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FlaxEngine/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.cpp

1537 lines
69 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "GlobalSurfaceAtlasPass.h"
#include "DynamicDiffuseGlobalIllumination.h"
#include "../GlobalSignDistanceFieldPass.h"
#include "../GBufferPass.h"
#include "../RenderList.h"
#include "../ShadowsPass.h"
#include "Engine/Core/Math/Matrix3x3.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Core/Config/GraphicsSettings.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Units.h"
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/Async/GPUSyncPoint.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Renderer/ColorGradingPass.h"
#include "Engine/Renderer/EyeAdaptationPass.h"
#include "Engine/Renderer/PostProcessingPass.h"
#include "Engine/Threading/JobSystem.h"
#include "Engine/Utilities/RectPack.h"
// This must match HLSL
#define GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION 40 // Amount of chunks (in each direction) to split atlas draw distance for objects culling
#define GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE 4
#define GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE 6 // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE 5 // Amount of float4s per-tile
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
#define GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN 8 // The minimum size of the tile
#define GLOBAL_SURFACE_ATLAS_TILE_SIZE_MAX 192 // The maximum size of the tile
#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame
#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
#define GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS 0 // Debug draws culled chunks bounds (non-empty)
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS || GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
#include "Engine/Debug/DebugDraw.h"
#endif
GPU_CB_STRUCT(Data0 {
Float3 ViewWorldPos;
float ViewNearPlane;
float SkyboxIntensity;
uint32 CulledObjectsCapacity;
float LightShadowsStrength;
float ViewFarPlane;
Float4 ViewFrustumWorldRays[4];
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
ShaderLightData Light;
});
PACK_STRUCT(struct AtlasTileVertex
{
Half2 Position;
Half2 TileUV;
uint32 TileAddress;
});
struct GlobalSurfaceAtlasNewObject
{
void* ActorObject;
Actor* Actor;
OrientedBoundingBox Bounds;
BoundingSphere ActorObjectBounds;
bool UseVisibility;
};
struct GlobalSurfaceAtlasNewTile
{
void* ActorObject;
uint16 TileIndex;
uint16 TileResolution;
};
struct GlobalSurfaceAtlasTile : RectPackNode<uint16>
{
Float3 ViewDirection;
Float3 ViewPosition;
Float3 ViewBoundsSize;
Matrix ViewMatrix;
uint32 Address;
uint32 ObjectAddressOffset;
GlobalSurfaceAtlasTile(Size x, Size y, Size width, Size height)
: RectPackNode(x, y, width, height)
{
}
void OnInsert(class GlobalSurfaceAtlasCustomBuffer* buffer, void* actorObject, int32 tileIndex);
void OnFree(GlobalSurfaceAtlasCustomBuffer* buffer);
};
struct GlobalSurfaceAtlasObject
{
uint64 LastFrameUsed;
uint64 LastFrameUpdated;
uint64 LightingUpdateFrame; // Index of the frame to update lighting for this object (calculated when object gets dirty or overriden by dynamic lights)
Actor* Actor;
GlobalSurfaceAtlasTile* Tiles[6];
Float3 Position;
float Radius;
mutable bool Dirty;
bool UseVisibility; // TODO: merge into bit flags
OrientedBoundingBox Bounds;
GlobalSurfaceAtlasObject()
{
Platform::MemoryClear(this, sizeof(GlobalSurfaceAtlasObject));
}
POD_COPYABLE(GlobalSurfaceAtlasObject);
};
struct GlobalSurfaceAtlasLight
{
uint64 LastFrameUsed = 0;
uint64 LastFrameUpdated = 0;
};
class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer, public ISceneRenderingListener
{
public:
int32 Resolution = 0;
int32 AtlasPixelsTotal = 0;
int32 AtlasPixelsUsed = 0;
uint64 LastFrameAtlasInsertFail = 0;
uint64 LastFrameAtlasDefragmentation = 0;
GPUTexture* AtlasDepth = nullptr;
GPUTexture* AtlasEmissive = nullptr;
GPUTexture* AtlasGBuffer0 = nullptr;
GPUTexture* AtlasGBuffer1 = nullptr;
GPUTexture* AtlasGBuffer2 = nullptr;
GPUTexture* AtlasLighting = nullptr;
GPUBuffer* ChunksBuffer = nullptr;
GPUBuffer* CulledObjectsBuffer = nullptr;
DynamicTypedBuffer ObjectsBuffer;
int32 CulledObjectsCounterIndex = -1;
GlobalSurfaceAtlasPass::BindingData Result;
RectPackAtlas<GlobalSurfaceAtlasTile> Atlas;
Dictionary<void*, GlobalSurfaceAtlasObject> Objects;
Dictionary<Guid, GlobalSurfaceAtlasLight> Lights;
SamplesBuffer<uint32, 30> CulledObjectsUsageHistory;
// Cached data to be reused during RasterizeActor
Array<void*> DirtyObjectsBuffer;
Vector4 CullingPosDistance;
uint64 CurrentFrame;
float ResolutionInv;
Float3 ViewPosition;
float TileTexelsPerWorldUnit;
float DistanceScalingStart;
float DistanceScalingEnd;
float DistanceScaling;
float MinObjectRadius;
// Async objects drawing cache
Array<int64, FixedAllocation<2>> AsyncDrawWaitLabels;
RenderListBuffer<GlobalSurfaceAtlasTile*> AsyncFreeTiles;
RenderListBuffer<GlobalSurfaceAtlasNewObject> AsyncNewObjects;
RenderListBuffer<GlobalSurfaceAtlasNewTile> AsyncNewTiles;
Array<int64> AsyncScenesDrawCounters[2];
RenderContext AsyncRenderContext;
GlobalSurfaceAtlasCustomBuffer()
: ObjectsBuffer(256 * (GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE + GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE * 3 / 4), PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
{
}
void ClearObjects()
{
WaitForDrawActors();
CulledObjectsCounterIndex = -1;
CulledObjectsUsageHistory.Clear();
LastFrameAtlasDefragmentation = Engine::FrameCount;
AtlasPixelsUsed = 0;
Atlas.Clear();
Objects.Clear();
Lights.Clear();
}
void Reset()
{
RenderTargetPool::Release(AtlasDepth);
RenderTargetPool::Release(AtlasEmissive);
RenderTargetPool::Release(AtlasGBuffer0);
RenderTargetPool::Release(AtlasGBuffer1);
RenderTargetPool::Release(AtlasGBuffer2);
RenderTargetPool::Release(AtlasLighting);
ClearObjects();
}
~GlobalSurfaceAtlasCustomBuffer()
{
SAFE_DELETE_GPU_RESOURCE(ChunksBuffer);
SAFE_DELETE_GPU_RESOURCE(CulledObjectsBuffer);
Reset();
}
void GetOptions(const RenderContext& renderContext, int32& resolution, float& distance)
{
auto* graphicsSettings = GraphicsSettings::Get();
resolution = Math::Clamp(graphicsSettings->GlobalSurfaceAtlasResolution, 256, GPU_MAX_TEXTURE_SIZE);
auto& giSettings = renderContext.List->Settings.GlobalIllumination;
