Add bounded point and spot shadows with fallback diagnostics
This commit is contained in:
+33
-2
@@ -48,6 +48,7 @@ struct ProfileSample {
|
||||
bool physicsDebug{};
|
||||
bool gpuVisibilityActive{};
|
||||
faset::render::VisibilityMode effectiveVisibilityMode{faset::render::VisibilityMode::Direct};
|
||||
faset::render::FrameStats lighting;
|
||||
};
|
||||
Json distribution(std::vector<double> values) {
|
||||
if (values.empty())
|
||||
@@ -96,7 +97,35 @@ Json profileFrames(const std::vector<ProfileSample>& samples) {
|
||||
{"physics_debug", sample.physicsDebug},
|
||||
{"gpu_visibility_active", sample.gpuVisibilityActive},
|
||||
{"effective_visibility_mode",
|
||||
visibility_mode_name(sample.effectiveVisibilityMode)}});
|
||||
visibility_mode_name(sample.effectiveVisibilityMode)},
|
||||
{"effective_lighting_path", sample.lighting.effective_lighting_path},
|
||||
{"submitted_local_lights", sample.lighting.submitted_local_lights},
|
||||
{"omitted_local_lights", sample.lighting.omitted_local_lights},
|
||||
{"requested_sun_cascades", sample.lighting.requested_sun_cascades},
|
||||
{"effective_sun_cascades", sample.lighting.effective_sun_cascades},
|
||||
{"requested_local_shadow_faces",
|
||||
sample.lighting.requested_local_shadow_faces},
|
||||
{"local_shadow_faces", sample.lighting.local_shadow_faces},
|
||||
{"local_shadow_tiles", sample.lighting.local_shadow_tiles},
|
||||
{"dropped_shadow_faces", sample.lighting.dropped_shadow_faces},
|
||||
{"dropped_point_shadow_faces",
|
||||
sample.lighting.dropped_point_shadow_faces},
|
||||
{"shadow_atlas_full_drops", sample.lighting.shadow_atlas_full_drops},
|
||||
{"shadow_caster_budget_drops",
|
||||
sample.lighting.shadow_caster_budget_drops},
|
||||
{"shadow_unavailable_drops",
|
||||
sample.lighting.shadow_unavailable_drops},
|
||||
{"shadow_caster_draws", sample.lighting.shadow_caster_draws},
|
||||
{"sun_shadow_atlas_bytes",
|
||||
sample.lighting.sun_shadow_atlas_bytes},
|
||||
{"local_shadow_atlas_bytes",
|
||||
sample.lighting.local_shadow_atlas_bytes},
|
||||
{"gpu_main_raster_ms",
|
||||
gpuMeasured ? Json(sample.lighting.gpu_main_raster_ms) : Json(nullptr)},
|
||||
{"gpu_sun_shadow_ms",
|
||||
gpuMeasured ? Json(sample.lighting.gpu_sun_shadow_ms) : Json(nullptr)},
|
||||
{"gpu_local_shadow_ms",
|
||||
gpuMeasured ? Json(sample.lighting.gpu_local_shadow_ms) : Json(nullptr)}});
|
||||
}
|
||||
return {{"samples", std::move(frames)},
|
||||
{"summary_ms",
|
||||
@@ -587,7 +616,8 @@ int player_main(int argc, char** argv) {
|
||||
milliseconds(renderStarted, frameFinished), measured.cpu_ms, measured.gpu_ms,
|
||||
measured.readback_cpu_ms, runtimeStats, measured.draw_calls, measured.vertices,
|
||||
measured.gpu_allocated_bytes, measured.texture_count, debugPhysics,
|
||||
measured.gpu_visibility_active, measured.effective_visibility_mode});
|
||||
measured.gpu_visibility_active, measured.effective_visibility_mode,
|
||||
measured});
|
||||
}
|
||||
++frames;
|
||||
}
|
||||
@@ -619,6 +649,7 @@ int player_main(int argc, char** argv) {
|
||||
{"visibility_mode", visibilityName},
|
||||
{"effective_visibility_mode",
|
||||
visibility_mode_name(stats.effective_visibility_mode)},
|
||||
{"effective_lighting_path", stats.effective_lighting_path},
|
||||
{"simulation_mode", "synthetic_fixed_timestep"},
|
||||
{"fixed_delta_seconds", config.fixedDelta},
|
||||
{"percentile_method", "nearest_rank_all_completed_frames_no_warmup_exclusion"},
|
||||
|
||||
@@ -51,6 +51,8 @@ if(BUILD_TESTING)
|
||||
target_link_libraries(faset_render_lighting_gpu_tests PRIVATE faset_render)
|
||||
add_test(NAME render_lighting_sun COMMAND faset_render_lighting_gpu_tests --sun)
|
||||
set_tests_properties(render_lighting_sun PROPERTIES LABELS "gpu;p3")
|
||||
add_test(NAME render_lighting_local COMMAND faset_render_lighting_gpu_tests --local)
|
||||
set_tests_properties(render_lighting_local PROPERTIES LABELS "gpu;p3")
|
||||
add_executable(faset_render_lighting_policy_tests "${PROJECT_SOURCE_DIR}/tests/render_lighting_policy_tests.cpp")
|
||||
target_link_libraries(faset_render_lighting_policy_tests PRIVATE faset_render)
|
||||
add_test(NAME render_lighting_policy COMMAND faset_render_lighting_policy_tests)
|
||||
|
||||
@@ -187,6 +187,11 @@ struct FrameStats {
|
||||
std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
|
||||
std::uint32_t sun_shadow_caster_draws{};
|
||||
std::uint64_t sun_shadow_atlas_bytes{};
|
||||
std::uint32_t requested_local_shadow_faces{}, local_shadow_faces{}, local_shadow_tiles{};
|
||||
std::uint32_t dropped_shadow_faces{}, dropped_point_shadow_faces{};
|
||||
std::uint32_t shadow_atlas_full_drops{}, shadow_caster_budget_drops{};
|
||||
std::uint32_t shadow_unavailable_drops{}, shadow_caster_draws{};
|
||||
std::uint64_t local_shadow_atlas_bytes{};
|
||||
bool gpu_visibility_active{}, hzb_valid{};
|
||||
// Requested and actual paths for the last frame; actual may be less capable.
