// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "RenderList.h" #include "Engine/Core/Collections/Sorting.h" #include "Engine/Graphics/Materials/IMaterial.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUDevice.h" #include "Engine/Graphics/GPULimits.h" #include "Engine/Graphics/RenderTargetPool.h" #include "Engine/Graphics/RenderTools.h" #include "Engine/Graphics/Graphics.h" #include "Engine/Graphics/PostProcessEffect.h" #include "Engine/Profiler/Profiler.h" #include "Engine/Content/Assets/CubeTexture.h" #include "Engine/Core/Log.h" #include "Engine/Level/Scene/Lightmap.h" #include "Engine/Level/Actors/PostFxVolume.h" static_assert(sizeof(DrawCall) <= 288, "Too big draw call data size."); static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Terrain), "Wrong draw call data size."); static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Particle), "Wrong draw call data size."); static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Custom), "Wrong draw call data size."); namespace { // Cached data for the draw calls sorting Array SortingKeys[2]; Array SortingIndices; Array FreeRenderList; struct MemPoolEntry { void* Ptr; uintptr Size; }; Array MemPool; CriticalSection MemPoolLocker; } void RendererDirectionalLightData::SetupLightData(LightData* data, bool useShadow) const { data->SpotAngles.X = -2.0f; data->SpotAngles.Y = 1.0f; data->SourceRadius = 0; data->SourceLength = 0; data->Color = Color; data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS); data->Position = Float3::Zero; data->CastShadows = useShadow ? 1.0f : 0.0f; data->Direction = -Direction; data->Radius = 0; data->FalloffExponent = 0; data->InverseSquared = 0; data->RadiusInv = 0; } void RendererSpotLightData::SetupLightData(LightData* data, bool useShadow) const { data->SpotAngles.X = CosOuterCone; data->SpotAngles.Y = InvCosConeDifference; data->SourceRadius = SourceRadius; data->SourceLength = 0.0f; data->Color = Color; data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS); data->Position = Position; data->CastShadows = useShadow ? 1.0f : 0.0f; data->Direction = Direction; data->Radius = Radius; data->FalloffExponent = FallOffExponent; data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f; data->RadiusInv = 1.0f / Radius; } void RendererPointLightData::SetupLightData(LightData* data, bool useShadow) const { data->SpotAngles.X = -2.0f; data->SpotAngles.Y = 1.0f; data->SourceRadius = SourceRadius; data->SourceLength = SourceLength; data->Color = Color; data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS); data->Position = Position; data->CastShadows = useShadow ? 1.0f : 0.0f; data->Direction = Direction; data->Radius = Radius; data->FalloffExponent = FallOffExponent; data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f; data->RadiusInv = 1.0f / Radius; } void RendererSkyLightData::SetupLightData(LightData* data, bool useShadow) const { data->SpotAngles.X = AdditiveColor.X; data->SpotAngles.Y = AdditiveColor.Y; data->SourceRadius = AdditiveColor.Z; data->SourceLength = Image ? Image->StreamingTexture()->TotalMipLevels() - 2.0f : 0.0f; data->Color = Color; data->MinRoughness = MIN_ROUGHNESS; data->Position = Position; data->CastShadows = useShadow ? 1.0f : 0.0f; data->Direction = Float3::Forward; data->Radius = Radius; data->FalloffExponent = 0; data->InverseSquared = 0; data->RadiusInv = 1.0f / Radius; } void* RendererAllocation::Allocate(uintptr size) { void* result = nullptr; MemPoolLocker.Lock(); for (int32 i = 0; i < MemPool.Count(); i++) { if (MemPool[i].Size == size) { result = MemPool[i].Ptr; MemPool.RemoveAt(i); break; } } MemPoolLocker.Unlock(); if (!result) { result = Platform::Allocate(size, 16); } return result; } void RendererAllocation::Free(void* ptr, uintptr size) { MemPoolLocker.Lock(); MemPool.Add({ ptr, size }); MemPoolLocker.Unlock(); } RenderList* RenderList::GetFromPool() { if (FreeRenderList.HasItems()) { const auto result = FreeRenderList.Last(); FreeRenderList.RemoveLast(); return result; } return New(); } void RenderList::ReturnToPool(RenderList* cache) { if (!cache) return; ASSERT(!FreeRenderList.Contains(cache)); FreeRenderList.Add(cache); cache->Clear(); } void RenderList::CleanupCache() { // Don't call it during rendering (data may be already in use) ASSERT(GPUDevice::Instance == nullptr || GPUDevice::Instance->CurrentTask == nullptr); SortingKeys[0].Resize(0); SortingKeys[1].Resize(0); SortingIndices.Resize(0); FreeRenderList.ClearDelete(); for (auto& e : MemPool) Platform::Free(e.Ptr); MemPool.Clear(); } bool RenderList::BlendableSettings::operator<(const BlendableSettings& other) const { // Sort by higher priority if (Priority != other.Priority) return Priority < other.Priority; // Sort by lower size return other.VolumeSizeSqr < VolumeSizeSqr; } void RenderList::AddSettingsBlend(IPostFxSettingsProvider* provider, float weight, int32 priority, float volumeSizeSqr) { BlendableSettings blend; blend.Provider = provider; blend.Weight = weight; blend.Priority = priority; blend.VolumeSizeSqr = volumeSizeSqr; Blendable.Add(blend); } void RenderList::BlendSettings() { PROFILE_CPU(); Sorting::QuickSort(Blendable); Settings = Graphics::PostProcessSettings; for (auto& b : Blendable) { b.Provider->Blend(Settings, b.Weight); } } void RenderList::RunPostFxPass(GPUContext* context, RenderContext& renderContext, MaterialPostFxLocation locationA, PostProcessEffectLocation locationB, GPUTexture*& inputOutput) { // Note: during this stage engine is using additive rendering to the light buffer (given as inputOutput parameter). // Materials PostFx and Custom PostFx prefer sampling the input texture while rendering to the output. // So we need to allocate a temporary render target (or reuse from cache) and use it as a ping pong buffer. bool skipPass = true; bool needTempTarget = true; for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++) { const auto material = Settings.PostFxMaterials.Materials[i].Get(); if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == locationA) { skipPass = false; needTempTarget = true; } } if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess)) { for (const PostProcessEffect* fx : renderContext.List->PostFx) { if (fx->Location == locationB) { skipPass = false; needTempTarget |= !fx->UseSingleTarget; } } } if (skipPass) return; auto tempDesc = inputOutput->GetDescription(); auto temp = needTempTarget ? RenderTargetPool::Get(tempDesc) : nullptr; if (needTempTarget) { RENDER_TARGET_POOL_SET_NAME(temp, "RenderList.RunPostFxPassTemp"); } auto input = inputOutput; auto output = temp; context->ResetRenderTarget(); MaterialBase::BindParameters bindParams(context, renderContext); for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++) { auto material = Settings.PostFxMaterials.Materials[i].Get(); if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == locationA) { ASSERT(needTempTarget); context->SetRenderTarget(*output); bindParams.Input = *input; material->Bind(bindParams); context->DrawFullscreenTriangle(); context->ResetRenderTarget(); Swap(output, input); } } if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess)) { for (PostProcessEffect* fx : renderContext.List->PostFx) { if (fx->Location == locationB) { if (fx->UseSingleTarget || output == nullptr) { fx->Render(context, renderContext, input, nullptr); } else { ASSERT(needTempTarget); fx->Render(context, renderContext, input, output); Swap(input, output); } context->ResetRenderTarget(); } } } inputOutput = input; if (needTempTarget) RenderTargetPool::Release(output); } void RenderList::RunMaterialPostFxPass(GPUContext* context, RenderContext& renderContext, MaterialPostFxLocation location, GPUTexture*& input, GPUTexture*& output) { MaterialBase::BindParameters