distance = giSettings.Distance;
}
void DrawActorsJobSync(int32)
{
DrawActorsJob(-1);
}
void DrawActorsJob(int32 index)
{
PROFILE_CPU();
// Cache local data for the worker
auto drawCategory = index >= 0 ? SceneRendering::SceneDrawAsync : SceneRendering::SceneDraw;
const Vector3 cullingPos(CullingPosDistance);
const Real cullingDistance = CullingPosDistance.W;
const uint32 viewMask = AsyncRenderContext.View.RenderLayersMask;
const float minObjectRadius = MinObjectRadius;
auto& scenes = AsyncRenderContext.List->Scenes;
auto& drawCounters = AsyncScenesDrawCounters[index >= 0 ? 1 : 0];
// Draw all scenes and all actors (cooperative with other jobs)
for (int32 sceneIndex = 0; sceneIndex < drawCounters.Count(); sceneIndex++)
{
volatile int64* drawCounter = &drawCounters[sceneIndex];
auto& list = scenes[sceneIndex]->Actors[drawCategory];
int64 drawIndex;
while ((drawIndex = Platform::InterlockedIncrement(drawCounter)) < list.Count())
{
auto& e = list.Get()[drawIndex];
if (e.Bounds.Radius >= minObjectRadius && viewMask & e.LayerMask && Vector3::Distance(e.Bounds.Center, cullingPos) - e.Bounds.Radius < cullingDistance)
{
//PROFILE_CPU_ACTOR(e.Actor);
e.Actor->Draw(AsyncRenderContext);
}
}
}
}
void StartDrawActors(const RenderContext& renderContext, bool enableAsync = false)
{
if (AsyncDrawWaitLabels.HasItems())
return; // Already started earlier this frame
int32 resolution;
float distance;
GetOptions(renderContext, resolution, distance);
const float resolutionInv = 1.0f / (float)resolution;
const auto currentFrame = Engine::FrameCount;
if (Resolution == resolution)
{
// Perform atlas defragmentation if needed
constexpr float maxUsageToDefrag = 0.8f;
if (currentFrame - LastFrameAtlasInsertFail < 10 &&
currentFrame - LastFrameAtlasDefragmentation > 60 &&
(float)AtlasPixelsUsed / AtlasPixelsTotal < maxUsageToDefrag)
{
PROFILE_CPU_NAMED("Defragment Atlas");
LastFrameAtlasDefragmentation = Engine::FrameCount;
for (auto& e : Objects)
{
auto& object = e.Value;
Platform::MemoryClear(object.Tiles, sizeof(object.Tiles));
}
Atlas.Clear();
AtlasPixelsUsed = 0;
}
}
// Setup data for rendering
CurrentFrame = currentFrame;
ResolutionInv = resolutionInv;
ViewPosition = renderContext.View.Position;
TileTexelsPerWorldUnit = 1.0f / METERS_TO_UNITS(0.1f); // Scales the tiles resolution
DistanceScalingStart = METERS_TO_UNITS(20.0f); // Distance from camera at which the tiles resolution starts to be scaled down
DistanceScalingEnd = METERS_TO_UNITS(50.0f); // Distance from camera at which the tiles resolution end to be scaled down
DistanceScaling = 0.2f; // The scale for tiles at distanceScalingEnd and further away
// TODO: add DetailsScale param to adjust quality of scene details in Global Surface Atlas
MinObjectRadius = 20.0f; // Skip too small objects
CullingPosDistance = Vector4(renderContext.View.Position, distance);
AsyncRenderContext = renderContext;
AsyncRenderContext.View.Pass = DrawPass::GlobalSurfaceAtlas;
// Each scene uses own atomic counter to draw all actors
AsyncScenesDrawCounters[0].Resize(renderContext.List->Scenes.Count());
AsyncScenesDrawCounters[1].Resize(renderContext.List->Scenes.Count());
AsyncScenesDrawCounters[0].SetAll(-1);
AsyncScenesDrawCounters[1].SetAll(-1);
if (enableAsync)
{
// Run in async via Job System
Function<void(int32)> func;
func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJob>(this);
const int32 jobCount = Math::Max(JobSystem::GetThreadsCount() - 1, 1); // Leave 1 thread unused to not block the main-thread (jobs will overlap with rendering)
AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
// Run sync actors drawing now or force in async (different drawing path doesn't interfere with normal scene drawing)
func.Bind<GlobalSurfaceAtlasCustomBuffer, &GlobalSurfaceAtlasCustomBuffer::DrawActorsJobSync>(this);
AsyncDrawWaitLabels.Add(JobSystem::Dispatch(func, jobCount));
}
else
{
DrawActorsJob(-1);
DrawActorsJob(0);
}
}
void WaitForDrawActors()
{
for (int64 label : AsyncDrawWaitLabels)
JobSystem::Wait(label);
AsyncDrawWaitLabels.Clear();
}
void PostDrawActors()
{
PROFILE_CPU_NAMED("Post Draw");
// Flush atlas tiles freeing
for (auto* tile : AsyncFreeTiles)
{
Atlas.Free(tile, this);
}
AsyncFreeTiles.Clear();
// Flush new objects adding
for (auto& newObject : AsyncNewObjects)
{
auto& object = Objects[newObject.ActorObject];
object.Actor = newObject.Actor;
object.LastFrameUsed = CurrentFrame;
object.Position = (Float3)newObject.ActorObjectBounds.Center;
object.Radius = (float)newObject.ActorObjectBounds.Radius;
object.Dirty = true;
object.UseVisibility = newObject.UseVisibility;
object.Bounds = newObject.Bounds;
}
AsyncNewObjects.Clear();
// Flush new tiles adding
for (auto& newTile : AsyncNewTiles)
{
auto& object = Objects[newTile.ActorObject];
int32 tilePixels = newTile.TileResolution * newTile.TileResolution;
GlobalSurfaceAtlasTile* tile = nullptr;
if (tilePixels <= AtlasPixelsTotal - AtlasPixelsUsed)
tile = Atlas.Insert(newTile.TileResolution, newTile.TileResolution, this, newTile.ActorObject, newTile.TileIndex);
if (tile)
{
object.Tiles[newTile.TileIndex] = tile;
object.Dirty = true;
}
else
{
LastFrameAtlasInsertFail = CurrentFrame;
}
}
AsyncNewTiles.Clear();
}
// [ISceneRenderingListener]
void OnSceneRenderingAddActor(Actor* a) override
{
}
void OnSceneRenderingUpdateActor(Actor* a, const BoundingSphere& prevBounds) override
{
// Dirty static objects to redraw when changed (eg. material modification)
if (a->HasStaticFlag(StaticFlags::Lightmap))
{
GlobalSurfaceAtlasObject* object = Objects.TryGet(a);
if (object)
{
// Dirty object to redraw
object->LastFrameUpdated = 0;
}
GlobalSurfaceAtlasLight* light = Lights.TryGet(a->GetID());
if (light)
{
// Dirty light to redraw
light->LastFrameUpdated = 0;
}
}
}
void OnSceneRenderingRemoveActor(Actor* a) override
{
}
void OnSceneRenderingClear(SceneRendering* scene) override
{
}
};
void GlobalSurfaceAtlasTile::OnInsert(GlobalSurfaceAtlasCustomBuffer* buffer, void* actorObject, int32 tileIndex)
{
buffer->Objects[actorObject].Tiles[tileIndex] = this;
buffer->AtlasPixelsUsed += (int32)Width * (int32)Height;
}
void GlobalSurfaceAtlasTile::OnFree(GlobalSurfaceAtlasCustomBuffer* buffer)
{
buffer->AtlasPixelsUsed -= (int32)Width * (int32)Height;
}
String GlobalSurfaceAtlasPass::ToString() const
{
return TEXT("GlobalSurfaceAtlasPass");
}
bool GlobalSurfaceAtlasPass::Init()
{
