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BsPostProcessing.cpp 61 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsPostProcessing.h"
  4. #include "RenderAPI/BsRenderTexture.h"
  5. #include "BsGpuResourcePool.h"
  6. #include "Renderer/BsRendererUtility.h"
  7. #include "Renderer/BsCamera.h"
  8. #include "Material/BsGpuParamsSet.h"
  9. #include "BsRendererView.h"
  10. #include "Image/BsPixelUtil.h"
  11. #include "Utility/BsBitwise.h"
  12. #include "Resources/BsBuiltinResourcesHelper.h"
  13. namespace bs { namespace ct
  14. {
  15. DownsampleParamDef gDownsampleParamDef;
  16. ShaderVariation DownsampleMat::VAR_LowQuality_NoMSAA = ShaderVariation({
  17. ShaderVariation::Param("QUALITY", 0),
  18. ShaderVariation::Param("MSAA", 0)
  19. });
  20. ShaderVariation DownsampleMat::VAR_LowQuality_MSAA = ShaderVariation({
  21. ShaderVariation::Param("QUALITY", 0),
  22. ShaderVariation::Param("MSAA", 1)
  23. });
  24. ShaderVariation DownsampleMat::VAR_HighQuality_NoMSAA = ShaderVariation({
  25. ShaderVariation::Param("QUALITY", 1),
  26. ShaderVariation::Param("MSAA", 0)
  27. });
  28. ShaderVariation DownsampleMat::VAR_HighQuality_MSAA = ShaderVariation({
  29. ShaderVariation::Param("QUALITY", 1),
  30. ShaderVariation::Param("MSAA", 1)
  31. });
  32. DownsampleMat::DownsampleMat()
  33. {
  34. mParamBuffer = gDownsampleParamDef.createBuffer();
  35. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  36. if(gpuParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input"))
  37. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  38. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  39. }
  40. void DownsampleMat::_initVariations(ShaderVariations& variations)
  41. {
  42. variations.add(VAR_LowQuality_NoMSAA);
  43. variations.add(VAR_LowQuality_MSAA);
  44. variations.add(VAR_HighQuality_NoMSAA);
  45. variations.add(VAR_HighQuality_MSAA);
  46. }
  47. void DownsampleMat::execute(const SPtr<Texture>& input, const SPtr<RenderTarget>& output)
  48. {
  49. // Set parameters
  50. mInputTexture.set(input);
  51. const TextureProperties& rtProps = input->getProperties();
  52. bool MSAA = mVariation.getInt("MSAA") > 0;
  53. if(MSAA)
  54. {
  55. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, -1.0f));
  56. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, -1.0f));
  57. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(-1.0f, 1.0f));
  58. gDownsampleParamDef.gOffsets.set(mParamBuffer, Vector2(1.0f, 1.0f));
  59. }
  60. else
  61. {
  62. Vector2 invTextureSize(1.0f / rtProps.getWidth(), 1.0f / rtProps.getHeight());
  63. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, -1.0f));
  64. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, -1.0f));
  65. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(-1.0f, 1.0f));
  66. gDownsampleParamDef.gOffsets.set(mParamBuffer, invTextureSize * Vector2(1.0f, 1.0f));
  67. }
  68. RenderAPI& rapi = RenderAPI::instance();
  69. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  70. gRendererUtility().setPass(mMaterial);
  71. gRendererUtility().setPassParams(mParamsSet);
  72. if (MSAA)
  73. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)rtProps.getWidth(), (float)rtProps.getHeight()));
  74. else
  75. gRendererUtility().drawScreenQuad();
  76. rapi.setRenderTarget(nullptr);
  77. }
  78. POOLED_RENDER_TEXTURE_DESC DownsampleMat::getOutputDesc(const SPtr<Texture>& target)
  79. {
  80. const TextureProperties& rtProps = target->getProperties();
  81. UINT32 width = std::max(1, Math::ceilToInt(rtProps.getWidth() * 0.5f));
  82. UINT32 height = std::max(1, Math::ceilToInt(rtProps.getHeight() * 0.5f));
  83. return POOLED_RENDER_TEXTURE_DESC::create2D(rtProps.getFormat(), width, height, TU_RENDERTARGET);
  84. }
  85. DownsampleMat* DownsampleMat::getVariation(UINT32 quality, bool msaa)
  86. {
  87. if(quality == 0)
  88. {
  89. if (msaa)
  90. return get(VAR_LowQuality_MSAA);
  91. else
  92. return get(VAR_LowQuality_NoMSAA);
  93. }
  94. else
  95. {
  96. if (msaa)
  97. return get(VAR_HighQuality_MSAA);
  98. else
  99. return get(VAR_HighQuality_NoMSAA);
  100. }
  101. }
  102. EyeAdaptHistogramParamDef gEyeAdaptHistogramParamDef;
  103. EyeAdaptHistogramMat::EyeAdaptHistogramMat()
  104. {
  105. mParamBuffer = gEyeAdaptHistogramParamDef.createBuffer();
  106. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  107. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  108. params->getTextureParam(GPT_COMPUTE_PROGRAM, "gSceneColorTex", mSceneColor);
  109. params->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex", mOutputTex);
  110. }
  111. void EyeAdaptHistogramMat::_initVariations(ShaderVariations& variations)
  112. {
  113. ShaderVariation variation({
  114. ShaderVariation::Param("THREADGROUP_SIZE_X", THREAD_GROUP_SIZE_X),
  115. ShaderVariation::Param("THREADGROUP_SIZE_Y", THREAD_GROUP_SIZE_Y),
  116. ShaderVariation::Param("LOOP_COUNT_X", LOOP_COUNT_X),
  117. ShaderVariation::Param("LOOP_COUNT_Y", LOOP_COUNT_Y),
  118. });
  119. variations.add(variation);
  120. }
  121. void EyeAdaptHistogramMat::execute(const SPtr<Texture>& input, const SPtr<Texture>& output,
  122. const AutoExposureSettings& settings)
  123. {
  124. // Set parameters
  125. mSceneColor.set(input);
  126. const TextureProperties& props = input->getProperties();
  127. int offsetAndSize[4] = { 0, 0, (INT32)props.getWidth(), (INT32)props.getHeight() };
  128. gEyeAdaptHistogramParamDef.gHistogramParams.set(mParamBuffer, getHistogramScaleOffset(settings));
  129. gEyeAdaptHistogramParamDef.gPixelOffsetAndSize.set(mParamBuffer, Vector4I(offsetAndSize));
  130. Vector2I threadGroupCount = getThreadGroupCount(input);
  131. gEyeAdaptHistogramParamDef.gThreadGroupCount.set(mParamBuffer, threadGroupCount);
  132. // Dispatch
  133. mOutputTex.set(output);
  134. RenderAPI& rapi = RenderAPI::instance();
  135. gRendererUtility().setComputePass(mMaterial);
  136. gRendererUtility().setPassParams(mParamsSet);
  137. rapi.dispatchCompute(threadGroupCount.x, threadGroupCount.y);
  138. }
  139. POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramMat::getOutputDesc(const SPtr<Texture>& target)
  140. {
  141. Vector2I threadGroupCount = getThreadGroupCount(target);
  142. UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y;
  143. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, HISTOGRAM_NUM_TEXELS, numHistograms,
  144. TU_LOADSTORE);
  145. }
  146. Vector2I EyeAdaptHistogramMat::getThreadGroupCount(const SPtr<Texture>& target)
  147. {
  148. const UINT32 texelsPerThreadGroupX = THREAD_GROUP_SIZE_X * LOOP_COUNT_X;
  149. const UINT32 texelsPerThreadGroupY = THREAD_GROUP_SIZE_Y * LOOP_COUNT_Y;
  150. const TextureProperties& props = target->getProperties();
  151. Vector2I threadGroupCount;
  152. threadGroupCount.x = ((INT32)props.getWidth() + texelsPerThreadGroupX - 1) / texelsPerThreadGroupX;
  153. threadGroupCount.y = ((INT32)props.getHeight() + texelsPerThreadGroupY - 1) / texelsPerThreadGroupY;
  154. return threadGroupCount;
  155. }
  156. Vector2 EyeAdaptHistogramMat::getHistogramScaleOffset(const AutoExposureSettings& settings)
  157. {
  158. float diff = settings.histogramLog2Max - settings.histogramLog2Min;
  159. float scale = 1.0f / diff;
  160. float offset = -settings.histogramLog2Min * scale;
  161. return Vector2(scale, offset);
  162. }
  163. EyeAdaptHistogramReduceParamDef gEyeAdaptHistogramReduceParamDef;
  164. EyeAdaptHistogramReduceMat::EyeAdaptHistogramReduceMat()
  165. {
  166. mParamBuffer = gEyeAdaptHistogramReduceParamDef.createBuffer();
  167. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  168. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  169. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex", mHistogramTex);
  170. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gEyeAdaptationTex", mEyeAdaptationTex);
  171. }
  172. void EyeAdaptHistogramReduceMat::_initVariations(ShaderVariations& variations)
  173. {
  174. // Do nothing
  175. }
  176. void EyeAdaptHistogramReduceMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& histogram,
  177. const SPtr<Texture>& prevFrame, const SPtr<RenderTarget>& output)
  178. {
  179. // Set parameters
  180. mHistogramTex.set(histogram);
