Optimize GPU particles drawing with batched indirect args setup before sorting
This commit is contained in:
@@ -635,6 +635,22 @@ AssetReference<Shader> GPUParticlesSorting;
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GPUConstantBuffer* GPUParticlesSortingCB;
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GPUShaderProgramCS* GPUParticlesSortingCS[3];
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// GPU emitters drawing is batched for efficiency
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struct GPUEmitterDraw
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{
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ParticleBuffer* Buffer;
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DrawCall DrawCall;
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DrawPass DrawModes;
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StaticFlags StaticFlags;
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BoundingSphere Bounds;
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uint32 RenderModulesIndices;
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uint32 IndirectArgsSize;
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int8 SortOrder;
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bool Sorting;
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};
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Array<GPUEmitterDraw> GPUEmitterDraws;
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GPUBuffer* GPUIndirectArgsBuffer = nullptr;
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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@@ -648,277 +664,347 @@ void OnShaderReloading(Asset* obj)
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void CleanupGPUParticlesSorting()
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{
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GPUParticlesSorting = nullptr;
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GPUEmitterDraws.Resize(0);
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SAFE_DELETE_GPU_RESOURCE(GPUIndirectArgsBuffer);
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}
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void DrawEmittersGPU(RenderContextBatch& renderContextBatch)
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{
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PROFILE_GPU_CPU_NAMED("DrawEmittersGPU");
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ConcurrentSystemLocker::ReadScope systemScope(Particles::SystemLocker);
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GPUContext* context = GPUDevice::Instance->GetMainContext();
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// Count draws and sorting passes needed for resources allocation
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uint32 indirectArgsSize = 0;
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bool sorting = false;
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for (const GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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indirectArgsSize += draw.IndirectArgsSize;
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sorting |= draw.Sorting;
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}
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// Prepare pipeline
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if (sorting && GPUParticlesSorting == nullptr)
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{
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// TODO: preload shader if platform supports GPU particles (eg. inside ParticleEmitter::load if it's GPU sim with any sort module)
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GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
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#if COMPILE_WITH_DEV_ENV
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if (GPUParticlesSorting)
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GPUParticlesSorting.Get()->OnReloading.Bind<OnShaderReloading>();
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#endif
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}
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if (GPUParticlesSorting == nullptr || !GPUParticlesSorting->IsLoaded())
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{
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// Skip sorting until shader is ready
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sorting = false;
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}
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else if (!GPUParticlesSortingCB)
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{
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const auto shader = GPUParticlesSorting->GetShader();
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const StringAnsiView CS_Sort("CS_Sort");
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GPUParticlesSortingCS[0] = shader->GetCS(CS_Sort, 0);
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GPUParticlesSortingCS[1] = shader->GetCS(CS_Sort, 1);
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GPUParticlesSortingCS[2] = shader->GetCS(CS_Sort, 2);
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GPUParticlesSortingCB = shader->GetCB(0);
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ASSERT_LOW_LAYER(GPUParticlesSortingCB);
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}
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const uint32 indirectArgsCapacity = Math::RoundUpToPowerOf2(indirectArgsSize);
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if (GPUIndirectArgsBuffer == nullptr)
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GPUIndirectArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleIndirectDrawArgsBuffer"));
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if (GPUIndirectArgsBuffer->GetSize() < indirectArgsCapacity)
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GPUIndirectArgsBuffer->Init(GPUBufferDescription::Argument(indirectArgsCapacity));
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// Build indirect arguments
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uint32 indirectArgsOffset = 0;
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for (GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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ParticleEmitter* emitter = draw.Buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
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{
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if ((draw.RenderModulesIndices & (1u << moduleIndex)) == 0)
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continue;
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auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
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draw.DrawCall.Particle.Module = module;
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switch (module->TypeID)
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{
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// Sprite Rendering
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case 400:
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{
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const auto material = (MaterialBase*)module->Assets[0].Get();
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const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
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auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
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if (dp == DrawPass::None || SpriteRenderer.Init())
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break;
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// Draw sprite for each particle
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GPUDrawIndexedIndirectArgs args { SpriteParticleRenderer::IndexCount, 1, 0, 0, 0 };
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context->UpdateBuffer(GPUIndirectArgsBuffer, &args, sizeof(args), indirectArgsOffset);
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context->CopyBuffer(GPUIndirectArgsBuffer, draw.Buffer->GPU.Buffer, 4, indirectArgsOffset + 4, draw.Buffer->GPU.ParticleCounterOffset);
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indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
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break;
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}
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// Model Rendering
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case 403:
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{
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const auto model = (Model*)module->Assets[0].Get();
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const auto material = (MaterialBase*)module->Assets[1].Get();
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const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
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auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
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if (dp == DrawPass::None)
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break;
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// TODO: model LOD picking for particles?
