/* =========================================================================== Copyright (C) 2022-2024 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // Gameplay Rendering Pipeline - main interface #include "grp_local.h" #include "grp_uber_shaders.h" #include "../client/cl_imgui.h" #include "compshaders/grp/uber_shader.h" #include "compshaders/grp/complete_uber_vs.h" #include "compshaders/grp/complete_uber_ps.h" #include "compshaders/grp/ui.h" #include "compshaders/grp/imgui.h" #include "compshaders/grp/nuklear.h" #include "compshaders/grp/mip_1.h" #include "compshaders/grp/mip_2.h" #include "compshaders/grp/mip_3.h" GRP grp; IRenderPipeline* grpp = &grp; static const ShaderByteCode vertexShaderByteCodes[8] = { ShaderByteCode(g_vs_1), ShaderByteCode(g_vs_2), ShaderByteCode(g_vs_3), ShaderByteCode(g_vs_4), ShaderByteCode(g_vs_5), ShaderByteCode(g_vs_6), ShaderByteCode(g_vs_7), ShaderByteCode(g_vs_8) }; #define PS(Data) #Data, static const char* uberPixelShaderStateStrings[] = { UBER_SHADER_PS_LIST(PS) }; #undef PS #define PS(Data) ShaderByteCode(g_ps_##Data), static const ShaderByteCode uberPixelShaderByteCodes[] = { UBER_SHADER_PS_LIST(PS) }; #undef PS #define PS(Data) 1 + static const uint32_t uberPixelShaderCacheSize = UBER_SHADER_PS_LIST(PS) 0; #undef PS static UberPixelShaderState uberPixelShaderStates[uberPixelShaderCacheSize]; static bool IsCommutativeBlendState(unsigned int stateBits) { const unsigned int blendStates[] = { GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, // additive GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO, // modulate GLS_SRCBLEND_ZERO | GLS_DSTBLEND_SRC_COLOR, // modulate GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE // pre-multiplied alpha blend }; const unsigned int blendBits = stateBits & GLS_BLEND_BITS; for(int b = 0; b < ARRAY_LEN(blendStates); ++b) { if(blendBits == blendStates[b]) { return true; } } return false; } void GRP::Init() { InitDesc initDesc; initDesc.directDescriptorHeapIndexing = false; srp.firstInit = RHI::Init(initDesc); if(srp.firstInit) { RootSignatureDesc desc("main"); desc.usingVertexBuffers = true; desc.samplerCount = ARRAY_LEN(samplers); desc.samplerVisibility = ShaderStages::PixelBit; desc.genericVisibility = ShaderStages::PixelBit; desc.AddRange(DescriptorType::Texture, 0, MAX_DRAWIMAGES * 2); desc.AddRange(DescriptorType::RWBuffer, MAX_DRAWIMAGES * 2, 1); rootSignatureDesc = desc; rootSignature = CreateRootSignature(desc); descriptorTable = CreateDescriptorTable(DescriptorTableDesc("game textures", rootSignature)); desc.name = "world"; desc.usingVertexBuffers = true; desc.constants[ShaderStage::Vertex].byteCount = sizeof(WorldVertexRC); desc.constants[ShaderStage::Pixel].byteCount = sizeof(WorldPixelRC); desc.samplerVisibility = ShaderStages::PixelBit; desc.genericVisibility = ShaderStages::VertexBit | ShaderStages::PixelBit; uberRootSignature = CreateRootSignature(desc); for(uint32_t i = 0; i < uberPixelShaderCacheSize; ++i) { if(!ParseUberPixelShaderState(uberPixelShaderStates[i], uberPixelShaderStateStrings[i])) { Q_assert(!"ParseUberPixelShaderState failed!"); } } srp.CreateShaderTraceBuffers(); DescriptorTableUpdate update; update.SetRWBuffers(1, &srp.traceRenderBuffer, MAX_DRAWIMAGES * 2); UpdateDescriptorTable(descriptorTable, update); } // we recreate the samplers on every vid_restart to create the right level // of anisotropy based on the latched CVar for(uint32_t w = 0; w < TW_COUNT; ++w) { for(uint32_t f = 0; f < TextureFilter::Count; ++f) { for(uint32_t m = 0; m < MaxTextureMips; ++m) { const textureWrap_t wrap = (textureWrap_t)w; const TextureFilter::Id filter = (TextureFilter::Id)f; const uint32_t s = GetBaseSamplerIndex(wrap, filter, m); SamplerDesc desc(wrap, filter, (float)m); desc.shortLifeTime = true; samplers[s] = CreateSampler(desc); } } } // update our descriptor table with the new sampler descriptors { DescriptorTableUpdate update; update.SetSamplers(ARRAY_LEN(samplers), samplers); UpdateDescriptorTable(descriptorTable, update); } textureIndex = 0; psoCount = 1; // we treat index 0 as invalid { switch(r_rtColorFormat->integer) { case RTCF_R10G10B10A2: renderTargetFormat = TextureFormat::R10G10B10A2_UNorm; break; case RTCF_R16G16B16A16: renderTargetFormat = TextureFormat::RGBA64_UNorm; break; case RTCF_R8G8B8A8: default: renderTargetFormat = TextureFormat::RGBA32_UNorm; break; } TextureDesc desc("render target", glConfig.vidWidth, glConfig.vidHeight); desc.initialState = ResourceStates::RenderTargetBit; desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit; Vector4Clear(desc.clearColor); desc.usePreferredClearValue = true; desc.committedResource = true; desc.format = renderTargetFormat; desc.shortLifeTime = true; renderTarget = RHI::CreateTexture(desc); } { TextureDesc desc("readback render target", glConfig.vidWidth, glConfig.vidHeight); desc.initialState = ResourceStates::RenderTargetBit; desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit; Vector4Clear(desc.clearColor); desc.usePreferredClearValue = true; desc.committedResource = true; desc.format = TextureFormat::RGBA32_UNorm; desc.shortLifeTime = true; readbackRenderTarget = RHI::CreateTexture(desc); } ui.Init(false, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc); world.Init(); mipMapGen.Init(false, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs)); const HTexture fontAtlas = imgui.Init(false, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc); const uint32_t fontAtlasSRV = RegisterTexture(fontAtlas); imgui.RegisterFontAtlas(fontAtlasSRV); nuklear.Init(false, ShaderByteCode(g_nuklear_vs), ShaderByteCode(g_nuklear_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc); post.Init(); post.SetToneMapInput(renderTarget); smaa.Init(); // must be after post srp.firstInit = false; } void GRP::ShutDown(bool fullShutDown) { RHI::ShutDown(fullShutDown); } void GRP::BeginFrame() { srp.psoCount = psoCount; srp.psoChangeCount = world.psoChangeCount; srp.psoStatsValid = true; srp.BeginFrame(); smaa.Update(); // have it be first to we can use ImGUI in the other components too grp.imgui.BeginFrame(); RHI::BeginFrame(); ui.BeginFrame(); world.BeginFrame(); nuklear.BeginFrame(); CmdBeginBarrier(); CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit); CmdEndBarrier(); const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; CmdClearColorTarget(renderTarget, clearColor); // nothing is bound to the command list yet! srp.renderMode = RenderMode::None; frameSeed = (float)rand() / (float)RAND_MAX; } void GRP::EndFrame() { srp.DrawGUI(); imgui.Draw(renderTarget); post.Draw("Post-process", GetSwapChainTexture()); world.EndFrame(); UpdateReadbackTexture(); srp.EndFrame(); } void GRP::UpdateReadbackTexture() { if(!updateReadbackTexture) { return; } post.Draw("Readback post-process", readbackRenderTarget); } void GRP::CreateTexture(image_t* image, int mipCount, int width, int