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cullingsystem.cpp
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cullingsystem.cpp
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/*
* Copyright (c) 2014-2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact ckubisch@nvidia.com (Christoph Kubisch) for feedback */
#include "cullingsystem.hpp"
#include <assert.h>
#include <string.h>
#include <glm/glm.hpp>
#include "cull-common.h"
static_assert(sizeof(CullingSystem::View) == sizeof(cullsys_glsl::ViewData), "ViewData glsl/c mismatch");
inline unsigned int minDivide(unsigned int val, unsigned int alignment)
{
return (val + alignment - 1) / alignment;
}
void CullingSystem::init(const Programs& programs, bool useDualIndex, RasterType rasterType, bool hasRepresentativeTest)
{
update(programs, useDualIndex, rasterType, hasRepresentativeTest);
glGenFramebuffers(1, &m_fbo);
glGenBuffers(1, &m_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, m_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(View), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// The instanced renderer uses pre-computed uint16_t index buffer for bboxes
// uint16_t indices provide extra performance on current NVIDIA hardware.
// We use one canonical index buffer for the local view direction vector (+1,+1,+1).
// The vertex-shader has code to change the appropriate local coordinates depending
// on the actual view direction.
size_t numIndices = CULLSYS_INSTANCED_BBOXES * CULLSYS_INSTANCED_INDICES;
uint16_t* indices = (uint16_t*)malloc(sizeof(uint16_t) * numIndices);
/*
4_____5
/. /|
6_____7 |
| 0...|.1
|. |/
2_____3
*/
uint32_t refIndices[] = {2, 3, 7, 7, 3, 1, 1, 5, 7, 7, 5, 4, 4, 6, 7, 7, 6, 2};
for(uint32_t b = 0; b < CULLSYS_INSTANCED_BBOXES; b++)
{
for(uint32_t i = 0; i < CULLSYS_INSTANCED_INDICES; i++)
{
indices[b * CULLSYS_INSTANCED_INDICES + i] = (uint16_t)(refIndices[i] + b * CULLSYS_INSTANCED_VERTICES);
}
}
glGenBuffers(1, &m_iboInstanced);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboInstanced);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint16_t) * numIndices, indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
free(indices);
}
void CullingSystem::update(const Programs& programs, bool useDualIndex, RasterType rasterType, bool hasRepresentativeTest)
{
m_programs = programs;
m_useDualIndex = useDualIndex;
m_useRepesentativeTest = hasRepresentativeTest;
m_rasterType = rasterType;
}
void CullingSystem::deinit()
{
glDeleteFramebuffers(1, &m_fbo);
}
void CullingSystem::buildDepthMipmaps(GLuint textureDepth, int width, int height)
{
// this is a simple implementation
// today's hardware should use compute and shuffle instructions to create
// multiple mipmaps at a time.
int level = 0;
int dim = width > height ? width : height;
int twidth = width;
int theight = height;
int wasEven = 0;
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDepthFunc(GL_ALWAYS);
glUseProgram(m_programs.depth_mips);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureDepth);
while(dim)
{
if(level)
{
twidth = twidth < 1 ? 1 : twidth;
theight = theight < 1 ? 1 : theight;
glViewport(0, 0, twidth, theight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, textureDepth, level);
glUniform1i(0, level - 1);
glUniform1i(1, wasEven);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
wasEven = (twidth % 2 == 0) && (theight % 2 == 0);
dim /= 2;
twidth /= 2;
theight /= 2;
level++;
}
glUseProgram(0);
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDepthFunc(GL_LEQUAL);
glViewport(0, 0, width, height);
}
void CullingSystem::testBboxes(Job& job, bool raster)
{
// send the scene's bboxes as points stream
job.m_bufferVisOutput.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_OUT_VIS);
job.m_bufferMatrices.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_MATRICES);
if(m_useDualIndex)
{
job.m_bufferBboxes.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_BBOXES);
}
job.m_bufferObjectBbox.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_INPUT_BBOX);
job.m_bufferObjectMatrix.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_INPUT_MATRIX);
if(raster && m_rasterType == RASTER_INSTANCED)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboInstanced);
}
if(raster)
{
#if !CULLSYS_DEBUG_VISIBLEBOXES
if(m_useRepesentativeTest)
{
glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
}
glDepthMask(GL_FALSE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
#endif
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_RASTERIZER_DISCARD);
}
if(raster && m_rasterType == RASTER_INSTANCED)
{
int instanceCount = job.m_numObjects / CULLSYS_INSTANCED_BBOXES;
int tailCount = job.m_numObjects % CULLSYS_INSTANCED_BBOXES;
glUniform1i(0, 0);
// instance many
glDrawElementsInstanced(GL_TRIANGLES, CULLSYS_INSTANCED_BBOXES * CULLSYS_INSTANCED_INDICES, GL_UNSIGNED_SHORT,
nullptr, instanceCount);
// non-instanced tail
glUniform1i(0, instanceCount * CULLSYS_INSTANCED_BBOXES);
glDrawElements(GL_TRIANGLES, tailCount * CULLSYS_INSTANCED_INDICES, GL_UNSIGNED_SHORT, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else if (raster && m_rasterType == RASTER_MESH_SHADER)
{
glUniform1ui(0, job.m_numObjects - 1);
glDrawMeshTasksNV(0, (job.m_numObjects + CULLSYS_TASK_BATCH - 1) / CULLSYS_TASK_BATCH);
}
else
{
glDrawArrays(GL_POINTS, 0, job.m_numObjects);
}
if(raster)
{
glEnable(GL_CULL_FACE);
#if !CULLSYS_DEBUG_VISIBLEBOXES
if(m_useRepesentativeTest)
{
glDisable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
}
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
#endif
}
else
{