|
||||
VisibilityMode requested_visibility_mode{VisibilityMode::Direct};
|
||||
@@ -198,7 +203,8 @@ struct FrameStats {
|
||||
double cpu_ms{}, gpu_ms{}, readback_cpu_ms{};
|
||||
double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
|
||||
double gpu_post_cull_ms{}, gpu_post_raster_ms{};
|
||||
double gpu_sun_shadow_ms{};
|
||||
double gpu_sun_shadow_ms{}, gpu_local_shadow_ms{};
|
||||
std::string effective_lighting_path{"forward"};
|
||||
std::string device;
|
||||
};
|
||||
struct HzbDebugImage {
|
||||
|
||||
+37
-1
@@ -78,6 +78,34 @@ float sampleSunCascade(uint index, float3 world, float nl) {
|
||||
}
|
||||
return visible;
|
||||
}
|
||||
float sampleLocalFace(uint index, float3 world, float nl) {
|
||||
ShadowViewGpu record = shadowViews[index];
|
||||
if (record.biasFlags.w < 0.5) return 1.0;
|
||||
float4 clip = mul(record.viewProjection, float4(world,1));
|
||||
if (clip.w <= 0.0) return 1.0;
|
||||
float3 projected = clip.xyz / clip.w;
|
||||
float2 localUV = projected.xy * 0.5 + 0.5;
|
||||
if (any(localUV < 0.0) || any(localUV > 1.0) ||
|
||||
projected.z < 0.0 || projected.z > 1.0) return 1.0;
|
||||
float2 atlasUV = localUV * record.tileScaleOffset.xy + record.tileScaleOffset.zw;
|
||||
float bias = max(record.biasFlags.x, record.biasFlags.y * (1.0 - nl));
|
||||
float visible = 0.0;
|
||||
for (int y=-1; y<=1; ++y) for (int x=-1; x<=1; ++x) {
|
||||
float2 tap = clamp(atlasUV + float2(x,y) * record.biasFlags.z,
|
||||
record.guardedClamp.xy, record.guardedClamp.zw);
|
||||
float depth = localShadowAtlas.SampleLevel(shadowSampler, tap, 0);
|
||||
visible += projected.z - bias <= depth ? 1.0 / 9.0 : 0.0;
|
||||
}
|
||||
return visible;
|
||||
}
|
||||
uint pointShadowFace(float3 lightToFragment) {
|
||||
float3 magnitude = abs(lightToFragment);
|
||||
if (magnitude.x >= magnitude.y && magnitude.x >= magnitude.z)
|
||||
return lightToFragment.x >= 0.0 ? 0 : 1;
|
||||
if (magnitude.y >= magnitude.z)
|
||||
return lightToFragment.y >= 0.0 ? 2 : 3;
|
||||
return lightToFragment.z >= 0.0 ? 4 : 5;
|
||||
}
|
||||
float3 directBRDF(float3 base, float rough, float metal, float3 n, float3 view, float3 l) {
|
||||
const float pi = 3.14159265;
|
||||
float nl = max(dot(n,l),0.0);
|
||||
@@ -160,8 +188,16 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
|
||||
float cone=saturate((cosAngle-light.directionCosOuter.w)/denominator);
|
||||
attenuation *= cone*cone*(3.0-2.0*cone);
|
||||
}
|
||||
float visibility = 1.0;
|
||||
float nl = max(dot(n,l), 0.0);
|
||||
if (light.coneTypeShadowView.w > 0.5 && nl > 0.0 && attenuation > 0.0) {
|
||||
uint face = light.coneTypeShadowView.w > 1.5 ?
