Advanced Bloom commit.

This commit is contained in:
Muzz
2025-02-25 14:02:15 +10:00
parent 21047ac8ac
commit 953cbb6e40
5 changed files with 567 additions and 305 deletions

View File

@@ -11,8 +11,9 @@
PostProcessingPass::PostProcessingPass()
: _shader(nullptr)
, _psThreshold(nullptr)
, _psScale(nullptr)
, _psBloomBrightPass(nullptr)
, _psBloomDownsample(nullptr)
, _psBloomDualFilterUpsample(nullptr)
, _psBlurH(nullptr)
, _psBlurV(nullptr)
, _psGenGhosts(nullptr)
@@ -30,8 +31,9 @@ String PostProcessingPass::ToString() const
bool PostProcessingPass::Init()
{
// Create pipeline states
_psThreshold = GPUDevice::Instance->CreatePipelineState();
_psScale = GPUDevice::Instance->CreatePipelineState();
_psBloomBrightPass = GPUDevice::Instance->CreatePipelineState();
_psBloomDownsample = GPUDevice::Instance->CreatePipelineState();
_psBloomDualFilterUpsample = GPUDevice::Instance->CreatePipelineState();
_psBlurH = GPUDevice::Instance->CreatePipelineState();
_psBlurV = GPUDevice::Instance->CreatePipelineState();
_psGenGhosts = GPUDevice::Instance->CreatePipelineState();
@@ -69,16 +71,23 @@ bool PostProcessingPass::setupResources()
// Create pipeline stages
GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (!_psThreshold->IsValid())
if (!_psBloomBrightPass->IsValid())
{
psDesc.PS = shader->GetPS("PS_Threshold");
if (_psThreshold->Init(psDesc))
psDesc.PS = shader->GetPS("PS_BloomBrightPass");
if (_psBloomBrightPass->Init(psDesc))
return true;
}
if (!_psScale->IsValid())
if (!_psBloomDownsample->IsValid())
{
psDesc.PS = shader->GetPS("PS_Scale");
if (_psScale->Init(psDesc))
psDesc.PS = shader->GetPS("PS_BloomDownsample");
if (_psBloomDownsample->Init(psDesc))
return true;
}
if (!_psBloomDualFilterUpsample->IsValid())
{
psDesc.PS = shader->GetPS("PS_BloomDualFilterUpsample");
if (_psBloomDualFilterUpsample->Init(psDesc))
return true;
}
if (!_psBlurH->IsValid())
@@ -167,8 +176,9 @@ void PostProcessingPass::Dispose()
RendererPass::Dispose();
// Cleanup
SAFE_DELETE_GPU_RESOURCE(_psThreshold);
SAFE_DELETE_GPU_RESOURCE(_psScale);
SAFE_DELETE_GPU_RESOURCE(_psBloomBrightPass);
SAFE_DELETE_GPU_RESOURCE(_psBloomDownsample);
SAFE_DELETE_GPU_RESOURCE(_psBloomDualFilterUpsample);
SAFE_DELETE_GPU_RESOURCE(_psBlurH);
SAFE_DELETE_GPU_RESOURCE(_psBlurV);
SAFE_DELETE_GPU_RESOURCE(_psGenGhosts);
@@ -179,13 +189,32 @@ void PostProcessingPass::Dispose()
_defaultLensStar = nullptr;
}
float CalculateBloomMipCount(int32 width, int32 height)
{
// Calculate the smallest dimension
int32 minDimension = Math::Min(width, height);
// Calculate how many times we can half the dimension until we hit a minimum size
// (e.g., 16x16 pixels as the smallest mip)
const int32 MIN_MIP_SIZE = 16;
float mipCount = 1.0f;
while (minDimension > MIN_MIP_SIZE) {
minDimension /= 2;
mipCount += 1.0f;
}
return mipCount;
}
void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT)
{
PROFILE_GPU_CPU("Post Processing");
auto device = GPUDevice::Instance;
auto context = device->GetMainContext();
auto& view = renderContext.View;
context->ResetRenderTarget();
PostProcessSettings& settings = renderContext.List->Settings;
@@ -204,8 +233,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
int32 h4 = h2 >> 1;
int32 h8 = h4 >> 1;
int32 bloomMipCount = CalculateBloomMipCount(w1, h1);
// Ensure to have valid data and if at least one effect should be applied
if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 ==0)
if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 == 0)
{
// Resources are missing. Do not perform rendering. Just copy raw frame
context->SetViewportAndScissors((float)output->Width(), (float)output->Height());
@@ -245,14 +276,18 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
}
if (useBloom)
{
data.BloomMagnitude = settings.Bloom.Intensity;
