Optimized by removing unnecessary Z buffer copy

This commit is contained in:
Olivier Prat 2017-09-07 18:33:00 +02:00
parent 2003495166
commit 6b5ca0c6ce
3 changed files with 86 additions and 138 deletions

View file

@ -18,6 +18,7 @@
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include "surfaceGeometry_copyDepth_frag.h"
#include "debug_deferred_buffer_vert.h"
#include "debug_deferred_buffer_frag.h"
@ -31,11 +32,11 @@ extern void initZPassPipelines(ShapePlumber& plumber, gpu::StatePointer state);
OutlineFramebuffer::OutlineFramebuffer() {
}
void OutlineFramebuffer::update(const gpu::TexturePointer& linearDepthBuffer) {
void OutlineFramebuffer::update(const gpu::TexturePointer& colorBuffer) {
// If the depth buffer or size changed, we need to delete our FBOs and recreate them at the
// new correct dimensions.
if (_depthTexture) {
auto newFrameSize = glm::ivec2(linearDepthBuffer->getDimensions());
auto newFrameSize = glm::ivec2(colorBuffer->getDimensions());
if (_frameSize != newFrameSize) {
_frameSize = newFrameSize;
clear();
@ -52,11 +53,11 @@ void OutlineFramebuffer::allocate() {
auto width = _frameSize.x;
auto height = _frameSize.y;
auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RED);
auto format = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
_depthTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(format, width, height));
_depthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("outlineDepth"));
_depthFramebuffer->setRenderBuffer(0, _depthTexture);
_depthFramebuffer->setDepthStencilBuffer(_depthTexture, format);
}
gpu::FramebufferPointer OutlineFramebuffer::getDepthFramebuffer() {
@ -73,57 +74,69 @@ gpu::TexturePointer OutlineFramebuffer::getDepthTexture() {
return _depthTexture;
}
void PrepareOutline::run(const render::RenderContextPointer& renderContext, const PrepareOutline::Inputs& inputs, PrepareOutline::Output& output) {
auto outlinedItems = inputs.get0();
void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& inShapes = inputs.get0();
auto& deferredFrameBuffer = inputs.get1();
if (!outlinedItems.empty()) {
auto args = renderContext->args;
auto deferredFrameBuffer = inputs.get1();
if (!inShapes.empty()) {
auto frameSize = deferredFrameBuffer->getFrameSize();
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
if (!_outlineFramebuffer) {
_outlineFramebuffer = std::make_shared<OutlineFramebuffer>();
}
_outlineFramebuffer->update(deferredFrameBuffer->getPrimaryDepthTexture());
_outlineFramebuffer->update(deferredFrameBuffer->getDeferredColorTexture());
if (!_copyDepthPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(surfaceGeometry_copyDepth_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setColorWriteMask(true, false, false, false);
// Good to go add the brand new pipeline
_copyDepthPipeline = gpu::Pipeline::create(program, state);
}
// TODO : Instead of copying entire buffer, we should only copy the sub rect containing the outlined object
// grown to take into account blur width
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(frameSize, args->_viewport));
args->_batch = &batch;
batch.setFramebuffer(_outlineFramebuffer->getDepthFramebuffer());
batch.setPipeline(_copyDepthPipeline);
batch.setResourceTexture(0, deferredFrameBuffer->getPrimaryDepthTexture());
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Restore previous frame buffer
batch.setFramebuffer(deferredFrameBuffer->getDeferredFramebuffer());
// Clear it
batch.clearFramebuffer(
gpu::Framebuffer::BUFFER_DEPTH,
vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false);
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
}
else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
output = _outlineFramebuffer;
@ -147,14 +160,14 @@ void DrawOutline::configure(const Config& config) {
}
void DrawOutline::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
auto mainFrameBuffer = inputs.get1();
auto outlineFrameBuffer = inputs.get1();
if (mainFrameBuffer) {
if (outlineFrameBuffer) {
auto sceneDepthBuffer = inputs.get2();
const auto frameTransform = inputs.get0();
auto outlinedDepthBuffer = mainFrameBuffer->getPrimaryDepthTexture();
auto outlinedDepthTexture = outlineFrameBuffer->getDepthTexture();
auto destinationFrameBuffer = inputs.get3();
auto framebufferSize = glm::ivec2(outlinedDepthBuffer->getDimensions());
auto framebufferSize = glm::ivec2(outlinedDepthTexture->getDimensions());
if (!_primaryWithoutDepthBuffer || framebufferSize!=_frameBufferSize) {
// Failing to recreate this frame buffer when the screen has been resized creates a bug on Mac
@ -191,8 +204,8 @@ void DrawOutline::run(const render::RenderContextPointer& renderContext, const I
