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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
- #include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
- #include <Atom/RPI.Public/Culling.h>
- #include <Atom/RPI.Public/Model/ModelLodUtils.h>
- #include <Atom/RPI.Public/RPISystemInterface.h>
- #include <Atom/RPI.Public/RenderPipeline.h>
- #include <Atom/RPI.Public/Scene.h>
- #include <Atom/RPI.Public/View.h>
- #include <AzCore/Casting/numeric_cast.h>
- #include <AzCore/Jobs/Job.h>
- #include <AzCore/Jobs/JobFunction.h>
- #include <AzCore/Math/MatrixUtils.h>
- #include <AzCore/Math/ShapeIntersection.h>
- #include <AzCore/Task/TaskGraph.h>
- #include <AzCore/std/parallel/lock.h>
- #include <AzCore/std/smart_ptr/unique_ptr.h>
- #include <AzFramework/Visibility/OcclusionBus.h>
- #include <Atom_RPI_Traits_Platform.h>
- #if AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED
- #include <MaskedOcclusionCulling/MaskedOcclusionCulling.h>
- #endif
- //Enables more inner-loop profiling scopes (can create high overhead in telemetry if there are many-many objects in a scene)
- //#define AZ_CULL_PROFILE_DETAILED
- //Enables more detailed profiling descriptions within the culling system, but adds some performance overhead.
- //Enable this to more easily see which jobs are associated with which view.
- //#define AZ_CULL_PROFILE_VERBOSE
- namespace AZ
- {
- namespace RPI
- {
- // Entry work lists
- AZ_CVAR(bool, r_useEntryWorkListsForCulling, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Use entity work lists instead of node work lists for job distribution");
- AZ_CVAR(uint32_t, r_numEntriesPerCullingJob, 750, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls amount of entries to collect for jobs when using entry work lists");
- // Node work lists using entry count
- AZ_CVAR(bool, r_useEntryCountForNodeJobs, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Use entity count instead of node count when checking whether to spawn job for node work list");
- AZ_CVAR(uint32_t, r_maxNodesWhenUsingEntryCount, 100, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls max amount of nodes to collect when using entry count");
- // Node work lists using node count
- AZ_CVAR(uint32_t, r_numNodesPerCullingJob, 25, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls amount of nodes to collect for jobs when not using the entry count");
- // This value dictates the amount to extrude the octree node OBB when doing a frustum intersection test against the camera frustum to help cut draw calls for shadow cascade passes.
- // Default is set to -1 as this is optimization needs to be triggered by the content developer by setting a reasonable non-negative value applicable for their content.
- AZ_CVAR(int, r_shadowCascadeExtrusionAmount, -1, nullptr, AZ::ConsoleFunctorFlags::Null, "The amount of meters to extrude the Obb towards light direction when doing frustum overlap test against camera frustum");
- #ifdef AZ_CULL_DEBUG_ENABLED
- void DebugDrawWorldCoordinateAxes(AuxGeomDraw* auxGeom)
- {
- auxGeom->DrawCylinder(Vector3(.5, .0, .0), Vector3(1, 0, 0), 0.02f, 1.0f, Colors::Red, AuxGeomDraw::DrawStyle::Solid, AuxGeomDraw::DepthTest::Off);
- auxGeom->DrawCylinder(Vector3(.0, .5, .0), Vector3(0, 1, 0), 0.02f, 1.0f, Colors::Green, AuxGeomDraw::DrawStyle::Solid, AuxGeomDraw::DepthTest::Off);
- auxGeom->DrawCylinder(Vector3(.0, .0, .5), Vector3(0, 0, 1), 0.02f, 1.0f, Colors::Blue, AuxGeomDraw::DrawStyle::Solid, AuxGeomDraw::DepthTest::Off);
- Vector3 axisVerts[] =
- {
- Vector3(0.f, 0.f , 0.f), Vector3(10000.f, 0.f, 0.f),
- Vector3(0.f, 0.f , 0.f), Vector3(0.f, 10000.f, 0.f),
- Vector3(0.f, 0.f , 0.f), Vector3(0.f, 0.f, 10000.f)
- };
- Color colors[] =
- {
- Colors::Red, Colors::Red,
- Colors::Green, Colors::Green,
- Colors::Blue, Colors::Blue
- };
- AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
- lineArgs.m_verts = axisVerts;
- lineArgs.m_vertCount = 6;
- lineArgs.m_colors = colors;
- lineArgs.m_colorCount = lineArgs.m_vertCount;
- lineArgs.m_depthTest = AuxGeomDraw::DepthTest::Off;
- auxGeom->DrawLines(lineArgs);
- }
- #endif //AZ_CULL_DEBUG_ENABLED
- CullingDebugContext::~CullingDebugContext()
- {
- AZStd::lock_guard<AZStd::mutex> lock(m_perViewCullStatsMutex);
- for (auto& iter : m_perViewCullStats)
- {
- delete iter.second;
- iter.second = nullptr;
- }
- }
- CullingDebugContext::CullStats& CullingDebugContext::GetCullStatsForView(View* view)
- {
- AZStd::lock_guard<AZStd::mutex> lock(m_perViewCullStatsMutex);
- auto iter = m_perViewCullStats.find(view);
- if (iter != m_perViewCullStats.end())
- {
- AZ_Assert(iter->second->m_name == view->GetName(), "stored view name does not match");
- return *iter->second;
- }
- else
- {
- m_perViewCullStats[view] = aznew CullStats(view->GetName());
- return *m_perViewCullStats[view];
- }
- }
- void CullingDebugContext::ResetCullStats()
- {
- m_numCullablesInScene = 0;
- AZStd::lock_guard<AZStd::mutex> lockCullStats(m_perViewCullStatsMutex);
- for (auto& cullStatsPair : m_perViewCullStats)
- {
- cullStatsPair.second->Reset();
- }
- }
- void CullingScene::RegisterOrUpdateCullable(Cullable& cullable)
- {
- // Multiple threads can call RegisterOrUpdateCullable at the same time
- // since the underlying visScene is thread safe, but if you're inserting or
- // updating between BeginCulling and EndCulling, you'll get non-deterministic
- // results depending on a race condition if you happen to update before or after
- // the culling system starts Enumerating, so use soft_lock_shared here
- m_cullDataConcurrencyCheck.soft_lock_shared();
- m_visScene->InsertOrUpdateEntry(cullable.m_cullData.m_visibilityEntry);
- m_cullDataConcurrencyCheck.soft_unlock_shared();
- }
- void CullingScene::UnregisterCullable(Cullable& cullable)
- {
- // Multiple threads can call RegisterOrUpdateCullable at the same time
- // since the underlying visScene is thread safe, but if you're inserting or
- // updating between BeginCulling and EndCulling, you'll get non-deterministic
- // results depending on a race condition if you happen to update before or after
- // the culling system starts Enumerating, so use soft_lock_shared here
- m_cullDataConcurrencyCheck.soft_lock_shared();
- m_visScene->RemoveEntry(cullable.m_cullData.m_visibilityEntry);
- m_cullDataConcurrencyCheck.soft_unlock_shared();
- }
- uint32_t CullingScene::GetNumCullables() const
- {
- return m_visScene->GetEntryCount();
- }
- CullingDebugContext& CullingScene::GetDebugContext()
- {
- return m_debugCtx;
- }
- const AzFramework::IVisibilityScene* CullingScene::GetVisibilityScene() const
- {
- return m_visScene;
- }
- // Search for and return the entity context ID associated with the scene and connected to OcclusionRequestBus. If there is no
- // matching scene, return a null ID.
