910 lines
33 KiB
C++
910 lines
33 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "RenderList.h"
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#include "Engine/Core/Collections/Sorting.h"
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#include "Engine/Graphics/Materials/IMaterial.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPULimits.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Graphics.h"
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#include "Engine/Graphics/PostProcessEffect.h"
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Content/Assets/CubeTexture.h"
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#include "Engine/Level/Scene/Lightmap.h"
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#include "Engine/Level/Actors/PostFxVolume.h"
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static_assert(sizeof(DrawCall) <= 288, "Too big draw call data size.");
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static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Terrain), "Wrong draw call data size.");
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static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Particle), "Wrong draw call data size.");
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static_assert(sizeof(DrawCall::Surface) >= sizeof(DrawCall::Custom), "Wrong draw call data size.");
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namespace
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{
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// Cached data for the draw calls sorting
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Array<uint64> SortingKeys[2];
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Array<int32> SortingIndices;
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Array<RenderList*> FreeRenderList;
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struct MemPoolEntry
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{
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void* Ptr;
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uintptr Size;
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};
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Array<MemPoolEntry> MemPool;
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CriticalSection MemPoolLocker;
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}
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void RendererDirectionalLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = -2.0f;
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data->SpotAngles.Y = 1.0f;
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data->SourceRadius = 0;
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data->SourceLength = 0;
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data->Color = Color;
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data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
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data->Position = Float3::Zero;
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data->CastShadows = useShadow ? 1.0f : 0.0f;
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data->Direction = -Direction;
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data->Radius = 0;
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data->FalloffExponent = 0;
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data->InverseSquared = 0;
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data->RadiusInv = 0;
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}
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void RendererSpotLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = CosOuterCone;
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data->SpotAngles.Y = InvCosConeDifference;
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data->SourceRadius = SourceRadius;
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data->SourceLength = 0.0f;
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data->Color = Color;
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data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
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data->Position = Position;
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data->CastShadows = useShadow ? 1.0f : 0.0f;
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data->Direction = Direction;
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data->Radius = Radius;
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data->FalloffExponent = FallOffExponent;
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data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
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data->RadiusInv = 1.0f / Radius;
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}
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void RendererPointLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = -2.0f;
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data->SpotAngles.Y = 1.0f;
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data->SourceRadius = SourceRadius;
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data->SourceLength = SourceLength;
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data->Color = Color;
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data->MinRoughness = Math::Max(MinRoughness, MIN_ROUGHNESS);
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data->Position = Position;
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data->CastShadows = useShadow ? 1.0f : 0.0f;
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data->Direction = Direction;
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data->Radius = Radius;
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data->FalloffExponent = FallOffExponent;
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data->InverseSquared = UseInverseSquaredFalloff ? 1.0f : 0.0f;
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data->RadiusInv = 1.0f / Radius;
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}
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void RendererSkyLightData::SetupLightData(LightData* data, bool useShadow) const
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{
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data->SpotAngles.X = AdditiveColor.X;
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data->SpotAngles.Y = AdditiveColor.Y;
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data->SourceRadius = AdditiveColor.Z;
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data->SourceLength = Image ? Image->StreamingTexture()->TotalMipLevels() - 2.0f : 0.0f;
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data->Color = Color;
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data->MinRoughness = MIN_ROUGHNESS;
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data->Position = Position;
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data->CastShadows = useShadow ? 1.0f : 0.0f;
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data->Direction = Float3::Forward;
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data->Radius = Radius;
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data->FalloffExponent = 0;
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data->InverseSquared = 0;
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data->RadiusInv = 1.0f / Radius;
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}
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void* RendererAllocation::Allocate(uintptr size)
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{
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void* result = nullptr;
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MemPoolLocker.Lock();
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for (int32 i = 0; i < MemPool.Count(); i++)
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{
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if (MemPool[i].Size == size)
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{
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result = MemPool[i].Ptr;
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MemPool.RemoveAt(i);
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break;
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}
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}
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MemPoolLocker.Unlock();
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if (!result)
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{
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result = Platform::Allocate(size, 16);
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}
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return result;
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}
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void RendererAllocation::Free(void* ptr, uintptr size)
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{
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MemPoolLocker.Lock();
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MemPool.Add({ ptr, size });
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MemPoolLocker.Unlock();
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}
