Fix half res depth buffer regression from 192d3d1a8e

This commit is contained in:
Wojtek Figat
2026-01-20 12:01:03 +01:00
parent 192d3d1a8e
commit c7c1bbe35f
9 changed files with 303 additions and 339 deletions

View File

@@ -1802,7 +1802,7 @@ API_STRUCT() struct FLAXENGINE_API ScreenSpaceReflectionsSettings : ISerializabl
/// The raycast resolution. Full gives better quality, but half improves performance.
/// </summary>
API_FIELD(Attributes="EditorOrder(25), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.ResolvePassResolution)")
ResolutionMode ResolvePassResolution = ResolutionMode::Full;
ResolutionMode ResolvePassResolution = ResolutionMode::Half;
/// <summary>
/// The number of rays used to resolve the reflection color. Higher values provide better quality but reduce effect performance. Use value of 1 for the best performance at cost of quality.

View File

@@ -2,6 +2,7 @@
#include "RenderBuffers.h"
#include "Engine/Core/Config/GraphicsSettings.h"
#include "RenderTools.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Graphics/RenderTargetPool.h"
@@ -83,8 +84,8 @@ GPUTexture* RenderBuffers::RequestHalfResDepth(GPUContext* context)
if (LastFrameHalfResDepth == currentFrame)
return HalfResDepth;
const int32 halfDepthWidth = (_width + 1) / 2;
const int32 halfDepthHeight = (_height + 1) / 2;
const int32 halfDepthWidth = RenderTools::GetResolution(_width, ResolutionMode::Half);
const int32 halfDepthHeight = RenderTools::GetResolution(_height, ResolutionMode::Half);
const PixelFormat halfDepthFormat = GPU_DEPTH_BUFFER_PIXEL_FORMAT;
auto tempDesc = GPUTextureDescription::New2D(halfDepthWidth, halfDepthHeight, halfDepthFormat);
if (EnumHasAnyFlags(DepthBuffer->Flags(), GPUTextureFlags::ReadOnlyDepthView))

View File

@@ -695,12 +695,12 @@ Float2 RenderTools::GetDepthBounds(const RenderView& view, const OrientedBoundin
return GetDepthBounds(view, Span<Float3>(corners, 8));
}
float RenderTools::GetDepthBounds(const RenderView& view, const Float3& point)
float RenderTools::GetDepthBounds(const RenderView& view, const Float3& point, bool near)
{
const Float4 pointClip = Matrix::TransformPosition(view.ViewProjection(), Float4(point, 1.0));
float depth = pointClip.Z / pointClip.W;
if (depth >= 1.0f)
depth = 0.0f; // Point is behind the view
depth = near ? 0.0f : 1.0f; // Point is behind the view
return Math::Clamp(depth, 0.0f, 1.0f);
}

View File

@@ -34,6 +34,12 @@ public:
return Math::FloatSelect(worldMatrix.RotDeterminant(), 1, -1);
}
template<typename ResolutionMode>
FORCE_INLINE static int32 GetResolution(int32 base, ResolutionMode mode)
{
return Math::DivideAndRoundUp(base, (int32)mode);
}
/// <summary>
/// Computes the feature level for the given shader profile.
/// </summary>
@@ -148,7 +154,7 @@ public:
static Float2 GetDepthBounds(const RenderView& view, const Span<Float3>& points);
static Float2 GetDepthBounds(const RenderView& view, const BoundingBox& bounds);
static Float2 GetDepthBounds(const RenderView& view, const OrientedBoundingBox& bounds);
static float GetDepthBounds(const RenderView& view, const Float3& point);
static float GetDepthBounds(const RenderView& view, const Float3& point, bool near);
static constexpr float DepthBoundMaxBackground = 1.0f - 0.0000001f; // Skip background/sky pixels from shading
// Calculates error for a given render target format to reduce floating-point precision artifacts via QuantizeColor (from Noise.hlsl).