// Check platform support
const auto device = GPUDevice::Instance;
_supported = device->GetFeatureLevel() >= FeatureLevel::SM5 && device->Limits.HasCompute && device->Limits.HasTypedUAVLoad;
#if PLATFORM_APPLE_FAMILY
_supported = false; // Vulkan over Metal has some issues in complex scenes with DDGI
#endif
return false;
}
bool GlobalSurfaceAtlasPass::setupResources()
{
if (!_supported)
return true;
// Load shader
if (!_shader)
{
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/GI/GlobalSurfaceAtlas"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<GlobalSurfaceAtlasPass, &GlobalSurfaceAtlasPass::OnShaderReloading>(this);
#endif
}
if (!_shader->IsLoaded())
return true;
const auto device = GPUDevice::Instance;
const auto shader = _shader->GetShader();
_cb0 = shader->GetCB(0);
if (!_cb0)
return true;
_csCullObjects = shader->GetCS("CS_CullObjects");
// Create pipeline state
GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (!_psDebug0)
{
_psDebug0 = device->CreatePipelineState();
_psDebug1 = device->CreatePipelineState();
psDesc.PS = shader->GetPS("PS_Debug", 0);
if (_psDebug0->Init(psDesc))
return true;
psDesc.PS = shader->GetPS("PS_Debug", 1);
if (_psDebug1->Init(psDesc))
return true;
}
if (!_psClear)
{
_psClear = device->CreatePipelineState();
psDesc.DepthEnable = true;
psDesc.DepthWriteEnable = true;
psDesc.DepthFunc = ComparisonFunc::Always;
psDesc.VS = shader->GetVS("VS_Atlas");
psDesc.PS = shader->GetPS("PS_Clear");
if (_psClear->Init(psDesc))
return true;
}
psDesc.DepthEnable = false;
psDesc.DepthWriteEnable = false;
psDesc.DepthFunc = ComparisonFunc::Never;
if (!_psClearLighting)
{
_psClearLighting = device->CreatePipelineState();
psDesc.VS = shader->GetVS("VS_Atlas");
psDesc.PS = shader->GetPS("PS_ClearLighting");
if (_psClearLighting->Init(psDesc))
return true;
}
if (!_psDirectLighting0)
{
_psDirectLighting0 = device->CreatePipelineState();
psDesc.BlendMode = BlendingMode::Add;
psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::RGB;
psDesc.PS = shader->GetPS("PS_Lighting", 0);
if (_psDirectLighting0->Init(psDesc))
return true;
_psDirectLighting1 = device->CreatePipelineState();
psDesc.PS = shader->GetPS("PS_Lighting", 1);
if (_psDirectLighting1->Init(psDesc))
return true;
_psIndirectLighting = device->CreatePipelineState();
psDesc.PS = shader->GetPS("PS_Lighting", 2);
if (_psIndirectLighting->Init(psDesc))
return true;
}
return false;
}
#if COMPILE_WITH_DEV_ENV
void GlobalSurfaceAtlasPass::OnShaderReloading(Asset* obj)
{
SAFE_DELETE_GPU_RESOURCE(_psClear);
SAFE_DELETE_GPU_RESOURCE(_psClearLighting);
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting0);
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting1);
SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
SAFE_DELETE_GPU_RESOURCE(_psDebug0);
SAFE_DELETE_GPU_RESOURCE(_psDebug1);
invalidateResources();
}
#endif
void GlobalSurfaceAtlasPass::Dispose()
{
RendererPass::Dispose();
// Cleanup
SAFE_DELETE(_vertexBuffer);
SAFE_DELETE_GPU_RESOURCE(_culledObjectsSizeBuffer);
SAFE_DELETE_GPU_RESOURCE(_psClear);
SAFE_DELETE_GPU_RESOURCE(_psClearLighting);
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting0);
SAFE_DELETE_GPU_RESOURCE(_psDirectLighting1);
SAFE_DELETE_GPU_RESOURCE(_psIndirectLighting);
SAFE_DELETE_GPU_RESOURCE(_psDebug0);
SAFE_DELETE_GPU_RESOURCE(_psDebug1);
_cb0 = nullptr;
_shader = nullptr;
}
void GlobalSurfaceAtlasPass::OnCollectDrawCalls(RenderContextBatch& renderContextBatch)
{
// Check if Global Surface Atlas will be used this frame
PROFILE_GPU_CPU_NAMED("Global Surface Atlas");
if (checkIfSkipPass())
return;
RenderContext& renderContext = renderContextBatch.GetMainContext();
if (renderContext.List->Scenes.Count() == 0)
return;
if (GBufferPass::IsDebugView(renderContext.View.Mode) ||
renderContext.View.Mode == ViewMode::GlobalSDF ||
renderContext.View.Mode == ViewMode::QuadOverdraw ||
renderContext.View.Mode == ViewMode::MaterialComplexity)
return;
auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
_surfaceAtlasData = &surfaceAtlasData;
surfaceAtlasData.StartDrawActors(renderContext, renderContextBatch.EnableAsync);
}
bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* context, BindingData& result)
{
// Skip if not supported
if (checkIfSkipPass())
return true;
if (renderContext.List->Scenes.Count() == 0)
return true;
auto& surfaceAtlasData = *renderContext.Buffers->GetCustomBuffer<GlobalSurfaceAtlasCustomBuffer>(TEXT("GlobalSurfaceAtlas"));
// Render Global SDF (used for direct shadowing)
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF))
return true;
// Skip if already done in the current frame
const auto currentFrame = Engine::FrameCount;
if (surfaceAtlasData.LastFrameUsed == currentFrame)
{
result = surfaceAtlasData.Result;
return false;
}
surfaceAtlasData.LastFrameUsed = currentFrame;
PROFILE_GPU_CPU_NAMED("Global Surface Atlas");
// Start objects drawing (in case not et started earlier this frame)
_surfaceAtlasData = &surfaceAtlasData;
surfaceAtlasData.StartDrawActors(renderContext);
// Setup options
int32 resolution;
float distance;
surfaceAtlasData.GetOptions(renderContext, resolution, distance);
const float resolutionInv = 1.0f / (float)resolution;
// Initialize buffers
bool noCache = surfaceAtlasData.Resolution != resolution;
if (noCache)
{
surfaceAtlasData.Reset();
surfaceAtlasData.Atlas.Init(resolution, resolution);
auto desc = GPUTextureDescription::New2D(resolution, resolution, PixelFormat::Unknown);
uint64 memUsage = 0;
// TODO: try using BC4/BC5/BC7 block compression for Surface Atlas (eg. for Tiles material properties)
#define INIT_ATLAS_TEXTURE(texture, format) desc.Format = format; surfaceAtlasData.texture = RenderTargetPool::Get(desc); if (!surfaceAtlasData.texture) return true; memUsage += surfaceAtlasData.texture->GetMemoryUsage(); RENDER_TARGET_POOL_SET_NAME(surfaceAtlasData.texture, "GlobalSurfaceAtlas." #texture);
INIT_ATLAS_TEXTURE(AtlasEmissive, PixelFormat::R11G11B10_Float);
INIT_ATLAS_TEXTURE(AtlasGBuffer0, GBUFFER0_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer1, GBUFFER1_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer2, GBUFFER2_FORMAT);
INIT_ATLAS_TEXTURE(AtlasLighting, PixelFormat::R11G11B10_Float);
desc.Flags = GPUTextureFlags::DepthStencil | GPUTextureFlags::ShaderResource;
INIT_ATLAS_TEXTURE(AtlasDepth, PixelFormat::D16_UNorm);
#undef INIT_ATLAS_TEXTURE
