| 1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
| 2 | // Copyright (C) 2019 The Qt Company Ltd. |
| 3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 4 | |
| 5 | #include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h> |
| 6 | #include <QtQuick3DRuntimeRender/private/qssgrendershadowmap_p.h> |
| 7 | #include <QtQuick3DRuntimeRender/private/qssglayerrenderdata_p.h> |
| 8 | #include "qssgrendercontextcore.h" |
| 9 | |
| 10 | QT_BEGIN_NAMESPACE |
| 11 | |
| 12 | static QRhiTexture *allocateRhiShadowTexture(QRhi *rhi, QRhiTexture::Format format, const QSize &size, quint32 numLayers, QRhiTexture::Flags flags) |
| 13 | { |
| 14 | auto texture = rhi->newTexture(format, pixelSize: size, sampleCount: 1, flags); |
| 15 | if (flags & QRhiTexture::TextureArray) |
| 16 | texture->setArraySize(numLayers); |
| 17 | if (!texture->create()) |
| 18 | qWarning(msg: "Failed to create shadow map texture of size %dx%d" , size.width(), size.height()); |
| 19 | return texture; |
| 20 | } |
| 21 | |
| 22 | static QRhiRenderBuffer *allocateRhiShadowRenderBuffer(QRhi *rhi, QRhiRenderBuffer::Type type, const QSize &size) |
| 23 | { |
| 24 | auto renderBuffer = rhi->newRenderBuffer(type, pixelSize: size, sampleCount: 1); |
| 25 | if (!renderBuffer->create()) |
| 26 | qWarning(msg: "Failed to build depth-stencil buffer of size %dx%d" , size.width(), size.height()); |
| 27 | return renderBuffer; |
| 28 | } |
| 29 | |
| 30 | static QRhiTexture::Format getShadowMapTextureFormat(QRhi *rhi) |
| 31 | { |
| 32 | QRhiTexture::Format rhiFormat = QRhiTexture::R16F; |
| 33 | if (!rhi->isTextureFormatSupported(format: rhiFormat)) |
| 34 | rhiFormat = QRhiTexture::R16; |
| 35 | |
| 36 | return rhiFormat; |
| 37 | } |
| 38 | |
| 39 | static quint8 mapSizeToIndex(quint32 mapSize) |
| 40 | { |
| 41 | Q_ASSERT(!(mapSize & (mapSize - 1)) && "shadow map resolution is power of 2" ); |
| 42 | Q_ASSERT(mapSize >= 256); |
| 43 | quint8 index = qCountTrailingZeroBits(v: mapSize) - 8; |
| 44 | Q_ASSERT(index <= 4); |
| 45 | return index; |
| 46 | } |
| 47 | |
| 48 | static quint32 indexToMapSize(quint8 index) |
| 49 | { |
| 50 | Q_ASSERT(index <= 4); |
| 51 | return 1 << (index + 8); |
| 52 | } |
| 53 | |
| 54 | QSSGRenderShadowMap::QSSGRenderShadowMap(const QSSGRenderContextInterface &inContext) |
| 55 | : m_context(inContext) |
| 56 | { |
| 57 | } |
| 58 | |
| 59 | QSSGRenderShadowMap::~QSSGRenderShadowMap() |
| 60 | { |
| 61 | releaseCachedResources(); |
| 62 | } |
| 63 | |
| 64 | void QSSGRenderShadowMap::releaseCachedResources() |
| 65 | { |
| 66 | for (QSSGShadowMapEntry &entry : m_shadowMapList) |
| 67 | entry.destroyRhiResources(); |
| 68 | |
| 69 | for (auto& textureArray : m_depthTextureArrays) { |
| 70 | delete textureArray; |
| 71 | } |
| 72 | m_depthTextureArrays.clear(); |
| 73 | m_shadowMapList.clear(); |
| 74 | } |
| 75 | |
| 76 | void QSSGRenderShadowMap::addShadowMaps(const QSSGShaderLightList &renderableLights) |