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@@ -15,6 +15,28 @@
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Utilities/StringConverter.h"
void AmbientOcclusionPass::ASSAOConstants::SetPass(int32 passIndex)
{
PassIndex = passIndex;
PerPassFullResCoordOffsetX = passIndex % 2;
PerPassFullResCoordOffsetY = passIndex / 2;
const int32 subPassCount = 5;
const float spmap[5]{ 0.0f, 1.0f, 4.0f, 3.0f, 2.0f };
const float a = static_cast<float>(passIndex);
for (int32 subPass = 0; subPass < subPassCount; subPass++)
{
const float b = spmap[subPass];
const float angle0 = (a + b / subPassCount) * PI * 0.5f;
const float ca = Math::Cos(angle0);
const float sa = Math::Sin(angle0);
const float scale = 1.0f + (a - 1.5f + (b - (subPassCount - 1.0f) * 0.5f) / static_cast<float>(subPassCount)) * 0.07f;
PatternRotScaleMatrices[subPass] = Float4(scale * ca, scale * -sa, -scale * sa, -scale * ca);
}
}
AmbientOcclusionPass::ASSAO_Settings::ASSAO_Settings()
{
Radius = 1.2f;
@@ -76,7 +98,7 @@ bool AmbientOcclusionPass::Init()
_psNonSmartBlur = GPUDevice::Instance->CreatePipelineState();
_psApply = GPUDevice::Instance->CreatePipelineState();
_psApplyHalf = GPUDevice::Instance->CreatePipelineState();
_depthBounds = GPUDevice::Instance->Limits.HasDepthBounds && GPUDevice::Instance->Limits.HasReadOnlyDepth;
_depthBounds = GPUDevice::Instance->Limits.HasDepthBounds;
// Load shader
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/SSAO"));
@@ -99,11 +121,6 @@ bool AmbientOcclusionPass::setupResources()
// Create pipeline states
auto psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (_depthBounds)
{
psDesc.DepthEnable = psDesc.DepthBoundsEnable = true;
psDesc.DepthWriteEnable = false;
}
if (!_psPrepareDepths->IsValid())
{
psDesc.PS = shader->GetPS("PS_PrepareDepths");
@@ -158,6 +175,11 @@ bool AmbientOcclusionPass::setupResources()
}
psDesc.BlendMode = BlendingMode::Multiply;
psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::Alpha;
if (_depthBounds)
{
psDesc.DepthEnable = psDesc.DepthBoundsEnable = true;
psDesc.DepthWriteEnable = false;
}
if (!_psApply->IsValid())
{
psDesc.PS = shader->GetPS("PS_Apply");
@@ -223,354 +245,300 @@ void AmbientOcclusionPass::Render(RenderContext& renderContext)
switch (Graphics::SSAOQuality)
{
case Quality::Low:
{
settings.QualityLevel = 1;
settings.BlurPassCount = 2;
settings.SkipHalfPixels = true;
break;
}
case Quality::Medium:
{
settings.QualityLevel = 2;
settings.BlurPassCount = 2;
settings.SkipHalfPixels = false;
break;
}
case Quality::High:
{
settings.QualityLevel = 2;
settings.BlurPassCount = 3;
settings.SkipHalfPixels = false;
break;
}
case Quality::Ultra:
{
settings.QualityLevel = 3;
settings.BlurPassCount = 3;
settings.SkipHalfPixels = false;
break;
}
}
// Cache data
auto device = GPUDevice::Instance;
auto context = device->GetMainContext();
m_sizeX = (float)renderContext.Buffers->GetWidth();
m_sizeY = (float)renderContext.Buffers->GetHeight();
m_halfSizeX = (m_sizeX + 1) / 2;
m_halfSizeY = (m_sizeY + 1) / 2;
float m_sizeX = (float)renderContext.Buffers->GetWidth();
float m_sizeY = (float)renderContext.Buffers->GetHeight();
float m_halfSizeX = (m_sizeX + 1) / 2;
float m_halfSizeY = (m_sizeY + 1) / 2;
GPUTexture* depthBuffer = aoSettings.DepthResolution == ResolutionMode::Full ? renderContext.Buffers->DepthBuffer : renderContext.Buffers->RequestHalfResDepth(context);
const bool depthBufferReadOnly = EnumHasAnyFlags(depthBuffer->Flags(), GPUTextureFlags::ReadOnlyDepthView) && _depthBounds;
GPUTextureView* depthBufferRTV = depthBufferReadOnly ? depthBuffer->ViewReadOnlyDepth() : nullptr;
GPUTextureView* depthBufferSRV = depthBufferReadOnly ? depthBuffer->ViewReadOnlyDepth() : depthBuffer->View();
Float3 depthBoundPoint = renderContext.View.Position + renderContext.View.Direction * (aoSettings.FadeOutDistance * 2.0f);
context->SetDepthBounds(0.0f, RenderTools::GetDepthBounds(renderContext.View, depthBoundPoint));
