Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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5e26c2315e | ||
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e074713fed | ||
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d871db1ded | ||
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f490254ab3 |
+2
-33
@@ -48,7 +48,6 @@ struct ProfileSample {
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bool physicsDebug{};
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bool gpuVisibilityActive{};
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faset::render::VisibilityMode effectiveVisibilityMode{faset::render::VisibilityMode::Direct};
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faset::render::FrameStats lighting;
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};
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Json distribution(std::vector<double> values) {
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if (values.empty())
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@@ -97,35 +96,7 @@ Json profileFrames(const std::vector<ProfileSample>& samples) {
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{"physics_debug", sample.physicsDebug},
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{"gpu_visibility_active", sample.gpuVisibilityActive},
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{"effective_visibility_mode",
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visibility_mode_name(sample.effectiveVisibilityMode)},
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{"effective_lighting_path", sample.lighting.effective_lighting_path},
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{"submitted_local_lights", sample.lighting.submitted_local_lights},
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{"omitted_local_lights", sample.lighting.omitted_local_lights},
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{"requested_sun_cascades", sample.lighting.requested_sun_cascades},
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{"effective_sun_cascades", sample.lighting.effective_sun_cascades},
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{"requested_local_shadow_faces",
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sample.lighting.requested_local_shadow_faces},
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{"local_shadow_faces", sample.lighting.local_shadow_faces},
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{"local_shadow_tiles", sample.lighting.local_shadow_tiles},
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{"dropped_shadow_faces", sample.lighting.dropped_shadow_faces},
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{"dropped_point_shadow_faces",
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sample.lighting.dropped_point_shadow_faces},
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{"shadow_atlas_full_drops", sample.lighting.shadow_atlas_full_drops},
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{"shadow_caster_budget_drops",
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sample.lighting.shadow_caster_budget_drops},
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{"shadow_unavailable_drops",
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sample.lighting.shadow_unavailable_drops},
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{"shadow_caster_draws", sample.lighting.shadow_caster_draws},
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{"sun_shadow_atlas_bytes",
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sample.lighting.sun_shadow_atlas_bytes},
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{"local_shadow_atlas_bytes",
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sample.lighting.local_shadow_atlas_bytes},
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{"gpu_main_raster_ms",
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gpuMeasured ? Json(sample.lighting.gpu_main_raster_ms) : Json(nullptr)},
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{"gpu_sun_shadow_ms",
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gpuMeasured ? Json(sample.lighting.gpu_sun_shadow_ms) : Json(nullptr)},
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{"gpu_local_shadow_ms",
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gpuMeasured ? Json(sample.lighting.gpu_local_shadow_ms) : Json(nullptr)}});
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visibility_mode_name(sample.effectiveVisibilityMode)}});
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}
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return {{"samples", std::move(frames)},
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{"summary_ms",
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@@ -616,8 +587,7 @@ int player_main(int argc, char** argv) {
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milliseconds(renderStarted, frameFinished), measured.cpu_ms, measured.gpu_ms,
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measured.readback_cpu_ms, runtimeStats, measured.draw_calls, measured.vertices,
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measured.gpu_allocated_bytes, measured.texture_count, debugPhysics,
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measured.gpu_visibility_active, measured.effective_visibility_mode,
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measured});
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measured.gpu_visibility_active, measured.effective_visibility_mode});
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}
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++frames;
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}
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@@ -649,7 +619,6 @@ int player_main(int argc, char** argv) {
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{"visibility_mode", visibilityName},
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{"effective_visibility_mode",
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visibility_mode_name(stats.effective_visibility_mode)},
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{"effective_lighting_path", stats.effective_lighting_path},
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{"simulation_mode", "synthetic_fixed_timestep"},
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{"fixed_delta_seconds", config.fixedDelta},
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{"percentile_method", "nearest_rank_all_completed_frames_no_warmup_exclusion"},
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@@ -47,12 +47,6 @@ target_link_libraries(faset_render PRIVATE Vulkan::Vulkan SDL3::SDL3 faset_core)
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target_compile_definitions(faset_render PRIVATE FASET_SHADER_DIRECTORY="${FASET_SHADER_DIRECTORY}")
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add_dependencies(faset_render faset_shaders)
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if(BUILD_TESTING)
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add_executable(faset_render_lighting_gpu_tests "${PROJECT_SOURCE_DIR}/tests/render_lighting_gpu_tests.cpp")
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target_link_libraries(faset_render_lighting_gpu_tests PRIVATE faset_render)
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add_test(NAME render_lighting_sun COMMAND faset_render_lighting_gpu_tests --sun)
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set_tests_properties(render_lighting_sun PROPERTIES LABELS "gpu;p3")
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add_test(NAME render_lighting_local COMMAND faset_render_lighting_gpu_tests --local)
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set_tests_properties(render_lighting_local PROPERTIES LABELS "gpu;p3")
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add_executable(faset_render_lighting_policy_tests "${PROJECT_SOURCE_DIR}/tests/render_lighting_policy_tests.cpp")