| 77 | { |
| 78 | QRhi *rhi = m_context.rhiContext()->rhi(); |
| 79 | // Bail out if there is no QRhi, since we can't add entries without it |
| 80 | if (!rhi) |
| 81 | return; |
| 82 | |
| 83 | constexpr quint32 MAX_SPLITS = 4; |
| 84 | const quint32 numLights = renderableLights.size(); |
| 85 | qsizetype numShadows = 0; |
| 86 | std::array<quint8, 4> textureSizeLayerCount = {}; |
| 87 | QVarLengthArray<quint8, 16> lightIndexToLayerStartIndex; |
| 88 | lightIndexToLayerStartIndex.resize(sz: numLights * MAX_SPLITS); |
| 89 | |
| 90 | for (quint32 lightIndex = 0; lightIndex < numLights; ++lightIndex) { |
| 91 | const QSSGShaderLight &shaderLight = renderableLights.at(idx: lightIndex); |
| 92 | ShadowMapModes mapMode = (shaderLight.light->type == QSSGRenderLight::Type::PointLight) ? ShadowMapModes::CUBE |
| 93 | : ShadowMapModes::VSM; |
| 94 | if (shaderLight.shadows) |
| 95 | numShadows += 1; |
| 96 | if (!shaderLight.shadows || mapMode == ShadowMapModes::CUBE) |
| 97 | continue; |
| 98 | |
| 99 | quint32 mapSize = shaderLight.light->m_shadowMapRes; |
| 100 | quint8 &layerCount = textureSizeLayerCount[mapSizeToIndex(mapSize)]; |
| 101 | quint8 layerIndex = layerCount; |
| 102 | layerCount += shaderLight.light->m_csmNumSplits + 1; |
| 103 | lightIndexToLayerStartIndex[lightIndex] = layerIndex; |
| 104 | } |
| 105 | |
| 106 | // Only recreate shadow assets if something has changed |
| 107 | bool needsRebuild = numShadows != shadowMapEntryCount(); |
| 108 | if (!needsRebuild) { |
| 109 | // Check if relevant shadow properties has changed |
| 110 | for (quint32 lightIndex = 0; lightIndex < numLights; ++lightIndex) { |
| 111 | const QSSGShaderLight &shaderLight = renderableLights.at(idx: lightIndex); |
| 112 | if (!shaderLight.shadows) |
| 113 | continue; |
| 114 | |
| 115 | QSSGShadowMapEntry *pEntry = shadowMapEntry(lightIdx: lightIndex); |
| 116 | if (!pEntry) { |
| 117 | needsRebuild = true; |
| 118 | break; |
| 119 | } |
| 120 | |
| 121 | ShadowMapModes mapMode = (shaderLight.light->type == QSSGRenderLight::Type::PointLight) ? ShadowMapModes::CUBE |
| 122 | : ShadowMapModes::VSM; |
| 123 | quint32 mapSize = shaderLight.light->m_shadowMapRes; |
| 124 | quint32 csmNumSplits = shaderLight.light->m_csmNumSplits; |
| 125 | quint32 layerIndex = mapMode == ShadowMapModes::VSM ? lightIndexToLayerStartIndex[lightIndex] : 0; |
| 126 | if (!pEntry->isCompatible(mapSize: QSize(mapSize, mapSize), layerIndex, csmNumSplits, mapMode)) { |
| 127 | needsRebuild = true; |
| 128 | break; |
| 129 | } |
| 130 | } |
| 131 | } |
| 132 | |
| 133 | if (!needsRebuild) |
| 134 | return; |
| 135 | |
| 136 | releaseCachedResources(); |
| 137 | |
| 138 | // Create VSM texture arrays |
| 139 | for (quint32 i = 0; i < textureSizeLayerCount.size(); i++) { |
| 140 | const quint32 numLayers = textureSizeLayerCount[i]; |
| 141 | if (numLayers == 0) |
| 142 | continue; |
| 143 | |
