Files
FlaxEngine/Source/Engine/Renderer/AntiAliasing/TAA.cpp
2020-12-07 23:40:54 +01:00

151 lines
4.8 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "TAA.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Content.h"
#include "Engine/Core/Config/GraphicsSettings.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Engine/Engine.h"
bool TAA::Init()
{
// Create pipeline state
_psTAA.CreatePipelineStates();
// Load shader
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/TAA"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<TAA, &TAA::OnShaderReloading>(this);
#endif
return false;
}
bool TAA::setupResources()
{
// Check shader
if (!_shader->IsLoaded())
{
return true;
}
const auto shader = _shader->GetShader();
// Validate shader constant buffer size
if (shader->GetCB(0)->GetSize() != sizeof(Data))
{
REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
return true;
}
// Create pipeline state
GPUPipelineState::Description psDesc;
if (!_psTAA.IsValid())
{
psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (_psTAA.Create(psDesc, shader, "PS"))
return true;
}
return false;
}
void TAA::Dispose()
{
// Base
RendererPass::Dispose();
// Delete pipeline state
_psTAA.Delete();
// Release asset
_shader.Unlink();
}
bool TAA::NeedMotionVectors(RenderContext& renderContext)
{
return renderContext.List->Settings.AntiAliasing.Mode == AntialiasingMode::TemporalAntialiasing;
}
void TAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
{
auto context = GPUDevice::Instance->GetMainContext();
// Ensure to have valid data
if (checkIfSkipPass())
{
// Resources are missing. Do not perform rendering, just copy source frame.
context->SetRenderTarget(output);
context->Draw(input);
return;
}
const auto& settings = renderContext.List->Settings.AntiAliasing;
PROFILE_GPU_CPU("Temporal Antialiasing");
// Get history buffers
bool resetHistory = renderContext.Task->IsCameraCut;
renderContext.Buffers->LastFrameTemporalAA = Engine::FrameCount;
const auto tempDesc = GPUTextureDescription::New2D((int32)renderContext.View.ScreenSize.X, (int32)renderContext.View.ScreenSize.Y, input->Format());
if (renderContext.Buffers->TemporalAA == nullptr)
{
// Missing temporal buffer
renderContext.Buffers->TemporalAA = RenderTargetPool::Get(tempDesc);
resetHistory = true;
}
else if (renderContext.Buffers->TemporalAA->Width() != tempDesc.Width || renderContext.Buffers->TemporalAA->Height() != tempDesc.Height)
{
// Wrong size temporal buffer
RenderTargetPool::Release(renderContext.Buffers->TemporalAA);
renderContext.Buffers->TemporalAA = RenderTargetPool::Get(tempDesc);
resetHistory = true;
}
auto inputHistory = renderContext.Buffers->TemporalAA;
const auto outputHistory = RenderTargetPool::Get(tempDesc);
// Duplicate the current frame to the history buffer if need to reset the temporal history
float blendStrength = 1.0f;
if (resetHistory)
{
PROFILE_GPU_CPU("Reset History");
context->SetRenderTarget(inputHistory->View());
context->Draw(input);
context->ResetRenderTarget();
blendStrength = 0.0f;
}
// Bind input
Data data;
data.ScreenSize = renderContext.View.ScreenSize;
data.TaaJitterStrength.X = renderContext.View.TemporalAAJitter.X;
data.TaaJitterStrength.Y = renderContext.View.TemporalAAJitter.Y;
data.TaaJitterStrength.Z = data.TaaJitterStrength.X / tempDesc.Width;
data.TaaJitterStrength.W = data.TaaJitterStrength.Y / tempDesc.Height;
data.FinalBlendParameters.X = settings.TAA_StationaryBlending * blendStrength;
data.FinalBlendParameters.Y = settings.TAA_MotionBlending * blendStrength;
data.FinalBlendParameters.Z = 100.0f * 60.0f;
data.FinalBlendParameters.W = settings.TAA_Sharpness;
const auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
context->BindSR(0, input);
context->BindSR(1, inputHistory);
context->BindSR(2, renderContext.Buffers->MotionVectors);
context->BindSR(3, renderContext.Buffers->DepthBuffer);
// Render
GPUTextureView* rts[] = { output, outputHistory->View() };
context->SetRenderTarget(nullptr, ToSpan(rts, ARRAY_COUNT(rts)));
context->SetState(_psTAA.Get(renderContext.View.IsOrthographicProjection() ? 1 : 0));
context->DrawFullscreenTriangle();
// Swap the history
RenderTargetPool::Release(inputHistory);
renderContext.Buffers->TemporalAA = outputHistory;
}