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prism/engine/renderer/src/smaapass.cpp

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#include "smaapass.hpp"
#include "gfx_commandbuffer.hpp"
#include "renderer.hpp"
#include "engine.hpp"
#include "gfx.hpp"
#include "assertions.hpp"
#include <AreaTex.h>
#include <SearchTex.h>
SMAAPass::SMAAPass(GFX* gfx, Renderer* renderer) : renderer(renderer) {
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Expects(gfx != nullptr);
Expects(renderer != nullptr);
create_textures();
create_render_pass();
create_pipelines();
}
void SMAAPass::create_render_target_resources(RenderTarget& target) {
auto gfx = engine->get_gfx();
GFXTextureCreateInfo textureInfo = {};
textureInfo.label = "SMAA Edge";
textureInfo.width = target.extent.width;
textureInfo.height = target.extent.height;
textureInfo.format = GFXPixelFormat::R16G16B16A16_SFLOAT;
textureInfo.usage = GFXTextureUsage::Attachment | GFXTextureUsage::Sampled;
target.edge_texture = gfx->create_texture(textureInfo);
textureInfo.label = "SMAA Blend";
target.blend_texture = gfx->create_texture(textureInfo);
GFXFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.attachments = {target.edge_texture};
framebufferInfo.render_pass = render_pass;
target.edge_framebuffer = gfx->create_framebuffer(framebufferInfo);
framebufferInfo.attachments = {target.blend_texture};
target.blend_framebuffer = gfx->create_framebuffer(framebufferInfo);
}
void SMAAPass::render(GFXCommandBuffer* command_buffer, RenderTarget& target) {
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GFXRenderPassBeginInfo beginInfo = {};
beginInfo.clear_color.a = 0.0f;
beginInfo.render_area.extent = target.extent;
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beginInfo.render_pass = render_pass;
struct PushConstant {
Vector4 viewport;
Matrix4x4 correction_matrix;
} pc;
pc.viewport = Vector4(1.0f / static_cast<float>(target.extent.width), 1.0f / static_cast<float>(target.extent.height), target.extent.width, target.extent.height);
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// edge
{
beginInfo.framebuffer = target.edge_framebuffer;
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command_buffer->set_render_pass(beginInfo);
Viewport viewport = {};
viewport.width = target.extent.width;
viewport.height = target.extent.height;
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command_buffer->set_viewport(viewport);
command_buffer->set_graphics_pipeline(edge_pipeline);
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command_buffer->set_push_constant(&pc, sizeof(PushConstant));
command_buffer->bind_texture(target.offscreenColorTexture, 0); // color
command_buffer->bind_texture(target.offscreenDepthTexture, 1); // depth
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command_buffer->draw(0, 3, 0, 1);
}
// blend
{
beginInfo.framebuffer = target.blend_framebuffer;
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command_buffer->set_render_pass(beginInfo);
command_buffer->set_graphics_pipeline(blend_pipeline);
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command_buffer->set_push_constant(&pc, sizeof(PushConstant));
command_buffer->bind_texture(target.edge_texture, 0);
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command_buffer->bind_texture(area_image, 1);
command_buffer->bind_texture(search_image, 3);
command_buffer->draw(0, 3, 0, 1);
}
}
void SMAAPass::create_textures() {
auto gfx = engine->get_gfx();
//load area image
GFXTextureCreateInfo areaInfo = {};
areaInfo.label = "SMAA Area";
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areaInfo.width = AREATEX_WIDTH;
areaInfo.height = AREATEX_HEIGHT;
areaInfo.format = GFXPixelFormat::R8G8_UNORM;
areaInfo.usage = GFXTextureUsage::Sampled;
areaInfo.samplingMode = SamplingMode::ClampToEdge;
area_image = gfx->create_texture(areaInfo);
gfx->copy_texture(area_image, (void*)areaTexBytes, AREATEX_SIZE);
// load search image
GFXTextureCreateInfo searchInfo = {};
searchInfo.label = "SMAA Search";
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searchInfo.width = SEARCHTEX_WIDTH;
searchInfo.height = SEARCHTEX_HEIGHT;
searchInfo.format = GFXPixelFormat::R8_UNORM;
searchInfo.usage = GFXTextureUsage::Sampled;
searchInfo.samplingMode = SamplingMode::ClampToEdge;
search_image = gfx->create_texture(searchInfo);
gfx->copy_texture(search_image, (void*)searchTexBytes, SEARCHTEX_SIZE);
}
void SMAAPass::create_render_pass() {
GFXRenderPassCreateInfo createInfo = {};
createInfo.label = "SMAA";
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createInfo.attachments = {GFXPixelFormat::R16G16B16A16_SFLOAT};
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createInfo.will_use_in_shader = true;
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render_pass = engine->get_gfx()->create_render_pass(createInfo);
}
void SMAAPass::create_pipelines() {
auto gfx = engine->get_gfx();
GFXGraphicsPipelineCreateInfo createInfo = {};
createInfo.label = "SMAA Edge";
createInfo.shaders.vertex_src = file::Path("edge.vert");
createInfo.shaders.fragment_src = file::Path("edge.frag");
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createInfo.render_pass = render_pass;
createInfo.shader_input.push_constants = {
{sizeof(Vector4) + sizeof(Matrix4x4), 0}
};
createInfo.shader_input.bindings = {
{0, GFXBindingType::Texture},
{1, GFXBindingType::Texture},
{2, GFXBindingType::PushConstant}
};
edge_pipeline = gfx->create_graphics_pipeline(createInfo);
createInfo.label = "SMAA Blend";
createInfo.shaders.vertex_src = file::Path("blend.vert");
createInfo.shaders.fragment_src = file::Path("blend.frag");
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createInfo.shader_input.bindings.push_back({3, GFXBindingType::Texture});
blend_pipeline = gfx->create_graphics_pipeline(createInfo);
}