Files
o3de/Gems/Atom/Feature/Common/Assets/Shaders/PostProcessing/SMAAEdgeDetection.azsl
T
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

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <Atom/Features/SrgSemantics.azsli>
#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexInfo.azsli>
#include <Atom/Features/PostProcessing/FullscreenVertexUtil.azsli>
struct VSOutputSMAAEdgeDetection
{
float4 m_position : SV_Position;
float2 m_texCoord : TEXCOORD0;
float4 m_offset[3] : TEXCOORD1;
};
ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
{
Texture2D<float4> m_framebuffer;
Texture2D<float4> m_depthTexture;
// Information for render target.
// x = 1.0 / width
// y = 1.0 / height
// z = width
// w = height
float4 m_renderTargetMetrics;
// This is a threshold value for edge detection sensitivity. For details please check comment related to SMAA_THRESHOLD in SMAA.azsli.
float m_chromaThreshold;
// This is a threshold value for depth edge detection sensitivity. For details please check comment related to SMAA_DEPTH_THRESHOLD in SMAA.azsli.
float m_depthThreshold;
// This is a tweak value for the local contrast adaptation feature. For details please check comment related to SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR in SMAA.azsli.
float m_localContrastAdaptationFactor;
// This is a threshold value for predication feature. For details please check comment related to SMAA_PREDICATION_THRESHOLD in SMAA.azsli.
float m_predicationThreshold;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_SCALE in SMAA.azsli.
float m_predicationScale;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_STRENGTH in SMAA.azsli.
float m_predicationStrength;
Sampler LinearSampler
{
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
Sampler PointSampler
{
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
};
}
// Option shader variable to enable predication feature. This option value will be used instead of SMAA_PREDICATION define in SMAA.azsli.
option bool o_enablePredicationFeature = false;
// Option shader variable for the edge detection mode.
option enum class EdgeDetectionMode { Depth, Luma, Color } o_edgeDetectionMode = EdgeDetectionMode::Color;
// This macro being defined before being included in SMAA.azsli, we can control which function is enabled in SMAA.azsli
// This macro is intended to enable the edge detection functions only.
#define ATOM_SMAA_EDGE_DETECTION_PASS_IMPLEMENTATION_ENABLE
// Defining the elements below before including SMAA.azsli as they'll be used in it.
// - PassSrg SRG to be used for the edge detection implementation.
// - The option shader variables to be used for the edge detection implementation.
#include "SMAA.azsli"
VSOutputSMAAEdgeDetection MainVS(VSInput input)
{
VSOutputSMAAEdgeDetection OUT;
float4 posTex = GetVertexPositionAndTexCoords(input.m_vertexID);
OUT.m_texCoord = float2(posTex.z, posTex.w);
OUT.m_position = float4(posTex.x, posTex.y, 0.0, 1.0);
SMAAEdgeDetectionVS(OUT.m_texCoord, OUT.m_offset);
return OUT;
}
PSOutput MainPS(VSOutputSMAAEdgeDetection IN)
{
PSOutput OUT = (PSOutput)0;
switch (o_edgeDetectionMode)
{
case EdgeDetectionMode::Depth:
OUT.m_color.xy = SMAADepthEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_depthTexture);
break;
case EdgeDetectionMode::Luma:
OUT.m_color.xy = SMAALumaEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
break;
case EdgeDetectionMode::Color:
OUT.m_color.xy = SMAAColorEdgeDetectionPS(IN.m_texCoord, IN.m_offset, PassSrg::m_framebuffer, PassSrg::m_depthTexture);
break;
}
return OUT;
}