diff --git a/Source/Editor/Windows/GraphicsQualityWindow.cs b/Source/Editor/Windows/GraphicsQualityWindow.cs
index 957d1af1a..932d8e6d7 100644
--- a/Source/Editor/Windows/GraphicsQualityWindow.cs
+++ b/Source/Editor/Windows/GraphicsQualityWindow.cs
@@ -113,6 +113,17 @@ namespace FlaxEditor.Windows
set => MainRenderTask.Instance.RenderingPercentage = value;
}
+ [NoSerialize, DefaultValue(RenderingUpscaleLocation.AfterAntiAliasingPass), VisibleIf(nameof(UpscaleLocation_Visible))]
+ [EditorOrder(1401), EditorDisplay("Quality")]
+ [Tooltip("The image resolution upscale location within rendering pipeline.")]
+ public RenderingUpscaleLocation UpscaleLocation
+ {
+ get => MainRenderTask.Instance.UpscaleLocation;
+ set => MainRenderTask.Instance.UpscaleLocation = value;
+ }
+
+ private bool UpscaleLocation_Visible => MainRenderTask.Instance.RenderingPercentage < 1.0f;
+
[NoSerialize, DefaultValue(1.0f), Limit(0, 1)]
[EditorOrder(1500), EditorDisplay("Quality"), Tooltip("The global density scale for all foliage instances. The default value is 1. Use values from range 0-1. Lower values decrease amount of foliage instances in-game. Use it to tweak game performance for slower devices.")]
public float FoliageDensityScale
diff --git a/Source/Engine/Graphics/RenderTask.h b/Source/Engine/Graphics/RenderTask.h
index 92a48cf76..4df61c9d0 100644
--- a/Source/Engine/Graphics/RenderTask.h
+++ b/Source/Engine/Graphics/RenderTask.h
@@ -182,6 +182,22 @@ API_ENUM(Attributes="Flags") enum class ActorsSources
DECLARE_ENUM_OPERATORS(ActorsSources);
+///
+/// The Post Process effect rendering location within the rendering pipeline.
+///
+API_ENUM() enum class RenderingUpscaleLocation
+{
+ ///
+ /// The up-scaling happens directly to the output buffer (backbuffer) after post processing and anti-aliasing.
+ ///
+ AfterAntiAliasingPass = 0,
+
+ ///
+ /// The up-scaling happens before the post processing after scene rendering (after geometry, lighting, volumetrics, transparency and SSR/SSAO).
+ ///
+ BeforePostProcessingPass = 1,
+};
+
///
/// Render task which draws scene actors into the output buffer.
///
@@ -244,6 +260,11 @@ public:
///
API_FIELD() float RenderingPercentage = 1.0f;
+ ///
+ /// The image resolution upscale location within rendering pipeline. Unused if RenderingPercentage is 1.
+ ///
+ API_FIELD() RenderingUpscaleLocation UpscaleLocation = RenderingUpscaleLocation::AfterAntiAliasingPass;
+
public:
///
/// The custom set of actors to render.
diff --git a/Source/Engine/Renderer/ColorGradingPass.cpp b/Source/Engine/Renderer/ColorGradingPass.cpp
index d9fb645de..0bbc4cce3 100644
--- a/Source/Engine/Renderer/ColorGradingPass.cpp
+++ b/Source/Engine/Renderer/ColorGradingPass.cpp
@@ -205,11 +205,6 @@ GPUTexture* ColorGradingPass::RenderLUT(RenderContext& renderContext)
context->SetRenderTarget(lut->View());
context->DrawFullscreenTriangle();
}
-
- // TODO: this could run in async during scene rendering or sth
-
- const Viewport viewport = renderContext.Task->GetViewport();
- context->SetViewportAndScissors(viewport);
context->UnBindSR(0);
return lut;
diff --git a/Source/Engine/Renderer/MotionBlurPass.cpp b/Source/Engine/Renderer/MotionBlurPass.cpp
index 301d0a3eb..f47132794 100644
--- a/Source/Engine/Renderer/MotionBlurPass.cpp
+++ b/Source/Engine/Renderer/MotionBlurPass.cpp
@@ -265,8 +265,8 @@ void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GP
ASSERT(motionVectors);
auto context = GPUDevice::Instance->GetMainContext();
MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
- const int32 screenWidth = renderContext.Buffers->GetWidth();
- const int32 screenHeight = renderContext.Buffers->GetHeight();
+ const int32 screenWidth = input->Width();
+ const int32 screenHeight = input->Height();
const int32 motionVectorsWidth = screenWidth / static_cast(settings.MotionVectorsResolution);
const int32 motionVectorsHeight = screenHeight / static_cast(settings.MotionVectorsResolution);
if ((renderContext.View.Flags & ViewFlags::MotionBlur) == 0 ||
diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp
index 4e75e21fd..7a31c53bb 100644
--- a/Source/Engine/Renderer/PostProcessingPass.cpp
+++ b/Source/Engine/Renderer/PostProcessingPass.cpp
@@ -482,8 +482,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
context->BindSR(7, colorGradingLutView);
// Composite final frame during single pass (done in full resolution)
- auto viewport = renderContext.Task->GetViewport();
- context->SetViewportAndScissors(viewport);
+ context->SetViewportAndScissors((float)output->Width(), (float)output->Height());
context->SetRenderTarget(*output);
context->SetState(_psComposite.Get(compositePermutationIndex));
context->DrawFullscreenTriangle();
diff --git a/Source/Engine/Renderer/Renderer.cpp b/Source/Engine/Renderer/Renderer.cpp
index 1eb2c3a10..9396069f7 100644
--- a/Source/Engine/Renderer/Renderer.cpp
+++ b/Source/Engine/Renderer/Renderer.cpp
@@ -122,12 +122,10 @@ void RendererService::Dispose()
SAFE_DELETE_GPU_RESOURCE(IMaterial::BindParameters::PerViewConstants);
}