GPUTextureView* depthBufferApply = _depthBounds ? renderContext.Buffers->DepthBuffer ->ViewReadOnlyDepth() : nullptr;
// Request temporary buffers
InitRTs(renderContext);
GPUTexture* m_halfDepths[4];
GPUTexture* m_pingPongHalfResultA;
GPUTexture* m_pingPongHalfResultB;
GPUTexture* m_finalResults;
{
GPUTextureDescription tempDesc;
for (int i = 0; i < 4; i++)
{
#if SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET < 99
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, 0, SSAO_DEPTH_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
#else
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_DEPTH_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget);
#endif
m_halfDepths[i] = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_halfDepths[i], "SSAO.HalfDepth");
}
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT);
m_pingPongHalfResultA = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_pingPongHalfResultA, "SSAO.ResultsHalfA");
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT);
m_pingPongHalfResultB = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_pingPongHalfResultA, "SSAO.ResultsHalfB");
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget, 4);
m_finalResults = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_finalResults, "SSAO.Results");
}
// Update and bind constant buffer
UpdateCB(renderContext, context, 0);
context->BindCB(SSAO_CONSTANTS_BUFFER_SLOT, _shader->GetShader()->GetCB(SSAO_CONSTANTS_BUFFER_SLOT));
const auto cb = _shader->GetShader()->GetCB(SSAO_CONSTANTS_BUFFER_SLOT);
ASSAOConstants _constantsBufferData;
{
const auto& view = renderContext.View;
const float nearPlane = view.Near;
const float farPlane = view.Far;
const Matrix& proj = view.Projection;
Platform::MemoryClear(&_constantsBufferData, sizeof(_constantsBufferData));
GBufferPass::SetInputs(view, _constantsBufferData.GBuffer);
Matrix::Transpose(view.View, _constantsBufferData.ViewMatrix);
_constantsBufferData.ViewportPixelSize = Float2(1.0f / m_sizeX, 1.0f / m_sizeY);
_constantsBufferData.HalfViewportPixelSize = Float2(1.0f / m_halfSizeX, 1.0f / m_halfSizeY);
_constantsBufferData.Viewport2xPixelSize = Float2(_constantsBufferData.ViewportPixelSize.X * 2.0f, _constantsBufferData.ViewportPixelSize.Y * 2.0f);
_constantsBufferData.Viewport2xPixelSize_x_025 = Float2(_constantsBufferData.Viewport2xPixelSize.X * 0.25f, _constantsBufferData.Viewport2xPixelSize.Y * 0.25f);
const float tanHalfFOVY = 1.0f / proj.Values[1][1];
_constantsBufferData.EffectRadius = Math::Clamp(settings.Radius / farPlane * 10000.0f, 0.0f, 100000.0f);
_constantsBufferData.EffectShadowStrength = Math::Clamp(settings.ShadowMultiplier * 4.3f, 0.0f, 10.0f);
_constantsBufferData.EffectShadowPow = Math::Clamp(settings.ShadowPower, 0.0f, 10.0f);
_constantsBufferData.EffectHorizonAngleThreshold = Math::Clamp(settings.HorizonAngleThreshold, 0.0f, 1.0f);
// Effect fade params
const float fadeOutFrom = Math::Min(settings.FadeOutFrom, farPlane - 200);
const float fadeOutTo = Math::Min(settings.FadeOutTo, farPlane - 50);
_constantsBufferData.EffectMaxDistance = fadeOutTo / farPlane;
_constantsBufferData.EffectFadeOutMul = 1.0f / ((fadeOutTo - fadeOutFrom) / farPlane);
_constantsBufferData.EffectFadeOutAdd = (-fadeOutFrom / farPlane) * _constantsBufferData.EffectFadeOutMul;
_constantsBufferData.EffectNearFadeMul = farPlane / (settings.Radius * 2400.0f);
// 1.2 seems to be around the best trade off - 1.0 means on-screen radius will stop/slow growing when the camera is at 1.0 distance, so, depending on FOV, basically filling up most of the screen
// This setting is viewspace-dependent and not screen size dependent intentionally, so that when you change FOV the effect stays (relatively) similar.
float effectSamplingRadiusNearLimit = (settings.Radius * 1.2f);
// if the depth precision is switched to 32bit float, this can be set to something closer to 1 (0.9999 is fine)
