mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Add support for indirect draw with indirect count (#2925)
* Add indirect draw with indirect count (BGFX_CAPS_DRAW_INDIRECT_COUNT) * Update bindings * VK: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT * D3D12: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT * GL: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT * 48-drawindirect: Use BGFX_CAPS_DRAW_INDIRECT_COUNT if available * 48-drawindirect: Update shaders
This commit is contained in:
@@ -11,6 +11,9 @@ BUFFER_RO(instanceDataIn, vec4, 0);
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// Output
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BUFFER_WR(indirectBuffer, uvec4, 1);
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BUFFER_WR(instanceBufferOut, vec4, 2);
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#ifdef INDIRECT_COUNT
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BUFFER_WR(indirectCountBuffer, int, 3);
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#endif
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uniform vec4 u_drawParams;
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@@ -23,15 +26,15 @@ void main()
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int numDrawItems = int(u_drawParams.x);
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int sideSize = int(u_drawParams.y);
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float time = u_drawParams.z;
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// Work out the amount of work we're going to do here
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int maxToDraw = min(sideSize*sideSize, numDrawItems);
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int numToDrawPerThread = maxToDraw/64 + 1;
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int idxStart = tId*numToDrawPerThread;
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int idxMax = min(maxToDraw, (tId+1)*numToDrawPerThread);
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// Prepare draw mtx
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for (int k = idxStart; k < idxMax; k++) {
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int yy = k / sideSize;
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@@ -47,24 +50,24 @@ void main()
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vec4 a = vec4( cy, 0, sy, 0);
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vec4 b = vec4( sx*sy, cx, -sx*cy, 0);
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vec4 c = vec4(-cx*sy, sx, cx*cy, 0);
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vec4 d = vec4(-15.0f - (sideSize-11)*1.2f + float(xx) * 3.0f, -15.0f - (sideSize-11)*1.4f + float(yy) * 3.0f, max(0.0f, (sideSize-11.0f)*3.0f), 1.0f);
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vec4 color;
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color.x = sin(time + float(xx) / 11.0f) * 0.5f + 0.5f;
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color.y = cos(time + float(yy) / 11.0f) * 0.5f + 0.5f;
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color.z = sin(time * 3.0f) * 0.5f + 0.5f;
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color.w = 1.0f;
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instanceBufferOut[k*5+0] = a;
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instanceBufferOut[k*5+1] = b;
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instanceBufferOut[k*5+2] = c;
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instanceBufferOut[k*5+3] = d;
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instanceBufferOut[k*5+4] = color;
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}
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// Fill indirect buffer
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for (int k = idxStart; k < idxMax; k++) {
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drawIndexedIndirect(
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// Target location params:
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@@ -77,9 +80,14 @@ void main()
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instanceDataIn[k].x, // offset in the vertex buffer. Note that you can use this to "reindex" submeshses - all indicies in this draw will be decremented by this amount
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k // offset in the instance buffer. If you are drawing more than 1 instance per call see gpudrivenrendering for how to handle
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);
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}
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}
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#ifdef INDIRECT_COUNT
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if (tId == 0)
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{
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// If BGFX_CAPS_DRAW_INDIRECT_COUNT is supported, you can limit the
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// number of draw calls dynamically without a CPU round trip
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indirectCountBuffer[0] = maxToDraw;
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}
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#endif
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}
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2
examples/48-drawindirect/cs_drawindirect_count.sc
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2
examples/48-drawindirect/cs_drawindirect_count.sc
Normal file
@@ -0,0 +1,2 @@
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#define INDIRECT_COUNT
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#include "cs_drawindirect.sc"
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@@ -42,7 +42,7 @@ struct ObjectInstance {
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float m_vertexCount;
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float m_indexOffset;
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float m_indexCount;
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static void init()
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{
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ms_layout
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@@ -50,7 +50,7 @@ struct ObjectInstance {
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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@@ -59,7 +59,7 @@ bgfx::VertexLayout ObjectInstance::ms_layout;
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struct RenderInstance {
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float m_mtx[16];
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float m_color[4];
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static void init()
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{
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ms_layout
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@@ -71,10 +71,10 @@ struct RenderInstance {
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout RenderInstance::ms_layout;
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static PosColorVertex s_multiMeshVertices[12] =
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@@ -88,7 +88,7 @@ static PosColorVertex s_multiMeshVertices[12] =
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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// Tetrahedron Model (offset = 8)
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{ 1.0f, -1.0f, -1.0f, 0xff000000 },
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@@ -111,7 +111,7 @@ static const uint16_t s_multiMeshIndices[48] =
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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// Tetrahedron Indices (offset = 36)
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0, 2, 1,
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1, 2, 3,
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@@ -137,8 +137,9 @@ public:
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m_height = _height;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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m_sideSize = 11;
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m_sideSize = 11;
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m_nDrawElements = s_maxSideSize*s_maxSideSize;
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m_useIndirectCount = false;
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bgfx::Init init;
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init.type = args.m_type;
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@@ -179,26 +180,40 @@ public:
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// Create program from shaders.