glDisable(GL_RASTERIZER_DISCARD);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_OUT_VIS, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_MATRICES, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_BBOXES, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_INPUT_MATRIX, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_INPUT_BBOX, 0);
}
void CullingSystem::bitsFromOutput(Job& job, BitType type)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
job.m_bufferVisOutput.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_IN);
if(type == BITS_CURRENT)
{
glUseProgram(m_programs.bit_regular);
}
else
{
glUseProgram(type == BITS_CURRENT_AND_LAST ? m_programs.bit_temporallast : m_programs.bit_temporalnew);
job.m_bufferVisBitsLast.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_LAST);
}
job.m_bufferVisBitsCurrent.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_OUT);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glUniform1ui(0, job.m_numObjects);
glDispatchCompute(minDivide(minDivide(job.m_numObjects, 32), CULLSYS_COMPUTE_THREADS), 1, 1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_IN, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_LAST, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_BIT_SSBO_OUT, 0);
}
void CullingSystem::resultFromBits(Job& job)
{
job.resultFromBits(job.m_bufferVisBitsCurrent);
}
void CullingSystem::resultClient(Job& job)
{
job.resultClient();
}
void CullingSystem::buildOutput(MethodType method, Job& job, const View& view)
{
glBindBufferBase(GL_UNIFORM_BUFFER, CULLSYS_UBO_VIEW, m_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, CULLSYS_UBO_VIEW, sizeof(View), &view);
switch(method)
{
case METHOD_FRUSTUM: {
glUseProgram(m_programs.object_frustum);
testBboxes(job, false);
}
break;
case METHOD_HIZ: {
glUseProgram(m_programs.object_hiz);
glActiveTexture(GL_TEXTURE0 + CULLSYS_TEX_DEPTH);
glBindTexture(GL_TEXTURE_2D, job.m_textureDepthWithMipmaps);
testBboxes(job, false);
glActiveTexture(GL_TEXTURE0 + CULLSYS_TEX_DEPTH);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
break;
case METHOD_RASTER: {
// clear visibles
job.m_bufferVisOutput.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_SSBO_OUT_VIS);
glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, 0);
switch(m_rasterType){
case RASTER_INSTANCED:
glUseProgram(m_programs.object_raster_instanced);
break;
case RASTER_GEOMETRY_SHADER:
glUseProgram(m_programs.object_raster_geo);
break;
case RASTER_MESH_SHADER:
glUseProgram(m_programs.object_raster_mesh);
break;
}
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1, -1);
testBboxes(job, true);
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
}
break;
}
glBindBufferBase(GL_UNIFORM_BUFFER, CULLSYS_UBO_VIEW, 0);
}
void CullingSystem::swapBits(Job& job)
{
Buffer temp = job.m_bufferVisBitsCurrent;
job.m_bufferVisBitsCurrent = job.m_bufferVisBitsLast;
job.m_bufferVisBitsLast = temp;
}
void CullingSystem::setRasterType(RasterType rasterType)
{
m_rasterType = rasterType;
}
void CullingSystem::JobIndirectUnordered::resultFromBits(const Buffer& bufferVisBitsCurrent)
{
glUseProgram(m_program_indirect_compact);
m_bufferIndirectCounter.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_COUNT);
m_bufferIndirectCounter.ClearBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, 0);
bufferVisBitsCurrent.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_VIS);
m_bufferObjectIndirects.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_IN);
m_bufferIndirectResult.BindBufferRange(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_OUT);
if(m_clearResults)
{
m_bufferIndirectResult.ClearBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, 0);
}
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glUniform1ui(0, m_numObjects);
glDispatchCompute(minDivide(minDivide(m_numObjects, CULLSYS_JOBIND_BATCH), CULLSYS_COMPUTE_THREADS), 1, 1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_COUNT, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_OUT, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_IN, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, CULLSYS_JOBIND_SSBO_VIS, 0);
}
void CullingSystem::JobReadback::resultFromBits(const Buffer& bufferVisBitsCurrent)
{
GLsizeiptr size = sizeof(int) * minDivide(m_numObjects, 32);
glBindBuffer(GL_COPY_READ_BUFFER, bufferVisBitsCurrent.buffer);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVisBitsReadback.buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, bufferVisBitsCurrent.offset, m_bufferVisBitsReadback.offset, size);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
void CullingSystem::JobReadback::resultClient()
{
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVisBitsReadback.buffer);
glGetBufferSubData(GL_COPY_WRITE_BUFFER, m_bufferVisBitsReadback.offset, m_bufferVisBitsReadback.size, m_hostVisBits);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
void CullingSystem::JobReadbackPersistent::resultFromBits(const Buffer& bufferVisBitsCurrent)
{
GLsizeiptr size = sizeof(int) * minDivide(m_numObjects, 32);
glCopyNamedBufferSubData(bufferVisBitsCurrent.buffer, m_bufferVisBitsReadback.buffer, bufferVisBitsCurrent.offset,
m_bufferVisBitsReadback.offset, size);
if(m_fence)
{
glDeleteSync(m_fence);
}
m_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void CullingSystem::JobReadbackPersistent::resultClient()
{
if(m_fence)
{
GLsizeiptr size = sizeof(int) * minDivide(m_numObjects, 32);
// as some samples read-back within same frame (not recommended) we use the flush here, normally one wouldn�t use it
glClientWaitSync(m_fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
glDeleteSync(m_fence);
m_fence = NULL;
memcpy(m_hostVisBits, ((uint8_t*)m_bufferVisBitsMapping) + m_bufferVisBitsReadback.offset, size);
}
}