_constantsBufferData.DepthPrecisionOffsetMod = 0.9992f;
// Special settings for lowest quality level - just nerf the effect a tiny bit
if (settings.QualityLevel == 0)
{
//_constantsBufferData.EffectShadowStrength *= 0.9f;
effectSamplingRadiusNearLimit *= 1.50f;
}
effectSamplingRadiusNearLimit /= tanHalfFOVY; // to keep the effect same regardless of FOV
if (settings.SkipHalfPixels)
_constantsBufferData.EffectRadius *= 0.8f;
_constantsBufferData.EffectSamplingRadiusNearLimitRec = 1.0f / effectSamplingRadiusNearLimit;
_constantsBufferData.NegRecEffectRadius = -1.0f / _constantsBufferData.EffectRadius;
_constantsBufferData.SetPass(0);
_constantsBufferData.DetailAOStrength = settings.DetailShadowStrength;
_constantsBufferData.InvSharpness = Math::Clamp(1.0f - settings.Sharpness, 0.0f, 1.0f);
context->UpdateCB(cb, &_constantsBufferData);
context->BindCB(SSAO_CONSTANTS_BUFFER_SLOT, cb);
}
// Generate depths
PrepareDepths(renderContext, depthBufferRTV, depthBufferSRV);
// Generate SSAO
GenerateSSAO(renderContext, depthBufferRTV);
// Apply
context->BindSR(SSAO_TEXTURE_SLOT0, m_finalResults->ViewArray());
context->SetViewportAndScissors(m_sizeX, m_sizeY);
context->SetState(settings.SkipHalfPixels ? _psApplyHalf : _psApply);
context->SetRenderTarget(depthBufferReadOnly ? renderContext.Buffers->DepthBuffer->ViewReadOnlyDepth() : nullptr, renderContext.Buffers->GBuffer0->View());
context->DrawFullscreenTriangle();
// Release and cleanup
ReleaseRTs(renderContext);
if (_depthBounds)
context->SetDepthBounds(0, 1);
context->ResetRenderTarget();
context->ResetSR();
}
void AmbientOcclusionPass::InitRTs(const RenderContext& renderContext)
{
GPUTextureDescription tempDesc;
for (int i = 0; i < 4; i++)
{
#if SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET < 99
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, 0, SSAO_DEPTH_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
#else
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_DEPTH_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget);
#endif
m_halfDepths[i] = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_halfDepths[i], "SSAO.HalfDepth");
}
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT);
m_pingPongHalfResultA = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_pingPongHalfResultA, "SSAO.ResultsHalfA");
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT);
m_pingPongHalfResultB = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_pingPongHalfResultA, "SSAO.ResultsHalfB");
tempDesc = GPUTextureDescription::New2D((int32)m_halfSizeX, (int32)m_halfSizeY, SSAO_AO_RESULT_FORMAT, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget, 4);
m_finalResults = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(m_finalResults, "SSAO.Results");
}
PROFILE_GPU("Depths");
void AmbientOcclusionPass::ReleaseRTs(const RenderContext& renderContext)
{
for (int i = 0; i < 4; i++)
RenderTargetPool::Release(m_halfDepths[i]);
for (int i = 0; i < 4; i++)
m_halfDepths[i] = nullptr;
RenderTargetPool::Release(m_pingPongHalfResultA);
m_pingPongHalfResultA = nullptr;
RenderTargetPool::Release(m_pingPongHalfResultB);
m_pingPongHalfResultB = nullptr;
RenderTargetPool::Release(m_finalResults);
m_finalResults = nullptr;
}
// Bind scene depth buffer and set proper viewport
context->BindSR(SSAO_TEXTURE_SLOT0, depthBuffer);
context->SetViewportAndScissors(m_halfSizeX, m_halfSizeY);
void AmbientOcclusionPass::UpdateCB(const RenderContext& renderContext, GPUContext* context, const int32 passIndex)
{
// Cache data
const auto& view = renderContext.View;
const float nearPlane = view.Near;
const float farPlane = view.Far;
const Matrix& proj = view.Projection;
Platform::MemoryClear(&_constantsBufferData, sizeof(_constantsBufferData));
GBufferPass::SetInputs(view, _constantsBufferData.GBuffer);
Matrix::Transpose(view.View, _constantsBufferData.ViewMatrix);
_constantsBufferData.ViewportPixelSize = Float2(1.0f / m_sizeX, 1.0f / m_sizeY);