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target_link_libraries(faset_render_lighting_policy_tests PRIVATE faset_render)
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add_test(NAME render_lighting_policy COMMAND faset_render_lighting_policy_tests)
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@@ -172,11 +172,9 @@ void benchmark(const Options& options) {
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csv << "light_count,shadows,visibility,effective_visibility,lighting_path,"
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"build_configuration,run_index,frame,"
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"device,driver,commit,width,height,validation_enabled,validation_errors,"
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"submitted_local_lights,omitted_local_lights,"
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"requested_local_shadow_faces,rendered_local_shadow_faces,dropped_shadow_faces,"
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"shadow_atlas_full_drops,shadow_tiles,draw_calls,gpu_bytes,"
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"submitted_local_lights,omitted_local_lights,shadow_tiles,draw_calls,gpu_bytes,"
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"gpu_main_raster_ms,gpu_post_raster_ms,gpu_post_visible,visibility_counters_valid,"
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"gpu_sun_shadow_ms,gpu_local_shadow_ms,gpu_shadow_ms,gpu_ms,cpu_ms,readback_cpu_ms\n";
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"gpu_shadow_ms,gpu_ms,cpu_ms,readback_cpu_ms\n";
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csv << std::fixed << std::setprecision(6);
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for (unsigned frame = 0; frame < options.frames; ++frame) {
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renderer.render(scene);
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@@ -191,7 +189,7 @@ void benchmark(const Options& options) {
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throw std::runtime_error("GPU raster or frame timestamp was unavailable");
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csv << options.lights << ',' << (options.shadows ? "on" : "off") << ','
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<< mode_name(options.visibility) << ',' << mode_name(stats.effective_visibility_mode)
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<< ',' << stats.effective_lighting_path << ',' << FASET_BENCHMARK_CONFIGURATION << ','
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<< ",forward," << FASET_BENCHMARK_CONFIGURATION << ','
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<< options.run_index << ',' << frame << ',';
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csv_text(csv, stats.device);
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csv << ',';
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@@ -200,15 +198,11 @@ void benchmark(const Options& options) {
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csv_text(csv, options.commit);
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csv << ',' << options.width << ',' << options.height << ','
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<< (stats.validation_enabled ? 1 : 0) << ',' << stats.validation_errors << ','
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<< stats.submitted_local_lights << ',' << stats.omitted_local_lights << ','
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<< stats.requested_local_shadow_faces << ',' << stats.local_shadow_faces << ','
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<< stats.dropped_shadow_faces << ',' << stats.shadow_atlas_full_drops << ','
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<< stats.local_shadow_tiles << ',' << stats.draw_calls << ','
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<< stats.gpu_allocated_bytes << ','
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<< stats.submitted_local_lights << ',' << stats.omitted_local_lights
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<< ",0," << stats.draw_calls << ',' << stats.gpu_allocated_bytes << ','
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<< stats.gpu_main_raster_ms << ',' << stats.gpu_post_raster_ms << ','
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<< stats.gpu_post_visible << ',' << (stats.visibility_counters_valid ? 1 : 0)
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<< ',' << stats.gpu_sun_shadow_ms << ',' << stats.gpu_local_shadow_ms << ','
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<< (stats.gpu_sun_shadow_ms + stats.gpu_local_shadow_ms) << ',' << stats.gpu_ms << ','
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<< ",0," << stats.gpu_ms << ','
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<< stats.cpu_ms << ',' << stats.readback_cpu_ms << '\n';
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}
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if (!csv)
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@@ -184,14 +184,6 @@ struct FrameStats {
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std::uint32_t texture_count{};
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std::uint32_t vertices{}, draw_calls{}, culled_meshes{}, validation_errors{};
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std::uint32_t submitted_local_lights{}, omitted_local_lights{};
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std::uint32_t requested_sun_cascades{}, effective_sun_cascades{};
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std::uint32_t sun_shadow_caster_draws{};
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std::uint64_t sun_shadow_atlas_bytes{};
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std::uint32_t requested_local_shadow_faces{}, local_shadow_faces{}, local_shadow_tiles{};
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std::uint32_t dropped_shadow_faces{}, dropped_point_shadow_faces{};
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std::uint32_t shadow_atlas_full_drops{}, shadow_caster_budget_drops{};
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std::uint32_t shadow_unavailable_drops{}, shadow_caster_draws{};
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std::uint64_t local_shadow_atlas_bytes{};
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bool gpu_visibility_active{}, hzb_valid{};
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// Requested and actual paths for the last frame; actual may be less capable.
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VisibilityMode requested_visibility_mode{VisibilityMode::Direct};
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@@ -203,8 +195,6 @@ struct FrameStats {
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double cpu_ms{}, gpu_ms{}, readback_cpu_ms{};
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double gpu_main_cull_ms{}, gpu_main_raster_ms{}, gpu_hzb_ms{};
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double gpu_post_cull_ms{}, gpu_post_raster_ms{};
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double gpu_sun_shadow_ms{}, gpu_local_shadow_ms{};
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std::string effective_lighting_path{"forward"};
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std::string device;
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};
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struct HzbDebugImage {
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+11
-81
@@ -27,7 +27,7 @@ struct FrameParameters {
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// Shared Direct/P2 graphics ABI. The legacy material set remains set 0;
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// GPU-only instance/visibility records occupy set 2.
