Add CustomUpscale postFx to replace upscaler with a custom script
This commit is contained in:
@@ -609,6 +609,9 @@ API_ENUM() enum class MaterialPostFxLocation : byte
|
|||||||
/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
|
/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
AfterAntiAliasingPass = 5,
|
AfterAntiAliasingPass = 5,
|
||||||
|
|
||||||
|
API_ENUM(Attributes="HideInEditor")
|
||||||
|
MAX,
|
||||||
};
|
};
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -637,9 +640,17 @@ API_ENUM() enum class PostProcessEffectLocation
|
|||||||
BeforeReflectionsPass = 3,
|
BeforeReflectionsPass = 3,
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The 'after' AA filter pass. Rendering is done to the output backbuffer.
|
/// The 'after' AA filter pass.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
AfterAntiAliasingPass = 4,
|
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>
|
/// <summary>
|
||||||
|
|||||||
@@ -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)
|
if (renderContext.View.Flags & ViewFlags::CustomPostProcess)
|
||||||
{
|
{
|
||||||
for (int32 i = 0; i < renderContext.List->PostFx.Count(); i++)
|
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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -488,6 +488,22 @@ public:
|
|||||||
/// <param name="output">The output texture.</param>
|
/// <param name="output">The output texture.</param>
|
||||||
void RunCustomPostFxPass(GPUContext* context, RenderContext& renderContext, PostProcessEffectLocation location, GPUTexture*& input, GPUTexture*& output);
|
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>
|
/// <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.
|
/// 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>
|
/// </summary>
|
||||||
@@ -495,7 +511,10 @@ public:
|
|||||||
/// <param name="postProcess">The PostFx location to check (for scripts).</param>
|
/// <param name="postProcess">The PostFx location to check (for scripts).</param>
|
||||||
/// <param name="materialPostFx">The PostFx location to check (for materials).</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>
|
/// <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:
|
public:
|
||||||
|
|
||||||
|
|||||||
@@ -112,9 +112,7 @@ void RendererService::Dispose()
|
|||||||
void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
|
void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
|
||||||
{
|
{
|
||||||
auto context = GPUDevice::Instance->GetMainContext();
|
auto context = GPUDevice::Instance->GetMainContext();
|
||||||
const auto width = (float)renderContext.Buffers->GetWidth();
|
context->SetViewportAndScissors(renderContext.View.ScreenSize.X, renderContext.View.ScreenSize.Y);
|
||||||
const auto height = (float)renderContext.Buffers->GetHeight();
|
|
||||||
context->SetViewportAndScissors(width, height);
|
|
||||||
|
|
||||||
const auto aaMode = renderContext.List->Settings.AntiAliasing.Mode;
|
const auto aaMode = renderContext.List->Settings.AntiAliasing.Mode;
|
||||||
if (aaMode == AntialiasingMode::FastApproximateAntialiasing)
|
if (aaMode == AntialiasingMode::FastApproximateAntialiasing)
|
||||||
@@ -128,7 +126,6 @@ void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPU
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
PROFILE_GPU("Copy frame");
|
PROFILE_GPU("Copy frame");
|
||||||
|
|
||||||
context->SetRenderTarget(output);
|
context->SetRenderTarget(output);
|
||||||
context->Draw(input);
|
context->Draw(input);
|
||||||
}
|
}
|
||||||
@@ -470,6 +467,11 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
|
|||||||
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::Default, frameBuffer, tempBuffer);
|
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::Default, frameBuffer, tempBuffer);
|
||||||
renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::AfterCustomPostEffects, frameBuffer, tempBuffer);
|
renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::AfterCustomPostEffects, frameBuffer, tempBuffer);
|
||||||
|
|
||||||
|
// Cleanup
|
||||||
|
context->ResetRenderTarget();
|
||||||
|
context->ResetSR();
|
||||||
|
context->FlushState();
|
||||||
|
|
||||||
// Debug motion vectors
|
// Debug motion vectors
|
||||||
if (renderContext.View.Mode == ViewMode::MotionVectors)
|
if (renderContext.View.Mode == ViewMode::MotionVectors)
|
||||||
{
|
{
|
||||||
@@ -500,9 +502,13 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
|
|||||||
{
|
{
|
||||||
PROFILE_GPU("Copy frame");
|
PROFILE_GPU("Copy frame");
|
||||||
context->SetRenderTarget(task->GetOutputView());
|
context->SetRenderTarget(task->GetOutputView());
|
||||||
context->SetViewportAndScissors(task->GetViewport());
|
context->SetViewportAndScissors(task->GetOutputViewport());
|
||||||
context->Draw(frameBuffer);
|
context->Draw(frameBuffer);
|
||||||
}
|
}
|
||||||
|
else if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale, MaterialPostFxLocation::MAX))
|
||||||
|
{
|
||||||
|
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, frameBuffer);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
MultiScaler::Instance()->Upscale(context, task->GetOutputViewport(), frameBuffer, task->GetOutputView());
|
MultiScaler::Instance()->Upscale(context, task->GetOutputViewport(), frameBuffer, task->GetOutputView());
|
||||||
|
|||||||
@@ -3,10 +3,8 @@
|
|||||||
#include "./Flax/Common.hlsl"
|
#include "./Flax/Common.hlsl"
|
||||||
|
|
||||||
META_CB_BEGIN(0, Data)
|
META_CB_BEGIN(0, Data)
|
||||||
|
|
||||||
float2 TexelSize;
|
float2 TexelSize;
|
||||||
float2 Padding;
|
float2 Padding;
|
||||||
|
|
||||||
META_CB_END
|
META_CB_END
|
||||||
|
|
||||||
// Use linear sampling (less texture fetches required)
|
// 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=0)
|
||||||
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
|
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
|
||||||
float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
|
float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
|
||||||
{
|
{
|
||||||
const float offsets[3] = {
|
const float offsets[3] = {
|
||||||
0.00000000,
|
0.00000000,
|
||||||
1.38461538,
|
1.38461538,
|
||||||
@@ -106,7 +104,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
|
|||||||
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
|
META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
|
||||||
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
|
META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
|
||||||
float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
|
float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
|
||||||
{
|
{
|
||||||
const float offsets[4] = {
|
const float offsets[4] = {
|
||||||
0.00000000,
|
0.00000000,
|
||||||
1.41176471,
|
1.41176471,
|
||||||
@@ -138,3 +136,65 @@ float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
|
|||||||
|
|
||||||
return color;
|
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);
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user