  181. SPtr<Texture> eyeAdaptationTex;
  182. if (prevFrame == nullptr) // Could be that this is the first run
  183. eyeAdaptationTex = Texture::WHITE;
  184. else
  185. eyeAdaptationTex = prevFrame;
  186. mEyeAdaptationTex.set(eyeAdaptationTex);
  187. Vector2I threadGroupCount = EyeAdaptHistogramMat::getThreadGroupCount(sceneColor);
  188. UINT32 numHistograms = threadGroupCount.x * threadGroupCount.y;
  189. gEyeAdaptHistogramReduceParamDef.gThreadGroupCount.set(mParamBuffer, numHistograms);
  190. RenderAPI& rapi = RenderAPI::instance();
  191. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  192. gRendererUtility().setPass(mMaterial);
  193. gRendererUtility().setPassParams(mParamsSet);
  194. Rect2 drawUV(0.0f, 0.0f, (float)EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2.0f);
  195. gRendererUtility().drawScreenQuad(drawUV);
  196. rapi.setRenderTarget(nullptr);
  197. }
  198. POOLED_RENDER_TEXTURE_DESC EyeAdaptHistogramReduceMat::getOutputDesc()
  199. {
  200. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_RGBA16F, EyeAdaptHistogramMat::HISTOGRAM_NUM_TEXELS, 2,
  201. TU_RENDERTARGET);
  202. }
  203. EyeAdaptationParamDef gEyeAdaptationParamDef;
  204. EyeAdaptationMat::EyeAdaptationMat()
  205. {
  206. mParamBuffer = gEyeAdaptationParamDef.createBuffer();
  207. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  208. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHistogramTex", mReducedHistogramTex);
  209. }
  210. void EyeAdaptationMat::_initVariations(ShaderVariations& variations)
  211. {
  212. ShaderVariation variation({
  213. ShaderVariation::Param("THREADGROUP_SIZE_X", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_X),
  214. ShaderVariation::Param("THREADGROUP_SIZE_Y", EyeAdaptHistogramMat::THREAD_GROUP_SIZE_Y)
  215. });
  216. variations.add(variation);
  217. }
  218. void EyeAdaptationMat::execute(const SPtr<Texture>& reducedHistogram, const SPtr<RenderTarget>& output,
  219. float frameDelta, const AutoExposureSettings& settings, float exposureScale)
  220. {
  221. // Set parameters
  222. mReducedHistogramTex.set(reducedHistogram);
  223. Vector2 histogramScaleAndOffset = EyeAdaptHistogramMat::getHistogramScaleOffset(settings);
  224. Vector4 eyeAdaptationParams[3];
  225. eyeAdaptationParams[0].x = histogramScaleAndOffset.x;
  226. eyeAdaptationParams[0].y = histogramScaleAndOffset.y;
  227. float histogramPctHigh = Math::clamp01(settings.histogramPctHigh);
  228. eyeAdaptationParams[0].z = std::min(Math::clamp01(settings.histogramPctLow), histogramPctHigh);
  229. eyeAdaptationParams[0].w = histogramPctHigh;
  230. eyeAdaptationParams[1].x = std::min(settings.minEyeAdaptation, settings.maxEyeAdaptation);
  231. eyeAdaptationParams[1].y = settings.maxEyeAdaptation;
  232. eyeAdaptationParams[1].z = settings.eyeAdaptationSpeedUp;
  233. eyeAdaptationParams[1].w = settings.eyeAdaptationSpeedDown;
  234. eyeAdaptationParams[2].x = Math::pow(2.0f, exposureScale);
  235. eyeAdaptationParams[2].y = frameDelta;
  236. eyeAdaptationParams[2].z = 0.0f; // Unused
  237. eyeAdaptationParams[2].w = 0.0f; // Unused
  238. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[0], 0);
  239. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[1], 1);
  240. gEyeAdaptationParamDef.gEyeAdaptationParams.set(mParamBuffer, eyeAdaptationParams[2], 2);
  241. // Render
  242. RenderAPI& rapi = RenderAPI::instance();
  243. rapi.setRenderTarget(output, FBT_DEPTH | FBT_STENCIL);
  244. gRendererUtility().setPass(mMaterial);
  245. gRendererUtility().setPassParams(mParamsSet);
  246. gRendererUtility().drawScreenQuad();
  247. rapi.setRenderTarget(nullptr);
  248. }
  249. POOLED_RENDER_TEXTURE_DESC EyeAdaptationMat::getOutputDesc()
  250. {
  251. return POOLED_RENDER_TEXTURE_DESC::create2D(PF_R32F, 1, 1, TU_RENDERTARGET);
  252. }
  253. CreateTonemapLUTParamDef gCreateTonemapLUTParamDef;
  254. WhiteBalanceParamDef gWhiteBalanceParamDef;
  255. CreateTonemapLUTMat::CreateTonemapLUTMat()
  256. {
  257. mParamBuffer = gCreateTonemapLUTParamDef.createBuffer();
  258. mWhiteBalanceParamBuffer = gWhiteBalanceParamDef.createBuffer();
  259. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  260. mParamsSet->setParamBlockBuffer("WhiteBalanceInput", mWhiteBalanceParamBuffer);
  261. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  262. params->getLoadStoreTextureParam(GPT_COMPUTE_PROGRAM, "gOutputTex", mOutputTex);
  263. }
  264. void CreateTonemapLUTMat::_initVariations(ShaderVariations& variations)
  265. {
  266. ShaderVariation variation({
  267. ShaderVariation::Param("LUT_SIZE", LUT_SIZE)
  268. });
  269. variations.add(variation);
  270. }
  271. void CreateTonemapLUTMat::execute(const SPtr<Texture>& output, const RenderSettings& settings)
  272. {
  273. // Set parameters
  274. gCreateTonemapLUTParamDef.gGammaAdjustment.set(mParamBuffer, 2.2f / settings.gamma);
  275. // Note: Assuming sRGB (PC monitor) for now, change to Rec.709 when running on console (value 1), or to raw 2.2
  276. // gamma when running on Mac (value 2)
  277. gCreateTonemapLUTParamDef.gGammaCorrectionType.set(mParamBuffer, 0);
  278. Vector4 tonemapParams[2];
  279. tonemapParams[0].x = settings.tonemapping.filmicCurveShoulderStrength;
  280. tonemapParams[0].y = settings.tonemapping.filmicCurveLinearStrength;
  281. tonemapParams[0].z = settings.tonemapping.filmicCurveLinearAngle;
  282. tonemapParams[0].w = settings.tonemapping.filmicCurveToeStrength;
  283. tonemapParams[1].x = settings.tonemapping.filmicCurveToeNumerator;
  284. tonemapParams[1].y = settings.tonemapping.filmicCurveToeDenominator;
  285. tonemapParams[1].z = settings.tonemapping.filmicCurveLinearWhitePoint;
  286. tonemapParams[1].w = 0.0f; // Unused
  287. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[0], 0);
  288. gCreateTonemapLUTParamDef.gTonemapParams.set(mParamBuffer, tonemapParams[1], 1);
  289. // Set color grading params
  290. gCreateTonemapLUTParamDef.gSaturation.set(mParamBuffer, settings.colorGrading.saturation);
  291. gCreateTonemapLUTParamDef.gContrast.set(mParamBuffer, settings.colorGrading.contrast);
  292. gCreateTonemapLUTParamDef.gGain.set(mParamBuffer, settings.colorGrading.gain);
  293. gCreateTonemapLUTParamDef.gOffset.set(mParamBuffer, settings.colorGrading.offset);
  294. // Set white balance params
  295. gWhiteBalanceParamDef.gWhiteTemp.set(mWhiteBalanceParamBuffer, settings.whiteBalance.temperature);
  296. gWhiteBalanceParamDef.gWhiteOffset.set(mWhiteBalanceParamBuffer, settings.whiteBalance.tint);
  297. // Dispatch
  298. mOutputTex.set(output);
  299. RenderAPI& rapi = RenderAPI::instance();
  300. gRendererUtility().setComputePass(mMaterial);
  301. gRendererUtility().setPassParams(mParamsSet);
  302. rapi.dispatchCompute(LUT_SIZE / 8, LUT_SIZE / 8, LUT_SIZE);
  303. }
  304. POOLED_RENDER_TEXTURE_DESC CreateTonemapLUTMat::getOutputDesc()
  305. {
  306. return POOLED_RENDER_TEXTURE_DESC::create3D(PF_RGBA8, LUT_SIZE, LUT_SIZE, LUT_SIZE, TU_LOADSTORE);
  307. }
  308. TonemappingParamDef gTonemappingParamDef;
  309. ShaderVariation TonemappingMat::VAR_Gamma_AutoExposure_MSAA = ShaderVariation({
  310. ShaderVariation::Param("GAMMA_ONLY", true),
  311. ShaderVariation::Param("AUTO_EXPOSURE", true),
  312. ShaderVariation::Param("MSAA", true),
  313. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  314. });
  315. ShaderVariation TonemappingMat::VAR_Gamma_AutoExposure_NoMSAA = ShaderVariation({
  316. ShaderVariation::Param("GAMMA_ONLY", true),
  317. ShaderVariation::Param("AUTO_EXPOSURE", true),
  318. ShaderVariation::Param("MSAA", false),
  319. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  320. });
  321. ShaderVariation TonemappingMat::VAR_Gamma_NoAutoExposure_MSAA = ShaderVariation({
  322. ShaderVariation::Param("GAMMA_ONLY", true),
  323. ShaderVariation::Param("AUTO_EXPOSURE", false),
  324. ShaderVariation::Param("MSAA", true),
  325. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  326. });
  327. ShaderVariation TonemappingMat::VAR_Gamma_NoAutoExposure_NoMSAA = ShaderVariation({
  328. ShaderVariation::Param("GAMMA_ONLY", true),
  329. ShaderVariation::Param("AUTO_EXPOSURE", false),
  330. ShaderVariation::Param("MSAA", false),
  331. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  332. });