bindParams(context, renderContext); for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++) { auto material = Settings.PostFxMaterials.Materials[i].Get(); if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == location) { context->SetRenderTarget(*output); bindParams.Input = *input; material->Bind(bindParams); context->DrawFullscreenTriangle(); Swap(output, input); } context->ResetRenderTarget(); } } void RenderList::RunCustomPostFxPass(GPUContext* context, RenderContext& renderContext, PostProcessEffectLocation location, GPUTexture*& input, GPUTexture*& output) { if (!(renderContext.View.Flags & ViewFlags::CustomPostProcess)) return; for (PostProcessEffect* fx : renderContext.List->PostFx) { if (fx->Location == location) { if (fx->UseSingleTarget || output == nullptr) { fx->Render(context, renderContext, input, nullptr); } else { fx->Render(context, renderContext, input, output); Swap(input, output); } context->ResetRenderTarget(); } } } bool RenderList::HasAnyPostFx(const RenderContext& renderContext, PostProcessEffectLocation postProcess) const { if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess)) { for (const PostProcessEffect* fx : renderContext.List->PostFx) { if (fx->Location == postProcess) return true; } } return false; } bool RenderList::HasAnyPostFx(const RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const { for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++) { auto material = Settings.PostFxMaterials.Materials[i].Get(); if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx) { return true; } } return false; } void DrawCallsList::Clear() { Indices.Clear(); PreBatchedDrawCalls.Clear(); Batches.Clear(); CanUseInstancing = true; } bool DrawCallsList::IsEmpty() const { return Indices.Count() + PreBatchedDrawCalls.Count() == 0; } RenderList::RenderList(const SpawnParams& params) : ScriptingObject(params) , DirectionalLights(4) , PointLights(32) , SpotLights(32) , SkyLights(4) , EnvironmentProbes(32) , Decals(64) , Sky(nullptr) , AtmosphericFog(nullptr) , Fog(nullptr) , Blendable(32) , _instanceBuffer(1024 * sizeof(InstanceData), sizeof(InstanceData), TEXT("Instance Buffer")) { } void RenderList::Init(RenderContext& renderContext) { renderContext.View.Frustum.GetCorners(FrustumCornersWs); for (int32 i = 0; i < 8; i++) Float3::Transform(FrustumCornersWs[i], renderContext.View.View, FrustumCornersVs[i]); } void RenderList::Clear() { Scenes.Clear(); DrawCalls.Clear(); BatchedDrawCalls.Clear(); for (auto& list : DrawCallsLists) list.Clear(); ShadowDepthDrawCallsList.Clear(); PointLights.Clear(); SpotLights.Clear(); SkyLights.Clear(); DirectionalLights.Clear(); EnvironmentProbes.Clear(); Decals.Clear(); VolumetricFogParticles.Clear(); Sky = nullptr; AtmosphericFog = nullptr; Fog = nullptr; PostFx.Clear(); Settings = PostProcessSettings(); Blendable.Clear(); _instanceBuffer.Clear(); } struct PackedSortKey { union { uint64 Data; struct { uint32 DistanceKey; uint16 BatchKey; uint16 SortKey; }; }; }; FORCE_INLINE void CalculateSortKey(const RenderContext& renderContext, DrawCall& drawCall, int16 sortOrder) { const Float3 planeNormal = renderContext.View.Direction; const float planePoint = -Float3::Dot(planeNormal, renderContext.View.Position); const float distance = Float3::Dot(planeNormal, drawCall.ObjectPosition) - planePoint; PackedSortKey key; key.DistanceKey = RenderTools::ComputeDistanceSortKey(distance); uint32 batchKey = GetHash(drawCall.Material); batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[0]); batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[1]); batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[2]); batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.IndexBuffer); IMaterial::InstancingHandler handler; if (drawCall.Material->CanUseInstancing(handler)) handler.GetHash(drawCall, batchKey); batchKey += (int32)(471 * drawCall.WorldDeterminantSign); key.SortKey = (uint16)(sortOrder - MIN_int16); key.BatchKey = (uint16)batchKey; drawCall.SortKey = key.Data; } void RenderList::AddDrawCall(const RenderContext& renderContext, DrawPass drawModes, StaticFlags staticFlags, DrawCall& drawCall, bool receivesDecals, int16 sortOrder) { #if ENABLE_ASSERTION_LOW_LAYERS // Ensure that draw modes are non-empty and in conjunction with material draw modes auto materialDrawModes = drawCall.Material->GetDrawModes(); ASSERT_LOW_LAYER(drawModes != DrawPass::None && ((uint32)drawModes & ~(uint32)materialDrawModes) == 0); #endif // Append draw call data CalculateSortKey(renderContext, drawCall, sortOrder); const int32 index = DrawCalls.Add(drawCall); // Add draw call to proper draw lists if ((drawModes & DrawPass::Depth) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Depth].Indices.Add(index); } if ((drawModes & (DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas)) != DrawPass::None) { if (receivesDecals) DrawCallsLists[(int32)DrawCallsListType::GBuffer].Indices.Add(index); else DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].Indices.Add(index); } if ((drawModes & DrawPass::Forward) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Forward].Indices.Add(index); } if ((drawModes & DrawPass::Distortion) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Distortion].Indices.Add(index); } if ((drawModes & DrawPass::MotionVectors) != DrawPass::None && (staticFlags & StaticFlags::Transform) == StaticFlags::None) { DrawCallsLists[(int32)DrawCallsListType::MotionVectors].Indices.Add(index); } } void RenderList::AddDrawCall(const RenderContextBatch& renderContextBatch, DrawPass drawModes, StaticFlags staticFlags, ShadowsCastingMode shadowsMode, const BoundingSphere& bounds, DrawCall& drawCall, bool receivesDecals, int16 sortOrder) { #if ENABLE_ASSERTION_LOW_LAYERS // Ensure that draw modes are non-empty and in conjunction with material draw modes auto materialDrawModes = drawCall.Material->GetDrawModes(); ASSERT_LOW_LAYER(drawModes != DrawPass::None && ((uint32)drawModes & ~(uint32)materialDrawModes) == 0); #endif const RenderContext& mainRenderContext = renderContextBatch.Contexts.Get()[0]; // Append draw call data CalculateSortKey(mainRenderContext, drawCall, sortOrder); const int32 index = DrawCalls.Add(drawCall); // Add draw call to proper draw lists DrawPass modes = drawModes & mainRenderContext.View.GetShadowsDrawPassMask(shadowsMode); drawModes = modes & mainRenderContext.View.Pass; if (drawModes != DrawPass::None && mainRenderContext.View.CullingFrustum.Intersects(bounds)) { if ((drawModes & DrawPass::Depth) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Depth].Indices.Add(index); } if ((drawModes & (DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas)) != DrawPass::None) { if (receivesDecals) DrawCallsLists[(int32)DrawCallsListType::GBuffer].Indices.Add(index); else DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].Indices.Add(index); } if ((drawModes & DrawPass::Forward) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Forward].Indices.Add(index); } if ((drawModes & DrawPass::Distortion) != DrawPass::None) { DrawCallsLists[(int32)DrawCallsListType::Distortion].Indices.Add(index); } if ((drawModes & DrawPass::MotionVectors) != DrawPass::None && (staticFlags & StaticFlags::Transform) == StaticFlags::None) { DrawCallsLists[(int32)DrawCallsListType::MotionVectors].Indices.Add(index); } } for (int32 i = 1; i < renderContextBatch.Contexts.Count(); i++) { const RenderContext& renderContext = renderContextBatch.Contexts.Get()[i]; ASSERT_LOW_LAYER(renderContext.View.Pass == DrawPass::Depth); drawModes = modes & renderContext.View.Pass; if (drawModes != DrawPass::None && renderContext.View.CullingFrustum.Intersects(bounds)) { renderContext.List->ShadowDepthDrawCallsList.Indices.Add(index); } } } namespace { /// /// Checks if this draw call be batched together with the other one. /// /// The first draw call. /// The second draw call. /// True if can merge them, otherwise false. FORCE_INLINE bool CanBatchWith(const DrawCall& a, const DrawCall& b) { IMaterial::InstancingHandler handler; return a.Material == b.Material && a.Material->CanUseInstancing(handler) && Platform::MemoryCompare(&a.Geometry, &b.Geometry, sizeof(a.Geometry)) == 0 && a.InstanceCount != 0 && b.InstanceCount != 0 && handler.CanBatch(a, b) && a.WorldDeterminantSign * b.WorldDeterminantSign > 0; } } void RenderList::SortDrawCalls(const RenderContext& renderContext, bool reverseDistance, DrawCallsList& list, const RenderListBuffer& drawCalls) { PROFILE_CPU(); const auto* drawCallsData = drawCalls.Get(); const auto* listData = list.Indices.Get(); const int32 listSize = list.Indices.Count(); // Peek shared memory #define PREPARE_CACHE(list) (list).Clear(); (list).Resize(listSize) PREPARE_CACHE(SortingKeys[0]); PREPARE_CACHE(SortingKeys[1]); PREPARE_CACHE(SortingIndices); #undef PREPARE_CACHE uint64* sortedKeys = SortingKeys[0].Get(); // Setup sort keys if (reverseDistance) { for (int32 i = 0; i < listSize; i++) { const DrawCall& drawCall = drawCallsData[listData[i]]; PackedSortKey key; key.Data = drawCall.SortKey; key.DistanceKey ^= MAX_uint32; // Reverse depth key.SortKey ^= MAX_uint16; // Reverse sort order sortedKeys[i] = key.Data; } } else { for (int32 i = 0; i < listSize; i++) { const DrawCall& drawCall = drawCallsData[listData[i]]; sortedKeys[i] = drawCall.SortKey; } } // Sort draw calls indices int32* resultIndices = list.Indices.Get(); Sorting::RadixSort(sortedKeys, resultIndices, SortingKeys[1].Get(), SortingIndices.Get(), listSize); if (resultIndices != list.Indices.Get()) Platform::MemoryCopy(list.Indices.Get(), resultIndices, sizeof(int32) * listSize); // Perform draw calls batching list.Batches.Clear(); for (int32 i = 0; i < listSize;) { const DrawCall& drawCall = drawCallsData[listData[i]]; int32 batchSize = 1; int32 instanceCount = drawCall.InstanceCount; // Check the following draw calls to merge them (using instancing) for (int32 j = i + 1; j < listSize; j++) { const DrawCall& other = drawCallsData[listData[j]]; if (!CanBatchWith(drawCall, other)) break; batchSize++; instanceCount += other.InstanceCount; } DrawBatch batch; batch.SortKey = sortedKeys[i]; batch.StartIndex = i; batch.BatchSize = batchSize; batch.InstanceCount = instanceCount; list.Batches.Add(batch); i += batchSize; } // Sort draw calls batches by depth Sorting::QuickSort(list.Batches); } FORCE_INLINE bool CanUseInstancing(DrawPass pass) { return pass == DrawPass::GBuffer || pass == DrawPass::Depth; } void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, const RenderListBuffer& drawCalls, GPUTextureView* input) { if (list.IsEmpty()) return; PROFILE_GPU_CPU("Drawing"); const auto* drawCallsData = drawCalls.Get(); const auto* listData = list.Indices.Get(); const auto* batchesData = list.Batches.Get(); const auto context = GPUDevice::Instance->GetMainContext(); bool useInstancing = list.CanUseInstancing && CanUseInstancing(renderContext.View.Pass) && GPUDevice::Instance->Limits.HasInstancing; // Clear SR slots to prevent any resources binding issues (leftovers from the previous passes) context->ResetSR(); // Prepare instance buffer if (useInstancing) { // Prepare buffer memory int32 instancedBatchesCount = 0; for (int32 i = 0; i < list.Batches.Count(); i++) { auto& batch = batchesData[i]; if (batch.BatchSize > 1) instancedBatchesCount += batch.BatchSize; } for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++) { auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]]; if (batch.Instances.Count() > 1) instancedBatchesCount += batch.Instances.Count(); } if (instancedBatchesCount == 0) { // Faster path if none of the draw batches