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int32 lodIndex = 0;
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ModelLOD& lod = model->LODs[lodIndex];
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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{
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Mesh& mesh = lod.Meshes[meshIndex];
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if (!mesh.IsInitialized())
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continue;
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// Draw mesh for each particle
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GPUDrawIndexedIndirectArgs args { (uint32)mesh.GetTriangleCount() * 3, 1, 0, 0, 0 };
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context->UpdateBuffer(GPUIndirectArgsBuffer, &args, sizeof(args), indirectArgsOffset);
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context->CopyBuffer(GPUIndirectArgsBuffer, draw.Buffer->GPU.Buffer, 4, indirectArgsOffset + 4, draw.Buffer->GPU.ParticleCounterOffset);
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indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
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}
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break;
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}
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// Ribbon Rendering
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case 404:
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{
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// Not supported
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break;
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}
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// Volumetric Fog Rendering
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case 405:
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{
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// Not supported
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break;
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}
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}
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}
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}
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indirectArgsOffset = 0;
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// Sort particles
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if (sorting)
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{
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PROFILE_GPU_CPU_NAMED("Sort Particles");
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for (const GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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if (!draw.Sorting)
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continue;
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ASSERT(draw.Buffer->GPU.SortingKeysBuffer);
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// Execute all sorting modules
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ParticleEmitter* emitter = draw.Buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
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{
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auto module = emitter->Graph.SortModules[moduleIndex];
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const auto sortMode = (ParticleSortMode)module->Values[2].AsInt;
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// Generate sorting keys based on sorting mode
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GPUParticlesSortingData data;
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data.ParticleCounterOffset = draw.Buffer->GPU.ParticleCounterOffset;
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data.ParticleStride = draw.Buffer->Stride;
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data.ParticleCapacity = draw.Buffer->Capacity;
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int32 permutationIndex;
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bool sortAscending;
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switch (sortMode)
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{
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case ParticleSortMode::ViewDepth:
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{
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permutationIndex = 0;
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sortAscending = false;
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data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
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const Matrix viewProjection = renderContextBatch.GetMainContext().View.ViewProjection();
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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{
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Matrix matrix;
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Matrix::Multiply(draw.DrawCall.World, viewProjection, matrix);
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Matrix::Transpose(matrix, data.PositionTransform);
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}
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else
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{
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Matrix::Transpose(viewProjection, data.PositionTransform);
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}
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break;
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}
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case ParticleSortMode::ViewDistance:
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{
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permutationIndex = 1;
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sortAscending = false;
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data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
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data.ViewPosition = renderContextBatch.GetMainContext().View.Position;
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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{
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Matrix::Transpose(draw.DrawCall.World, data.PositionTransform);
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}
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else
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{
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Matrix::Transpose(Matrix::Identity, data.PositionTransform);
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}
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break;
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}
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case ParticleSortMode::CustomAscending:
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case ParticleSortMode::CustomDescending:
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{
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permutationIndex = 2;
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sortAscending = sortMode == ParticleSortMode::CustomAscending;
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int32 attributeIdx = module->Attributes[0];
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if (attributeIdx == -1)
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break;
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data.CustomOffset = emitter->Graph.Layout.Attributes[attributeIdx].Offset;
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break;
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}
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#if !BUILD_RELEASE
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default:
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CRASH;
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return;
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#endif
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}
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context->UpdateCB(GPUParticlesSortingCB, &data);
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context->BindCB(0, GPUParticlesSortingCB);
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context->BindSR(0, draw.Buffer->GPU.Buffer->View());
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context->BindUA(0, draw.Buffer->GPU.SortingKeysBuffer->View());
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const int32 threadGroupSize = 1024;
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context->Dispatch(GPUParticlesSortingCS[permutationIndex], Math::DivideAndRoundUp(draw.Buffer->GPU.ParticlesCountMax, threadGroupSize), 1, 1);
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// Perform sorting
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BitonicSort::Instance()->Sort(context, draw.Buffer->GPU.SortingKeysBuffer, draw.Buffer->GPU.Buffer, data.ParticleCounterOffset, sortAscending, draw.Buffer->GPU.SortedIndices);
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}
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}
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}
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// Submit draw calls