  333. ShaderVariation TonemappingMat::VAR_NoGamma_AutoExposure_MSAA = ShaderVariation({
  334. ShaderVariation::Param("GAMMA_ONLY", false),
  335. ShaderVariation::Param("AUTO_EXPOSURE", true),
  336. ShaderVariation::Param("MSAA", true),
  337. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  338. });
  339. ShaderVariation TonemappingMat::VAR_NoGamma_AutoExposure_NoMSAA = ShaderVariation({
  340. ShaderVariation::Param("GAMMA_ONLY", false),
  341. ShaderVariation::Param("AUTO_EXPOSURE", true),
  342. ShaderVariation::Param("MSAA", false),
  343. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  344. });
  345. ShaderVariation TonemappingMat::VAR_NoGamma_NoAutoExposure_MSAA = ShaderVariation({
  346. ShaderVariation::Param("GAMMA_ONLY", false),
  347. ShaderVariation::Param("AUTO_EXPOSURE", false),
  348. ShaderVariation::Param("MSAA", true),
  349. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  350. });
  351. ShaderVariation TonemappingMat::VAR_NoGamma_NoAutoExposure_NoMSAA = ShaderVariation({
  352. ShaderVariation::Param("GAMMA_ONLY", false),
  353. ShaderVariation::Param("AUTO_EXPOSURE", false),
  354. ShaderVariation::Param("MSAA", false),
  355. ShaderVariation::Param("LUT_SIZE", CreateTonemapLUTMat::LUT_SIZE),
  356. });
  357. TonemappingMat::TonemappingMat()
  358. {
  359. mParamBuffer = gTonemappingParamDef.createBuffer();
  360. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  361. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  362. params->getTextureParam(GPT_VERTEX_PROGRAM, "gEyeAdaptationTex", mEyeAdaptationTex);
  363. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTex);
  364. if(!mVariation.getBool("GAMMA_ONLY"))
  365. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorLUT", mColorLUT);
  366. }
  367. void TonemappingMat::_initVariations(ShaderVariations& variations)
  368. {
  369. variations.add(VAR_Gamma_AutoExposure_MSAA);
  370. variations.add(VAR_Gamma_AutoExposure_NoMSAA);
  371. variations.add(VAR_Gamma_NoAutoExposure_MSAA);
  372. variations.add(VAR_Gamma_NoAutoExposure_NoMSAA);
  373. variations.add(VAR_NoGamma_AutoExposure_MSAA);
  374. variations.add(VAR_NoGamma_AutoExposure_NoMSAA);
  375. variations.add(VAR_NoGamma_NoAutoExposure_MSAA);
  376. variations.add(VAR_NoGamma_NoAutoExposure_NoMSAA);
  377. }
  378. void TonemappingMat::execute(const SPtr<Texture>& sceneColor, const SPtr<Texture>& eyeAdaptation,
  379. const SPtr<Texture>& colorLUT, const SPtr<RenderTarget>& output, const RenderSettings& settings)
  380. {
  381. const TextureProperties& texProps = sceneColor->getProperties();
  382. gTonemappingParamDef.gRawGamma.set(mParamBuffer, 1.0f / settings.gamma);
  383. gTonemappingParamDef.gManualExposureScale.set(mParamBuffer, Math::pow(2.0f, settings.exposureScale));
  384. gTonemappingParamDef.gNumSamples.set(mParamBuffer, texProps.getNumSamples());
  385. // Set parameters
  386. mInputTex.set(sceneColor);
  387. mColorLUT.set(colorLUT);
  388. mEyeAdaptationTex.set(eyeAdaptation);
  389. // Render
  390. RenderAPI& rapi = RenderAPI::instance();
  391. rapi.setRenderTarget(output);
  392. gRendererUtility().setPass(mMaterial);
  393. gRendererUtility().setPassParams(mParamsSet);
  394. if (mVariation.getBool("MSAA"))
  395. gRendererUtility().drawScreenQuad(Rect2(0.0f, 0.0f, (float)texProps.getWidth(), (float)texProps.getHeight()));
  396. else
  397. gRendererUtility().drawScreenQuad();
  398. }
  399. TonemappingMat* TonemappingMat::getVariation(bool gammaOnly, bool autoExposure, bool MSAA)
  400. {
  401. if (gammaOnly)
  402. {
  403. if (autoExposure)
  404. {
  405. if (MSAA)
  406. return get(VAR_Gamma_AutoExposure_MSAA);
  407. else
  408. return get(VAR_Gamma_AutoExposure_NoMSAA);
  409. }
  410. else
  411. {
  412. if (MSAA)
  413. return get(VAR_Gamma_NoAutoExposure_MSAA);
  414. else
  415. return get(VAR_Gamma_NoAutoExposure_NoMSAA);
  416. }
  417. }
  418. else
  419. {
  420. if (autoExposure)
  421. {
  422. if (MSAA)
  423. return get(VAR_NoGamma_AutoExposure_MSAA);
  424. else
  425. return get(VAR_NoGamma_AutoExposure_NoMSAA);
  426. }
  427. else
  428. {
  429. if (MSAA)
  430. return get(VAR_NoGamma_NoAutoExposure_MSAA);
  431. else
  432. return get(VAR_NoGamma_NoAutoExposure_NoMSAA);
  433. }
  434. }
  435. }
  436. GaussianBlurParamDef gGaussianBlurParamDef;
  437. GaussianBlurMat::GaussianBlurMat()
  438. {
  439. mParamBuffer = gGaussianBlurParamDef.createBuffer();
  440. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  441. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  442. }
  443. void GaussianBlurMat::_initVariations(ShaderVariations& variations)
  444. {
  445. ShaderVariation variation({
  446. ShaderVariation::Param("MAX_NUM_SAMPLES", MAX_BLUR_SAMPLES)
  447. });
  448. variations.add(variation);
  449. }
  450. void GaussianBlurMat::execute(const SPtr<Texture>& source, float filterSize, const SPtr<RenderTexture>& destination)
  451. {
  452. const TextureProperties& srcProps = source->getProperties();
  453. const RenderTextureProperties& dstProps = destination->getProperties();
  454. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  455. std::array<float, MAX_BLUR_SAMPLES> sampleOffsets;
  456. std::array<float, MAX_BLUR_SAMPLES> sampleWeights;
  457. POOLED_RENDER_TEXTURE_DESC tempTextureDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  458. dstProps.getWidth(), dstProps.getHeight(), TU_RENDERTARGET);
  459. SPtr<PooledRenderTexture> tempTexture = GpuResourcePool::instance().get(tempTextureDesc);
  460. auto updateParamBuffer = [&](Direction direction)
  461. {
  462. float kernelRadius = calcKernelRadius(source, filterSize, direction);
  463. UINT32 numSamples = calcStdDistribution(kernelRadius, sampleWeights, sampleOffsets);
  464. for(UINT32 i = 0; i < (numSamples + 3) / 4; ++i)
  465. {
  466. UINT32 remainder = std::min(4U, numSamples - i * 4);
  467. Vector4 weights;
  468. for (UINT32 j = 0; j < remainder; ++j)
  469. weights[j] = sampleWeights[i * 4 + j];
  470. gGaussianBlurParamDef.gSampleWeights.set(mParamBuffer, weights, i);
  471. }
  472. UINT32 axis0 = direction == DirHorizontal ? 0 : 1;
  473. UINT32 axis1 = (axis0 + 1) % 2;
  474. for(UINT32 i = 0; i < (numSamples + 1) / 2; ++i)
  475. {
  476. UINT32 remainder = std::min(2U, numSamples - i * 2);
  477. Vector4 offset;
  478. offset[axis0] = sampleOffsets[i * 2 + 0] * invTexSize[axis0];
  479. offset[axis1] = 0.0f;
  480. if(remainder == 2)
  481. {
  482. offset[axis0 + 2] = sampleOffsets[i * 2 + 1] * invTexSize[axis0];
  483. offset[axis1 + 2] = 0.0f;
  484. }
  485. else
  486. {
  487. offset[axis0 + 2] = 0.0f;
  488. offset[axis1 + 2] = 0.0f;
  489. }
  490. gGaussianBlurParamDef.gSampleOffsets.set(mParamBuffer, offset, i);
  491. }
  492. gGaussianBlurParamDef.gNumSamples.set(mParamBuffer, numSamples);
  493. };
  494. // Horizontal pass
  495. {
  496. updateParamBuffer(DirHorizontal);
  497. mInputTexture.set(source);
  498. RenderAPI& rapi = RenderAPI::instance();
  499. rapi.setRenderTarget(tempTexture->renderTexture);
  500. gRendererUtility().setPass(mMaterial);
  501. gRendererUtility().setPassParams(mParamsSet);
  502. gRendererUtility().drawScreenQuad();
  503. }
  504. // Vertical pass
  505. {
  506. updateParamBuffer(DirVertical);
  507. mInputTexture.set(tempTexture->texture);
  508. RenderAPI& rapi = RenderAPI::instance();
  509. rapi.setRenderTarget(destination);
  510. gRendererUtility().setPass(mMaterial);
  511. gRendererUtility().setPassParams(mParamsSet);
  512. gRendererUtility().drawScreenQuad();
  513. }
  514. GpuResourcePool::instance().release(tempTexture);
  515. }
  516. UINT32 GaussianBlurMat::calcStdDistribution(float filterRadius, std::array<float, MAX_BLUR_SAMPLES>& weights,
  517. std::array<float, MAX_BLUR_SAMPLES>& offsets)
  518. {
  519. filterRadius = Math::clamp(filterRadius, 0.00001f, (float)(MAX_BLUR_SAMPLES - 1));
  520. INT32 intFilterRadius = std::min(Math::ceilToInt(filterRadius), MAX_BLUR_SAMPLES - 1);
  521. auto normalDistribution = [](int i, float scale)
  522. {
  523. float samplePos = fabs((float)i) * scale;
  524. return exp(samplePos * samplePos);
  525. };
  526. // We make use of the hardware linear filtering, and therefore only generate half the number of samples.