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RenderList* RenderList::GetFromPool()
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{
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if (FreeRenderList.HasItems())
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{
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const auto result = FreeRenderList.Last();
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FreeRenderList.RemoveLast();
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return result;
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}
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return New<RenderList>();
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}
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void RenderList::ReturnToPool(RenderList* cache)
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{
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if (!cache)
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return;
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ASSERT(!FreeRenderList.Contains(cache));
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FreeRenderList.Add(cache);
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cache->Clear();
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}
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void RenderList::CleanupCache()
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{
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// Don't call it during rendering (data may be already in use)
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ASSERT(GPUDevice::Instance == nullptr || GPUDevice::Instance->CurrentTask == nullptr);
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SortingKeys[0].Resize(0);
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SortingKeys[1].Resize(0);
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SortingIndices.Resize(0);
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FreeRenderList.ClearDelete();
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for (auto& e : MemPool)
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Platform::Free(e.Ptr);
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MemPool.Clear();
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}
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bool RenderList::BlendableSettings::operator<(const BlendableSettings& other) const
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{
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// Sort by higher priority
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if (Priority != other.Priority)
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return Priority < other.Priority;
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// Sort by lower size
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return other.VolumeSizeSqr < VolumeSizeSqr;
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}
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void RenderList::AddSettingsBlend(IPostFxSettingsProvider* provider, float weight, int32 priority, float volumeSizeSqr)
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{
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BlendableSettings blend;
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blend.Provider = provider;
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blend.Weight = weight;
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blend.Priority = priority;
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blend.VolumeSizeSqr = volumeSizeSqr;
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Blendable.Add(blend);
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}
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void RenderList::BlendSettings()
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{
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PROFILE_CPU();
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Sorting::QuickSort(Blendable.Get(), Blendable.Count());
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Settings = Graphics::PostProcessSettings;
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for (auto& b : Blendable)
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{
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b.Provider->Blend(Settings, b.Weight);
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}
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}
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void RenderList::RunPostFxPass(GPUContext* context, RenderContext& renderContext, MaterialPostFxLocation locationA, PostProcessEffectLocation locationB, GPUTexture*& inputOutput)
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{
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// Note: during this stage engine is using additive rendering to the light buffer (given as inputOutput parameter).
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// Materials PostFx and Custom PostFx prefer sampling the input texture while rendering to the output.
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// So we need to allocate a temporary render target (or reuse from cache) and use it as a ping pong buffer.
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bool skipPass = true;
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bool needTempTarget = true;
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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const auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == locationA)
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{
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skipPass = false;
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needTempTarget = true;
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}
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}
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if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess))
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{
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for (const PostProcessEffect* fx : renderContext.List->PostFx)
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{
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if (fx->Location == locationB)
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{
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skipPass = false;
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needTempTarget |= !fx->UseSingleTarget;
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}
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}
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}
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if (skipPass)
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return;
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auto tempDesc = inputOutput->GetDescription();
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auto temp = needTempTarget ? RenderTargetPool::Get(tempDesc) : nullptr;
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if (needTempTarget)
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{
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RENDER_TARGET_POOL_SET_NAME(temp, "RenderList.RunPostFxPassTemp");
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}
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auto input = inputOutput;
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auto output = temp;
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context->ResetRenderTarget();
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MaterialBase::BindParameters bindParams(context, renderContext);
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == locationA)
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{
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ASSERT(needTempTarget);
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context->SetRenderTarget(*output);
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bindParams.Input = *input;
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material->Bind(bindParams);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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Swap(output, input);
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}
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}
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if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess))
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{
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for (PostProcessEffect* fx : renderContext.List->PostFx)
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{
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if (fx->Location == locationB)
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{
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if (fx->UseSingleTarget)
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{
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fx->Render(context, renderContext, input, nullptr);
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}
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else
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{
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ASSERT(needTempTarget);
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fx->Render(context, renderContext, input, output);