_constantsBufferData.HalfViewportPixelSize = Float2(1.0f / m_halfSizeX, 1.0f / m_halfSizeY);
_constantsBufferData.Viewport2xPixelSize = Float2(_constantsBufferData.ViewportPixelSize.X * 2.0f, _constantsBufferData.ViewportPixelSize.Y * 2.0f);
_constantsBufferData.Viewport2xPixelSize_x_025 = Float2(_constantsBufferData.Viewport2xPixelSize.X * 0.25f, _constantsBufferData.Viewport2xPixelSize.Y * 0.25f);
const float tanHalfFOVY = 1.0f / proj.Values[1][1];
_constantsBufferData.EffectRadius = Math::Clamp(settings.Radius / farPlane * 10000.0f, 0.0f, 100000.0f);
_constantsBufferData.EffectShadowStrength = Math::Clamp(settings.ShadowMultiplier * 4.3f, 0.0f, 10.0f);
_constantsBufferData.EffectShadowPow = Math::Clamp(settings.ShadowPower, 0.0f, 10.0f);
_constantsBufferData.EffectHorizonAngleThreshold = Math::Clamp(settings.HorizonAngleThreshold, 0.0f, 1.0f);
// Effect fade params
const float fadeOutFrom = Math::Min(settings.FadeOutFrom, farPlane - 200);
const float fadeOutTo = Math::Min(settings.FadeOutTo, farPlane - 50);
_constantsBufferData.EffectMaxDistance = fadeOutTo / farPlane;
_constantsBufferData.EffectFadeOutMul = 1.0f / ((fadeOutTo - fadeOutFrom) / farPlane);
_constantsBufferData.EffectFadeOutAdd = (-fadeOutFrom / farPlane) * _constantsBufferData.EffectFadeOutMul;
_constantsBufferData.EffectNearFadeMul = farPlane / (settings.Radius * 2400.0f);
// 1.2 seems to be around the best trade off - 1.0 means on-screen radius will stop/slow growing when the camera is at 1.0 distance, so, depending on FOV, basically filling up most of the screen
// This setting is viewspace-dependent and not screen size dependent intentionally, so that when you change FOV the effect stays (relatively) similar.
float effectSamplingRadiusNearLimit = (settings.Radius * 1.2f);
// if the depth precision is switched to 32bit float, this can be set to something closer to 1 (0.9999 is fine)
_constantsBufferData.DepthPrecisionOffsetMod = 0.9992f;
// Special settings for lowest quality level - just nerf the effect a tiny bit
if (settings.QualityLevel == 0)
{
//_constantsBufferData.EffectShadowStrength *= 0.9f;
effectSamplingRadiusNearLimit *= 1.50f;
}
effectSamplingRadiusNearLimit /= tanHalfFOVY; // to keep the effect same regardless of FOV
if (settings.SkipHalfPixels)
_constantsBufferData.EffectRadius *= 0.8f;
_constantsBufferData.EffectSamplingRadiusNearLimitRec = 1.0f / effectSamplingRadiusNearLimit;
_constantsBufferData.NegRecEffectRadius = -1.0f / _constantsBufferData.EffectRadius;
_constantsBufferData.PerPassFullResCoordOffsetX = passIndex % 2;
_constantsBufferData.PerPassFullResCoordOffsetY = passIndex / 2;
_constantsBufferData.DetailAOStrength = settings.DetailShadowStrength;
_constantsBufferData.InvSharpness = Math::Clamp(1.0f - settings.Sharpness, 0.0f, 1.0f);
_constantsBufferData.PassIndex = passIndex;
const int32 subPassCount = 5;
const float spmap[5]{ 0.0f, 1.0f, 4.0f, 3.0f, 2.0f };
const float a = static_cast<float>(passIndex);
for (int32 subPass = 0; subPass < subPassCount; subPass++)
{
const float b = spmap[subPass];
const float angle0 = (a + b / subPassCount) * PI * 0.5f;
const float ca = Math::Cos(angle0);
const float sa = Math::Sin(angle0);
const float scale = 1.0f + (a - 1.5f + (b - (subPassCount - 1.0f) * 0.5f) / static_cast<float>(subPassCount)) * 0.07f;
_constantsBufferData.PatternRotScaleMatrices[subPass] = Float4(scale * ca, scale * -sa, -scale * sa, -scale * ca);
}
// Update buffer
const auto cb = _shader->GetShader()->GetCB(SSAO_CONSTANTS_BUFFER_SLOT);
context->UpdateCB(cb, &_constantsBufferData);
context->BindCB(SSAO_CONSTANTS_BUFFER_SLOT, cb);
}
void AmbientOcclusionPass::PrepareDepths(const RenderContext& renderContext, GPUTextureView* depthBufferRTV, GPUTextureView* depthBufferSRV)
{
// Cache data
auto device = GPUDevice::Instance;
auto context = device->GetMainContext();
// Bind scene depth buffer and set proper viewport
context->BindSR(SSAO_TEXTURE_SLOT0, depthBufferSRV);