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struct LightingHeader {
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uint4 counts; // local count, sun enabled, sun shadow enabled, sun view count
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uint4 counts; // local count, sun enabled, sun shadow enabled, view count
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float4 sunDirectionIntensity; // xyz world-space ray direction, w intensity
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float4 sunColor;
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float4 cameraForwardShadowDistance;
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@@ -58,54 +58,6 @@ VertexOutput vertexMain(VertexInput v) {
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}
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[shader("vertex")]
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float4 shadowMain(VertexInput v) : SV_Position { return mul(frame.lightViewProjection, float4(v.world,1)); }
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float sampleSunCascade(uint index, float3 world, float nl) {
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ShadowViewGpu record = shadowViews[index];
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if (record.biasFlags.w < 0.5) return 1.0;
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float4 clip = mul(record.viewProjection, float4(world,1));
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if (clip.w <= 0.0) return 1.0;
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float3 projected = clip.xyz / clip.w;
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float2 localUV = projected.xy * 0.5 + 0.5;
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if (any(localUV < 0.0) || any(localUV > 1.0) ||
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projected.z < 0.0 || projected.z > 1.0) return 1.0;
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float2 atlasUV = localUV * record.tileScaleOffset.xy + record.tileScaleOffset.zw;
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float bias = max(record.biasFlags.x, record.biasFlags.y * (1.0 - nl));
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float visible = 0.0;
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for (int y=-1; y<=1; ++y) for (int x=-1; x<=1; ++x) {
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float2 tap = clamp(atlasUV + float2(x,y) * record.biasFlags.z,
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record.guardedClamp.xy, record.guardedClamp.zw);
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float depth = shadowMap.SampleLevel(shadowSampler, tap, 0);
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visible += projected.z - bias <= depth ? 1.0 / 9.0 : 0.0;
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}
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return visible;
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}
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float sampleLocalFace(uint index, float3 world, float nl) {
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ShadowViewGpu record = shadowViews[index];
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if (record.biasFlags.w < 0.5) return 1.0;
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float4 clip = mul(record.viewProjection, float4(world,1));
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if (clip.w <= 0.0) return 1.0;
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float3 projected = clip.xyz / clip.w;
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float2 localUV = projected.xy * 0.5 + 0.5;
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if (any(localUV < 0.0) || any(localUV > 1.0) ||
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projected.z < 0.0 || projected.z > 1.0) return 1.0;
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float2 atlasUV = localUV * record.tileScaleOffset.xy + record.tileScaleOffset.zw;
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float bias = max(record.biasFlags.x, record.biasFlags.y * (1.0 - nl));
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float visible = 0.0;
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for (int y=-1; y<=1; ++y) for (int x=-1; x<=1; ++x) {
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float2 tap = clamp(atlasUV + float2(x,y) * record.biasFlags.z,
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record.guardedClamp.xy, record.guardedClamp.zw);
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float depth = localShadowAtlas.SampleLevel(shadowSampler, tap, 0);
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visible += projected.z - bias <= depth ? 1.0 / 9.0 : 0.0;
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}
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return visible;
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}
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uint pointShadowFace(float3 lightToFragment) {
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float3 magnitude = abs(lightToFragment);
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if (magnitude.x >= magnitude.y && magnitude.x >= magnitude.z)
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return lightToFragment.x >= 0.0 ? 0 : 1;
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if (magnitude.y >= magnitude.z)
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return lightToFragment.y >= 0.0 ? 2 : 3;
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return lightToFragment.z >= 0.0 ? 4 : 5;
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}
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float3 directBRDF(float3 base, float rough, float metal, float3 n, float3 view, float3 l) {
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const float pi = 3.14159265;
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float nl = max(dot(n,l),0.0);
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@@ -142,29 +94,15 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
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float3 l=normalize(-lighting.sunDirectionIntensity.xyz);
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float nl=max(dot(n,l),0.0);
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float visibility=1.0;
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if (lighting.counts.z != 0 && lighting.counts.w != 0 && nl > 0) {
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if (lighting.counts.w == 1) {
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visibility = sampleSunCascade(0, v.world, nl);
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} else {
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float cameraDepth = dot(v.world - frame.eye.xyz,
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lighting.cameraForwardShadowDistance.xyz);
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if (cameraDepth >= 0.0 &&
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cameraDepth <= lighting.cameraForwardShadowDistance.w) {
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uint cascade = 0;
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while (cascade + 1 < lighting.counts.w &&
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cameraDepth > lighting.cascadeSplits[cascade]) ++cascade;
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visibility = sampleSunCascade(cascade, v.world, nl);
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if (cascade + 1 < lighting.counts.w) {
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float previousSplit = cascade == 0 ? 0.0 :
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lighting.cascadeSplits[cascade-1];
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float blendWidth = max(0.2,
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0.1 * (lighting.cascadeSplits[cascade] - previousSplit));
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float blend = saturate((cameraDepth -
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(lighting.cascadeSplits[cascade] - blendWidth)) / blendWidth);
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if (blend > 0.0)
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visibility = lerp(visibility,
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sampleSunCascade(cascade+1, v.world, nl), blend);
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}
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if (lighting.counts.z != 0 && nl > 0) {
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float4 lightClip=mul(frame.lightViewProjection,float4(v.world,1));
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float3 projected=lightClip.xyz/lightClip.w;
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float2 uv=projected.xy*.5+.5;
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if(all(uv>=0.0)&&all(uv<=1.0)&&projected.z>=0.0&&projected.z<=1.0) {
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visibility=0.0;
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for(int y=-1;y<=1;++y) for(int x=-1;x<=1;++x) {
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float depth=shadowMap.SampleLevel(shadowSampler,uv+float2(x,y)/1024.0,0);
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visibility += projected.z-max(0.0008,0.003*(1.0-nl)) <= depth ? 1.0/9.0 : 0.0;
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}
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}
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}
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@@ -188,16 +126,8 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
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float cone=saturate((cosAngle-light.directionCosOuter.w)/denominator);
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attenuation *= cone*cone*(3.0-2.0*cone);
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}
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float visibility = 1.0;
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float nl = max(dot(n,l), 0.0);
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if (light.coneTypeShadowView.w > 0.5 && nl > 0.0 && attenuation > 0.0) {
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uint face = light.coneTypeShadowView.w > 1.5 ?