- static AzFramework::EntityContextId GetEntityContextIdForOcclusion(const AZ::RPI::Scene* scene)
- {
- // Active RPI scenes are registered with the AzFramework::SceneSystem using unique names.
- auto sceneSystem = AzFramework::SceneSystemInterface::Get();
- AZ_Assert(sceneSystem, "Attempting to retrieve the entity context ID for a scene before the scene system interface is ready.");
- AzFramework::EntityContextId resultId = AzFramework::EntityContextId::CreateNull();
- // Enumerate all scenes registered with the AzFramework::SceneSystem
- sceneSystem->IterateActiveScenes(
- [&](const AZStd::shared_ptr<AzFramework::Scene>& azScene)
- {
- // AzFramework::Scene uses "subsystems" bind arbitrary data. This is generally used to maintain an association between
- // AzFramework::Scene and AZ::RPI::Scene. We search for the AzFramework::Scene scene with a subsystem matching the input
- // scene pointer.
- AZ::RPI::ScenePtr* rpiScene = azScene->FindSubsystemInScene<AZ::RPI::ScenePtr>();
- if (rpiScene && (*rpiScene).get() == scene)
- {
- // Each scene should only be bound to one entity context for entities that will appear in the scene.
- AzFramework::EntityContext** entityContext =
- azScene->FindSubsystemInScene<AzFramework::EntityContext::SceneStorageType>();
- if (entityContext)
- {
- // Return if the entity context is valid and connected to OcclusionRequestBus
- const AzFramework::EntityContextId contextId = (*entityContext)->GetContextId();
- if (AzFramework::OcclusionRequestBus::HasHandlers(contextId))
- {
- resultId = contextId;
- return false; // Result found, returning
- }
- }
- }
- return true; // No match, continuing to search for containing scene.
- });
- return resultId;
- }
- struct WorklistData
- {
- CullingDebugContext* m_debugCtx = nullptr;
- const Scene* m_scene = nullptr;
- AzFramework::EntityContextId m_sceneEntityContextId;
- View* m_view = nullptr;
- Frustum m_frustum;
- Frustum m_cameraFrustum;
- Frustum m_excludeFrustum;
- AZ::Job* m_parentJob = nullptr;
- AZ::TaskGraphEvent* m_taskGraphEvent = nullptr;
- bool m_hasExcludeFrustum = false;
- bool m_applyCameraFrustumIntersectionTest = false;
- #ifdef AZ_CULL_DEBUG_ENABLED
- AuxGeomDrawPtr GetAuxGeomPtr()
- {
- if (m_debugCtx->m_debugDraw && (m_view->GetName() == m_debugCtx->m_currentViewSelectionName))
- {
- return AuxGeomFeatureProcessorInterface::GetDrawQueueForScene(m_scene);
- }
- return nullptr;
- }
- #endif
- };
- static AZStd::shared_ptr<WorklistData> MakeWorklistData(
- CullingDebugContext& debugCtx,
- const Scene& scene,
- View& view,
- Frustum& frustum,
- AZ::Job* parentJob,
- AZ::TaskGraphEvent* taskGraphEvent)
- {
- AZStd::shared_ptr<WorklistData> worklistData = AZStd::make_shared<WorklistData>();
- worklistData->m_debugCtx = &debugCtx;
- worklistData->m_scene = &scene;
- worklistData->m_sceneEntityContextId = GetEntityContextIdForOcclusion(&scene);
- worklistData->m_view = &view;
- worklistData->m_frustum = frustum;
- worklistData->m_parentJob = parentJob;
- worklistData->m_taskGraphEvent = taskGraphEvent;
- return worklistData;
- }
- // Used to accumulate NodeData into lists to be handed off to jobs for processing
- struct WorkListType
- {
- void Init()
- {
- m_entryCount = 0;
- u32 reserveCount = r_useEntryCountForNodeJobs ? r_maxNodesWhenUsingEntryCount : r_numNodesPerCullingJob;
- m_nodes.reserve(reserveCount);
- }
- u32 m_entryCount = 0;
- AZStd::vector<AzFramework::IVisibilityScene::NodeData> m_nodes;
- };
- // Used to accumulate VisibilityEntry into lists to be handed off to jobs for processing
- struct EntryListType
- {
- AZStd::vector<AzFramework::VisibilityEntry*> m_entries;
- };
- static bool TestOcclusionCulling(
- const AZStd::shared_ptr<WorklistData>& worklistData, const AzFramework::VisibilityEntry* visibleEntry);
- static void ProcessEntrylist(
- const AZStd::shared_ptr<WorklistData>& worklistData,
- const AZStd::vector<AzFramework::VisibilityEntry*>& entries,
- bool parentNodeContainedInFrustum = false,
- s32 startIdx = 0,
- s32 endIdx = -1)
- {
- #ifdef AZ_CULL_DEBUG_ENABLED
- // These variable are only used for the gathering of debug information.