batch.setUniformBuffer(OUTLINE_PARAMS_SLOT, _configuration);
batch.setUniformBuffer(FRAME_TRANSFORM_SLOT, frameTransform->getFrameTransformBuffer());
batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getDepthTexture());
batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthBuffer);
batch.setResourceTexture(SCENE_DEPTH_SLOT, sceneDepthBuffer->getPrimaryDepthTexture());
batch.setResourceTexture(OUTLINED_DEPTH_SLOT, outlinedDepthTexture);
batch.draw(gpu::TRIANGLE_STRIP, 4);
// Restore previous frame buffer
@ -266,7 +279,7 @@ void DebugOutline::run(const render::RenderContextPointer& renderContext, const
batch.setModelTransform(Transform());
batch.setPipeline(getDebugPipeline());
batch.setResourceTexture(0, outlineFramebuffer->getPrimaryDepthTexture());
batch.setResourceTexture(0, outlineFramebuffer->getDepthTexture());
const glm::vec4 color(1.0f, 0.5f, 0.2f, 1.0f);
const glm::vec2 bottomLeft(-1.0f, -1.0f);
@ -313,59 +326,6 @@ const gpu::PipelinePointer& DebugOutline::getDebugPipeline() {
return _debugPipeline;
}
void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, const render::ShapeBounds& inShapes) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
if (!inShapes.empty()) {
RenderArgs* args = renderContext->args;
ShapeKey::Builder defaultKeyBuilder;
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
args->_batch = &batch;
// Setup camera, projection and viewport for all items
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
glm::mat4 projMat;
Transform viewMat;
args->getViewFrustum().evalProjectionMatrix(projMat);
args->getViewFrustum().evalViewTransform(viewMat);
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewMat);
auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
std::vector<ShapeKey> skinnedShapeKeys{};
// Iterate through all inShapes and render the unskinned
args->_shapePipeline = shadowPipeline;
batch.setPipeline(shadowPipeline->pipeline);
for (auto items : inShapes) {
if (items.first.isSkinned()) {
skinnedShapeKeys.push_back(items.first);
}
else {
renderItems(renderContext, items.second);
}
}
// Reiterate to render the skinned
args->_shapePipeline = shadowSkinnedPipeline;
batch.setPipeline(shadowSkinnedPipeline->pipeline);
for (const auto& key : skinnedShapeKeys) {
renderItems(renderContext, inShapes.at(key));
}
args->_shapePipeline = nullptr;
args->_batch = nullptr;
});
}
}
DrawOutlineTask::DrawOutlineTask() {
}
@ -378,7 +338,7 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
const auto input = inputs.get<Inputs>();
const auto selectedMetas = inputs.getN<Inputs>(0);
const auto shapePlumber = input.get1();
const auto outlinedFrameBuffer = inputs.getN<Inputs>(2);
const auto sceneFrameBuffer = inputs.getN<Inputs>(2);
const auto primaryFramebuffer = inputs.getN<Inputs>(3);
const auto deferredFrameTransform = inputs.getN<Inputs>(4);
@ -387,22 +347,21 @@ void DrawOutlineTask::build(JobModel& task, const render::Varying& inputs, rende
{
auto state = std::make_shared<gpu::State>();
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setColorWriteMask(0);
state->setColorWriteMask(false, false, false, false);
initZPassPipelines(*shapePlumberZPass, state);
}
const auto& outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
const auto& outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
// Retrieve z value of the scene objects
const auto outlinePrepareInputs = PrepareOutline::Inputs(outlinedItems, outlinedFrameBuffer).asVarying();
const auto sceneFrameBuffer = task.addJob<PrepareOutline>("OutlineCopyDepth", outlinePrepareInputs);
const auto outlinedItemIDs = task.addJob<render::MetaToSubItems>("OutlineMetaToSubItemIDs", selectedMetas);
const auto outlinedItems = task.addJob<render::IDsToBounds>("OutlineMetaToSubItems", outlinedItemIDs, true);
// Sort
const auto& sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
const auto& sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
task.addJob<DrawOutlineDepth>("OutlineDepth", sortedShapes, shapePlumberZPass);
const auto sortedPipelines = task.addJob<render::PipelineSortShapes>("OutlinePipelineSort", outlinedItems);
const auto sortedShapes = task.addJob<render::DepthSortShapes>("OutlineDepthSort", sortedPipelines);
// Draw depth of outlined objects in separate buffer
const auto drawOutlineDepthInputs = DrawOutlineDepth::Inputs(sortedShapes, sceneFrameBuffer).asVarying();
const auto outlinedFrameBuffer = task.addJob<DrawOutlineDepth>("OutlineDepth", drawOutlineDepthInputs, shapePlumberZPass);
// Draw outline
const auto drawOutlineInputs = DrawOutline::Inputs(deferredFrameTransform, outlinedFrameBuffer, sceneFrameBuffer, primaryFramebuffer).asVarying();

