677 | if(viewProps.encodeDepth) |
| 1678 | deps.add(RCNodeResolvedSceneDepth::getNodeId()); |
| 1679 | |
| 1680 | return deps; |
| 1681 | } |
| 1682 | |
| 1683 | RCNodePostProcess::RCNodePostProcess() |
| 1684 | :mOutput(), mAllocated() |
| 1685 | { } |
| 1686 | |
| 1687 | void RCNodePostProcess::getAndSwitch(const RendererView& view, SPtr<RenderTexture>& output, SPtr<Texture>& lastFrame) const |
| 1688 | { |
| 1689 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1690 | |
| 1691 | const RendererViewProperties& viewProps = view.getProperties(); |
| 1692 | UINT32 width = viewProps.target.viewRect.width; |
| 1693 | UINT32 height = viewProps.target.viewRect.height; |
| 1694 | |
| 1695 | if(!mAllocated[mCurrentIdx]) |
| 1696 | { |
| 1697 | mOutput[mCurrentIdx] = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA8, width, height, |
| 1698 | TU_RENDERTARGET, 1, false)); |
| 1699 | |
| 1700 | mAllocated[mCurrentIdx] = true; |
| 1701 | } |
| 1702 | |
| 1703 | output = mOutput[mCurrentIdx]->renderTexture; |
| 1704 | |
| 1705 | UINT32 otherIdx = (mCurrentIdx + 1) % 2; |
| 1706 | if (mAllocated[otherIdx]) |
| 1707 | lastFrame = mOutput[otherIdx]->texture; |
| 1708 | |
| 1709 | mCurrentIdx = otherIdx; |
| 1710 | } |
| 1711 | |
| 1712 | SPtr<Texture> RCNodePostProcess::getLastOutput() const |
| 1713 | { |
| 1714 | UINT32 otherIdx = (mCurrentIdx + 1) % 2; |
| 1715 | if (mAllocated[otherIdx]) |
| 1716 | return mOutput[otherIdx]->texture; |
| 1717 | |
| 1718 | return nullptr; |
| 1719 | } |
| 1720 | |
| 1721 | void RCNodePostProcess::render(const RenderCompositorNodeInputs& inputs) |
| 1722 | { |
| 1723 | // Do nothing, this is just a helper node |
| 1724 | } |
| 1725 | |
| 1726 | void RCNodePostProcess::clear() |
| 1727 | { |
| 1728 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1729 | |
| 1730 | if (mAllocated[0]) |
| 1731 | resPool.release(mOutput[0]); |
| 1732 | |
| 1733 | if (mAllocated[1]) |
| 1734 | resPool.release(mOutput[1]); |
| 1735 | |
| 1736 | mAllocated[0] = false; |
| 1737 | mAllocated[1] = false; |
| 1738 | mCurrentIdx = 0; |
| 1739 | } |
| 1740 | |
| 1741 | SmallVector<StringID, 4> RCNodePostProcess::getDependencies(const RendererView& view) |
| 1742 | { |
| 1743 | return {}; |
| 1744 | } |
| 1745 | |
| 1746 | RCNodeEyeAdaptation::~RCNodeEyeAdaptation() |
| 1747 | { |
| 1748 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1749 | |
| 1750 | if (previous) |
| 1751 | resPool.release(previous); |
| 1752 | } |
| 1753 | |
| 1754 | void RCNodeEyeAdaptation::render(const RenderCompositorNodeInputs& inputs) |
| 1755 | { |
| 1756 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1757 | |
| 1758 | const RenderSettings& settings = inputs.view.getRenderSettings(); |
| 1759 | |
| 1760 | const bool hdr = settings.enableHDR; |
| 1761 | |
| 1762 | if(hdr && settings.enableAutoExposure) |
| 1763 | { |
| 1764 | // Get downsample scene |
| 1765 | auto* halfSceneColorNode = static_cast<RCNodeHalfSceneColor*>(inputs.inputNodes[1]); |
| 1766 | const SPtr<PooledRenderTexture>& downsampledScene = halfSceneColorNode->output; |
| 1767 | |
| 1768 | if(useHistogramEyeAdapatation(inputs)) |
| 1769 | { |
| 1770 | // Generate histogram |
| 1771 | SPtr<PooledRenderTexture> eyeAdaptHistogram = |
| 1772 | resPool.get(EyeAdaptHistogramMat::getOutputDesc(downsampledScene->texture)); |
| 1773 | EyeAdaptHistogramMat* eyeAdaptHistogramMat = EyeAdaptHistogramMat::get(); |
| 1774 | eyeAdaptHistogramMat->execute(downsampledScene->texture, eyeAdaptHistogram->texture, settings.autoExposure); |
| 1775 | |
| 1776 | // Reduce histogram |
| 1777 | SPtr<PooledRenderTexture> reducedHistogram = resPool.get(EyeAdaptHistogramReduceMat::getOutputDesc()); |
| 1778 | |
| 1779 | SPtr<Texture> prevFrameEyeAdaptation; |
| 1780 | if (previous != nullptr) |
| 1781 | prevFrameEyeAdaptation = previous->texture; |
| 1782 | |
| 1783 | EyeAdaptHistogramReduceMat* eyeAdaptHistogramReduce = EyeAdaptHistogramReduceMat::get(); |
| 1784 | eyeAdaptHistogramReduce->execute( |
| 1785 | downsampledScene->texture, |
| 1786 | eyeAdaptHistogram->texture, |
| 1787 | prevFrameEyeAdaptation, |
| 1788 | reducedHistogram->renderTexture); |
| 1789 | |
| 1790 | resPool.release(eyeAdaptHistogram); |
| 1791 | eyeAdaptHistogram = nullptr; |
| 1792 | |
| 1793 | // Generate eye adaptation value |
| 1794 | output = resPool.get(EyeAdaptationMat::getOutputDesc()); |
| 1795 | EyeAdaptationMat* eyeAdaptationMat = EyeAdaptationMat::get(); |
| 1796 | eyeAdaptationMat->execute( |
| 1797 | reducedHistogram->texture, |
| 1798 | output->renderTexture, |
| 1799 | inputs.frameInfo.timeDelta, |
| 1800 | settings.autoExposure, |
| 1801 | settings.exposureScale); |
| 1802 | |
| 1803 | resPool.release(reducedHistogram); |
| 1804 | } |
| 1805 | else |
| 1806 | { |
| 1807 | // Populate alpha values of the downsampled texture with luminance |
| 1808 | SPtr<PooledRenderTexture> luminanceTex = |
| 1809 | resPool.get(EyeAdaptationBasicSetupMat::getOutputDesc(downsampledScene->texture)); |
| 1810 | |
| 1811 | EyeAdaptationBasicSetupMat* setupMat = EyeAdaptationBasicSetupMat::get(); |
| 1812 | setupMat->execute( |
| 1813 | downsampledScene->texture, |
| 1814 | luminanceTex->renderTexture, |
| 1815 | inputs.frameInfo.timeDelta, |
| 1816 | settings.autoExposure, |
| 1817 | settings.exposureScale); |
| 1818 | |