- uint32_t numDrawPackets = 0;
- uint32_t numVisibleCullables = 0;
- #endif
- endIdx = (endIdx == -1) ? s32(entries.size()) : endIdx;
- for (s32 i = startIdx; i < endIdx; ++i)
- {
- AzFramework::VisibilityEntry* visibleEntry = entries[i];
- if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable ||
- visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_VisibleObjectList)
- {
- Cullable* c = static_cast<Cullable*>(visibleEntry->m_userData);
- if ((c->m_cullData.m_drawListMask & worklistData->m_view->GetDrawListMask()).none() ||
- c->m_cullData.m_hideFlags & worklistData->m_view->GetUsageFlags() ||
- c->m_isHidden)
- {
- continue;
- }
- if (!parentNodeContainedInFrustum)
- {
- IntersectResult res = ShapeIntersection::Classify(worklistData->m_frustum, c->m_cullData.m_boundingSphere);
- bool entryInFrustum = (res != IntersectResult::Exterior) && (res == IntersectResult::Interior || ShapeIntersection::Overlaps(worklistData->m_frustum, c->m_cullData.m_boundingObb));
- if (!entryInFrustum)
- {
- continue;
- }
- }
- if (worklistData->m_hasExcludeFrustum &&
- ShapeIntersection::Classify(worklistData->m_excludeFrustum, c->m_cullData.m_boundingSphere) == IntersectResult::Interior)
- {
- // Skip item contained in exclude frustum.
- continue;
- }
- if (TestOcclusionCulling(worklistData, visibleEntry))
- {
- // There are ways to write this without [[maybe_unused]], but they are brittle.
- // For example, using #else could cause a bug where the function's parameter
- // is changed in #ifdef but not in #else.
- [[maybe_unused]] const uint32_t drawPacketCount = AddLodDataToView(
- c->m_cullData.m_boundingSphere.GetCenter(), c->m_lodData, *worklistData->m_view, visibleEntry->m_typeFlags);
- c->m_isVisible = true;
- worklistData->m_view->ApplyFlags(c->m_flags);
- #ifdef AZ_CULL_DEBUG_ENABLED
- ++numVisibleCullables;
- numDrawPackets += drawPacketCount;
- #endif
- }
- }
- }
- #ifdef AZ_CULL_DEBUG_ENABLED
- AuxGeomDrawPtr auxGeomPtr = worklistData->GetAuxGeomPtr();
- if (auxGeomPtr)
- {
- //Draw bounds on individual objects
- if (worklistData->m_debugCtx->m_drawBoundingBoxes || worklistData->m_debugCtx->m_drawBoundingSpheres || worklistData->m_debugCtx->m_drawLodRadii)
- {
- for (AzFramework::VisibilityEntry* visibleEntry : entries)
- {
- if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable ||
- visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_VisibleObjectList)
- {
- Cullable* c = static_cast<Cullable*>(visibleEntry->m_userData);
- if (worklistData->m_debugCtx->m_drawBoundingBoxes)
- {
- auxGeomPtr->DrawObb(c->m_cullData.m_boundingObb, Matrix3x4::Identity(),
- parentNodeContainedInFrustum ? Colors::Lime : Colors::Yellow, AuxGeomDraw::DrawStyle::Line);
- }
- if (worklistData->m_debugCtx->m_drawBoundingSpheres)
- {
- auxGeomPtr->DrawSphere(c->m_cullData.m_boundingSphere.GetCenter(), c->m_cullData.m_boundingSphere.GetRadius(),
- Color(0.5f, 0.5f, 0.5f, 0.3f), AuxGeomDraw::DrawStyle::Shaded);
- }
- if (worklistData->m_debugCtx->m_drawLodRadii)
- {
- auxGeomPtr->DrawSphere(c->m_cullData.m_boundingSphere.GetCenter(),
- c->m_lodData.m_lodSelectionRadius,
- Color(1.0f, 0.5f, 0.0f, 0.3f), RPI::AuxGeomDraw::DrawStyle::Shaded);
- }
- }
- }
- }
- }
- if (worklistData->m_debugCtx->m_enableStats)
- {
- CullingDebugContext::CullStats& cullStats = worklistData->m_debugCtx->GetCullStatsForView(worklistData->m_view);
- //no need for mutex here since these are all atomics
- cullStats.m_numVisibleDrawPackets += numDrawPackets;
- cullStats.m_numVisibleCullables += numVisibleCullables;
- ++cullStats.m_numJobs;
- }
- #endif
- }
- static void ProcessVisibilityNode(const AZStd::shared_ptr<WorklistData>& worklistData, const AzFramework::IVisibilityScene::NodeData& nodeData)
- {
- bool nodeIsContainedInFrustum = !worklistData->m_debugCtx->m_enableFrustumCulling || ShapeIntersection::Contains(worklistData->m_frustum, nodeData.m_bounds);
- s32 startIdx = 0, size = s32(nodeData.m_entries.size());
- const AZStd::vector<AzFramework::VisibilityEntry*>& entries = nodeData.m_entries;
- if (worklistData->m_taskGraphEvent)
- {
- static const AZ::TaskDescriptor descriptor{ "AZ::RPI::ProcessWorklist", "Graphics" };
- AZ::TaskGraph taskGraph{ "ProcessCullableEntries" };
- AZ::TaskGraphEvent taskGraphEvent{ "ProcessCullableEntries Wait" };
- while (r_useEntryCountForNodeJobs && (size - startIdx) > s32(r_numEntriesPerCullingJob))
- {
- taskGraph.AddTask(descriptor, [=, &entries]() -> void
- {
- ProcessEntrylist(worklistData, entries, nodeIsContainedInFrustum, startIdx, startIdx + r_numEntriesPerCullingJob);
- });
- startIdx += s32(r_numEntriesPerCullingJob);
- }
- if (!taskGraph.IsEmpty())
- {
- taskGraph.Detach();
- taskGraph.Submit(worklistData->m_taskGraphEvent);
- }
- ProcessEntrylist(worklistData, nodeData.m_entries, nodeIsContainedInFrustum, startIdx, size);
- }
- else // Use job system
- {
- while (r_useEntryCountForNodeJobs && (size - startIdx) > s32(r_numEntriesPerCullingJob))
- {
- auto processEntries = [=, &entries]() -> void
- {
- ProcessEntrylist(worklistData, entries, nodeIsContainedInFrustum, startIdx, startIdx + r_numEntriesPerCullingJob);
- };
- AZ::Job* job = AZ::CreateJobFunction(AZStd::move(processEntries), true);
- worklistData->m_parentJob->SetContinuation(job);
- job->Start();
- startIdx += s32(r_numEntriesPerCullingJob);
- }
- ProcessEntrylist(worklistData, nodeData.m_entries, nodeIsContainedInFrustum, startIdx, size);
- }
- #ifdef AZ_CULL_DEBUG_ENABLED
- //Draw the node bounds
- // "Fully visible" nodes are nodes that are fully inside the frustum. "Partially visible" nodes intersect the edges of the frustum.
