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

463 lines
17 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "MotionBlurPass.h"
#include "GBufferPass.h"
#include "Renderer.h"
#include "Engine/Core/Config/GraphicsSettings.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPULimits.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderBuffers.h"
MotionBlurPass::MotionBlurPass()
: _motionVectorsFormat(PixelFormat::Unknown)
, _velocityFormat(PixelFormat::Unknown)
, _psCameraMotionVectors(nullptr)
, _psMotionVectorsDebug(nullptr)
, _psMotionVectorsDebugArrow(nullptr)
, _psVelocitySetup(nullptr)
, _psTileMax1(nullptr)
, _psTileMax2(nullptr)
, _psTileMax4(nullptr)
, _psTileMaxV(nullptr)
, _psNeighborMax(nullptr)
, _psReconstruction(nullptr)
{
}
String MotionBlurPass::ToString() const
{
return TEXT("MotionBlurPass");
}
bool MotionBlurPass::Init()
{
// Create pipeline state
_psCameraMotionVectors = GPUDevice::Instance->CreatePipelineState();
_psMotionVectorsDebug = GPUDevice::Instance->CreatePipelineState();
_psMotionVectorsDebugArrow = GPUDevice::Instance->CreatePipelineState();
_psVelocitySetup = GPUDevice::Instance->CreatePipelineState();
_psTileMax1 = GPUDevice::Instance->CreatePipelineState();
_psTileMax2 = GPUDevice::Instance->CreatePipelineState();
_psTileMax4 = GPUDevice::Instance->CreatePipelineState();
_psTileMaxV = GPUDevice::Instance->CreatePipelineState();
_psNeighborMax = GPUDevice::Instance->CreatePipelineState();
_psReconstruction = GPUDevice::Instance->CreatePipelineState();
// Load shader
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/MotionBlur"));
if (_shader == nullptr)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<MotionBlurPass, &MotionBlurPass::OnShaderReloading>(this);
#endif
// Prepare formats for the buffers
auto format = MOTION_VECTORS_PIXEL_FORMAT;
if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(format).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
{
if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R32G32_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
format = PixelFormat::R32G32_Float;
else
format = PixelFormat::R32G32B32A32_Float;
}
_motionVectorsFormat = format;
format = PixelFormat::R10G10B10A2_UNorm;
if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->FeaturesPerFormat[(int32)format].Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
{
format = PixelFormat::R32G32B32A32_Float;
}
_velocityFormat = format;
return false;
}
bool MotionBlurPass::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 = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (!_psCameraMotionVectors->IsValid())
{
psDesc.PS = shader->GetPS("PS_CameraMotionVectors");
if (_psCameraMotionVectors->Init(psDesc))
return true;
}
if (!_psVelocitySetup->IsValid())
{
psDesc.PS = shader->GetPS("PS_VelocitySetup");
if (_psVelocitySetup->Init(psDesc))
return true;
}
if (!_psTileMax1->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMax1");
if (_psTileMax1->Init(psDesc))
return true;
}
if (!_psTileMax2->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMax2");
if (_psTileMax2->Init(psDesc))
return true;
}
if (!_psTileMax4->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMax4");
if (_psTileMax4->Init(psDesc))
return true;
}
if (!_psTileMaxV->IsValid())
{
psDesc.PS = shader->GetPS("PS_TileMaxV");
if (_psTileMaxV->Init(psDesc))
return true;
}
if (!_psNeighborMax->IsValid())
{
psDesc.PS = shader->GetPS("PS_NeighborMax");
if (_psNeighborMax->Init(psDesc))
return true;
}
if (!_psReconstruction->IsValid())
{
psDesc.PS = shader->GetPS("PS_Reconstruction");
if (_psReconstruction->Init(psDesc))
return true;
}
if (!_psMotionVectorsDebug->IsValid())
{
psDesc.PS = shader->GetPS("PS_MotionVectorsDebug");
if (_psMotionVectorsDebug->Init(psDesc))
return true;
}
if (!_psMotionVectorsDebugArrow->IsValid())
{
psDesc.PrimitiveTopologyType = PrimitiveTopologyType::Line;
psDesc.VS = shader->GetVS("VS_DebugArrow");
psDesc.PS = shader->GetPS("PS_DebugArrow");
if (_psMotionVectorsDebugArrow->Init(psDesc))
return true;
}
return false;
}
void MotionBlurPass::Dispose()
{
// Base
RendererPass::Dispose();
// Delete pipeline state
SAFE_DELETE_GPU_RESOURCE(_psCameraMotionVectors);
SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebug);
SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebugArrow);
SAFE_DELETE_GPU_RESOURCE(_psVelocitySetup);
SAFE_DELETE_GPU_RESOURCE(_psTileMax1);
SAFE_DELETE_GPU_RESOURCE(_psTileMax2);
SAFE_DELETE_GPU_RESOURCE(_psTileMax4);
SAFE_DELETE_GPU_RESOURCE(_psTileMaxV);
SAFE_DELETE_GPU_RESOURCE(_psNeighborMax);
SAFE_DELETE_GPU_RESOURCE(_psReconstruction);
