151 lines
5.0 KiB
C++
151 lines
5.0 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "TAA.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Graphics/RenderBuffers.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/GBufferPass.h"
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#include "Engine/Engine/Engine.h"
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GPU_CB_STRUCT(Data {
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Float2 ScreenSizeInv;
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Float2 JitterInv;
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float Sharpness;
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float StationaryBlending;
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float MotionBlending;
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float Dummy0;
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ShaderGBufferData GBuffer;
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});
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bool TAA::Init()
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{
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/TAA"));
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if (_shader == nullptr)
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return true;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<TAA, &TAA::OnShaderReloading>(this);
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#endif
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return false;
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}
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bool TAA::setupResources()
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{
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if (!_shader->IsLoaded())
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return true;
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const auto shader = _shader->GetShader();
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CHECK_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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if (!_psTAA)
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_psTAA = GPUDevice::Instance->CreatePipelineState();
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GPUPipelineState::Description psDesc;
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if (!_psTAA->IsValid())
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{
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psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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psDesc.PS = shader->GetPS("PS");
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if (_psTAA->Init(psDesc))
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return true;
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}
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return false;
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}
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void TAA::Dispose()
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{
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// Base
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RendererPass::Dispose();
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SAFE_DELETE_GPU_RESOURCE(_psTAA);
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_shader = nullptr;
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}
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void TAA::Render(const RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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// Ensure to have valid data
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if (checkIfSkipPass())
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{
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// Resources are missing. Do not perform rendering, just copy source frame.
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context->SetRenderTarget(output);
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context->Draw(input);
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return;
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}
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const auto& settings = renderContext.List->Settings.AntiAliasing;
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PROFILE_GPU_CPU("Temporal Antialiasing");
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// Get history buffers
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bool resetHistory = renderContext.Task->IsCameraCut;
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renderContext.Buffers->LastFrameTemporalAA = Engine::FrameCount;
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const auto tempDesc = GPUTextureDescription::New2D(input->Width(), input->Height(), input->Format());
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if (renderContext.Buffers->TemporalAA == nullptr)
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{
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// Missing temporal buffer
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renderContext.Buffers->TemporalAA = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(renderContext.Buffers->TemporalAA, "TemporalAA");
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resetHistory = true;
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}
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else if (renderContext.Buffers->TemporalAA->Width() != tempDesc.Width || renderContext.Buffers->TemporalAA->Height() != tempDesc.Height)
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{
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// Wrong size temporal buffer
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RenderTargetPool::Release(renderContext.Buffers->TemporalAA);
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renderContext.Buffers->TemporalAA = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(renderContext.Buffers->TemporalAA, "TemporalAA");
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resetHistory = true;
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}
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auto inputHistory = renderContext.Buffers->TemporalAA;
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const auto outputHistory = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(outputHistory, "TemporalAA");
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// Duplicate the current frame to the history buffer if need to reset the temporal history
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float blendStrength = 1.0f;
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if (resetHistory)
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{
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#if 0
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context->CopyTexture(inputHistory, 0, 0, 0, 0, input, 0);
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#else
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context->SetRenderTarget(inputHistory->View());
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context->Draw(input);
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context->ResetRenderTarget();
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#endif
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blendStrength = 0.0f;
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}
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// Bind input
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Data data;
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data.ScreenSizeInv.X = renderContext.View.ScreenSize.Z;
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data.ScreenSizeInv.Y = renderContext.View.ScreenSize.W;
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data.JitterInv.X = renderContext.View.TemporalAAJitter.X / (float)tempDesc.Width;
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data.JitterInv.Y = renderContext.View.TemporalAAJitter.Y / (float)tempDesc.Height;
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data.Sharpness = settings.TAA_Sharpness;
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data.StationaryBlending = settings.TAA_StationaryBlending * blendStrength;
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data.MotionBlending = settings.TAA_MotionBlending * blendStrength;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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const auto cb = _shader->GetShader()->GetCB(0);
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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context->BindSR(0, input);
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context->BindSR(1, inputHistory);
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context->BindSR(2, renderContext.Buffers->MotionVectors);
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context->BindSR(3, renderContext.Buffers->DepthBuffer);
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// Render
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context->SetRenderTarget(output);
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context->SetState(_psTAA);
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context->DrawFullscreenTriangle();
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// Update the history
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{
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RenderTargetPool::Release(inputHistory);
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context->ResetRenderTarget();
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context->SetRenderTarget(outputHistory->View());
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context->Draw(output);
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renderContext.Buffers->TemporalAA = outputHistory;
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}
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// Mark TAA jitter as resolved for future drawing
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(bool&)renderContext.View.IsTaaResolved = true;
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}
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