|
||||
pointShadowFace(v.world - light.positionRange.xyz) : 0;
|
||||
uint viewIndex = uint(light.coneTypeShadowView.z + 0.5) + face;
|
||||
visibility = sampleLocalFace(viewIndex, v.world, nl);
|
||||
}
|
||||
linear += directBRDF(base.rgb, rough, metal, n, view, l) *
|
||||
light.colorIntensity.rgb * (light.colorIntensity.w * attenuation);
|
||||
light.colorIntensity.rgb * (light.colorIntensity.w * attenuation * visibility);
|
||||
}
|
||||
linear=linear/(1.0+linear);
|
||||
return float4(pow(max(linear,0),float3(1.0/2.2)),base.a);
|
||||
|
||||
@@ -381,6 +381,27 @@ void DebugOverlay::append(render::Snapshot& output, render::Renderer& renderer,
|
||||
ImGui::Text("Prepared LOD: %u / %u / %u / %u+", stats.lod_counts[0],
|
||||
stats.lod_counts[1], stats.lod_counts[2], stats.lod_counts[3]);
|
||||
ImGui::Separator();
|
||||
ImGui::TextUnformatted("Lighting and shadows");
|
||||
ImGui::Text("Lighting path: %s", stats.effective_lighting_path.c_str());
|
||||
ImGui::Text("Local lights: %u submitted, %u omitted",
|
||||
stats.submitted_local_lights, stats.omitted_local_lights);
|
||||
ImGui::Text("Sun cascades: %u / %u effective",
|
||||
stats.requested_sun_cascades, stats.effective_sun_cascades);
|
||||
ImGui::Text("Local faces: %u requested, %u rasterized (%u tiles)",
|
||||
stats.requested_local_shadow_faces, stats.local_shadow_faces,
|
||||
stats.local_shadow_tiles);
|
||||
ImGui::Text("Dropped faces: %u (point %u, atlas %u, draw budget %u, unavailable %u)",
|
||||
stats.dropped_shadow_faces, stats.dropped_point_shadow_faces,
|
||||
stats.shadow_atlas_full_drops, stats.shadow_caster_budget_drops,
|
||||
stats.shadow_unavailable_drops);
|
||||
ImGui::Text("Shadow caster draws: %u / 4096", stats.shadow_caster_draws);
|
||||
ImGui::Text("Atlas memory: sun %.1f MiB, local %.1f MiB",
|
||||
double(stats.sun_shadow_atlas_bytes) / 1048576.0,
|
||||
double(stats.local_shadow_atlas_bytes) / 1048576.0);
|
||||
if (stats.gpu_ms > 0)
|
||||
ImGui::Text("Shadow GPU: sun %.2f ms, local %.2f ms",
|
||||
stats.gpu_sun_shadow_ms, stats.gpu_local_shadow_ms);
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Vulkan allocations: %.2f MiB",
|
||||
double(stats.gpu_allocated_bytes) / 1048576.0);
|
||||
ImGui::Text("Validation: %s Errors: %u",
|
||||
|
||||
@@ -240,8 +240,10 @@ ShadowView local_view(const LocalLight& light, std::uint32_t face,
|
||||
const auto up = light.kind == LocalLight::Kind::Point ? ups.at(face)
|
||||
: std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
const auto near_plane = std::max(.0001f, std::min(.05f, light.range * .1f));
|
||||
// Slight face overlap keeps the dominant-axis choice inside both adjacent
|
||||
// projections at a cubemap seam; the guarded tile still prevents PCF bleed.
|
||||
const auto fov = light.kind == LocalLight::Kind::Point
|
||||
? std::numbers::pi_v<float> / 2 : light.outer_angle * 2;
|
||||
? std::numbers::pi_v<float> / 2 + .04f : light.outer_angle * 2;
|
||||
result.view_projection = multiply(
|
||||
perspective(fov, 1, near_plane, light.range),
|
||||
look_at(light.position, add(light.position, direction), up));
|
||||
|
||||
+116
-14
@@ -231,8 +231,8 @@ struct Renderer::Impl {
|
||||
VkExtent2D swap_extent{};
|
||||
std::vector<VkImage> swap_images;
|
||||
std::vector<VkImageLayout> swap_layouts;
|
||||
Image color, depth, shadow;
|
||||
std::uint32_t sun_shadow_size{};
|
||||
Image color, depth, shadow, local_shadow;
|
||||
std::uint32_t sun_shadow_size{}, local_shadow_size{};
|
||||
Buffer vertices, readback;
|
||||
Buffer lighting_header, lighting_locals, lighting_views;
|
||||
SceneResources scene;
|
||||
@@ -364,6 +364,7 @@ struct Renderer::Impl {
|
||||
destroy(color);
|
||||
destroy(depth);
|
||||
destroy(shadow);
|
||||
destroy(local_shadow);
|
||||
if (device) {
|
||||
destroy_scene_interfaces();
|
||||
if (pipeline)
|
||||
@@ -791,6 +792,18 @@ struct Renderer::Impl {
|
||||
if (!shadow.handle)
|
||||
shadow = make_image(1, 1, VK_FORMAT_D32_SFLOAT, shadow_usage,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
for (const auto size : {2048u, 1024u}) {
|
||||
if (size > max_image_dimension)
|
||||
continue;
|
||||
try {
|
||||
local_shadow = make_image(size, size, VK_FORMAT_D32_SFLOAT,
|
||||
shadow_usage, VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
local_shadow_size = size;
|
||||
break;
|
||||
} catch (const std::exception&) {
|
||||
// Local shadows are optional; all affected lights remain unshadowed.