// Release asset
_shader.Unlink();
}
void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
{
// Prepare
auto motionVectors = renderContext.Buffers->MotionVectors;
ASSERT(motionVectors);
MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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);
// Ensure to have valid data
if (!Renderer::NeedMotionVectors(renderContext) || checkIfSkipPass())
{
// Skip pass (just clear motion vectors if texture is allocated)
if (motionVectors->IsAllocated())
{
if (motionVectors->Width() == motionVectorsWidth && motionVectors->Height() == motionVectorsHeight)
context->Clear(motionVectors->View(), Color::Black);
else
motionVectors->ReleaseGPU();
}
return;
}
PROFILE_GPU_CPU("Motion Vectors");
// Ensure to have valid motion vectors texture
if (!motionVectors->IsAllocated() || motionVectors->Width() != motionVectorsWidth || motionVectors->Height() != motionVectorsHeight)
{
if (motionVectors->Init(GPUTextureDescription::New2D(motionVectorsWidth, motionVectorsHeight, _motionVectorsFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget)))
{
LOG(Warning, "Failed to create motion vectors render target.");
return;
}
}
// Prepare
GPUTexture* depthBuffer;
if (settings.MotionVectorsResolution != ResolutionMode::Full)
{
depthBuffer = renderContext.Buffers->RequestHalfResDepth(context);
context->SetViewportAndScissors((float)motionVectorsWidth, (float)motionVectorsHeight);
}
else
{
depthBuffer = renderContext.Buffers->DepthBuffer;
}
// Bind input
Data data;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
Matrix::Transpose(renderContext.View.ViewProjection(), data.CurrentVP);
Matrix::Transpose(renderContext.View.PrevViewProjection, data.PreviousVP);
data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
context->BindSR(0, depthBuffer);
// Render camera motion vectors (background)
if (!data.TemporalAAJitter.IsZero() || data.CurrentVP != data.PreviousVP)
{
PROFILE_GPU_CPU("Camera Motion Vectors");
context->SetRenderTarget(motionVectors->View());
context->SetState(_psCameraMotionVectors);
context->DrawFullscreenTriangle();
}
else
{
// Simple clear if camera is not moving
context->Clear(motionVectors->View(), Color::Black);
}
// Render per-object motion vectors (use depth buffer to discard dynamic objects pixels covered by the static geometry)
context->ResetSR();
context->SetRenderTarget(depthBuffer->View(), motionVectors->View());
renderContext.View.Pass = DrawPass::MotionVectors;
// TODO: maybe update material PerFrame data because render viewport can be other size than ScreenSize from render buffers
renderContext.List->SortDrawCalls(renderContext, false, DrawCallsListType::MotionVectors);
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::MotionVectors);
// Cleanup
context->ResetRenderTarget();
if (settings.MotionVectorsResolution != ResolutionMode::Full)
{
const auto viewport = renderContext.Task->GetViewport();
context->SetViewportAndScissors(viewport);
}
}
void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* frame)
{
auto context = GPUDevice::Instance->GetMainContext();
const auto motionVectors = renderContext.Buffers->MotionVectors;
if (!motionVectors->IsAllocated() || setupResources())
{
context->Draw(frame);
return;
}
PROFILE_GPU_CPU("Motion Vectors Debug");
// Bind input
Data data;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
const float rows = 16.0f;
const float cols = rows * renderContext.Buffers->GetWidth() / renderContext.Buffers->GetHeight();
data.DebugBlend = 0.7f;
data.DebugAmplitude = 2.0f;
data.DebugRowCount = static_cast<int32>(rows);
data.DebugColumnCount = static_cast<int32>(cols);
auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
context->BindSR(0, frame);
context->BindSR(1, renderContext.Buffers->MotionVectors);
// Draw motion gradient
context->SetState(_psMotionVectorsDebug);
context->DrawFullscreenTriangle();
// Draw arrows
context->SetState(_psMotionVectorsDebugArrow);
context->Draw(0, static_cast<uint32>(cols * rows * 6));
// Cleanup
context->ResetSR();
}
void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GPUTexture*& output)
{
const bool isCameraCut = renderContext.Task->IsCameraCut;
const auto motionVectors = renderContext.Buffers->MotionVectors;
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 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
// Ensure to have valid data
if ((renderContext.View.Flags & ViewFlags::MotionBlur) == 0 ||
!_hasValidResources ||
isCameraCut ||
screenWidth < 16 ||
screenHeight < 16 ||
!settings.Enabled ||
settings.Scale <= 0.0f)
{
// Skip pass
return;
}
// Need to have valid motion vectors created and rendered before
