// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. #include "RenderBuffers.h" #include "Engine/Graphics/GPUDevice.h" #include "Engine/Renderer/Utils/MultiScaler.h" #include "Engine/Graphics/GPULimits.h" #include "Engine/Graphics/RenderTargetPool.h" #include "Engine/Engine/Engine.h" RenderBuffers::RenderBuffers(const SpawnParams& params) : ScriptingObject(params) { #define CREATE_TEXTURE(name) name = GPUDevice::Instance->CreateTexture(TEXT(#name)); _resources.Add(name) CREATE_TEXTURE(DepthBuffer); CREATE_TEXTURE(MotionVectors); CREATE_TEXTURE(GBuffer0); CREATE_TEXTURE(GBuffer1); CREATE_TEXTURE(GBuffer2); CREATE_TEXTURE(GBuffer3); CREATE_TEXTURE(RT1_FloatRGB); CREATE_TEXTURE(RT2_FloatRGB); #undef CREATE_TEXTURE } RenderBuffers::~RenderBuffers() { Release(); _resources.ClearDelete(); } void RenderBuffers::Prepare() { // Auto release temporal buffer if not used for some time const uint64 frameIndex = Engine::FrameCount; if (VolumetricFog) { ASSERT(VolumetricFogHistory); if (frameIndex - LastFrameVolumetricFog >= 4) { RenderTargetPool::Release(VolumetricFog); VolumetricFog = nullptr; RenderTargetPool::Release(VolumetricFogHistory); VolumetricFogHistory = nullptr; RenderTargetPool::Release(LocalShadowedLightScattering); LocalShadowedLightScattering = nullptr; LastFrameVolumetricFog = 0; } } #define UPDATE_LAZY_KEEP_RT(name) \ if (name && frameIndex - LastFrame##name >= 4) \ { \ RenderTargetPool::Release(name); \ name = nullptr; \ LastFrame##name = 0; \ } UPDATE_LAZY_KEEP_RT(TemporalSSR); UPDATE_LAZY_KEEP_RT(TemporalAA); UPDATE_LAZY_KEEP_RT(HalfResDepth); UPDATE_LAZY_KEEP_RT(LuminanceMap); #undef UPDATE_LAZY_KEEP_RT } GPUTexture* RenderBuffers::RequestHalfResDepth(GPUContext* context) { // Skip if already done in the current frame const auto currentFrame = Engine::FrameCount; if (LastFrameHalfResDepth == currentFrame) return HalfResDepth; const int32 halfDepthWidth = _width / 2; const int32 halfDepthHeight = _height / 2; const PixelFormat halfDepthFormat = GPU_DEPTH_BUFFER_PIXEL_FORMAT; LastFrameHalfResDepth = currentFrame; if (HalfResDepth == nullptr) { // Missing buffer auto tempDesc = GPUTextureDescription::New2D(halfDepthWidth, halfDepthHeight, halfDepthFormat); tempDesc.Flags = GPUTextureFlags::ShaderResource | GPUTextureFlags::DepthStencil; HalfResDepth = RenderTargetPool::Get(tempDesc); } else if (HalfResDepth->Width() != halfDepthWidth || HalfResDepth->Height() != halfDepthHeight || HalfResDepth->Format() != halfDepthFormat) { // Wrong size buffer RenderTargetPool::Release(HalfResDepth); auto tempDesc = GPUTextureDescription::New2D(halfDepthWidth, halfDepthHeight, halfDepthFormat); tempDesc.Flags = GPUTextureFlags::ShaderResource | GPUTextureFlags::DepthStencil; HalfResDepth = RenderTargetPool::Get(tempDesc); } // Generate depth MultiScaler::Instance()->DownscaleDepth(context, halfDepthWidth, halfDepthHeight, DepthBuffer, HalfResDepth->View()); return HalfResDepth; } uint64 RenderBuffers::GetMemoryUsage() const { uint64 result = 0; for (int32 i = 0; i < _resources.Count(); i++) result += _resources[i]->GetMemoryUsage(); return result; } bool RenderBuffers::Init(int32 width, int32 height) { // Skip if resolution won't change if (width == _width && height == _height) return false; CHECK_RETURN(width > 0 && height > 0, true); bool result = false; // Debug Buffer GPUTextureDescription desc = GPUTextureDescription::New2D(width, height, GPU_DEPTH_BUFFER_PIXEL_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::DepthStencil); if (GPUDevice::Instance->Limits.HasReadOnlyDepth) desc.Flags |= GPUTextureFlags::ReadOnlyDepthView; result |= DepthBuffer->Init(desc); // MotionBlurPass initializes MotionVectors texture if needed (lazy init - not every game needs it) MotionVectors->ReleaseGPU(); // GBuffer 0 desc.Flags = GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget; desc.Format = GBUFFER0_FORMAT; desc.DefaultClearColor = Color::Transparent; result |= GBuffer0->Init(desc); // GBuffer 1 desc.Format = GBUFFER1_FORMAT; desc.DefaultClearColor = Color::Transparent; result |= GBuffer1->Init(desc); // GBuffer 2 desc.Format = GBUFFER2_FORMAT; desc.DefaultClearColor = Color(1, 0, 0, 0); result |= GBuffer2->Init(desc); // GBuffer 3 desc.Format = GBUFFER3_FORMAT; desc.DefaultClearColor = Color::Transparent; result |= GBuffer3->Init(desc); // Helper HDR buffers desc.Format = PixelFormat::R11G11B10_Float; desc.DefaultClearColor = Color::Transparent; result |= RT1_FloatRGB->Init(desc); result |= RT2_FloatRGB->Init(desc); // Cache data _width = width; _height = height; _aspectRatio = static_cast(width) / height; _viewport = Viewport(0, 0, static_cast(width), static_cast(height)); LastEyeAdaptationTime = 0; return result; } void RenderBuffers::Release() { LastEyeAdaptationTime = 0; for (int32 i = 0; i < _resources.Count(); i++) _resources[i]->ReleaseGPU(); RenderTargetPool::Release(VolumetricFog); VolumetricFog = nullptr; RenderTargetPool::Release(VolumetricFogHistory); VolumetricFogHistory = nullptr; RenderTargetPool::Release(LocalShadowedLightScattering); LocalShadowedLightScattering = nullptr; LastFrameVolumetricFog = 0; #define UPDATE_LAZY_KEEP_RT(name) \ RenderTargetPool::Release(name); \ name = nullptr; \ LastFrame##name = 0 UPDATE_LAZY_KEEP_RT(TemporalSSR); UPDATE_LAZY_KEEP_RT(TemporalAA); UPDATE_LAZY_KEEP_RT(HalfResDepth); UPDATE_LAZY_KEEP_RT(LuminanceMap); #undef UPDATE_LAZY_KEEP_RT }