surfaceAtlasData.Resolution = resolution;
surfaceAtlasData.AtlasPixelsTotal = resolution * resolution;
if (!surfaceAtlasData.ChunksBuffer)
{
surfaceAtlasData.ChunksBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.ChunksBuffer"));
if (surfaceAtlasData.ChunksBuffer->Init(GPUBufferDescription::Raw(sizeof(uint32) * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION, GPUBufferFlags::ShaderResource | GPUBufferFlags::UnorderedAccess)))
return true;
memUsage += surfaceAtlasData.ChunksBuffer->GetMemoryUsage();
}
LOG(Info, "Global Surface Atlas resolution: {0}, memory usage: {1} MB", resolution, memUsage / 1024 / 1024);
}
for (SceneRendering* scene : renderContext.List->Scenes)
surfaceAtlasData.ListenSceneRendering(scene);
if (!_vertexBuffer)
_vertexBuffer = New<DynamicVertexBuffer>(0u, (uint32)sizeof(AtlasTileVertex), TEXT("GlobalSurfaceAtlas.VertexBuffer"));
// Utility for writing into tiles vertex buffer
const Float2 posToClipMul(2.0f * resolutionInv, -2.0f * resolutionInv);
const Float2 posToClipAdd(-1.0f, 1.0f);
#define VB_WRITE_TILE_POS_ONLY(tile) \
Float2 minPos((float)tile->X, (float)tile->Y), maxPos((float)(tile->X + tile->Width), (float)(tile->Y + tile->Height)); \
Half2 min(minPos * posToClipMul + posToClipAdd), max(maxPos * posToClipMul + posToClipAdd); \
auto* quad = _vertexBuffer->WriteReserve<AtlasTileVertex>(6); \
quad[0].Position = max; \
quad[1].Position = { min.X, max.Y }; \
quad[2].Position = min; \
quad[3].Position = quad[2].Position; \
quad[4].Position = { max.X, min.Y }; \
quad[5].Position = quad[0].Position
#define VB_WRITE_TILE(tile) \
Float2 minPos((float)tile->X, (float)tile->Y), maxPos((float)(tile->X + tile->Width), (float)(tile->Y + tile->Height)); \
Half2 min(minPos * posToClipMul + posToClipAdd), max(maxPos * posToClipMul + posToClipAdd); \
Float2 minUV(0, 0), maxUV(1, 1); \
auto* quad = _vertexBuffer->WriteReserve<AtlasTileVertex>(6); \
quad[0] = { { max }, { maxUV }, tile->Address }; \
quad[1] = { { min.X, max.Y }, { minUV.X, maxUV.Y }, tile->Address }; \
quad[2] = { { min }, { minUV }, tile->Address }; \
quad[3] = quad[2]; \
quad[4] = { { max.X, min.Y }, { maxUV.X, minUV.Y }, tile->Address }; \
quad[5] = quad[0]
#define VB_DRAW() \
_vertexBuffer->Flush(context); \
auto vb = _vertexBuffer->GetBuffer(); \
context->BindVB(ToSpan(&vb, 1)); \
context->DrawInstanced(_vertexBuffer->Data.Count() / sizeof(AtlasTileVertex), 1);
// Ensure that async objects drawing ended
surfaceAtlasData.WaitForDrawActors();
surfaceAtlasData.PostDrawActors();
// Remove unused objects
{
PROFILE_GPU_CPU_NAMED("Compact Objects");
for (auto it = surfaceAtlasData.Objects.Begin(); it.IsNotEnd(); ++it)
{
if (it->Value.LastFrameUsed != currentFrame)
{
for (auto& tile : it->Value.Tiles)
{
if (tile)
surfaceAtlasData.Atlas.Free(tile, &surfaceAtlasData);
}
surfaceAtlasData.Objects.Remove(it);
}
}
}
// Write objects to the data buffer
{
PROFILE_CPU_NAMED("Write Objects");
surfaceAtlasData.DirtyObjectsBuffer.Clear();
surfaceAtlasData.ObjectsBuffer.Clear();
for (auto& e : surfaceAtlasData.Objects)
{
auto& object = e.Value;
if (object.Dirty)
{
// Collect dirty objects
object.LastFrameUpdated = surfaceAtlasData.CurrentFrame;
object.LightingUpdateFrame = surfaceAtlasData.CurrentFrame;
surfaceAtlasData.DirtyObjectsBuffer.Add(e.Key);
}
Matrix3x3 worldToLocalRotation;
Matrix3x3::RotationQuaternion(object.Bounds.Transformation.Orientation.Conjugated(), worldToLocalRotation);
Float3 worldPosition = object.Bounds.Transformation.Translation;
Float3 worldExtents = object.Bounds.Extents * object.Bounds.Transformation.Scale;
// Write to objects buffer (this must match unpacking logic in HLSL)
uint32 objectAddress = surfaceAtlasData.ObjectsBuffer.Data.Count() / sizeof(Float4);
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE);
objectData[0] = Float4(object.Position, object.Radius);
objectData[1] = Float4::Zero;
objectData[2] = Float4(worldToLocalRotation.M11, worldToLocalRotation.M12, worldToLocalRotation.M13, worldPosition.X);
objectData[3] = Float4(worldToLocalRotation.M21, worldToLocalRotation.M22, worldToLocalRotation.M23, worldPosition.Y);
objectData[4] = Float4(worldToLocalRotation.M31, worldToLocalRotation.M32, worldToLocalRotation.M33, worldPosition.Z);
objectData[5] = Float4(worldExtents, object.UseVisibility ? 1.0f : 0.0f);
auto tileOffsets = reinterpret_cast<uint16*>(&objectData[1]); // xyz used for tile offsets packed into uint16
auto objectDataSize = reinterpret_cast<uint32*>(&objectData[1].W); // w used for object size (count of Float4s for object+tiles)
*objectDataSize = GLOBAL_SURFACE_ATLAS_OBJECT_DATA_STRIDE;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
tile->ObjectAddressOffset = *objectDataSize;
tile->Address = objectAddress + tile->ObjectAddressOffset;
tileOffsets[tileIndex] = tile->ObjectAddressOffset;
*objectDataSize += GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE;
// Setup view to render object from the side
Float3 xAxis, yAxis, zAxis = Float3::Zero;
zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
yAxis = tileIndex == 2 || tileIndex == 3 ? Float3::Right : Float3::Up;
Float3::Cross(yAxis, zAxis, xAxis);
Float3 localSpaceOffset = -zAxis * object.Bounds.Extents;
xAxis = object.Bounds.Transformation.LocalToWorldVector(xAxis);
yAxis = object.Bounds.Transformation.LocalToWorldVector(yAxis);
zAxis = object.Bounds.Transformation.LocalToWorldVector(zAxis);
xAxis.NormalizeFast();
yAxis.NormalizeFast();
zAxis.NormalizeFast();
tile->ViewPosition = object.Bounds.Transformation.LocalToWorld(localSpaceOffset);
tile->ViewDirection = zAxis;
// Create view matrix
tile->ViewMatrix.SetColumn1(Float4(xAxis, -Float3::Dot(xAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn2(Float4(yAxis, -Float3::Dot(yAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn3(Float4(zAxis, -Float3::Dot(zAxis, tile->ViewPosition)));
tile->ViewMatrix.SetColumn4(Float4(0, 0, 0, 1));
// Calculate object bounds size in the view
OrientedBoundingBox viewBounds(object.Bounds);
viewBounds.Transform(tile->ViewMatrix);
Float3 viewExtent = viewBounds.Transformation.LocalToWorldVector(viewBounds.Extents);
tile->ViewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
// Per-tile data
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
auto* tileData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Float4>(GLOBAL_SURFACE_ATLAS_TILE_DATA_STRIDE);