  527. // The weights and the sampling location needs to be adjusted in order to get the same results as if we
  528. // perform two samples separately:
  529. //
  530. // Original formula is: t1*w1 + t2*w2
  531. // With hardware filtering it's: (t1 + (t2 - t1) * o) * w3
  532. // Or expanded: t1*w3 - t1*o*w3 + t2*o*w3 = t1 * (w3 - o*w3) + t2 * (o*w3)
  533. //
  534. // These two need to equal, which means this follows:
  535. // w1 = w3 - o*w3
  536. // w2 = o*w3
  537. //
  538. // From the second equation get the offset o:
  539. // o = w2/w3
  540. //
  541. // From the first equation and o, get w3:
  542. // w1 = w3 - w2
  543. // w3 = w1 + w2
  544. float scale = 1.0f / filterRadius;
  545. UINT32 numSamples = 0;
  546. float totalWeight = 0.0f;
  547. for(int i = -intFilterRadius; i < intFilterRadius; i += 2)
  548. {
  549. float w1 = normalDistribution(i, scale);
  550. float w2 = normalDistribution(i + 1, scale);
  551. float w3 = w1 + w2;
  552. float o = w2/w3; // Relative to first sample
  553. weights[numSamples] = w3;
  554. offsets[numSamples] = o;
  555. numSamples++;
  556. totalWeight += w3;
  557. }
  558. // Special case for last weight, as it doesn't have a matching pair
  559. float w = normalDistribution(intFilterRadius, scale);
  560. weights[numSamples] = w;
  561. offsets[numSamples] = 0.0f;
  562. numSamples++;
  563. totalWeight += w;
  564. // Normalize weights
  565. float invTotalWeight = 1.0f / totalWeight;
  566. for(UINT32 i = 0; i < numSamples; i++)
  567. weights[i] *= invTotalWeight;
  568. return numSamples;
  569. }
  570. float GaussianBlurMat::calcKernelRadius(const SPtr<Texture>& source, float scale, Direction filterDir)
  571. {
  572. scale = Math::clamp01(scale);
  573. UINT32 length;
  574. if (filterDir == DirHorizontal)
  575. length = source->getProperties().getWidth();
  576. else
  577. length = source->getProperties().getHeight();
  578. // Divide by two because we need the radius
  579. return std::min(length * scale / 2, (float)MAX_BLUR_SAMPLES - 1);
  580. }
  581. GaussianDOFParamDef gGaussianDOFParamDef;
  582. ShaderVariation GaussianDOFSeparateMat::VAR_Near_Far = ShaderVariation({
  583. ShaderVariation::Param("NEAR", true),
  584. ShaderVariation::Param("FAR", true),
  585. ShaderVariation::Param("NEAR_AND_FAR", true)
  586. });
  587. ShaderVariation GaussianDOFSeparateMat::VAR_NoNear_Far = ShaderVariation({
  588. ShaderVariation::Param("NEAR", false),
  589. ShaderVariation::Param("FAR", true),
  590. ShaderVariation::Param("NEAR_AND_FAR", false)
  591. });
  592. ShaderVariation GaussianDOFSeparateMat::VAR_Near_NoFar = ShaderVariation({
  593. ShaderVariation::Param("NEAR", true),
  594. ShaderVariation::Param("FAR", false),
  595. ShaderVariation::Param("NEAR_AND_FAR", false)
  596. });
  597. GaussianDOFSeparateMat::GaussianDOFSeparateMat()
  598. {
  599. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  600. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  601. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gColorTex", mColorTexture);
  602. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  603. GpuParamSampState colorSampState;
  604. mParamsSet->getGpuParams()->getSamplerStateParam(GPT_FRAGMENT_PROGRAM, "gColorSamp", colorSampState);
  605. SAMPLER_STATE_DESC desc;
  606. desc.minFilter = FO_POINT;
  607. desc.magFilter = FO_POINT;
  608. desc.mipFilter = FO_POINT;
  609. desc.addressMode.u = TAM_CLAMP;
  610. desc.addressMode.v = TAM_CLAMP;
  611. desc.addressMode.w = TAM_CLAMP;
  612. SPtr<SamplerState> samplerState = SamplerState::create(desc);
  613. colorSampState.set(samplerState);
  614. }
  615. void GaussianDOFSeparateMat::_initVariations(ShaderVariations& variations)
  616. {
  617. variations.add(VAR_Near_Far);
  618. variations.add(VAR_Near_NoFar);
  619. variations.add(VAR_NoNear_Far);
  620. }
  621. void GaussianDOFSeparateMat::execute(const SPtr<Texture>& color, const SPtr<Texture>& depth,
  622. const RendererView& view, const DepthOfFieldSettings& settings)
  623. {
  624. const TextureProperties& srcProps = color->getProperties();
  625. UINT32 outputWidth = std::max(1U, srcProps.getWidth() / 2);
  626. UINT32 outputHeight = std::max(1U, srcProps.getHeight() / 2);
  627. POOLED_RENDER_TEXTURE_DESC outputTexDesc = POOLED_RENDER_TEXTURE_DESC::create2D(srcProps.getFormat(),
  628. outputWidth, outputHeight, TU_RENDERTARGET);
  629. mOutput0 = GpuResourcePool::instance().get(outputTexDesc);
  630. bool near = mVariation.getBool("NEAR");
  631. bool far = mVariation.getBool("FAR");
  632. SPtr<RenderTexture> rt;
  633. if (near && far)
  634. {
  635. mOutput1 = GpuResourcePool::instance().get(outputTexDesc);
  636. RENDER_TEXTURE_DESC rtDesc;
  637. rtDesc.colorSurfaces[0].texture = mOutput0->texture;
  638. rtDesc.colorSurfaces[1].texture = mOutput1->texture;
  639. rt = RenderTexture::create(rtDesc);
  640. }
  641. else
  642. rt = mOutput0->renderTexture;
  643. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  644. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  645. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  646. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  647. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  648. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  649. mColorTexture.set(color);
  650. mDepthTexture.set(depth);
  651. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  652. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  653. RenderAPI& rapi = RenderAPI::instance();
  654. rapi.setRenderTarget(rt);
  655. gRendererUtility().setPass(mMaterial);
  656. gRendererUtility().setPassParams(mParamsSet);
  657. gRendererUtility().drawScreenQuad();
  658. }
  659. SPtr<PooledRenderTexture> GaussianDOFSeparateMat::getOutput(UINT32 idx)
  660. {
  661. if (idx == 0)
  662. return mOutput0;
  663. else if (idx == 1)
  664. return mOutput1;
  665. return nullptr;
  666. }
  667. void GaussianDOFSeparateMat::release()
  668. {
  669. if (mOutput0 != nullptr)
  670. GpuResourcePool::instance().release(mOutput0);
  671. if (mOutput1 != nullptr)
  672. GpuResourcePool::instance().release(mOutput1);
  673. }
  674. GaussianDOFSeparateMat* GaussianDOFSeparateMat::getVariation(bool near, bool far)
  675. {
  676. if (near)
  677. {
  678. if (far)
  679. return get(VAR_Near_Far);
  680. else
  681. return get(VAR_Near_NoFar);
  682. }
  683. else
  684. return get(VAR_NoNear_Far);
  685. }
  686. ShaderVariation GaussianDOFCombineMat::VAR_Near_Far = ShaderVariation({
  687. ShaderVariation::Param("NEAR", true),
  688. ShaderVariation::Param("FAR", true),
  689. ShaderVariation::Param("NEAR_AND_FAR", true)
  690. });
  691. ShaderVariation GaussianDOFCombineMat::VAR_NoNear_Far = ShaderVariation({
  692. ShaderVariation::Param("NEAR", false),
  693. ShaderVariation::Param("FAR", true),
  694. ShaderVariation::Param("NEAR_AND_FAR", false)
  695. });
  696. ShaderVariation GaussianDOFCombineMat::VAR_Near_NoFar = ShaderVariation({
  697. ShaderVariation::Param("NEAR", true),
  698. ShaderVariation::Param("FAR", false),
  699. ShaderVariation::Param("NEAR_AND_FAR", false)
  700. });
  701. GaussianDOFCombineMat::GaussianDOFCombineMat()
  702. {
  703. mParamBuffer = gGaussianDOFParamDef.createBuffer();
  704. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  705. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  706. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFocusedTex", mFocusedTexture);
  707. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  708. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gNearTex"))
  709. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNearTex", mNearTexture);
  710. if(gpuParams->hasTexture(GPT_FRAGMENT_PROGRAM, "gFarTex"))
  711. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gFarTex", mFarTexture);
  712. }
  713. void GaussianDOFCombineMat::_initVariations(ShaderVariations& variations)
  714. {
  715. variations.add(VAR_Near_Far);
  716. variations.add(VAR_Near_NoFar);
  717. variations.add(VAR_NoNear_Far);
  718. }
  719. void GaussianDOFCombineMat::execute(const SPtr<Texture>& focused, const SPtr<Texture>& near,
  720. const SPtr<Texture>& far, const SPtr<Texture>& depth, const SPtr<RenderTarget>& output,
  721. const RendererView& view, const DepthOfFieldSettings& settings)
  722. {
  723. const TextureProperties& srcProps = focused->getProperties();
  724. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  725. gGaussianDOFParamDef.gHalfPixelOffset.set(mParamBuffer, invTexSize * 0.5f);
  726. gGaussianDOFParamDef.gNearBlurPlane.set(mParamBuffer, settings.focalDistance - settings.focalRange * 0.5f);
  727. gGaussianDOFParamDef.gFarBlurPlane.set(mParamBuffer, settings.focalDistance + settings.focalRange * 0.5f);
  728. gGaussianDOFParamDef.gInvNearBlurRange.set(mParamBuffer, 1.0f / settings.nearTransitionRange);
  729. gGaussianDOFParamDef.gInvFarBlurRange.set(mParamBuffer, 1.0f / settings.farTransitionRange);
  730. mFocusedTexture.set(focused);
  731. mNearTexture.set(near);
  732. mFarTexture.set(far);
  733. mDepthTexture.set(depth);