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for (GPUEmitterDraw& draw : GPUEmitterDraws)
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{
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// Execute all rendering modules using indirect draw arguments
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ParticleEmitter* emitter = draw.Buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
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{
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if ((draw.RenderModulesIndices & (1u << moduleIndex)) == 0)
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continue;
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auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
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draw.DrawCall.Particle.Module = module;
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switch (module->TypeID)
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{
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// Sprite Rendering
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case 400:
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{
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const auto material = (MaterialBase*)module->Assets[0].Get();
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const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
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auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
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if (dp == DrawPass::None || SpriteRenderer.Init())
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break;
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draw.DrawCall.Material = material;
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// Submit draw call
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SpriteRenderer.SetupDrawCall(draw.DrawCall);
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draw.DrawCall.InstanceCount = 0;
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draw.DrawCall.Draw.IndirectArgsBuffer = GPUIndirectArgsBuffer;
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draw.DrawCall.Draw.IndirectArgsOffset = indirectArgsOffset;
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renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, draw.StaticFlags, ShadowsCastingMode::DynamicOnly, draw.Bounds, draw.DrawCall, false, draw.SortOrder);
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indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
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break;
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}
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// Model Rendering
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case 403:
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{
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const auto model = (Model*)module->Assets[0].Get();
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const auto material = (MaterialBase*)module->Assets[1].Get();
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const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
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auto dp = draw.DrawModes & moduleDrawModes & material->GetDrawModes();
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if (dp == DrawPass::None)
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break;
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draw.DrawCall.Material = material;
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// TODO: model LOD picking for particles?
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int32 lodIndex = 0;
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ModelLOD& lod = model->LODs[lodIndex];
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for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
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{
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Mesh& mesh = lod.Meshes[meshIndex];
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if (!mesh.IsInitialized())
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continue;
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// TODO: include mesh entry transformation, visibility and shadows mode?
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// Execute draw call
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mesh.GetDrawCallGeometry(draw.DrawCall);
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draw.DrawCall.InstanceCount = 0;
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draw.DrawCall.Draw.IndirectArgsBuffer = GPUIndirectArgsBuffer;
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draw.DrawCall.Draw.IndirectArgsOffset = indirectArgsOffset;
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renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, draw.StaticFlags, ShadowsCastingMode::DynamicOnly, draw.Bounds, draw.DrawCall, false, draw.SortOrder);
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indirectArgsOffset += sizeof(GPUDrawIndexedIndirectArgs);
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}
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break;
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}
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// Ribbon Rendering
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case 404:
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{
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// Not supported
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break;
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}
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// Volumetric Fog Rendering
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case 405:
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{
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// Not supported
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break;
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}
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}
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}
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}
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GPUEmitterDraws.Clear();
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}
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void DrawEmitterGPU(RenderContextBatch& renderContextBatch, ParticleBuffer* buffer, DrawCall& drawCall, DrawPass drawModes, StaticFlags staticFlags, const BoundingSphere& bounds, uint32 renderModulesIndices, int8 sortOrder)
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{
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if (!IsInMainThread())
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// Setup drawing data
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uint32 indirectArgsSize = 0;
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ParticleEmitter* emitter = buffer->Emitter;
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
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{
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// Clone draw call data the hard way
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byte drawCallCopy[sizeof(DrawCall)];
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Platform::MemoryCopy(&drawCallCopy, &drawCall, sizeof(DrawCall));
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// When rendering in async, delay GPU particles drawing to be in sync by moving drawing into delayed callback post scene drawing to use GPUContext safely
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// Move drawing into delayed callback post scene drawing to use GPUContext safely
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renderContextBatch.GetMainContext().List->AddDelayedDraw([&renderContextBatch, buffer, drawCallCopy, drawModes, staticFlags, bounds, renderModulesIndices, sortOrder](RenderContext& renderContext)
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if ((renderModulesIndices & (1u << moduleIndex)) == 0)
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continue;
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auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
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switch (module->TypeID)
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{
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DrawEmitterGPU(renderContextBatch, buffer, *(DrawCall*)drawCallCopy, drawModes, staticFlags, bounds, renderModulesIndices, sortOrder);
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// Sprite Rendering
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case 400:
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indirectArgsSize += sizeof(GPUDrawIndexedIndirectArgs);
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break;
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// Model Rendering
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case 403:
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{
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const auto model = (Model*)module->Assets[0].Get();
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// TODO: model LOD picking for particles?
