Reimplement Motion Blur

This commit is contained in:
Wojtek Figat
2021-01-03 20:13:09 +01:00
parent e5286510d1
commit 23c51694c7
5 changed files with 382 additions and 22 deletions

BIN
Content/Shaders/MotionBlur.flax (Stored with Git LFS)

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@@ -10,17 +10,25 @@
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Engine/Time.h"
PACK_STRUCT(struct Data {
GBufferData GBuffer;
Matrix CurrentVP;
Matrix PreviousVP;
Vector4 TemporalAAJitter;
float VelocityScale;
float Dummy0;
int32 MaxBlurSamples;
uint32 VariableTileLoopCount;
Vector2 Input0SizeInv;
Vector2 Input2SizeInv;
});
MotionBlurPass::MotionBlurPass()
: _motionVectorsFormat(PixelFormat::Unknown)
, _velocityFormat(PixelFormat::Unknown)
{
}
@@ -31,8 +39,13 @@ String MotionBlurPass::ToString() const
bool MotionBlurPass::Init()
{
// Create pipeline state
// Create pipeline states
_psCameraMotionVectors = GPUDevice::Instance->CreatePipelineState();
_psMotionVectorsDebug = GPUDevice::Instance->CreatePipelineState();
_psTileMax = GPUDevice::Instance->CreatePipelineState();
_psTileMaxVariable = GPUDevice::Instance->CreatePipelineState();
_psNeighborMax = GPUDevice::Instance->CreatePipelineState();
_psMotionBlur = GPUDevice::Instance->CreatePipelineState();
// Load shader
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/MotionBlur"));
@@ -48,16 +61,12 @@ bool MotionBlurPass::Init()
{
if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R32G32_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
format = PixelFormat::R32G32_Float;
else if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R16G16B16A16_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
format = PixelFormat::R16G16B16A16_Float;
else
format = PixelFormat::R32G32B32A32_Float;
}
_motionVectorsFormat = format;
format = PixelFormat::R10G10B10A2_UNorm;
if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->FeaturesPerFormat[(int32)format].Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
{
format = PixelFormat::R32G32B32A32_Float;
}
_velocityFormat = format;
return false;
}
@@ -86,6 +95,36 @@ bool MotionBlurPass::setupResources()
if (_psCameraMotionVectors->Init(psDesc))
return true;
}
if (!_psMotionVectorsDebug->IsValid())
{
psDesc.PS = shader->GetPS("PS_MotionVectorsDebug");
if (_psMotionVectorsDebug->Init(psDesc))
return true;
}
if (!_psTileMax->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMax");
if (_psTileMax->Init(psDesc))
return true;
}
if (!_psTileMaxVariable->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMaxVariable");
if (_psTileMaxVariable->Init(psDesc))
return true;
}
if (!_psNeighborMax->IsValid())
{
psDesc.PS = shader->GetPS("PS_NeighborMax");
if (_psNeighborMax->Init(psDesc))
return true;
}
if (!_psMotionBlur->IsValid())
{
psDesc.PS = shader->GetPS("PS_MotionBlur");
if (_psMotionBlur->Init(psDesc))
return true;
}
return false;
}
@@ -97,6 +136,11 @@ void MotionBlurPass::Dispose()
// Delete pipeline state
SAFE_DELETE_GPU_RESOURCE(_psCameraMotionVectors);
SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebug);
SAFE_DELETE_GPU_RESOURCE(_psTileMax);
SAFE_DELETE_GPU_RESOURCE(_psTileMaxVariable);
SAFE_DELETE_GPU_RESOURCE(_psNeighborMax);
SAFE_DELETE_GPU_RESOURCE(_psMotionBlur);
// Release asset
_shader.Unlink();
@@ -198,13 +242,18 @@ void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* f
{
auto context = GPUDevice::Instance->GetMainContext();
const auto motionVectors = renderContext.Buffers->MotionVectors;
//if (!motionVectors->IsAllocated() || setupResources())
if (!motionVectors->IsAllocated() || setupResources())
{
context->Draw(frame);
return;
}
// ..