  734. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  735. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  736. RenderAPI& rapi = RenderAPI::instance();
  737. rapi.setRenderTarget(output);
  738. gRendererUtility().setPass(mMaterial);
  739. gRendererUtility().setPassParams(mParamsSet);
  740. gRendererUtility().drawScreenQuad();
  741. }
  742. GaussianDOFCombineMat* GaussianDOFCombineMat::getVariation(bool near, bool far)
  743. {
  744. if (near)
  745. {
  746. if (far)
  747. return get(VAR_Near_Far);
  748. else
  749. return get(VAR_Near_NoFar);
  750. }
  751. else
  752. return get(VAR_NoNear_Far);
  753. }
  754. BuildHiZMat::BuildHiZMat()
  755. {
  756. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  757. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mInputTexture);
  758. }
  759. void BuildHiZMat::_initVariations(ShaderVariations& variations)
  760. {
  761. // Do nothing
  762. }
  763. void BuildHiZMat::execute(const SPtr<Texture>& source, UINT32 srcMip, const Rect2& srcRect, const Rect2& dstRect,
  764. const SPtr<RenderTexture>& output)
  765. {
  766. RenderAPI& rapi = RenderAPI::instance();
  767. const TextureProperties& srcProps = source->getProperties();
  768. mInputTexture.set(source, TextureSurface(srcMip));
  769. rapi.setRenderTarget(output);
  770. rapi.setViewport(dstRect);
  771. gRendererUtility().setPass(mMaterial);
  772. gRendererUtility().setPassParams(mParamsSet);
  773. gRendererUtility().drawScreenQuad(srcRect);
  774. rapi.setViewport(Rect2(0, 0, 1, 1));
  775. }
  776. FXAAParamDef gFXAAParamDef;
  777. FXAAMat::FXAAMat()
  778. {
  779. mParamBuffer = gFXAAParamDef.createBuffer();
  780. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  781. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  782. }
  783. void FXAAMat::_initVariations(ShaderVariations& variations)
  784. {
  785. // Do nothing
  786. }
  787. void FXAAMat::execute(const SPtr<Texture>& source, const SPtr<RenderTarget>& destination)
  788. {
  789. const TextureProperties& srcProps = source->getProperties();
  790. Vector2 invTexSize(1.0f / srcProps.getWidth(), 1.0f / srcProps.getHeight());
  791. gFXAAParamDef.gInvTexSize.set(mParamBuffer, invTexSize);
  792. mInputTexture.set(source);
  793. RenderAPI& rapi = RenderAPI::instance();
  794. rapi.setRenderTarget(destination);
  795. gRendererUtility().setPass(mMaterial);
  796. gRendererUtility().setPassParams(mParamsSet);
  797. gRendererUtility().drawScreenQuad();
  798. }
  799. SSAOParamDef gSSAOParamDef;
  800. #define VARIATION(QUALITY) \
  801. ShaderVariation SSAOMat::VAR_Upsample_Final_Quality##QUALITY = ShaderVariation({ \
  802. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  803. ShaderVariation::Param("FINAL_AO", true), \
  804. ShaderVariation::Param("QUALITY", QUALITY) \
  805. }); \
  806. ShaderVariation SSAOMat::VAR_Upsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  807. ShaderVariation::Param("MIX_WITH_UPSAMPLED", true), \
  808. ShaderVariation::Param("FINAL_AO", false), \
  809. ShaderVariation::Param("QUALITY", QUALITY) \
  810. }); \
  811. ShaderVariation SSAOMat::VAR_NoUpsample_Final_Quality##QUALITY = ShaderVariation({ \
  812. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  813. ShaderVariation::Param("FINAL_AO", true), \
  814. ShaderVariation::Param("QUALITY", QUALITY) \
  815. }); \
  816. ShaderVariation SSAOMat::VAR_NoUpsample_NoFinal_Quality##QUALITY = ShaderVariation({ \
  817. ShaderVariation::Param("MIX_WITH_UPSAMPLED", false), \
  818. ShaderVariation::Param("FINAL_AO", false), \
  819. ShaderVariation::Param("QUALITY", QUALITY) \
  820. });
  821. VARIATION(0)
  822. VARIATION(1)
  823. VARIATION(2)
  824. VARIATION(3)
  825. VARIATION(4)
  826. #undef VARIATION
  827. SSAOMat::SSAOMat()
  828. {
  829. mParamBuffer = gSSAOParamDef.createBuffer();
  830. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  831. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  832. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  833. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  834. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDownsampledAO", mDownsampledAOTexture);
  835. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSetupAO", mSetupAOTexture);
  836. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gRandomTex", mRandomTexture);
  837. SAMPLER_STATE_DESC inputSampDesc;
  838. inputSampDesc.minFilter = FO_POINT;
  839. inputSampDesc.magFilter = FO_POINT;
  840. inputSampDesc.mipFilter = FO_POINT;
  841. inputSampDesc.addressMode.u = TAM_CLAMP;
  842. inputSampDesc.addressMode.v = TAM_CLAMP;
  843. inputSampDesc.addressMode.w = TAM_CLAMP;
  844. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  845. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  846. SAMPLER_STATE_DESC randomSampDesc;
  847. randomSampDesc.minFilter = FO_POINT;
  848. randomSampDesc.magFilter = FO_POINT;
  849. randomSampDesc.mipFilter = FO_POINT;
  850. randomSampDesc.addressMode.u = TAM_WRAP;
  851. randomSampDesc.addressMode.v = TAM_WRAP;
  852. randomSampDesc.addressMode.w = TAM_WRAP;
  853. SPtr<SamplerState> randomSampState = SamplerState::create(randomSampDesc);
  854. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gRandomSamp", randomSampState);
  855. }
  856. void SSAOMat::_initVariations(ShaderVariations& variations)
  857. {
  858. #define VARIATION(QUALITY) \
  859. variations.add(VAR_Upsample_Final_Quality##QUALITY); \
  860. variations.add(VAR_Upsample_NoFinal_Quality##QUALITY); \
  861. variations.add(VAR_NoUpsample_Final_Quality##QUALITY); \
  862. variations.add(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  863. VARIATION(0)
  864. VARIATION(1)
  865. VARIATION(2)
  866. VARIATION(3)
  867. VARIATION(4)
  868. #undef VARIATION
  869. }
  870. void SSAOMat::execute(const RendererView& view, const SSAOTextureInputs& textures,
  871. const SPtr<RenderTexture>& destination, const AmbientOcclusionSettings& settings)
  872. {
  873. // Scale that can be used to adjust how quickly does AO radius increase with downsampled AO. This yields a very
  874. // small AO radius at highest level, and very large radius at lowest level
  875. static const float DOWNSAMPLE_SCALE = 4.0f;
  876. const RendererViewProperties& viewProps = view.getProperties();
  877. const RenderTargetProperties& rtProps = destination->getProperties();
  878. Vector2 tanHalfFOV;
  879. tanHalfFOV.x = 1.0f / viewProps.projTransform[0][0];
  880. tanHalfFOV.y = 1.0f / viewProps.projTransform[1][1];
  881. float cotHalfFOV = viewProps.projTransform[0][0];
  882. // Downsampled AO uses a larger AO radius (in higher resolutions this would cause too much cache trashing). This
  883. // means if only full res AO is used, then only AO from nearby geometry will be calculated.
  884. float viewScale = viewProps.viewRect.width / (float)rtProps.getWidth();
  885. // Ramp up the radius exponentially. c^log2(x) function chosen arbitrarily, as it ramps up the radius in a nice way
  886. float scale = pow(DOWNSAMPLE_SCALE, Math::log2(viewScale));
  887. // Determine maximum radius scale (division by 4 because we don't downsample more than quarter-size)
  888. float maxScale = pow(DOWNSAMPLE_SCALE, Math::log2(4.0f));
  889. // Normalize the scale in [0, 1] range
  890. scale /= maxScale;
  891. float radius = settings.radius * scale;
  892. // Factors used for scaling the AO contribution with range
  893. Vector2 fadeMultiplyAdd;
  894. fadeMultiplyAdd.x = 1.0f / settings.fadeRange;
  895. fadeMultiplyAdd.y = -settings.fadeDistance / settings.fadeRange;
  896. gSSAOParamDef.gSampleRadius.set(mParamBuffer, radius);
  897. gSSAOParamDef.gCotHalfFOV.set(mParamBuffer, cotHalfFOV);
  898. gSSAOParamDef.gTanHalfFOV.set(mParamBuffer, tanHalfFOV);
  899. gSSAOParamDef.gWorldSpaceRadiusMask.set(mParamBuffer, 1.0f);
  900. gSSAOParamDef.gBias.set(mParamBuffer, (settings.bias * viewScale) / 1000.0f);
  901. gSSAOParamDef.gFadeMultiplyAdd.set(mParamBuffer, fadeMultiplyAdd);
  902. gSSAOParamDef.gPower.set(mParamBuffer, settings.power);
  903. gSSAOParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  904. bool upsample = mVariation.getBool("MIX_WITH_UPSAMPLED");
  905. if(upsample)
  906. {
  907. const TextureProperties& props = textures.aoDownsampled->getProperties();
  908. Vector2 downsampledPixelSize;
  909. downsampledPixelSize.x = 1.0f / props.getWidth();
  910. downsampledPixelSize.y = 1.0f / props.getHeight();
  911. gSSAOParamDef.gDownsampledPixelSize.set(mParamBuffer, downsampledPixelSize);
  912. }
  913. // Generate a scale which we need to use in order to achieve tiling
  914. const TextureProperties& rndProps = textures.randomRotations->getProperties();
  915. UINT32 rndWidth = rndProps.getWidth();
  916. UINT32 rndHeight = rndProps.getHeight();
  917. //// Multiple of random texture size, rounded up
  918. UINT32 scaleWidth = (rtProps.getWidth() + rndWidth - 1) / rndWidth;
  919. UINT32 scaleHeight = (rtProps.getHeight() + rndHeight - 1) / rndHeight;
  920. Vector2 randomTileScale((float)scaleWidth, (float)scaleHeight);
  921. gSSAOParamDef.gRandomTileScale.set(mParamBuffer, randomTileScale);
