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wiGPUBVH.cpp
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#include "wiGPUBVH.h"
#include "wiScene.h"
#include "wiRenderer.h"
#include "shaders/ShaderInterop_BVH.h"
#include "wiProfiler.h"
#include "wiResourceManager.h"
#include "wiGPUSortLib.h"
#include "wiTextureHelper.h"
#include "wiBacklog.h"
#include "wiEventHandler.h"
#include "wiTimer.h"
//#define BVH_VALIDATE // slow but great for debug!
using namespace wi::graphics;
using namespace wi::scene;
using namespace wi::ecs;
namespace wi
{
enum CSTYPES_BVH
{
CSTYPE_BVH_PRIMITIVES,
CSTYPE_BVH_HIERARCHY,
CSTYPE_BVH_PROPAGATEAABB,
CSTYPE_BVH_COUNT
};
static Shader computeShaders[CSTYPE_BVH_COUNT];
void GPUBVH::Update(const wi::scene::Scene& scene)
{
GraphicsDevice* device = wi::graphics::GetDevice();
// Pre-gather scene properties:
uint totalTriangles = 0;
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.meshID != INVALID_ENTITY)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
totalTriangles += (uint)mesh.indices.size() / 3;
}
}
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
const wi::HairParticleSystem& hair = scene.hairs[i];
if (hair.meshID != INVALID_ENTITY)
{
totalTriangles += hair.segmentCount * hair.strandCount * 2;
}
}
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
const wi::EmittedParticleSystem& emitter = scene.emitters[i];
totalTriangles += emitter.GetMaxParticleCount() * 2;
}
if (totalTriangles > 0 && !primitiveCounterBuffer.IsValid())
{
GPUBufferDesc desc;
desc.bind_flags = BindFlag::SHADER_RESOURCE;
desc.stride = sizeof(uint);
desc.size = desc.stride;
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &primitiveCounterBuffer);
device->SetName(&primitiveCounterBuffer, "GPUBVH::primitiveCounterBuffer");
}
if (totalTriangles == 0)
{
primitiveCounterBuffer = {};
}
if (totalTriangles > primitiveCapacity)
{
primitiveCapacity = std::max(2u, totalTriangles);
GPUBufferDesc desc;
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.stride = sizeof(BVHNode);
desc.size = desc.stride * primitiveCapacity * 2;
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &bvhNodeBuffer);
device->SetName(&bvhNodeBuffer, "GPUBVH::BVHNodeBuffer");
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.stride = sizeof(uint);
desc.size = desc.stride * primitiveCapacity * 2;
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &bvhParentBuffer);
device->SetName(&bvhParentBuffer, "GPUBVH::BVHParentBuffer");
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.stride = sizeof(uint);
desc.size = desc.stride * (((primitiveCapacity - 1) + 31) / 32); // bitfield for internal nodes
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &bvhFlagBuffer);
device->SetName(&bvhFlagBuffer, "GPUBVH::BVHFlagBuffer");
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.stride = sizeof(uint);
desc.size = desc.stride * primitiveCapacity;
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &primitiveIDBuffer);
device->SetName(&primitiveIDBuffer, "GPUBVH::primitiveIDBuffer");
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.stride = sizeof(BVHPrimitive);
desc.size = desc.stride * primitiveCapacity;
desc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
desc.usage = Usage::DEFAULT;
device->CreateBuffer(&desc, nullptr, &primitiveBuffer);
device->SetName(&primitiveBuffer, "GPUBVH::primitiveBuffer");
desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
desc.size = desc.stride * primitiveCapacity;
desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
desc.usage = Usage::DEFAULT;
desc.stride = sizeof(float); // morton buffer is float because sorting must be done and gpu sort operates on floats for now!