| 1819 | SPtr<Texture> downsampleInput = luminanceTex->texture; |
| 1820 | luminanceTex = nullptr; |
| 1821 | |
| 1822 | // Downsample some more |
| 1823 | for(UINT32 i = 0; i < 5; i++) |
| 1824 | { |
| 1825 | DownsampleMat* downsampleMat = DownsampleMat::getVariation(1, false); |
| 1826 | SPtr<PooledRenderTexture> downsampledLuminance = |
| 1827 | resPool.get(DownsampleMat::getOutputDesc(downsampleInput)); |
| 1828 | |
| 1829 | downsampleMat->execute(downsampleInput, downsampledLuminance->renderTexture); |
| 1830 | downsampleInput = downsampledLuminance->texture; |
| 1831 | } |
| 1832 | |
| 1833 | // Generate eye adaptation value |
| 1834 | EyeAdaptationBasicMat* eyeAdaptationMat = EyeAdaptationBasicMat::get(); |
| 1835 | |
| 1836 | SPtr<Texture> prevFrameEyeAdaptation; |
| 1837 | if (previous != nullptr) |
| 1838 | prevFrameEyeAdaptation = previous->texture; |
| 1839 | |
| 1840 | output = resPool.get(EyeAdaptationBasicMat::getOutputDesc()); |
| 1841 | eyeAdaptationMat->execute( |
| 1842 | downsampleInput, |
| 1843 | prevFrameEyeAdaptation, |
| 1844 | output->renderTexture, |
| 1845 | inputs.frameInfo.timeDelta, |
| 1846 | settings.autoExposure, |
| 1847 | settings.exposureScale); |
| 1848 | } |
| 1849 | } |
| 1850 | else |
| 1851 | { |
| 1852 | if(previous) |
| 1853 | resPool.release(previous); |
| 1854 | |
| 1855 | previous = nullptr; |
| 1856 | output = nullptr; |
| 1857 | } |
| 1858 | } |
| 1859 | |
| 1860 | void RCNodeEyeAdaptation::clear() |
| 1861 | { |
| 1862 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1863 | |
| 1864 | // Save eye adaptation for next frame |
| 1865 | if(previous) |
| 1866 | resPool.release(previous); |
| 1867 | |
| 1868 | std::swap(output, previous); |
| 1869 | } |
| 1870 | |
| 1871 | bool RCNodeEyeAdaptation::useHistogramEyeAdapatation(const RenderCompositorNodeInputs& inputs) |
| 1872 | { |
| 1873 | return inputs.featureSet == RenderBeastFeatureSet::Desktop; |
| 1874 | } |
| 1875 | |
| 1876 | SmallVector<StringID, 4> RCNodeEyeAdaptation::getDependencies(const RendererView& view) |
| 1877 | { |
| 1878 | SmallVector<StringID, 4> deps; |
| 1879 | deps.add(RCNodeClusteredForward::getNodeId()); |
| 1880 | |
| 1881 | const RenderSettings& settings = view.getRenderSettings(); |
| 1882 | if(settings.enableHDR && settings.enableAutoExposure) |
| 1883 | deps.add(RCNodeHalfSceneColor::getNodeId()); |
| 1884 | |
| 1885 | return deps; |
| 1886 | } |
| 1887 | |
| 1888 | RCNodeTonemapping::~RCNodeTonemapping() |
| 1889 | { |
| 1890 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1891 | |
| 1892 | if (mTonemapLUT) |
| 1893 | resPool.release(mTonemapLUT); |
| 1894 | } |
| 1895 | |
| 1896 | void RCNodeTonemapping::render(const RenderCompositorNodeInputs& inputs) |
| 1897 | { |
| 1898 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 1899 | |
| 1900 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 1901 | const RenderSettings& settings = inputs.view.getRenderSettings(); |
| 1902 | |
| 1903 | auto* eyeAdaptationNode = static_cast<RCNodeEyeAdaptation*>(inputs.inputNodes[0]); |
| 1904 | auto* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[1]); |
| 1905 | auto* postProcessNode = static_cast<RCNodePostProcess*>(inputs.inputNodes[3]); |
| 1906 | const SPtr<Texture>& sceneColor = sceneColorNode->sceneColorTex->texture; |
| 1907 | |
| 1908 | const bool hdr = settings.enableHDR; |
| 1909 | const bool msaa = viewProps.target.numSamples > 1; |
| 1910 | |
| 1911 | const bool volumeLUT = inputs.featureSet == RenderBeastFeatureSet::Desktop; |
| 1912 | bool gammaOnly; |
| 1913 | bool autoExposure; |
| 1914 | if (hdr) |
| 1915 | { |
| 1916 | if (settings.enableTonemapping) |
| 1917 | { |
| 1918 | const UINT64 latestHash = inputs.view.getRenderSettingsHash(); |
| 1919 | const bool tonemapLUTDirty = mTonemapLastUpdateHash != latestHash; |
| 1920 | |
| 1921 | if (tonemapLUTDirty) // Rebuild LUT if PP settings changed |
| 1922 | { |
| 1923 | CreateTonemapLUTMat* createLUT = CreateTonemapLUTMat::getVariation(volumeLUT); |
| 1924 | if(mTonemapLUT == nullptr) |
| 1925 | mTonemapLUT = resPool.get(createLUT->getOutputDesc()); |
| 1926 | |
| 1927 | if(volumeLUT) |
| 1928 | createLUT->execute3D(mTonemapLUT->texture, settings); |
| 1929 | else |
| 1930 | createLUT->execute2D(mTonemapLUT->renderTexture, settings); |
| 1931 | |
| 1932 | mTonemapLastUpdateHash = latestHash; |
| 1933 | } |
| 1934 | |
| 1935 | gammaOnly = false; |
| 1936 | } |
| 1937 | else |
| 1938 | gammaOnly = true; |
| 1939 | |
| 1940 | autoExposure = settings.enableAutoExposure; |
| 1941 | } |
| 1942 | else |
| 1943 | { |
| 1944 | gammaOnly = true; |
| 1945 | autoExposure = false; |
| 1946 | } |
| 1947 | |
| 1948 | if(gammaOnly) |
| 1949 | { |
| 1950 | if(mTonemapLUT) |
| 1951 | { |
| 1952 | resPool.release(mTonemapLUT); |
| 1953 | mTonemapLUT = nullptr; |
| 1954 | } |
| 1955 | } |
| 1956 | |
| 1957 | TonemappingMat* tonemapping = TonemappingMat::getVariation(volumeLUT, gammaOnly, autoExposure, msaa); |
| 1958 | |
| 1959 | SPtr<RenderTexture> ppOutput; |
| 1960 | SPtr<Texture> ppLastFrame; |
| 1961 | postProcessNode->getAndSwitch(inputs.view, ppOutput, ppLastFrame); |
| 1962 | |
| 1963 | SPtr<Texture> eyeAdaptationTex; |
| 1964 | if (eyeAdaptationNode->output) |
| 1965 | eyeAdaptationTex = eyeAdaptationNode->output->texture; |
| 1966 | |
| 1967 | SPtr<Texture> tonemapLUTTex; |
