382 lines
15 KiB
C++
382 lines
15 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "MotionBlurPass.h"
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#include "GBufferPass.h"
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#include "Renderer.h"
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#include "Engine/Core/Config/GraphicsSettings.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/GPULimits.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/Engine/Time.h"
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PACK_STRUCT(struct Data {
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GBufferData GBuffer;
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Matrix CurrentVP;
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Matrix PreviousVP;
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Vector4 TemporalAAJitter;
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float VelocityScale;
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float Dummy0;
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int32 MaxBlurSamples;
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uint32 VariableTileLoopCount;
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Vector2 Input0SizeInv;
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Vector2 Input2SizeInv;
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});
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MotionBlurPass::MotionBlurPass()
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: _motionVectorsFormat(PixelFormat::Unknown)
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{
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}
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String MotionBlurPass::ToString() const
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{
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return TEXT("MotionBlurPass");
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}
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bool MotionBlurPass::Init()
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{
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// Create pipeline states
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_psCameraMotionVectors = GPUDevice::Instance->CreatePipelineState();
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_psMotionVectorsDebug = GPUDevice::Instance->CreatePipelineState();
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_psTileMax = GPUDevice::Instance->CreatePipelineState();
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_psTileMaxVariable = GPUDevice::Instance->CreatePipelineState();
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_psNeighborMax = GPUDevice::Instance->CreatePipelineState();
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_psMotionBlur = GPUDevice::Instance->CreatePipelineState();
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// Load shader
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/MotionBlur"));
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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<MotionBlurPass, &MotionBlurPass::OnShaderReloading>(this);
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#endif
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// Prepare formats for the buffers
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auto format = MOTION_VECTORS_PIXEL_FORMAT;
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if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(format).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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{
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if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R32G32_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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format = PixelFormat::R32G32_Float;
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else if (FORMAT_FEATURES_ARE_NOT_SUPPORTED(GPUDevice::Instance->GetFormatFeatures(PixelFormat::R16G16B16A16_Float).Support, (FormatSupport::RenderTarget | FormatSupport::ShaderSample | FormatSupport::Texture2D)))
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format = PixelFormat::R16G16B16A16_Float;
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else
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format = PixelFormat::R32G32B32A32_Float;
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}
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_motionVectorsFormat = format;
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return false;
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}
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bool MotionBlurPass::setupResources()
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{
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// Check shader
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if (!_shader->IsLoaded())
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{
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return true;
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}
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const auto shader = _shader->GetShader();
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// Validate shader constant buffer size
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if (shader->GetCB(0)->GetSize() != sizeof(Data))
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{
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REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
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return true;
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}
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// Create pipeline state
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psCameraMotionVectors->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_CameraMotionVectors");
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if (_psCameraMotionVectors->Init(psDesc))
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return true;
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}
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if (!_psMotionVectorsDebug->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_MotionVectorsDebug");
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if (_psMotionVectorsDebug->Init(psDesc))
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return true;
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}
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if (!_psTileMax->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMax");
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if (_psTileMax->Init(psDesc))
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return true;
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}
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if (!_psTileMaxVariable->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_TileMaxVariable");
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if (_psTileMaxVariable->Init(psDesc))
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return true;
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}
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if (!_psNeighborMax->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_NeighborMax");
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if (_psNeighborMax->Init(psDesc))
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return true;
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}
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if (!_psMotionBlur->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_MotionBlur");
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if (_psMotionBlur->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 MotionBlurPass::Dispose()
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{
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// Base
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RendererPass::Dispose();
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// Delete pipeline state
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SAFE_DELETE_GPU_RESOURCE(_psCameraMotionVectors);
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SAFE_DELETE_GPU_RESOURCE(_psMotionVectorsDebug);
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SAFE_DELETE_GPU_RESOURCE(_psTileMax);
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SAFE_DELETE_GPU_RESOURCE(_psTileMaxVariable);
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SAFE_DELETE_GPU_RESOURCE(_psNeighborMax);
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SAFE_DELETE_GPU_RESOURCE(_psMotionBlur);
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// Release asset
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_shader.Unlink();
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}
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void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
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{