  922. mSetupAOTexture.set(textures.aoSetup);
  923. bool finalPass = mVariation.getBool("FINAL_AO");
  924. if (finalPass)
  925. {
  926. mDepthTexture.set(textures.sceneDepth);
  927. mNormalsTexture.set(textures.sceneNormals);
  928. }
  929. if (upsample)
  930. mDownsampledAOTexture.set(textures.aoDownsampled);
  931. mRandomTexture.set(textures.randomRotations);
  932. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  933. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  934. RenderAPI& rapi = RenderAPI::instance();
  935. rapi.setRenderTarget(destination);
  936. gRendererUtility().setPass(mMaterial);
  937. gRendererUtility().setPassParams(mParamsSet);
  938. gRendererUtility().drawScreenQuad();
  939. }
  940. SSAOMat* SSAOMat::getVariation(bool upsample, bool finalPass, int quality)
  941. {
  942. #define PICK_MATERIAL(QUALITY) \
  943. if(upsample) \
  944. if(finalPass) \
  945. return get(VAR_Upsample_Final_Quality##QUALITY); \
  946. else \
  947. return get(VAR_Upsample_NoFinal_Quality##QUALITY); \
  948. else \
  949. if(finalPass) \
  950. return get(VAR_NoUpsample_Final_Quality##QUALITY); \
  951. else \
  952. return get(VAR_NoUpsample_NoFinal_Quality##QUALITY); \
  953. switch(quality)
  954. {
  955. case 0:
  956. PICK_MATERIAL(0)
  957. case 1:
  958. PICK_MATERIAL(1)
  959. case 2:
  960. PICK_MATERIAL(2)
  961. case 3:
  962. PICK_MATERIAL(3)
  963. default:
  964. case 4:
  965. PICK_MATERIAL(4)
  966. }
  967. #undef PICK_MATERIAL
  968. }
  969. SSAODownsampleParamDef gSSAODownsampleParamDef;
  970. SSAODownsampleMat::SSAODownsampleMat()
  971. {
  972. mParamBuffer = gSSAODownsampleParamDef.createBuffer();
  973. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  974. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  975. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  976. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gNormalsTex", mNormalsTexture);
  977. SAMPLER_STATE_DESC inputSampDesc;
  978. inputSampDesc.minFilter = FO_LINEAR;
  979. inputSampDesc.magFilter = FO_LINEAR;
  980. inputSampDesc.mipFilter = FO_LINEAR;
  981. inputSampDesc.addressMode.u = TAM_CLAMP;
  982. inputSampDesc.addressMode.v = TAM_CLAMP;
  983. inputSampDesc.addressMode.w = TAM_CLAMP;
  984. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  985. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  986. }
  987. void SSAODownsampleMat::_initVariations(ShaderVariations& variations)
  988. {
  989. // Do nothing
  990. }
  991. void SSAODownsampleMat::execute(const RendererView& view, const SPtr<Texture>& depth, const SPtr<Texture>& normals,
  992. const SPtr<RenderTexture>& destination, float depthRange)
  993. {
  994. const RendererViewProperties& viewProps = view.getProperties();
  995. const RenderTargetProperties& rtProps = destination->getProperties();
  996. Vector2 pixelSize;
  997. pixelSize.x = 1.0f / rtProps.getWidth();
  998. pixelSize.y = 1.0f / rtProps.getHeight();
  999. float scale = viewProps.viewRect.width / (float)rtProps.getWidth();
  1000. gSSAODownsampleParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1001. gSSAODownsampleParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1002. mDepthTexture.set(depth);
  1003. mNormalsTexture.set(normals);
  1004. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1005. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1006. RenderAPI& rapi = RenderAPI::instance();
  1007. rapi.setRenderTarget(destination);
  1008. gRendererUtility().setPass(mMaterial);
  1009. gRendererUtility().setPassParams(mParamsSet);
  1010. gRendererUtility().drawScreenQuad();
  1011. }
  1012. SSAOBlurParamDef gSSAOBlurParamDef;
  1013. ShaderVariation SSAOBlurMat::VAR_Vertical = ShaderVariation({
  1014. ShaderVariation::Param("DIR_HORZ", false)
  1015. });
  1016. ShaderVariation SSAOBlurMat::VAR_Horizontal = ShaderVariation({
  1017. ShaderVariation::Param("DIR_HORZ", true)
  1018. });
  1019. SSAOBlurMat::SSAOBlurMat()
  1020. {
  1021. mParamBuffer = gSSAOBlurParamDef.createBuffer();
  1022. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  1023. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1024. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mAOTexture);
  1025. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gDepthTex", mDepthTexture);
  1026. SAMPLER_STATE_DESC inputSampDesc;
  1027. inputSampDesc.minFilter = FO_POINT;
  1028. inputSampDesc.magFilter = FO_POINT;
  1029. inputSampDesc.mipFilter = FO_POINT;
  1030. inputSampDesc.addressMode.u = TAM_CLAMP;
  1031. inputSampDesc.addressMode.v = TAM_CLAMP;
  1032. inputSampDesc.addressMode.w = TAM_CLAMP;
  1033. SPtr<SamplerState> inputSampState = SamplerState::create(inputSampDesc);
  1034. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1035. }
  1036. void SSAOBlurMat::_initVariations(ShaderVariations& variations)
  1037. {
  1038. variations.add(VAR_Horizontal);
  1039. variations.add(VAR_Vertical);
  1040. }
  1041. void SSAOBlurMat::execute(const RendererView& view, const SPtr<Texture>& ao, const SPtr<Texture>& depth,
  1042. const SPtr<RenderTexture>& destination, float depthRange)
  1043. {
  1044. const RendererViewProperties& viewProps = view.getProperties();
  1045. const TextureProperties& texProps = ao->getProperties();
  1046. Vector2 pixelSize;
  1047. pixelSize.x = 1.0f / texProps.getWidth();
  1048. pixelSize.y = 1.0f / texProps.getHeight();
  1049. Vector2 pixelOffset(BsZero);
  1050. if (mVariation.getBool("DIR_HORZ"))
  1051. pixelOffset.x = pixelSize.x;
  1052. else
  1053. pixelOffset.y = pixelSize.y;
  1054. float scale = viewProps.viewRect.width / (float)texProps.getWidth();
  1055. gSSAOBlurParamDef.gPixelSize.set(mParamBuffer, pixelSize);
  1056. gSSAOBlurParamDef.gPixelOffset.set(mParamBuffer, pixelOffset);
  1057. gSSAOBlurParamDef.gInvDepthThreshold.set(mParamBuffer, (1.0f / depthRange) / scale);
  1058. mAOTexture.set(ao);
  1059. mDepthTexture.set(depth);
  1060. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1061. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1062. RenderAPI& rapi = RenderAPI::instance();
  1063. rapi.setRenderTarget(destination);
  1064. gRendererUtility().setPass(mMaterial);
  1065. gRendererUtility().setPassParams(mParamsSet);
  1066. gRendererUtility().drawScreenQuad();
  1067. }
  1068. SSAOBlurMat* SSAOBlurMat::getVariation(bool horizontal)
  1069. {
  1070. if (horizontal)
  1071. return get(VAR_Horizontal);
  1072. return get(VAR_Vertical);
  1073. }
  1074. SSRStencilParamDef gSSRStencilParamDef;
  1075. ShaderVariation SSRStencilMat::VAR_FullMSAA = ShaderVariation({
  1076. ShaderVariation::Param("MSAA_COUNT", 2)
  1077. });
  1078. ShaderVariation SSRStencilMat::VAR_SingleMSAA = ShaderVariation({
  1079. ShaderVariation::Param("MSAA_COUNT", 2),
  1080. ShaderVariation::Param("MSAA_RESOLVE_0TH", true)
  1081. });
  1082. ShaderVariation SSRStencilMat::VAR_NoMSAA = ShaderVariation({
  1083. ShaderVariation::Param("MSAA_COUNT", 1)
  1084. });
  1085. SSRStencilMat::SSRStencilMat()
  1086. :mGBufferParams(mMaterial, mParamsSet)
  1087. {
  1088. mParamBuffer = gSSRStencilParamDef.createBuffer();
  1089. mParamsSet->setParamBlockBuffer("Input", mParamBuffer);
  1090. }
  1091. void SSRStencilMat::_initVariations(ShaderVariations& variations)
  1092. {
  1093. variations.add(VAR_FullMSAA);
  1094. variations.add(VAR_SingleMSAA);
  1095. variations.add(VAR_NoMSAA);
  1096. }
  1097. void SSRStencilMat::execute(const RendererView& view, GBufferTextures gbuffer,
  1098. const ScreenSpaceReflectionsSettings& settings)
  1099. {
  1100. mGBufferParams.bind(gbuffer);
  1101. Vector2 roughnessScaleBias = SSRTraceMat::calcRoughnessFadeScaleBias(settings.maxRoughness);
  1102. gSSRStencilParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1103. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1104. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1105. gRendererUtility().setPass(mMaterial);
  1106. gRendererUtility().setPassParams(mParamsSet);
  1107. gRendererUtility().drawScreenQuad();
  1108. }
  1109. SSRStencilMat* SSRStencilMat::getVariation(bool msaa, bool singleSampleMSAA)
  1110. {
  1111. if (msaa)
  1112. {
  1113. if (singleSampleMSAA)
  1114. return get(VAR_SingleMSAA);
  1115. return get(VAR_FullMSAA);
  1116. }
  1117. else
  1118. return get(VAR_NoMSAA);
  1119. }
  1120. SSRTraceParamDef gSSRTraceParamDef;
  1121. #define VARIATION(QUALITY) \
  1122. ShaderVariation SSRTraceMat::VAR_NoMSAA_Quality##QUALITY = ShaderVariation({ \
  1123. ShaderVariation::Param("MSAA_COUNT", 1), \
  1124. ShaderVariation::Param("QUALITY", QUALITY) \
  1125. }); \
  1126. ShaderVariation SSRTraceMat::VAR_FullMSAA_Quality##QUALITY = ShaderVariation({ \
  1127. ShaderVariation::Param("MSAA_COUNT", 2), \
  1128. ShaderVariation::Param("QUALITY", QUALITY) \
  1129. }); \
  1130. ShaderVariation SSRTraceMat::VAR_SingleMSAA_Quality##QUALITY = ShaderVariation({ \
  1131. ShaderVariation::Param("MSAA_COUNT", 2), \
  1132. ShaderVariation::Param("MSAA_RESOLVE_0TH", true), \
  1133. ShaderVariation::Param("QUALITY", QUALITY) \
  1134. }); \
