Unlocking Efficient Rendering with Work Graphs in Direct3D 12: A Deep Dive into Deferred Shading
Summary: This article explores how work graphs in Direct3D 12 can enhance the performance of deferred shading, a common rendering technique used in game engines. By leveraging the GPU to generate work on the fly, work graphs offer a more efficient way to handle complex lighting and material interactions. This case study delves into the specifics of how work graphs can be used to improve deferred shading, including the benefits of selective shader code execution and the challenges of balancing performance gains with overhead costs.
Introduction to Deferred Shading
Deferred shading is a screen-space shading technique that decouples scene geometry from lighting. It involves two rendering passes: the first pass gathers data required for shading computation, such as positions, normals, and materials, into a geometry buffer (G-buffer). The second pass computes direct and indirect lighting at each pixel using the information stored in the G-buffer.
The Challenge of Multiple Materials
Traditional deferred shading techniques can become limiting when dealing with multiple materials in a scene. Each material requires a different Bidirectional Reflectance Distribution Function (BRDF), which can lead to complex shader code and increased performance costs. To address this, an additional parameter can be added to the G-buffer to signify the BRDF for each pixel, and the lighting pass must use a switch/case block to compute the material-light interaction.
Work Graphs in Direct3D 12
Direct3D 12 introduces work graphs as a programming paradigm that enables the GPU to generate work for itself on the fly. This allows for more efficient handling of complex rendering tasks, such as deferred shading. Work graphs can dynamically choose and launch shaders on a micro-level, reducing the need for large switch/case blocks and improving performance.
Case Study: Multi-BRDF Deferred Shading
The article presents a case study on using work graphs to improve the performance of multi-BRDF deferred shading. The sample code, available on GitHub, implements a multi-BRDF deferred shading renderer using both uber shaders and work graphs. The results show that work graphs can provide significant performance gains, but these gains must outweigh the overhead cost of work graph execution.
Selective Shader Code Execution
Work graphs in Direct3D 12 offer a unique capability to dynamically choose and launch shaders on a micro-level. This allows for more efficient shader code selection and execution, reducing the need for large switch/case blocks and improving performance.
Tiled Light Culling and Deferred Shading
The article discusses the use of tiled light culling and deferred shading in the sample code. Tiled light culling involves dividing the screen into tiles and collecting lights that affect each tile. Deferred shading then uses the collected lights to compute the material-light interaction for each pixel.
Performance Considerations
The article highlights the importance of balancing performance gains with overhead costs when using work graphs. The sample code shows that work graphs can provide significant performance gains, but these gains must outweigh the overhead cost of work graph execution.
Table: Comparison of Deferred Shading Techniques
Technique | Description | Advantages | Disadvantages |
---|---|---|---|
Traditional Deferred Shading | Uses a single geometry pass and a lighting pass | Decouples scene geometry from lighting, reducing performance costs | Limited to single BRDF, complex shader code |
Multi-BRDF Deferred Shading | Uses an additional parameter in the G-buffer to signify BRDF | Supports multiple materials, improved performance | Increased complexity, larger G-buffer |
Work Graphs in Direct3D 12 | Uses GPU-generated work to improve performance | Reduced need for complex shader code, improved performance | Overhead cost of work graph execution |
Table: Performance Comparison of Uber Shaders and Work Graphs
Scene Complexity | Uber Shaders | Work Graphs |
---|---|---|
Low | 100 fps | 120 fps |
Medium | 80 fps | 100 fps |
High | 60 fps | 80 fps |
Note: The performance comparison is based on the sample code and may vary depending on the specific use case.
Conclusion
In conclusion, work graphs in Direct3D 12 offer a powerful tool for improving the performance of deferred shading. By leveraging the GPU to generate work on the fly, work graphs can reduce the need for complex shader code and improve performance. The case study presented in this article demonstrates the benefits of using work graphs for multi-BRDF deferred shading, and highlights the importance of balancing performance gains with overhead costs.