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int32 lodIndex = 0;
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ModelLOD& lod = model->LODs[lodIndex];
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indirectArgsSize += sizeof(GPUDrawIndexedIndirectArgs) * lod.Meshes.Count();
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break;
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}
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}
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}
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if (indirectArgsSize == 0)
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return;
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bool sorting = buffer->Emitter->Graph.SortModules.HasItems() && renderContextBatch.GetMainContext().View.Pass != DrawPass::Depth && buffer->GPU.ParticlesCountMax != 0;
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if (sorting && !buffer->GPU.SortedIndices)
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buffer->AllocateSortBuffer();
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// When rendering in async, delay GPU particles drawing to be in sync by moving drawing into delayed callback post scene drawing to use GPUContext safely
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// Also, batch rendering all GPU emitters together for more efficient usage of GPU memory barriers and indirect arguments buffers allocation
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RenderContext::GPULocker.Lock();
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if (GPUEmitterDraws.Count() == 0)
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{
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// The first emitter schedules the drawing of all batched draws
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renderContextBatch.GetMainContext().List->AddDelayedDraw([&renderContextBatch](RenderContext& renderContext)
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{
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DrawEmittersGPU(renderContextBatch);
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});
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return;
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}
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const auto context = GPUDevice::Instance->GetMainContext();
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auto emitter = buffer->Emitter;
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// Check if need to perform any particles sorting
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if (emitter->Graph.SortModules.HasItems() && renderContextBatch.GetMainContext().View.Pass != DrawPass::Depth && buffer->GPU.ParticlesCountMax != 0)
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{
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PROFILE_GPU_CPU_NAMED("Sort Particles");
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// Prepare pipeline
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if (GPUParticlesSorting == nullptr)
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{
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// TODO: preload shader if platform supports GPU particles
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GPUParticlesSorting = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GPUParticlesSorting"));
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if (GPUParticlesSorting == nullptr || GPUParticlesSorting->WaitForLoaded())
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return;
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#if COMPILE_WITH_DEV_ENV
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GPUParticlesSorting.Get()->OnReloading.Bind<OnShaderReloading>();
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#endif
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}
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if (!GPUParticlesSortingCB)
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{
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const auto shader = GPUParticlesSorting->GetShader();
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const StringAnsiView CS_Sort("CS_Sort");
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GPUParticlesSortingCS[0] = shader->GetCS(CS_Sort, 0);
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GPUParticlesSortingCS[1] = shader->GetCS(CS_Sort, 1);
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GPUParticlesSortingCS[2] = shader->GetCS(CS_Sort, 2);
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GPUParticlesSortingCB = shader->GetCB(0);
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ASSERT(GPUParticlesSortingCB);
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}
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// Prepare sorting data
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if (!buffer->GPU.SortedIndices)
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buffer->AllocateSortBuffer();
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ASSERT(buffer->GPU.SortingKeysBuffer);