tileData[0] = Float4(tile->X, tile->Y, tileWidth, tileHeight) * surfaceAtlasData.ResolutionInv;
tileData[1] = Float4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
tileData[2] = Float4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
tileData[3] = Float4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
tileData[4] = Float4(tile->ViewBoundsSize, 0.0f); // w unused
}
}
}
// Rasterize world geometry material properties into Global Surface Atlas
if (surfaceAtlasData.DirtyObjectsBuffer.Count() != 0)
{
PROFILE_GPU_CPU_NAMED("Rasterize Tiles");
RenderContext renderContextTiles = renderContext;
renderContextTiles.List = RenderList::GetFromPool();
renderContextTiles.View.Pass = DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas;
renderContextTiles.View.Mode = ViewMode::Default;
renderContextTiles.View.ModelLODBias += 100000;
renderContextTiles.View.IsSingleFrame = true;
renderContextTiles.View.IsCullingDisabled = true;
renderContextTiles.View.Near = 0.0f;
renderContextTiles.View.Prepare(renderContextTiles);
GPUTextureView* depthBuffer = surfaceAtlasData.AtlasDepth->View();
GPUTextureView* targetBuffers[4] =
{
surfaceAtlasData.AtlasEmissive->View(),
surfaceAtlasData.AtlasGBuffer0->View(),
surfaceAtlasData.AtlasGBuffer1->View(),
surfaceAtlasData.AtlasGBuffer2->View(),
};
context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers)));
{
PROFILE_GPU_CPU_NAMED("Clear");
if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD)
{
// Full-atlas hardware clear
context->ClearDepth(depthBuffer);
context->Clear(targetBuffers[0], Color::Transparent);
context->Clear(targetBuffers[1], Color::Transparent);
context->Clear(targetBuffers[2], Color::Transparent);
context->Clear(targetBuffers[3], Color(1, 0, 0, 0));
}
else
{
// Per-tile clear (with a single draw call)
_vertexBuffer->Clear();
_vertexBuffer->Data.EnsureCapacity(surfaceAtlasData.DirtyObjectsBuffer.Count() * 6 * sizeof(AtlasTileVertex));
for (void* actorObject : surfaceAtlasData.DirtyObjectsBuffer)
{
const GlobalSurfaceAtlasObject* objectPtr = surfaceAtlasData.Objects.TryGet(actorObject);
if (!objectPtr)
continue;
const GlobalSurfaceAtlasObject& object = *objectPtr;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
VB_WRITE_TILE_POS_ONLY(tile);
}
}
context->SetState(_psClear);
context->SetViewportAndScissors(Viewport(0, 0, (float)resolution, (float)resolution));
VB_DRAW();
}
}
// TODO: limit dirty objects count on a first frame (eg. collect overflown objects to be redirty next frame)
auto& drawCallsListGBuffer = renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer];
auto& drawCallsListGBufferNoDecals = renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals];
drawCallsListGBuffer.CanUseInstancing = false;
drawCallsListGBufferNoDecals.CanUseInstancing = false;
int32 tilesDrawn = 0;
for (void* actorObject : surfaceAtlasData.DirtyObjectsBuffer)
{
const GlobalSurfaceAtlasObject* objectPtr = surfaceAtlasData.Objects.TryGet(actorObject);
if (!objectPtr)
continue;
const GlobalSurfaceAtlasObject& object = *objectPtr;
object.Dirty = false;
// Clear draw calls list
renderContextTiles.List->DrawCalls.Clear();
renderContextTiles.List->BatchedDrawCalls.Clear();
drawCallsListGBuffer.Indices.Clear();
drawCallsListGBuffer.PreBatchedDrawCalls.Clear();
drawCallsListGBufferNoDecals.Indices.Clear();
drawCallsListGBufferNoDecals.PreBatchedDrawCalls.Clear();
// Fake projection matrix to disable Screen Size culling based on RenderTools::ComputeBoundsScreenRadiusSquared
renderContextTiles.View.Projection.Values[0][0] = 10000.0f;
// Collect draw calls for the object
_currentActorObject = actorObject;
object.Actor->Draw(renderContextTiles);
// Render all tiles into the atlas
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS
DebugDraw::DrawBox(object.Bounds, Color::Red.AlphaMultiplied(0.4f));
#endif
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
// Setup projection to capture object from the side
renderContextTiles.View.Position = tile->ViewPosition;
renderContextTiles.View.Direction = tile->ViewDirection;
renderContextTiles.View.Near = -GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
renderContextTiles.View.Far = tile->ViewBoundsSize.Z + 2 * GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
Matrix projectionMatrix;
Matrix::Ortho(tile->ViewBoundsSize.X, tile->ViewBoundsSize.Y, renderContextTiles.View.Near, renderContextTiles.View.Far, projectionMatrix);
renderContextTiles.View.SetUp(tile->ViewMatrix, projectionMatrix);
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_OBJECTS
DebugDraw::DrawLine(renderContextTiles.View.Position, renderContextTiles.View.Position + renderContextTiles.View.Direction * 20.0f, Color::Orange);
DebugDraw::DrawWireSphere(BoundingSphere(renderContextTiles.View.Position, 10.0f), Color::Green);
#endif
// Draw
context->SetViewportAndScissors(Viewport(tile->X, tile->Y, tileWidth, tileHeight));
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, drawCallsListGBuffer);
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, drawCallsListGBufferNoDecals);
tilesDrawn++;
}
}
ZoneValue(tilesDrawn);
context->ResetRenderTarget();
RenderList::ReturnToPool(renderContextTiles.List);
}
// Send objects data to the GPU
{
PROFILE_GPU_CPU_NAMED("Update Objects");
surfaceAtlasData.ObjectsBuffer.Flush(context);
}
// Init constants
result.Constants.ViewPos = renderContext.View.Position;
result.Constants.Resolution = (float)resolution;
result.Constants.ChunkSize = distance / (float)GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION;
result.Constants.ObjectsCount = surfaceAtlasData.Objects.Count();
// If we don't know the culled objects buffer capacity then we shouldn't use atlas results as many objects are still missing (see CulledObjectsCounterIndex usage)
bool notReady = false;
// Cull objects into chunks (for faster Atlas sampling)
if (surfaceAtlasData.Objects.Count() != 0)
{
// Each chunk (ChunksBuffer) contains uint with address of the culled objects data start in CulledObjectsBuffer.
// If chunk has address=0 then it's unused/empty.
// Chunk [0,0,0] is unused and it's address=0 is used for atomic counter for writing into CulledObjectsBuffer.
// Each chunk data contains objects count + all objects addresses.
// This allows to quickly convert world-space position into chunk, then read chunk data start and loop over culled objects.