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pointShadowFace(v.world - light.positionRange.xyz) : 0;
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uint viewIndex = uint(light.coneTypeShadowView.z + 0.5) + face;
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visibility = sampleLocalFace(viewIndex, v.world, nl);
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}
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linear += directBRDF(base.rgb, rough, metal, n, view, l) *
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light.colorIntensity.rgb * (light.colorIntensity.w * attenuation * visibility);
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light.colorIntensity.rgb * (light.colorIntensity.w * attenuation);
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}
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linear=linear/(1.0+linear);
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return float4(pow(max(linear,0),float3(1.0/2.2)),base.a);
|
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@@ -381,27 +381,6 @@ void DebugOverlay::append(render::Snapshot& output, render::Renderer& renderer,
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ImGui::Text("Prepared LOD: %u / %u / %u / %u+", stats.lod_counts[0],
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stats.lod_counts[1], stats.lod_counts[2], stats.lod_counts[3]);
|
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ImGui::Separator();
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ImGui::TextUnformatted("Lighting and shadows");
|
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ImGui::Text("Lighting path: %s", stats.effective_lighting_path.c_str());
|
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ImGui::Text("Local lights: %u submitted, %u omitted",
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stats.submitted_local_lights, stats.omitted_local_lights);
|
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ImGui::Text("Sun cascades: %u / %u effective",
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stats.requested_sun_cascades, stats.effective_sun_cascades);
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ImGui::Text("Local faces: %u requested, %u rasterized (%u tiles)",
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stats.requested_local_shadow_faces, stats.local_shadow_faces,
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stats.local_shadow_tiles);
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ImGui::Text("Dropped faces: %u (point %u, atlas %u, draw budget %u, unavailable %u)",
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stats.dropped_shadow_faces, stats.dropped_point_shadow_faces,
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stats.shadow_atlas_full_drops, stats.shadow_caster_budget_drops,
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stats.shadow_unavailable_drops);
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ImGui::Text("Shadow caster draws: %u / 4096", stats.shadow_caster_draws);
|
||||
ImGui::Text("Atlas memory: sun %.1f MiB, local %.1f MiB",
|
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double(stats.sun_shadow_atlas_bytes) / 1048576.0,
|
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double(stats.local_shadow_atlas_bytes) / 1048576.0);
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if (stats.gpu_ms > 0)
|
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ImGui::Text("Shadow GPU: sun %.2f ms, local %.2f ms",
|
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stats.gpu_sun_shadow_ms, stats.gpu_local_shadow_ms);
|
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ImGui::Separator();
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ImGui::Text("Vulkan allocations: %.2f MiB",
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double(stats.gpu_allocated_bytes) / 1048576.0);
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||||
ImGui::Text("Validation: %s Errors: %u",
|
||||
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||||
@@ -240,10 +240,8 @@ ShadowView local_view(const LocalLight& light, std::uint32_t face,
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const auto up = light.kind == LocalLight::Kind::Point ? ups.at(face)
|
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: 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 + .04f : light.outer_angle * 2;
|
||||
? std::numbers::pi_v<float> / 2 : light.outer_angle * 2;
|
||||
result.view_projection = multiply(
|
||||
perspective(fov, 1, near_plane, light.range),
|
||||
look_at(light.position, add(light.position, direction), up));
|
||||
|
||||
+61
-275
@@ -201,7 +201,7 @@ struct SceneResources {
|
||||
std::array<float, 4> previous_viewport{};
|
||||
std::string previous_view_id;
|
||||
};
|
||||
constexpr std::uint32_t timestamp_capacity = 24;
|
||||
constexpr std::uint32_t shadow_size = 1024;
|
||||
} // namespace
|
||||
struct Renderer::Impl {
|
||||
RendererConfig config;
|
||||
@@ -231,8 +231,7 @@ struct Renderer::Impl {
|
||||
VkExtent2D swap_extent{};
|
||||
std::vector<VkImage> swap_images;
|
||||
std::vector<VkImageLayout> swap_layouts;
|
||||
Image color, depth, shadow, local_shadow;
|
||||
std::uint32_t sun_shadow_size{}, local_shadow_size{};
|
||||
Image color, depth, shadow;
|
||||
Buffer vertices, readback;
|
||||
Buffer lighting_header, lighting_locals, lighting_views;
|
||||
SceneResources scene;
|
||||
@@ -364,7 +363,6 @@ struct Renderer::Impl {
|
||||
destroy(color);
|
||||
destroy(depth);
|
||||
destroy(shadow);
|
||||
destroy(local_shadow);
|
||||
if (device) {
|
||||
destroy_scene_interfaces();
|
||||
if (pipeline)
|
||||
@@ -771,39 +769,14 @@ struct Renderer::Impl {
|
||||
VkQueryPoolCreateInfo query{};
|
||||
query.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
|
||||
query.queryType = VK_QUERY_TYPE_TIMESTAMP;
|
||||
query.queryCount = timestamp_capacity;
|
||||
query.queryCount = 12;
|
||||
check(vkCreateQueryPool(device, &query, nullptr, ×tamp_pool),
|
||||
"Create GPU timestamp queries");
|
||||
}
|
||||
const auto shadow_usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT |
|
||||
VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
for (const auto size : {2048u, 1024u}) {
|
||||
if (size > max_image_dimension)
|
||||
continue;
|
||||
try {
|
||||
shadow = make_image(size, size, VK_FORMAT_D32_SFLOAT, shadow_usage,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
sun_shadow_size = size;
|
||||
break;
|
||||
} catch (const std::exception&) {
|
||||
// Optional atlas allocation may fail; try the bounded half-size profile.
|
||||
}
|
||||
}
|
||||
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.
