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This commit is contained in:
561
Source/Engine/ShadowsOfMordor/Builder.Jobs.cpp
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561
Source/Engine/ShadowsOfMordor/Builder.Jobs.cpp
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "Builder.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Renderer/Renderer.h"
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#include "Engine/Level/Scene/Lightmap.h"
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#include "Engine/Level/Actors/StaticModel.h"
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#include "Engine/Level/Actors/BoxBrush.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#include "Engine/Terrain/Terrain.h"
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#include "Engine/Terrain/TerrainPatch.h"
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#include "Engine/Terrain/TerrainManager.h"
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#include "Engine/Foliage/Foliage.h"
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#include "Engine/Profiler/Profiler.h"
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namespace ShadowsOfMordor
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{
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PACK_STRUCT(struct ShaderData {
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Rectangle LightmapArea;
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Matrix WorldMatrix;
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Matrix ToTangentSpace;
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float FinalWeight;
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uint32 TexelAddress;
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uint32 AtlasSize;
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float TerrainChunkSizeLOD0;
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Vector4 HeightmapUVScaleBias;
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Vector3 WorldInvScale;
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float Dummy1;
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});
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}
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void ShadowsOfMordor::Builder::onJobRender(GPUContext* context)
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{
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auto scene = _scenes[_workerActiveSceneIndex];
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int32 atlasSize = (int32)scene->GetSettings().AtlasSize;
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switch (_stage)
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{
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case CleanLightmaps:
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{
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PROFILE_GPU_CPU_NAMED("CleanLightmaps");
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uint32 cleanerSize = 0;
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for (int32 i = 0; i < scene->Lightmaps.Count(); i++)
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{
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auto lightmap = scene->Scene->LightmapsData.GetLightmap(_workerStagePosition0);
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GPUTexture* textures[NUM_SH_TARGETS];
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lightmap->GetTextures(textures);
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for (int32 textureIndex = 0; textureIndex < NUM_SH_TARGETS; textureIndex++)
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cleanerSize = Math::Max(textures[textureIndex]->SlicePitch(), cleanerSize);
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}
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auto cleaner = Allocator::Allocate(cleanerSize);
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Platform::MemoryClear(cleaner, cleanerSize);
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for (; _workerStagePosition0 < scene->Lightmaps.Count(); _workerStagePosition0++)
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{
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auto lightmap = scene->Scene->LightmapsData.GetLightmap(_workerStagePosition0);
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GPUTexture* textures[NUM_SH_TARGETS];
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lightmap->GetTextures(textures);
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for (int32 textureIndex = 0; textureIndex < NUM_SH_TARGETS; textureIndex++)
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{
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auto texture = textures[textureIndex];
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for (int32 mipIndex = 0; mipIndex < texture->MipLevels(); mipIndex++)
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{
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uint32 rowPitch, slicePitch;
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texture->ComputePitch(mipIndex, rowPitch, slicePitch);
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context->UpdateTexture(textures[textureIndex], 0, 0, cleaner, rowPitch, slicePitch);
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}
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}
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}
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Allocator::Free(cleaner);
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_wasStageDone = true;
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break;
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}
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case RenderCache:
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{
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PROFILE_GPU_CPU_NAMED("RenderCache");
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scene->EntriesLocker.Lock();
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int32 entriesToRenderLeft = CACHE_ENTRIES_PER_JOB;
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auto& lightmapEntry = scene->Lightmaps[_workerStagePosition0];