PROFILE_GPU_CPU("Motion Vectors Debug");
context->BindSR(0, frame);
context->BindSR(1, renderContext.Buffers->MotionVectors->View());
context->SetState(_psMotionVectorsDebug);
context->DrawFullscreenTriangle();
context->ResetSR();
}
void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GPUTexture*& output)
@@ -218,8 +267,6 @@ void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GP
const int32 screenHeight = renderContext.Buffers->GetHeight();
const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
// Ensure to have valid data
if ((renderContext.View.Flags & ViewFlags::MotionBlur) == 0 ||
!_hasValidResources ||
isCameraCut ||
@@ -232,5 +279,103 @@ void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GP
return;
}
// ..
// Need to have valid motion vectors created and rendered before
ASSERT(motionVectors->IsAllocated());
PROFILE_GPU_CPU("Motion Blur");
// Setup shader inputs
const int32 maxBlurSize = (int32)((float)motionVectorsHeight * 0.05f);
const int32 tileSize = Math::AlignUp(maxBlurSize, 8);
const float timeScale = renderContext.Task->View.IsOfflinePass ? 1.0f : 1.0f / Time::Draw.UnscaledDeltaTime.GetTotalSeconds() / 60.0f; // 60fps as a reference
Data data;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
data.VelocityScale = settings.Scale * 0.5f * timeScale; // 2x samples in loop
data.MaxBlurSamples = Math::Clamp(settings.SampleCount / 2, 1, 64); // 2x samples in loop
data.VariableTileLoopCount = tileSize / 8;
data.Input0SizeInv = Vector2(1.0f / (float)motionVectorsWidth, 1.0f / (float)motionVectorsWidth);
const auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
// Downscale motion vectors texture down to 1/2 (with max velocity calculation 2x2 kernel)
auto rtDesc = GPUTextureDescription::New2D(motionVectorsWidth / 2, motionVectorsHeight / 2, _motionVectorsFormat);
const auto vMaxBuffer2 = RenderTargetPool::Get(rtDesc);
context->SetRenderTarget(vMaxBuffer2->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, motionVectors->View());
context->SetState(_psTileMax);
context->DrawFullscreenTriangle();
// Downscale motion vectors texture down to 1/4 (with max velocity calculation 2x2 kernel)
rtDesc.Width /= 2;
rtDesc.Height /= 2;
const auto vMaxBuffer4 = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(vMaxBuffer4->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, vMaxBuffer2->View());
data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer2->Width(), 1.0f / (float)vMaxBuffer2->Height());
context->UpdateCB(cb, &data);
context->SetState(_psTileMax);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(vMaxBuffer2);
// Downscale motion vectors texture down to 1/8 (with max velocity calculation 2x2 kernel)
rtDesc.Width /= 2;
rtDesc.Height /= 2;
const auto vMaxBuffer8 = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(vMaxBuffer8->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, vMaxBuffer4->View());
data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer4->Width(), 1.0f / (float)vMaxBuffer4->Height());
context->UpdateCB(cb, &data);
context->SetState(_psTileMax);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(vMaxBuffer4);
// Downscale motion vectors texture down to tileSize/tileSize (with max velocity calculation NxN kernel)
rtDesc.Width = motionVectorsWidth / tileSize;
rtDesc.Height = motionVectorsHeight / tileSize;
auto vMaxBuffer = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(vMaxBuffer->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, vMaxBuffer8->View());
data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer8->Width(), 1.0f / (float)vMaxBuffer8->Height());