context->SetViewportAndScissors(m_halfSizeX, m_halfSizeY);
// Prepare depth in half resolution
{
if (settings.SkipHalfPixels)
// Prepare depth in half resolution
{
GPUTextureView* twoDepths[] =
if (settings.SkipHalfPixels)
{
m_halfDepths[0]->View(),
m_halfDepths[3]->View()
};
context->SetRenderTarget(depthBufferRTV, ToSpan(twoDepths, ARRAY_COUNT(twoDepths)));
context->SetState(_psPrepareDepthsHalf);
}
else
{
GPUTextureView* fourDepths[] =
GPUTextureView* twoDepths[] =
{
m_halfDepths[0]->View(),
m_halfDepths[3]->View()
};
context->SetRenderTarget(nullptr, ToSpan(twoDepths, ARRAY_COUNT(twoDepths)));
context->SetState(_psPrepareDepthsHalf);
}
else
{
m_halfDepths[0]->View(),
m_halfDepths[1]->View(),
m_halfDepths[2]->View(),
m_halfDepths[3]->View()
};
context->SetRenderTarget(depthBufferRTV, ToSpan(fourDepths, ARRAY_COUNT(fourDepths)));
context->SetState(_psPrepareDepths);
}
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
}
// Only do mipmaps for higher quality levels (not beneficial on quality level 1, and detrimental on quality level 0)
if (settings.QualityLevel > 1 && SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET < 99)
{
for (int i = 1; i < SSAO_DEPTH_MIP_LEVELS; i++)
{
GPUTextureView* fourDepthMips[] =
{
m_halfDepths[0]->View(0, i),
m_halfDepths[1]->View(0, i),
m_halfDepths[2]->View(0, i),
m_halfDepths[3]->View(0, i)
};
context->SetRenderTarget(depthBufferRTV, ToSpan(fourDepthMips, ARRAY_COUNT(fourDepthMips)));
int32 mipWidth, mipHeight;
m_halfDepths[0]->GetMipSize(i, mipWidth, mipHeight);
context->SetViewportAndScissors((float)mipWidth, (float)mipHeight);
context->BindSR(SSAO_TEXTURE_SLOT0, m_halfDepths[0]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT1, m_halfDepths[1]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT2, m_halfDepths[2]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT3, m_halfDepths[3]->View(0, i - 1));
context->SetState(_psPrepareDepthMip[i - 1]);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
}
}
}
void AmbientOcclusionPass::GenerateSSAO(const RenderContext& renderContext, GPUTextureView* depthBufferRTV)
{
// Cache data
auto device = GPUDevice::Instance;
auto context = device->GetMainContext();
const auto normalMapSRV = renderContext.Buffers->GBuffer1;
// Prepare
context->SetViewportAndScissors(m_halfSizeX, m_halfSizeY);
// Render AO interleaved in checkerboard pattern
for (int32 pass = 0; pass < 4; pass++)
{
if (settings.SkipHalfPixels && ((pass == 1) || (pass == 2)))
continue;
int32 blurPasses = settings.BlurPassCount;
blurPasses = Math::Min(blurPasses, SSAO_MAX_BLUR_PASS_COUNT);
if (settings.QualityLevel == 3)
{
blurPasses = Math::Max(1, blurPasses);
}
else if (settings.QualityLevel == 0)
{
// just one blur pass allowed for minimum quality
blurPasses = Math::Min(1, settings.BlurPassCount);
}
if (pass > 0)
UpdateCB(renderContext, context, pass);
auto pPingRT = m_pingPongHalfResultA->View();
auto pPongRT = m_pingPongHalfResultB->View();
// Generate Pass
{
auto rts = pPingRT;
// no blur?
if (blurPasses == 0)
rts = m_finalResults->View(pass);
context->SetRenderTarget(depthBufferRTV, rts);
context->BindSR(SSAO_TEXTURE_SLOT0, m_halfDepths[pass]);
context->BindSR(SSAO_TEXTURE_SLOT1, normalMapSRV);
context->SetState(_psGenerate[settings.QualityLevel]);
GPUTextureView* fourDepths[] =
{
m_halfDepths[0]->View(),
m_halfDepths[1]->View(),
m_halfDepths[2]->View(),
m_halfDepths[3]->View()
};
context->SetRenderTarget(nullptr, ToSpan(fourDepths, ARRAY_COUNT(fourDepths)));
context->SetState(_psPrepareDepths);
}
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
}
// Blur Pass
if (blurPasses > 0)
// Only do mipmaps for higher quality levels (not beneficial on quality level 1, and detrimental on quality level 0)
if (settings.QualityLevel > 1 && SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET < 99)
{
int wideBlursRemaining = Math::Max(0, blurPasses - 2);