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// Prepare
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auto motionVectors = renderContext.Buffers->MotionVectors;
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ASSERT(motionVectors);
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MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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auto context = GPUDevice::Instance->GetMainContext();
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const int32 screenWidth = renderContext.Buffers->GetWidth();
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
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const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
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// Ensure to have valid data
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if (!Renderer::NeedMotionVectors(renderContext) || checkIfSkipPass())
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{
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// Skip pass (just clear motion vectors if texture is allocated)
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if (motionVectors->IsAllocated())
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{
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if (motionVectors->Width() == motionVectorsWidth && motionVectors->Height() == motionVectorsHeight)
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context->Clear(motionVectors->View(), Color::Black);
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else
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motionVectors->ReleaseGPU();
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}
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return;
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}
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PROFILE_GPU_CPU("Motion Vectors");
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// Ensure to have valid motion vectors texture
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if (!motionVectors->IsAllocated() || motionVectors->Width() != motionVectorsWidth || motionVectors->Height() != motionVectorsHeight)
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{
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if (motionVectors->Init(GPUTextureDescription::New2D(motionVectorsWidth, motionVectorsHeight, _motionVectorsFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget)))
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{
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LOG(Warning, "Failed to create motion vectors render target.");
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return;
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}
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}
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// Prepare
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GPUTexture* depthBuffer;
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if (settings.MotionVectorsResolution != ResolutionMode::Full)
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{
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depthBuffer = renderContext.Buffers->RequestHalfResDepth(context);
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context->SetViewportAndScissors((float)motionVectorsWidth, (float)motionVectorsHeight);
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}
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else
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{
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depthBuffer = renderContext.Buffers->DepthBuffer;
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}
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// Bind input
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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Matrix::Transpose(renderContext.View.ViewProjection(), data.CurrentVP);
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Matrix::Transpose(renderContext.View.PrevViewProjection, data.PreviousVP);
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data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
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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, depthBuffer);
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// Render camera motion vectors (background)
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if (!data.TemporalAAJitter.IsZero() || data.CurrentVP != data.PreviousVP)
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{
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PROFILE_GPU_CPU("Camera Motion Vectors");
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context->SetRenderTarget(motionVectors->View());
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context->SetState(_psCameraMotionVectors);
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context->DrawFullscreenTriangle();
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}
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else
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{
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// Simple clear if camera is not moving
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context->Clear(motionVectors->View(), Color::Black);
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}
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// Render per-object motion vectors (use depth buffer to discard dynamic objects pixels covered by the static geometry)
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context->ResetSR();
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context->SetRenderTarget(depthBuffer->View(), motionVectors->View());
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renderContext.View.Pass = DrawPass::MotionVectors;
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// TODO: maybe update material PerFrame data because render viewport can be other size than ScreenSize from render buffers
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renderContext.List->SortDrawCalls(renderContext, false, DrawCallsListType::MotionVectors);
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renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::MotionVectors);
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// Cleanup
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context->ResetRenderTarget();
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if (settings.MotionVectorsResolution != ResolutionMode::Full)
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{
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const auto viewport = renderContext.Task->GetViewport();
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context->SetViewportAndScissors(viewport);
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}
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}
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void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* frame)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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const auto motionVectors = renderContext.Buffers->MotionVectors;
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if (!motionVectors->IsAllocated() || setupResources())
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{
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context->Draw(frame);
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return;
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}
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PROFILE_GPU_CPU("Motion Vectors Debug");
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context->BindSR(0, frame);
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context->BindSR(1, renderContext.Buffers->MotionVectors->View());
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context->SetState(_psMotionVectorsDebug);
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context->DrawFullscreenTriangle();
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context->ResetSR();
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}
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void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GPUTexture*& output)
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{
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const bool isCameraCut = renderContext.Task->IsCameraCut;
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const auto motionVectors = renderContext.Buffers->MotionVectors;
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ASSERT(motionVectors);
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auto context = GPUDevice::Instance->GetMainContext();
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MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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const int32 screenWidth = renderContext.Buffers->GetWidth();
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