data.BloomIntensity = settings.Bloom.Intensity;
data.BloomClamp = settings.Bloom.Clamp;
data.BloomThreshold = settings.Bloom.Threshold;
data.BloomBlurSigma = Math::Max(settings.Bloom.BlurSigma, 0.0001f);
data.BloomLimit = settings.Bloom.Limit;
data.BloomThresholdKnee = settings.Bloom.ThresholdKnee;
data.BloomBaseMix = settings.Bloom.BaseMix;
data.BloomHighMix = settings.Bloom.HighMix;
data.BloomMipCount = bloomMipCount;
data.BloomLayer = 0.0f;
}
else
{
data.BloomMagnitude = 0;
data.BloomIntensity = 0;
}
if (useLensFlares)
{
@@ -298,99 +333,83 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
////////////////////////////////////////////////////////////////////////////////////
// Bloom
auto tempDesc = GPUTextureDescription::New2D(w2, h2, 0, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
auto bloomTmp1 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomTmp1, "PostProcessing.Bloom");
// TODO: bloomTmp2 could be quarter res because we don't use it's first mip
auto bloomTmp2 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomTmp2, "PostProcessing.Bloom");
auto tempDesc = GPUTextureDescription::New2D(w2, h2, bloomMipCount, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
auto bloomBuffer1 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
auto bloomBuffer2 = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
for (int32 mip = 0; mip < bloomMipCount; mip++)
{
context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
context->Clear(bloomBuffer2->View(0, mip), Color::Transparent);
}
// Check if use bloom
if (useBloom)
{
// Bloom Threshold and downscale to 1/2
context->SetRenderTarget(bloomTmp1->View(0, 0));
context->SetRenderTarget(bloomBuffer1->View(0, 0));
context->SetViewportAndScissors((float)w2, (float)h2);
context->BindSR(0, input->View());
context->SetState(_psThreshold);
context->SetState(_psBloomBrightPass);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Downscale to 1/4
context->SetRenderTarget(bloomTmp1->View(0, 1));
context->SetViewportAndScissors((float)w4, (float)h4);
context->BindSR(0, bloomTmp1->View(0, 0));
context->SetState(_psScale);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Downscale to 1/8
context->SetRenderTarget(bloomTmp1->View(0, 2));
context->SetViewportAndScissors((float)w8, (float)h8);
context->BindSR(0, bloomTmp1->View(0, 1));
context->SetState(_psScale);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// TODO: perform blur when downscaling (13 tap) and when upscaling? (9 tap)
// Gaussian Blur
GB_ComputeKernel(data.BloomBlurSigma, static_cast<float>(w8), static_cast<float>(h8));
//int32 blurStages = (int)Rendering.Quality + 1;
int32 blurStages = 2;
for (int32 i = 0; i < blurStages; i++)
// Progressive downsamples
for (int32 mip = 1; mip < bloomMipCount; mip++)
{
// Horizontal Bloom Blur
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
context->UpdateCB(cb1, &_gbData);
context->BindCB(1, cb1);
//
context->SetRenderTarget(bloomTmp2->View(0, 2));
context->BindSR(0, bloomTmp1->View(0, 2));
context->SetState(_psBlurH);
const float mipWidth = w2 >> mip;
const float mipHeight = h2 >> mip;
context->SetRenderTarget(bloomBuffer1->View(0, mip));
context->SetViewportAndScissors(mipWidth, mipHeight);
context->BindSR(0, bloomBuffer1->View(0, mip - 1));
context->SetState(_psBloomDownsample);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Vertical Bloom Blur
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
context->UpdateCB(cb1, &_gbData);
context->BindCB(1, cb1);
//
context->SetRenderTarget(bloomTmp1->View(0, 2));
context->BindSR(0, bloomTmp2->View(0, 2));
context->SetState(_psBlurV);
}
// Progressive upsamples
for (int32 mip = bloomMipCount - 2; mip >= 0; mip--)
{
auto upscalebuffer = bloomBuffer2;
if (mip == bloomMipCount - 2)
{
// if it's the first, copy the chain over.