context->UpdateCB(cb, &data);
context->SetState(_psTileMaxVariable);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(vMaxBuffer8);
// Extract maximum velocities for the tiles based on their neighbors
context->ResetRenderTarget();
auto vMaxNeighborBuffer = RenderTargetPool::Get(rtDesc);
context->SetRenderTarget(vMaxNeighborBuffer->View());
context->BindSR(0, vMaxBuffer->View());
context->SetState(_psNeighborMax);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(vMaxBuffer);
// Render motion blur
context->ResetRenderTarget();
context->SetRenderTarget(*output);
context->SetViewportAndScissors((float)screenWidth, (float)screenHeight);
context->BindSR(0, input->View());
context->BindSR(1, motionVectors->View());
context->BindSR(2, vMaxNeighborBuffer->View());
context->BindSR(3, renderContext.Buffers->DepthBuffer->View());
data.Input0SizeInv = Vector2(1.0f / (float)input->Width(), 1.0f / (float)input->Height());
data.Input2SizeInv = Vector2(1.0f / (float)renderContext.Buffers->DepthBuffer->Width(), 1.0f / (float)renderContext.Buffers->DepthBuffer->Height());
context->UpdateCB(cb, &data);
context->SetState(_psMotionBlur);
context->DrawFullscreenTriangle();
// Cleanup
RenderTargetPool::Release(vMaxNeighborBuffer);
context->ResetSR();
context->ResetRenderTarget();
Swap(output, input);
}

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@@ -12,9 +12,13 @@ class MotionBlurPass : public RendererPass<MotionBlurPass>
private:
PixelFormat _motionVectorsFormat;
PixelFormat _velocityFormat;
AssetReference<Shader> _shader;
GPUPipelineState* _psCameraMotionVectors = nullptr;
GPUPipelineState* _psMotionVectorsDebug = nullptr;
GPUPipelineState* _psTileMax = nullptr;
GPUPipelineState* _psTileMaxVariable = nullptr;
GPUPipelineState* _psNeighborMax = nullptr;
GPUPipelineState* _psMotionBlur = nullptr;
public:
@@ -52,6 +56,11 @@ private:
void OnShaderReloading(Asset* obj)
{
_psCameraMotionVectors->ReleaseGPU();
_psMotionVectorsDebug->ReleaseGPU();
_psTileMax->ReleaseGPU();
_psTileMaxVariable->ReleaseGPU();
_psNeighborMax->ReleaseGPU();
_psMotionBlur->ReleaseGPU();
invalidateResources();
}
#endif

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@@ -485,8 +485,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
context->ResetRenderTarget();
context->SetRenderTarget(task->GetOutputView());
context->SetViewportAndScissors((float)renderContext.Buffers->GetWidth(), (float)renderContext.Buffers->GetHeight());
context->Clear(frameBuffer->View(), Color::Black);
//MotionBlurPass::Instance()->RenderDebug(renderContext, frameBuffer->View());
MotionBlurPass::Instance()->RenderDebug(renderContext, frameBuffer->View());
return;
}

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@@ -5,15 +5,22 @@
#include "./Flax/Common.hlsl"
#include "./Flax/GBuffer.hlsl"
// Motion blur implementation based on:
// Jimenez, 2014, http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
// Chapman, 2013, http://john-chapman-graphics.blogspot.com/2013/01/per-object-motion-blur.html
// McGuire et. al., 2012, "A reconstruction filter for plausible motion blur"
META_CB_BEGIN(0, Data)
GBufferData GBuffer;
// Camera Motion Vectors
float4x4 CurrentVP;
float4x4 PreviousVP;
float4 TemporalAAJitter;
float VelocityScale;
float Dummy0;
int MaxBlurSamples;
uint VariableTileLoopCount;
float2 Input0SizeInv;
float2 Input2SizeInv;
META_CB_END
DECLARE_GBUFFERDATA_ACCESS(GBuffer)
@@ -21,6 +28,7 @@ DECLARE_GBUFFERDATA_ACCESS(GBuffer)
Texture2D Input0 : register(t0);
Texture2D Input1 : register(t1);
Texture2D Input2 : register(t2);
Texture2D Input3 : register(t3);
// Pixel shader for camera motion vectors