|
||||
}
|
||||
}
|
||||
make_targets();
|
||||
make_descriptors();
|
||||
make_pipelines();
|
||||
@@ -1626,7 +1639,8 @@ struct Renderer::Impl {
|
||||
{lighting_header.handle, 0, lighting_header.size},
|
||||
{lighting_locals.handle, 0, lighting_locals.size},
|
||||
{lighting_views.handle, 0, lighting_views.size}}};
|
||||
const VkDescriptorImageInfo atlas{VK_NULL_HANDLE, shadow.view,
|
||||
const VkDescriptorImageInfo atlas{VK_NULL_HANDLE,
|
||||
local_shadow.handle ? local_shadow.view : shadow.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL};
|
||||
std::array<VkWriteDescriptorSet, 4> writes{};
|
||||
for (std::uint32_t i = 0; i < writes.size(); ++i) {
|
||||
@@ -1741,6 +1755,17 @@ struct Renderer::Impl {
|
||||
statistics.sun_shadow_caster_draws = 0;
|
||||
statistics.sun_shadow_atlas_bytes = sun_shadow_size ? shadow.allocation_size : 0;
|
||||
statistics.gpu_sun_shadow_ms = 0;
|
||||
statistics.requested_local_shadow_faces = statistics.local_shadow_faces =
|
||||
statistics.local_shadow_tiles = statistics.dropped_shadow_faces =
|
||||
statistics.dropped_point_shadow_faces =
|
||||
statistics.shadow_atlas_full_drops =
|
||||
statistics.shadow_caster_budget_drops =
|
||||
statistics.shadow_unavailable_drops =
|
||||
statistics.shadow_caster_draws = 0;
|
||||
statistics.local_shadow_atlas_bytes = local_shadow_size
|
||||
? local_shadow.allocation_size : 0;
|
||||
statistics.gpu_local_shadow_ms = 0;
|
||||
statistics.effective_lighting_path = "forward";
|
||||
statistics.gpu_bins = statistics.gpu_visible_instances =
|
||||
statistics.gpu_frustum_rejected = statistics.gpu_occlusion_deferred =
|
||||
statistics.gpu_post_visible = 0;
|
||||
@@ -1986,6 +2011,8 @@ struct Renderer::Impl {
|
||||
ShadowBudget shadow_budget;
|
||||
shadow_budget.sun_atlas_size = sun_shadow_size;
|
||||
shadow_budget.sun_atlas_available = sun_shadow_size != 0;
|
||||
shadow_budget.local_atlas_size = local_shadow_size;
|
||||
shadow_budget.local_atlas_available = local_shadow_size != 0;
|
||||
const auto shadow_plan = build_shadow_plan(snapshot, shadow_casters, shadow_budget);
|
||||
const bool sun_raster = sun_shadow_size &&
|
||||
std::any_of(shadow_plan.sun_views.begin(), shadow_plan.sun_views.end(),
|
||||
@@ -2000,6 +2027,39 @@ struct Renderer::Impl {
|
||||
if (view.valid)
|
||||
statistics.sun_shadow_caster_draws +=
|
||||
static_cast<std::uint32_t>(view.caster_indices.size());
|
||||
const bool local_raster = local_shadow_size &&
|
||||
std::any_of(shadow_plan.local_views.begin(), shadow_plan.local_views.end(),
|
||||
[](const ShadowView& view) {
|
||||
return view.valid && !view.caster_indices.empty();
|
||||
});
|
||||
statistics.requested_local_shadow_faces = shadow_plan.local_faces_requested;
|
||||
statistics.local_shadow_tiles = shadow_plan.local_faces_used;
|
||||
statistics.local_shadow_faces = local_raster ? shadow_plan.local_faces_used : 0;
|
||||
statistics.dropped_shadow_faces = shadow_plan.dropped_local_faces;
|
||||
statistics.dropped_point_shadow_faces = shadow_plan.dropped_point_faces;
|
||||
for (const auto& assignment : shadow_plan.local_assignments) {
|
||||
if (assignment.valid || assignment.reason == ShadowDropReason::None)
|
||||
continue;
|
||||
const auto& light = snapshot.local_lights[assignment.source_index];
|
||||
const auto faces = light.kind == LocalLight::Kind::Point ? 6u : 1u;
|
||||
if (assignment.reason == ShadowDropReason::TileBudget)
|
||||
statistics.shadow_atlas_full_drops += faces;
|
||||
else if (assignment.reason == ShadowDropReason::CasterBudget)
|
||||
statistics.shadow_caster_budget_drops += faces;
|
||||
else if (assignment.reason == ShadowDropReason::Unavailable)
|
||||
statistics.shadow_unavailable_drops += faces;
|
||||
}
|
||||
for (const auto& view : shadow_plan.sun_views) {
|
||||
if (view.reason == ShadowDropReason::CasterBudget)
|
||||
++statistics.shadow_caster_budget_drops;
|
||||
else if (view.reason == ShadowDropReason::Unavailable)
|
||||
++statistics.shadow_unavailable_drops;
|
||||
}
|
||||