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ShaderData shaderData;
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GPUTextureView* rts[2] =
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{
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_cachePositions->View(),
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_cacheNormals->View(),
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};
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context->SetRenderTarget(nullptr, ToSpan(rts, ARRAY_COUNT(rts)));
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float atlasSizeFloat = (float)atlasSize;
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context->SetViewportAndScissors(atlasSizeFloat, atlasSizeFloat);
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// Clear targets if there is no progress for that lightmap (no entries rendered at all)
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if (_workerStagePosition1 == 0)
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{
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context->Clear(_cachePositions->View(), Color::Black);
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context->Clear(_cacheNormals->View(), Color::Black);
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}
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for (; _workerStagePosition1 < lightmapEntry.Entries.Count(); _workerStagePosition1++)
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{
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if (entriesToRenderLeft == 0)
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break;
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entriesToRenderLeft--;
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// Render entry
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auto& entry = scene->Entries[lightmapEntry.Entries[_workerStagePosition1]];
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auto cb = _shader->GetShader()->GetCB(0);
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switch (entry.Type)
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{
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case GeometryType::StaticModel:
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{
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auto staticModel = entry.AsStaticModel.Actor;
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auto& lod = staticModel->Model->LODs[0];
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Matrix worldMatrix;
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staticModel->GetWorld(&worldMatrix);
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Matrix::Transpose(worldMatrix, shaderData.WorldMatrix);
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shaderData.LightmapArea = staticModel->Lightmap.UVsArea;
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context->UpdateCB(cb, &shaderData);
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context->BindCB(0, cb);
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context->SetState(_psRenderCacheModel);
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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{
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auto& mesh = lod.Meshes[meshIndex];
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auto& materialSlot = staticModel->Entries[mesh.GetMaterialSlotIndex()];
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if (materialSlot.Visible && mesh.HasLightmapUVs())
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{
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mesh.Render(context);
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}
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}
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break;
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}
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case GeometryType::Terrain:
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{
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auto terrain = entry.AsTerrain.Actor;
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auto patch = terrain->GetPatch(entry.AsTerrain.PatchIndex);
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auto chunk = &patch->Chunks[entry.AsTerrain.ChunkIndex];
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auto chunkSize = terrain->GetChunkSize();
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const auto heightmap = patch->Heightmap.Get()->GetTexture();
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Matrix world;
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chunk->GetWorld(&world);
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Matrix::Transpose(world, shaderData.WorldMatrix);
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shaderData.LightmapArea = chunk->Lightmap.UVsArea;
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shaderData.TerrainChunkSizeLOD0 = TERRAIN_UNITS_PER_VERTEX * chunkSize;
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chunk->GetHeightmapUVScaleBias(&shaderData.HeightmapUVScaleBias);
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// Extract per axis scales from LocalToWorld transform
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const float scaleX = Vector3(world.M11, world.M12, world.M13).Length();
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const float scaleY = Vector3(world.M21, world.M22, world.M23).Length();
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const float scaleZ = Vector3(world.M31, world.M32, world.M33).Length();
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shaderData.WorldInvScale = Vector3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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DrawCall drawCall;
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if (TerrainManager::GetChunkGeometry(drawCall, chunkSize, 0))
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return;
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context->UpdateCB(cb, &shaderData);
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context->BindCB(0, cb);