| 1968 | if (mTonemapLUT) |
| 1969 | tonemapLUTTex = mTonemapLUT->texture; |
| 1970 | |
| 1971 | SPtr<Texture> bloomTex; |
| 1972 | if(settings.bloom.enabled) |
| 1973 | { |
| 1974 | auto* bloomNode = static_cast<RCNodeBloom*>(inputs.inputNodes[5]); |
| 1975 | bloomTex = bloomNode->output; |
| 1976 | } |
| 1977 | |
| 1978 | tonemapping->execute(sceneColor, eyeAdaptationTex, bloomTex, tonemapLUTTex, ppOutput, settings); |
| 1979 | } |
| 1980 | |
| 1981 | void RCNodeTonemapping::clear() |
| 1982 | { |
| 1983 | // Do nothing |
| 1984 | } |
| 1985 | |
| 1986 | SmallVector<StringID, 4> RCNodeTonemapping::getDependencies(const RendererView& view) |
| 1987 | { |
| 1988 | SmallVector<StringID, 4> deps = { |
| 1989 | RCNodeEyeAdaptation::getNodeId(), |
| 1990 | RCNodeSceneColor::getNodeId(), |
| 1991 | RCNodeClusteredForward::getNodeId(), |
| 1992 | RCNodePostProcess::getNodeId(), |
| 1993 | RCNodeHalfSceneColor::getNodeId() |
| 1994 | }; |
| 1995 | |
| 1996 | if(view.getRenderSettings().bloom.enabled) |
| 1997 | deps.add(RCNodeBloom::getNodeId()); |
| 1998 | |
| 1999 | return deps; |
| 2000 | } |
| 2001 | |
| 2002 | void RCNodeGaussianDOF::render(const RenderCompositorNodeInputs& inputs) |
| 2003 | { |
| 2004 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[1]); |
| 2005 | RCNodePostProcess* postProcessNode = static_cast<RCNodePostProcess*>(inputs.inputNodes[2]); |
| 2006 | |
| 2007 | const DepthOfFieldSettings& settings = inputs.view.getRenderSettings().depthOfField; |
| 2008 | bool near = settings.nearBlurAmount > 0.0f; |
| 2009 | bool far = settings.farBlurAmount > 0.0f; |
| 2010 | |
| 2011 | bool enabled = settings.enabled && (near || far); |
| 2012 | if(!enabled) |
| 2013 | return; |
| 2014 | |
| 2015 | GaussianDOFSeparateMat* separateMat = GaussianDOFSeparateMat::getVariation(near, far); |
| 2016 | GaussianDOFCombineMat* combineMat = GaussianDOFCombineMat::getVariation(near, far); |
| 2017 | GaussianBlurMat* blurMat = GaussianBlurMat::get(); |
| 2018 | |
| 2019 | SPtr<RenderTexture> ppOutput; |
| 2020 | SPtr<Texture> ppLastFrame; |
| 2021 | postProcessNode->getAndSwitch(inputs.view, ppOutput, ppLastFrame); |
| 2022 | |
| 2023 | separateMat->execute(ppLastFrame, sceneDepthNode->depthTex->texture, inputs.view, settings); |
| 2024 | |
| 2025 | SPtr<PooledRenderTexture> nearTex, farTex; |
| 2026 | if(near && far) |
| 2027 | { |
| 2028 | nearTex = separateMat->getOutput(0); |
| 2029 | farTex = separateMat->getOutput(1); |
| 2030 | } |
| 2031 | else |
| 2032 | { |
| 2033 | if (near) |
| 2034 | nearTex = separateMat->getOutput(0); |
| 2035 | else |
| 2036 | farTex = separateMat->getOutput(0); |
| 2037 | } |
| 2038 | |
| 2039 | // Blur the out of focus pixels |
| 2040 | // Note: Perhaps set up stencil so I can avoid performing blur on unused parts of the textures? |
| 2041 | const TextureProperties& texProps = nearTex ? nearTex->texture->getProperties() : farTex->texture->getProperties(); |
| 2042 | POOLED_RENDER_TEXTURE_DESC tempTexDesc = POOLED_RENDER_TEXTURE_DESC::create2D(texProps.getFormat(), |
| 2043 | texProps.getWidth(), texProps.getHeight(), TU_RENDERTARGET); |
| 2044 | SPtr<PooledRenderTexture> tempTexture = GpuResourcePool::instance().get(tempTexDesc); |
| 2045 | |
| 2046 | SPtr<Texture> blurredNearTex; |
| 2047 | if(nearTex) |
| 2048 | { |
| 2049 | blurMat->execute(nearTex->texture, settings.nearBlurAmount, tempTexture->renderTexture); |
| 2050 | blurredNearTex = tempTexture->texture; |
| 2051 | } |
| 2052 | |
| 2053 | SPtr<Texture> blurredFarTex; |
| 2054 | if(farTex) |
| 2055 | { |
| 2056 | // If temporary texture is used up, re-use the original near texture for the blurred result |
| 2057 | if(blurredNearTex) |
| 2058 | { |
| 2059 | blurMat->execute(farTex->texture, settings.farBlurAmount, nearTex->renderTexture); |
| 2060 | blurredFarTex = nearTex->texture; |
| 2061 | } |
| 2062 | else // Otherwise just use the temporary |
| 2063 | { |
| 2064 | blurMat->execute(farTex->texture, settings.farBlurAmount, tempTexture->renderTexture); |
| 2065 | blurredFarTex = tempTexture->texture; |
| 2066 | } |
| 2067 | } |
| 2068 | |
| 2069 | combineMat->execute(ppLastFrame, blurredNearTex, blurredFarTex, |
| 2070 | sceneDepthNode->depthTex->texture, ppOutput, inputs.view, settings); |
| 2071 | |
| 2072 | separateMat->release(); |
| 2073 | GpuResourcePool::instance().release(tempTexture); |
| 2074 | } |
| 2075 | |
| 2076 | void RCNodeGaussianDOF::clear() |
| 2077 | { |
| 2078 | // Do nothing |
| 2079 | } |
| 2080 | |
| 2081 | SmallVector<StringID, 4> RCNodeGaussianDOF::getDependencies(const RendererView& view) |
| 2082 | { |
| 2083 | return { RCNodeTonemapping::getNodeId(), RCNodeSceneDepth::getNodeId(), RCNodePostProcess::getNodeId() }; |
| 2084 | } |
| 2085 | |
| 2086 | void RCNodeFXAA::render(const RenderCompositorNodeInputs& inputs) |
| 2087 | { |
| 2088 | const RenderSettings& settings = inputs.view.getRenderSettings(); |
| 2089 | if (!settings.enableFXAA) |
| 2090 | return; |
| 2091 | |
| 2092 | RCNodePostProcess* postProcessNode = static_cast<RCNodePostProcess*>(inputs.inputNodes[1]); |
| 2093 | |
| 2094 | SPtr<RenderTexture> ppOutput; |
| 2095 | SPtr<Texture> ppLastFrame; |
| 2096 | postProcessNode->getAndSwitch(inputs.view, ppOutput, ppLastFrame); |
| 2097 | |
| 2098 | // Note: I could skip executing FXAA over DOF and motion blurred pixels |