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// Execute all sorting modules
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for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.SortModules.Count(); moduleIndex++)
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{
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auto module = emitter->Graph.SortModules[moduleIndex];
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const auto sortMode = static_cast<ParticleSortMode>(module->Values[2].AsInt);
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// Generate sorting keys based on sorting mode
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GPUParticlesSortingData data;
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data.ParticleCounterOffset = buffer->GPU.ParticleCounterOffset;
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data.ParticleStride = buffer->Stride;
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data.ParticleCapacity = buffer->Capacity;
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int32 permutationIndex;
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bool sortAscending;
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switch (sortMode)
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{
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case ParticleSortMode::ViewDepth:
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{
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permutationIndex = 0;
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sortAscending = false;
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data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
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const Matrix viewProjection = renderContextBatch.GetMainContext().View.ViewProjection();
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if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
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{
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Matrix matrix;
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Matrix::Multiply(drawCall.World, viewProjection, matrix);
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Matrix::Transpose(matrix, data.PositionTransform);
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}
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else
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{
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Matrix::Transpose(viewProjection, data.PositionTransform);
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}
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break;
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}
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case ParticleSortMode::ViewDistance:
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{
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permutationIndex = 1;
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sortAscending = false;
|
||||
data.PositionOffset = emitter->Graph.GetPositionAttributeOffset();
|
||||
data.ViewPosition = renderContextBatch.GetMainContext().View.Position;
|
||||
if (emitter->SimulationSpace == ParticlesSimulationSpace::Local)
|
||||
{
|
||||
Matrix::Transpose(drawCall.World, data.PositionTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
Matrix::Transpose(Matrix::Identity, data.PositionTransform);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ParticleSortMode::CustomAscending:
|
||||
case ParticleSortMode::CustomDescending:
|
||||
{
|
||||
permutationIndex = 2;
|
||||
sortAscending = sortMode == ParticleSortMode::CustomAscending;
|
||||
int32 attributeIdx = module->Attributes[0];
|
||||
if (attributeIdx == -1)
|
||||
break;
|
||||
data.CustomOffset = emitter->Graph.Layout.Attributes[attributeIdx].Offset;
|
||||
break;
|
||||
}
|
||||
#if !BUILD_RELEASE
|
||||
default:
|
||||
CRASH;
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
context->UpdateCB(GPUParticlesSortingCB, &data);
|
||||
context->BindCB(0, GPUParticlesSortingCB);
|
||||
context->BindSR(0, buffer->GPU.Buffer->View());
|
||||
context->BindUA(0, buffer->GPU.SortingKeysBuffer->View());
|
||||
const int32 threadGroupSize = 1024;
|
||||
context->Dispatch(GPUParticlesSortingCS[permutationIndex], Math::DivideAndRoundUp(buffer->GPU.ParticlesCountMax, threadGroupSize), 1, 1);
|
||||
|
||||
// Perform sorting
|
||||
BitonicSort::Instance()->Sort(context, buffer->GPU.SortingKeysBuffer, buffer->GPU.Buffer, data.ParticleCounterOffset, sortAscending, buffer->GPU.SortedIndices);
|
||||
}
|
||||
}
|
||||
|
||||
// Count draw calls to perform during this emitter rendering
|
||||
int32 drawCalls = 0;
|
||||
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
||||
{
|
||||
if ((renderModulesIndices & (1u << moduleIndex)) == 0)
|
||||
continue;
|
||||
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
||||
switch (module->TypeID)
|
||||
{
|
||||
// Sprite Rendering
|
||||
case 400:
|
||||
{
|
||||
drawCalls++;
|
||||
break;
|
||||
}
|
||||
// Model Rendering
|
||||
case 403:
|
||||
{
|
||||
const auto model = (Model*)module->Assets[0].Get();
|
||||
|
||||
// TODO: model LOD picking for particles?
