1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "render_node_back_buffer.h"
17
18 #include <base/containers/string.h>
19 #include <render/datastore/intf_render_data_store_manager.h>
20 #include <render/datastore/intf_render_data_store_pod.h>
21 #include <render/datastore/render_data_store_render_pods.h>
22 #include <render/device/intf_gpu_resource_manager.h>
23 #include <render/device/intf_shader_manager.h>
24 #include <render/device/pipeline_layout_desc.h>
25 #include <render/device/pipeline_state_desc.h>
26 #include <render/namespace.h>
27 #include <render/nodecontext/intf_node_context_descriptor_set_manager.h>
28 #include <render/nodecontext/intf_node_context_pso_manager.h>
29 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
30 #include <render/nodecontext/intf_render_command_list.h>
31 #include <render/nodecontext/intf_render_node_context_manager.h>
32 #include <render/nodecontext/intf_render_node_parser_util.h>
33 #include <render/nodecontext/intf_render_node_util.h>
34 #include <render/render_data_structures.h>
35 #include <render/resource_handle.h>
36
37 #include "device/gpu_resource_handle_util.h"
38 #include "util/log.h"
39
40 // shaders
41 #include "render/shaders/common/render_post_process_structs_common.h"
42
43 RENDER_BEGIN_NAMESPACE()
44 namespace {
45 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR };
46
FillPushConstant(const GpuImageDesc & dstImageDesc,const RenderPostProcessConfiguration & currentRenderPostProcessConfiguration_)47 PostProcessTonemapStruct FillPushConstant(
48 const GpuImageDesc& dstImageDesc, const RenderPostProcessConfiguration& currentRenderPostProcessConfiguration_)
49 {
50 PostProcessTonemapStruct pushData;
51
52 const float fWidth = static_cast<float>(dstImageDesc.width);
53 const float fHeight = static_cast<float>(dstImageDesc.height);
54
55 pushData.texSizeInvTexSize[0u] = fWidth;
56 pushData.texSizeInvTexSize[1u] = fHeight;
57 pushData.texSizeInvTexSize[2u] = 1.0f / fWidth;
58 pushData.texSizeInvTexSize[3u] = 1.0f / fHeight;
59 pushData.flags = currentRenderPostProcessConfiguration_.flags;
60 pushData.tonemap = currentRenderPostProcessConfiguration_.factors[PostProcessConfiguration::INDEX_TONEMAP];
61 pushData.vignette = currentRenderPostProcessConfiguration_.factors[PostProcessConfiguration::INDEX_VIGNETTE];
62 pushData.colorFringe = currentRenderPostProcessConfiguration_.factors[PostProcessConfiguration::INDEX_COLOR_FRINGE];
63 pushData.dither = currentRenderPostProcessConfiguration_.factors[PostProcessConfiguration::INDEX_DITHER];
64 return pushData;
65 }
66 } // namespace
67
InitNode(IRenderNodeContextManager & renderNodeContextMgr)68 void RenderNodeBackBuffer::InitNode(IRenderNodeContextManager& renderNodeContextMgr)
69 {
70 renderNodeContextMgr_ = &renderNodeContextMgr;
71 ParseRenderNodeInputs();
72
73 psoHandle_ = {};
74
75 if (jsonInputs_.renderDataStore.dataStoreName.empty()) {
76 PLUGIN_LOG_V("RenderNodeBackBuffer: render data store configuration not set in render node graph");
77 }
78
79 const auto& renderNodeUtil = renderNodeContextMgr.GetRenderNodeUtil();
80 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_);
81
82 pipelineLayout_ = renderNodeUtil.CreatePipelineLayout(shader_);
83 {
84 const DescriptorCounts dc = renderNodeUtil.GetDescriptorCounts(pipelineLayout_);
85 renderNodeContextMgr.GetDescriptorSetManager().ResetAndReserve(dc);
86 }
87
88 pipelineDescriptorSetBinder_ = renderNodeUtil.CreatePipelineDescriptorSetBinder(pipelineLayout_);