META_PS(true, FEATURE_LEVEL_ES2)
@@ -48,3 +56,202 @@ float4 PS_CameraMotionVectors(Quad_VS2PS input) : SV_Target
return float4(vPosCur - vPosPrev, 0, 1);
}
// Calculates the color for the a motion vector debugging
float4 MotionVectorToColor(float2 v)
{
float angle = atan2(v.y, v.x);
float hue = (angle * (1.0f / PI) + 1.0f) * 0.5f;
return saturate(float4(abs(hue * 6.0f - 3.0f) - 1.0f, 2.0f - abs(hue * 6.0f - 4.0f), 2.0f - abs(hue * 6.0f - 2.0f), length(v)));
}
// Pixel shader for motion vectors debug view
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionVectorsDebug(Quad_VS2PS input) : SV_Target
{
float4 c = SAMPLE_RT(Input0, input.TexCoord);
float2 v = SAMPLE_RT(Input1, input.TexCoord).xy * 20.0f;
float4 vC = MotionVectorToColor(v);
return float4(lerp(c.rgb, vC.rgb, vC.a * 0.6f), c.a);
}
// Returns the longer velocity vector
float2 maxV(float2 a, float2 b)
{
// Use squared length for branch
return dot(a, a) > dot(b, b) ? a : b;
}
// Pixel shader for motion vectors downscale with maximum velocity extraction (2x2 kernel)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMax(Quad_VS2PS input) : SV_Target
{
// Reference: [McGuire 2012] (2.3 Filter Passes)
float4 offset = Input0SizeInv.xyxy * float4(-1, -1, 1, 1);
float2 v1 = SAMPLE_RT(Input0, input.TexCoord + offset.xy).xy;
float2 v2 = SAMPLE_RT(Input0, input.TexCoord + offset.xw).xy;
float2 v3 = SAMPLE_RT(Input0, input.TexCoord + offset.zy).xy;
float2 v4 = SAMPLE_RT(Input0, input.TexCoord + offset.zw).xy;
return float4(maxV(maxV(maxV(v1, v2), v3), v4), 0, 0);
}
// Pixel shader for motion vectors downscale with maximum velocity extraction (NxN kernel)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_TileMaxVariable(Quad_VS2PS input) : SV_Target
{
// Reference: [McGuire 2012] (2.3 Filter Passes)
float2 result = float2(0, 0);
LOOP
for (uint x = 0; x < VariableTileLoopCount; x++)
{
LOOP
for (uint y = 0; y < VariableTileLoopCount; y++)
{
float2 v = SAMPLE_RT(Input0, input.TexCoord + Input0SizeInv * float2(x, y)).xy;
result = maxV(result, v);
}
}
return float4(result, 0, 0);
}
// Pixel shader for motion vectors tiles maximum neighbors velocities extraction (3x3 kernel)
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_NeighborMax(Quad_VS2PS input) : SV_Target
{
// Reference: [McGuire 2012] (2.3 Filter Passes)
float2 result = float2(0, 0);
UNROLL
for (int x = -1; x <= 1; x++)
{
UNROLL
for (int y = -1; y <= 1; y++)
{
float2 v = SAMPLE_RT(Input0, input.TexCoord + Input0SizeInv * float2(x, y)).xy;
result = maxV(result, v);
}
}
return float4(result, 0, 0);
}
float2 ClampVelocity(float2 v)
{
// Prevent too big blur over the screen
float velocityLimit = 0.2f;
return clamp(v * VelocityScale, -velocityLimit, velocityLimit);
}
// [Jimenez, 2014]
float2 DepthCmp(float centerDepth, float sampleDepth, float depthScale)
{
return saturate(0.5f + float2(depthScale, -depthScale) * (sampleDepth - centerDepth));
}
// [Jimenez, 2014]
float2 SpreadCmp(float offsetLen, float2 spreadLen, float pixelToSampleUnitsScale)
{
return saturate(pixelToSampleUnitsScale * spreadLen - offsetLen + 1.0f);
//return saturate(pixelToSampleUnitsScale * spreadLen - max(offsetLen - 1.0f, 0));
}
// [Jimenez, 2014]
float SampleWeight(float centerDepth, float sampleDepth, float offsetLen, float centerSpreadLen, float sampleSpreadLen, float pixelToSampleUnitsScale, float depthScale)
{
float2 depthCmp = DepthCmp(centerDepth, sampleDepth, depthScale);
float2 spreadCmp = SpreadCmp(offsetLen, float2(centerSpreadLen, sampleSpreadLen), pixelToSampleUnitsScale);
return dot(depthCmp, spreadCmp);
}
// [Jimenez, 2014]