requires instancing useInstancing = false; goto DRAW; } _instanceBuffer.Clear(); _instanceBuffer.Data.Resize(instancedBatchesCount * sizeof(InstanceData)); auto instanceData = (InstanceData*)_instanceBuffer.Data.Get(); // Write to instance buffer for (int32 i = 0; i < list.Batches.Count(); i++) { auto& batch = batchesData[i]; if (batch.BatchSize > 1) { IMaterial::InstancingHandler handler; drawCallsData[listData[batch.StartIndex]].Material->CanUseInstancing(handler); for (int32 j = 0; j < batch.BatchSize; j++) { auto& drawCall = drawCallsData[listData[batch.StartIndex + j]]; handler.WriteDrawCall(instanceData, drawCall); instanceData++; } } } for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++) { auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]]; if (batch.Instances.Count() > 1) { Platform::MemoryCopy(instanceData, batch.Instances.Get(), batch.Instances.Count() * sizeof(InstanceData)); instanceData += batch.Instances.Count(); } } // Upload data _instanceBuffer.Flush(context); } DRAW: // Execute draw calls MaterialBase::BindParameters bindParams(context, renderContext); bindParams.Input = input; bindParams.BindViewData(); if (useInstancing) { int32 instanceBufferOffset = 0; GPUBuffer* vb[4]; uint32 vbOffsets[4]; for (int32 i = 0; i < list.Batches.Count(); i++) { auto& batch = batchesData[i]; const DrawCall& drawCall = drawCallsData[listData[batch.StartIndex]]; int32 vbCount = 0; while (vbCount < ARRAY_COUNT(drawCall.Geometry.VertexBuffers) && drawCall.Geometry.VertexBuffers[vbCount]) { vb[vbCount] = drawCall.Geometry.VertexBuffers[vbCount]; vbOffsets[vbCount] = drawCall.Geometry.VertexBuffersOffsets[vbCount]; vbCount++; } for (int32 j = vbCount; j < ARRAY_COUNT(drawCall.Geometry.VertexBuffers); j++) { vb[vbCount] = nullptr; vbOffsets[vbCount] = 0; } bindParams.FirstDrawCall = &drawCall; bindParams.DrawCallsCount = batch.BatchSize; drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); if (drawCall.InstanceCount == 0) { // No support for batching indirect draw calls ASSERT_LOW_LAYER(batch.BatchSize == 1); context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset); } else { if (batch.BatchSize == 1) { context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, batch.InstanceCount, 0, 0, drawCall.Draw.StartIndex); } else { vbCount = 3; vb[vbCount] = _instanceBuffer.GetBuffer(); vbOffsets[vbCount] = 0; vbCount++; context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, batch.InstanceCount, instanceBufferOffset, 0, drawCall.Draw.StartIndex); instanceBufferOffset += batch.BatchSize; } } } for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++) { auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]]; auto& drawCall = batch.DrawCall; int32 vbCount = 0; while (vbCount < ARRAY_COUNT(drawCall.Geometry.VertexBuffers) && drawCall.Geometry.VertexBuffers[vbCount]) { vb[vbCount] = drawCall.Geometry.VertexBuffers[vbCount]; vbOffsets[vbCount] = drawCall.Geometry.VertexBuffersOffsets[vbCount]; vbCount++; } for (int32 j = vbCount; j < ARRAY_COUNT(drawCall.Geometry.VertexBuffers); j++) { vb[vbCount] = nullptr; vbOffsets[vbCount] = 0; } bindParams.FirstDrawCall = &drawCall; bindParams.DrawCallsCount = batch.Instances.Count(); drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); if (drawCall.InstanceCount == 0) { ASSERT_LOW_LAYER(batch.Instances.Count() == 1); context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset); } else { if (batch.Instances.Count() == 1) { context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, batch.Instances.Count(), 0, 0, drawCall.Draw.StartIndex); } else { vbCount = 3; vb[vbCount] = _instanceBuffer.GetBuffer(); vbOffsets[vbCount] = 0; vbCount++; context->BindVB(ToSpan(vb, vbCount), vbOffsets); context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, batch.Instances.Count(), instanceBufferOffset, 0, drawCall.Draw.StartIndex); instanceBufferOffset += batch.Instances.Count(); } } } } else { bindParams.DrawCallsCount = 1; for (int32 i = 0; i < list.Batches.Count(); i++) { auto& batch = batchesData[i]; for (int32 j = 0; j < batch.BatchSize; j++) { const DrawCall& drawCall = drawCalls[listData[batch.StartIndex + j]]; bindParams.FirstDrawCall = &drawCall; drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, 3), drawCall.Geometry.VertexBuffersOffsets); if (drawCall.InstanceCount == 0) { context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset); } else { context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, drawCall.InstanceCount, 0, 0, drawCall.Draw.StartIndex); } } } for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++) { auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]]; auto drawCall = batch.DrawCall; drawCall.ObjectRadius = 0.0f; bindParams.FirstDrawCall = &drawCall; const auto* instancesData = batch.Instances.Get(); for (int32 j = 0; j < batch.Instances.Count(); j++) { auto& instance = instancesData[j]; drawCall.ObjectPosition = instance.InstanceOrigin; drawCall.PerInstanceRandom = instance.PerInstanceRandom; auto lightmapArea = instance.InstanceLightmapArea.ToFloat4(); drawCall.Surface.LightmapUVsArea = *(Rectangle*)&lightmapArea; drawCall.Surface.LODDitherFactor = instance.LODDitherFactor; drawCall.World.SetRow1(Float4(instance.InstanceTransform1, 0.0f)); drawCall.World.SetRow2(Float4(instance.InstanceTransform2, 0.0f)); drawCall.World.SetRow3(Float4(instance.InstanceTransform3, 0.0f)); drawCall.World.SetRow4(Float4(instance.InstanceOrigin, 1.0f)); drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, 3), drawCall.Geometry.VertexBuffersOffsets); context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, drawCall.InstanceCount, 0, 0, drawCall.Draw.StartIndex); } } if (list.Batches.IsEmpty() && list.Indices.Count() != 0) { // Draw calls list has nto been batched so execute draw calls separately for (int32 j = 0; j < list.Indices.Count(); j++) { const DrawCall& drawCall = drawCalls[listData[j]]; bindParams.FirstDrawCall = &drawCall; drawCall.Material->Bind(bindParams); context->BindIB(drawCall.Geometry.IndexBuffer); context->BindVB(ToSpan(drawCall.Geometry.VertexBuffers, 3), drawCall.Geometry.VertexBuffersOffsets); if (drawCall.InstanceCount == 0) { context->DrawIndexedInstancedIndirect(drawCall.Draw.IndirectArgsBuffer, drawCall.Draw.IndirectArgsOffset); } else { context->DrawIndexedInstanced(drawCall.Draw.IndicesCount, drawCall.InstanceCount, 0, 0, drawCall.Draw.StartIndex); } } } } } void SurfaceDrawCallHandler::GetHash(const DrawCall& drawCall, uint32& batchKey) { batchKey = (batchKey * 397) ^ ::GetHash(drawCall.Surface.Lightmap); } bool SurfaceDrawCallHandler::CanBatch(const DrawCall& a, const DrawCall& b) { // TODO: find reason why batching static meshes with lightmap causes problems with sampling in shader (flickering when meshes in batch order gets changes due to async draw calls collection) return a.Surface.Lightmap == nullptr && b.Surface.Lightmap == nullptr && //return a.Surface.Lightmap == b.Surface.Lightmap && a.Surface.Skinning == nullptr && b.Surface.Skinning == nullptr; } void SurfaceDrawCallHandler::WriteDrawCall(InstanceData* instanceData, const DrawCall& drawCall) { instanceData->InstanceOrigin = Float3(drawCall.World.M41, drawCall.World.M42, drawCall.World.M43); instanceData->PerInstanceRandom = drawCall.PerInstanceRandom; instanceData->InstanceTransform1 = Float3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13); instanceData->LODDitherFactor = drawCall.Surface.LODDitherFactor; instanceData->InstanceTransform2 = Float3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23); instanceData->InstanceTransform3 = Float3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33); instanceData->InstanceLightmapArea = Half4(drawCall.Surface.LightmapUVsArea); }