105 lines
3.0 KiB
C++
105 lines
3.0 KiB
C++
// Copyright (c) 2012-2020 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/Core/Config/GraphicsSettings.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/Engine/Engine.h"
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bool TAA::Init()
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{
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// Create pipeline state
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//_psTAA.CreatePipelineStates();
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// Load shader
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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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// 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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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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_psTAA = nullptr;
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_shader.Unlink();
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}
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bool TAA::NeedMotionVectors(RenderContext& renderContext)
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{
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return renderContext.List->Settings.AntiAliasing.Mode == AntialiasingMode::TemporalAntialiasing;
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}
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void TAA::Render(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((int32)renderContext.View.ScreenSize.X, (int32)renderContext.View.ScreenSize.Y, 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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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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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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// 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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PROFILE_GPU_CPU("Reset History");
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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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blendStrength = 0.0f;
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}
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// ...
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}
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