height) { TextureDesc desc(image->name, width, height, mipCount); desc.committedResource = width * height >= (1 << 20); desc.shortLifeTime = true; if(mipCount > 1) { desc.allowedState |= ResourceStates::UnorderedAccessBit; // for mip-map generation } image->texture = ::RHI::CreateTexture(desc); image->textureIndex = RegisterTexture(image->texture); } void GRP::UpoadTextureAndGenerateMipMaps(image_t* image, const byte* data) { MappedTexture texture; RHI::BeginTextureUpload(texture, image->texture); for(uint32_t r = 0; r < texture.rowCount; ++r) { memcpy(texture.mappedData + r * texture.dstRowByteCount, data + r * texture.srcRowByteCount, texture.srcRowByteCount); } RHI::EndTextureUpload(); mipMapGen.GenerateMipMaps(image->texture); } void GRP::BeginTextureUpload(MappedTexture& mappedTexture, image_t* image) { RHI::BeginTextureUpload(mappedTexture, image->texture); } void GRP::EndTextureUpload() { RHI::EndTextureUpload(); } void GRP::ProcessWorld(world_t& world_) { world.ProcessWorld(world_); } void GRP::ProcessModel(model_t& model) { // @TODO: !!! //__debugbreak(); } void GRP::ProcessShader(shader_t& shader) { shader.numPipelines = 0; if(shader.numStages < 1) { return; } // @TODO: GLS_POLYMODE_LINE const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky; if(shader.isOpaque) { Q_assert(IsDepthFadeEnabled(shader) == false); // @TODO: fix up cache.stageStateBits[0] based on depth state from follow-up states CachedPSO cache = {}; cache.desc.depthFade = false; cache.desc.polygonOffset = !!shader.polygonOffset; cache.desc.clampDepth = clampDepth; cache.stageStateBits[0] = shader.stages[0]->stateBits & (~GLS_POLYMODE_LINE); for(int s = 1; s < shader.numStages; ++s) { cache.stageStateBits[s] = shader.stages[s]->stateBits & (GLS_BLEND_BITS | GLS_ATEST_BITS); } cache.stageCount = shader.numStages; cache.desc.cullType = shader.cullType; shader.pipelines[0].pipeline = CreatePSO(cache, shader.name); cache.desc.cullType = GetMirrorredCullType(shader.cullType); shader.pipelines[0].mirrorPipeline = CreatePSO(cache, va("%s mirror", shader.name)); shader.pipelines[0].firstStage = 0; shader.pipelines[0].numStages = shader.numStages; shader.numPipelines = 1; } else { CachedPSO cache = {}; cache.desc.depthFade = IsDepthFadeEnabled(shader); cache.desc.polygonOffset = !!shader.polygonOffset; cache.desc.clampDepth = clampDepth; cache.stageCount = 0; unsigned int prevStateBits = 0xFFFFFFFF; int firstStage = 0; for(int s = 0; s < shader.numStages; ++s) { const unsigned int currStateBits = shader.stages[s]->stateBits & (~GLS_POLYMODE_LINE); if(cache.stageCount > 0) { // we could combine AT/DW in some circumstances, but we don't care to for now const bool cantCombine = (shader.stages[s]->stateBits & (GLS_ATEST_BITS | GLS_DEPTHMASK_TRUE)) != 0; if(currStateBits == prevStateBits && !cantCombine && IsCommutativeBlendState(currStateBits)) { cache.stageStateBits[cache.stageCount++] = currStateBits; } else { pipeline_t& p = shader.pipelines[shader.numPipelines++]; cache.desc.cullType = shader.cullType; p.pipeline = CreatePSO(cache, va("%s #%d", shader.name, shader.numPipelines)); cache.desc.cullType = GetMirrorredCullType(shader.cullType); p.mirrorPipeline = CreatePSO(cache, va("%s #%d mirror", shader.name, shader.numPipelines)); p.firstStage = firstStage; p.numStages = cache.stageCount; cache.stageStateBits[0] = currStateBits; cache.stageCount = 1; firstStage = s; } } else { cache.stageStateBits[0] = currStateBits; cache.stageCount = 1; } prevStateBits = currStateBits; } if(cache.stageCount > 0) { pipeline_t& p = shader.pipelines[shader.numPipelines++]; cache.desc.cullType = shader.cullType; p.pipeline = CreatePSO(cache, va("%s #%d", shader.name, shader.numPipelines)); cache.desc.cullType = GetMirrorredCullType(shader.cullType); p.mirrorPipeline = CreatePSO(cache, va("%s #%d mirror", shader.name, shader.numPipelines)); p.firstStage = firstStage; p.numStages = cache.stageCount; } } } uint32_t GRP::RegisterTexture(HTexture htexture) { const uint32_t index = textureIndex++; DescriptorTableUpdate update; update.SetTextures(1, &htexture, index); UpdateDescriptorTable(descriptorTable, update); return index; } uint32_t GRP::CreatePSO(CachedPSO& cache, const char* name) { Q_assert(cache.stageCount > 0); const uint32_t pixelShaderStateBits = GLS_BLEND_BITS | GLS_ATEST_BITS; for(uint32_t p = 1; p < psoCount; ++p) { if(cache.stageCount == psos[p].stageCount && memcmp(&cache.desc, &psos[p].desc, sizeof(cache.desc)) == 0 && memcmp(&cache.stageStateBits, &psos[p].stageStateBits, cache.stageCount * sizeof(cache.stageStateBits[0])) == 0) { return p; } } Q_assert(psoCount < ARRAY_LEN(psos)); #if defined(_DEBUG) Q_strncpyz(cache.name, name, sizeof(cache.name)); #endif int uberPixelShaderIndex = -1; for(uint32_t i = 0; i < uberPixelShaderCacheSize; ++i) { const UberPixelShaderState& state = uberPixelShaderStates[i]; const int dither = (state.globalState & UBERPS_DITHER_BIT) != 0 ? 1 : 0; const bool depthFade = (state.globalState & UBERPS_DEPTHFADE_BIT) != 0; if(cache.stageCount != (uint32_t)state.stageCount || r_dither->integer != dither || cache.desc.depthFade != depthFade) { continue; } bool found = true; for(uint32_t s = 0; s < cache.stageCount; ++s) { const uint32_t psoCacheState = cache.stageStateBits[s] & pixelShaderStateBits; const uint32_t psCacheState = (uint32_t)state.stageStates[s] & pixelShaderStateBits; if(psoCacheState != psCacheState) { found = false; break; } } if(found) { uberPixelShaderIndex = (int)i; break; } } HShader pixelShader = RHI_MAKE_NULL_HANDLE(); ShaderByteCode pixelShaderByteCode; if(uberPixelShaderIndex < 0) { uint32_t macroCount = 0; ShaderMacro macros[64]; macros[macroCount].name = "DISABLE_PRAGMA_ONCE"; macros[macroCount].value = "1"; macroCount++; macros[macroCount].name = "STAGE_COUNT"; macros[macroCount].value = va("%d", cache.stageCount); macroCount++; if(r_dither->integer) { macros[macroCount].name = "DITHER"; macros[macroCount].value = "1"; macroCount++; } if(cache.desc.depthFade) { macros[macroCount].name = "DEPTH_FADE"; macros[macroCount].value = "1"; macroCount++; } for(int s = 0; s < cache.stageCount; ++s) { macros[macroCount].name = va("STAGE%d_BITS", s); macros[macroCount].value = va("%d", (int)cache.stageStateBits[s] & pixelShaderStateBits); macroCount++; } Q_assert(macroCount <= ARRAY_LEN(macros)); pixelShader = CreateShader(ShaderDesc(ShaderStage::Pixel, sizeof(uber_shader_string), uber_shader_string, "ps", macroCount, macros)); pixelShaderByteCode = GetShaderByteCode(pixelShader); } else { pixelShaderByteCode = uberPixelShaderByteCodes[uberPixelShaderIndex]; } // important missing entries can be copy-pasted into UBER_SHADER_PS_LIST #if 0 if(uberPixelShaderIndex < 0) { unsigned int flags = 0; if(r_dither->integer) { flags |= UBERPS_DITHER_BIT; } if(cache.desc.depthFade) { flags |= UBERPS_DEPTHFADE_BIT; } Sys_DebugPrintf("\tshader: %s\n", name); ri.Printf(PRINT_ALL, "^2 shader: %s\n", name); Sys_DebugPrintf("\tPS(%d_%X", (int)cache.stageCount, flags); ri.Printf(PRINT_ALL, " PS(%d_%X", (int)cache.stageCount, flags); for(int s = 0; s < cache.stageCount; ++s) { Sys_DebugPrintf("_%X", (unsigned int)(cache.stageStateBits[s] & pixelShaderStateBits)); ri.Printf(PRINT_ALL, "_%X", (unsigned int)(cache.stageStateBits[s] & pixelShaderStateBits)); } Sys_DebugPrintf(") \\\n"); ri.Printf(PRINT_ALL, ") \\\n"); } #endif uint32_t a = 0; GraphicsPipelineDesc desc(name, uberRootSignature); desc.shortLifeTime = true; // the PSO cache is only valid for this map! desc.vertexShader = vertexShaderByteCodes[cache.stageCount - 1]; desc.pixelShader = pixelShaderByteCode; desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0); desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0); for(int s = 0; s < cache.stageCount; ++s) { desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0); desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0); } if(cache.desc.depthFade) { desc.depthStencil.DisableDepth(); } else { desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float; desc.depthStencil.depthComparison = (cache.stageStateBits[0] & GLS_DEPTHFUNC_EQUAL) != 0 ? ComparisonFunction::Equal : ComparisonFunction::GreaterEqual; desc.depthStencil.enableDepthTest = (cache.stageStateBits[0] & GLS_DEPTHTEST_DISABLE) == 0; desc.depthStencil.enableDepthWrites = (cache.stageStateBits[0] & GLS_DEPTHMASK_TRUE) != 0; } desc.rasterizer.cullMode = cache.desc.cullType; desc.rasterizer.polygonOffset = cache.desc.polygonOffset; desc.rasterizer.clampDepth = cache.desc.clampDepth; desc.AddRenderTarget(cache.stageStateBits[0] & GLS_BLEND_BITS, renderTargetFormat); cache.pipeline = CreateGraphicsPipeline(desc); if(uberPixelShaderIndex < 0) { DestroyShader(pixelShader); } const uint32_t index = psoCount++; psos[index] = cache; return index; } void GRP::ExecuteRenderCommands(const byte* data, bool readbackRequested) { updateReadbackTexture = readbackRequested; for(;;) { const int commandId = ((const renderCommandBase_t*)data)->commandId; if(commandId < 0 || commandId >= RC_COUNT) { assert(!"Invalid render command type"); return; } if(commandId == RC_END_OF_LIST) { return; } switch(commandId) { case RC_UI_SET_COLOR: ui.CmdSetColor(*(const uiSetColorCommand_t*)data); break; case RC_UI_DRAW_QUAD: ui.CmdDrawQuad(*(const uiDrawQuadCommand_t*)data); break; case RC_UI_DRAW_TRIANGLE: ui.CmdDrawTriangle(*(const uiDrawTriangleCommand_t*)data); break; case RC_DRAW_SCENE_VIEW: world.DrawSceneView(*(const drawSceneViewCommand_t*)data); break; case RC_BEGIN_FRAME: BeginFrame(); break; case RC_SWAP_BUFFERS: EndFrame(); break; case RC_BEGIN_UI: ui.Begin(renderTarget); break; case RC_END_UI: ui.End(); break; case RC_BEGIN_3D: world.Begin(); break; case RC_END_3D: world.End(); break; case RC_END_SCENE: smaa.Draw(((const endSceneCommand_t*)data)->viewParms); break; case RC_BEGIN_NK: nuklear.Begin(renderTarget); break; case RC_END_NK: nuklear.End(); break; case RC_NK_UPLOAD: nuklear.Upload(*(const nuklearUploadCommand_t*)data); break; case RC_NK_DRAW: nuklear.Draw(*(const nuklearDrawCommand_t*)data); break; default: Q_assert(!"Unsupported render command type"); return; } data += renderCommandSizes[commandId]; } } void GRP::ReadPixels(int w, int h, int alignment, colorSpace_t colorSpace, void* outPixels) { ReadTextureImage(outPixels, readbackRenderTarget, w, h, alignment, colorSpace); }