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Swap(input, output);
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}
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context->ResetRenderTarget();
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}
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}
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}
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inputOutput = input;
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if (needTempTarget)
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RenderTargetPool::Release(output);
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}
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void RenderList::RunMaterialPostFxPass(GPUContext* context, RenderContext& renderContext, MaterialPostFxLocation location, GPUTexture*& input, GPUTexture*& output)
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{
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MaterialBase::BindParameters bindParams(context, renderContext);
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == location)
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{
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context->SetRenderTarget(*output);
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bindParams.Input = *input;
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material->Bind(bindParams);
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context->DrawFullscreenTriangle();
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context->ResetRenderTarget();
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Swap(output, input);
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}
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}
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}
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void RenderList::RunCustomPostFxPass(GPUContext* context, RenderContext& renderContext, PostProcessEffectLocation location, GPUTexture*& input, GPUTexture*& output)
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{
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if (!(renderContext.View.Flags & ViewFlags::CustomPostProcess))
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return;
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for (PostProcessEffect* fx : renderContext.List->PostFx)
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{
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if (fx->Location == location)
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{
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if (fx->UseSingleTarget)
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{
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fx->Render(context, renderContext, input, nullptr);
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}
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else
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{
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fx->Render(context, renderContext, input, output);
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Swap(input, output);
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}
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context->ResetRenderTarget();
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}
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}
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}
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bool RenderList::HasAnyPostFx(const RenderContext& renderContext, PostProcessEffectLocation postProcess) const
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{
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if (EnumHasAnyFlags(renderContext.View.Flags, ViewFlags::CustomPostProcess))
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{
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for (const PostProcessEffect* fx : renderContext.List->PostFx)
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{
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if (fx->Location == postProcess)
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return true;
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}
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}
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return false;
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}
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bool RenderList::HasAnyPostFx(const RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const
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{
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx)
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{
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return true;
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}
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}
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return false;
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}
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void DrawCallsList::Clear()
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{
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Indices.Clear();
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PreBatchedDrawCalls.Clear();
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Batches.Clear();
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CanUseInstancing = true;
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}
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bool DrawCallsList::IsEmpty() const
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{
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return Indices.Count() + PreBatchedDrawCalls.Count() == 0;
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}
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RenderList::RenderList(const SpawnParams& params)
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: ScriptingObject(params)
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, DirectionalLights(4)
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, PointLights(32)
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, SpotLights(32)
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, SkyLights(4)
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, EnvironmentProbes(32)
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, Decals(64)
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, Sky(nullptr)
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, AtmosphericFog(nullptr)
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, Fog(nullptr)
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, Blendable(32)
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, _instanceBuffer(1024 * sizeof(InstanceData), sizeof(InstanceData), TEXT("Instance Buffer"))
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{
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}
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void RenderList::Init(RenderContext& renderContext)
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{
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renderContext.View.Frustum.GetCorners(FrustumCornersWs);
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for (int32 i = 0; i < 8; i++)
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Float3::Transform(FrustumCornersWs[i], renderContext.View.View, FrustumCornersVs[i]);
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}
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void RenderList::Clear()
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{
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Scenes.Clear();
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DrawCalls.Clear();
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BatchedDrawCalls.Clear();
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for (auto& list : DrawCallsLists)
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list.Clear();
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ShadowDepthDrawCallsList.Clear();
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PointLights.Clear();
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SpotLights.Clear();
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SkyLights.Clear();
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DirectionalLights.Clear();
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EnvironmentProbes.Clear();
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Decals.Clear();
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VolumetricFogParticles.Clear();
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Sky = nullptr;
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AtmosphericFog = nullptr;
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Fog = nullptr;
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PostFx.Clear();
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Settings = PostProcessSettings();
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Blendable.Clear();
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_instanceBuffer.Clear();
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}
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FORCE_INLINE void CalculateSortKey(const RenderContext& renderContext, DrawCall& drawCall)
