Files
o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/LookModificationCompositePass.cpp
T
Ken Pruiksma 90845313fb Overhaul of LookModification (#3282)
* Fixed log2 shaper equations. Added bspline sampling for lut. Added options for custom log2 or linear lut with custom exposure ranges.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added support for PQ shaper. Added shader option & cvar for lut sampling quality. Fixed issues in the blend lut shader that were causing considerable quality loss. No longer always changing to the log2 1000 nit shaper when blending luts - if the source luts all use the same shaper, keep using that shaper in the blended lut.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixed an integer -> float

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Minor PR reveiw updates

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
2021-08-18 16:59:34 -05:00

268 lines
12 KiB
C++

/*
* 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 <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/Pass/PassFilter.h>
#include <Atom/RPI.Public/Pass/PassSystem.h>
#include <Atom/RPI.Public/Shader/ShaderVariant.h>
#include <Atom/RHI/FrameScheduler.h>
#include <Atom/RHI/PipelineState.h>
#include <AzCore/Console/Console.h>
#include <PostProcessing/LookModificationCompositePass.h>
#include <PostProcess/PostProcessFeatureProcessor.h>
#include <PostProcess/ExposureControl/ExposureControlSettings.h>
namespace AZ
{
namespace Render
{
AZ_CVAR(uint8_t,
r_lutSampleQuality,
0,
[](const uint8_t& value)
{
auto passes = RPI::PassSystem::Get()->FindPasses(RPI::PassClassFilter<LookModificationCompositePass>());
for (auto* pass : passes)
{
LookModificationCompositePass* lookModPass = azrtti_cast<LookModificationCompositePass*>(pass);
lookModPass->SetSampleQuality(LookModificationCompositePass::SampleQuality(value));
}
},
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> LookModificationCompositePass::Create(const RPI::PassDescriptor& descriptor)
{
RPI::Ptr<LookModificationCompositePass> 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<OptionSettings> 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<PostProcessFeatureProcessor>();
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<PostProcessFeatureProcessor>();
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<AcesDisplayMapperFeatureProcessor>();
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