|
||||
}
|
||||
}
|
||||
shadow =
|
||||
make_image(shadow_size, shadow_size, VK_FORMAT_D32_SFLOAT,
|
||||
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
make_targets();
|
||||
make_descriptors();
|
||||
make_pipelines();
|
||||
@@ -1639,8 +1612,7 @@ 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,
|
||||
local_shadow.handle ? local_shadow.view : shadow.view,
|
||||
const VkDescriptorImageInfo atlas{VK_NULL_HANDLE, shadow.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL};
|
||||
std::array<VkWriteDescriptorSet, 4> writes{};
|
||||
for (std::uint32_t i = 0; i < writes.size(); ++i) {
|
||||
@@ -1751,21 +1723,6 @@ struct Renderer::Impl {
|
||||
auto start = std::chrono::steady_clock::now();
|
||||
statistics.draw_calls = statistics.culled_meshes = statistics.gpu_label_count = 0;
|
||||
statistics.submitted_local_lights = statistics.omitted_local_lights = 0;
|
||||
statistics.requested_sun_cascades = statistics.effective_sun_cascades =
|
||||
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;
|
||||
@@ -2008,63 +1965,12 @@ struct Renderer::Impl {
|
||||
gpu_frame.textures.push_back(bin.texture);
|
||||
}
|
||||
gpu_frame.candidate_count = static_cast<std::uint32_t>(gpu_frame.candidates.size());
|
||||
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(),
|
||||
[](const ShadowView& view) {
|
||||
return view.valid && !view.caster_indices.empty();
|
||||
});
|
||||
statistics.requested_sun_cascades = shadow_plan.requested_sun_cascades;
|
||||
statistics.effective_sun_cascades = sun_raster
|
||||
? shadow_plan.effective_sun_cascades : 0;
|
||||
if (sun_raster)
|
||||
for (const auto& view : shadow_plan.sun_views)
|
||||
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;
|
||||
std::vector<Batch> scene_batches, transparent_batches, shadow_batches,
|
||||
sprite_batches, ui_batches;
|
||||
for (const auto& selected : selected_draws) {
|
||||
const auto& item = *selected.source;
|
||||
if (selected.gpu)
|
||||
if (selected.gpu && !item.cast_shadow)
|
||||
continue;
|
||||
auto first = data.size();
|
||||
const auto& mesh = *selected.mesh;
|
||||
@@ -2087,12 +1993,16 @@ struct Renderer::Impl {
|
||||
continue;
|
||||
Batch batch{static_cast<std::uint32_t>(first), count,
|
||||
item.texture ? item.texture.get() : white.get()};
|
||||
if (outside(data, first))
|
||||
++statistics.culled_meshes;
|
||||
else if (gpu_active && !selected.opaque)
|
||||
transparent_batches.push_back(batch);
|
||||
else
|
||||
scene_batches.push_back(batch);
|
||||
if (item.cast_shadow)
|
||||
shadow_batches.push_back(batch);
|
||||
if (!selected.gpu) {
|
||||
if (outside(data, first))
|
||||
++statistics.culled_meshes;
|
||||
else if (gpu_active && !selected.opaque)
|
||||
transparent_batches.push_back(batch);
|
||||
else
|
||||
scene_batches.push_back(batch);
|
||||
}
|
||||
}
|
||||
struct OrderedSprite {
|
||||
const Sprite* sprite;
|
||||
@@ -2169,45 +2079,6 @@ struct Renderer::Impl {
|
||||
triangles.texture ? triangles.texture.get() : white.get(),
|
||||
triangles.clip_rect});
|
||||
}
|
||||
std::vector<Batch> shadow_batch_by_source(snapshot.draws.size());
|
||||
if (sun_raster || local_raster) {
|
||||
std::vector<std::uint8_t> required(snapshot.draws.size());
|
||||
for (const auto& view : shadow_plan.sun_views)
|
||||
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) {
|
||||
if (!required[source])
|
||||
continue;
|
||||
const auto& item = snapshot.draws[source];
|
||||
if (!item.mesh)
|
||||
continue;
|
||||
const auto first = data.size();
|
||||
const auto& mesh = *item.mesh; // Source LOD 0, independent of camera/P2 LOD.
|
||||
auto emit = [&](std::uint32_t index) {
|
||||
if (index >= mesh.vertices.size())
|
||||
throw std::out_of_range("Shadow mesh index outside vertex range");
|
||||
data.push_back(gpu_vertex(mesh.vertices[index], item,
|
||||
snapshot.view_projection));
|
||||
};
|
||||
if (mesh.indices.empty())
|
||||
for (std::uint32_t i = 0; i < mesh.vertices.size(); ++i)
|
||||
emit(i);
|
||||
else
|
||||
for (const auto index : mesh.indices)
|
||||
emit(index);
|
||||
const auto count = data.size() - first;
|
||||
if (count % 3 || first > UINT32_MAX || count > UINT32_MAX)
|
||||
throw std::invalid_argument("Shadow mesh must fit complete triangles");
|
||||
shadow_batch_by_source[source] =
|
||||
{static_cast<std::uint32_t>(first), static_cast<std::uint32_t>(count),
|
||||
white.get()};
|
||||
}
|
||||
}
|
||||
statistics.vertices = static_cast<std::uint32_t>(data.size() + gpu_frame.vertices.size());
|
||||
auto byte_count = std::max<std::size_t>(sizeof(GpuVertex), data.size() * sizeof(GpuVertex));
|
||||
if (vertices.size < byte_count) {
|
||||
@@ -2269,7 +2140,7 @@ struct Renderer::Impl {
|
||||
v /= length;
|
||||
LightingHeaderGpu lighting{};
|
||||
lighting.counts[1] = sun ? 1u : 0u;
|
||||
lighting.counts[2] = sun_raster ? 1u : 0u;
|
||||
lighting.counts[2] = sun && sun->casts_shadow ? 1u : 0u;
|
||||
lighting.sun_direction_intensity = {direction[0], direction[1], direction[2],
|
||||
sun ? sun->intensity : 0};
|