statistics.shadow_caster_draws = statistics.sun_shadow_caster_draws;
|
||||
if (local_raster)
|
||||
for (const auto& view : shadow_plan.local_views)
|
||||
statistics.shadow_caster_draws +=
|
||||
static_cast<std::uint32_t>(view.caster_indices.size());
|
||||
std::vector<GpuVertex> data;
|
||||
std::vector<Batch> scene_batches, transparent_batches, sprite_batches, ui_batches;
|
||||
for (const auto& selected : selected_draws) {
|
||||
@@ -2110,10 +2170,14 @@ struct Renderer::Impl {
|
||||
triangles.clip_rect});
|
||||
}
|
||||
std::vector<Batch> shadow_batch_by_source(snapshot.draws.size());
|
||||
if (sun_raster) {
|
||||
if (sun_raster || local_raster) {
|
||||
std::vector<std::uint8_t> required(snapshot.draws.size());
|
||||
for (const auto& view : shadow_plan.sun_views)
|
||||
if (view.valid)
|
||||
if (sun_raster && view.valid)
|
||||
for (const auto source : view.caster_indices)
|
||||
required.at(source) = 1;
|
||||
for (const auto& view : shadow_plan.local_views)
|
||||
if (local_raster && view.valid)
|
||||
for (const auto source : view.caster_indices)
|
||||
required.at(source) = 1;
|
||||
for (std::size_t source = 0; source < required.size(); ++source) {
|
||||
@@ -2234,6 +2298,19 @@ struct Renderer::Impl {
|
||||
if (i < lighting.cascade_splits.size())
|
||||
lighting.cascade_splits[i] = view.split_far;
|
||||
}
|
||||
for (const auto& view : shadow_plan.local_views) {
|
||||
ShadowViewGpu gpu{};
|
||||
gpu.view_projection = view.view_projection;
|
||||
gpu.tile_scale_offset = view.atlas_scale_offset;
|
||||
gpu.guarded_clamp = view.guarded_clamp;
|
||||
gpu.bias_flags = {.0008f, .003f,
|
||||
local_shadow_size ? 1.f / float(local_shadow_size) : 0.f,
|
||||
local_raster && view.valid ? 1.f : 0.f};
|
||||
gpu_shadow_views.push_back(gpu);
|
||||
}
|
||||
std::vector<const LocalShadowAssignment*> assignments(snapshot.local_lights.size());
|
||||
for (const auto& assignment : shadow_plan.local_assignments)
|
||||
assignments.at(assignment.source_index) = &assignment;
|
||||
statistics.omitted_local_lights = shadow_plan.omitted_local_lights;
|
||||
std::vector<LocalLightGpu> gpu_lights;
|
||||
gpu_lights.reserve(shadow_plan.submitted_local_indices.size());
|
||||
@@ -2260,6 +2337,12 @@ struct Renderer::Impl {
|
||||
local.intensity};
|
||||
gpu.cone_type_shadow_view = {spot ? std::cos(local.inner_angle) : 1.f,
|
||||
spot ? 1.f : 0.f, -1, 0};
|
||||
const auto* assignment = assignments.at(source);
|
||||
if (local_raster && assignment && assignment->valid) {
|
||||
gpu.cone_type_shadow_view[2] = float(
|
||||
shadow_plan.sun_views.size() + assignment->first_view);
|
||||
gpu.cone_type_shadow_view[3] = float(assignment->face_count);
|
||||
}
|
||||
gpu_lights.push_back(gpu);
|
||||
}
|
||||
lighting.counts[0] = static_cast<std::uint32_t>(gpu_lights.size());
|
||||
@@ -2440,26 +2523,26 @@ struct Renderer::Impl {
|
||||
}
|
||||
});
|
||||
};
|
||||
if (sun_raster)
|
||||
add_pass("SunShadowAtlas", {}, {"shadow"}, [&] {
|
||||
transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL,
|
||||
auto raster_shadow_atlas = [&](Image& atlas, std::uint32_t atlas_size,
|
||||
const std::vector<ShadowView>& views) {
|
||||
transition(command, atlas, VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
VkRenderingAttachmentInfo attachment{};
|
||||
attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
||||
attachment.imageView = shadow.view;
|
||||
attachment.imageView = atlas.view;
|
||||
attachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
|
||||
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachment.clearValue.depthStencil = {1, 0};
|
||||
VkRenderingInfo rendering{};
|
||||
rendering.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
||||
rendering.renderArea = {{0, 0}, {sun_shadow_size, sun_shadow_size}};
|
||||
rendering.renderArea = {{0, 0}, {atlas_size, atlas_size}};
|
||||
rendering.layerCount = 1;
|
||||
rendering.pDepthAttachment = &attachment;
|
||||
vkCmdBeginRendering(command, &rendering);
|
||||
