Removing condition from View SRG compilation

Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
This commit is contained in:
antonmic
2021-08-08 23:34:09 -07:00
parent dcfeae1cc9
commit 5f1e973b3f
2 changed files with 39 additions and 61 deletions
@@ -110,9 +110,6 @@ namespace AZ
//! Value returned is 1.0f when an area equal to the viewport height squared is covered. Useful for accurate LOD decisions.
float CalculateSphereAreaInClipSpace(const AZ::Vector3& sphereWorldPosition, float sphereRadius) const;
//! Invalidate the view srg to rebuild the srg.
void InvalidateSrg();
const AZ::Name& GetName() const { return m_name; }
const UsageFlags GetUsageFlags() { return m_usageFlags; }
@@ -192,9 +189,6 @@ namespace AZ
// Clip space offset for camera jitter with taa
Vector2 m_clipSpaceOffset = Vector2(0.0f, 0.0f);
// Flags whether view matrices are dirty which requires rebuild srg
bool m_needBuildSrg = true;
MatrixChangedEvent m_onWorldToClipMatrixChange;
MatrixChangedEvent m_onWorldToViewMatrixChange;
+39 -55
View File
@@ -126,8 +126,6 @@ namespace AZ
m_onWorldToViewMatrixChange.Signal(m_worldToViewMatrix);
m_onWorldToClipMatrixChange.Signal(m_worldToClipMatrix);
InvalidateSrg();
}
AZ::Transform View::GetCameraTransform() const
@@ -170,8 +168,6 @@ namespace AZ
m_onWorldToViewMatrixChange.Signal(m_worldToViewMatrix);
}
m_onWorldToClipMatrixChange.Signal(m_worldToClipMatrix);
InvalidateSrg();
}
void View::SetViewToClipMatrix(const AZ::Matrix4x4& viewToClip)
@@ -202,14 +198,11 @@ namespace AZ
m_unprojectionConstants.SetW(float(tanHalfFovY));
m_onWorldToClipMatrixChange.Signal(m_worldToClipMatrix);
InvalidateSrg();
}
void View::SetClipSpaceOffset(float xOffset, float yOffset)
{
m_clipSpaceOffset.Set(xOffset, yOffset);
InvalidateSrg();
}
const AZ::Matrix4x4& View::GetWorldToViewMatrix() const
@@ -362,58 +355,49 @@ namespace AZ
return -0.25f * cotHalfFovYSq * AZ::Constants::Pi * radiusSq * sqrt(fabsf((distanceSq - radiusSq)/radiusSqSubDepthSq))/radiusSqSubDepthSq;
}
void View::InvalidateSrg()
{
m_needBuildSrg = true;
}
void View::UpdateSrg()
{
if (m_needBuildSrg)
if (m_clipSpaceOffset.IsZero())
{
if (m_clipSpaceOffset.IsZero())
{
Matrix4x4 worldToClipPrevMatrix = m_viewToClipPrevMatrix * m_worldToViewPrevMatrix;
m_shaderResourceGroup->SetConstant(m_worldToClipPrevMatrixConstantIndex, worldToClipPrevMatrix);
m_shaderResourceGroup->SetConstant(m_viewProjectionMatrixConstantIndex, m_worldToClipMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixConstantIndex, m_viewToClipMatrix);
m_shaderResourceGroup->SetConstant(m_clipToWorldMatrixConstantIndex, m_clipToWorldMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixInverseConstantIndex, m_viewToClipMatrix.GetInverseFull());
}
else
{
// Offset the current and previous frame clip matricies
Matrix4x4 offsetViewToClipMatrix = m_viewToClipMatrix;
offsetViewToClipMatrix.SetElement(0, 2, m_clipSpaceOffset.GetX());
offsetViewToClipMatrix.SetElement(1, 2, m_clipSpaceOffset.GetY());
Matrix4x4 offsetViewToClipPrevMatrix = m_viewToClipPrevMatrix;
offsetViewToClipPrevMatrix.SetElement(0, 2, m_clipSpaceOffset.GetX());
offsetViewToClipPrevMatrix.SetElement(1, 2, m_clipSpaceOffset.GetY());
// Build other matricies dependent on the view to clip matricies
Matrix4x4 offsetWorldToClipMatrix = offsetViewToClipMatrix * m_worldToViewMatrix;
Matrix4x4 offsetWorldToClipPrevMatrix = offsetViewToClipPrevMatrix * m_worldToViewPrevMatrix;
Matrix4x4 offsetClipToViewMatrix = offsetViewToClipMatrix.GetInverseFull();
Matrix4x4 offsetClipToWorldMatrix = m_viewToWorldMatrix * offsetClipToViewMatrix;
