Add CustomUpscale postFx to replace upscaler with a custom script

This commit is contained in:
Wojtek Figat
2021-07-20 15:33:12 +02:00
parent 929bd2a8c8
commit 669b99f8e4
5 changed files with 120 additions and 20 deletions

View File

@@ -609,6 +609,9 @@ API_ENUM() enum class MaterialPostFxLocation : byte
/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
/// </summary>
AfterAntiAliasingPass = 5,
API_ENUM(Attributes="HideInEditor")
MAX,
};
/// <summary>
@@ -637,9 +640,17 @@ API_ENUM() enum class PostProcessEffectLocation
BeforeReflectionsPass = 3,
/// <summary>
/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
/// The 'after' AA filter pass.
/// </summary>
AfterAntiAliasingPass = 4,
/// <summary>
/// The custom frame up-scaling that replaces default implementation. Rendering is done to the output backbuffer (use OutputView and OutputViewport as render destination).
/// </summary>
CustomUpscale = 5,
API_ENUM(Attributes="HideInEditor")
MAX,
};
/// <summary>

View File

@@ -326,16 +326,8 @@ void RenderList::RunCustomPostFxPass(GPUContext* context, RenderContext& renderC
}
}
bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const
bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess) const
{
for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
{
auto material = Settings.PostFxMaterials.Materials[i].Get();
if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx)
{
return true;
}
}
if (renderContext.View.Flags & ViewFlags::CustomPostProcess)
{
for (int32 i = 0; i < renderContext.List->PostFx.Count(); i++)
@@ -347,7 +339,19 @@ bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLoc
}
}
}
return false;
}
bool RenderList::HasAnyPostFx(RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const
{
for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
{
auto material = Settings.PostFxMaterials.Materials[i].Get();
if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx)
{
return true;
}
}
return false;
}

View File

@@ -488,6 +488,22 @@ public:
/// <param name="output">The output texture.</param>
void RunCustomPostFxPass(GPUContext* context, RenderContext& renderContext, PostProcessEffectLocation location, GPUTexture*& input, GPUTexture*& output);
/// <summary>
/// Determines whether any Custom PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="postProcess">The PostFx location to check (for scripts).</param>
/// <returns>True if render any postFx of the given type, otherwise false.</returns>
bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess) const;
/// <summary>
/// Determines whether any Material PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="materialPostFx">The PostFx location to check (for materials).</param>
/// <returns>True if render any postFx of the given type, otherwise false.</returns>
bool HasAnyPostFx(RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const;
/// <summary>
/// Determines whether any Custom PostFx or Material PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
/// </summary>
@@ -495,7 +511,10 @@ public:
/// <param name="postProcess">The PostFx location to check (for scripts).</param>
/// <param name="materialPostFx">The PostFx location to check (for materials).</param>
/// <returns>True if render any postFx of the given type, otherwise false.</returns>
bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const;
bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const
{
return HasAnyPostFx(renderContext, postProcess) || HasAnyPostFx(renderContext, materialPostFx);
}
public:

View File

@@ -112,9 +112,7 @@ void RendererService::Dispose()
void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
{
auto context = GPUDevice::Instance->GetMainContext();
const auto width = (float)renderContext.Buffers->GetWidth();
const auto height = (float)renderContext.Buffers->GetHeight();
context->SetViewportAndScissors(width, height);
context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
const auto aaMode = renderContext.List->Settings.AntiAliasing.Mode;
if (aaMode == AntialiasingMode::FastApproximateAntialiasing)
@@ -128,7 +126,6 @@ void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPU
else
{
PROFILE_GPU("Copy frame");
context->SetRenderTarget(output);
context->Draw(input);
}
@@ -470,6 +467,11 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::Default, frameBuffer, tempBuffer);
renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::AfterCustomPostEffects, frameBuffer, tempBuffer);
// Cleanup
context->ResetRenderTarget();
context->ResetSR();
context->FlushState();
// Debug motion vectors
if (renderContext.View.Mode == ViewMode::MotionVectors)
{
@@ -500,9 +502,13 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
{
PROFILE_GPU("Copy frame");
context->SetRenderTarget(task->GetOutputView());
context->SetViewportAndScissors(task->GetViewport());
context->SetViewportAndScissors(task->GetOutputViewport());
context->Draw(frameBuffer);
}
else if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale, MaterialPostFxLocation::MAX))
{
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, frameBuffer);
}
else
{
MultiScaler::Instance()->Upscale(context, task->GetOutputViewport(), frameBuffer, task->GetOutputView());

View File

@@ -3,10 +3,8 @@
#include "./Flax/Common.hlsl"
META_CB_BEGIN(0, Data)
float2 TexelSize;
float2 Padding;
META_CB_END
// Use linear sampling (less texture fetches required)
@@ -70,7 +68,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
{
{
const float offsets[3] = {
0.00000000,
1.38461538,
@@ -106,7 +104,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
{
{
const float offsets[4] = {
0.00000000,
1.41176471,
@@ -138,3 +136,65 @@ float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
return color;
}
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texelSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv / texelSize;
float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
float2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
float2 w3 = f * f * (-0.5f + 0.5f * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
float2 w12 = w1 + w2;
float2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
float2 texPos0 = texPos1 - 1;
float2 texPos3 = texPos1 + 2;
float2 texPos12 = texPos1 + offset12;
texPos0 *= texelSize;
texPos3 *= texelSize;
texPos12 *= texelSize;
float4 result = 0.0f;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
return result;
}
// Pixel Shader for upscaling image
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS_Upscale(Quad_VS2PS input) : SV_Target0
{
// Catmull-Rom filtering with 9-taps
return SampleTextureCatmullRom(Input, SamplerLinearClamp, input.TexCoord, TexelSize);
}