Shadows WIP

This commit is contained in:
Brandon Mak 2023-01-03 22:05:36 +08:00
parent b771cdbfc6
commit 87b2103f6e
7 changed files with 45 additions and 17 deletions

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@ -279,6 +279,13 @@ namespace SHADE
},
{ SHGraphicsConstants::RenderGraphNodeNames::GBUFFER_PASS .data()});
// Add subpass with exterior draw call to transition shadow maps
//auto shadowMapTransitionSubpass = deferredCompositeNode->AddSubpass("Shadow Map Transition", {}, {});
//shadowMapTransitionSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
// {
// lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
// });
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE SUBPASS INIT */
/*-----------------------------------------------------------------------*/

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@ -526,7 +526,6 @@ namespace SHADE
// so we do it anyway. #NoteToSelf: if at any point it affects performance, do a check before computing.
ComputeDynamicOffsets();
}
/***************************************************************************/
@ -549,10 +548,10 @@ namespace SHADE
}
void SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap) noexcept
void SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept
{
// Add to container of shadow maps
shadowMaps.emplace_back(newShadowMap);
shadowMaps.emplace(lightEntity, newShadowMap);
// Just use the image view stored in the resource
Handle<SHVkImageView> const NEW_IMAGE_VIEW = newShadowMap->GetImageView();
@ -597,6 +596,12 @@ namespace SHADE
});
}
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
{
// Issue barrier to transition shadow maps for reading in compute shader
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
}
Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
{
return lightingDataDescSet;

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@ -7,6 +7,7 @@
#include <array>
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/RenderGraph/SHRenderGraphResource.h"
#include "ECS_Base/SHECSMacros.h"
namespace SHADE
{
@ -162,8 +163,9 @@ namespace SHADE
//! Handle to sampler that all shadow map descriptors will use
Handle<SHVkSampler> shadowMapSampler;
//! Shadow maps for every light that casts a shadow
std::vector<Handle<SHRenderGraphResource>> shadowMaps;
//std::vector<Handle<SHRenderGraphResource>> shadowMaps;
//! Shadow maps for every light that casts a shadow Order here doesn't matter. We just want to store it
std::unordered_map<EntityID, Handle<SHRenderGraphResource>> shadowMaps;
//! Descriptor sets required to be given to the compute shader for shadow calculation. This will be a descriptor array.
//! It will also be preallocated.
@ -193,7 +195,8 @@ namespace SHADE
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
void Exit (void) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
void AddShadowMap (Handle<SHRenderGraphResource> newShadowMap) noexcept;
void AddShadowMap (Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept;
void PrepareShadowMapsForRead (Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
//void RemoveShadowMap (uint32_t index) noexcept;
/*-----------------------------------------------------------------------*/

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@ -431,7 +431,7 @@ namespace SHADE
return subpass;
}
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, float numWorkGroupScale/* = 1.0f*/) noexcept
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, Handle<SHVkDescriptorSetLayout> customComputeLayout/* = {}*/, float numWorkGroupScale/* = 1.0f*/) noexcept
{
// Look for the required resources in the graph
std::vector<Handle<SHRenderGraphResource>> nodeComputeResources{};
@ -447,7 +447,7 @@ namespace SHADE
std::vector<Handle<SHRenderGraphResource>> temp (nodeComputeResources);
// Create the subpass compute with the resources
auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty());
auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty(), customComputeLayout);
nodeComputes.push_back(nodeCompute);
for (auto& resource : temp)

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@ -109,7 +109,7 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
Handle<SHSubpass> AddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, float numWorkGroupScale = 1.0f) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, Handle<SHVkDescriptorSetLayout> customComputeLayout = {}, float numWorkGroupScale = 1.0f) noexcept;
void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
Handle<SHVkPipeline> GetOrCreatePipeline(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHSubpass> subpass) noexcept;

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@ -62,7 +62,8 @@ namespace SHADE
followingEndRenderpass = flag;
}
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale/* = 1.0f*/) noexcept
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, Handle<SHVkDescriptorSetLayout> customComputeLayout, float inNumWorkGroupScale/* = 1.0f*/) noexcept
: computePipeline{}
, pipelineLayout{}
, resources{}
@ -116,10 +117,22 @@ namespace SHADE
// check if all layouts are there
if (layouts.size() == descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
{
Handle<SHVkDescriptorSetLayout> computeResourceLayout = {};
uint32_t variableCounts = 0;
if (customComputeLayout)
{
// Just use the descriptor counts in bindings as the variable descriptor counts
auto const& bindings = customComputeLayout->GetBindings();
variableCounts = bindings.back().DescriptorCount;
computeResourceLayout = customComputeLayout;
}
else
computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
// create compute resources
computeResource = graphStorage->resourceHub->Create<ComputeResource>();
auto computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, { 1 });
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, {variableCounts});
#ifdef _DEBUG
for (auto set : computeResource->descSet->GetVkHandle())
SET_VK_OBJ_NAME(graphStorage->logicalDevice, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] " + name + " Resources");

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@ -86,7 +86,7 @@ namespace SHADE
void SetFollowingEndRenderpass (uint32_t flag) noexcept;
public:
SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale = 1.0f) noexcept;
SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, Handle<SHVkDescriptorSetLayout> customComputeLayout, float inNumWorkGroupScale = 1.0f) noexcept;
void Execute (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;