|
||||
int32 lodIndex = 0;
|
||||
ModelLOD& lod = model->LODs[lodIndex];
|
||||
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
||||
{
|
||||
Mesh& mesh = lod.Meshes[meshIndex];
|
||||
if (!mesh.IsInitialized())
|
||||
continue;
|
||||
|
||||
drawCalls++;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// Ribbon Rendering
|
||||
case 404:
|
||||
{
|
||||
// Not supported
|
||||
break;
|
||||
}
|
||||
// Volumetric Fog Rendering
|
||||
case 405:
|
||||
{
|
||||
// Not supported
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (drawCalls == 0)
|
||||
return;
|
||||
|
||||
// Ensure to have enough space for indirect draw arguments
|
||||
const uint32 minSize = drawCalls * sizeof(GPUDrawIndexedIndirectArgs);
|
||||
if (buffer->GPU.IndirectDrawArgsBuffer->GetSize() < minSize)
|
||||
buffer->GPU.IndirectDrawArgsBuffer->Init(GPUBufferDescription::Argument(minSize));
|
||||
|
||||
// Execute all rendering modules using indirect draw arguments
|
||||
int32 indirectDrawCallIndex = 0;
|
||||
for (int32 moduleIndex = 0; moduleIndex < emitter->Graph.RenderModules.Count(); moduleIndex++)
|
||||
{
|
||||
if ((renderModulesIndices & (1u << moduleIndex)) == 0)
|
||||
continue;
|
||||
auto module = emitter->Graph.RenderModules.Get()[moduleIndex];
|
||||
drawCall.Particle.Module = module;
|
||||
switch (module->TypeID)
|
||||
{
|
||||
// Sprite Rendering
|
||||
case 400:
|
||||
{
|
||||
const auto material = (MaterialBase*)module->Assets[0].Get();
|
||||
const auto moduleDrawModes = module->Values.Count() > 3 ? (DrawPass)module->Values[3].AsInt : DrawPass::Default;
|
||||
auto dp = drawModes & moduleDrawModes & material->GetDrawModes();
|
||||
if (dp == DrawPass::None || SpriteRenderer.Init())
|
||||
break;
|
||||
drawCall.Material = material;
|
||||
|
||||
// Initialize indirect draw arguments
|
||||
GPUDrawIndexedIndirectArgs args { SpriteParticleRenderer::IndexCount, 1, 0, 0, 0 };
|
||||
const uint32 argsOffset = indirectDrawCallIndex * sizeof(GPUDrawIndexedIndirectArgs);
|
||||
context->UpdateBuffer(buffer->GPU.IndirectDrawArgsBuffer, &args, sizeof(args), argsOffset);
|
||||
context->CopyBuffer(buffer->GPU.IndirectDrawArgsBuffer, buffer->GPU.Buffer, 4, argsOffset + 4, buffer->GPU.ParticleCounterOffset);
|
||||
|
||||
// Submit draw call
|
||||
SpriteRenderer.SetupDrawCall(drawCall);
|
||||
drawCall.InstanceCount = 0;
|
||||
drawCall.Draw.IndirectArgsBuffer = buffer->GPU.IndirectDrawArgsBuffer;
|
||||
drawCall.Draw.IndirectArgsOffset = indirectDrawCallIndex * sizeof(GPUDrawIndexedIndirectArgs);
|
||||
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, staticFlags, ShadowsCastingMode::DynamicOnly, bounds, drawCall, false, sortOrder);
|
||||
indirectDrawCallIndex++;
|
||||
break;
|
||||
}
|
||||
// Model Rendering
|
||||
case 403:
|
||||
{
|
||||
const auto model = (Model*)module->Assets[0].Get();
|
||||
const auto material = (MaterialBase*)module->Assets[1].Get();
|
||||
const auto moduleDrawModes = module->Values.Count() > 4 ? (DrawPass)module->Values[4].AsInt : DrawPass::Default;
|
||||
auto dp = drawModes & moduleDrawModes & material->GetDrawModes();
|
||||
drawCall.Material = material;
|
||||
|
||||
// TODO: model LOD picking for particles?
|
||||
int32 lodIndex = 0;
|
||||
ModelLOD& lod = model->LODs[lodIndex];
|
||||
for (int32 meshIndex = 0; meshIndex < lod.Meshes.Count(); meshIndex++)
|
||||
{
|
||||
Mesh& mesh = lod.Meshes[meshIndex];
|
||||
if (!mesh.IsInitialized())
|
||||
continue;
|
||||
// TODO: include mesh entry transformation, visibility and shadows mode?