- // Since the nodes of an octree have lots of overlapping boxes with coplanar edges, it's easier to view these separately, so
- // we have a few debug booleans to toggle which ones to draw.
- AuxGeomDrawPtr auxGeomPtr = worklistData->GetAuxGeomPtr();
- if (auxGeomPtr)
- {
- if (nodeIsContainedInFrustum && worklistData->m_debugCtx->m_drawFullyVisibleNodes)
- {
- auxGeomPtr->DrawAabb(nodeData.m_bounds, Colors::Lime, RPI::AuxGeomDraw::DrawStyle::Line, RPI::AuxGeomDraw::DepthTest::Off);
- }
- else if (!nodeIsContainedInFrustum && worklistData->m_debugCtx->m_drawPartiallyVisibleNodes)
- {
- auxGeomPtr->DrawAabb(nodeData.m_bounds, Colors::Yellow, RPI::AuxGeomDraw::DrawStyle::Line, RPI::AuxGeomDraw::DepthTest::Off);
- }
- }
- #endif
- }
- static void ProcessWorklist(const AZStd::shared_ptr<WorklistData>& worklistData, const WorkListType& worklist)
- {
- AZ_PROFILE_SCOPE(RPI, "Culling: ProcessWorklist");
- AZ_Assert(worklist.m_nodes.size() > 0, "Received empty worklist in ProcessWorklist");
- for (const AzFramework::IVisibilityScene::NodeData& nodeData : worklist.m_nodes)
- {
- ProcessVisibilityNode(worklistData, nodeData);
- }
- }
- static bool TestOcclusionCulling(
- const AZStd::shared_ptr<WorklistData>& worklistData, const AzFramework::VisibilityEntry* visibleEntry)
- {
- #ifdef AZ_CULL_PROFILE_VERBOSE
- AZ_PROFILE_SCOPE(RPI, "TestOcclusionCulling");
- #endif
- if (visibleEntry->m_boundingVolume.Contains(worklistData->m_view->GetCameraTransform().GetTranslation()))
- {
- // camera is inside bounding volume
- return true;
- }
- // Perform occlusion tests using OcclusionRequestBus if it is connected to the entity context ID for this scene.
- if (!worklistData->m_sceneEntityContextId.IsNull())
- {
- AzFramework::OcclusionState state = AzFramework::OcclusionState::Unknown;
- const auto& viewName = worklistData->m_view->GetName();
- AzFramework::OcclusionRequestBus::Event(
- worklistData->m_sceneEntityContextId,
- [&](AzFramework::OcclusionRequestBus::Events* handler)
- {
- // An occlusion culling system might precompute visibility data for static objects or entities in a scene. If the
- // system that implements OcclusionRequestBus supports that behavior then we want to perform an initial visibility
- // test using the entity ID. This can avoid potentially more expensive dynamic tests, like those against an
- // occlusion buffer.
- if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable)
- {
- auto cullable = static_cast<RPI::Cullable*>(visibleEntry->m_userData);
- if (cullable && cullable->m_cullData.m_entityId.IsValid())
- {
- state = handler->GetOcclusionViewEntityVisibility(viewName, cullable->m_cullData.m_entityId);
- }
- }
- // Entries that don't meet the above criteria or return an inconclusive or partially visible state will perform a
- // dynamic, bounding box visibility test. One entity can have multiple visibility entries that may need to be tested
- // individually. If the entire entity is hidden, no further testing is required.
- if (state != AzFramework::OcclusionState::Hidden)
- {
- state = handler->GetOcclusionViewAabbVisibility(viewName, visibleEntry->m_boundingVolume);
- }
- });
- // Return immediately to bypass MaskedOcclusionCulling
- return state != AzFramework::OcclusionState::Hidden;
- }
- #if AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED
- MaskedOcclusionCulling* maskedOcclusionCulling = worklistData->m_view->GetMaskedOcclusionCulling();
- if (!maskedOcclusionCulling || !worklistData->m_view->GetMaskedOcclusionCullingDirty())
- {
- return true;
- }
- const Vector3& minBound = visibleEntry->m_boundingVolume.GetMin();
- const Vector3& maxBound = visibleEntry->m_boundingVolume.GetMax();
- // compute bounding volume corners
- Vector4 corners[8];
- corners[0] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(minBound.GetX(), minBound.GetY(), minBound.GetZ(), 1.0f);
- corners[1] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(minBound.GetX(), minBound.GetY(), maxBound.GetZ(), 1.0f);
- corners[2] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(maxBound.GetX(), minBound.GetY(), maxBound.GetZ(), 1.0f);
- corners[3] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(maxBound.GetX(), minBound.GetY(), minBound.GetZ(), 1.0f);
- corners[4] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(minBound.GetX(), maxBound.GetY(), minBound.GetZ(), 1.0f);
- corners[5] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(minBound.GetX(), maxBound.GetY(), maxBound.GetZ(), 1.0f);
- corners[6] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(maxBound.GetX(), maxBound.GetY(), maxBound.GetZ(), 1.0f);
- corners[7] = worklistData->m_view->GetWorldToClipMatrix() * Vector4(maxBound.GetX(), maxBound.GetY(), minBound.GetZ(), 1.0f);
- // find min clip-space depth and NDC min/max
- float minDepth = FLT_MAX;
- float ndcMinX = FLT_MAX;
- float ndcMinY = FLT_MAX;
- float ndcMaxX = -FLT_MAX;
- float ndcMaxY = -FLT_MAX;
- for (uint32_t index = 0; index < 8; ++index)
- {
- minDepth = AZStd::min(minDepth, corners[index].GetW());
- if (minDepth < 0.00000001f)
- {
- return true;
- }
- // convert to NDC
- corners[index] /= corners[index].GetW();
- ndcMinX = AZStd::min(ndcMinX, corners[index].GetX());
- ndcMinY = AZStd::min(ndcMinY, corners[index].GetY());
- ndcMaxX = AZStd::max(ndcMaxX, corners[index].GetX());
- ndcMaxY = AZStd::max(ndcMaxY, corners[index].GetY());
- }
- // test against the occlusion buffer, which contains only the manually placed occlusion planes
- if (maskedOcclusionCulling->TestRect(ndcMinX, ndcMinY, ndcMaxX, ndcMaxY, minDepth) !=
- MaskedOcclusionCulling::CullingResult::VISIBLE)
- {
- return false;
- }
- #endif
- return true;
- }
- void CullingScene::ProcessCullablesCommon(
- const Scene& scene,
- View& view,
- AZ::Frustum& frustum [[maybe_unused]])
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene::ProcessCullablesCommon() - %s", view.GetName().GetCStr());
- #ifdef AZ_CULL_DEBUG_ENABLED
- if (m_debugCtx.m_freezeFrustums)
- {
- AZStd::lock_guard<AZStd::mutex> lock(m_debugCtx.m_frozenFrustumsMutex);
- auto iter = m_debugCtx.m_frozenFrustums.find(&view);
- if (iter != m_debugCtx.m_frozenFrustums.end())
- {
- frustum = iter->second;
- }
- }
- if (m_debugCtx.m_debugDraw && m_debugCtx.m_drawViewFrustum && view.GetName() == m_debugCtx.m_currentViewSelectionName)
- {
- AuxGeomDrawPtr auxGeomPtr = AuxGeomFeatureProcessorInterface::GetDrawQueueForScene(&scene);
- if (auxGeomPtr)
- {
- auxGeomPtr->DrawFrustum(frustum, AZ::Colors::White);
- }
- }
- if (m_debugCtx.m_enableStats)
- {
- CullingDebugContext::CullStats& cullStats = m_debugCtx.GetCullStatsForView(&view);
- cullStats.m_cameraViewToWorld = view.GetViewToWorldMatrix();
- }
- #endif //AZ_CULL_DEBUG_ENABLED
- // If connected, update the occlusion views for this scene and view combination.