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m_program = loadProgram("vs_instancing", "fs_instancing"); // These are reused from 05-instancing
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m_indirect_program = BGFX_INVALID_HANDLE;
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m_indirect_count_program = BGFX_INVALID_HANDLE;
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m_indirect_buffer_handle = BGFX_INVALID_HANDLE;
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m_indirect_count_buffer_handle = BGFX_INVALID_HANDLE;
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m_object_list_buffer = BGFX_INVALID_HANDLE;
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u_drawParams = bgfx::createUniform("u_drawParams", bgfx::UniformType::Vec4);
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const bool computeSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool computeSupported = !!(BGFX_CAPS_COMPUTE & bgfx::getCaps()->supported);
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const bool indirectSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool instancingSupported = !!(BGFX_CAPS_INSTANCING & bgfx::getCaps()->supported);
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if (computeSupported && instancingSupported)
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if (computeSupported && indirectSupported && instancingSupported)
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{
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// Set up indirect program
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// This is a barebones program that populates the indirect buffer handle with draw requests
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m_indirect_program = bgfx::createProgram(loadShader("cs_drawindirect"), true);
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m_indirect_buffer_handle = bgfx::createIndirectBuffer(m_nDrawElements);
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const bool indirectCountSupported = !!(BGFX_CAPS_DRAW_INDIRECT_COUNT & bgfx::getCaps()->supported);
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if (indirectCountSupported)
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{
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m_useIndirectCount = true;
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m_indirect_count_program = bgfx::createProgram(loadShader("cs_drawindirect_count"), true);
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const bgfx::Memory * mem = bgfx::alloc(sizeof(uint32_t));
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*(uint32_t *)mem->data = 0;
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m_indirect_count_buffer_handle = bgfx::createIndexBuffer(mem, BGFX_BUFFER_INDEX32 | BGFX_BUFFER_COMPUTE_WRITE | BGFX_BUFFER_DRAW_INDIRECT);
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}
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const bgfx::Memory * mem = bgfx::alloc(sizeof(ObjectInstance) * m_nDrawElements);
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ObjectInstance* objs = (ObjectInstance*) mem->data;
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for (uint32_t ii = 0; ii < m_nDrawElements; ++ii)
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{
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if (ii % 2)
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@@ -218,15 +233,15 @@ public:
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objs[ii].m_indexCount = 36;
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}
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}
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// This is a list of objects to be rendered via the indirect program
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m_object_list_buffer = bgfx::createVertexBuffer(mem, ObjectInstance::ms_layout, BGFX_BUFFER_COMPUTE_READ);
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// This is the instance buffer used for rendering.
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// This is the instance buffer used for rendering.
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// You could instead use a dynamic instance buffer when rendering (use bgfx::allocInstanceDataBuffer in draw loop)
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m_instance_buffer = bgfx::createDynamicVertexBuffer(m_nDrawElements, RenderInstance::ms_layout, BGFX_BUFFER_COMPUTE_WRITE);
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}
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m_timeOffset = bx::getHPCounter();
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imguiCreate();
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@@ -245,10 +260,18 @@ public:
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{
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bgfx::destroy(m_indirect_program);
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}
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if (bgfx::isValid(m_indirect_count_program))
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{
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bgfx::destroy(m_indirect_count_program);
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}
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if (bgfx::isValid(m_indirect_buffer_handle))
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{
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bgfx::destroy(m_indirect_buffer_handle);
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}
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if (bgfx::isValid(m_indirect_count_buffer_handle))
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{
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bgfx::destroy(m_indirect_count_buffer_handle);
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}
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if (bgfx::isValid(m_object_list_buffer))
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{
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bgfx::destroy(m_object_list_buffer);
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@@ -258,7 +281,7 @@ public:
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bgfx::destroy(m_instance_buffer);
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}
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bgfx::destroy(u_drawParams);
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// Shutdown bgfx.
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bgfx::shutdown();
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@@ -269,6 +292,12 @@ public:
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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// Get renderer capabilities info.