89 renderNodeUtil.BindResourcesToBinder(inputResources_, *pipelineDescriptorSetBinder_);
90 }
91
ExecuteFrame(IRenderCommandList & cmdList)92 void RenderNodeBackBuffer::ExecuteFrame(IRenderCommandList& cmdList)
93 {
94 const auto& renderDataStoreMgr = renderNodeContextMgr_->GetRenderDataStoreManager();
95 const PostProcessConfiguration ppConfig = GetPostProcessConfiguration(renderDataStoreMgr);
96
97 const auto& renderNodeUtil = renderNodeContextMgr_->GetRenderNodeUtil();
98 if (jsonInputs_.hasChangeableRenderPassHandles) {
99 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass);
100 }
101 if (jsonInputs_.hasChangeableResourceHandles) {
102 inputResources_ = renderNodeUtil.CreateInputResources(jsonInputs_.resources);
103 renderNodeUtil.BindResourcesToBinder(inputResources_, *pipelineDescriptorSetBinder_);
104 }
105
106 // Size update mut be done before specialization
107 const RenderHandle dstImageHandle = UpdateColorAttachmentSize();
108
109 CheckForPsoSpecilization(ppConfig);
110
111 const uint32_t firstSetIndex = pipelineDescriptorSetBinder_->GetFirstSet();
112 for (auto refIndex : pipelineDescriptorSetBinder_->GetSetIndices()) {
113 const auto descHandle = pipelineDescriptorSetBinder_->GetDescriptorSetHandle(refIndex);
114 const auto bindings = pipelineDescriptorSetBinder_->GetDescriptorSetLayoutBindingResources(refIndex);
115 cmdList.UpdateDescriptorSet(descHandle, bindings);
116 }
117
118 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc);
119 cmdList.BindPipeline(psoHandle_);
120
121 // bind all sets
122 cmdList.BindDescriptorSets(firstSetIndex, pipelineDescriptorSetBinder_->GetDescriptorSetHandles());
123
124 // dynamic state
125 cmdList.SetDynamicStateViewport(currentViewportDesc_);
126 cmdList.SetDynamicStateScissor(currentScissorDesc_);
127
128 const auto& gpuResourceMgr = renderNodeContextMgr_->GetGpuResourceManager();
129 const GpuImageDesc dstImageDesc = gpuResourceMgr.GetImageDescriptor(dstImageHandle);
130
131 if (pipelineLayout_.pushConstant.byteSize > 0) {
132 const PostProcessTonemapStruct pushData =
133 FillPushConstant(dstImageDesc, currentRenderPostProcessConfiguration_);
134 cmdList.PushConstant(pipelineLayout_.pushConstant, reinterpret_cast<const uint8_t*>(&pushData));
135 }
136
137 cmdList.Draw(3u, 1u, 0u, 0u); // vertexCount 3, drawing one triangle
138 cmdList.EndRenderPass();
139 }
140
CheckForPsoSpecilization(const PostProcessConfiguration & postProcessConfiguration)141 void RenderNodeBackBuffer::CheckForPsoSpecilization(const PostProcessConfiguration& postProcessConfiguration)
142 {
143 const RenderPostProcessConfiguration renderPostProcessConfiguration =
144 renderNodeContextMgr_->GetRenderNodeUtil().GetRenderPostProcessConfiguration(postProcessConfiguration);
145 if (!RenderHandleUtil::IsValid(psoHandle_)) {
146 auto& psoMgr = renderNodeContextMgr_->GetPsoManager();
147 const RenderHandle graphicsState =
148 renderNodeContextMgr_->GetShaderManager().GetGraphicsStateHandleByShaderHandle(shader_);
149 psoHandle_ = psoMgr.GetGraphicsPsoHandle(
150 shader_, graphicsState, pipelineLayout_, {}, {}, { DYNAMIC_STATES, BASE_NS::countof(DYNAMIC_STATES) });
151 }
152
153 // store new values
154 currentRenderPostProcessConfiguration_ = renderPostProcessConfiguration;
155 }
156
GetPostProcessConfiguration(const IRenderNodeRenderDataStoreManager & dataStoreMgr)157 PostProcessConfiguration RenderNodeBackBuffer::GetPostProcessConfiguration(
