Commit Graph

89 Commits

Author SHA1 Message Date
mbalfour df648db62e Merge branch 'stabilization/2106' into mbalfour/gitflow_210622
# Conflicts:
#	Code/Framework/AzQtComponents/AzQtComponents/Components/Style.cpp
#	Code/Framework/AzToolsFramework/AzToolsFramework/Viewport/ViewportMessages.h
#	Gems/AWSCore/Code/Source/Editor/UI/AWSCoreEditorMenu.cpp
2021-06-22 12:55:18 -05:00
moudgils 4f84ec90d3 Various new metal fixes (#1465)
* - Fix the second window related tabbing issue
- Merge calls to UseResoources acrooaa all the SRGs
- Move SamplerCache to the device to ensure only one cache to reduce duplication
- Fixes to compute threading numbers getting reset to 0,0,0
- Cleanup withing BufferPoolResolver
- Argument buffers are now queued to be cleaned up upon shutdown
2021-06-22 08:58:15 -07:00
Doug McDiarmid 5137a8aec5 Added a new MSAAResolveFullScreenPass which will disable itself in non-MSAA pipelines.
Changed MSAAResolvePass to disable itself in non-MSAA pipelines.
2021-06-21 02:45:59 -07:00
Doug McDiarmid 72e5ab4437 Merge branch 'development' into Atom/dmcdiar/ATOM-5702 2021-06-18 17:12:52 -07:00
Doug McDiarmid dc1d34c83f NoMSAA supervariant support
Added a ShaderSystem supervariant to provide a system-wide supervariant name.
Changed ShaderAsset to append the system-wide supervariant name when searching for supervariants.
Added the NoMSAA supervariant to several shaders.
2021-06-18 16:39:32 -07:00
mnaumov 9ca0e731f4 Merge remote-tracking branch 'upstream/stabilization/2106' into mnaumov/StabilizationJun15
# Conflicts:
#	Code/CryEngine/CrySystem/LevelSystem/LevelSystem.cpp
2021-06-15 10:41:13 -07:00
Doug McDiarmid 886601ad94 Created a new ReflectionScreenSpaceCompositePass to set the maximum roughness mip in the pass Srg.
Changed the ReflectionScreenSpaceBlurPass to auto-generate the mip chain, which will compute the appropriate number of mips.
2021-06-12 03:20:31 -07:00
michabr 6584e1290b Reenable LyShine mask support now using Atom (#1218)
* Add option to set stencil ref in Dynamic Draw Context

* Add depth/stencil attachment slot to UI pass

* Rework mask rendering to use Atom

* Add missing circle mask image
2021-06-11 10:03:06 -07:00
galibzon cc615a8f32 [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079)
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants

These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.

* Addressed feedback by @moudgils. Better comments in header files.

* More updates related with deprecation of ShaderResourceGroupAsset

* Deleted the temporary version 2 classes.

* Updated version of the shader asset builders.

* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset

* Changes to *.pass and DGI, Reflections and RayTracing.

* changes to material related assets

* changes to core lights

* Changes to auxgeom/dynamic draw.

* changes to decals, lyshine, imguipass

* changes to RPI Pass classes

* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.

* changes to mesh, skinned mesh, Morphtarget.

* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.

* Updated Atom_RPI.Tests

* Simplified InstanceDatabase by removing AddHandler

------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------

* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.

AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.

Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp

* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To  Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli

Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp

* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.

Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.

Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.

* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*

Changed GetAzslFileOfOrigin for GetUniqueId

* Fixed unit tests.

* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.

* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.

* The Null rhi is re-enabled for shader compilation.

Signed-off-by: garrieta <garrieta@amazon.com>
2021-06-11 07:48:23 -05:00
Ken Pruiksma 9df995dd26 Temporal anti-aliasing and constrast adaptive sharpening (#1161)
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.

All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84

Main issues:

- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.

Squashed merge of the following:

* [ATOM-13987] Initial checkin of Taa pass.

* TAA pass setup WIP. (does not work yet due to pass configuration issues).

* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.

* Small update to use lerp and add some comments.

* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader

* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.

* Fixes from PR review.

* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().

* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.

* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)

* Updates to taa shader from PR review

* Adding a rcp input color size.

* Fix comment on PassAttachment::Update()

* Updates for PR review.

* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()

* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.

* Updates from PR code review. Mostly better commenting and naming.

* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.

* Changing to using luminance for sharpening instead of just green. Added some comments.

* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.