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context->BindSR(0, heightmap);
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context->SetState(_psRenderCacheTerrain);
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context->BindIB(drawCall.Geometry.IndexBuffer);
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context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, 1));
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context->DrawIndexed(drawCall.Geometry.IndicesCount, 0, drawCall.Geometry.StartIndex);
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break;
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}
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case GeometryType::Foliage:
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{
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auto foliage = entry.AsFoliage.Actor;
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auto& instance = foliage->Instances[entry.AsFoliage.InstanceIndex];
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auto& type = foliage->FoliageTypes[entry.AsFoliage.TypeIndex];
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Matrix::Transpose(instance.World, shaderData.WorldMatrix);
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shaderData.LightmapArea = instance.Lightmap.UVsArea;
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context->UpdateCB(cb, &shaderData);
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context->BindCB(0, cb);
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context->SetState(_psRenderCacheModel);
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type.Model->LODs[0].Meshes[entry.AsFoliage.MeshIndex].Render(context);
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break;
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}
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}
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// TODO: on directx 12 use conservative rasterization
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// TODO: we could also MSAA -> even better results
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}
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// Check if stage has been done
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if (_workerStagePosition1 >= lightmapEntry.Entries.Count())
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_wasStageDone = true;
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scene->EntriesLocker.Unlock();
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break;
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}
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case PostprocessCache:
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{
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PROFILE_GPU_CPU_NAMED("PostprocessCache");
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// In ideal case we should use analytical anti-aliasing and conservative rasterization
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// But for now let's use simple trick to blur positions and normals cache to reduce amount of black artifacts on uv edges
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auto tempDesc = GPUTextureDescription::New2D(atlasSize, atlasSize, HemispheresFormatToPixelFormat[CACHE_POSITIONS_FORMAT]);
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auto resultPositions = RenderTargetPool::Get(tempDesc);
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tempDesc.Format = HemispheresFormatToPixelFormat[CACHE_NORMALS_FORMAT];
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auto resultNormals = RenderTargetPool::Get(tempDesc);
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if (resultPositions == nullptr || resultNormals == nullptr)
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{
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RenderTargetPool::Release(resultPositions);
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RenderTargetPool::Release(resultNormals);
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LOG(Error, "Cannot get temporary targets for ShadowsOfMordor::Builder::PostprocessCache");
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_wasStageDone = true;
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break;
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}
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auto srcPositions = _cachePositions;
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auto srcNormals = _cacheNormals;
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GPUTextureView* rts[2] =
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{
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resultPositions->View(),
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resultNormals->View(),
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};
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context->SetRenderTarget(nullptr, ToSpan(rts, ARRAY_COUNT(rts)));
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float atlasSizeFloat = (float)atlasSize;
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context->SetViewportAndScissors(atlasSizeFloat, atlasSizeFloat);
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context->BindSR(0, srcNormals);
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context->BindSR(1, srcPositions);
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ShaderData shaderData;
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shaderData.AtlasSize = atlasSize;
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &shaderData);
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context->BindCB(0, cb);
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context->SetState(_psBlurCache);
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context->DrawFullscreenTriangle();
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_cachePositions = resultPositions;
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_cacheNormals = resultNormals;
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RenderTargetPool::Release(srcPositions);
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RenderTargetPool::Release(srcNormals);