- if (const auto& entityContextId = GetEntityContextIdForOcclusion(&scene); !entityContextId.IsNull())
- {
- AzFramework::OcclusionRequestBus::Event(
- entityContextId,
- &AzFramework::OcclusionRequestBus::Events::UpdateOcclusionView,
- view.GetName(),
- view.GetCameraTransform().GetTranslation(),
- view.GetWorldToClipMatrix());
- // Return immediately to bypass MaskedOcclusionCulling
- return;
- }
- #if AZ_TRAIT_MASKED_OCCLUSION_CULLING_SUPPORTED
- // setup occlusion culling, if necessary
- MaskedOcclusionCulling* maskedOcclusionCulling = view.GetMaskedOcclusionCulling();
- if (maskedOcclusionCulling && !m_occlusionPlanes.empty())
- {
- // frustum cull occlusion planes
- using VisibleOcclusionPlane = AZStd::pair<OcclusionPlane, float>;
- AZStd::vector<VisibleOcclusionPlane> visibleOccluders;
- visibleOccluders.reserve(m_occlusionPlanes.size());
- for (const auto& occlusionPlane : m_occlusionPlanes)
- {
- if (ShapeIntersection::Overlaps(frustum, occlusionPlane.m_aabb))
- {
- // occluder is visible, compute view space distance and add to list
- float depth = (view.GetWorldToViewMatrix() * occlusionPlane.m_aabb.GetMin()).GetZ();
- depth = AZStd::min(depth, (view.GetWorldToViewMatrix() * occlusionPlane.m_aabb.GetMax()).GetZ());
- visibleOccluders.emplace_back(occlusionPlane, depth);
- }
- }
- // sort the occlusion planes by view space distance, front-to-back
- AZStd::sort(visibleOccluders.begin(), visibleOccluders.end(), [](const VisibleOcclusionPlane& LHS, const VisibleOcclusionPlane& RHS)
- {
- return LHS.second > RHS.second;
- });
- bool anyVisible = false;
- for (const VisibleOcclusionPlane& occlusionPlane : visibleOccluders)
- {
- // convert to clip-space
- const Vector4 projectedBL = view.GetWorldToClipMatrix() * Vector4(occlusionPlane.first.m_cornerBL);
- const Vector4 projectedTL = view.GetWorldToClipMatrix() * Vector4(occlusionPlane.first.m_cornerTL);
- const Vector4 projectedTR = view.GetWorldToClipMatrix() * Vector4(occlusionPlane.first.m_cornerTR);
- const Vector4 projectedBR = view.GetWorldToClipMatrix() * Vector4(occlusionPlane.first.m_cornerBR);
- // store to float array
- float verts[16];
- projectedBL.StoreToFloat4(&verts[0]);
- projectedTL.StoreToFloat4(&verts[4]);
- projectedTR.StoreToFloat4(&verts[8]);
- projectedBR.StoreToFloat4(&verts[12]);
- static constexpr const uint32_t indices[6] = { 0, 1, 2, 2, 3, 0 };
- // render into the occlusion buffer, specifying BACKFACE_NONE so it functions as a double-sided occluder
- if (static_cast<MaskedOcclusionCulling*>(maskedOcclusionCulling)
- ->RenderTriangles(verts, indices, 2, nullptr, MaskedOcclusionCulling::BACKFACE_NONE) ==
- MaskedOcclusionCulling::CullingResult::VISIBLE)
- {
- anyVisible = true;
- }
- }
- if (anyVisible)
- {
- view.SetMaskedOcclusionCullingDirty(true);
- }
- }
- #endif
- }
- void CullingScene::ProcessCullables(const Scene& scene, View& view, AZ::Job* parentJob, AZ::TaskGraph* taskGraph, AZ::TaskGraphEvent* taskGraphEvent)
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene::ProcessCullables() - %s", view.GetName().GetCStr());
- AZ_Assert(parentJob != nullptr || taskGraph != nullptr, "ProcessCullables must have either a valid parent job or a valid task graph");
- const Matrix4x4& worldToClip = view.GetWorldToClipMatrix();
- AZ::Frustum frustum = Frustum::CreateFromMatrixColumnMajor(worldToClip);
- ProcessCullablesCommon(scene, view, frustum);
- AZStd::shared_ptr<WorkListType> worklist = AZStd::make_shared<WorkListType>();
- worklist->Init();
- AZStd::shared_ptr<WorklistData> worklistData = MakeWorklistData(m_debugCtx, scene, view, frustum, parentJob, taskGraphEvent);
- static const AZ::TaskDescriptor descriptor{ "AZ::RPI::ProcessWorklist", "Graphics" };
- if (const Matrix4x4* worldToClipExclude = view.GetWorldToClipExcludeMatrix())
- {
- worklistData->m_hasExcludeFrustum = true;
- worklistData->m_excludeFrustum = Frustum::CreateFromMatrixColumnMajor(*worldToClipExclude);
- // Get the render pipeline associated with the shadow pass of the given view
- RenderPipelinePtr renderPipeline = scene.GetRenderPipeline(view.GetShadowPassRenderPipelineId());
- //Only apply this optimization if you only have one view available.