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const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
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if ((renderContext.View.Flags & ViewFlags::MotionBlur) == 0 ||
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!_hasValidResources ||
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isCameraCut ||
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screenWidth < 16 ||
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screenHeight < 16 ||
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!settings.Enabled ||
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settings.Scale <= 0.0f)
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{
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// Skip pass
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return;
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}
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// Need to have valid motion vectors created and rendered before
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ASSERT(motionVectors->IsAllocated());
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PROFILE_GPU_CPU("Motion Blur");
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// Setup shader inputs
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const int32 maxBlurSize = (int32)((float)motionVectorsHeight * 0.05f);
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const int32 tileSize = Math::AlignUp(maxBlurSize, 8);
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const float timeScale = renderContext.Task->View.IsOfflinePass ? 1.0f : 1.0f / Time::Draw.UnscaledDeltaTime.GetTotalSeconds() / 60.0f; // 60fps as a reference
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Data data;
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GBufferPass::SetInputs(renderContext.View, data.GBuffer);
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data.TemporalAAJitter = renderContext.View.TemporalAAJitter;
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data.VelocityScale = settings.Scale * 0.5f * timeScale; // 2x samples in loop
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data.MaxBlurSamples = Math::Clamp(settings.SampleCount / 2, 1, 64); // 2x samples in loop
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data.VariableTileLoopCount = tileSize / 8;
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data.Input0SizeInv = Vector2(1.0f / (float)motionVectorsWidth, 1.0f / (float)motionVectorsWidth);
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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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// Downscale motion vectors texture down to 1/2 (with max velocity calculation 2x2 kernel)
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auto rtDesc = GPUTextureDescription::New2D(motionVectorsWidth / 2, motionVectorsHeight / 2, _motionVectorsFormat);
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const auto vMaxBuffer2 = RenderTargetPool::Get(rtDesc);
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context->SetRenderTarget(vMaxBuffer2->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, motionVectors->View());
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context->SetState(_psTileMax);
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context->DrawFullscreenTriangle();
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// Downscale motion vectors texture down to 1/4 (with max velocity calculation 2x2 kernel)
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rtDesc.Width /= 2;
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rtDesc.Height /= 2;
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const auto vMaxBuffer4 = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(vMaxBuffer4->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, vMaxBuffer2->View());
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data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer2->Width(), 1.0f / (float)vMaxBuffer2->Height());
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context->UpdateCB(cb, &data);
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context->SetState(_psTileMax);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(vMaxBuffer2);
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// Downscale motion vectors texture down to 1/8 (with max velocity calculation 2x2 kernel)
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rtDesc.Width /= 2;
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rtDesc.Height /= 2;
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const auto vMaxBuffer8 = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(vMaxBuffer8->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, vMaxBuffer4->View());
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data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer4->Width(), 1.0f / (float)vMaxBuffer4->Height());
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context->UpdateCB(cb, &data);
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context->SetState(_psTileMax);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(vMaxBuffer4);
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// Downscale motion vectors texture down to tileSize/tileSize (with max velocity calculation NxN kernel)
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rtDesc.Width = motionVectorsWidth / tileSize;
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rtDesc.Height = motionVectorsHeight / tileSize;
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auto vMaxBuffer = RenderTargetPool::Get(rtDesc);
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context->ResetRenderTarget();
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context->SetRenderTarget(vMaxBuffer->View());
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context->SetViewportAndScissors((float)rtDesc.Width, (float)rtDesc.Height);
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context->BindSR(0, vMaxBuffer8->View());
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data.Input0SizeInv = Vector2(1.0f / (float)vMaxBuffer8->Width(), 1.0f / (float)vMaxBuffer8->Height());
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context->UpdateCB(cb, &data);
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context->SetState(_psTileMaxVariable);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(vMaxBuffer8);
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// Extract maximum velocities for the tiles based on their neighbors
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context->ResetRenderTarget();
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auto vMaxNeighborBuffer = RenderTargetPool::Get(rtDesc);
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context->SetRenderTarget(vMaxNeighborBuffer->View());
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context->BindSR(0, vMaxBuffer->View());
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context->SetState(_psNeighborMax);
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context->DrawFullscreenTriangle();
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RenderTargetPool::Release(vMaxBuffer);
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// Render motion blur
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context->ResetRenderTarget();
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context->SetRenderTarget(*output);
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context->SetViewportAndScissors((float)screenWidth, (float)screenHeight);
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context->BindSR(0, input->View());
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context->BindSR(1, motionVectors->View());
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context->BindSR(2, vMaxNeighborBuffer->View());
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context->BindSR(3, renderContext.Buffers->DepthBuffer->View());
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data.Input0SizeInv = Vector2(1.0f / (float)input->Width(), 1.0f / (float)input->Height());
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data.Input2SizeInv = Vector2(1.0f / (float)renderContext.Buffers->DepthBuffer->Width(), 1.0f / (float)renderContext.Buffers->DepthBuffer->Height());
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context->UpdateCB(cb, &data);
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context->SetState(_psMotionBlur);
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context->DrawFullscreenTriangle();
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// Cleanup
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RenderTargetPool::Release(vMaxNeighborBuffer);
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context->ResetSR();
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context->ResetRenderTarget();
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Swap(output, input);
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}
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