| 144 | const quint32 mapSize = indexToMapSize(index: i); |
| 145 | QSize texSize = QSize(mapSize, mapSize); |
| 146 | QRhiTexture::Format rhiFormat = getShadowMapTextureFormat(rhi); |
| 147 | auto texture = allocateRhiShadowTexture(rhi, format: rhiFormat, size: texSize, numLayers, flags: QRhiTexture::RenderTarget | QRhiTexture::TextureArray); |
| 148 | m_depthTextureArrays.insert(key: texSize, value: texture); |
| 149 | } |
| 150 | |
| 151 | // Setup render targets |
| 152 | for (quint32 lightIdx = 0; lightIdx < numLights; ++lightIdx) { |
| 153 | const auto &shaderLight = renderableLights.at(idx: lightIdx); |
| 154 | if (!shaderLight.shadows) |
| 155 | continue; |
| 156 | |
| 157 | QSize mapSize = QSize(shaderLight.light->m_shadowMapRes, shaderLight.light->m_shadowMapRes); |
| 158 | ShadowMapModes mapMode = (shaderLight.light->type == QSSGRenderLight::Type::PointLight) ? ShadowMapModes::CUBE |
| 159 | : ShadowMapModes::VSM; |
| 160 | switch (mapMode) { |
| 161 | case ShadowMapModes::VSM: { |
| 162 | quint32 layerStartIndex = lightIndexToLayerStartIndex.value(i: lightIdx); |
| 163 | quint32 csmNumSplits = shaderLight.light->m_csmNumSplits; |
| 164 | addDirectionalShadowMap(lightIdx, size: mapSize, layerStartIndex, csmNumSplits, renderNodeObjName: shaderLight.light->debugObjectName); |
| 165 | break; |
| 166 | } |
| 167 | case ShadowMapModes::CUBE: { |
| 168 | addCubeShadowMap(lightIdx, size: mapSize, renderNodeObjName: shaderLight.light->debugObjectName); |
| 169 | break; |
| 170 | } |
| 171 | default: |
| 172 | Q_UNREACHABLE(); |
| 173 | break; |
| 174 | } |
| 175 | } |
| 176 | } |
| 177 | |
| 178 | QSSGShadowMapEntry *QSSGRenderShadowMap::addDirectionalShadowMap(qint32 lightIdx, |
| 179 | QSize size, |
| 180 | quint32 layerStartIndex, |
| 181 | quint32 csmNumSplits, |
| 182 | const QString &renderNodeObjName) |
| 183 | { |
| 184 | QRhi *rhi = m_context.rhiContext()->rhi(); |
| 185 | QSSGShadowMapEntry *pEntry = shadowMapEntry(lightIdx); |
| 186 | |
| 187 | Q_ASSERT(rhi); |
| 188 | Q_ASSERT(!pEntry); |
| 189 | |
| 190 | auto texture = m_depthTextureArrays.value(key: size); |
| 191 | Q_ASSERT(texture); |
| 192 | m_shadowMapList.push_back(t: QSSGShadowMapEntry::withRhiDepthMap(lightIdx, mode: ShadowMapModes::VSM, textureArray: texture)); |
| 193 | |
| 194 | pEntry = &m_shadowMapList.back(); |
| 195 | pEntry->m_csmNumSplits = csmNumSplits; |
| 196 | |
| 197 | // Additional graphics resources: samplers, render targets. |
| 198 | for (quint32 splitIndex = 0; splitIndex < csmNumSplits + 1; splitIndex++) { |
| 199 | QRhiTextureRenderTarget *&rt(pEntry->m_rhiRenderTargets[splitIndex]); |
| 200 | Q_ASSERT(!rt); |
| 201 | |
| 202 | pEntry->m_rhiDepthStencil[splitIndex] = allocateRhiShadowRenderBuffer(rhi, type: QRhiRenderBuffer::DepthStencil, size); |
| 203 | |
| 204 | QRhiTextureRenderTargetDescription rtDesc; |
| 205 | QRhiColorAttachment attachment(pEntry->m_rhiDepthTextureArray); |