| 2099 | FXAAMat* fxaa = FXAAMat::get(); |
| 2100 | fxaa->execute(ppLastFrame, ppOutput); |
| 2101 | } |
| 2102 | |
| 2103 | void RCNodeFXAA::clear() |
| 2104 | { |
| 2105 | // Do nothing |
| 2106 | } |
| 2107 | |
| 2108 | SmallVector<StringID, 4> RCNodeFXAA::getDependencies(const RendererView& view) |
| 2109 | { |
| 2110 | return { RCNodeGaussianDOF::getNodeId(), RCNodePostProcess::getNodeId() }; |
| 2111 | } |
| 2112 | |
| 2113 | void RCNodeHalfSceneColor::render(const RenderCompositorNodeInputs& inputs) |
| 2114 | { |
| 2115 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 2116 | |
| 2117 | auto* sceneColorNode = static_cast<RCNodeSceneColor*>(inputs.inputNodes[0]); |
| 2118 | const SPtr<Texture>& input = sceneColorNode->sceneColorTex->texture; |
| 2119 | |
| 2120 | // Downsample scene |
| 2121 | const bool msaa = viewProps.target.numSamples > 1; |
| 2122 | DownsampleMat* downsampleMat = DownsampleMat::getVariation(1, msaa); |
| 2123 | |
| 2124 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2125 | output = resPool.get(DownsampleMat::getOutputDesc(input)); |
| 2126 | |
| 2127 | downsampleMat->execute(input, output->renderTexture); |
| 2128 | } |
| 2129 | |
| 2130 | void RCNodeHalfSceneColor::clear() |
| 2131 | { |
| 2132 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2133 | resPool.release(output); |
| 2134 | } |
| 2135 | |
| 2136 | SmallVector<StringID, 4> RCNodeHalfSceneColor::getDependencies(const RendererView& view) |
| 2137 | { |
| 2138 | return { RCNodeSceneColor::getNodeId() }; |
| 2139 | } |
| 2140 | |
| 2141 | void RCNodeResolvedSceneDepth::render(const RenderCompositorNodeInputs& inputs) |
| 2142 | { |
| 2143 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2144 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 2145 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[0]); |
| 2146 | |
| 2147 | if (viewProps.target.numSamples > 1) |
| 2148 | { |
| 2149 | UINT32 width = viewProps.target.viewRect.width; |
| 2150 | UINT32 height = viewProps.target.viewRect.height; |
| 2151 | |
| 2152 | output = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_D32_S8X24, width, height, |
| 2153 | TU_DEPTHSTENCIL, 1, false)); |
| 2154 | |
| 2155 | RenderAPI& rapi = RenderAPI::instance(); |
| 2156 | rapi.setRenderTarget(output->renderTexture); |
| 2157 | rapi.clearRenderTarget(FBT_STENCIL); |
| 2158 | gRendererUtility().blit(sceneDepthNode->depthTex->texture, Rect2I::EMPTY, false, true); |
| 2159 | |
| 2160 | mPassThrough = false; |
| 2161 | } |
| 2162 | else |
| 2163 | { |
| 2164 | output = sceneDepthNode->depthTex; |
| 2165 | mPassThrough = true; |
| 2166 | } |
| 2167 | } |
| 2168 | |
| 2169 | void RCNodeResolvedSceneDepth::clear() |
| 2170 | { |
| 2171 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2172 | |
| 2173 | if (!mPassThrough) |
| 2174 | resPool.release(output); |
| 2175 | else |
| 2176 | output = nullptr; |
| 2177 | |
| 2178 | mPassThrough = false; |
| 2179 | } |
| 2180 | |
| 2181 | SmallVector<StringID, 4> RCNodeResolvedSceneDepth::getDependencies(const RendererView& view) |
| 2182 | { |
| 2183 | // GBuffer require because it renders the base pass (populates the depth buffer) |
| 2184 | return { RCNodeSceneDepth::getNodeId(), RCNodeBasePass::getNodeId() }; |
| 2185 | } |
| 2186 | |
| 2187 | void RCNodeHiZ::render(const RenderCompositorNodeInputs& inputs) |
| 2188 | { |
| 2189 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2190 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 2191 | |
| 2192 | RCNodeResolvedSceneDepth* resolvedSceneDepth = static_cast<RCNodeResolvedSceneDepth*>(inputs.inputNodes[0]); |
| 2193 | |
| 2194 | UINT32 width = viewProps.target.viewRect.width; |
| 2195 | UINT32 height = viewProps.target.viewRect.height; |
| 2196 | |
| 2197 | UINT32 size = Bitwise::nextPow2(std::max(width, height)); |
| 2198 | UINT32 numMips = PixelUtil::getMaxMipmaps(size, size, 1, PF_R32F); |
| 2199 | size = 1 << numMips; |
| 2200 | |
| 2201 | // Note: Use the 32-bit buffer here as 16-bit causes too much banding (most of the scene gets assigned 4-5 different |
| 2202 | // depth values). |
| 2203 | // - When I add UNORM 16-bit format I should be able to switch to that |
| 2204 | output = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, size, size, TU_RENDERTARGET, 1, false, 1, |
| 2205 | numMips)); |
| 2206 | |
| 2207 | Rect2 srcRect = viewProps.target.nrmViewRect; |
| 2208 | |
| 2209 | // If viewport size is odd, adjust UV |
| 2210 | srcRect.width += (viewProps.target.viewRect.width % 2) * (1.0f / viewProps.target.viewRect.width); |
| 2211 | srcRect.height += (viewProps.target.viewRect.height % 2) * (1.0f / viewProps.target.viewRect.height); |
| 2212 | |
| 2213 | bool noTextureViews = !gCaps().hasCapability(RSC_TEXTURE_VIEWS); |
| 2214 | |
| 2215 | BuildHiZMat* material = BuildHiZMat::getVariation(noTextureViews); |
| 2216 | |
| 2217 | // Generate first mip |
| 2218 | RENDER_TEXTURE_DESC rtDesc; |
| 2219 | rtDesc.colorSurfaces[0].texture = output->texture; |
| 2220 | rtDesc.colorSurfaces[0].mipLevel = 0; |
| 2221 | |
| 2222 | SPtr<RenderTexture> rt = RenderTexture::create(rtDesc); |
| 2223 | |
| 2224 | Rect2 destRect; |
| 2225 | bool downsampledFirstMip = false; // Not used currently |
| 2226 | if (downsampledFirstMip) |
| 2227 | { |
| 2228 | // Make sure that 1 pixel in HiZ maps to a 2x2 block in source |