- if (renderPipeline && renderPipeline->GetViews(renderPipeline->GetMainViewTag()).size() == 1)
- {
- RPI::ViewPtr cameraView = renderPipeline->GetDefaultView();
- const Matrix4x4& cameraWorldToClip = cameraView->GetWorldToClipMatrix();
- worklistData->m_cameraFrustum = Frustum::CreateFromMatrixColumnMajor(cameraWorldToClip);
- worklistData->m_applyCameraFrustumIntersectionTest = true;
- }
- }
-
- auto nodeVisitorLambda = [worklistData, taskGraph, parentJob, &worklist](const AzFramework::IVisibilityScene::NodeData& nodeData) -> void
- {
- // For shadow cascades that are greater than index 0 we can do another check to see if we can reject any Octree node that do not
- // intersect with the camera frustum. We do this by checking for an overlap between the camera frustum and the Obb created
- // from the node's AABB but rotated and extended towards light direction. This optimization is only activated when someone sets
- // a non-negative extrusion value (i.e r_shadowCascadeExtrusionAmount) for their given content.
- if (r_shadowCascadeExtrusionAmount >= 0 && worklistData->m_applyCameraFrustumIntersectionTest && worklistData->m_hasExcludeFrustum)
- {
- // Build an Obb from the Octree node's aabb
- AZ::Obb extrudedBounds = AZ::Obb::CreateFromAabb(nodeData.m_bounds);
- // Rotate the Obb in the direction of the light
- AZ::Quaternion directionalLightRot = worklistData->m_view->GetCameraTransform().GetRotation();
- extrudedBounds.SetRotation(directionalLightRot);
-
- AZ::Vector3 halfLength = 0.5f * nodeData.m_bounds.GetExtents();
- // After converting AABB to OBB we apply a rotation and this can incorrectly fail intersection test. If you have an OBB cube built from an octree node,
- // rotating it can cause it to not encapsulate meshes it encapsulated beforehand. The type of shape we want here is essentially a capsule that starts from the
- // light and wraps the aabb of the octree node cube and extends towards light direction. This capsule's diameter needs to the size of the body diagonal
- // of the cube. Since using capsule shape will make intersection test expensive we simply expand the Obb to have each side be at least the size of the body diagonal
- // which is sqrt(3) * side size. Hence we expand the Obb by 73%. Since this is half length, we expand it by 73% / 2, or 36.5%.
- halfLength *= Vector3(1.365f);
-
- // Next we extrude the Obb in the direction of the light in order to ensure we capture meshes that are behind the camera but cast a shadow within it's frustum
- halfLength.SetY(halfLength.GetY() + r_shadowCascadeExtrusionAmount);
- extrudedBounds.SetHalfLengths(halfLength);
- if (!AZ::ShapeIntersection::Overlaps(worklistData->m_cameraFrustum, extrudedBounds))
- {
- return;
- }
- }
- auto entriesInNode = nodeData.m_entries.size();
- AZ_Assert(entriesInNode > 0, "should not get called with 0 entries");
- // Check job spawn condition for entries
- bool spawnJob = r_useEntryCountForNodeJobs && (worklist->m_entryCount > 0) &&
- ((worklist->m_entryCount + entriesInNode) > r_numEntriesPerCullingJob);
- // Check job spawn condition for nodes
- spawnJob = spawnJob || (worklist->m_nodes.size() == worklist->m_nodes.capacity());
- if (spawnJob)
- {
- // capture worklistData & worklist by value
- auto processWorklist = [worklistData, worklist]()
- {
- ProcessWorklist(worklistData, *worklist);
- };
- if (taskGraph != nullptr)
- {
- taskGraph->AddTask(descriptor, [worklistData, worklist]()
- {
- ProcessWorklist(worklistData, *worklist);
- });
- }
- else
- {
- //Kick off a job to process the (full) worklist
- AZ::Job* job = AZ::CreateJobFunction(processWorklist, true);
- parentJob->SetContinuation(job);
- job->Start();
- }
- worklist = AZStd::make_shared<WorkListType>();
- worklist->Init();
- }
- worklist->m_nodes.emplace_back(AZStd::move(nodeData));
- worklist->m_entryCount += u32(entriesInNode);
- };
- if (m_debugCtx.m_enableFrustumCulling)
- {
- if (worklistData->m_hasExcludeFrustum)
- {
- m_visScene->Enumerate(frustum, worklistData->m_excludeFrustum, nodeVisitorLambda);
- }
- else
- {
- m_visScene->Enumerate(frustum, nodeVisitorLambda);
- }
- }
- else
- {
- m_visScene->EnumerateNoCull(nodeVisitorLambda);
- }
- if (worklist->m_nodes.size() > 0)
- {
- // capture worklistData & worklist by value
- auto processWorklist = [worklistData, worklist]()
- {
- ProcessWorklist(worklistData, *worklist);
- };
- if (taskGraph != nullptr)
- {
- taskGraph->AddTask(descriptor, AZStd::move(processWorklist));
- }
- else
- {
- //Kick off a job to process the (full) worklist
- AZ::Job* job = AZ::CreateJobFunction(AZStd::move(processWorklist), true);
- parentJob->SetContinuation(job);
- job->Start();
- }
- }
- }
- // Fastest of the three functions: ProcessCullablesJobsEntries, ProcessCullablesJobsNodes, ProcessCullablesTG
- void CullingScene::ProcessCullablesJobsEntries(const Scene& scene, View& view, AZ::Job* parentJob)
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene::ProcessCullablesJobsEntries() - %s", view.GetName().GetCStr());
- const Matrix4x4& worldToClip = view.GetWorldToClipMatrix();
- AZ::Frustum frustum = Frustum::CreateFromMatrixColumnMajor(worldToClip);
- ProcessCullablesCommon(scene, view, frustum);
- // Note 1: Cannot do unique_ptr here because compilation error (auto-deletes function from lambda which the job code complains about)
- // Note 2: Having this be a pointer (even a shared pointer) is faster than just having this live on the stack like:
- // EntryListType entryList;
- // Why isn't immediately clear (did profile several times and noticed the difference of ~0.2-0.3ms, seems making it a stack variable
- // increases the runtime for this function, which runs on a single thread and spawns other jobs).