PROFILE_GPU_CPU_NAMED("Cull Objects");
uint32 objectsBufferCapacity = (uint32)((float)surfaceAtlasData.Objects.Count() * 1.3f);
// Copy counter from ChunksBuffer into staging buffer to access current chunks memory usage to adapt dynamically to the scene complexity
if (surfaceAtlasData.ChunksBuffer)
{
if (!_culledObjectsSizeBuffer)
{
Platform::MemoryClear(_culledObjectsSizeFrames, sizeof(_culledObjectsSizeFrames));
_culledObjectsSizeBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.CulledObjectsSizeBuffer"));
const GPUBufferDescription desc = GPUBufferDescription::Buffer(ARRAY_COUNT(_culledObjectsSizeFrames) * sizeof(uint32), GPUBufferFlags::None, PixelFormat::R32_UInt, _culledObjectsSizeFrames, sizeof(uint32), GPUResourceUsage::StagingReadback);
if (_culledObjectsSizeBuffer->Init(desc))
return true;
}
if (surfaceAtlasData.CulledObjectsCounterIndex != -1)
{
// Get the last counter value (accept staging readback delay or not available data yet)
notReady = true;
auto data = (uint32*)_culledObjectsSizeBuffer->Map(GPUResourceMapMode::Read);
if (data)
{
uint32 counter = data[surfaceAtlasData.CulledObjectsCounterIndex];
if (counter > 0)
{
objectsBufferCapacity = counter;
notReady = false;
}
_culledObjectsSizeBuffer->Unmap();
}
// Allow to be ready if the buffer was already used
if (notReady && surfaceAtlasData.CulledObjectsBuffer && surfaceAtlasData.CulledObjectsBuffer->IsAllocated())
notReady = false;
}
if (surfaceAtlasData.CulledObjectsCounterIndex == -1)
{
// Find a free timer slot
notReady = true;
for (int32 i = 0; i < ARRAY_COUNT(_culledObjectsSizeFrames); i++)
{
if (currentFrame - _culledObjectsSizeFrames[i] > GPU_ASYNC_LATENCY)
{
surfaceAtlasData.CulledObjectsCounterIndex = i;
break;
}
}
}
if (surfaceAtlasData.CulledObjectsCounterIndex != -1 && surfaceAtlasData.CulledObjectsBuffer)
{
// Copy current counter value
_culledObjectsSizeFrames[surfaceAtlasData.CulledObjectsCounterIndex] = currentFrame;
context->CopyBuffer(_culledObjectsSizeBuffer, surfaceAtlasData.CulledObjectsBuffer, sizeof(uint32), surfaceAtlasData.CulledObjectsCounterIndex * sizeof(uint32), 0);
}
}
// Calculate optimal capacity for the objects buffer
objectsBufferCapacity *= sizeof(uint32) * 2; // Convert to bytes and add safe margin
objectsBufferCapacity = Math::Clamp(Math::AlignUp<uint32>(objectsBufferCapacity, 4096u), 32u * 1024u, 16 * 1024u * 1024u); // Align up to 4kB, clamp 32kB - 16MB
surfaceAtlasData.CulledObjectsUsageHistory.Add(objectsBufferCapacity); // Record history
objectsBufferCapacity = surfaceAtlasData.CulledObjectsUsageHistory.Maximum(); // Use biggest value from history
if (surfaceAtlasData.CulledObjectsUsageHistory.Count() == surfaceAtlasData.CulledObjectsUsageHistory.Capacity())
notReady = false; // Always ready when rendering for some time
else if (currentFrame != 0 && surfaceAtlasData.LastFrameAtlasDefragmentation == currentFrame)
notReady = false; // Always ready when did atlas defragmentation during this frame (prevent 1 black frame)
// Allocate buffer for culled objects (estimated size)
if (!surfaceAtlasData.CulledObjectsBuffer)
surfaceAtlasData.CulledObjectsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("GlobalSurfaceAtlas.CulledObjectsBuffer"));
if (surfaceAtlasData.CulledObjectsBuffer->GetSize() < objectsBufferCapacity)
{
const auto desc = GPUBufferDescription::Raw(objectsBufferCapacity, GPUBufferFlags::UnorderedAccess | GPUBufferFlags::ShaderResource);
if (surfaceAtlasData.CulledObjectsBuffer->Init(desc))
return true;
}
objectsBufferCapacity = surfaceAtlasData.CulledObjectsBuffer->GetSize();
ZoneValue(objectsBufferCapacity / 1024); // CulledObjectsBuffer size in kB
// Clear chunks counter (uint at 0 is used for a counter)
uint32 counter = 1; // Move write location for culled objects after counter
context->UpdateBuffer(surfaceAtlasData.CulledObjectsBuffer, &counter, sizeof(counter), 0);
// Cull objects into chunks (1 thread per chunk)
Data0 data;
data.ViewWorldPos = renderContext.View.Position;
data.ViewNearPlane = renderContext.View.Near;
data.ViewFarPlane = renderContext.View.Far;
data.CulledObjectsCapacity = objectsBufferCapacity / sizeof(uint32); // Capacity in items, not bytes
data.GlobalSurfaceAtlas = result.Constants;
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);
static_assert(GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION % GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE == 0, "Invalid chunks resolution/groups setting.");
const int32 chunkDispatchGroups = GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION / GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE;
context->BindSR(0, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
context->BindUA(0, surfaceAtlasData.ChunksBuffer->View());
context->BindUA(1, surfaceAtlasData.CulledObjectsBuffer->View());
context->Dispatch(_csCullObjects, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
context->ResetUA();
#if GLOBAL_SURFACE_ATLAS_DEBUG_DRAW_CHUNKS
// Debug draw tiles that have any objects inside
for (int32 z = 0; z < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; z++)
{
for (int32 y = 0; y < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; y++)
{
for (int32 x = 0; x < GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION; x++)
{
Float3 chunkCoord((float)x, (float)y, (float)z);
Float3 chunkMin = result.Constants.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * result.Constants.ChunkSize;
Float3 chunkMax = chunkMin + result.Constants.ChunkSize;
BoundingBox chunkBounds(chunkMin, chunkMax);
if (Float3::Distance(chunkBounds.GetCenter(), result.Constants.ViewPos) >= 2000.0f)
continue;
int32 count = 0;
for (auto& e : surfaceAtlasData.Objects)
{
BoundingSphere objectBounds(e.Value.Bounds.GetCenter(), e.Value.Radius);
if (chunkBounds.Intersects(objectBounds))
count++;
}
if (count != 0)
{
DebugDraw::DrawText(String::Format(TEXT("{} Objects"), count), chunkBounds.GetCenter(), Color::Green);
DebugDraw::DrawWireBox(chunkBounds, Color::Green);
}
}
}
}
#endif
}
// Copy results
result.Atlas[0] = surfaceAtlasData.AtlasDepth;
result.Atlas[1] = surfaceAtlasData.AtlasGBuffer0;
result.Atlas[2] = surfaceAtlasData.AtlasGBuffer1;
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
result.Atlas[4] = surfaceAtlasData.AtlasLighting;
result.Chunks = surfaceAtlasData.ChunksBuffer;
result.CulledObjects = surfaceAtlasData.CulledObjectsBuffer;
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
surfaceAtlasData.Result = result;
// Render direct lighting into atlas
if (surfaceAtlasData.Objects.Count() != 0)
{
PROFILE_GPU_CPU_NAMED("Direct Lighting");
context->SetViewportAndScissors(Viewport(0, 0, (float)resolution, (float)resolution));
context->SetRenderTarget(surfaceAtlasData.AtlasLighting->View());
context->BindSR(0, surfaceAtlasData.AtlasGBuffer0->View());
context->BindSR(1, surfaceAtlasData.AtlasGBuffer1->View());
context->BindSR(2, surfaceAtlasData.AtlasGBuffer2->View());
context->BindSR(3, surfaceAtlasData.AtlasDepth->View());
context->BindSR(4, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
context->BindSR(5, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
context->BindSR(6, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
context->BindCB(0, _cb0);
Data0 data;
data.ViewWorldPos = renderContext.View.Position;
data.GlobalSDF = bindingDataSDF.Constants;
data.GlobalSurfaceAtlas = result.Constants;