||||
lighting.sun_color = sun ? sun->color : Color{0, 0, 0, 1};
|
||||
@@ -2282,35 +2153,7 @@ struct Renderer::Impl {
|
||||
const auto& view = snapshot.camera_frustum->view;
|
||||
lighting.camera_forward_shadow_distance = {-view[2], -view[6], -view[10], 80};
|
||||
}
|
||||
lighting.counts[3] = static_cast<std::uint32_t>(shadow_plan.sun_views.size());
|
||||
std::vector<ShadowViewGpu> gpu_shadow_views;
|
||||
gpu_shadow_views.reserve(std::max<std::size_t>(1, shadow_plan.sun_views.size()));
|
||||
for (std::size_t i = 0; i < shadow_plan.sun_views.size(); ++i) {
|
||||
const auto& view = shadow_plan.sun_views[i];
|
||||
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,
|
||||
sun_shadow_size ? 1.f / float(sun_shadow_size) : 0.f,
|
||||
sun_raster && view.valid ? 1.f : 0.f};
|
||||
gpu_shadow_views.push_back(gpu);
|
||||
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;
|
||||
const auto shadow_plan = build_shadow_plan(snapshot, shadow_casters);
|
||||
statistics.omitted_local_lights = shadow_plan.omitted_local_lights;
|
||||
std::vector<LocalLightGpu> gpu_lights;
|
||||
gpu_lights.reserve(shadow_plan.submitted_local_indices.size());
|
||||
@@ -2337,30 +2180,21 @@ 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());
|
||||
statistics.submitted_local_lights = lighting.counts[0];
|
||||
if (gpu_lights.empty())
|
||||
gpu_lights.push_back({}); // Descriptors always point at a full initialized record.
|
||||
if (gpu_shadow_views.empty())
|
||||
gpu_shadow_views.push_back({}); // Always bind an initialized record.
|
||||
const ShadowViewGpu empty_shadow_view{};
|
||||
upload_scene_buffer(lighting_header, &lighting, sizeof(lighting), 0);
|
||||
upload_scene_vector(lighting_locals, gpu_lights);
|
||||
upload_scene_vector(lighting_views, gpu_shadow_views);
|
||||
upload_scene_buffer(lighting_views, &empty_shadow_view, sizeof(empty_shadow_view), 0);
|
||||
update_lighting_descriptors();
|
||||
Vec3 light_eye{-direction[0] * 30, -direction[1] * 30, -direction[2] * 30};
|
||||
Vec3 light_up = std::abs(direction[1]) > .98f ? Vec3{0, 0, 1} : Vec3{0, 1, 0};
|
||||
Push push{sun_raster && !shadow_plan.sun_views.empty()
|
||||
? shadow_plan.sun_views.front().view_projection
|
||||
: multiply(orthographic(-20, 20, -20, 20, .1f, 80),
|
||||
look_at(light_eye, {0, 0, 0}, light_up)),
|
||||
Push push{multiply(orthographic(-20, 20, -20, 20, .1f, 80),
|
||||
look_at(light_eye, {0, 0, 0}, light_up)),
|
||||
{direction[0], direction[1], direction[2], 0},
|
||||
{snapshot.eye[0], snapshot.eye[1], snapshot.eye[2], 1}};
|
||||
std::optional<std::uint32_t> swap_index;
|
||||
@@ -2384,7 +2218,7 @@ struct Renderer::Impl {
|
||||
std::uint32_t timestamp_cursor = 0;
|
||||
std::vector<std::string> timestamp_labels;
|
||||
if (timestamp_pool) {
|
||||
vkCmdResetQueryPool(command, timestamp_pool, 0, timestamp_capacity);
|
||||
vkCmdResetQueryPool(command, timestamp_pool, 0, 12);
|
||||
vkCmdWriteTimestamp2(command, VK_PIPELINE_STAGE_2_TOP_OF_PIPE_BIT,
|
||||
timestamp_pool, timestamp_cursor++);
|
||||
}
|
||||
@@ -2515,7 +2349,7 @@ struct Renderer::Impl {
|
||||
}
|
||||
} end{*this};
|
||||
callback();
|
||||
if (timestamp_pool && timestamp_cursor < timestamp_capacity) {
|
||||
if (timestamp_pool && timestamp_cursor < 12) {
|
||||
vkCmdWriteTimestamp2(command,
|
||||
VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT,
|
||||
timestamp_pool, timestamp_cursor++);
|
||||
@@ -2523,79 +2357,35 @@ struct Renderer::Impl {
|
||||
}
|
||||
});
|
||||
};
|
||||
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 = 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}, {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 : views) {
|
||||
if (!view.valid || view.caster_indices.empty())
|
||||
continue;
|
||||
const auto guard = (view.tile_size - view.usable_size) / 2;
|
||||
const auto x = view.tile_origin_x + guard;
|
||||
const auto y = view.tile_origin_y + guard;
|
||||
const VkViewport viewport{float(x), float(y), float(view.usable_size),
|
||||
float(view.usable_size), 0, 1};
|
||||
const VkRect2D scissor{{static_cast<std::int32_t>(x),
|
||||
static_cast<std::int32_t>(y)},
|
||||
{view.usable_size, view.usable_size}};
|
||||
vkCmdSetViewport(command, 0, 1, &viewport);
|
||||
vkCmdSetScissor(command, 0, 1, &scissor);
|
||||
auto view_push = push;
|
||||
view_push.light_view_projection = view.view_projection;
|
||||
vkCmdPushConstants(command, pipeline_layout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT |
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
0, sizeof(view_push), &view_push);
|
||||
for (const auto source : view.caster_indices) {
|
||||
const auto& batch = shadow_batch_by_source.at(source);
|
||||
if (!batch.count)
|
||||
continue;
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
}
|
||||
vkCmdEndRendering(command);
|
||||
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"}, [&] {
|
||||
// A bound descriptor still needs a matching image layout, even when
|
||||
// every graphics shader branch treats its shadow as unshadowed.
