/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace Render { AZ_CVAR(uint8_t, r_lutSampleQuality, 0, [](const uint8_t& value) { RPI::PassFilter passFilter = RPI::PassFilter::CreateWithPassClass(); RPI::PassSystemInterface::Get()->ForEachPass(passFilter, [value](RPI::Pass* pass) -> RPI::PassFilterExecutionFlow { LookModificationCompositePass* lookModPass = azrtti_cast(pass); lookModPass->SetSampleQuality(LookModificationCompositePass::SampleQuality(value)); return RPI::PassFilterExecutionFlow::ContinueVisitingPasses; }); }, ConsoleFunctorFlags::Null, "This can be increased to deal with particularly tricky luts. Range (0-2). 0 (default) - Standard linear sampling. 1 - 7 tap b-spline sampling. 2 - 19 tap b-spline sampling." ); RPI::Ptr LookModificationCompositePass::Create(const RPI::PassDescriptor& descriptor) { RPI::Ptr pass = aznew LookModificationCompositePass(descriptor); return AZStd::move(pass); } LookModificationCompositePass::LookModificationCompositePass(const RPI::PassDescriptor& descriptor) : AZ::RPI::FullscreenTrianglePass(descriptor) { } void LookModificationCompositePass::SetExposureControlEnabled(bool enabled) { if (m_exposureControlEnabled != enabled) { m_exposureControlEnabled = enabled; m_needToUpdateShaderVariant = true; } } void LookModificationCompositePass::InitializeInternal() { FullscreenTrianglePass::InitializeInternal(); m_shaderColorGradingLutImageIndex.Reset(); m_shaderColorGradingShaperTypeIndex.Reset(); m_shaderColorGradingShaperBiasIndex.Reset(); m_shaderColorGradingShaperScaleIndex.Reset(); InitializeShaderVariant(); } void LookModificationCompositePass::InitializeShaderVariant() { AZ_Assert(m_shader != nullptr, "LookModificationCompositePass %s has a null shader when calling InitializeShaderVariant.", GetPathName().GetCStr()); struct OptionSettings { AZ::Name m_enableExposureControl; AZ::Name m_enableColorGrading; RPI::ShaderOptionValue m_lutSampleQuality; OptionSettings(const char* enableExposureControl, const char* enableColorGrading, SampleQuality sampleQuality) : m_enableExposureControl(Name(enableExposureControl)) , m_enableColorGrading(Name(enableColorGrading)) , m_lutSampleQuality(RPI::ShaderOptionValue(sampleQuality)) {} }; AZStd::vector options = { { "false", "false", SampleQuality::Linear }, { "true", "false", SampleQuality::Linear }, { "false", "true", SampleQuality::Linear }, { "false", "true", SampleQuality::BSpline7Tap }, { "false", "true", SampleQuality::BSpline19Tap }, { "true", "true", SampleQuality::Linear }, { "true", "true", SampleQuality::BSpline7Tap }, { "true", "true", SampleQuality::BSpline19Tap }, }; // Caching all pipeline state for each shader variation for performance reason. for (auto shaderVariantIndex = 0; shaderVariantIndex < options.size(); ++shaderVariantIndex) { auto shaderOption = m_shader->CreateShaderOptionGroup(); shaderOption.SetValue(m_exposureShaderVariantOptionName, options.at(shaderVariantIndex).m_enableExposureControl); shaderOption.SetValue(m_colorGradingShaderVariantOptionName, options.at(shaderVariantIndex).m_enableColorGrading); shaderOption.SetValue(m_lutSampleQualityShaderVariantOptionName, options.at(shaderVariantIndex).m_lutSampleQuality); PreloadShaderVariant(m_shader, shaderOption, GetRenderAttachmentConfiguration(), GetMultisampleState()); } m_needToUpdateShaderVariant = true; } void LookModificationCompositePass::FrameBeginInternal(FramePrepareParams params) { UpdateExposureFeatureState(); UpdateLookModificationFeatureState(); FullscreenTrianglePass::FrameBeginInternal(params); } void LookModificationCompositePass::UpdateExposureFeatureState() { bool exposureControlEnabled = false; AZ::RPI::Scene* scene = GetScene(); if (scene) { PostProcessFeatureProcessor* fp = scene->GetFeatureProcessor(); AZ::RPI::ViewPtr view = scene->GetDefaultRenderPipeline()->GetDefaultView(); if (fp) { PostProcessSettings* postProcessSettings = fp->GetLevelSettingsFromView(view); if (postProcessSettings) { ExposureControlSettings* settings = postProcessSettings->GetExposureControlSettings(); if (settings) { exposureControlEnabled = settings->GetEnabled(); } } } } SetExposureControlEnabled(exposureControlEnabled); } void LookModificationCompositePass::UpdateLookModificationFeatureState() { bool colorGradingLutEnabled = false; AZ::RPI::Scene* scene = GetScene(); if (scene) { PostProcessFeatureProcessor* fp = scene->GetFeatureProcessor(); AZ::RPI::ViewPtr view = scene->GetDefaultRenderPipeline()->GetDefaultView(); if (fp) { PostProcessSettings* postProcessSettings = fp->GetLevelSettingsFromView(view); if (postProcessSettings) { LookModificationSettings* settings = postProcessSettings->GetLookModificationSettings(); if (settings) { settings->PrepareLutBlending(); colorGradingLutEnabled = settings->GetLutBlendStackSize() > 0; if (colorGradingLutEnabled) { AcesDisplayMapperFeatureProcessor* dmfp = scene->GetFeatureProcessor(); dmfp->GetOwnedLut(m_blendedColorGradingLut, AZ::Name("ColorGradingBlendedLut")); if (!m_blendedColorGradingLut.m_lutImage) { AZ_Warning("LookModificationCompositePass", false, "Unable to load blended color grading LUT."); } } } } } } SetColorGradingLutEnabled(colorGradingLutEnabled); } void LookModificationCompositePass::SetColorGradingLutEnabled(bool enabled) { if (m_colorGradingLutEnabled != enabled) { m_colorGradingLutEnabled = enabled; m_needToUpdateShaderVariant = true; } } void LookModificationCompositePass::CompileResources(const RHI::FrameGraphCompileContext& context) { AZ_Assert(m_shaderResourceGroup != nullptr, "LookModificationCompositePass %s has a null shader resource group when calling Compile.", GetPathName().GetCStr()); if (m_needToUpdateShaderVariant) { UpdateCurrentShaderVariant(); } CompileShaderVariant(m_shaderResourceGroup); if (m_shaderResourceGroup != nullptr) { if (m_colorGradingLutEnabled == true && m_blendedColorGradingLut.m_lutImage) { m_shaderResourceGroup->SetImageView(m_shaderColorGradingLutImageIndex, m_blendedColorGradingLut.m_lutImageView.get()); m_shaderResourceGroup->SetConstant(m_shaderColorGradingShaperTypeIndex, m_colorGradingShaperParams.m_type); m_shaderResourceGroup->SetConstant(m_shaderColorGradingShaperBiasIndex, m_colorGradingShaperParams.m_bias); m_shaderResourceGroup->SetConstant(m_shaderColorGradingShaperScaleIndex, m_colorGradingShaperParams.m_scale); } } BindPassSrg(context, m_shaderResourceGroup); m_shaderResourceGroup->Compile(); BindSrg(m_shaderResourceGroup->GetRHIShaderResourceGroup()); } void LookModificationCompositePass::UpdateCurrentShaderVariant() { AZ_Assert(m_shader != nullptr, "LookModificationCompositePass %s has a null shader when calling UpdateCurrentShaderVariant.", GetPathName().GetCStr()); auto shaderOption = m_shader->CreateShaderOptionGroup(); // Decide which shader to use. shaderOption.SetValue(m_exposureShaderVariantOptionName, m_exposureControlEnabled ? AZ::Name("true") : AZ::Name("false")); shaderOption.SetValue(m_colorGradingShaderVariantOptionName, m_colorGradingLutEnabled ? AZ::Name("true") : AZ::Name("false")); shaderOption.SetValue(m_lutSampleQualityShaderVariantOptionName, RPI::ShaderOptionValue(m_sampleQuality)); UpdateShaderVariant(shaderOption); m_needToUpdateShaderVariant = false; } void LookModificationCompositePass::BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) { AZ_Assert(m_shaderResourceGroup != nullptr, "LookModificationCompositePass %s has a null shader resource group when calling Execute.", GetPathName().GetCStr()); RHI::CommandList* commandList = context.GetCommandList(); commandList->SetViewport(m_viewportState); commandList->SetScissor(m_scissorState); SetSrgsForDraw(commandList); m_item.m_pipelineState = GetPipelineStateFromShaderVariant(); commandList->Submit(m_item); } void LookModificationCompositePass::SetShaperParameters(const ShaperParams& shaperParams) { m_colorGradingShaperParams = shaperParams; } void LookModificationCompositePass::SetSampleQuality(SampleQuality sampleQuality) { m_sampleQuality = sampleQuality; m_needToUpdateShaderVariant = true; } } // namespace Render } // namespace AZ