upscalebuffer = bloomBuffer1;
}
const float mipWidth = w2 >> mip;
const float mipHeight = h2 >> mip;
data.BloomLayer = static_cast<float>(mip); // Set the current mip as bloom layer
context->UpdateCB(cb0, &data); // Update the constant buffer
context->SetRenderTarget(bloomBuffer2->View(0, mip));
context->SetViewportAndScissors(mipWidth, mipHeight);
context->BindSR(0, upscalebuffer->View(0, mip + 1));
context->BindSR(1, bloomBuffer1->View(0, mip + 1));
context->SetState(_psBloomDualFilterUpsample);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
}
// Upscale to 1/4 (use second tmp target to cache that downscale thress data for lens flares)
context->SetRenderTarget(bloomTmp2->View(0, 1));
context->SetViewportAndScissors((float)w4, (float)h4);
context->BindSR(0, bloomTmp1->View(0, 2));
context->SetState(_psScale);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Upscale to 1/2
context->SetRenderTarget(bloomTmp1->View(0, 0));
context->SetViewportAndScissors((float)w2, (float)h2);
context->BindSR(0, bloomTmp2->View(0, 1));
context->SetState(_psScale);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Set bloom
context->UnBindSR(0);
context->BindSR(2, bloomTmp1->View(0, 0));
// Final composite
context->BindSR(1, bloomBuffer1);
context->BindSR(2, bloomBuffer2);
}
else
{
// No bloom texture
context->UnBindSR(2);
}
////////////////////////////////////////////////////////////////////////////////////
// Lens Flares
//Lens Flares
// Check if use lens flares
if (useLensFlares)
@@ -399,10 +418,12 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
context->BindSR(5, getCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
context->BindSR(6, getCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
// use bloomBuffer1's mip 1 as input for lens flares
// Render lens flares
context->SetRenderTarget(bloomTmp2->View(0, 1));
context->SetRenderTarget(bloomBuffer2->View(0, 1));
context->SetViewportAndScissors((float)w4, (float)h4);
context->BindSR(3, bloomTmp1->View(0, 1));
context->BindSR(3, bloomBuffer1->View(0, 1)); // Use mip 1 of bloomBuffer1 as source
context->SetState(_psGenGhosts);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
@@ -415,8 +436,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
context->UpdateCB(cb1, &_gbData);
context->BindCB(1, cb1);
context->SetRenderTarget(bloomTmp1->View(0, 1));
context->BindSR(0, bloomTmp2->View(0, 1));
context->SetRenderTarget(bloomBuffer1->View(0, 1));
context->BindSR(0, bloomBuffer2->View(0, 1));
context->SetState(_psBlurH);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
@@ -425,14 +446,14 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
context->UpdateCB(cb1, &_gbData);
context->BindCB(1, cb1);
context->SetRenderTarget(bloomTmp2->View(0, 1));
context->BindSR(0, bloomTmp1->View(0, 1));
context->SetRenderTarget(bloomBuffer2->View(0, 1));
context->BindSR(0, bloomBuffer1->View(0, 1));
context->SetState(_psBlurV);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
// Set lens flares output
context->BindSR(3, bloomTmp2->View(0, 1));
context->BindSR(3, bloomBuffer2->View(0, 1));
}
else
{
@@ -482,6 +503,6 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
context->DrawFullscreenTriangle();
// Cleanup
RenderTargetPool::Release(bloomTmp1);
RenderTargetPool::Release(bloomTmp2);
RenderTargetPool::Release(bloomBuffer1);
RenderTargetPool::Release(bloomBuffer2);
}