vkCmdBindPipeline(command, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
shadow_pipeline);
|
||||
for (const auto& view : shadow_plan.sun_views) {
|
||||
for (const auto& view : views) {
|
||||
if (!view.valid || view.caster_indices.empty())
|
||||
continue;
|
||||
const auto guard = (view.tile_size - view.usable_size) / 2;
|
||||
@@ -2487,8 +2570,12 @@ struct Renderer::Impl {
|
||||
}
|
||||
}
|
||||
vkCmdEndRendering(command);
|
||||
transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
|
||||
transition(command, atlas, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
};
|
||||
if (sun_raster)
|
||||
add_pass("SunShadowAtlas", {}, {"shadow"}, [&] {
|
||||
raster_shadow_atlas(shadow, sun_shadow_size, shadow_plan.sun_views);
|
||||
});
|
||||
else
|
||||
add_pass("ShadowFallback", {}, {"shadow"}, [&] {
|
||||
@@ -2497,6 +2584,18 @@ struct Renderer::Impl {
|
||||
transition(command, shadow, VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
});
|
||||
if (local_raster)
|
||||
add_pass("LocalShadowAtlas", {}, {"local_shadow"}, [&] {
|
||||
raster_shadow_atlas(local_shadow, local_shadow_size,
|
||||
shadow_plan.local_views);
|
||||
});
|
||||
else
|
||||
add_pass("LocalShadowFallback", {}, {"local_shadow"}, [&] {
|
||||
if (local_shadow.handle)
|
||||
transition(command, local_shadow,
|
||||
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
});
|
||||
if (gpu_active)
|
||||
add_pass("MainCull", {"shadow"},
|
||||
{"main_indirect", "main_visible", "deferred_ids"}, [&] {
|
||||
@@ -2556,8 +2655,9 @@ struct Renderer::Impl {
|
||||
}
|
||||
});
|
||||
add_pass(occlusion ? "MainRaster" : "ForwardAndUI",
|
||||
gpu_active ? std::vector<std::string>{"shadow", "main_indirect", "main_visible"}
|
||||
: std::vector<std::string>{"shadow"},
|
||||
gpu_active ? std::vector<std::string>{"shadow", "local_shadow",
|
||||
"main_indirect", "main_visible"}
|
||||
: std::vector<std::string>{"shadow", "local_shadow"},
|
||||
{"color", "depth"}, [&] {
|
||||
transition(command, color, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
@@ -2824,6 +2924,7 @@ struct Renderer::Impl {
|
||||
const auto& label = timestamp_labels[i];
|
||||
if (label == "MainCull") statistics.gpu_main_cull_ms = elapsed;
|
||||
else if (label == "SunShadowAtlas") statistics.gpu_sun_shadow_ms = elapsed;
|
||||
else if (label == "LocalShadowAtlas") statistics.gpu_local_shadow_ms = elapsed;
|
||||
else if (label == "MainRaster" || label == "ForwardAndUI")
|
||||
statistics.gpu_main_raster_ms = elapsed;
|
||||
else if (label == "BuildCurrentHZB") statistics.gpu_hzb_ms = elapsed;
|
||||
@@ -2897,6 +2998,7 @@ struct Renderer::Impl {
|
||||
statistics.gpu_allocated_bytes = vertices.allocation_size + readback.allocation_size +
|
||||
color.allocation_size + depth.allocation_size +
|
||||
shadow.allocation_size +
|
||||
local_shadow.allocation_size +
|
||||
lighting_header.allocation_size +
|
||||
lighting_locals.allocation_size +
|
||||
lighting_views.allocation_size;
|
||||
|
||||
@@ -29,6 +29,21 @@ with tempfile.TemporaryDirectory(prefix="faset-player-diagnostics-") as temporar
|
||||
report = json.loads(profile.read_text(encoding="utf-8"))
|
||||
assert report["completed_frames"] == 1 and len(report["samples"]) == 1, report
|
||||
assert report["samples"][0]["tick"] == 1, report["samples"]
|
||||
lighting = report["samples"][0]
|
||||
assert lighting["effective_lighting_path"] == "forward", lighting
|
||||
for field in ["submitted_local_lights", "omitted_local_lights",
|
||||
"requested_sun_cascades", "effective_sun_cascades",
|
||||
"requested_local_shadow_faces", "local_shadow_faces",
|
||||
"local_shadow_tiles", "dropped_shadow_faces",
|
||||
"dropped_point_shadow_faces", "shadow_atlas_full_drops",
|
||||
"shadow_caster_budget_drops", "shadow_unavailable_drops",
|
||||
"shadow_caster_draws", "sun_shadow_atlas_bytes",
|
||||
"local_shadow_atlas_bytes", "gpu_main_raster_ms",
|
||||
"gpu_sun_shadow_ms", "gpu_local_shadow_ms"]:
|
||||
assert field in lighting, (field, lighting)
