Files
o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/TaaPass.h
T
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

106 lines
3.6 KiB
C++

/*
* 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.
*
*/
#pragma once
#include <Atom/RPI.Public/Pass/ComputePass.h>
#include <Atom/RPI.Reflect/Pass/ComputePassData.h>
namespace AZ::Render
{
//! Custom data for the Taa Pass.
struct TaaPassData
: public RPI::ComputePassData
{
AZ_RTTI(TaaPassData, "{BCDF5C7D-7A78-4C69-A460-FA6899C3B960}", ComputePassData);
AZ_CLASS_ALLOCATOR(TaaPassData, SystemAllocator, 0);
TaaPassData() = default;
virtual ~TaaPassData() = default;
static void Reflect(ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
{
serializeContext->Class<TaaPassData, RPI::ComputePassData>()
->Version(1)
->Field("NumJitterPositions", &TaaPassData::m_numJitterPositions)
;
}
}
uint32_t m_numJitterPositions = 8;
};
class TaaPass : public RPI::ComputePass
{
using Base = RPI::ComputePass;
AZ_RPI_PASS(TaaPass);
public:
AZ_RTTI(AZ::Render::TaaPass, "{AB3BD4EA-33D7-477F-82B4-21DDFB517499}", Base);
AZ_CLASS_ALLOCATOR(TaaPass, SystemAllocator, 0);
virtual ~TaaPass() = default;
/// Creates a TaaPass
static RPI::Ptr<TaaPass> Create(const RPI::PassDescriptor& descriptor);
private:
TaaPass(const RPI::PassDescriptor& descriptor);
// Scope producer functions...
void CompileResources(const RHI::FrameGraphCompileContext& context) override;
// Pass behavior overrides...
void FrameBeginInternal(FramePrepareParams params) override;
void ResetInternal() override;
void BuildAttachmentsInternal() override;
void UpdateAttachmentImage(RPI::Ptr<RPI::PassAttachment>& attachment);
void SetupSubPixelOffsets(uint32_t haltonX, uint32_t haltonY, uint32_t length);
void GenerateFilterWeights(AZ::Vector2 jitterOffset);
RHI::ShaderInputNameIndex m_outputIndex = "m_output";
RHI::ShaderInputNameIndex m_lastFrameAccumulationIndex = "m_lastFrameAccumulation";
RHI::ShaderInputNameIndex m_constantDataIndex = "m_constantData";
Data::Instance<RPI::PassAttachment> m_accumulationAttachments[2];
RPI::PassAttachmentBinding* m_inputColorBinding = nullptr;
RPI::PassAttachmentBinding* m_lastFrameAccumulationBinding = nullptr;
RPI::PassAttachmentBinding* m_outputColorBinding = nullptr;
struct Offset
{
Offset() = default;
// Constructor for implicit conversion from array output by HaltonSequence.
Offset(AZStd::array<float, 2> offsets)
: m_xOffset(offsets[0])
, m_yOffset(offsets[1])
{};
float m_xOffset = 0.0f;
float m_yOffset = 0.0f;
};
AZStd::array<float, 9> m_filterWeights = { 0.0f };
AZStd::vector<Offset> m_subPixelOffsets;
uint32_t m_offsetIndex = 0;
uint8_t m_accumulationOuptutIndex = 0;
};
} // namespace AZ::Render