|
||||
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);
|
||||
});
|
||||
add_pass("ShadowMap", {}, {"shadow"}, [&] {
|
||||
transition(command, shadow, 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.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}, {shadow_size, shadow_size}};
|
||||
rendering.layerCount = 1;
|
||||
rendering.pDepthAttachment = &attachment;
|
||||
vkCmdBeginRendering(command, &rendering);
|
||||
set_viewport(shadow_size, shadow_size);
|
||||
vkCmdBindPipeline(command, VK_PIPELINE_BIND_POINT_GRAPHICS, shadow_pipeline);
|
||||
vkCmdPushConstants(command, pipeline_layout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
|
||||
sizeof(push), &push);
|
||||
for (auto batch : shadow_batches) {
|
||||
vkCmdDraw(command, batch.count, 1, batch.first, 0);
|
||||
++statistics.draw_calls;
|
||||
}
|
||||
vkCmdEndRendering(command);
|
||||
transition(command, 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"}, [&] {
|
||||
@@ -2655,9 +2445,8 @@ struct Renderer::Impl {
|
||||
}
|
||||
});
|
||||
add_pass(occlusion ? "MainRaster" : "ForwardAndUI",
|
||||
gpu_active ? std::vector<std::string>{"shadow", "local_shadow",
|
||||
"main_indirect", "main_visible"}
|
||||
: std::vector<std::string>{"shadow", "local_shadow"},
|
||||
gpu_active ? std::vector<std::string>{"shadow", "main_indirect", "main_visible"}
|
||||
: std::vector<std::string>{"shadow"},
|
||||
{"color", "depth"}, [&] {
|
||||
transition(command, color, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
@@ -2903,7 +2692,7 @@ struct Renderer::Impl {
|
||||
graph.execute();
|
||||
submit(swap_index.has_value());
|
||||
if (timestamp_pool) {
|
||||
std::array<std::uint64_t, timestamp_capacity> stamps{};
|
||||
std::array<std::uint64_t, 12> stamps{};
|
||||
check(vkGetQueryPoolResults(device, timestamp_pool, 0, timestamp_cursor,
|
||||
timestamp_cursor * sizeof(std::uint64_t), stamps.data(),
|
||||
sizeof(std::uint64_t),
|
||||
@@ -2923,8 +2712,6 @@ struct Renderer::Impl {
|
||||
const auto elapsed = milliseconds(stamps[i], stamps[i + 1]);
|
||||
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;
|
||||
@@ -2998,7 +2785,6 @@ 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;
|
||||
|
||||
@@ -29,21 +29,6 @@ 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"],
|
||||
|
||||
@@ -1,305 +0,0 @@
|
||||
#include <faset/render/renderer.hpp>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <cstdint>
|
||||
#include <iostream>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
using namespace faset::render;
|
||||
namespace {
|
||||
void require(bool condition, const std::string& message) {
|
||||
if (!condition)
|
||||
throw std::runtime_error(message);
|
||||
}
|
||||
struct Frame {
|
||||
std::vector<std::uint8_t> pixels;
|
||||
FrameStats stats;
|
||||
};
|
||||
Frame capture(Renderer& renderer, const Snapshot& scene) {
|
||||
renderer.render(scene);
|
||||
return {renderer.pixels(), renderer.stats()};
|
||||
}
|
||||
Renderer make_renderer(VisibilityMode mode) {
|
||||
RendererConfig config;
|
||||
config.width = 320;
|
||||
config.height = 240;
|
||||
config.headless = true;
|
||||
config.validation = true;
|
||||
config.visibility_mode = mode;
|
||||
config.visibility_diagnostics = true;
|
||||
return Renderer(config);
|
||||
}
|
||||
void compare_frames(const Frame& direct, const Frame& gpu) {
|
||||
require(direct.pixels.size() == gpu.pixels.size(), "Lighting image dimensions match");
|
||||
std::uint64_t error{};
|
||||
std::size_t bad{};
|
||||
for (std::size_t i = 0; i < direct.pixels.size(); i += 4) {
|
||||
int worst{};
|
||||
for (int channel = 0; channel < 3; ++channel) {
|
||||
const int difference = std::abs(int(direct.pixels[i + channel]) -
|
||||
int(gpu.pixels[i + channel]));
|
||||
error += difference;
|
||||
worst = std::max(worst, difference);
|
||||
}
|
||||
bad += worst > 16;
|
||||
}
|
||||
const auto count = direct.pixels.size() / 4;
|
||||
require(bad <= std::max<std::size_t>(24, count / 200) &&
|
||||
double(error) / double(count * 3) <= 2.0,
|
||||
"Direct and GPU sun lighting images agree (bad=" + std::to_string(bad) +
|
||||
", mean=" + std::to_string(double(error) / double(count * 3)) + ")");
|
||||
}
|
||||
Snapshot scene(bool caster) {
|
||||
Snapshot result;
|
||||
result.view_id = "p3-offscreen-sun";
|
||||
result.eye = {0, 5, 8};
|
||||
const auto view = look_at(result.eye, {0, -1, 0});
|
||||
const auto projection = orthographic(-2.5f, 2.5f, -2, 2, .1f, 50);
|
||||
result.projection = projection;
|
||||
result.view_projection = multiply(projection, view);