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{
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const Float3 planeNormal = renderContext.View.Direction;
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const float planePoint = -Float3::Dot(planeNormal, renderContext.View.Position);
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const float distance = Float3::Dot(planeNormal, drawCall.ObjectPosition) - planePoint;
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const uint32 sortKey = RenderTools::ComputeDistanceSortKey(distance);
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uint32 batchKey = GetHash(drawCall.Geometry.IndexBuffer);
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batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[0]);
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batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[1]);
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batchKey = (batchKey * 397) ^ GetHash(drawCall.Geometry.VertexBuffers[2]);
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batchKey = (batchKey * 397) ^ GetHash(drawCall.Material);
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IMaterial::InstancingHandler handler;
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if (drawCall.Material->CanUseInstancing(handler))
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handler.GetHash(drawCall, batchKey);
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batchKey += (int32)(471 * drawCall.WorldDeterminantSign);
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drawCall.SortKey = (uint64)batchKey << 32 | (uint64)sortKey;
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}
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void RenderList::AddDrawCall(const RenderContext& renderContext, DrawPass drawModes, StaticFlags staticFlags, DrawCall& drawCall, bool receivesDecals)
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{
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#if ENABLE_ASSERTION_LOW_LAYERS
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// Ensure that draw modes are non-empty and in conjunction with material draw modes
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auto materialDrawModes = drawCall.Material->GetDrawModes();
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ASSERT_LOW_LAYER(drawModes != DrawPass::None && ((uint32)drawModes & ~(uint32)materialDrawModes) == 0);
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#endif
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// Append draw call data
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CalculateSortKey(renderContext, drawCall);
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const int32 index = DrawCalls.Add(drawCall);
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// Add draw call to proper draw lists
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if ((drawModes & DrawPass::Depth) != DrawPass::None)
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{
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DrawCallsLists[(int32)DrawCallsListType::Depth].Indices.Add(index);
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}
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if ((drawModes & (DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas)) != DrawPass::None)
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{
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if (receivesDecals)
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DrawCallsLists[(int32)DrawCallsListType::GBuffer].Indices.Add(index);
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else
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DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].Indices.Add(index);
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}
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if ((drawModes & DrawPass::Forward) != DrawPass::None)
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{
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DrawCallsLists[(int32)DrawCallsListType::Forward].Indices.Add(index);
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}
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if ((drawModes & DrawPass::Distortion) != DrawPass::None)
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{
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DrawCallsLists[(int32)DrawCallsListType::Distortion].Indices.Add(index);
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}
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if ((drawModes & DrawPass::MotionVectors) != DrawPass::None && (staticFlags & StaticFlags::Transform) == StaticFlags::None)
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{
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DrawCallsLists[(int32)DrawCallsListType::MotionVectors].Indices.Add(index);
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}
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}
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void RenderList::AddDrawCall(const RenderContextBatch& renderContextBatch, DrawPass drawModes, StaticFlags staticFlags, ShadowsCastingMode shadowsMode, const BoundingSphere& bounds, DrawCall& drawCall, bool receivesDecals)
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{
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#if ENABLE_ASSERTION_LOW_LAYERS
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// Ensure that draw modes are non-empty and in conjunction with material draw modes
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auto materialDrawModes = drawCall.Material->GetDrawModes();
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ASSERT_LOW_LAYER(drawModes != DrawPass::None && ((uint32)drawModes & ~(uint32)materialDrawModes) == 0);
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#endif
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const RenderContext& mainRenderContext = renderContextBatch.Contexts.Get()[0];
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// Append draw call data
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CalculateSortKey(mainRenderContext, drawCall);
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const int32 index = DrawCalls.Add(drawCall);
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// Add draw call to proper draw lists
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DrawPass modes = drawModes & mainRenderContext.View.GetShadowsDrawPassMask(shadowsMode);
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drawModes = modes & mainRenderContext.View.Pass;
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if (drawModes != DrawPass::None && mainRenderContext.View.CullingFrustum.Intersects(bounds))
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{
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if ((drawModes & DrawPass::Depth) != DrawPass::None)
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{
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DrawCallsLists[(int32)DrawCallsListType::Depth].Indices.Add(index);
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}
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if ((drawModes & (DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas)) != DrawPass::None)
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{
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|
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 = (DrawPass)(modes & renderContext.View.Pass);
|
|
if (drawModes != DrawPass::None && renderContext.View.CullingFrustum.Intersects(bounds))
|
|
{
|
|
renderContext.List->ShadowDepthDrawCallsList.Indices.Add(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
namespace
|
|
{
|
|
/// <summary>
|
|
/// Checks if this draw call be batched together with the other one.
|
|
/// </summary>
|
|
/// <param name="a">The first draw call.</param>
|
|
/// <param name="b">The second draw call.</param>
|
|
/// <returns>True if can merge them, otherwise false.</returns>
|
|
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;
|
|
}
|
|
}
|
|
|
|
void RenderList::SortDrawCalls(const RenderContext& renderContext, bool reverseDistance, DrawCallsList& list, const RenderListBuffer<DrawCall>& 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();
|
|
|
|
// Generate sort keys (by depth) and batch keys (higher bits)
|
|
if (reverseDistance)
|
|
{
|
|
const uint32 sortKeyXor = reverseDistance ? MAX_uint32 : 0;
|
|
for (int32 i = 0; i < listSize; i++)
|
|
{
|
|
const DrawCall& drawCall = drawCallsData[listData[i]];
|
|
const uint32 sortKey = (uint32)drawCall.SortKey ^ sortKeyXor;
|
|
const uint32 batchKey = (uint32)(drawCall.SortKey >> 32);
|
|
sortedKeys[i] = (uint64)batchKey << 32 | (uint64)sortKey;
|
|
}
|
|
}
|
|
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] & MAX_uint32;
|
|
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.Get(), list.Batches.Count());
|
|
}
|
|
|
|
bool CanUseInstancing(DrawPass pass)
|
|
{
|
|
return pass == DrawPass::GBuffer || pass == DrawPass::Depth;
|
|
}
|
|
|
|
void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsList& list, const RenderListBuffer<DrawCall>& 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;
|
|
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);
|
|
}
|