-void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
+void RenderAntiAliasingPass(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output, const Viewport& outputViewport)
{
auto context = GPUDevice::Instance->GetMainContext();
- auto screenSize = renderContext.View.ScreenSize;
- context->SetViewportAndScissors(screenSize.X, screenSize.Y);
-
+ context->SetViewportAndScissors(outputViewport);
const auto aaMode = renderContext.List->Settings.AntiAliasing.Mode;
if (aaMode == AntialiasingMode::FastApproximateAntialiasing)
{
@@ -554,6 +552,27 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
Swap(frameBuffer, tempBuffer);
}
+ // Upscaling after scene rendering but before post processing
+ bool useUpscaling = task->RenderingPercentage < 1.0f;
+ const Viewport outputViewport = task->GetOutputViewport();
+ if (useUpscaling && task->UpscaleLocation == RenderingUpscaleLocation::BeforePostProcessingPass)
+ {
+ useUpscaling = false;
+ RenderTargetPool::Release(tempBuffer);
+ tempDesc.Width = (int32)outputViewport.Width;
+ tempDesc.Height = (int32)outputViewport.Height;
+ tempBuffer = RenderTargetPool::Get(tempDesc);
+ context->ResetSR();
+ if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale))
+ renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, tempBuffer);
+ else
+ MultiScaler::Instance()->Upscale(context, outputViewport, frameBuffer, tempBuffer->View());
+ if (tempBuffer->Width() == tempDesc.Width)
+ Swap(frameBuffer, tempBuffer);
+ RenderTargetPool::Release(tempBuffer);
+ tempBuffer = RenderTargetPool::Get(tempDesc);
+ }
+
// Depth of Field
auto dofTemporary = DepthOfFieldPass::Instance()->Render(renderContext, frameBuffer);
frameBuffer = dofTemporary ? dofTemporary : frameBuffer;
@@ -591,7 +610,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
{
context->ResetRenderTarget();
context->SetRenderTarget(task->GetOutputView());
- context->SetViewportAndScissors(task->GetOutputViewport());
+ context->SetViewportAndScissors(outputViewport);
MotionBlurPass::Instance()->RenderDebug(renderContext, frameBuffer->View());
RenderTargetPool::Release(tempBuffer);
RenderTargetPool::Release(frameBuffer);
@@ -599,35 +618,58 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
}
// Anti Aliasing
- if (!renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::AfterAntiAliasingPass, MaterialPostFxLocation::AfterAntiAliasingPass) && Math::IsOne(task->RenderingPercentage))
+ GPUTextureView* outputView = task->GetOutputView();
+ if (!renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::AfterAntiAliasingPass, MaterialPostFxLocation::AfterAntiAliasingPass) && !useUpscaling)
{
// AA -> Back Buffer
- RenderAntiAliasingPass(renderContext, frameBuffer, task->GetOutputView());
+ RenderAntiAliasingPass(renderContext, frameBuffer, outputView, outputViewport);
}
else
{
// AA -> PostFx
- RenderAntiAliasingPass(renderContext, frameBuffer, *tempBuffer);
+ RenderAntiAliasingPass(renderContext, frameBuffer, *tempBuffer, Viewport(Float2(renderContext.View.ScreenSize)));
context->ResetRenderTarget();
Swap(frameBuffer, tempBuffer);
renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::AfterAntiAliasingPass, frameBuffer, tempBuffer);
renderContext.List->RunMaterialPostFxPass(context, renderContext, MaterialPostFxLocation::AfterAntiAliasingPass, frameBuffer, tempBuffer);
// PostFx -> (up-scaling) -> Back Buffer
- if (task->RenderingPercentage >= 1.0f)
+ if (!useUpscaling)
{
PROFILE_GPU("Copy frame");
- context->SetRenderTarget(task->GetOutputView());
- context->SetViewportAndScissors(task->GetOutputViewport());
+ context->SetRenderTarget(outputView);
+ context->SetViewportAndScissors(outputViewport);
context->Draw(frameBuffer);
}
- else if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale, MaterialPostFxLocation::MAX))
+ else if (renderContext.List->HasAnyPostFx(renderContext, PostProcessEffectLocation::CustomUpscale))
{
- renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, frameBuffer);
+ if (outputView->GetParent()->Is())
+ {
+ // Upscale directly to the output texture
+ auto outputTexture = (GPUTexture*)outputView->GetParent();
+ renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, outputTexture);
+ if (frameBuffer == (GPUTexture*)outputView->GetParent())
+ Swap(frameBuffer, outputTexture);
+ }
+ else
+ {
+ // Use temporary buffer for upscaled frame if GetOutputView is owned by GPUSwapChain
+ RenderTargetPool::Release(tempBuffer);
+ tempDesc.Width = (int32)outputViewport.Width;
+ tempDesc.Height = (int32)outputViewport.Height;
+ tempBuffer = RenderTargetPool::Get(tempDesc);
+ renderContext.List->RunCustomPostFxPass(context, renderContext, PostProcessEffectLocation::CustomUpscale, frameBuffer, tempBuffer);
+ {
+ PROFILE_GPU("Copy frame");
+ context->SetRenderTarget(outputView);
+ context->SetViewportAndScissors(outputViewport);
+ context->Draw(frameBuffer);
+ }
+ }
}
else
{
- MultiScaler::Instance()->Upscale(context, task->GetOutputViewport(), frameBuffer, task->GetOutputView());
+ MultiScaler::Instance()->Upscale(context, outputViewport, frameBuffer, outputView);
}
}