|
||||
result.camera_frustum = CameraFrustum{view, projection, .1f, 50.f, false};
|
||||
DrawItem receiver;
|
||||
receiver.mesh = cube_mesh();
|
||||
receiver.model = transform({0, -1, 0}, {}, {8, .1f, 8});
|
||||
receiver.color = {.8f, .8f, .8f, 1};
|
||||
receiver.instance_key = "receiver";
|
||||
result.draws.push_back(receiver);
|
||||
if (caster) {
|
||||
DrawItem shadow_caster;
|
||||
shadow_caster.mesh = cube_mesh();
|
||||
shadow_caster.model = transform({3, 1, 0}, {}, {.8f, .8f, .8f});
|
||||
shadow_caster.color = {.2f, .2f, .8f, 1};
|
||||
shadow_caster.instance_key = "offscreen-caster";
|
||||
result.draws.push_back(shadow_caster);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
void sun() {
|
||||
auto direct = make_renderer(VisibilityMode::Direct);
|
||||
auto gpu = make_renderer(VisibilityMode::GpuFrustum);
|
||||
auto occlusion = make_renderer(VisibilityMode::GpuOcclusion);
|
||||
auto with_caster = scene(true);
|
||||
const auto direct_frame = capture(direct, with_caster);
|
||||
const auto gpu_frame = capture(gpu, with_caster);
|
||||
const auto occlusion_frame = capture(occlusion, with_caster);
|
||||
require(direct_frame.stats.effective_sun_cascades == 4 &&
|
||||
gpu_frame.stats.effective_sun_cascades == 4 &&
|
||||
occlusion_frame.stats.effective_sun_cascades == 4,
|
||||
"Explicit 3D camera renders four sun cascades on every graphics path");
|
||||
require(direct_frame.stats.requested_sun_cascades == 4 &&
|
||||
direct_frame.stats.sun_shadow_caster_draws > 0 &&
|
||||
direct_frame.stats.sun_shadow_caster_draws <= 4096 &&
|
||||
direct_frame.stats.sun_shadow_atlas_bytes > 0 &&
|
||||
direct_frame.stats.gpu_sun_shadow_ms > 0,
|
||||
"Sun cascade stats describe bounded actual raster work and GPU time");
|
||||
require(gpu_frame.stats.gpu_frustum_rejected > 0,
|
||||
"Offscreen caster fixture is outside GPU camera frustum");
|
||||
require(direct_frame.stats.validation_errors == 0 &&
|
||||
gpu_frame.stats.validation_errors == 0 &&
|
||||
occlusion_frame.stats.validation_errors == 0,
|
||||
"Sun atlas rendering reports no Vulkan validation errors");
|
||||
compare_frames(direct_frame, gpu_frame);
|
||||
compare_frames(direct_frame, occlusion_frame);
|
||||
auto without = scene(false);
|
||||
const auto no_caster = capture(direct, without);
|
||||
std::size_t darkened{};
|
||||
for (std::size_t i = 0; i < direct_frame.pixels.size(); i += 4)
|
||||
darkened += int(no_caster.pixels[i]) > int(direct_frame.pixels[i]) + 12;
|
||||
require(darkened > 20,
|
||||
"Offscreen source-LOD0 caster darkens visible receiver (count=" +
|
||||
std::to_string(darkened) + ")");
|
||||
auto coarser = with_caster;
|
||||
auto degenerate_lod = std::make_shared<Mesh>(*cube_mesh());
|
||||
for (auto& vertex : degenerate_lod->vertices)
|
||||
vertex.position = {0, 0, 0};
|
||||
coarser.draws.back().lod_meshes.push_back(degenerate_lod);
|
||||
const auto source_lod_shadow = capture(gpu, coarser);
|
||||
std::size_t lod_darkened{};
|
||||
for (std::size_t i = 0; i < source_lod_shadow.pixels.size(); i += 4)
|
||||
lod_darkened += int(no_caster.pixels[i]) >
|
||||
int(source_lod_shadow.pixels[i]) + 12;
|
||||
require(source_lod_shadow.stats.lod_counts[1] > 0 && lod_darkened > 20,
|
||||
"Shadow raster uses source LOD0 even when camera chooses a coarse LOD");
|
||||
auto no_shadow = with_caster;
|
||||
no_shadow.authored_lights_present = true;
|
||||
no_shadow.sun = SunLight{"sun", no_shadow.light_direction, {1, 1, 1, 1}, 1, false};
|
||||
const auto disabled = capture(direct, no_shadow);
|
||||
require(disabled.stats.effective_sun_cascades == 0,
|
||||
"Disabled sun shadow does no shadow raster work");
|
||||
require(disabled.stats.sun_shadow_caster_draws == 0 &&
|
||||
disabled.stats.gpu_sun_shadow_ms == 0,
|
||||
"Disabled sun does not draw a hidden legacy shadow pass");
|
||||
auto legacy = with_caster;
|
||||
legacy.camera_frustum.reset();
|
||||
const auto fallback = capture(direct, legacy);
|
||||
require(fallback.stats.effective_sun_cascades == 1,
|
||||
"Low-level snapshot without explicit camera retains one reported shadow view");
|
||||
Snapshot sprite_only;
|
||||
sprite_only.sprites.push_back({{0, 0, 0}, {1, 1}});
|
||||
const auto two_d = capture(direct, sprite_only);
|
||||
require(two_d.stats.effective_sun_cascades == 0,
|
||||
"Sprite-only scene skips the sun atlas raster");
|
||||
require(two_d.stats.sun_shadow_caster_draws == 0 &&
|
||||
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)
|
||||
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