  1135. VARIATION(0)
  1136. VARIATION(1)
  1137. VARIATION(2)
  1138. VARIATION(3)
  1139. VARIATION(4)
  1140. #undef VARIATION
  1141. SSRTraceMat::SSRTraceMat()
  1142. :mGBufferParams(mMaterial, mParamsSet)
  1143. {
  1144. mParamBuffer = gSSRTraceParamDef.createBuffer();
  1145. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1146. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1147. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gHiZ", mHiZTexture);
  1148. if(gpuParams->hasParamBlock(GPT_FRAGMENT_PROGRAM, "Input"))
  1149. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mParamBuffer);
  1150. SAMPLER_STATE_DESC desc;
  1151. desc.minFilter = FO_POINT;
  1152. desc.magFilter = FO_POINT;
  1153. desc.mipFilter = FO_POINT;
  1154. desc.addressMode.u = TAM_CLAMP;
  1155. desc.addressMode.v = TAM_CLAMP;
  1156. desc.addressMode.w = TAM_CLAMP;
  1157. SPtr<SamplerState> hiZSamplerState = SamplerState::create(desc);
  1158. if (gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp"))
  1159. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZSamp", hiZSamplerState);
  1160. else if(gpuParams->hasSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ"))
  1161. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gHiZ", hiZSamplerState);
  1162. }
  1163. void SSRTraceMat::_initVariations(ShaderVariations& variations)
  1164. {
  1165. #define VARIATION(QUALITY) \
  1166. variations.add(VAR_NoMSAA_Quality##QUALITY); \
  1167. variations.add(VAR_FullMSAA_Quality##QUALITY); \
  1168. variations.add(VAR_SingleMSAA_Quality##QUALITY); \
  1169. VARIATION(0)
  1170. VARIATION(1)
  1171. VARIATION(2)
  1172. VARIATION(3)
  1173. VARIATION(4)
  1174. #undef VARIATION
  1175. }
  1176. void SSRTraceMat::execute(const RendererView& view, GBufferTextures gbuffer, const SPtr<Texture>& sceneColor,
  1177. const SPtr<Texture>& hiZ, const ScreenSpaceReflectionsSettings& settings,
  1178. const SPtr<RenderTarget>& destination)
  1179. {
  1180. const RendererViewProperties& viewProps = view.getProperties();
  1181. const TextureProperties& hiZProps = hiZ->getProperties();
  1182. mGBufferParams.bind(gbuffer);
  1183. mSceneColorTexture.set(sceneColor);
  1184. mHiZTexture.set(hiZ);
  1185. Rect2I viewRect = viewProps.viewRect;
  1186. // Maps from NDC to UV [0, 1]
  1187. Vector4 ndcToHiZUV;
  1188. ndcToHiZUV.x = 0.5f;
  1189. ndcToHiZUV.y = -0.5f;
  1190. ndcToHiZUV.z = 0.5f;
  1191. ndcToHiZUV.w = 0.5f;
  1192. // Either of these flips the Y axis, but if they're both true they cancel out
  1193. RenderAPI& rapi = RenderAPI::instance();
  1194. const RenderAPIInfo& rapiInfo = rapi.getAPIInfo();
  1195. if (rapiInfo.isFlagSet(RenderAPIFeatureFlag::UVYAxisUp) ^ rapiInfo.isFlagSet(RenderAPIFeatureFlag::NDCYAxisDown))
  1196. ndcToHiZUV.y = -ndcToHiZUV.y;
  1197. // Maps from [0, 1] to area of HiZ where depth is stored in
  1198. ndcToHiZUV.x *= (float)viewRect.width / hiZProps.getWidth();
  1199. ndcToHiZUV.y *= (float)viewRect.height / hiZProps.getHeight();
  1200. ndcToHiZUV.z *= (float)viewRect.width / hiZProps.getWidth();
  1201. ndcToHiZUV.w *= (float)viewRect.height / hiZProps.getHeight();
  1202. // Maps from HiZ UV to [0, 1] UV
  1203. Vector2 HiZUVToScreenUV;
  1204. HiZUVToScreenUV.x = hiZProps.getWidth() / (float)viewRect.width;
  1205. HiZUVToScreenUV.y = hiZProps.getHeight() / (float)viewRect.height;
  1206. // Used for roughness fading
  1207. Vector2 roughnessScaleBias = calcRoughnessFadeScaleBias(settings.maxRoughness);
  1208. UINT32 temporalJitter = (viewProps.frameIdx % 8) * 1503;
  1209. Vector2I bufferSize(viewRect.width, viewRect.height);
  1210. gSSRTraceParamDef.gHiZSize.set(mParamBuffer, bufferSize);
  1211. gSSRTraceParamDef.gHiZNumMips.set(mParamBuffer, hiZProps.getNumMipmaps());
  1212. gSSRTraceParamDef.gNDCToHiZUV.set(mParamBuffer, ndcToHiZUV);
  1213. gSSRTraceParamDef.gHiZUVToScreenUV.set(mParamBuffer, HiZUVToScreenUV);
  1214. gSSRTraceParamDef.gIntensity.set(mParamBuffer, settings.intensity);
  1215. gSSRTraceParamDef.gRoughnessScaleBias.set(mParamBuffer, roughnessScaleBias);
  1216. gSSRTraceParamDef.gTemporalJitter.set(mParamBuffer, temporalJitter);
  1217. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1218. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1219. rapi.setRenderTarget(destination, FBT_DEPTH);
  1220. gRendererUtility().setPass(mMaterial);
  1221. gRendererUtility().setPassParams(mParamsSet);
  1222. gRendererUtility().drawScreenQuad();
  1223. }
  1224. Vector2 SSRTraceMat::calcRoughnessFadeScaleBias(float maxRoughness)
  1225. {
  1226. const static float RANGE_SCALE = 2.0f;
  1227. Vector2 scaleBias;
  1228. scaleBias.x = -RANGE_SCALE / (-1.0f + maxRoughness);
  1229. scaleBias.y = (RANGE_SCALE * maxRoughness) / (-1.0f + maxRoughness);
  1230. return scaleBias;
  1231. }
  1232. SSRTraceMat* SSRTraceMat::getVariation(UINT32 quality, bool msaa, bool singleSampleMSAA)
  1233. {
  1234. #define PICK_MATERIAL(QUALITY) \
  1235. if(msaa) \
  1236. if(singleSampleMSAA) \
  1237. return get(VAR_SingleMSAA_Quality##QUALITY); \
  1238. else \
  1239. return get(VAR_FullMSAA_Quality##QUALITY); \
  1240. else \
  1241. return get(VAR_NoMSAA_Quality##QUALITY); \
  1242. switch(quality)
  1243. {
  1244. case 0:
  1245. PICK_MATERIAL(0)
  1246. case 1:
  1247. PICK_MATERIAL(1)
  1248. case 2:
  1249. PICK_MATERIAL(2)
  1250. case 3:
  1251. PICK_MATERIAL(3)
  1252. default:
  1253. case 4:
  1254. PICK_MATERIAL(4)
  1255. }
  1256. #undef PICK_MATERIAL
  1257. }
  1258. TemporalResolveParamDef gTemporalResolveParamDef;
  1259. SSRResolveParamDef gSSRResolveParamDef;
  1260. ShaderVariation SSRResolveMat::VAR_MSAA = ShaderVariation({
  1261. ShaderVariation::Param("MSAA", true)
  1262. });
  1263. ShaderVariation SSRResolveMat::VAR_NoMSAA = ShaderVariation({
  1264. ShaderVariation::Param("MSAA", false)
  1265. });
  1266. SSRResolveMat::SSRResolveMat()
  1267. {
  1268. mSSRParamBuffer = gSSRResolveParamDef.createBuffer();
  1269. mTemporalParamBuffer = gTemporalResolveParamDef.createBuffer();
  1270. SPtr<GpuParams> gpuParams = mParamsSet->getGpuParams();
  1271. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneDepth", mSceneDepthTexture);
  1272. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gSceneColor", mSceneColorTexture);
  1273. gpuParams->getTextureParam(GPT_FRAGMENT_PROGRAM, "gPrevColor", mPrevColorTexture);
  1274. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "Input", mSSRParamBuffer);
  1275. gpuParams->setParamBlockBuffer(GPT_FRAGMENT_PROGRAM, "TemporalInput", mTemporalParamBuffer);
  1276. SAMPLER_STATE_DESC pointSampDesc;
  1277. pointSampDesc.minFilter = FO_POINT;
  1278. pointSampDesc.magFilter = FO_POINT;
  1279. pointSampDesc.mipFilter = FO_POINT;
  1280. pointSampDesc.addressMode.u = TAM_CLAMP;
  1281. pointSampDesc.addressMode.v = TAM_CLAMP;
  1282. pointSampDesc.addressMode.w = TAM_CLAMP;
  1283. SPtr<SamplerState> pointSampState = SamplerState::create(pointSampDesc);
  1284. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gPointSampler", pointSampState);
  1285. SAMPLER_STATE_DESC linearSampDesc;
  1286. linearSampDesc.minFilter = FO_POINT;
  1287. linearSampDesc.magFilter = FO_POINT;
  1288. linearSampDesc.mipFilter = FO_POINT;
  1289. linearSampDesc.addressMode.u = TAM_CLAMP;
  1290. linearSampDesc.addressMode.v = TAM_CLAMP;
  1291. linearSampDesc.addressMode.w = TAM_CLAMP;
  1292. SPtr<SamplerState> linearSampState = SamplerState::create(linearSampDesc);
  1293. gpuParams->setSamplerState(GPT_FRAGMENT_PROGRAM, "gLinearSampler", linearSampState);
  1294. }
  1295. void SSRResolveMat::_initVariations(ShaderVariations& variations)
  1296. {
  1297. variations.add(VAR_NoMSAA);
  1298. variations.add(VAR_MSAA);
  1299. }
  1300. void SSRResolveMat::execute(const RendererView& view, const SPtr<Texture>& prevFrame,
  1301. const SPtr<Texture>& curFrame, const SPtr<Texture>& sceneDepth, const SPtr<RenderTarget>& destination)
  1302. {
  1303. // Note: This shader should not be called when temporal AA is turned on
  1304. // Note: This shader doesn't have velocity texture enabled and will only account for camera movement (can be easily
  1305. // enabled when velocity texture is added)
  1306. // - WHen added, velocity should use a 16-bit SNORM format
  1307. mPrevColorTexture.set(prevFrame);
  1308. mSceneColorTexture.set(curFrame);
  1309. mSceneDepthTexture.set(sceneDepth);
  1310. auto& colorProps = curFrame->getProperties(); // Assuming prev and current frame are the same size
  1311. auto& depthProps = sceneDepth->getProperties();
  1312. Vector2 colorPixelSize(1.0f / colorProps.getWidth(), 1.0f / colorProps.getHeight());
  1313. Vector2 depthPixelSize(1.0f / depthProps.getWidth(), 1.0f / depthProps.getHeight());
  1314. gSSRResolveParamDef.gSceneColorTexelSize.set(mSSRParamBuffer, colorPixelSize);
  1315. gSSRResolveParamDef.gSceneDepthTexelSize.set(mSSRParamBuffer, depthPixelSize);
  1316. gSSRResolveParamDef.gManualExposure.set(mSSRParamBuffer, 1.0f);
  1317. // Generate samples
  1318. // Note: Move this code to a more general spot where it can be used by other temporal shaders.