| 206 | attachment.setLayer(layerStartIndex + splitIndex); |
| 207 | rtDesc.setColorAttachments({ attachment }); |
| 208 | rtDesc.setDepthStencilBuffer(pEntry->m_rhiDepthStencil[splitIndex]); |
| 209 | rt = rhi->newTextureRenderTarget(desc: rtDesc); |
| 210 | rt->setDescription(rtDesc); |
| 211 | // The same renderpass descriptor can be reused since the |
| 212 | // format, load/store ops are the same regardless of the shadow mode. |
| 213 | if (!pEntry->m_rhiRenderPassDesc[splitIndex]) |
| 214 | pEntry->m_rhiRenderPassDesc[splitIndex] = rt->newCompatibleRenderPassDescriptor(); |
| 215 | rt->setRenderPassDescriptor(pEntry->m_rhiRenderPassDesc[splitIndex]); |
| 216 | if (!rt->create()) |
| 217 | qWarning(msg: "Failed to build shadow map render target" ); |
| 218 | |
| 219 | const QByteArray rtName = renderNodeObjName.toLatin1(); |
| 220 | rt->setName(rtName + QByteArrayLiteral(" shadow map" )); |
| 221 | } |
| 222 | |
| 223 | pEntry->m_lightIndex = lightIdx; |
| 224 | pEntry->m_depthArrayIndex = layerStartIndex; |
| 225 | |
| 226 | return pEntry; |
| 227 | } |
| 228 | |
| 229 | QSSGShadowMapEntry *QSSGRenderShadowMap::addCubeShadowMap(qint32 lightIdx, QSize size, const QString &renderNodeObjName) |
| 230 | { |
| 231 | QRhi *rhi = m_context.rhiContext()->rhi(); |
| 232 | QSSGShadowMapEntry *pEntry = shadowMapEntry(lightIdx); |
| 233 | |
| 234 | Q_ASSERT(rhi); |
| 235 | Q_ASSERT(!pEntry); |
| 236 | |
| 237 | QRhiTexture::Format rhiFormat = getShadowMapTextureFormat(rhi); |
| 238 | QRhiTexture *depthMap = allocateRhiShadowTexture(rhi, format: rhiFormat, size, numLayers: 0, flags: QRhiTexture::RenderTarget | QRhiTexture::CubeMap); |
| 239 | QRhiRenderBuffer *depthStencil = allocateRhiShadowRenderBuffer(rhi, type: QRhiRenderBuffer::DepthStencil, size); |
| 240 | m_shadowMapList.push_back(t: QSSGShadowMapEntry::withRhiDepthCubeMap(lightIdx, mode: ShadowMapModes::CUBE, depthCube: depthMap, depthStencil)); |
| 241 | pEntry = &m_shadowMapList.back(); |
| 242 | |
| 243 | const QByteArray rtName = renderNodeObjName.toLatin1(); |
| 244 | |
| 245 | for (const auto face : QSSGRenderTextureCubeFaces) { |
| 246 | QRhiTextureRenderTarget *&rt(pEntry->m_rhiRenderTargets[quint8(face)]); |
| 247 | Q_ASSERT(!rt); |
| 248 | QRhiColorAttachment att(pEntry->m_rhiDepthCube); |
| 249 | att.setLayer(quint8(face)); // 6 render targets, each referencing one face of the cubemap |
| 250 | QRhiTextureRenderTargetDescription rtDesc; |
| 251 | rtDesc.setColorAttachments({ att }); |
| 252 | rtDesc.setDepthStencilBuffer(pEntry->m_rhiDepthStencil[0]); |
| 253 | rt = rhi->newTextureRenderTarget(desc: rtDesc); |
| 254 | rt->setDescription(rtDesc); |
| 255 | if (!pEntry->m_rhiRenderPassDesc[0]) |
| 256 | pEntry->m_rhiRenderPassDesc[0] = rt->newCompatibleRenderPassDescriptor(); |
| 257 | rt->setRenderPassDescriptor(pEntry->m_rhiRenderPassDesc[0]); |
| 258 | if (!rt->create()) |
| 259 | qWarning(msg: "Failed to build shadow map render target" ); |