// Collect objects to update lighting this frame (dirty objects and dirty lights)
bool allLightingDirty = false;
for (auto& light : renderContext.List->DirectionalLights)
{
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
lightData.LastFrameUsed = currentFrame;
uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
continue;
lightData.LastFrameUpdated = currentFrame;
// Mark all objects to shade
allLightingDirty = true;
}
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI) && (renderContext.List->DirectionalLights.Count() != 1 || EnumHasAnyFlags(renderContext.List->DirectionalLights[0].StaticFlags, StaticFlags::Lightmap)))
{
switch (renderContext.List->Settings.GlobalIllumination.Mode)
{
case GlobalIlluminationMode::DDGI:
{
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
if (!DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
{
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[Guid(0, 0, 0, 1)];
lightData.LastFrameUsed = currentFrame;
uint32 redrawFramesCount = 4; // GI Bounce redraw minimum frequency
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < redrawFramesCount)
break;
lightData.LastFrameUpdated = currentFrame;
// Mark all objects to shade
allLightingDirty = true;
}
break;
}
}
}
for (auto& light : renderContext.List->PointLights)
{
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
lightData.LastFrameUsed = currentFrame;
uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
continue;
lightData.LastFrameUpdated = currentFrame;
if (!allLightingDirty)
{
// Mark objects to shade
for (auto& e : surfaceAtlasData.Objects)
{
auto& object = e.Value;
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
continue;
object.LightingUpdateFrame = currentFrame;
}
}
}
for (auto& light : renderContext.List->SpotLights)
{
GlobalSurfaceAtlasLight& lightData = surfaceAtlasData.Lights[light.ID];
lightData.LastFrameUsed = currentFrame;
uint32 redrawFramesCount = EnumHasAnyFlags(light.StaticFlags, StaticFlags::Lightmap) ? 120 : 4;
if (surfaceAtlasData.CurrentFrame - lightData.LastFrameUpdated < (redrawFramesCount + (light.ID.D & redrawFramesCount)))
continue;
lightData.LastFrameUpdated = currentFrame;
if (!allLightingDirty)
{
// Mark objects to shade
for (auto& e : surfaceAtlasData.Objects)
{
auto& object = e.Value;
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
continue;
object.LightingUpdateFrame = currentFrame;
}
}
}
// Copy emissive light into the final direct lighting atlas
{
PROFILE_GPU_CPU_NAMED("Copy Emissive");
_vertexBuffer->Clear();
for (const auto& e : surfaceAtlasData.Objects)
{
const auto& object = e.Value;
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
continue;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
VB_WRITE_TILE(tile);
}
}
if (_vertexBuffer->Data.Count() != 0)
{
context->BindSR(7, surfaceAtlasData.AtlasEmissive);
context->SetState(_psClearLighting);
VB_DRAW();
}
}
// Shade object tiles influenced by lights to calculate direct lighting
for (auto& light : renderContext.List->DirectionalLights)
{
// Collect tiles to shade
_vertexBuffer->Clear();
for (const auto& e : surfaceAtlasData.Objects)
{
const auto& object = e.Value;
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
continue;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile || Float3::Dot(tile->ViewDirection, light.Direction) < ZeroTolerance)
continue;
VB_WRITE_TILE(tile);
}
}
if (_vertexBuffer->Data.Count() == 0)
continue;
// Draw light
PROFILE_GPU_CPU_NAMED("Directional Light");
const bool useShadow = light.CanRenderShadow(renderContext.View);
light.SetShaderData(data.Light, useShadow);
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting0);
VB_DRAW();
}
for (auto& light : renderContext.List->PointLights)
{
// Collect tiles to shade
_vertexBuffer->Clear();
for (const auto& e : surfaceAtlasData.Objects)
{
const auto& object = e.Value;
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
continue;
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
continue;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
VB_WRITE_TILE(tile);
}
}
if (_vertexBuffer->Data.Count() == 0)
continue;
// Draw light
PROFILE_GPU_CPU_NAMED("Point Light");
const bool useShadow = light.CanRenderShadow(renderContext.View);
light.SetShaderData(data.Light, useShadow);
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting1);
VB_DRAW();
}
for (auto& light : renderContext.List->SpotLights)
{
// Collect tiles to shade
_vertexBuffer->Clear();
for (const auto& e : surfaceAtlasData.Objects)
{
const auto& object = e.Value;
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
continue;
Float3 lightToObject = object.Bounds.GetCenter() - light.Position;
if (lightToObject.LengthSquared() >= Math::Square(object.Radius + light.Radius))
continue;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile || Float3::Dot(tile->ViewDirection, light.Direction) < ZeroTolerance)
continue;
VB_WRITE_TILE(tile);
}
}
if (_vertexBuffer->Data.Count() == 0)
continue;
// Draw light
PROFILE_GPU_CPU_NAMED("Spot Light");
const bool useShadow = light.CanRenderShadow(renderContext.View);
light.SetShaderData(data.Light, useShadow);
data.Light.ShadowsBufferAddress = useShadow; // Use this to indicate if trace shadow (SDF trace)
data.Light.Color *= light.IndirectLightingIntensity;
data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
context->UpdateCB(_cb0, &data);
context->SetState(_psDirectLighting1);
VB_DRAW();
}
// Remove unused lights
for (auto it = surfaceAtlasData.Lights.Begin(); it.IsNotEnd(); ++it)
{
if (it->Value.LastFrameUsed != currentFrame)
surfaceAtlasData.Lights.Remove(it);
}
// Draw indirect light from Global Illumination
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI))
{
auto& giSettings = renderContext.List->Settings.GlobalIllumination;
switch (giSettings.Mode)
{
case GlobalIlluminationMode::DDGI:
{
DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
if (giSettings.BounceIntensity > ZeroTolerance && !DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
{
_vertexBuffer->Clear();
for (const auto& e : surfaceAtlasData.Objects)
{
const auto& object = e.Value;
if (!allLightingDirty && object.LightingUpdateFrame != currentFrame)
continue;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
VB_WRITE_TILE(tile);
}
}
if (_vertexBuffer->Data.Count() == 0)
break;
PROFILE_GPU_CPU_NAMED("DDGI");
data.DDGI = bindingDataDDGI.Constants;
data.Light.Radius = giSettings.BounceIntensity / bindingDataDDGI.Constants.IndirectLightingIntensity; // Reuse for smaller CB
context->BindSR(5, bindingDataDDGI.ProbesData);
context->BindSR(6, bindingDataDDGI.ProbesDistance);
context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
context->UpdateCB(_cb0, &data);
context->SetState(_psIndirectLighting);
VB_DRAW();
}
break;
}
}
}
}
#undef WRITE_TILE
context->ResetSR();
context->ResetRenderTarget();
context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
return notReady;
}
void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output)
{
// Render all dependant effects before
if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::GI))
{
switch (renderContext.List->Settings.GlobalIllumination.Mode)
{
case GlobalIlluminationMode::DDGI:
DynamicDiffuseGlobalIlluminationPass::Instance()->Render(renderContext, context, nullptr);
break;
}
}
GlobalSignDistanceFieldPass::BindingData bindingDataSDF;
BindingData bindingData;