|
||||
assert lighting["submitted_local_lights"] == 0 and \
|
||||
lighting["effective_sun_cascades"] == 0 and \
|
||||
lighting["local_shadow_faces"] == 0, lighting
|
||||
|
||||
# The same linked v2 schema must validate without registering or invoking behavior.
|
||||
validated = subprocess.run([sys.argv[1], "--scene", str(scene), "--validate"],
|
||||
|
||||
@@ -145,13 +145,159 @@ void sun() {
|
||||
two_d.stats.gpu_sun_shadow_ms == 0,
|
||||
"Sprite-only rendering spends no sun shadow GPU work");
|
||||
}
|
||||
Snapshot local_scene(LocalLight::Kind kind, bool caster_shadow) {
|
||||
Snapshot result;
|
||||
result.view_id = "p3-local-shadow";
|
||||
result.eye = {0, 5, 8};
|
||||
const auto view = look_at(result.eye, {0, -1, 0});
|
||||
const auto projection = orthographic(-3, 3, -2.25f, 2.25f, .1f, 50);
|
||||
result.projection = projection;
|
||||
result.view_projection = multiply(projection, view);
|
||||
result.camera_frustum = CameraFrustum{view, projection, .1f, 50, false};
|
||||
result.authored_lights_present = true;
|
||||
DrawItem floor;
|
||||
floor.mesh = cube_mesh();
|
||||
floor.model = transform({0, -1, 0}, {}, {8, .1f, 8});
|
||||
floor.color = {.8f, .8f, .8f, 1};
|
||||
floor.instance_key = "floor";
|
||||
result.draws.push_back(floor);
|
||||
DrawItem caster;
|
||||
caster.mesh = cube_mesh();
|
||||
caster.model = transform({0, .7f, 0}, {}, {.8f, .8f, .8f});
|
||||
caster.color = {.4f, .4f, .4f, 1};
|
||||
caster.cast_shadow = caster_shadow;
|
||||
caster.instance_key = "caster";
|
||||
result.draws.push_back(caster);
|
||||
LocalLight light;
|
||||
light.kind = kind;
|
||||
light.stable_id = "local";
|
||||
light.position = {0, 3, 0};
|
||||
light.direction = {0, -1, 0};
|
||||
light.color = {1, .85f, .65f, 1};
|
||||
light.intensity = 80;
|
||||
light.range = 8;
|
||||
light.inner_angle = .3f;
|
||||
light.outer_angle = .7f;
|
||||
result.local_lights.push_back(light);
|
||||
return result;
|
||||
}
|
||||
std::size_t darker_pixels(const Frame& shadowed, const Frame& unshadowed) {
|
||||
std::size_t count{};
|
||||
for (std::size_t i = 0; i < shadowed.pixels.size(); i += 4)
|
||||
count += int(unshadowed.pixels[i]) > int(shadowed.pixels[i]) + 12;
|
||||
return count;
|
||||
}
|
||||
Snapshot point_face_scene(Vec3 axis, bool caster_shadow) {
|
||||
Snapshot result;
|
||||
result.view_id = "point-six-faces";
|
||||
const Vec3 lateral = std::abs(axis[1]) > .9f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
result.eye = {-axis[0] * .4f + lateral[0] * 2,
|
||||
-axis[1] * .4f + lateral[1] * 2,
|
||||
-axis[2] * .4f + lateral[2] * 2};
|
||||
const Vec3 target{axis[0] * 3, axis[1] * 3, axis[2] * 3};
|
||||
const auto view = look_at(result.eye, target);
|
||||
const auto projection = orthographic(-2, 2, -2, 2, .1f, 20);
|
||||
result.projection = projection;
|
||||
result.view_projection = multiply(projection, view);
|
||||
result.camera_frustum = CameraFrustum{view, projection, .1f, 20, false};
|
||||
result.authored_lights_present = true;
|
||||
DrawItem receiver;
|
||||
receiver.mesh = cube_mesh();
|
||||
receiver.model = transform(target, {}, {1.5f, 1.5f, 1.5f});
|
||||
receiver.color = {.8f, .8f, .8f, 1};
|
||||
receiver.instance_key = "point-receiver";
|
||||
result.draws.push_back(receiver);
|
||||
DrawItem caster;
|
||||
caster.mesh = cube_mesh();
|
||||
caster.model = transform({axis[0] * 1.5f, axis[1] * 1.5f, axis[2] * 1.5f},
|
||||
{}, {.5f, .5f, .5f});
|
||||
caster.cast_shadow = caster_shadow;
|
||||
caster.instance_key = "point-caster";
|
||||
result.draws.push_back(caster);
|
||||
LocalLight light;
|
||||
light.stable_id = "point-face";
|
||||
light.position = {0, 0, 0};
|
||||
light.range = 8;
|
||||
light.intensity = 90;
|
||||
result.local_lights.push_back(light);
|
||||
return result;
|
||||
}
|
||||
void local() {
|
||||
auto direct = make_renderer(VisibilityMode::Direct);
|
||||
auto gpu = make_renderer(VisibilityMode::GpuFrustum);
|
||||
auto occlusion = make_renderer(VisibilityMode::GpuOcclusion);