158 const IRenderNodeRenderDataStoreManager& dataStoreMgr)
159 {
160 if (!jsonInputs_.renderDataStore.dataStoreName.empty()) {
161 auto const dataStore = static_cast<IRenderDataStorePod const*>(
162 dataStoreMgr.GetRenderDataStore(jsonInputs_.renderDataStore.dataStoreName));
163 if (dataStore) {
164 auto const dataView = dataStore->Get(jsonInputs_.renderDataStore.configurationName);
165 const PostProcessConfiguration* data = (const PostProcessConfiguration*)dataView.data();
166 if (data) {
167 return *data;
168 }
169 }
170 }
171 return {};
172 }
173
UpdateColorAttachmentSize()174 RenderHandle RenderNodeBackBuffer::UpdateColorAttachmentSize()
175 {
176 const auto& gpuResourceMgr = renderNodeContextMgr_->GetGpuResourceManager();
177 RenderHandle dstImageHandle;
178 if (!inputRenderPass_.attachments.empty()) {
179 dstImageHandle = inputRenderPass_.attachments[0].handle;
180
181 const GpuImageDesc& desc = gpuResourceMgr.GetImageDescriptor(inputRenderPass_.attachments[0].handle);
182 if (desc.width != currentBackBuffer_.width || desc.height != currentBackBuffer_.height ||
183 desc.format != currentBackBuffer_.format) {
184 currentBackBuffer_.width = desc.width;
185 currentBackBuffer_.height = desc.height;
186 currentBackBuffer_.format = desc.format;
187
188 // re-create render pass (swapchain/backbuffer size may have changed)
189 const auto& renderNodeUtil = renderNodeContextMgr_->GetRenderNodeUtil();
190 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_);
191
192 currentViewportDesc_.x = 0.0f;
193 currentViewportDesc_.y = 0.0f;
194 currentViewportDesc_.width = static_cast<float>(currentBackBuffer_.width);
195 currentViewportDesc_.height = static_cast<float>(currentBackBuffer_.height);
196
197 currentScissorDesc_.offsetX = 0;
198 currentScissorDesc_.offsetY = 0;
199 currentScissorDesc_.extentWidth = currentBackBuffer_.width;
200 currentScissorDesc_.extentHeight = currentBackBuffer_.height;
201 }
202 }
203 return dstImageHandle;
204 }
205
ParseRenderNodeInputs()206 void RenderNodeBackBuffer::ParseRenderNodeInputs()
207 {
208 const IRenderNodeParserUtil& parserUtil = renderNodeContextMgr_->GetRenderNodeParserUtil();
209 const auto jsonVal = renderNodeContextMgr_->GetNodeJson();
210 jsonInputs_.renderPass = parserUtil.GetInputRenderPass(jsonVal, "renderPass");
211 jsonInputs_.resources = parserUtil.GetInputResources(jsonVal, "resources");
212 jsonInputs_.renderDataStore = parserUtil.GetRenderDataStore(jsonVal, "renderDataStore");
213
214 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader");
215 const IRenderNodeShaderManager& shaderMgr = renderNodeContextMgr_->GetShaderManager();
216 shader_ = shaderMgr.GetShaderHandle(shaderName);
217
218 const auto& renderNodeUtil = renderNodeContextMgr_->GetRenderNodeUtil();
219 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass);
220 inputResources_ = renderNodeUtil.CreateInputResources(jsonInputs_.resources);
221
222 jsonInputs_.hasChangeableRenderPassHandles = renderNodeUtil.HasChangeableResources(jsonInputs_.renderPass);
223 jsonInputs_.hasChangeableResourceHandles = renderNodeUtil.HasChangeableResources(jsonInputs_.resources);
224 }
225
226 // for plugin / factory interface
Create()227 IRenderNode* RenderNodeBackBuffer::Create()
228 {
229 return new RenderNodeBackBuffer();
230 }
231
Destroy(IRenderNode * instance)232 void RenderNodeBackBuffer::Destroy(IRenderNode* instance)
233 {
234 delete static_cast<RenderNodeBackBuffer*>(instance);
235 }
236 RENDER_END_NAMESPACE()
237