- Added a pause button in imgui cpu profiler.
- Added a capture button to save cpu profiling data to a data file.
- Added some profile marks in both RPI and RHI.
Added new shader reinitialization signaling
This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.
ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.
Shader was not listening for ShaderAsset reinitialization events.
Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).
Testing: Ran ASV full test suite in dx12 and vulkan, saw only known issues. Tested hot reload in Material Editor and main Editor.
See also aws-lumberyard/o3de-atom-sampleviewer#118
This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.
ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.
Shader was not listening for ShaderAsset reinitialization events.
Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).
Checked for a valid quality level in DiffuseGlobalIlluminationFeatureProcessor::SetQualityLevel.
Initialized the quality level to Low in DiffuseGlobalIlluminationComponentConfig.
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.
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.