|
||||
for (auto kind : {LocalLight::Kind::Point, LocalLight::Kind::Spot}) {
|
||||
const auto scene_with_shadow = local_scene(kind, true);
|
||||
const auto shadowed = capture(direct, scene_with_shadow);
|
||||
const auto gpu_shadowed = capture(gpu, scene_with_shadow);
|
||||
const auto occlusion_shadowed = capture(occlusion, scene_with_shadow);
|
||||
const auto unshadowed = capture(direct, local_scene(kind, false));
|
||||
const auto faces = kind == LocalLight::Kind::Point ? 6u : 1u;
|
||||
require(shadowed.stats.local_shadow_faces == faces &&
|
||||
shadowed.stats.requested_local_shadow_faces == faces &&
|
||||
shadowed.stats.shadow_caster_draws <= 4096 &&
|
||||
shadowed.stats.local_shadow_atlas_bytes > 0 &&
|
||||
shadowed.stats.gpu_local_shadow_ms > 0,
|
||||
"Point/spot views render within atlas and caster budgets");
|
||||
require(darker_pixels(shadowed, unshadowed) > 20,
|
||||
"Caster darkens point/spot-lit receiver (count=" +
|
||||
std::to_string(darker_pixels(shadowed, unshadowed)) + ")");
|
||||
require(shadowed.stats.validation_errors == 0 &&
|
||||
gpu_shadowed.stats.validation_errors == 0 &&
|
||||
occlusion_shadowed.stats.validation_errors == 0,
|
||||
"Local shadow rendering passes Vulkan validation");
|
||||
compare_frames(shadowed, gpu_shadowed);
|
||||
compare_frames(shadowed, occlusion_shadowed);
|
||||
}
|
||||
for (const Vec3 axis : {Vec3{1, 0, 0}, Vec3{-1, 0, 0}, Vec3{0, 1, 0},
|
||||
Vec3{0, -1, 0}, Vec3{0, 0, 1}, Vec3{0, 0, -1},
|
||||
Vec3{.7071068f, .7071068f, 0}}) {
|
||||
const auto shadowed = capture(direct, point_face_scene(axis, true));
|
||||
const auto unshadowed = capture(direct, point_face_scene(axis, false));
|
||||
require(shadowed.stats.local_shadow_faces == 6 &&
|
||||
darker_pixels(shadowed, unshadowed) > 5,
|
||||
"A point light shadows each face direction and the adjacent-face seam");
|
||||
}
|
||||
auto crowded = local_scene(LocalLight::Kind::Point, true);
|
||||
const auto point = crowded.local_lights.front();
|
||||
crowded.local_lights.clear();
|
||||
for (int i = 0; i < 15; ++i) {
|
||||
LocalLight filler;
|
||||
filler.kind = LocalLight::Kind::Spot;
|
||||
filler.stable_id = "filler-" + std::to_string(i);
|
||||
filler.position = {100, 100, 100};
|
||||
filler.direction = {0, -1, 0};
|
||||
filler.range = 8;
|
||||
filler.intensity = 1;
|
||||
filler.shadow_priority = 10;
|
||||
crowded.local_lights.push_back(filler);
|
||||
}
|
||||
const auto without_point = capture(direct, crowded);
|
||||
crowded.local_lights.push_back(point);
|
||||
const auto overflow = capture(direct, crowded);
|
||||
require(overflow.stats.requested_local_shadow_faces == 21 &&
|
||||
overflow.stats.dropped_point_shadow_faces == 6 &&
|
||||
overflow.stats.shadow_atlas_full_drops == 6 &&
|
||||
overflow.stats.local_shadow_tiles <= 16,
|
||||
"Fifteen occupied tiles drop the complete six-face point shadow");
|
||||
std::size_t brightened{};
|
||||
for (std::size_t i = 0; i < overflow.pixels.size(); i += 4)
|
||||
brightened += int(overflow.pixels[i]) > int(without_point.pixels[i]) + 12;
|
||||
require(brightened > 20,
|
||||
"Point light with dropped atlas faces still illuminates unshadowed");
|
||||
}
|
||||
} // namespace
|
||||
int main(int argc, char** argv) {
|
||||
try {
|
||||
if (argc != 2 || std::string(argv[1]) != "--sun")
|
||||
throw std::invalid_argument("Expected --sun");
|
||||
sun();
|
||||
std::cout << "Sun cascade atlas and Direct/GPU lighting parity passed\n";
|
||||
if (argc != 2)
|
||||
throw std::invalid_argument("Expected --sun or --local");
|
||||
if (std::string(argv[1]) == "--sun")
|
||||
sun();
|
||||
else if (std::string(argv[1]) == "--local")
|
||||
local();
|
||||
else
|
||||
throw std::invalid_argument("Expected --sun or --local");
|
||||
std::cout << "Shadow atlas and Direct/GPU lighting parity passed\n";
|
||||
} catch (const std::exception& error) {
|
||||
std::cerr << error.what() << '\n';
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user