cc615a8f32
* [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>
107 lines
3.6 KiB
Plaintext
107 lines
3.6 KiB
Plaintext
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <viewsrg.srgi>
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#include <Atom/Features/PostProcessing/Aces.azsli>
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#include <Atom/Features/PostProcessing/FullscreenPixelInfo.azsli>
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#include <Atom/Features/PostProcessing/FullscreenVertex.azsli>
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#include <Atom/Features/PostProcessing/PostProcessUtil.azsli>
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#include "EyeAdaptationUtil.azsli"
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ShaderResourceGroup PassSrg : SRG_PerPass_WithFallback
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{
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Texture2D<float4> m_framebuffer;
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Sampler LinearSampler
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{
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MinFilter = Linear;
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MagFilter = Linear;
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MipFilter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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};
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// These parameters contain exposure control parameters.
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StructuredBuffer<EyeAdaptation> m_eyeAdaptation;
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Texture3D<float4> m_gradingLut;
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int m_shaperType;
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float m_shaperBias;
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float m_shaperScale;
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}
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// Option shader variable to enable the exposure control feature.
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option bool o_enableExposureControlFeature = false;
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// Option shader variable to enable color grading LUT.
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option bool o_enableColorGradingLut = false;
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PSOutput MainPS(VSOutput IN)
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{
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PSOutput OUT;
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// Fetch the pixel color from the input texture
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float3 color = PassSrg::m_framebuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord).rgb;
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if (o_enableExposureControlFeature)
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{
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// Apply auto exposure
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color.rgb *= PassSrg::m_eyeAdaptation[0].m_exposureValue;
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// Apply manual exposure compensation
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color *= pow(2.0, ViewSrg::GetExposureValueCompensation());
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}
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// Apply color grading LUT
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ShaperType shaperType = (ShaperType)PassSrg::m_shaperType;
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if (o_enableColorGradingLut)
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{
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// Convert from working color space to lut coordinates by applying the shaper function
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float3 lutCoordinate = color;
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if (shaperType == ShaperType::ShaperLinear)
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{
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lutCoordinate = color * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
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}
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else if (shaperType == ShaperType::ShaperLog2)
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{
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lutCoordinate = log2(color) * PassSrg::m_shaperScale + PassSrg::m_shaperBias;
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}
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// Adjust coordinate to the domain excluding the outer half texel in all directions
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uint3 outputDimensions;
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PassSrg::m_gradingLut.GetDimensions(outputDimensions.x, outputDimensions.y, outputDimensions.z);
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float3 coordBias = 0.5f / outputDimensions;
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float3 coordScale = (outputDimensions-1.0)/outputDimensions;
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lutCoordinate = (lutCoordinate * coordScale) + coordBias;
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float3 lutColor = PassSrg::m_gradingLut.Sample(PassSrg::LinearSampler, lutCoordinate).rgb;
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// Apply the inverse of the shaper function to give the color in the working color space
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float3 finalColor = lutColor;
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if (shaperType == ShaperType::ShaperLinear)
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{
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finalColor = (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale;
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}
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else if (shaperType == ShaperType::ShaperLog2)
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{
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finalColor = pow(2.0, (lutColor - PassSrg::m_shaperBias)/PassSrg::m_shaperScale);
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}
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color = finalColor;
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}
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OUT.m_color.rgb = color;
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OUT.m_color.w = 1;
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return OUT;
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}
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