- AZStd::shared_ptr<EntryListType> entryList = AZStd::make_shared<EntryListType>();
- entryList->m_entries.reserve(r_numEntriesPerCullingJob);
- AZStd::shared_ptr<WorklistData> worklistData = MakeWorklistData(m_debugCtx, scene, view, frustum, parentJob, nullptr);
- if (const Matrix4x4* worldToClipExclude = view.GetWorldToClipExcludeMatrix())
- {
- worklistData->m_hasExcludeFrustum = true;
- worklistData->m_excludeFrustum = Frustum::CreateFromMatrixColumnMajor(*worldToClipExclude);
- }
- auto nodeVisitorLambda = [worklistData, parentJob, &entryList](const AzFramework::IVisibilityScene::NodeData& nodeData) -> void
- {
- AZ_Assert(nodeData.m_entries.size() > 0, "should not get called with 0 entries");
- AZ_Assert(entryList->m_entries.size() < entryList->m_entries.capacity(), "we should always have room to push a node on the queue");
- u32 remainingCount = u32(nodeData.m_entries.size());
- u32 current = 0;
- while (remainingCount > 0)
- {
- u32 availableCount = u32(entryList->m_entries.capacity() - entryList->m_entries.size());
- u32 addCount = AZStd::min(availableCount, remainingCount);
- for (u32 i = 0; i < addCount; ++i)
- {
- entryList->m_entries.push_back(nodeData.m_entries[current++]);
- }
- remainingCount -= addCount;
- if (entryList->m_entries.size() == entryList->m_entries.capacity())
- {
- auto processWorklist = [worklistData, entryList = AZStd::move(entryList)]()
- {
- ProcessEntrylist(worklistData, entryList->m_entries);
- };
- AZ::Job* job = AZ::CreateJobFunction(processWorklist, true);
- entryList = AZStd::make_shared<EntryListType>();
- entryList->m_entries.reserve(r_numEntriesPerCullingJob);
- parentJob->SetContinuation(job);
- job->Start();
- }
- }
- };
- if (m_debugCtx.m_enableFrustumCulling)
- {
- m_visScene->Enumerate(frustum, nodeVisitorLambda);
- }
- else
- {
- m_visScene->EnumerateNoCull(nodeVisitorLambda);
- }
- if (entryList->m_entries.size() > 0)
- {
- auto processWorklist = [worklistData, entryList = AZStd::move(entryList)]()
- {
- ProcessEntrylist(worklistData, entryList->m_entries);
- };
- AZ::Job* job = AZ::CreateJobFunction(processWorklist, true);
- parentJob->SetContinuation(job);
- job->Start();
- }
- }
- void CullingScene::ProcessCullablesJobs(const Scene& scene, View& view, AZ::Job& parentJob)
- {
- if (r_useEntryWorkListsForCulling)
- {
- ProcessCullablesJobsEntries(scene, view, &parentJob);
- }
- else
- {
- ProcessCullables(scene, view, &parentJob, nullptr);
- }
- }
- void CullingScene::ProcessCullablesTG(const Scene& scene, View& view, AZ::TaskGraph& taskGraph, AZ::TaskGraphEvent& taskGraphEvent)
- {
- ProcessCullables(scene, view, nullptr, &taskGraph, &taskGraphEvent);
- }
- uint32_t AddLodDataToView(
- const Vector3& pos, const Cullable::LodData& lodData, RPI::View& view, AzFramework::VisibilityEntry::TypeFlags typeFlags)
- {
- #ifdef AZ_CULL_PROFILE_DETAILED
- AZ_PROFILE_SCOPE(RPI, "AddLodDataToView");
- #endif
- uint32_t numVisibleDrawPackets = 0;
- auto addLodToDrawPacket = [&](const Cullable::LodData::Lod& lod)
- {
- #ifdef AZ_CULL_PROFILE_VERBOSE
- AZ_PROFILE_SCOPE(RPI, "add draw packets: %zu", lod.m_drawPackets.size());
- #endif
- numVisibleDrawPackets += static_cast<uint32_t>(lod.m_drawPackets.size()); //don't want to pay the cost of aznumeric_cast<> here so using static_cast<> instead
- if (typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_VisibleObjectList)
- {
- view.AddVisibleObject(lod.m_visibleObjectUserData, pos);
- }
- else if (typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable)
- {
- for (const RHI::DrawPacket* drawPacket : lod.m_drawPackets)
- {
- view.AddDrawPacket(drawPacket, pos);
- }
- }
- else
- {
- AZ_Assert(false, "Invalid cullable type flags.")
- }
- };
- switch (lodData.m_lodConfiguration.m_lodType)
- {
- case Cullable::LodType::SpecificLod:
- if (lodData.m_lodConfiguration.m_lodOverride < lodData.m_lods.size())
- {
- addLodToDrawPacket(
- lodData.m_lods.at(lodData.m_lodConfiguration.m_lodOverride));
- }
- break;
- case Cullable::LodType::ScreenCoverage:
- default:
- {
- const Matrix4x4& viewToClip = view.GetViewToClipMatrix();
- // the [1][1] element of a perspective projection matrix stores cot(FovY/2) (equal to
- // 2*nearPlaneDistance/nearPlaneHeight), which is used to determine the (vertical) projected size in screen space
- const float yScale = viewToClip.GetElement(1, 1);
- const bool isPerspective = viewToClip.GetElement(3, 3) == 0.f;
- const Vector3 cameraPos = view.GetViewToWorldMatrix().GetTranslation();
- const float approxScreenPercentage =
- ModelLodUtils::ApproxScreenPercentage(pos, lodData.m_lodSelectionRadius, cameraPos, yScale, isPerspective);
- for (uint32_t lodIndex = 0; lodIndex < static_cast<uint32_t>(lodData.m_lods.size()); ++lodIndex)
- {
- const Cullable::LodData::Lod& lod = lodData.m_lods[lodIndex];
- // Note that this supports overlapping lod ranges (to support cross-fading lods, for example)
- if (approxScreenPercentage >= lod.m_screenCoverageMin && approxScreenPercentage <= lod.m_screenCoverageMax)
- {
- addLodToDrawPacket(lod);
- }
- }
- break;
- }
- }
- return numVisibleDrawPackets;
- }
- void CullingScene::Activate(const Scene* parentScene)
- {
- m_parentScene = parentScene;
- m_visScene = parentScene->GetVisibilityScene();
- m_taskGraphActive = AZ::Interface<AZ::TaskGraphActiveInterface>::Get();
- if (auto* console = AZ::Interface<AZ::IConsole>::Get(); console != nullptr)
- {
- // Start with default value
- int shadowCascadeExtrusionAmount = r_shadowCascadeExtrusionAmount;
- // Get the cvar value from settings registry
- console->GetCvarValue("r_shadowCascadeExtrusionAmount", shadowCascadeExtrusionAmount);
- // push the cvars value so anything in this dll can access it directly.