ASSERT(motionVectors->IsAllocated());
PROFILE_GPU_CPU("Motion Blur");
// Calculate the maximum blur radius in pixels
const float maxBlurRadius = 5.0f;
const int32 maxBlurPixels = static_cast<int32>(maxBlurRadius * motionVectorsHeight / 100.0f);
// Calculate the TileMax size (it should be a multiple of 8 and larger than maxBlur)
const int32 tileSize = ((maxBlurPixels - 1) / 8 + 1) * 8;
// Bind input
Data data;
GBufferPass::SetInputs(renderContext.View, data.GBuffer);
Matrix::Transpose(renderContext.View.ViewProjection(), data.CurrentVP);
Matrix::Transpose(renderContext.View.PrevViewProjection, data.PreviousVP);
data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
data.VelocityScale = settings.Scale;
data.MaxBlurRadius = static_cast<float>(maxBlurPixels);
data.RcpMaxBlurRadius = 1.0f / maxBlurPixels;
data.TileMaxOffs = Vector2::One * (tileSize / 8.0f - 1.0f) * -0.5f;
data.TileMaxLoop = static_cast<int32>(tileSize / 8.0f);
data.LoopCount = Math::Clamp(settings.SampleCount / 2.0f, 1.0f, 64.0f);
const float invWidth = 1.0f / motionVectorsWidth;
const float invHeight = 1.0f / motionVectorsHeight;
data.TexelSize1 = Vector2(invWidth, invHeight);
data.TexelSize2 = Vector2(invWidth * 2.0f, invHeight * 2.0f);
data.TexelSize4 = Vector2(invWidth * 4.0f, invHeight * 4.0f);
data.TexelSizeV = Vector2(invWidth * 8.0f, invHeight * 8.0f);
data.TexelSizeNM = Vector2(invWidth * tileSize, invHeight * tileSize);
data.MotionVectorsTexelSize = Vector2(1.0f / motionVectorsWidth, invHeight * tileSize);
auto cb = _shader->GetShader()->GetCB(0);
context->UpdateCB(cb, &data);
context->BindCB(0, cb);
context->BindSR(0, renderContext.Buffers->DepthBuffer);
auto rtDesc = GPUTextureDescription::New2D(motionVectorsWidth, motionVectorsHeight, _velocityFormat);
// Pass 1 - Velocity/depth packing
auto vBuffer = RenderTargetPool::Get(rtDesc);
context->SetRenderTarget(*vBuffer);
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, motionVectors->View());
context->BindSR(1, renderContext.Buffers->DepthBuffer->View());
context->SetState(_psVelocitySetup);
context->DrawFullscreenTriangle();
context->UnBindSR(1);
// Pass 2 - First TileMax filter (1/2 downsize)
rtDesc.Format = _motionVectorsFormat;
rtDesc.Width = motionVectorsWidth / 2;
rtDesc.Height = motionVectorsHeight / 2;
auto tile2 = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(tile2->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, vBuffer->View());
context->SetState(_psTileMax1);
context->DrawFullscreenTriangle();
// Pass 3 - Second TileMax filter (1/4 downsize)
rtDesc.Width = motionVectorsWidth / 4;
rtDesc.Height = motionVectorsHeight / 4;
auto tile4 = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(tile4->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, tile2->View());
context->SetState(_psTileMax2);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(tile2);
// Pass 4 - Third TileMax filter (1/8 downsize)
rtDesc.Width = motionVectorsWidth / 8;
rtDesc.Height = motionVectorsHeight / 8;
auto tile8 = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(tile8->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, tile4->View());
context->SetState(_psTileMax4);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(tile4);
// Pass 5 - Fourth TileMax filter (reduce to tileSize)
rtDesc.Width = motionVectorsWidth / tileSize;
rtDesc.Height = motionVectorsHeight / tileSize;
auto tile = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(tile->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, tile8->View());
context->SetState(_psTileMaxV);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(tile8);
// Pass 6 - NeighborMax filter
rtDesc.Width = motionVectorsWidth / tileSize;
rtDesc.Height = motionVectorsHeight / tileSize;
auto neighborMax = RenderTargetPool::Get(rtDesc);
context->ResetRenderTarget();
context->SetRenderTarget(neighborMax->View());
context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
context->BindSR(0, tile->View());
context->SetState(_psNeighborMax);
context->DrawFullscreenTriangle();
RenderTargetPool::Release(tile);
// Pass 7 - Reconstruction pass
context->ResetRenderTarget();
context->SetRenderTarget(*output);
context->SetViewportAndScissors((float)screenWidth, (float)screenHeight);
context->BindSR(0, input->View());
context->BindSR(1, vBuffer->View());
context->BindSR(2, neighborMax->View());
context->SetState(_psReconstruction);
context->DrawFullscreenTriangle();
// Cleanup
context->ResetSR();
context->ResetRenderTarget();
RenderTargetPool::Release(vBuffer);
RenderTargetPool::Release(neighborMax);
Swap(output, input);
}