for (int i = 0; i < blurPasses; i++)
for (int i = 1; i < SSAO_DEPTH_MIP_LEVELS; i++)
{
auto rts = pPongRT;
// Last pass?
if (i == (blurPasses - 1))
rts = m_finalResults->View(pass);
context->SetRenderTarget(depthBufferRTV, rts);
context->BindSR(SSAO_TEXTURE_SLOT0, pPingRT);
if (settings.QualityLevel == 0)
GPUTextureView* fourDepthMips[] =
{
context->SetState(_psNonSmartBlur);
}
else
{
if (wideBlursRemaining > 0)
{
context->SetState(_psSmartBlurWide);
wideBlursRemaining--;
}
else
{
context->SetState(_psSmartBlur);
}
}
m_halfDepths[0]->View(0, i),
m_halfDepths[1]->View(0, i),
m_halfDepths[2]->View(0, i),
m_halfDepths[3]->View(0, i)
};
context->SetRenderTarget(nullptr, ToSpan(fourDepthMips, ARRAY_COUNT(fourDepthMips)));
int32 mipWidth, mipHeight;
m_halfDepths[0]->GetMipSize(i, mipWidth, mipHeight);
context->SetViewportAndScissors((float)mipWidth, (float)mipHeight);
context->BindSR(SSAO_TEXTURE_SLOT0, m_halfDepths[0]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT1, m_halfDepths[1]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT2, m_halfDepths[2]->View(0, i - 1));
context->BindSR(SSAO_TEXTURE_SLOT3, m_halfDepths[3]->View(0, i - 1));
context->SetState(_psPrepareDepthMip[i - 1]);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
Swap(pPingRT, pPongRT);
}
}
}
// Generate SSAO (interleaved in checkerboard pattern)
{
context->SetViewportAndScissors(m_halfSizeX, m_halfSizeY);
for (int32 pass = 0; pass < 4; pass++)
{
if (settings.SkipHalfPixels && ((pass == 1) || (pass == 2)))
continue;
int32 blurPasses = settings.BlurPassCount;
blurPasses = Math::Min(blurPasses, SSAO_MAX_BLUR_PASS_COUNT);
if (settings.QualityLevel == 3)
{
blurPasses = Math::Max(1, blurPasses);
}
else if (settings.QualityLevel == 0)
{
// just one blur pass allowed for minimum quality
blurPasses = Math::Min(1, settings.BlurPassCount);
}
if (pass > 0)
{
// Update constants
_constantsBufferData.SetPass(pass);
context->UpdateCB(cb, &_constantsBufferData);
}
auto pPingRT = m_pingPongHalfResultA->View();
auto pPongRT = m_pingPongHalfResultB->View();
// Generate Pass
{
PROFILE_GPU("Generate");
auto rts = pPingRT;
// no blur?
if (blurPasses == 0)
rts = m_finalResults->View(pass);
context->SetRenderTarget(nullptr, rts);
context->BindSR(SSAO_TEXTURE_SLOT0, m_halfDepths[pass]);
context->BindSR(SSAO_TEXTURE_SLOT1, renderContext.Buffers->GBuffer1);
context->SetState(_psGenerate[settings.QualityLevel]);
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
}
// Blur Pass
if (blurPasses > 0)
{
PROFILE_GPU("Blur");
int wideBlursRemaining = Math::Max(0, blurPasses - 2);
for (int i = 0; i < blurPasses; i++)
{
auto rts = pPongRT;
// Last pass?
if (i == (blurPasses - 1))
rts = m_finalResults->View(pass);
context->SetRenderTarget(nullptr, rts);
context->BindSR(SSAO_TEXTURE_SLOT0, pPingRT);
if (settings.QualityLevel == 0)
{
context->SetState(_psNonSmartBlur);
}
else
{
if (wideBlursRemaining > 0)
{
context->SetState(_psSmartBlurWide);
wideBlursRemaining--;
}
else
{
context->SetState(_psSmartBlur);
}
}
context->DrawFullscreenTriangle();
context->ResetRenderTarget();
Swap(pPingRT, pPongRT);
}
}
}
}
// Apply
Float3 depthBoundPoint = renderContext.View.Position + renderContext.View.Direction * (aoSettings.FadeOutDistance * 2.0f);
context->SetDepthBounds(0.0f, RenderTools::GetDepthBounds(renderContext.View, depthBoundPoint, false));
context->BindSR(SSAO_TEXTURE_SLOT0, m_finalResults->ViewArray());
context->SetViewportAndScissors(m_sizeX, m_sizeY);
context->SetState(settings.SkipHalfPixels ? _psApplyHalf : _psApply);
context->SetRenderTarget(depthBufferApply, renderContext.Buffers->GBuffer0->View());
context->DrawFullscreenTriangle();
// Release and cleanup
for (int i = 0; i < 4; i++)
RenderTargetPool::Release(m_halfDepths[i]);
RenderTargetPool::Release(m_pingPongHalfResultA);
RenderTargetPool::Release(m_pingPongHalfResultB);
RenderTargetPool::Release(m_finalResults);
context->ResetRenderTarget();
context->ResetSR();
}