| 260 | rt->setName(rtName + QByteArrayLiteral(" shadow cube face: " ) + QSSGBaseTypeHelpers::displayName(face)); |
| 261 | } |
| 262 | |
| 263 | return pEntry; |
| 264 | } |
| 265 | |
| 266 | QSSGShadowMapEntry *QSSGRenderShadowMap::shadowMapEntry(int lightIdx) |
| 267 | { |
| 268 | Q_ASSERT(lightIdx >= 0); |
| 269 | |
| 270 | for (int i = 0; i < m_shadowMapList.size(); i++) { |
| 271 | QSSGShadowMapEntry *pEntry = &m_shadowMapList[i]; |
| 272 | if (pEntry->m_lightIndex == quint32(lightIdx)) |
| 273 | return pEntry; |
| 274 | } |
| 275 | |
| 276 | return nullptr; |
| 277 | } |
| 278 | |
| 279 | QSSGShadowMapEntry::QSSGShadowMapEntry() |
| 280 | : m_lightIndex(std::numeric_limits<quint32>::max()) |
| 281 | , m_shadowMapMode(ShadowMapModes::VSM) |
| 282 | { |
| 283 | } |
| 284 | |
| 285 | QSSGShadowMapEntry QSSGShadowMapEntry::withRhiDepthMap(quint32 lightIdx, ShadowMapModes mode, QRhiTexture *textureArray) |
| 286 | { |
| 287 | QSSGShadowMapEntry e; |
| 288 | e.m_lightIndex = lightIdx; |
| 289 | e.m_shadowMapMode = mode; |
| 290 | e.m_rhiDepthTextureArray = textureArray; |
| 291 | return e; |
| 292 | } |
| 293 | |
| 294 | QSSGShadowMapEntry QSSGShadowMapEntry::withRhiDepthCubeMap(quint32 lightIdx, ShadowMapModes mode, QRhiTexture *depthCube, QRhiRenderBuffer *depthStencil) |
| 295 | { |
| 296 | QSSGShadowMapEntry e; |
| 297 | e.m_lightIndex = lightIdx; |
| 298 | e.m_shadowMapMode = mode; |
| 299 | e.m_rhiDepthCube = depthCube; |
| 300 | e.m_rhiDepthStencil[0] = depthStencil; |
| 301 | return e; |
| 302 | } |
| 303 | |
| 304 | bool QSSGShadowMapEntry::isCompatible(QSize mapSize, quint32 layerIndex, quint32 csmNumSplits, ShadowMapModes mapMode) |
| 305 | { |
| 306 | if (csmNumSplits != m_csmNumSplits) |
| 307 | return false; |
| 308 | |
| 309 | if (mapMode != m_shadowMapMode) |
| 310 | return false; |
| 311 | |
| 312 | switch (mapMode) { |
| 313 | case ShadowMapModes::CUBE: { |
| 314 | if (mapSize != m_rhiDepthCube->pixelSize()) { |
| 315 | return false; |
| 316 | } |
| 317 | break; |
| 318 | } |
| 319 | case ShadowMapModes::VSM: { |
| 320 | if (mapSize != m_rhiDepthTextureArray->pixelSize() || int(layerIndex) >= m_rhiDepthTextureArray->arraySize()) { |
| 321 | return false; |
| 322 | } |
| 323 | break; |
| 324 | } |
| 325 | default: |
| 326 | Q_UNREACHABLE(); |
| 327 | break; |
| 328 | } |
| 329 | |
| 330 | return true; |
| 331 | } |
| 332 | |
| 333 | void QSSGShadowMapEntry::destroyRhiResources() |
| 334 | { |
| 335 | m_rhiDepthTextureArray = nullptr; |
| 336 | |
| 337 | delete m_rhiDepthCube; |
| 338 | m_rhiDepthCube = nullptr; |
| 339 | qDeleteAll(c: m_rhiDepthStencil); |
| 340 | m_rhiDepthStencil.fill(u: nullptr); |
| 341 | qDeleteAll(c: m_rhiRenderTargets); |
| 342 | m_rhiRenderTargets.fill(u: nullptr); |
| 343 | qDeleteAll(c: m_rhiRenderPassDesc); |
| 344 | m_rhiRenderPassDesc.fill(u: nullptr); |
| 345 | } |
| 346 | |
| 347 | QT_END_NAMESPACE |
| 348 | |