| 2229 | destRect = Rect2(0, 0, |
| 2230 | Math::ceilToInt(viewProps.target.viewRect.width / 2.0f) / (float)size, |
| 2231 | Math::ceilToInt(viewProps.target.viewRect.height / 2.0f) / (float)size); |
| 2232 | |
| 2233 | material->execute(resolvedSceneDepth->output->texture, 0, srcRect, destRect, rt); |
| 2234 | } |
| 2235 | else // First level is just a copy of the depth buffer |
| 2236 | { |
| 2237 | destRect = Rect2(0, 0, |
| 2238 | viewProps.target.viewRect.width / (float)size, |
| 2239 | viewProps.target.viewRect.height / (float)size); |
| 2240 | |
| 2241 | RenderAPI& rapi = RenderAPI::instance(); |
| 2242 | rapi.setRenderTarget(rt); |
| 2243 | rapi.setViewport(destRect); |
| 2244 | |
| 2245 | Rect2I srcAreaInt; |
| 2246 | srcAreaInt.x = (INT32)(srcRect.x * viewProps.target.viewRect.width); |
| 2247 | srcAreaInt.y = (INT32)(srcRect.y * viewProps.target.viewRect.height); |
| 2248 | srcAreaInt.width = (UINT32)(srcRect.width * viewProps.target.viewRect.width); |
| 2249 | srcAreaInt.height = (UINT32)(srcRect.height * viewProps.target.viewRect.height); |
| 2250 | |
| 2251 | gRendererUtility().blit(resolvedSceneDepth->output->texture, srcAreaInt); |
| 2252 | rapi.setViewport(Rect2(0, 0, 1, 1)); |
| 2253 | } |
| 2254 | |
| 2255 | // Generate remaining mip levels |
| 2256 | for(UINT32 i = 1; i <= numMips; i++) |
| 2257 | { |
| 2258 | rtDesc.colorSurfaces[0].mipLevel = i; |
| 2259 | rt = RenderTexture::create(rtDesc); |
| 2260 | |
| 2261 | material->execute(output->texture, i - 1, destRect, destRect, rt); |
| 2262 | } |
| 2263 | } |
| 2264 | |
| 2265 | void RCNodeHiZ::clear() |
| 2266 | { |
| 2267 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2268 | resPool.release(output); |
| 2269 | } |
| 2270 | |
| 2271 | SmallVector<StringID, 4> RCNodeHiZ::getDependencies(const RendererView& view) |
| 2272 | { |
| 2273 | // Note: This doesn't actually use any gbuffer textures, but node is a dependency because it renders to the depth |
| 2274 | // buffer. In order to avoid keeping gbuffer textures alive I could separate out the base pass into its own node |
| 2275 | // perhaps. But at the moment it doesn't matter, as anything using HiZ also needs gbuffer. |
| 2276 | return { RCNodeResolvedSceneDepth::getNodeId(), RCNodeBasePass::getNodeId() }; |
| 2277 | } |
| 2278 | |
| 2279 | void RCNodeSSAO::render(const RenderCompositorNodeInputs& inputs) |
| 2280 | { |
| 2281 | /** Maximum valid depth range within samples in a sample set. In meters. */ |
| 2282 | static const float DEPTH_RANGE = 1.0f; |
| 2283 | |
| 2284 | const AmbientOcclusionSettings& settings = inputs.view.getRenderSettings().ambientOcclusion; |
| 2285 | if(!settings.enabled) |
| 2286 | { |
| 2287 | output = Texture::WHITE; |
| 2288 | mPooledOutput = nullptr; |
| 2289 | return; |
| 2290 | } |
| 2291 | |
| 2292 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2293 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 2294 | |
| 2295 | RCNodeResolvedSceneDepth* resolvedDepthNode = static_cast<RCNodeResolvedSceneDepth*>(inputs.inputNodes[0]); |
| 2296 | RCNodeBasePass* gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[1]); |
| 2297 | |
| 2298 | SPtr<Texture> sceneDepth = resolvedDepthNode->output->texture; |
| 2299 | SPtr<Texture> sceneNormals = gbufferNode->normalTex->texture; |
| 2300 | |
| 2301 | const TextureProperties& normalsProps = sceneNormals->getProperties(); |
| 2302 | SPtr<PooledRenderTexture> resolvedNormals; |
| 2303 | |
| 2304 | RenderAPI& rapi = RenderAPI::instance(); |
| 2305 | if(sceneNormals->getProperties().getNumSamples() > 1) |
| 2306 | { |
| 2307 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(normalsProps.getFormat(), |
| 2308 | normalsProps.getWidth(), normalsProps.getHeight(), TU_RENDERTARGET); |
| 2309 | resolvedNormals = resPool.get(desc); |
| 2310 | |
| 2311 | rapi.setRenderTarget(resolvedNormals->renderTexture); |
| 2312 | gRendererUtility().blit(sceneNormals); |
| 2313 | |
| 2314 | sceneNormals = resolvedNormals->texture; |
| 2315 | } |
| 2316 | |
| 2317 | // Multiple downsampled AO levels are used to minimize cache trashing. Downsampled AO targets use larger radius, |
| 2318 | // whose contents are then blended with the higher level. |
| 2319 | UINT32 quality = settings.quality; |
| 2320 | UINT32 numDownsampleLevels = 0; |
| 2321 | if (quality == 2) |
| 2322 | numDownsampleLevels = 1; |
| 2323 | else if (quality > 2) |
| 2324 | numDownsampleLevels = 2; |
| 2325 | |
| 2326 | SSAODownsampleMat* downsample = SSAODownsampleMat::get(); |
| 2327 | |
| 2328 | SPtr<PooledRenderTexture> setupTex0; |
| 2329 | if(numDownsampleLevels > 0) |
| 2330 | { |
| 2331 | Vector2I downsampledSize( |
| 2332 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.width, 2)), |
| 2333 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.height, 2)) |
| 2334 | ); |
| 2335 | |
| 2336 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, downsampledSize.x, |
| 2337 | downsampledSize.y, TU_RENDERTARGET); |
| 2338 | setupTex0 = GpuResourcePool::instance().get(desc); |
| 2339 | |
| 2340 | downsample->execute(inputs.view, sceneDepth, sceneNormals, setupTex0->renderTexture, DEPTH_RANGE); |
| 2341 | } |
| 2342 | |
| 2343 | SPtr<PooledRenderTexture> setupTex1; |
| 2344 | if(numDownsampleLevels > 1) |
| 2345 | { |
| 2346 | Vector2I downsampledSize( |