* Updates from PR feedback.
2021-06-04 20:57:44 -05:00
Qing Tao c009e7d50b ATOM-4782 [Material] Transparent pass is using StandardPBR_Forwardpass shader with incorrect SRG (#1103)
Removed TransparentPassSrg until we have pbr shaders TransparentPassSrg
2021-06-03 10:42:20 -07:00
Qing Tao c630ece43a Add m_linearDepthTexture as input for transparent pass.
This is required by popcornfx and it doesn't add extra cost to the render pipeline.
2021-05-28 09:42:11 -07:00
antonmic 6388277cd1 Fixed ImGui Pass as well as how exposure pass enables itself 2021-05-21 21:20:08 -07:00
antonmic cb245730a1 work in progress 2021-05-09 23:01:24 -07:00
antonmic 24aa0f8521 skybox pass separation for single vs double output 2021-05-07 20:56:40 -07:00
antonmic 1f3d0beb38 work in progress 2021-05-07 18:51:20 -07:00
Peng 76423a1cc8 Merge branch 'main' into ATOM/tonypeng/ATOM-14947 2021-04-27 09:15:33 -07:00
Peng a8a60eeea7 ATOM-14947
-Fix vulkan graphics pipeline creation failure having depth clamp off with devices not supporting depth clip.
-Added reason for the mobile version of screen space reflection
2021-04-26 18:12:50 -07:00
Peng 41a2be2a71 Merge branch 'main' into ATOM/tonypeng/ATOM-14947 2021-04-26 09:22:49 -07:00
antonmic ddd26c3321 addressed review feedback and resolved issues from merge with main 2021-04-25 23:22:02 -07:00
antonmic 7ed49cb20b Merging main 2021-04-24 11:14:49 -07:00
Peng 058bd9330b Merge branch 'main' into ATOM/tonypeng/ATOM-14947 2021-04-23 14:51:10 -07:00
Chris Burel 28170ffe41 Add newlines to the end of all files 2021-04-23 09:43:40 -07:00
dmcdiar 10a8780e6f Merge branch 'main' into Atom/dmcdiar/ATOM-14951
# Conflicts:
#	Gems/Atom/Feature/Common/Assets/Passes/OpaqueParent.pass
#	Gems/Atom/Feature/Common/Assets/Passes/ReflectionGlobalFullscreen.pass
#	Gems/Atom/Feature/Common/Assets/Passes/Reflections.pass
#	Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/ForwardPassOutput.azsli
#	Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionGlobalFullscreen.azsl
2021-04-22 21:49:21 -07:00
Peng 47ed211bf6 [ATOM][RHI][Vulkan][Android]
-Add different pass for screen space blur for mobile.
-Add macro for constant buffer limits for android vulkan.

JIRA: https://jira.agscollab.com/browse/ATOM-14947 https://jira.agscollab.com/browse/ATOM-14949
2021-04-21 13:33:29 -07:00
Chris Santora c4771997a2 Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040 2021-04-21 01:13:09 -07:00
dmcdiar a7b3372c15 Merge branch 'main' into Atom/dmcdiar/ATOM-14951 2021-04-20 22:38:13 -07:00
Chris Santora 33745fdad1 Merge branch 'main' into Atom/santorac/CavityMaps-ATOM-14040
Note there were significant conflicts in LightingModel.azsli and StandardPBR_ForwardPass.azsl. I only did basic resolves of these conflicts, mostly preserving the changes from main and distarding the changes in the local branch. The shaders are not compiling at this point, and of course the tests are not passing. I will fix up the code to make corrections in a separate commit, to make it easier to review those changes separate from this merge.
2021-04-20 16:59:27 -07:00
Chris Santora 64e625a79f Added support for cavity maps by changing the "Ambient Occlusion" material property group go just "Occlusion", which now contains properties for both "Diffuse AO" and "Specular Cavity".
Added new input attachment to the fullscreen reflection pass to receive the "ambient" gbuffer.
Added diffuse and specular occlusion to the Skin material type; it was missing before.

ATOM-14040 Add Support for Cavity Maps

Testing:
AtomSampleViewer automation, with updates that will be submitted in that repo.
Manual testing in Material Editor.
Built all AtomTest assets and opened a few test levels, with updates that will be submitted in that repo.
Made local copies of the occlusion test materials and changed replaced the material types with EnhancedPBR and Skin, and got identical results (with clear coat disabled since it works different in EnhancedPBR and is absent in Skin).
2021-04-20 12:52:56 -07:00
dmcdiar f2a757f21e Merge branch 'main' into Atom/dmcdiar/ATOM-14951 2021-04-20 02:50:03 -07:00
dmcdiar c367e51462 Added DiffuseProbeGridClassification pass. 2021-04-19 02:30:52 -07:00
dmcdiar 007589a98d Added DiffuseProbeGridClassification pass.
Updated RayTracing shaders to use the new light types.
2021-04-19 02:29:20 -07:00
dmcdiar a4fe1bc8db Removed ClearCoatNormal RT from the pipeline and shaders.
Changed stencil bits to use 0x3 for the IBL Specular pass and 0x80 for the DiffuseGI pass.
2021-04-18 23:07:29 -07:00
dmcdiar 456bcb3bf9 Updated the EnvironmentCubeMapPipeline to match recent changes to the MainPipeline.
Set the multisample state on the EnvironmentCubeMapPipeline render settings.
2021-04-18 14:57:52 -07:00
antonmic b6c4c07fc5 New forward subsurface pass 2021-04-18 03:09:20 -07:00
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 2021-04-13 17:18:57 -07:00
alexpete c2cbd430fe Integrating up through commit 90f050496 2021-04-07 14:03:29 -07:00
alexpete 75dc720198 Integrating latest 47acbe8 2021-03-25 13:57:57 -07:00
alexpete a10351f38d Initial commit 2021-03-08 14:30:57 -08:00