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const bool computeSupported = !!(BGFX_CAPS_COMPUTE & bgfx::getCaps()->supported);
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const bool indirectSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool indirectCountSupported = !!(BGFX_CAPS_DRAW_INDIRECT_COUNT & bgfx::getCaps()->supported);
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const bool instancingSupported = !!(BGFX_CAPS_INSTANCING & bgfx::getCaps()->supported);
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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@@ -300,10 +329,18 @@ public:
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ImGui::Text("Grid Side Size:");
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ImGui::SliderInt("##size", (int*)&m_sideSize, 1, s_maxSideSize);
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ImGui::BeginDisabled(!indirectCountSupported);
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ImGui::Checkbox("Indirect Count", &m_useIndirectCount);
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ImGui::EndDisabled();
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if (!indirectCountSupported && ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled) )
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{
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ImGui::SetTooltip("Indirect Count is not supported by GPU.");
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}
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ImGui::End();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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@@ -327,55 +364,66 @@ public:
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float time = (float)( (bx::getHPCounter() - m_timeOffset)/double(bx::getHPFrequency() ) );
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// Get renderer capabilities info.
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const bool computeSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool instancingSupported = !!(BGFX_CAPS_INSTANCING & bgfx::getCaps()->supported);
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if (computeSupported && instancingSupported)
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if (computeSupported && indirectSupported && instancingSupported)
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{
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// Build indirect buffer & prepare instance buffer
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// NOTE: IF you are rendering static data then
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// this could be done once on startup and results stored
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// This is done here for demonstration purposes
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// The model matrix for each instance is also set on compute
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// you could modify this to, eg, do frustrum culling on the GPU
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// you could modify this to, eg, do frustrum culling on the GPU
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float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 };
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uint32_t numToDraw = (m_sideSize*m_sideSize);
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bgfx::setUniform(u_drawParams, ud);
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bgfx::setBuffer(0, m_object_list_buffer, bgfx::Access::Read);
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bgfx::setBuffer(1, m_indirect_buffer_handle, bgfx::Access::Write);
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bgfx::setBuffer(2, m_instance_buffer, bgfx::Access::Write);
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// Dispatch the call. We are using 64 local threads on the GPU to process the object list
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// So lets dispatch ceil(numToDraw/64) workgroups of 64 local threads
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bgfx::dispatch(0, m_indirect_program, uint32_t(numToDraw/64 + 1), 1, 1);
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if (m_useIndirectCount)
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{
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bgfx::setBuffer(3, m_indirect_count_buffer_handle, bgfx::Access::Write);
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bgfx::dispatch(0, m_indirect_count_program, uint32_t(numToDraw/64 + 1), 1, 1);
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}
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else
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{
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bgfx::dispatch(0, m_indirect_program, uint32_t(numToDraw/64 + 1), 1, 1);
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}
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// Submit our 1 draw call
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// Set vertex and index buffer.
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bgfx::setIndexBuffer(m_ibh);
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setInstanceDataBuffer(m_instance_buffer, 0, numToDraw);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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// note that this submission requires the draw count
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bgfx::submit(0, m_program, m_indirect_buffer_handle, 0, uint16_t(numToDraw));
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if (m_useIndirectCount)
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{
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// With indirect count, the number of draws is read from a buffer
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bgfx::submit(0, m_program, m_indirect_buffer_handle, 0, m_indirect_count_buffer_handle);
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}
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else
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{
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bgfx::submit(0, m_program, m_indirect_buffer_handle, 0, uint16_t(numToDraw));
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}
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}
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else
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{
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// Compute/Instancing is not supported
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// Compute/Indirect/Instancing is not supported
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " Compute/Instancing is not supported by GPU. ");
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bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " Compute/Indirect/Instancing is not supported by GPU. ");
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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@@ -394,12 +442,15 @@ public:
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uint32_t m_reset;
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uint32_t m_sideSize;
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uint32_t m_nDrawElements;
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bool m_useIndirectCount;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::ProgramHandle m_program;
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bgfx::IndirectBufferHandle m_indirect_buffer_handle;
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bgfx::IndirectBufferHandle m_indirect_buffer_handle;
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bgfx::IndexBufferHandle m_indirect_count_buffer_handle;
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bgfx::ProgramHandle m_indirect_program;
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bgfx::ProgramHandle m_indirect_count_program;
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bgfx::VertexBufferHandle m_object_list_buffer;
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bgfx::DynamicVertexBufferHandle m_instance_buffer;
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bgfx::UniformHandle u_drawParams;
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BIN
examples/runtime/shaders/dx11/cs_drawindirect_count.bin
Normal file
BIN
examples/runtime/shaders/dx11/cs_drawindirect_count.bin
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BIN
examples/runtime/shaders/glsl/cs_drawindirect_count.bin
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examples/runtime/shaders/glsl/cs_drawindirect_count.bin
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BIN
examples/runtime/shaders/spirv/cs_drawindirect_count.bin
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BIN
examples/runtime/shaders/spirv/cs_drawindirect_count.bin
Normal file
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