|
||||
|
||||
// Initialize indirect draw arguments
|
||||
GPUDrawIndexedIndirectArgs args = { (uint32)mesh.GetTriangleCount() * 3, 1, 0, 0, 0 };
|
||||
const uint32 argsOffset = indirectDrawCallIndex * sizeof(GPUDrawIndexedIndirectArgs);
|
||||
context->UpdateBuffer(buffer->GPU.IndirectDrawArgsBuffer, &args, sizeof(args), argsOffset);
|
||||
context->CopyBuffer(buffer->GPU.IndirectDrawArgsBuffer, buffer->GPU.Buffer, 4, argsOffset + 4, buffer->GPU.ParticleCounterOffset);
|
||||
|
||||
// Execute draw call
|
||||
mesh.GetDrawCallGeometry(drawCall);
|
||||
drawCall.InstanceCount = 0;
|
||||
drawCall.Draw.IndirectArgsBuffer = buffer->GPU.IndirectDrawArgsBuffer;
|
||||
drawCall.Draw.IndirectArgsOffset = indirectDrawCallIndex * sizeof(GPUDrawIndexedIndirectArgs);
|
||||
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, dp, staticFlags, ShadowsCastingMode::DynamicOnly, bounds, drawCall, false, sortOrder);
|
||||
indirectDrawCallIndex++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
// Ribbon Rendering
|
||||
case 404:
|
||||
{
|
||||
// Not supported
|
||||
break;
|
||||
}
|
||||
// Volumetric Fog Rendering
|
||||
case 405:
|
||||
{
|
||||
// Not supported
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
GPUEmitterDraws.Add({ buffer, drawCall, drawModes, staticFlags, bounds, renderModulesIndices, indirectArgsSize, sortOrder, sorting });
|
||||
RenderContext::GPULocker.Unlock();
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1119,6 +1205,7 @@ void UpdateGPU(RenderTask* task, GPUContext* context)
|
||||
PROFILE_CPU_NAMED("GPUParticles");
|
||||
PROFILE_GPU("GPU Particles");
|
||||
PROFILE_MEM(Particles);
|
||||
ConcurrentSystemLocker::ReadScope systemScope(Particles::SystemLocker);
|
||||
|
||||
for (ParticleEffect* effect : GpuUpdateList)
|
||||
{
|
||||
|
||||
@@ -98,7 +98,6 @@ ParticleBuffer::~ParticleBuffer()
|
||||
{
|
||||
SAFE_DELETE_GPU_RESOURCE(GPU.Buffer);
|
||||
SAFE_DELETE_GPU_RESOURCE(GPU.BufferSecondary);
|
||||
SAFE_DELETE_GPU_RESOURCE(GPU.IndirectDrawArgsBuffer);
|
||||
SAFE_DELETE_GPU_RESOURCE(GPU.SortingKeysBuffer);
|
||||
SAFE_DELETE_GPU_RESOURCE(GPU.SortedIndices);
|
||||
SAFE_DELETE(GPU.RibbonIndexBufferDynamic);
|
||||
@@ -146,7 +145,6 @@ bool ParticleBuffer::Init(ParticleEmitter* emitter)
|
||||
GPU.BufferSecondary = GPUDevice::Instance->CreateBuffer(TEXT("ParticleBuffer B"));
|
||||
if (GPU.BufferSecondary->Init(GPU.Buffer->GetDescription()))
|
||||
return true;
|
||||
GPU.IndirectDrawArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("ParticleIndirectDrawArgsBuffer"));
|
||||
GPU.PendingClear = true;
|
||||
GPU.HasValidCount = false;
|
||||
GPU.ParticleCounterOffset = size;
|
||||
|
||||
@@ -203,11 +203,6 @@ public:
|
||||
/// </summary>
|
||||
GPUBuffer* BufferSecondary = nullptr;
|
||||
|
||||
/// <summary>
|
||||
/// The indirect draw command arguments buffer used by the GPU particles to invoke drawing on a GPU based on the particles amount (instances count).
|
||||
/// </summary>
|
||||
GPUBuffer* IndirectDrawArgsBuffer = nullptr;
|
||||
|
||||
/// <summary>
|
||||
/// The GPU particles sorting buffer. Contains structure of particle index and the sorting key for every particle. Used to sort particles.
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user