if (GlobalSignDistanceFieldPass::Instance()->Render(renderContext, context, bindingDataSDF) || Render(renderContext, context, bindingData))
{
context->Draw(output, renderContext.Buffers->GBuffer0);
return;
}
GPUTextureView* skybox = GBufferPass::Instance()->RenderSkybox(renderContext, context);
PROFILE_GPU_CPU("Global Surface Atlas Debug");
const Float2 outputSize(output->Size());
Data0 data;
{
data.ViewWorldPos = renderContext.View.Position;
data.ViewNearPlane = renderContext.View.Near;
data.ViewFarPlane = renderContext.View.Far;
for (int32 i = 0; i < 4; i++)
data.ViewFrustumWorldRays[i] = Float4(renderContext.List->FrustumCornersWs[i + 4], 0);
data.GlobalSDF = bindingDataSDF.Constants;
data.GlobalSurfaceAtlas = bindingData.Constants;
data.SkyboxIntensity = 1.0f;
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);
}
context->BindSR(0, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
context->BindSR(6, bindingData.AtlasDepth->View());
context->BindSR(7, skybox);
context->SetState(_psDebug0);
{
Float2 outputSizeThird = outputSize * 0.333f;
Float2 outputSizeTwoThird = outputSize * 0.666f;
auto tempBuffer = RenderTargetPool::Get(output->GetDescription());
RENDER_TARGET_POOL_SET_NAME(tempBuffer, "GlobalSurfaceAtlas.TempBuffer");
context->Clear(tempBuffer->View(), Color::Black);
context->SetRenderTarget(tempBuffer->View());
// Full screen - direct light
context->BindSR(5, bindingData.AtlasLighting->View());
context->SetViewport(outputSize.X, outputSize.Y);
context->SetScissor(Rectangle(0, 0, outputSizeTwoThird.X, outputSize.Y));
context->DrawFullscreenTriangle();
// Color Grading and Post-Processing to improve readability in bright/dark scenes
context->ResetRenderTarget();
auto colorGradingLUT = ColorGradingPass::Instance()->RenderLUT(renderContext);
EyeAdaptationPass::Instance()->Render(renderContext, tempBuffer);
PostProcessingPass::Instance()->Render(renderContext, tempBuffer, output, colorGradingLUT);
RenderTargetPool::Release(colorGradingLUT);
RenderTargetPool::Release(tempBuffer);
context->ResetRenderTarget();
// Rebind resources
context->BindSR(0, bindingDataSDF.Texture ? bindingDataSDF.Texture->ViewVolume() : nullptr);
context->BindSR(1, bindingDataSDF.TextureMip ? bindingDataSDF.TextureMip->ViewVolume() : nullptr);
context->BindSR(2, bindingData.Chunks ? bindingData.Chunks->View() : nullptr);
context->BindSR(3, bindingData.CulledObjects ? bindingData.CulledObjects->View() : nullptr);
context->BindSR(4, bindingData.Objects ? bindingData.Objects->View() : nullptr);
context->BindSR(6, bindingData.AtlasDepth->View());
context->BindSR(7, skybox);
context->BindCB(0, _cb0);
context->SetRenderTarget(output->View());
// Disable skybox
data.SkyboxIntensity = 0.0f;
context->UpdateCB(_cb0, &data);
// Bottom left - diffuse (with missing surface coverage debug)
context->SetState(_psDebug1);
context->BindSR(5, bindingData.AtlasGBuffer0->View());
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, 0, outputSizeThird.X, outputSizeThird.Y));
context->DrawFullscreenTriangle();
// Bottom middle - normals
context->SetState(_psDebug0);
context->BindSR(5, bindingData.AtlasGBuffer1->View());
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, outputSizeThird.Y, outputSizeThird.X, outputSizeThird.Y));
context->DrawFullscreenTriangle();
// Bottom right - roughness/metalness/ao
context->BindSR(5, bindingData.AtlasGBuffer2->View());
context->SetViewportAndScissors(Viewport(outputSizeTwoThird.X, outputSizeTwoThird.Y, outputSizeThird.X, outputSizeThird.Y));
context->DrawFullscreenTriangle();
}
}
void GlobalSurfaceAtlasPass::GetCullingData(Vector4& cullingPosDistance) const
{
cullingPosDistance = _surfaceAtlasData->CullingPosDistance;
}
void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, const BoundingSphere& actorObjectBounds, const Transform& localToWorld, const BoundingBox& localBounds, uint32 tilesMask, bool useVisibility, float qualityScale)
{
GlobalSurfaceAtlasCustomBuffer& surfaceAtlasData = *_surfaceAtlasData;
Float3 boundsSize = localBounds.GetSize() * actor->GetScale();
const float distanceScale = Math::Lerp(1.0f, surfaceAtlasData.DistanceScaling, Math::InverseLerp(surfaceAtlasData.DistanceScalingStart, surfaceAtlasData.DistanceScalingEnd, (float)CollisionsHelper::DistanceSpherePoint(actorObjectBounds, surfaceAtlasData.ViewPosition)));
const float tilesScale = surfaceAtlasData.TileTexelsPerWorldUnit * distanceScale * qualityScale;
GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(actorObject);
if (!object && surfaceAtlasData.AsyncNewObjects.Count() >= 512)
return; // Reduce load on 1st frame and add more objects during next frames to balance performance
bool anyTile = false, dirty = GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES || !GPU_SPREAD_WORKLOAD;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
if (((1 << tileIndex) & tilesMask) == 0)
continue;
// Calculate optimal tile resolution for the object side
Float3 boundsSizeTile = boundsSize;
boundsSizeTile.Raw[tileIndex / 2] = MAX_float; // Ignore depth size
uint16 tileResolution = (uint16)(boundsSizeTile.GetAbsolute().MinValue() * tilesScale);
if (tileResolution < 4)
{
// Skip too small surfaces
if (object && object->Tiles[tileIndex])
{
surfaceAtlasData.AsyncFreeTiles.Add(object->Tiles[tileIndex]);
object->Tiles[tileIndex] = nullptr;
}
continue;
}
// Clamp tile resolution (in pixels)
static_assert(GLOBAL_SURFACE_ATLAS_TILE_PADDING < GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN, "Invalid tile size configuration. Minimum tile size must be larger than padding.");
tileResolution = Math::Clamp<uint16>(tileResolution, GLOBAL_SURFACE_ATLAS_TILE_SIZE_MIN, GLOBAL_SURFACE_ATLAS_TILE_SIZE_MAX);
// Snap tiles resolution (down) which allows to reuse atlas slots once object gets resizes/replaced by other object
tileResolution = Math::AlignDown<uint16>(tileResolution, 8);
// Reuse current tile (refit only on a significant resolution change)
if (object && object->Tiles[tileIndex])
{
const uint16 tileRefitResolutionStep = 32;
const uint16 currentSize = object->Tiles[tileIndex]->Width;
if (Math::Abs(tileResolution - currentSize) < tileRefitResolutionStep)
{
anyTile = true;
continue;
}
surfaceAtlasData.AsyncFreeTiles.Add(object->Tiles[tileIndex]);
object->Tiles[tileIndex] = nullptr;
}
// Insert tile into atlas
surfaceAtlasData.AsyncNewTiles.Add({ actorObject, (uint16)tileIndex, tileResolution });
anyTile = true;
}
if (!anyTile)
return;
// Calculate world-space bounds
OrientedBoundingBox bounds(localBounds);
bounds.Transform(localToWorld);
if (object)
{
// Redraw objects from time-to-time (dynamic objects can be animated, static objects can have textures streamed)
uint32 redrawFramesCount = actor->HasStaticFlag(StaticFlags::Lightmap) ? 120 : 4;
if (surfaceAtlasData.CurrentFrame - object->LastFrameUpdated >= (redrawFramesCount + (actor->GetID().D & redrawFramesCount)))
dirty = true;
// Mark object as used
object->Actor = actor;
object->LastFrameUsed = surfaceAtlasData.CurrentFrame;
object->Bounds = bounds;
object->Position = (Float3)actorObjectBounds.Center; // TODO: large worlds
object->Radius = (float)actorObjectBounds.Radius;
object->Dirty = dirty;
object->UseVisibility = useVisibility;
}
else
{
// Add new object
surfaceAtlasData.AsyncNewObjects.Add({ actorObject, actor, bounds, actorObjectBounds, useVisibility });
}
}