| 2347 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.width, 4)), |
| 2348 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.height, 4)) |
| 2349 | ); |
| 2350 | |
| 2351 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, downsampledSize.x, |
| 2352 | downsampledSize.y, TU_RENDERTARGET); |
| 2353 | setupTex1 = GpuResourcePool::instance().get(desc); |
| 2354 | |
| 2355 | downsample->execute(inputs.view, sceneDepth, sceneNormals, setupTex1->renderTexture, DEPTH_RANGE); |
| 2356 | } |
| 2357 | |
| 2358 | SSAOTextureInputs textures; |
| 2359 | textures.sceneDepth = sceneDepth; |
| 2360 | textures.sceneNormals = sceneNormals; |
| 2361 | textures.randomRotations = RendererTextures::ssaoRandomization4x4; |
| 2362 | |
| 2363 | SPtr<PooledRenderTexture> downAOTex1; |
| 2364 | if(numDownsampleLevels > 1) |
| 2365 | { |
| 2366 | textures.aoSetup = setupTex1->texture; |
| 2367 | |
| 2368 | Vector2I downsampledSize( |
| 2369 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.width, 4)), |
| 2370 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.height, 4)) |
| 2371 | ); |
| 2372 | |
| 2373 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, downsampledSize.x, |
| 2374 | downsampledSize.y, TU_RENDERTARGET); |
| 2375 | downAOTex1 = GpuResourcePool::instance().get(desc); |
| 2376 | |
| 2377 | SSAOMat* ssaoMat = SSAOMat::getVariation(false, false, quality); |
| 2378 | ssaoMat->execute(inputs.view, textures, downAOTex1->renderTexture, settings); |
| 2379 | |
| 2380 | GpuResourcePool::instance().release(setupTex1); |
| 2381 | setupTex1 = nullptr; |
| 2382 | } |
| 2383 | |
| 2384 | SPtr<PooledRenderTexture> downAOTex0; |
| 2385 | if(numDownsampleLevels > 0) |
| 2386 | { |
| 2387 | textures.aoSetup = setupTex0->texture; |
| 2388 | |
| 2389 | if(downAOTex1) |
| 2390 | textures.aoDownsampled = downAOTex1->texture; |
| 2391 | |
| 2392 | Vector2I downsampledSize( |
| 2393 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.width, 2)), |
| 2394 | std::max(1, Math::divideAndRoundUp((INT32)viewProps.target.viewRect.height, 2)) |
| 2395 | ); |
| 2396 | |
| 2397 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, downsampledSize.x, |
| 2398 | downsampledSize.y, TU_RENDERTARGET); |
| 2399 | downAOTex0 = GpuResourcePool::instance().get(desc); |
| 2400 | |
| 2401 | bool upsample = numDownsampleLevels > 1; |
| 2402 | SSAOMat* ssaoMat = SSAOMat::getVariation(upsample, false, quality); |
| 2403 | ssaoMat->execute(inputs.view, textures, downAOTex0->renderTexture, settings); |
| 2404 | |
| 2405 | if(upsample) |
| 2406 | { |
| 2407 | GpuResourcePool::instance().release(downAOTex1); |
| 2408 | downAOTex1 = nullptr; |
| 2409 | } |
| 2410 | } |
| 2411 | |
| 2412 | UINT32 width = viewProps.target.viewRect.width; |
| 2413 | UINT32 height = viewProps.target.viewRect.height; |
| 2414 | mPooledOutput = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, width, height, TU_RENDERTARGET)); |
| 2415 | |
| 2416 | { |
| 2417 | if(setupTex0) |
| 2418 | textures.aoSetup = setupTex0->texture; |
| 2419 | |
| 2420 | if(downAOTex0) |
| 2421 | textures.aoDownsampled = downAOTex0->texture; |
| 2422 | |
| 2423 | bool upsample = numDownsampleLevels > 0; |
| 2424 | SSAOMat* ssaoMat = SSAOMat::getVariation(upsample, true, quality); |
| 2425 | ssaoMat->execute(inputs.view, textures, mPooledOutput->renderTexture, settings); |
| 2426 | } |
| 2427 | |
| 2428 | if(resolvedNormals) |
| 2429 | { |
| 2430 | GpuResourcePool::instance().release(resolvedNormals); |
| 2431 | resolvedNormals = nullptr; |
| 2432 | } |
| 2433 | |
| 2434 | if(numDownsampleLevels > 0) |
| 2435 | { |
| 2436 | GpuResourcePool::instance().release(setupTex0); |
| 2437 | GpuResourcePool::instance().release(downAOTex0); |
| 2438 | } |
| 2439 | |
| 2440 | // Blur the output |
| 2441 | // Note: If I implement temporal AA then this can probably be avoided. I can instead jitter the sample offsets |
| 2442 | // each frame, and averaging them out should yield blurred AO. |
| 2443 | if(quality > 1) // On level 0 we don't blur at all, on level 1 we use the ad-hoc blur in shader |
| 2444 | { |
| 2445 | const RenderTargetProperties& rtProps = mPooledOutput->renderTexture->getProperties(); |
| 2446 | |
| 2447 | POOLED_RENDER_TEXTURE_DESC desc = POOLED_RENDER_TEXTURE_DESC::create2D(PF_R8, rtProps.width, |
| 2448 | rtProps.height, TU_RENDERTARGET); |
| 2449 | SPtr<PooledRenderTexture> blurIntermediateTex = GpuResourcePool::instance().get(desc); |
| 2450 | |
| 2451 | SSAOBlurMat* blurHorz = SSAOBlurMat::getVariation(true); |
| 2452 | SSAOBlurMat* blurVert = SSAOBlurMat::getVariation(false); |
| 2453 | |
| 2454 | blurHorz->execute(inputs.view, mPooledOutput->texture, sceneDepth, blurIntermediateTex->renderTexture, DEPTH_RANGE); |
| 2455 | blurVert->execute(inputs.view, blurIntermediateTex->texture, sceneDepth, mPooledOutput->renderTexture, DEPTH_RANGE); |
| 2456 | |
| 2457 | GpuResourcePool::instance().release(blurIntermediateTex); |
| 2458 | } |
| 2459 | |
| 2460 | RenderAPI::instance().setRenderTarget(nullptr); |
| 2461 | output = mPooledOutput->texture; |
| 2462 | } |
| 2463 | |
| 2464 | void RCNodeSSAO::clear() |
| 2465 | { |
| 2466 | if(mPooledOutput) |
| 2467 | { |
| 2468 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2469 | resPool.release(mPooledOutput); |
| 2470 | } |
| 2471 | |
| 2472 | output = nullptr; |
| 2473 | } |