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_wasStageDone = true;
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break;
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}
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case ClearLightmapData:
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{
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PROFILE_GPU_CPU_NAMED("ClearLightmapData");
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// Before hemispheres rendering we have to clear target lightmap data
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// Later we use blur shader to interpolate empty texels (so empty texels should be pure black)
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ASSERT(scene->Lightmaps.Count() > _workerStagePosition0);
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auto& lightmapEntry = scene->Lightmaps[_workerStagePosition0];
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// All black everything!
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context->ClearUA(lightmapEntry.LightmapData, Vector4::Zero);
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_wasStageDone = true;
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break;
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}
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case RenderHemispheres:
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{
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auto now = DateTime::Now();
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auto& lightmapEntry = scene->Lightmaps[_workerStagePosition0];
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#if HEMISPHERES_BAKE_STATE_SAVE
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if (lightmapEntry.LightmapDataInit.HasItems())
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{
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context->UpdateBuffer(lightmapEntry.LightmapData, lightmapEntry.LightmapDataInit.Get(), lightmapEntry.LightmapDataInit.Count());
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lightmapEntry.LightmapDataInit.Resize(0);
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}
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// Every few minutes save the baking state to restore it in case of GPU driver crash
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if (now - _lastStateSaveTime >= TimeSpan::FromSeconds(HEMISPHERES_BAKE_STATE_SAVE_DELAY))
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{
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saveState();
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break;
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}
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#endif
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PROFILE_GPU_CPU_NAMED("RenderHemispheres");
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// Dynamically adjust hemispheres to render per-job to minimize the bake speed but without GPU hangs
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if (now - _hemispheresPerJobUpdateTime >= TimeSpan::FromSeconds(1.0))
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{
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_hemispheresPerJobUpdateTime = now;
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const int32 fps = Engine::GetFramesPerSecond();
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int32 hemispheresPerJob = _hemispheresPerJob;
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if (fps > HEMISPHERES_RENDERING_TARGET_FPS * 5)
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hemispheresPerJob *= 4;
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else if (fps > HEMISPHERES_RENDERING_TARGET_FPS * 3)
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hemispheresPerJob *= 2;
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else if (fps > (int32)(HEMISPHERES_RENDERING_TARGET_FPS * 1.5f))
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hemispheresPerJob = Math::RoundToInt((float)hemispheresPerJob * 1.1f);
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else if (fps < (int32)(HEMISPHERES_RENDERING_TARGET_FPS * 0.8f))
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hemispheresPerJob = Math::RoundToInt((float)hemispheresPerJob * 0.9f);
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hemispheresPerJob = Math::Clamp(hemispheresPerJob, HEMISPHERES_PER_JOB_MIN, HEMISPHERES_PER_JOB_MAX);
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if (hemispheresPerJob != _hemispheresPerJob)
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{
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LOG(Info, "Changing GI baking hemispheres count per job from {0} to {1}", _hemispheresPerJob, hemispheresPerJob);
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_hemispheresPerJob = hemispheresPerJob;
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}
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}
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// Prepare
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int32 hemispheresToRenderLeft = _hemispheresPerJob;
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int32 hemispheresToRenderBeforeSyncLeft = hemispheresToRenderLeft > 10 ? HEMISPHERES_PER_GPU_FLUSH : HEMISPHERES_PER_JOB_MAX;
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Matrix view, projection;
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Matrix::PerspectiveFov(HEMISPHERES_FOV * DegreesToRadians, 1.0f, HEMISPHERES_NEAR_PLANE, HEMISPHERES_FAR_PLANE, projection);
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ShaderData shaderData;
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#if COMPILE_WITH_PROFILER
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auto gpuProfilerEnabled = ProfilerGPU::Enabled;
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ProfilerGPU::Enabled = false;
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#endif
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// Render hemispheres
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for (; _workerStagePosition1 < lightmapEntry.Hemispheres.Count(); _workerStagePosition1++)