- console->PerformCommand(
- AZStd::string::format("r_shadowCascadeExtrusionAmount %i", shadowCascadeExtrusionAmount).c_str());
- }
- #ifdef AZ_CULL_DEBUG_ENABLED
- AZ_Assert(CountObjectsInScene() == 0, "The culling system should start with 0 entries in this scene.");
- #endif
- }
- void CullingScene::Deactivate()
- {
- #ifdef AZ_CULL_DEBUG_ENABLED
- AZ_Assert(CountObjectsInScene() == 0, "All culling entries must be removed from the scene before shutdown.");
- #endif
- m_visScene = nullptr;
- }
- void CullingScene::BeginCullingTaskGraph(const Scene& scene, AZStd::span<const ViewPtr> views)
- {
- AZ::TaskGraph taskGraph{ "RPI::Culling" };
- AZ::TaskDescriptor beginCullingDescriptor{ "RPI_CullingScene_BeginCullingView", "Graphics" };
- const auto& entityContextId = GetEntityContextIdForOcclusion(&scene);
- for (auto& view : views)
- {
- taskGraph.AddTask(
- beginCullingDescriptor,
- [&]()
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene: BeginCullingTaskGraph");
- view->BeginCulling();
- AzFramework::OcclusionRequestBus::Event(
- entityContextId, &AzFramework::OcclusionRequestBus::Events::CreateOcclusionView, view->GetName());
- });
- }
- if (!taskGraph.IsEmpty())
- {
- AZ::TaskGraphEvent waitForCompletion{ "RPI::Culling Wait" };
- taskGraph.Submit(&waitForCompletion);
- waitForCompletion.Wait();
- }
- }
- void CullingScene::BeginCullingJobs(const Scene& scene, AZStd::span<const ViewPtr> views)
- {
- AZ::JobCompletion beginCullingCompletion;
- const auto& entityContextId = GetEntityContextIdForOcclusion(&scene);
- for (auto& view : views)
- {
- const auto cullingLambda = [&]()
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene: BeginCullingJob");
- view->BeginCulling();
- AzFramework::OcclusionRequestBus::Event(
- entityContextId, &AzFramework::OcclusionRequestBus::Events::CreateOcclusionView, view->GetName());
- };
- AZ::Job* cullingJob = AZ::CreateJobFunction(AZStd::move(cullingLambda), true, nullptr);
- cullingJob->SetDependent(&beginCullingCompletion);
- cullingJob->Start();
- }
- beginCullingCompletion.StartAndWaitForCompletion();
- }
- void CullingScene::BeginCulling(const Scene& scene, AZStd::span<const ViewPtr> views)
- {
- AZ_PROFILE_SCOPE(RPI, "CullingScene: BeginCulling");
- m_cullDataConcurrencyCheck.soft_lock();
- m_debugCtx.ResetCullStats();
- m_debugCtx.m_numCullablesInScene = GetNumCullables();
- m_taskGraphActive = AZ::Interface<AZ::TaskGraphActiveInterface>::Get();
- // Remove any debug artifacts from the previous occlusion culling session.
- const auto& entityContextId = GetEntityContextIdForOcclusion(&scene);
- AzFramework::OcclusionRequestBus::Event(
- entityContextId, &AzFramework::OcclusionRequestBus::Events::ClearOcclusionViewDebugInfo);
- if (views.size() == 1) // avoid job overhead when only 1 job
- {
- views[0]->BeginCulling();
- AzFramework::OcclusionRequestBus::Event(
- entityContextId, &AzFramework::OcclusionRequestBus::Events::CreateOcclusionView, views[0]->GetName());
- }
- else if (m_taskGraphActive && m_taskGraphActive->IsTaskGraphActive())
- {
- BeginCullingTaskGraph(scene, views);
- }
- else
- {
- BeginCullingJobs(scene, views);
- }
- #ifdef AZ_CULL_DEBUG_ENABLED
- AuxGeomDrawPtr auxGeom;
- if (m_debugCtx.m_debugDraw)
- {
- auxGeom = AuxGeomFeatureProcessorInterface::GetDrawQueueForScene(m_parentScene);
- AZ_Assert(auxGeom, "Invalid AuxGeomFeatureProcessorInterface");
- if (m_debugCtx.m_drawWorldCoordinateAxes)
- {
- DebugDrawWorldCoordinateAxes(auxGeom.get());
- }
- }
- {
- AZStd::lock_guard<AZStd::mutex> lockFrozenFrustums(m_debugCtx.m_frozenFrustumsMutex);
- if (m_debugCtx.m_freezeFrustums)
- {
- for (const ViewPtr& viewPtr : views)
- {
- auto iter = m_debugCtx.m_frozenFrustums.find(viewPtr.get());
- if (iter == m_debugCtx.m_frozenFrustums.end())
- {
- const Matrix4x4& worldToClip = viewPtr->GetWorldToClipMatrix();
- Frustum frustum = Frustum::CreateFromMatrixColumnMajor(worldToClip, Frustum::ReverseDepth::True);
- m_debugCtx.m_frozenFrustums.insert({ viewPtr.get(), frustum });
- }
- }
- }
- else if(m_debugCtx.m_frozenFrustums.size() > 0)
- {
- m_debugCtx.m_frozenFrustums.clear();
- }
- }
- #endif
- }
- void CullingScene::EndCulling(const Scene& scene, AZStd::span<const ViewPtr> views)
- {
- m_cullDataConcurrencyCheck.soft_unlock();
- // When culling has completed, destroy all of the occlusion views.
- if (const auto& entityContextId = GetEntityContextIdForOcclusion(&scene); !entityContextId.IsNull())
- {
- for (auto& view : views)
- {
- AzFramework::OcclusionRequestBus::Event(
- entityContextId, &AzFramework::OcclusionRequestBus::Events::DestroyOcclusionView, view->GetName());
- }
- }
- }
- size_t CullingScene::CountObjectsInScene()
- {
- size_t numObjects = 0;
- m_visScene->EnumerateNoCull(
- [&numObjects](const AzFramework::IVisibilityScene::NodeData& nodeData)
- {
- for (AzFramework::VisibilityEntry* visibleEntry : nodeData.m_entries)
- {
- if (visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_Cullable ||
- visibleEntry->m_typeFlags & AzFramework::VisibilityEntry::TYPE_RPI_VisibleObjectList)
- {
- ++numObjects;
- }
- }
- }
- );
- return numObjects;
- }
- } // namespace RPI
- } // namespace AZ
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