View file

@ -24,7 +24,7 @@ public:
gpu::TexturePointer getDepthTexture();
// Update the source framebuffer size which will drive the allocation of all the other resources.
void update(const gpu::TexturePointer& linearDepthBuffer);
void update(const gpu::TexturePointer& colorBuffer);
const glm::ivec2& getSourceFrameSize() const { return _frameSize; }
protected:
@ -40,23 +40,22 @@ protected:
using OutlineFramebufferPointer = std::shared_ptr<OutlineFramebuffer>;
class PrepareOutline {
class DrawOutlineDepth {
public:
using Inputs = render::VaryingSet2<render::ItemBounds, DeferredFramebufferPointer>;
// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
using Output = OutlineFramebufferPointer;
using JobModel = render::Job::ModelIO<PrepareOutline, Inputs, Output>;
using Inputs = render::VaryingSet2<render::ShapeBounds, DeferredFramebufferPointer>;
// Output will contain outlined objects only z-depth texture and the input primary buffer but without the primary depth buffer
using Outputs = OutlineFramebufferPointer;
using JobModel = render::Job::ModelIO<DrawOutlineDepth, Inputs, Outputs>;
PrepareOutline() {}
DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::RenderContextPointer& renderContext, const PrepareOutline::Inputs& input, PrepareOutline::Output& output);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
private:
protected:
render::ShapePlumberPointer _shapePlumber;
OutlineFramebufferPointer _outlineFramebuffer;
gpu::PipelinePointer _copyDepthPipeline;
};
class DrawOutlineConfig : public render::Job::Config {
@ -94,7 +93,7 @@ signals:
class DrawOutline {
public:
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, DeferredFramebufferPointer, OutlineFramebufferPointer, gpu::FramebufferPointer>;
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, OutlineFramebufferPointer, DeferredFramebufferPointer, gpu::FramebufferPointer>;
using Config = DrawOutlineConfig;
using JobModel = render::Job::ModelI<DrawOutline, Inputs, Config>;
@ -147,7 +146,7 @@ signals:
class DebugOutline {
public:
using Inputs = DeferredFramebufferPointer;
using Inputs = OutlineFramebufferPointer;
using Config = DebugOutlineConfig;
using JobModel = render::Job::ModelI<DebugOutline, Inputs, Config>;
@ -166,18 +165,6 @@ private:
bool _isDisplayDepthEnabled{ false };
};
class DrawOutlineDepth {
public:
using JobModel = render::Job::ModelI<DrawOutlineDepth, render::ShapeBounds>;
DrawOutlineDepth(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
void run(const render::RenderContextPointer& renderContext,
const render::ShapeBounds& inShapes);
protected:
render::ShapePlumberPointer _shapePlumber;
};
class DrawOutlineTask {
public:
using Inputs = render::VaryingSet5<render::ItemBounds, render::ShapePlumberPointer, DeferredFramebufferPointer, gpu::FramebufferPointer, DeferredFrameTransformPointer>;

View file

@ -166,8 +166,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOutlineRangeTimer", "Outline");
const auto outlineInputs = DrawOutlineTask::Inputs(selectedMetas, shapePlumber, deferredFramebuffer, primaryFramebuffer, deferredFrameTransform).asVarying();
task.addJob<DrawOutlineTask>("DrawOutline", outlineInputs);
task.addJob<EndGPURangeTimer>("EndOutlineRangeTimer", outlineRangeTimer);
{ // DEbug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);