| 2474 | |
| 2475 | SmallVector<StringID, 4> RCNodeSSAO::getDependencies(const RendererView& view) |
| 2476 | { |
| 2477 | return { RCNodeResolvedSceneDepth::getNodeId(), RCNodeBasePass::getNodeId() }; |
| 2478 | } |
| 2479 | |
| 2480 | RCNodeSSR::~RCNodeSSR() |
| 2481 | { |
| 2482 | deallocOutputs(); |
| 2483 | } |
| 2484 | |
| 2485 | void RCNodeSSR::render(const RenderCompositorNodeInputs& inputs) |
| 2486 | { |
| 2487 | const ScreenSpaceReflectionsSettings& settings = inputs.view.getRenderSettings().screenSpaceReflections; |
| 2488 | if (!settings.enabled) |
| 2489 | { |
| 2490 | deallocOutputs(); |
| 2491 | |
| 2492 | mPooledOutput = nullptr; |
| 2493 | output = Texture::BLACK; |
| 2494 | return; |
| 2495 | } |
| 2496 | |
| 2497 | RenderAPI& rapi = RenderAPI::instance(); |
| 2498 | |
| 2499 | RCNodeSceneDepth* sceneDepthNode = static_cast<RCNodeSceneDepth*>(inputs.inputNodes[0]); |
| 2500 | RCNodeLightAccumulation* lightAccumNode = static_cast<RCNodeLightAccumulation*>(inputs.inputNodes[1]); |
| 2501 | RCNodeBasePass* gbufferNode = static_cast<RCNodeBasePass*>(inputs.inputNodes[2]); |
| 2502 | RCNodeHiZ* hiZNode = static_cast<RCNodeHiZ*>(inputs.inputNodes[3]); |
| 2503 | RCNodeResolvedSceneDepth* resolvedSceneDepthNode = static_cast<RCNodeResolvedSceneDepth*>(inputs.inputNodes[4]); |
| 2504 | |
| 2505 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2506 | const RendererViewProperties& viewProps = inputs.view.getProperties(); |
| 2507 | |
| 2508 | UINT32 width = viewProps.target.viewRect.width; |
| 2509 | UINT32 height = viewProps.target.viewRect.height; |
| 2510 | |
| 2511 | SPtr<Texture> hiZ = hiZNode->output->texture; |
| 2512 | |
| 2513 | // This will be executing before scene color is resolved, so get the light accum buffer instead |
| 2514 | SPtr<Texture> sceneColor = lightAccumNode->lightAccumulationTex->texture; |
| 2515 | |
| 2516 | // Resolve multiple samples if MSAA is used |
| 2517 | SPtr<PooledRenderTexture> resolvedSceneColor; |
| 2518 | if (viewProps.target.numSamples > 1) |
| 2519 | { |
| 2520 | resolvedSceneColor = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, height, |
| 2521 | TU_RENDERTARGET)); |
| 2522 | |
| 2523 | rapi.setRenderTarget(resolvedSceneColor->renderTexture); |
| 2524 | gRendererUtility().blit(sceneColor); |
| 2525 | |
| 2526 | sceneColor = resolvedSceneColor->texture; |
| 2527 | } |
| 2528 | |
| 2529 | GBufferTextures gbuffer; |
| 2530 | gbuffer.albedo = gbufferNode->albedoTex->texture; |
| 2531 | gbuffer.normals = gbufferNode->normalTex->texture; |
| 2532 | gbuffer.roughMetal = gbufferNode->roughMetalTex->texture; |
| 2533 | gbuffer.depth = sceneDepthNode->depthTex->texture; |
| 2534 | |
| 2535 | SSRStencilMat* stencilMat = SSRStencilMat::getVariation(viewProps.target.numSamples > 1, true); |
| 2536 | |
| 2537 | // Note: Making the assumption that the stencil buffer is clear at this point |
| 2538 | rapi.setRenderTarget(resolvedSceneDepthNode->output->renderTexture, FBT_DEPTH, RT_DEPTH_STENCIL); |
| 2539 | stencilMat->execute(inputs.view, gbuffer, settings); |
| 2540 | |
| 2541 | SPtr<PooledRenderTexture> traceOutput = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, |
| 2542 | height, TU_RENDERTARGET)); |
| 2543 | |
| 2544 | RENDER_TEXTURE_DESC traceRtDesc; |
| 2545 | traceRtDesc.colorSurfaces[0].texture = traceOutput->texture; |
| 2546 | traceRtDesc.depthStencilSurface.texture = resolvedSceneDepthNode->output->texture; |
| 2547 | |
| 2548 | SPtr<RenderTexture> traceRt = RenderTexture::create(traceRtDesc); |
| 2549 | |
| 2550 | rapi.setRenderTarget(traceRt, FBT_DEPTH | FBT_STENCIL, RT_DEPTH_STENCIL); |
| 2551 | rapi.clearRenderTarget(FBT_COLOR, Color::ZERO); |
| 2552 | |
| 2553 | SSRTraceMat* traceMat = SSRTraceMat::getVariation(settings.quality, viewProps.target.numSamples > 1, true); |
| 2554 | traceMat->execute(inputs.view, gbuffer, sceneColor, hiZ, settings, traceRt); |
| 2555 | |
| 2556 | if (resolvedSceneColor) |
| 2557 | { |
| 2558 | resPool.release(resolvedSceneColor); |
| 2559 | resolvedSceneColor = nullptr; |
| 2560 | } |
| 2561 | |
| 2562 | if (mPrevFrame) |
| 2563 | { |
| 2564 | mPooledOutput = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, width, height, TU_RENDERTARGET)); |
| 2565 | |
| 2566 | rapi.setRenderTarget(mPooledOutput->renderTexture); |
| 2567 | rapi.clearRenderTarget(FBT_COLOR); |
| 2568 | |
| 2569 | SSRResolveMat* resolveMat = SSRResolveMat::getVariation(viewProps.target.numSamples > 1); |
| 2570 | resolveMat->execute(inputs.view, mPrevFrame->texture, traceOutput->texture, sceneDepthNode->depthTex->texture, |
| 2571 | mPooledOutput->renderTexture); |
| 2572 | |
| 2573 | resPool.release(traceOutput); |
| 2574 | } |
| 2575 | else |
| 2576 | mPooledOutput = traceOutput; |
| 2577 | |
| 2578 | RenderAPI::instance().setRenderTarget(nullptr); |
| 2579 | output = mPooledOutput->texture; |
| 2580 | } |
| 2581 | |
| 2582 | void RCNodeSSR::clear() |
| 2583 | { |
| 2584 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2585 | |
| 2586 | if(mPrevFrame) |
| 2587 | resPool.release(mPrevFrame); |
| 2588 | |
| 2589 | mPrevFrame = mPooledOutput; |
| 2590 | mPooledOutput = nullptr; |
| 2591 | output = nullptr; |
| 2592 | } |
| 2593 | |
| 2594 | void RCNodeSSR::deallocOutputs() |
| 2595 | { |
| 2596 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2597 | |