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{
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if (hemispheresToRenderLeft == 0)
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break;
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hemispheresToRenderLeft--;
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auto& hemisphere = lightmapEntry.Hemispheres[_workerStagePosition1];
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// Create tangent frame
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Vector3 tangent;
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Vector3 c1 = Vector3::Cross(hemisphere.Normal, Vector3(0.0, 0.0, 1.0));
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Vector3 c2 = Vector3::Cross(hemisphere.Normal, Vector3(0.0, 1.0, 0.0));
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tangent = c1.Length() > c2.Length() ? c1 : c2;
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tangent = Vector3::Normalize(tangent);
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const Vector3 binormal = Vector3::Cross(tangent, hemisphere.Normal);
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// Setup view
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const Vector3 pos = hemisphere.Position + hemisphere.Normal * 0.001f;
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Matrix::LookAt(pos, pos + hemisphere.Normal, tangent, view);
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_task->View.SetUp(view, projection);
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_task->View.Position = pos;
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_task->View.Direction = hemisphere.Normal;
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// Render hemisphere
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// TODO: maybe render geometry backfaces in postLightPass to set the pure black? - to remove light leaking
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IsRunningRadiancePass = true;
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EnableLightmapsUsage = _giBounceRunningIndex != 0;
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//
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Renderer::Render(_task);
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context->ClearState();
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//
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IsRunningRadiancePass = false;
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EnableLightmapsUsage = true;
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auto radianceMap = _output->View();
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#if DEBUG_EXPORT_HEMISPHERES_PREVIEW
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addDebugHemisphere(context, radianceMap);
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#endif
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// Setup shader data
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Matrix worldToTangent;
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worldToTangent.SetRow1(Vector4(tangent, 0.0f));
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worldToTangent.SetRow2(Vector4(binormal, 0.0f));
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worldToTangent.SetRow3(Vector4(hemisphere.Normal, 0.0f));
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worldToTangent.SetRow4(Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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worldToTangent.Invert();
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//
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Matrix viewToWorld; // viewToWorld is inverted view, since view is worldToView
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Matrix::Invert(view, viewToWorld);
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viewToWorld.SetRow4(Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // reset translation row
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Matrix viewToTangent;
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Matrix::Multiply(viewToWorld, worldToTangent, viewToTangent);
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Matrix::Transpose(viewToTangent, shaderData.ToTangentSpace);
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shaderData.FinalWeight = _hemisphereTexelsTotalWeight;
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shaderData.AtlasSize = atlasSize;
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shaderData.TexelAddress = (hemisphere.TexelY * atlasSize + hemisphere.TexelX) * NUM_SH_TARGETS;
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// Calculate per pixel irradiance using compute shaders
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auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &shaderData);
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context->BindCB(0, cb);
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context->BindUA(0, _irradianceReduction->View());
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context->BindSR(0, radianceMap);
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context->Dispatch(_shader->GetShader()->GetCS("CS_Integrate"), 1, HEMISPHERES_RESOLUTION, 1);
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// Downscale H-basis to 1x1 and copy results to lightmap data buffer
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context->BindUA(0, lightmapEntry.LightmapData->View());
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context->FlushState();
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context->BindSR(0, _irradianceReduction->View());
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// TODO: cache shader handle
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context->Dispatch(_shader->GetShader()->GetCS("CS_Reduction"), 1, NUM_SH_TARGETS, 1);
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// Unbind slots now to make rendering backend live easier
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context->UnBindSR(0);
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context->UnBindUA(0);