device->CreateBuffer(&desc, nullptr, &primitiveMortonBuffer);
device->SetName(&primitiveMortonBuffer, "GPUBVH::primitiveMortonBuffer");
}
}
void GPUBVH::Build(const Scene& scene, CommandList cmd) const
{
GraphicsDevice* device = wi::graphics::GetDevice();
auto range = wi::profiler::BeginRangeGPU("BVH Rebuild", cmd);
uint32_t primitiveCount = 0;
device->EventBegin("BVH - Primitive Builder", cmd);
{
device->BindComputeShader(&computeShaders[CSTYPE_BVH_PRIMITIVES], cmd);
const GPUResource* uavs[] = {
&primitiveIDBuffer,
&primitiveBuffer,
&primitiveMortonBuffer,
};
device->BindUAVs(uavs, 0, arraysize(uavs), cmd);
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
const ObjectComponent& object = scene.objects[i];
if (object.meshID != INVALID_ENTITY)
{
const MeshComponent& mesh = *scene.meshes.GetComponent(object.meshID);
uint32_t first_subset = 0;
uint32_t last_subset = 0;
mesh.GetLODSubsetRange(object.lod, first_subset, last_subset);
for (uint32_t subsetIndex = first_subset; subsetIndex < last_subset; ++subsetIndex)
{
const MeshComponent::MeshSubset& subset = mesh.subsets[subsetIndex];
BVHPushConstants push;
push.instanceIndex = (uint)i;
push.subsetIndex = subsetIndex;
push.primitiveCount = subset.indexCount / 3;
push.primitiveOffset = primitiveCount;
device->PushConstants(&push, sizeof(push), cmd);
primitiveCount += push.primitiveCount;
device->Dispatch(
(push.primitiveCount + BVH_BUILDER_GROUPSIZE - 1) / BVH_BUILDER_GROUPSIZE,
1,
1,
cmd
);
}
}
}
for (size_t i = 0; i < scene.hairs.GetCount(); ++i)
{
const wi::HairParticleSystem& hair = scene.hairs[i];
if (hair.meshID != INVALID_ENTITY)
{
BVHPushConstants push;
push.instanceIndex = (uint)(scene.objects.GetCount() + i);
push.subsetIndex = 0;
push.primitiveCount = hair.segmentCount * hair.strandCount * 2;
push.primitiveOffset = primitiveCount;
device->PushConstants(&push, sizeof(push), cmd);
primitiveCount += push.primitiveCount;
device->Dispatch(
(push.primitiveCount + BVH_BUILDER_GROUPSIZE - 1) / BVH_BUILDER_GROUPSIZE,
1,
1,
cmd
);
}
}
for (size_t i = 0; i < scene.emitters.GetCount(); ++i)
{
const wi::EmittedParticleSystem& emitter = scene.emitters[i];
if (emitter.GetMaxParticleCount() > 0)
{
BVHPushConstants push;
push.instanceIndex = (uint)(scene.objects.GetCount() + i);
push.subsetIndex = 0;
push.primitiveCount = emitter.GetMaxParticleCount() * 2;
push.primitiveOffset = primitiveCount;
device->PushConstants(&push, sizeof(push), cmd);
primitiveCount += push.primitiveCount;
device->Dispatch(
(push.primitiveCount + BVH_BUILDER_GROUPSIZE - 1) / BVH_BUILDER_GROUPSIZE,
1,
1,
cmd
);
}
}
GPUBarrier barriers[] = {
GPUBarrier::Memory()
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
{
GPUBarrier barriers[] = {
GPUBarrier::Buffer(&primitiveCounterBuffer, ResourceState::SHADER_RESOURCE, ResourceState::COPY_DST),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
device->UpdateBuffer(&primitiveCounterBuffer, &primitiveCount, cmd);
{
GPUBarrier barriers[] = {
GPUBarrier::Buffer(&primitiveCounterBuffer, ResourceState::COPY_DST, ResourceState::SHADER_RESOURCE),
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
device->EventEnd(cmd);
device->EventBegin("BVH - Sort Primitive Mortons", cmd);
wi::gpusortlib::Sort(primitiveCount, primitiveMortonBuffer, primitiveCounterBuffer, 0, primitiveIDBuffer, cmd);
device->EventEnd(cmd);
device->EventBegin("BVH - Build Hierarchy", cmd);
{
device->BindComputeShader(&computeShaders[CSTYPE_BVH_HIERARCHY], cmd);
const GPUResource* uavs[] = {
&bvhNodeBuffer,
&bvhParentBuffer,
&bvhFlagBuffer
};
device->BindUAVs(uavs, 0, arraysize(uavs), cmd);
const GPUResource* res[] = {
&primitiveCounterBuffer,
&primitiveIDBuffer,
&primitiveMortonBuffer,
};
device->BindResources(res, 0, arraysize(res), cmd);
device->Dispatch((primitiveCount + BVH_BUILDER_GROUPSIZE - 1) / BVH_BUILDER_GROUPSIZE, 1, 1, cmd);
GPUBarrier barriers[] = {
GPUBarrier::Memory()
};
device->Barrier(barriers, arraysize(barriers), cmd);
}
device->EventEnd(cmd);
device->EventBegin("BVH - Propagate AABB", cmd);
{
GPUBarrier barriers[] = {