m_shaderResourceGroup->SetConstant(m_worldToClipPrevMatrixConstantIndex, offsetWorldToClipPrevMatrix);
m_shaderResourceGroup->SetConstant(m_viewProjectionMatrixConstantIndex, offsetWorldToClipMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixConstantIndex, offsetViewToClipMatrix);
m_shaderResourceGroup->SetConstant(m_clipToWorldMatrixConstantIndex, offsetClipToWorldMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixInverseConstantIndex, offsetViewToClipMatrix.GetInverseFull());
}
m_shaderResourceGroup->SetConstant(m_worldPositionConstantIndex, m_position);
m_shaderResourceGroup->SetConstant(m_viewMatrixConstantIndex, m_worldToViewMatrix);
m_shaderResourceGroup->SetConstant(m_viewMatrixInverseConstantIndex, m_worldToViewMatrix.GetInverseFull());
m_shaderResourceGroup->SetConstant(m_zConstantsConstantIndex, m_nearZ_farZ_farZTimesNearZ_farZMinusNearZ);
m_shaderResourceGroup->SetConstant(m_unprojectionConstantsIndex, m_unprojectionConstants);
m_shaderResourceGroup->Compile();
m_needBuildSrg = false;
Matrix4x4 worldToClipPrevMatrix = m_viewToClipPrevMatrix * m_worldToViewPrevMatrix;
m_shaderResourceGroup->SetConstant(m_worldToClipPrevMatrixConstantIndex, worldToClipPrevMatrix);
m_shaderResourceGroup->SetConstant(m_viewProjectionMatrixConstantIndex, m_worldToClipMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixConstantIndex, m_viewToClipMatrix);
m_shaderResourceGroup->SetConstant(m_clipToWorldMatrixConstantIndex, m_clipToWorldMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixInverseConstantIndex, m_viewToClipMatrix.GetInverseFull());
}
else
{
// Offset the current and previous frame clip matricies
Matrix4x4 offsetViewToClipMatrix = m_viewToClipMatrix;
offsetViewToClipMatrix.SetElement(0, 2, m_clipSpaceOffset.GetX());
offsetViewToClipMatrix.SetElement(1, 2, m_clipSpaceOffset.GetY());
Matrix4x4 offsetViewToClipPrevMatrix = m_viewToClipPrevMatrix;
offsetViewToClipPrevMatrix.SetElement(0, 2, m_clipSpaceOffset.GetX());
offsetViewToClipPrevMatrix.SetElement(1, 2, m_clipSpaceOffset.GetY());
// Build other matricies dependent on the view to clip matricies
Matrix4x4 offsetWorldToClipMatrix = offsetViewToClipMatrix * m_worldToViewMatrix;
Matrix4x4 offsetWorldToClipPrevMatrix = offsetViewToClipPrevMatrix * m_worldToViewPrevMatrix;
Matrix4x4 offsetClipToViewMatrix = offsetViewToClipMatrix.GetInverseFull();
Matrix4x4 offsetClipToWorldMatrix = m_viewToWorldMatrix * offsetClipToViewMatrix;
m_shaderResourceGroup->SetConstant(m_worldToClipPrevMatrixConstantIndex, offsetWorldToClipPrevMatrix);
m_shaderResourceGroup->SetConstant(m_viewProjectionMatrixConstantIndex, offsetWorldToClipMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixConstantIndex, offsetViewToClipMatrix);
m_shaderResourceGroup->SetConstant(m_clipToWorldMatrixConstantIndex, offsetClipToWorldMatrix);
m_shaderResourceGroup->SetConstant(m_projectionMatrixInverseConstantIndex, offsetViewToClipMatrix.GetInverseFull());
}
m_shaderResourceGroup->SetConstant(m_worldPositionConstantIndex, m_position);
m_shaderResourceGroup->SetConstant(m_viewMatrixConstantIndex, m_worldToViewMatrix);
m_shaderResourceGroup->SetConstant(m_viewMatrixInverseConstantIndex, m_worldToViewMatrix.GetInverseFull());
m_shaderResourceGroup->SetConstant(m_zConstantsConstantIndex, m_nearZ_farZ_farZTimesNearZ_farZMinusNearZ);
m_shaderResourceGroup->SetConstant(m_unprojectionConstantsIndex, m_unprojectionConstants);
m_shaderResourceGroup->Compile();
m_viewToClipPrevMatrix = m_viewToClipMatrix;
m_worldToViewPrevMatrix = m_worldToViewMatrix;