| 2598 | if(mPrevFrame) |
| 2599 | { |
| 2600 | resPool.release(mPrevFrame); |
| 2601 | mPrevFrame = nullptr; |
| 2602 | } |
| 2603 | |
| 2604 | output = nullptr; |
| 2605 | } |
| 2606 | |
| 2607 | SmallVector<StringID, 4> RCNodeSSR::getDependencies(const RendererView& view) |
| 2608 | { |
| 2609 | SmallVector<StringID, 4> deps; |
| 2610 | if (view.getRenderSettings().screenSpaceReflections.enabled) |
| 2611 | { |
| 2612 | deps.add(RCNodeSceneDepth::getNodeId()); |
| 2613 | deps.add(RCNodeLightAccumulation::getNodeId()); |
| 2614 | deps.add(RCNodeBasePass::getNodeId()); |
| 2615 | deps.add(RCNodeHiZ::getNodeId()); |
| 2616 | deps.add(RCNodeResolvedSceneDepth::getNodeId()); |
| 2617 | deps.add(RCNodeIndirectDiffuseLighting::getNodeId()); |
| 2618 | } |
| 2619 | |
| 2620 | return deps; |
| 2621 | } |
| 2622 | |
| 2623 | void RCNodeBloom::render(const RenderCompositorNodeInputs& inputs) |
| 2624 | { |
| 2625 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2626 | const RenderSettings& settings = inputs.view.getRenderSettings(); |
| 2627 | |
| 2628 | // Grab 1/2 scene color to use as input |
| 2629 | auto* halfSceneColorNode = static_cast<RCNodeHalfSceneColor*>(inputs.inputNodes[1]); |
| 2630 | const SPtr<Texture>& halfSceneColor = halfSceneColorNode->output->texture; |
| 2631 | |
| 2632 | // Clip color values based on intensity (if enabled) |
| 2633 | SPtr<PooledRenderTexture> clipOutput; |
| 2634 | SPtr<PooledRenderTexture> downsampleInput; |
| 2635 | if(settings.bloom.threshold > 0.0f) |
| 2636 | { |
| 2637 | const bool autoExposure = settings.enableHDR && settings.enableAutoExposure; |
| 2638 | BloomClipMat* clipMat = BloomClipMat::getVariation(autoExposure); |
| 2639 | |
| 2640 | SPtr<Texture> eyeAdaptationTex = nullptr; |
| 2641 | |
| 2642 | if(autoExposure) |
| 2643 | { |
| 2644 | auto* eyeAdapatationNode = static_cast<RCNodeEyeAdaptation*>(inputs.inputNodes[2]); |
| 2645 | |
| 2646 | if(eyeAdapatationNode->output) |
| 2647 | eyeAdaptationTex = eyeAdapatationNode->output->texture; |
| 2648 | } |
| 2649 | |
| 2650 | const TextureProperties& halfSceneColorProps = halfSceneColor->getProperties(); |
| 2651 | clipOutput = resPool.get(POOLED_RENDER_TEXTURE_DESC::create2D( |
| 2652 | halfSceneColorProps.getFormat(), |
| 2653 | halfSceneColorProps.getWidth(), |
| 2654 | halfSceneColorProps.getHeight(), |
| 2655 | TU_RENDERTARGET)); |
| 2656 | |
| 2657 | clipMat->execute(halfSceneColor, settings.bloom.threshold, eyeAdaptationTex, settings, |
| 2658 | clipOutput->renderTexture); |
| 2659 | |
| 2660 | downsampleInput = clipOutput; |
| 2661 | } |
| 2662 | else |
| 2663 | downsampleInput = halfSceneColorNode->output; |
| 2664 | |
| 2665 | // Generate the downsample pyramid |
| 2666 | constexpr UINT32 NUM_DOWNSAMPLE_LEVELS = 6; |
| 2667 | SPtr<PooledRenderTexture> downsamplePyramid[NUM_DOWNSAMPLE_LEVELS]; |
| 2668 | downsamplePyramid[0] = downsampleInput; |
| 2669 | |
| 2670 | DownsampleMat* downsampleMat = DownsampleMat::getVariation(1, false); |
| 2671 | for(UINT32 i = 1; i < NUM_DOWNSAMPLE_LEVELS; i++) |
| 2672 | { |
| 2673 | downsamplePyramid[i] = resPool.get(DownsampleMat::getOutputDesc(downsamplePyramid[i - 1]->texture)); |
| 2674 | downsampleMat->execute(downsamplePyramid[i - 1]->texture, downsamplePyramid[i]->renderTexture); |
| 2675 | } |
| 2676 | |
| 2677 | // Blur the downsampled entries and add them together |
| 2678 | const UINT32 quality = Math::clamp(settings.bloom.quality, 0U, 3U); |
| 2679 | constexpr UINT32 NUM_STEPS_PER_QUALITY[] = { 3, 4, 5, 6 }; |
| 2680 | constexpr float FILTER_SIZE_PER_STEP[] = { 4.0f, 16.0f, 64.0f, 128.0f, 256.0f, 256.0f }; |
| 2681 | |
| 2682 | GaussianBlurMat* filterMat = GaussianBlurMat::getVariation(true); |
| 2683 | const UINT32 numSteps = NUM_STEPS_PER_QUALITY[quality]; |
| 2684 | SPtr<PooledRenderTexture> prevOutput; |
| 2685 | for(UINT32 i = 0; i < numSteps; i++) |
| 2686 | { |
| 2687 | const UINT32 srcIdx = NUM_DOWNSAMPLE_LEVELS - i - 1; |
| 2688 | const TextureProperties& inputProps = downsamplePyramid[srcIdx]->texture->getProperties(); |
| 2689 | |
| 2690 | SPtr<PooledRenderTexture> filterOutput = resPool.get( |
| 2691 | POOLED_RENDER_TEXTURE_DESC::create2D(inputProps.getFormat(), inputProps.getWidth(), |
| 2692 | inputProps.getHeight(), TU_RENDERTARGET)); |
| 2693 | |
| 2694 | SPtr<Texture> additiveInput; |
| 2695 | if(prevOutput) |
| 2696 | additiveInput = prevOutput->texture; |
| 2697 | |
| 2698 | const Color tint = Color::White * (settings.bloom.intensity / (float)numSteps); |
| 2699 | filterMat->execute(downsamplePyramid[srcIdx]->texture, FILTER_SIZE_PER_STEP[i], filterOutput->renderTexture, |
| 2700 | tint, additiveInput); |
| 2701 | prevOutput = filterOutput; |
| 2702 | } |
| 2703 | |
| 2704 | mPooledOutput = prevOutput; |
| 2705 | output = mPooledOutput->texture; |
| 2706 | } |
| 2707 | |
| 2708 | void RCNodeBloom::clear() |
| 2709 | { |
| 2710 | GpuResourcePool& resPool = GpuResourcePool::instance(); |
| 2711 | resPool.release(mPooledOutput); |
| 2712 | |
| 2713 | output = nullptr; |
| 2714 | } |
| 2715 | |
| 2716 | SmallVector<StringID, 4> RCNodeBloom::getDependencies(const RendererView& view) |
| 2717 | { |
| 2718 | return { RCNodeClusteredForward::getNodeId(), RCNodeHalfSceneColor::getNodeId(), RCNodeEyeAdaptation::getNodeId() }; |
| 2719 | } |
| 2720 | |
| 2721 | }} |
| 2722 | |