GPUBarrier::Memory()
};
device->Barrier(barriers, arraysize(barriers), cmd);
device->BindComputeShader(&computeShaders[CSTYPE_BVH_PROPAGATEAABB], cmd);
const GPUResource* uavs[] = {
&bvhNodeBuffer,
&bvhFlagBuffer,
};
device->BindUAVs(uavs, 0, arraysize(uavs), cmd);
const GPUResource* res[] = {
&primitiveCounterBuffer,
&primitiveIDBuffer,
&primitiveBuffer,
&bvhParentBuffer,
};
device->BindResources(res, 0, arraysize(res), cmd);
device->Dispatch((primitiveCount + BVH_BUILDER_GROUPSIZE - 1) / BVH_BUILDER_GROUPSIZE, 1, 1, cmd);
device->Barrier(barriers, arraysize(barriers), cmd);
}
device->EventEnd(cmd);
wi::profiler::EndRange(range); // BVH rebuild
#ifdef BVH_VALIDATE
{
GPUBufferDesc readback_desc;
bool download_success;
// Download primitive count:
readback_desc = primitiveCounterBuffer.GetDesc();
readback_desc.usage = USAGE_STAGING;
readback_desc.CPUAccessFlags = CPU_ACCESS_READ;
readback_desc.bind_flags = 0;
readback_desc.Flags = 0;
GPUBuffer readback_primitiveCounterBuffer;
device->CreateBuffer(&readback_desc, nullptr, &readback_primitiveCounterBuffer);
uint primitiveCount;
download_success = device->DownloadResource(&primitiveCounterBuffer, &readback_primitiveCounterBuffer, &primitiveCount, cmd);
assert(download_success);
if (primitiveCount > 0)
{
const uint leafNodeOffset = primitiveCount - 1;
// Validate node buffer:
readback_desc = bvhNodeBuffer.GetDesc();
readback_desc.usage = USAGE_STAGING;
readback_desc.CPUAccessFlags = CPU_ACCESS_READ;
readback_desc.bind_flags = 0;
readback_desc.Flags = 0;
GPUBuffer readback_nodeBuffer;
device->CreateBuffer(&readback_desc, nullptr, &readback_nodeBuffer);
vector<BVHNode> nodes(readback_desc.size / sizeof(BVHNode));
download_success = device->DownloadResource(&bvhNodeBuffer, &readback_nodeBuffer, nodes.data(), cmd);
assert(download_success);
set<uint> visitedLeafs;
vector<uint> stack;
stack.push_back(0);
while (!stack.empty())
{
uint nodeIndex = stack.back();
stack.pop_back();
if (nodeIndex >= leafNodeOffset)
{
// leaf node
assert(visitedLeafs.count(nodeIndex) == 0); // leaf node was already visited, this must not happen!
visitedLeafs.insert(nodeIndex);
}
else
{
// internal node
BVHNode& node = nodes[nodeIndex];
stack.push_back(node.LeftChildIndex);
stack.push_back(node.RightChildIndex);
}
}
for (uint i = 0; i < primitiveCount; ++i)
{
uint nodeIndex = leafNodeOffset + i;
BVHNode& leaf = nodes[nodeIndex];
assert(leaf.LeftChildIndex == 0 && leaf.RightChildIndex == 0); // a leaf must have no children
assert(visitedLeafs.count(nodeIndex) > 0); // every leaf node must have been visited in the traversal above
}
// Validate flag buffer:
readback_desc = bvhFlagBuffer.GetDesc();
readback_desc.usage = USAGE_STAGING;
readback_desc.CPUAccessFlags = CPU_ACCESS_READ;
readback_desc.bind_flags = 0;
readback_desc.Flags = 0;
GPUBuffer readback_flagBuffer;
device->CreateBuffer(&readback_desc, nullptr, &readback_flagBuffer);
vector<uint> flags(readback_desc.size / sizeof(uint));
download_success = device->DownloadResource(&bvhFlagBuffer, &readback_flagBuffer, flags.data(), cmd);
assert(download_success);
for (auto& x : flags)
{
if (x > 2)
{
assert(0); // flagbuffer anomaly detected: node can't have more than two children (AABB propagation step)!
break;
}
}
}
}
#endif // BVH_VALIDATE
}
void GPUBVH::Clear()
{
primitiveCapacity = 0;
}
namespace GPUBVH_Internal
{
void LoadShaders()
{
wi::renderer::LoadShader(ShaderStage::CS, computeShaders[CSTYPE_BVH_PRIMITIVES], "bvh_primitivesCS.cso");
wi::renderer::LoadShader(ShaderStage::CS, computeShaders[CSTYPE_BVH_HIERARCHY], "bvh_hierarchyCS.cso");
wi::renderer::LoadShader(ShaderStage::CS, computeShaders[CSTYPE_BVH_PROPAGATEAABB], "bvh_propagateaabbCS.cso");
}
}
void GPUBVH::Initialize()
{
wi::Timer timer;
static wi::eventhandler::Handle handle = wi::eventhandler::Subscribe(wi::eventhandler::EVENT_RELOAD_SHADERS, [](uint64_t userdata) { GPUBVH_Internal::LoadShaders(); });
GPUBVH_Internal::LoadShaders();
wi::backlog::post_backlog("wi::GPUBVH Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
}
}