View File

@@ -52,6 +52,8 @@ private:
Float4 PatternRotScaleMatrices[5];
Matrix ViewMatrix;
void SetPass(int32 passIndex);
});
// Effect visual settings
@@ -73,10 +75,7 @@ private:
};
private:
AssetReference<Shader> _shader;
// All shader programs
GPUPipelineState* _psPrepareDepths;
GPUPipelineState* _psPrepareDepthsHalf;
GPUPipelineState* _psPrepareDepthMip[SSAO_DEPTH_MIP_LEVELS - 1];
@@ -87,18 +86,7 @@ private:
GPUPipelineState* _psApply;
GPUPipelineState* _psApplyHalf;
// Temporary render targets used by the effect
GPUTexture* m_halfDepths[4];
GPUTexture* m_pingPongHalfResultA;
GPUTexture* m_pingPongHalfResultB;
GPUTexture* m_finalResults;
// Cached data
float m_sizeX;
float m_sizeY;
float m_halfSizeX;
float m_halfSizeY;
ASSAOConstants _constantsBufferData;
ASSAO_Settings settings;
bool _depthBounds;
@@ -119,11 +107,7 @@ public:
private:
void InitRTs(const RenderContext& renderContext);
void ReleaseRTs(const RenderContext& renderContext);
void UpdateCB(const RenderContext& renderContext, GPUContext* context, const int32 passIndex);
void PrepareDepths(const RenderContext& renderContext, GPUTextureView* depthBufferRTV, GPUTextureView* depthBufferSRV);
void GenerateSSAO(const RenderContext& renderContext, GPUTextureView* depthBufferRTV);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{

View File

@@ -14,6 +14,7 @@
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/PostProcessSettings.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Engine/Time.h"
@@ -152,8 +153,8 @@ void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
auto context = GPUDevice::Instance->GetMainContext();
const int32 screenWidth = renderContext.Buffers->GetWidth();
const int32 screenHeight = renderContext.Buffers->GetHeight();
const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsWidth = RenderTools::GetResolution(screenWidth, settings.MotionVectorsResolution);
const int32 motionVectorsHeight = RenderTools::GetResolution(screenHeight, settings.MotionVectorsResolution);
if (!renderContext.List->Setup.UseMotionVectors || checkIfSkipPass())
{
// Skip pass (just clear motion vectors if texture is allocated)
@@ -260,8 +261,8 @@ void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& frame, GP
MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
const int32 screenWidth = frame->Width();
const int32 screenHeight = frame->Height();
const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsWidth = RenderTools::GetResolution(screenWidth, settings.MotionVectorsResolution);
const int32 motionVectorsHeight = RenderTools::GetResolution(screenHeight, settings.MotionVectorsResolution);
if ((renderContext.View.Flags & ViewFlags::MotionBlur) == ViewFlags::None ||
!_hasValidResources ||
isCameraCut ||

View File

@@ -350,8 +350,11 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
sphereMesh.Render(context);
}
// Cleanup
context->UnBindSR(4);
context->ResetRenderTarget();
if (_depthBounds)
context->SetDepthBounds(0, 1);
}
// Screen Space Reflections pass

View File

@@ -162,10 +162,10 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
const int32 height = buffers->GetHeight();
if (width < 4 || height < 4)
return;
const int32 traceWidth = width / static_cast<int32>(settings.RayTracePassResolution);
const int32 traceHeight = height / static_cast<int32>(settings.RayTracePassResolution);
const int32 resolveWidth = width / static_cast<int32>(settings.RayTracePassResolution);
const int32 resolveHeight = height / static_cast<int32>(settings.RayTracePassResolution);
const int32 traceWidth = RenderTools::GetResolution(width, settings.RayTracePassResolution);
const int32 traceHeight = RenderTools::GetResolution(height, settings.RayTracePassResolution);
const int32 resolveWidth = RenderTools::GetResolution(width, settings.ResolvePassResolution);
const int32 resolveHeight = RenderTools::GetResolution(height, settings.ResolvePassResolution);
const int32 colorBufferWidth = width / 2;
const int32 colorBufferHeight = height / 2;
const int32 temporalWidth = width;
@@ -352,6 +352,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
context->ResetRenderTarget();
// Resolve Pass
context->SetViewportAndScissors((float)resolveWidth, (float)resolveHeight);
context->SetRenderTarget(resolveBuffer->View());
context->BindSR(TEXTURE0, traceBuffer->View());
context->SetState(_psResolvePass.Get(resolvePassIndex));