Implemented Shadow maps (still needs improvement) #314
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@ -279,6 +279,13 @@ namespace SHADE
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},
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{ SHGraphicsConstants::RenderGraphNodeNames::GBUFFER_PASS .data()});
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// Add subpass with exterior draw call to transition shadow maps
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//auto shadowMapTransitionSubpass = deferredCompositeNode->AddSubpass("Shadow Map Transition", {}, {});
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//shadowMapTransitionSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
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// {
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// lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
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// });
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/*-----------------------------------------------------------------------*/
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/* DEFERRED COMPOSITE SUBPASS INIT */
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/*-----------------------------------------------------------------------*/
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@ -526,7 +526,6 @@ namespace SHADE
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// so we do it anyway. #NoteToSelf: if at any point it affects performance, do a check before computing.
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ComputeDynamicOffsets();
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}
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/***************************************************************************/
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@ -549,10 +548,10 @@ namespace SHADE
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}
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void SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap) noexcept
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void SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept
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{
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// Add to container of shadow maps
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shadowMaps.emplace_back(newShadowMap);
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shadowMaps.emplace(lightEntity, newShadowMap);
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// Just use the image view stored in the resource
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Handle<SHVkImageView> const NEW_IMAGE_VIEW = newShadowMap->GetImageView();
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@ -597,6 +596,12 @@ namespace SHADE
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});
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}
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void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
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{
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// Issue barrier to transition shadow maps for reading in compute shader
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cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
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}
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Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
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{
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return lightingDataDescSet;
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@ -7,6 +7,7 @@
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#include <array>
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#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
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#include "Graphics/RenderGraph/SHRenderGraphResource.h"
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#include "ECS_Base/SHECSMacros.h"
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namespace SHADE
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{
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@ -162,8 +163,9 @@ namespace SHADE
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//! Handle to sampler that all shadow map descriptors will use
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Handle<SHVkSampler> shadowMapSampler;
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//! Shadow maps for every light that casts a shadow
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std::vector<Handle<SHRenderGraphResource>> shadowMaps;
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//std::vector<Handle<SHRenderGraphResource>> shadowMaps;
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//! Shadow maps for every light that casts a shadow Order here doesn't matter. We just want to store it
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std::unordered_map<EntityID, Handle<SHRenderGraphResource>> shadowMaps;
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//! Descriptor sets required to be given to the compute shader for shadow calculation. This will be a descriptor array.
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//! It will also be preallocated.
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@ -189,11 +191,12 @@ namespace SHADE
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/*-----------------------------------------------------------------------*/
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/* PUBLIC MEMBER FUNCTIONS */
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/*-----------------------------------------------------------------------*/
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void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, Handle<SHVkSampler> inShadowMapSampler) noexcept;
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void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
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void Exit (void) noexcept;
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void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
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void AddShadowMap (Handle<SHRenderGraphResource> newShadowMap) noexcept;
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void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, Handle<SHVkSampler> inShadowMapSampler) noexcept;
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void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
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void Exit (void) noexcept;
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void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
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void AddShadowMap (Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept;
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void PrepareShadowMapsForRead (Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
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//void RemoveShadowMap (uint32_t index) noexcept;
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/*-----------------------------------------------------------------------*/
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@ -431,7 +431,7 @@ namespace SHADE
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return subpass;
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}
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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
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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
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{
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// Look for the required resources in the graph
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std::vector<Handle<SHRenderGraphResource>> nodeComputeResources{};
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@ -447,7 +447,7 @@ namespace SHADE
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std::vector<Handle<SHRenderGraphResource>> temp (nodeComputeResources);
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// Create the subpass compute with the resources
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auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty());
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auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty(), customComputeLayout);
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nodeComputes.push_back(nodeCompute);
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for (auto& resource : temp)
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@ -109,7 +109,7 @@ namespace SHADE
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/* PUBLIC MEMBER FUNCTIONS */
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/*-----------------------------------------------------------------------*/
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Handle<SHSubpass> AddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept;
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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;
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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;
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void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
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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
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followingEndRenderpass = flag;
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}
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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
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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
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: computePipeline{}
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, pipelineLayout{}
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, resources{}
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@ -116,10 +117,22 @@ namespace SHADE
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// check if all layouts are there
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if (layouts.size() == descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
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{
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Handle<SHVkDescriptorSetLayout> computeResourceLayout = {};
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uint32_t variableCounts = 0;
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if (customComputeLayout)
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{
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// Just use the descriptor counts in bindings as the variable descriptor counts
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auto const& bindings = customComputeLayout->GetBindings();
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variableCounts = bindings.back().DescriptorCount;
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computeResourceLayout = customComputeLayout;
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}
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else
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computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
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// create compute resources
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computeResource = graphStorage->resourceHub->Create<ComputeResource>();
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auto computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
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computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, { 1 });
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computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, {variableCounts});
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#ifdef _DEBUG
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for (auto set : computeResource->descSet->GetVkHandle())
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SET_VK_OBJ_NAME(graphStorage->logicalDevice, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] " + name + " Resources");
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|
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@ -86,7 +86,7 @@ namespace SHADE
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void SetFollowingEndRenderpass (uint32_t flag) noexcept;
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public:
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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;
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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;
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void Execute (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
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void HandleResize (void) noexcept;
|
||||
|
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Reference in New Issue