Add CustomUpscale postFx to replace upscaler with a custom script
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@@ -609,6 +609,9 @@ API_ENUM() enum class MaterialPostFxLocation : byte
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/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
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/// </summary>
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AfterAntiAliasingPass = 5,
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API_ENUM(Attributes="HideInEditor")
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MAX,
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};
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/// <summary>
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@@ -637,9 +640,17 @@ API_ENUM() enum class PostProcessEffectLocation
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BeforeReflectionsPass = 3,
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/// <summary>
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/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
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/// The 'after' AA filter pass.
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/// </summary>
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AfterAntiAliasingPass = 4,
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/// <summary>
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/// The custom frame up-scaling that replaces default implementation. Rendering is done to the output backbuffer (use OutputView and OutputViewport as render destination).
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/// </summary>
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CustomUpscale = 5,
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API_ENUM(Attributes="HideInEditor")
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MAX,
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};
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/// <summary>
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@@ -326,16 +326,8 @@ void RenderList::RunCustomPostFxPass(GPUContext* context, RenderContext& renderC
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}
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}
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bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const
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bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess) const
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{
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx)
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{
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return true;
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}
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}
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if (renderContext.View.Flags & ViewFlags::CustomPostProcess)
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{
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for (int32 i = 0; i < renderContext.List->PostFx.Count(); i++)
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@@ -347,7 +339,19 @@ bool RenderList::HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLoc
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}
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}
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}
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return false;
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}
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bool RenderList::HasAnyPostFx(RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const
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{
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for (int32 i = 0; i < Settings.PostFxMaterials.Materials.Count(); i++)
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{
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auto material = Settings.PostFxMaterials.Materials[i].Get();
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if (material && material->IsReady() && material->IsPostFx() && material->GetInfo().PostFxLocation == materialPostFx)
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{
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return true;
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}
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}
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return false;
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}
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@@ -488,6 +488,22 @@ public:
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/// <param name="output">The output texture.</param>
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void RunCustomPostFxPass(GPUContext* context, RenderContext& renderContext, PostProcessEffectLocation location, GPUTexture*& input, GPUTexture*& output);
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/// <summary>
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/// Determines whether any Custom PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="postProcess">The PostFx location to check (for scripts).</param>
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/// <returns>True if render any postFx of the given type, otherwise false.</returns>
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bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess) const;
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/// <summary>
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/// Determines whether any Material PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="materialPostFx">The PostFx location to check (for materials).</param>
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/// <returns>True if render any postFx of the given type, otherwise false.</returns>
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bool HasAnyPostFx(RenderContext& renderContext, MaterialPostFxLocation materialPostFx) const;
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/// <summary>
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/// Determines whether any Custom PostFx or Material PostFx specified by given type. Used to pick a faster rendering path by the frame rendering module.
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/// </summary>
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@@ -495,7 +511,10 @@ public:
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/// <param name="postProcess">The PostFx location to check (for scripts).</param>
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/// <param name="materialPostFx">The PostFx location to check (for materials).</param>
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/// <returns>True if render any postFx of the given type, otherwise false.</returns>
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bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const;
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bool HasAnyPostFx(RenderContext& renderContext, PostProcessEffectLocation postProcess, MaterialPostFxLocation materialPostFx) const
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{
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return HasAnyPostFx(renderContext, postProcess) || HasAnyPostFx(renderContext, materialPostFx);
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}
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public:
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@@ -112,9 +112,7 @@ void RendererService::Dispose()
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void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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const auto width = (float)renderContext.Buffers->GetWidth();
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const auto height = (float)renderContext.Buffers->GetHeight();
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context->SetViewportAndScissors(width, height);
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context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
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const auto aaMode = renderContext.List->Settings.AntiAliasing.Mode;
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if (aaMode == AntialiasingMode::FastApproximateAntialiasing)
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@@ -128,7 +126,6 @@ void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPU
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else
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{
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PROFILE_GPU("Copy frame");
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context->SetRenderTarget(output);
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context->Draw(input);
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}
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@@ -470,6 +467,11 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::Default, frameBuffer, tempBuffer);
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renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::AfterCustomPostEffects, frameBuffer, tempBuffer);
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// Cleanup
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context->ResetRenderTarget();
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context->ResetSR();
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context->FlushState();
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// Debug motion vectors
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if (renderContext.View.Mode == ViewMode::MotionVectors)
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{
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@@ -500,9 +502,13 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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{
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PROFILE_GPU("Copy frame");
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context->SetRenderTarget(task->GetOutputView());
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context->SetViewportAndScissors(task->GetViewport());
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context->SetViewportAndScissors(task->GetOutputViewport());
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context->Draw(frameBuffer);
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}
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else if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale, MaterialPostFxLocation::MAX))
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{
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renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, frameBuffer);
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}
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else
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{
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MultiScaler::Instance()->Upscale(context, task->GetOutputViewport(), frameBuffer, task->GetOutputView());
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@@ -3,10 +3,8 @@
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#include "./Flax/Common.hlsl"
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META_CB_BEGIN(0, Data)
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float2 TexelSize;
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float2 Padding;
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META_CB_END
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// Use linear sampling (less texture fetches required)
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@@ -70,7 +68,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
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{
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{
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const float offsets[3] = {
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0.00000000,
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1.38461538,
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@@ -106,7 +104,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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{
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{
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const float offsets[4] = {
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0.00000000,
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1.41176471,
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@@ -138,3 +136,65 @@ float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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return color;
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}
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// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
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// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texelSize)
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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float2 samplePos = uv / texelSize;
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float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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float2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
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float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
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float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
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float2 w3 = f * f * (-0.5f + 0.5f * f);
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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float2 w12 = w1 + w2;
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float2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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float2 texPos0 = texPos1 - 1;
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float2 texPos3 = texPos1 + 2;
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float2 texPos12 = texPos1 + offset12;
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texPos0 *= texelSize;
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texPos3 *= texelSize;
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texPos12 *= texelSize;
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float4 result = 0.0f;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
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return result;
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}
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// Pixel Shader for upscaling image
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Upscale(Quad_VS2PS input) : SV_Target0
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{
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// Catmull-Rom filtering with 9-taps
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return SampleTextureCatmullRom(Input, SamplerLinearClamp, input.TexCoord, TexelSize);
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}
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