float FullscreenGradientNoise(float2 uv)
{
uv = floor(uv * GBuffer.ScreenSize.xy);
float f = dot(float2(0.06711056f, 0.00583715f), uv);
return frac(52.9829189f * frac(f));
}
float2 NeighborMaxJitter(float2 uv)
{
// Reduce max velocity tiles visibility by applying some jitter and noise to the uvs
float rx, ry;
float noise = FullscreenGradientNoise(uv + float2(2.0f, 0.0f)) * (PI * 2);
sincos(noise, ry, rx);
return float2(rx, ry) * Input2SizeInv * 0.25f;
}
// Pixel shader for motion blur rendering
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_MotionBlur(Quad_VS2PS input) : SV_Target
{
// Reference: [McGuire 2012, 2013], [Jimenez, 2014]
// Sample pixel color
float4 pixelColor = SAMPLE_RT(Input0, input.TexCoord);
// Sample largest velocity in the neighborhood
float2 neighborhoodVelocity = Input2.SampleLevel(SamplerLinearClamp, input.TexCoord + NeighborMaxJitter(input.TexCoord), 0).xy;
neighborhoodVelocity = ClampVelocity(neighborhoodVelocity);
float neighborhoodVelocityLength = length(neighborhoodVelocity);
int neighborhoodVelocityPixelsLength = (int)length(neighborhoodVelocity * GBuffer.ScreenSize.xy);
if (neighborhoodVelocityPixelsLength <= 1)
return pixelColor;
// Sample pixel velocity
float2 pixelVelocity = Input1.SampleLevel(SamplerLinearClamp, input.TexCoord, 0).xy;
pixelVelocity = ClampVelocity(pixelVelocity);
float pixelVelocityLength = length(pixelVelocity);
// Sample pixel depth
GBufferData gBufferData = GetGBufferData();
float pixelDepth = LinearizeZ(gBufferData, SAMPLE_RT(Input3, input.TexCoord).x);
// Calculate noise to make it look better with less samples per pixel
float noise = FullscreenGradientNoise(input.TexCoord);
// Accumulate color using evenly placed filter taps along maximum neighborhood velocity direction
float2 direction = neighborhoodVelocity;
//float2 direction = pixelVelocity;
uint sampleCount = MaxBlurSamples;
float pixelToSampleUnitsScale = sampleCount * rsqrt(dot(direction, direction));
float4 sum = 0;
LOOP
for (uint i = 0; i < sampleCount; i++)
{
float2 samplePos = float2(noise - 0.5f, 0.5f - noise) + ((float)i + 0.5f);
float2 samplePosNormalized = samplePos / sampleCount;
float2 sampleUV1 = input.TexCoord + samplePosNormalized.x * direction;
float2 sampleUV2 = input.TexCoord - samplePosNormalized.y * direction;
// TODO: use cheaper version if neighborhood min and max are almost equal (then calc min value too)
#if 0
float weight1 = 1;
float weight2 = 1;
#else
float depth1 = LinearizeZ(gBufferData, SAMPLE_RT(Input3, sampleUV1).x);
float2 velocity1 = Input1.SampleLevel(SamplerPointClamp, sampleUV1, 0).xy;
velocity1 = ClampVelocity(velocity1);
float velocityLength1 = length(velocity1);
float depth2 = LinearizeZ(gBufferData, SAMPLE_RT(Input3, sampleUV2).x);
float2 velocity2 = Input1.SampleLevel(SamplerPointClamp, sampleUV2, 0).xy;
velocity2 = ClampVelocity(velocity2);
float velocityLength2 = length(velocity2);
float weight1 = SampleWeight(pixelDepth, depth1, samplePos.x, pixelVelocityLength, velocityLength1, pixelToSampleUnitsScale, 1);
float weight2 = SampleWeight(pixelDepth, depth2, samplePos.x, pixelVelocityLength, velocityLength2, pixelToSampleUnitsScale, 1);
bool2 mirror = bool2(depth1 > depth2, velocityLength2 > velocityLength1);
weight1 = all(mirror) ? weight2 : weight1;
weight2 = any(mirror) ? weight2 : weight1;
#endif
sum += weight1 * float4(SAMPLE_RT(Input0, sampleUV1).rgb, 1);
sum += weight2 * float4(SAMPLE_RT(Input0, sampleUV2).rgb, 1);
}
// Normalize result
sum *= 0.5f / sampleCount;
// Blend result with background
return float4(sum.rgb + (1 - sum.w) * pixelColor.rgb, pixelColor.a);
}