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

View File

@@ -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);
}