  1319. float sampleWeights[9];
  1320. float sampleWeightsLowPass[9];
  1321. float totalWeights = 0.0f;
  1322. float totalWeightsLowPass = 0.0f;
  1323. Vector2 jitter(BsZero); // Only relevant for general case, not using this type of jitter for SSR
  1324. // Weights are generated using an exponential fit to Blackman-Harris 3.3
  1325. bool useYCoCg = false; // Only relevant for general case, not using it for SSR
  1326. float sharpness = 1.0f; // Make this a customizable parameter eventually
  1327. if(useYCoCg)
  1328. {
  1329. static const Vector2 sampleOffsets[] =
  1330. {
  1331. { 0.0f, -1.0f },
  1332. { -1.0f, 0.0f },
  1333. { 0.0f, 0.0f },
  1334. { 1.0f, 0.0f },
  1335. { 0.0f, 1.0f },
  1336. };
  1337. for (UINT32 i = 0; i < 5; ++i)
  1338. {
  1339. // Get rid of jitter introduced by the projection matrix
  1340. Vector2 offset = sampleOffsets[i] - jitter;
  1341. offset *= 1.0f + sharpness * 0.5f;
  1342. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1343. totalWeights += sampleWeights[i];
  1344. }
  1345. for (UINT32 i = 5; i < 9; ++i)
  1346. sampleWeights[i] = 0.0f;
  1347. memset(sampleWeightsLowPass, 0, sizeof(sampleWeightsLowPass));
  1348. totalWeightsLowPass = 1.0f;
  1349. }
  1350. else
  1351. {
  1352. static const Vector2 sampleOffsets[] =
  1353. {
  1354. { -1.0f, -1.0f },
  1355. { 0.0f, -1.0f },
  1356. { 1.0f, -1.0f },
  1357. { -1.0f, 0.0f },
  1358. { 0.0f, 0.0f },
  1359. { 1.0f, 0.0f },
  1360. { -1.0f, 1.0f },
  1361. { 0.0f, 1.0f },
  1362. { 1.0f, 1.0f },
  1363. };
  1364. for (UINT32 i = 0; i < 9; ++i)
  1365. {
  1366. // Get rid of jitter introduced by the projection matrix
  1367. Vector2 offset = sampleOffsets[i] - jitter;
  1368. offset *= 1.0f + sharpness * 0.5f;
  1369. sampleWeights[i] = exp(-2.29f * offset.dot(offset));
  1370. totalWeights += sampleWeights[i];
  1371. // Low pass
  1372. offset *= 0.25f;
  1373. sampleWeightsLowPass[i] = exp(-2.29f * offset.dot(offset));
  1374. totalWeightsLowPass += sampleWeightsLowPass[i];
  1375. }
  1376. }
  1377. for (UINT32 i = 0; i < 9; ++i)
  1378. {
  1379. gTemporalResolveParamDef.gSampleWeights.set(mTemporalParamBuffer, sampleWeights[i] / totalWeights, i);
  1380. gTemporalResolveParamDef.gSampleWeightsLowpass.set(mTemporalParamBuffer, sampleWeightsLowPass[i] / totalWeightsLowPass, i);
  1381. }
  1382. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1383. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1384. RenderAPI& rapi = RenderAPI::instance();
  1385. rapi.setRenderTarget(destination);
  1386. gRendererUtility().setPass(mMaterial);
  1387. gRendererUtility().setPassParams(mParamsSet);
  1388. gRendererUtility().drawScreenQuad();
  1389. }
  1390. SSRResolveMat* SSRResolveMat::getVariation(bool msaa)
  1391. {
  1392. if (msaa)
  1393. return get(VAR_MSAA);
  1394. else
  1395. return get(VAR_NoMSAA);
  1396. }
  1397. EncodeDepthParamDef gEncodeDepthParamDef;
  1398. EncodeDepthMat::EncodeDepthMat()
  1399. {
  1400. mParamBuffer = gEncodeDepthParamDef.createBuffer();
  1401. mParamsSet->setParamBlockBuffer("Params", mParamBuffer);
  1402. mParamsSet->getGpuParams()->getTextureParam(GPT_FRAGMENT_PROGRAM, "gInputTex", mInputTexture);
  1403. GpuParamSampState inputSampState;
  1404. mParamsSet->getGpuParams()->getSamplerStateParam(GPT_FRAGMENT_PROGRAM, "gInputSamp", inputSampState);
  1405. SAMPLER_STATE_DESC sampDesc;
  1406. sampDesc.minFilter = FO_POINT;
  1407. sampDesc.magFilter = FO_POINT;
  1408. sampDesc.mipFilter = FO_POINT;
  1409. sampDesc.addressMode.u = TAM_CLAMP;
  1410. sampDesc.addressMode.v = TAM_CLAMP;
  1411. sampDesc.addressMode.w = TAM_CLAMP;
  1412. SPtr<SamplerState> samplerState = SamplerState::create(sampDesc);
  1413. inputSampState.set(samplerState);
  1414. }
  1415. void EncodeDepthMat::_initVariations(ShaderVariations& variations)
  1416. {
  1417. // Do nothing
  1418. }
  1419. void EncodeDepthMat::execute(const SPtr<Texture>& depth, float near, float far, const SPtr<RenderTarget>& output)
  1420. {
  1421. mInputTexture.set(depth);
  1422. gEncodeDepthParamDef.gNear.set(mParamBuffer, near);
  1423. gEncodeDepthParamDef.gFar.set(mParamBuffer, far);
  1424. RenderAPI& rapi = RenderAPI::instance();
  1425. rapi.setRenderTarget(output, 0, RT_COLOR0);
  1426. gRendererUtility().setPass(mMaterial);
  1427. gRendererUtility().setPassParams(mParamsSet);
  1428. gRendererUtility().drawScreenQuad();
  1429. }
  1430. ShaderVariation MSAACoverageMat::VAR_2x = ShaderVariation({
  1431. ShaderVariation::Param("MSAA_COUNT", 2)
  1432. });
  1433. ShaderVariation MSAACoverageMat::VAR_4x = ShaderVariation({
  1434. ShaderVariation::Param("MSAA_COUNT", 4)
  1435. });
  1436. ShaderVariation MSAACoverageMat::VAR_8x = ShaderVariation({
  1437. ShaderVariation::Param("MSAA_COUNT", 8)
  1438. });
  1439. MSAACoverageMat::MSAACoverageMat()
  1440. :mGBufferParams(mMaterial, mParamsSet)
  1441. { }
  1442. void MSAACoverageMat::_initVariations(ShaderVariations& variations)
  1443. {
  1444. variations.add(VAR_2x);
  1445. variations.add(VAR_4x);
  1446. variations.add(VAR_8x);
  1447. }
  1448. void MSAACoverageMat::execute(const RendererView& view, GBufferTextures gbuffer)
  1449. {
  1450. mGBufferParams.bind(gbuffer);
  1451. SPtr<GpuParamBlockBuffer> perView = view.getPerViewBuffer();
  1452. mParamsSet->setParamBlockBuffer("PerCamera", perView);
  1453. gRendererUtility().setPass(mMaterial);
  1454. gRendererUtility().setPassParams(mParamsSet);
  1455. gRendererUtility().drawScreenQuad();
  1456. }
  1457. MSAACoverageMat* MSAACoverageMat::getVariation(UINT32 msaaCount)
  1458. {
  1459. switch(msaaCount)
  1460. {
  1461. case 2:
  1462. return get(VAR_2x);
  1463. case 4:
  1464. return get(VAR_4x);
  1465. case 8:
  1466. default:
  1467. return get(VAR_8x);
  1468. }
  1469. }
  1470. MSAACoverageStencilMat::MSAACoverageStencilMat()
  1471. {
  1472. SPtr<GpuParams> params = mParamsSet->getGpuParams();
  1473. params->getTextureParam(GPT_FRAGMENT_PROGRAM, "gMSAACoverage", mCoverageTexParam);
  1474. }
  1475. void MSAACoverageStencilMat::_initVariations(ShaderVariations& variations)
  1476. {
  1477. // Do nothing
  1478. }
  1479. void MSAACoverageStencilMat::execute(const SPtr<Texture>& coverage)
  1480. {
  1481. mCoverageTexParam.set(coverage);
  1482. gRendererUtility().setPass(mMaterial);
  1483. gRendererUtility().setPassParams(mParamsSet);
  1484. gRendererUtility().drawScreenQuad();
  1485. }
  1486. }}