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context->FlushState();
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// Keep GPU busy
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if (hemispheresToRenderBeforeSyncLeft-- < 0)
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{
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hemispheresToRenderBeforeSyncLeft = HEMISPHERES_PER_GPU_FLUSH;
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context->Flush();
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}
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}
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#if COMPILE_WITH_PROFILER
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ProfilerGPU::Enabled = gpuProfilerEnabled;
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#endif
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||||
// Report progress
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float hemispheresProgress = static_cast<float>(_workerStagePosition1) / lightmapEntry.Hemispheres.Count();
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float lightmapsProgress = static_cast<float>(_workerStagePosition0 + hemispheresProgress) / scene->Lightmaps.Count();
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float bouncesProgress = static_cast<float>(_giBounceRunningIndex) / _bounceCount;
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reportProgress(BuildProgressStep::RenderHemispheres, lightmapsProgress / _bounceCount + bouncesProgress);
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// Check if work has been finished
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||||
if (hemispheresProgress >= 1.0f)
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{
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// Move to another lightmap
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_workerStagePosition0++;
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_workerStagePosition1 = 0;
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|
||||
// Check if it's stage end
|
||||
if (_workerStagePosition0 == scene->Lightmaps.Count())
|
||||
{
|
||||
_wasStageDone = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PostprocessLightmaps:
|
||||
{
|
||||
PROFILE_GPU_CPU_NAMED("PostprocessLightmaps");
|
||||
|
||||
// Let's blur generated lightmaps to reduce amount of black artifacts and holes
|
||||
|
||||
// Prepare
|
||||
auto& lightmapEntry = scene->Lightmaps[_workerStagePosition0];
|
||||
ShaderData shaderData;
|
||||
shaderData.AtlasSize = atlasSize;
|
||||
auto cb = _shader->GetShader()->GetCB(0);
|
||||
context->UpdateCB(cb, &shaderData);
|
||||
context->BindCB(0, cb);
|
||||
|
||||
// Blur empty lightmap texel to reduce black artifacts during sampling lightmap on objects
|
||||
context->ResetRenderTarget();
|
||||
context->BindSR(0, lightmapEntry.LightmapData->View());
|
||||
context->BindUA(0, scene->TempLightmapData->View());
|
||||
context->Dispatch(_shader->GetShader()->GetCS("CS_BlurEmpty"), atlasSize, atlasSize, 1);
|
||||
|
||||
// Swap temporary buffer used as output with lightmap entry data (these buffers are the same)
|
||||
// So we can rewrite data from one buffer to another with custom sampling
|
||||
Swap(scene->TempLightmapData, lightmapEntry.LightmapData);
|
||||
|
||||
// Keep blurring the empty lightmap texels (from background)
|
||||
const int32 blurPasses = 24;
|
||||
for (int32 blurPassIndex = 0; blurPassIndex < blurPasses; blurPassIndex++)
|
||||
{
|
||||
context->UnBindSR(0);
|
||||
context->UnBindUA(0);
|
||||
context->FlushState();
|
||||
|
||||
context->BindSR(0, lightmapEntry.LightmapData->View());
|
||||
context->BindUA(0, scene->TempLightmapData->View());
|
||||
context->Dispatch(_shader->GetShader()->GetCS("CS_Dilate"), atlasSize, atlasSize, 1);
|
||||
|
||||
Swap(scene->TempLightmapData, lightmapEntry.LightmapData);
|
||||
}
|
||||
context->UnBindSR(0);
|
||||
context->BindUA(0, lightmapEntry.LightmapData->View());
|
||||
|
||||
// Remove the BACKGROUND_TEXELS_MARK from the unused texels (see shader for more info)
|
||||
context->Dispatch(_shader->GetShader()->GetCS("CS_Finalize"), atlasSize, atlasSize, 1);
|
||||
|
||||
// Move to another lightmap
|
||||
_workerStagePosition0++;
|
||||
|
||||
// Check if it's stage end
|
||||
if (_workerStagePosition0 >= scene->Lightmaps.Count())
|
||||
{
|
||||
_wasStageDone = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup after rendering
|
||||
context->ClearState();
|
||||
|
||||
// Mark job as done
|
||||
Platform::AtomicStore(&_wasJobDone, 1);
|
||||
_lastJobFrame = Engine::FrameCount;
|
||||
|
||||
// Check if stage has been done
|
||||
if (_wasStageDone)
|
||||
{
|
||||
// Disable task
|
||||
_task->Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ShadowsOfMordor::Builder::checkBuildCancelled()
|
||||
{
|
||||
const bool wasCancelled = Platform::AtomicRead(&_wasBuildCancelled) != 0;
|
||||
if (wasCancelled)
|
||||
{
|
||||
LOG(Warning, "Lightmap building was cancelled");
|
||||
}
|
||||
return wasCancelled;
|
||||
}
|
||||
|
||||
bool ShadowsOfMordor::Builder::runStage(BuildingStage stage, bool resetPosition)
|
||||
{
|
||||
bool wasCancelled;
|
||||
_wasStageDone = false;
|
||||
if (resetPosition)
|
||||
_workerStagePosition1 = 0;
|
||||
_stage = stage;
|
||||
_lastJobFrame = 0;
|
||||
|
||||
// Start the job
|
||||
RenderTask::TasksLocker.Lock();
|
||||
_task->Enabled = true;
|
||||
RenderTask::TasksLocker.Unlock();
|
||||
|
||||
// Split work into more jobs to reduce overhead
|
||||
while (true)
|
||||
{
|
||||
// Wait for the end or cancellation event
|
||||
while (true)
|
||||
{
|
||||
Platform::Sleep(1);
|
||||
|
||||
wasCancelled = checkBuildCancelled();
|
||||
const bool wasJobDone = Platform::AtomicRead(&_wasJobDone) != 0;
|
||||
if (wasJobDone)
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for stage end
|
||||
if (_wasStageDone || wasCancelled)
|
||||
break;
|
||||
}
|
||||
|
||||
// Ensure to disable task
|
||||
RenderTask::TasksLocker.Lock();
|
||||
_task->Enabled = false;
|
||||
RenderTask::TasksLocker.Unlock();
|
||||
|
||||
return wasCancelled;
|
||||
}
|
||||
Reference in New Issue
Block a user