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* gtao atrous optimisation - cache texture taps into groupshare tile buffer. before: https://files.facepunch.com/antopilo/1b0111b1/ngfx-ui_HB5GFcF66Z.png after: https://files.facepunch.com/antopilo/1b0111b1/ngfx-ui_AeqfjvzQSr.png * make working edge texture A8 instead of R16F * sample texture closer together to limit staling * remove third pass of denoising * depth chain is now R16F instead of R32 * add safety * move early out * make number of atrous pass configurable * Remove temporal denoise from AO, our spatial denoiser already kicks ass * Early out was fucking grouopread on Spatial Denoise & remove unused Working Edges * Denoise Normal is invariant of coordinate system * Denoise passes in quality profiles Co-authored-by: Sam Pavlovic <sam@sampavlovic.com>
247 lines
9.8 KiB
C#
247 lines
9.8 KiB
C#
using Sandbox.Rendering;
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namespace Sandbox;
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/// <summary>
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/// Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO).
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/// It darkens areas where ambient light is generally occluded from such as corners, crevices
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/// and surfaces that are close to each other.
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/// </summary>
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[Expose]
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[Title( "Ambient Occlusion (SSAO)" )]
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[Category( "Post Processing" )]
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[Icon( "contrast" )]
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public sealed partial class AmbientOcclusion : BasePostProcess<AmbientOcclusion>
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{
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public override int ComponentVersion => 1;
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// This is too high level, the convars should be controlling num samples and that shit
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[ConVar( "r_ao_quality", Min = 0, Max = 3, Help = "Ambient occlusion quality (0: off, 1: low, 2: med, 3: high)" )]
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internal static int UserQuality { get; set; } = 3;
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/// <summary>
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/// The intensity of the darkening effect. Has no impact on performance.
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/// </summary>
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[Property, Range( 0, 1 ), Category( "Properties" )]
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public float Intensity { get; set; } = 1.0f;
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/// <summary>
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/// Maximum distance of samples from pixel when determining its occlusion, in world units.
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/// </summary>
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[Property, Range( 1, 512 ), Category( "Properties" )]
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public int Radius { get; set; } = 128;
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/// <summary>
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/// Gently reduce sample impact as it gets out of the effect's radius bounds
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/// </summary>
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[Property, Range( 0.01f, 1.0f ), Category( "Properties" )]
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public float FalloffRange { get; set; } = 1.0f;
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/// <summary>
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/// Run ambient occlusion at a reduced resolution to save GPU time.
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/// The AO texture is sampled with bilinear filtering when applied to the scene.
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/// </summary>
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[ConVar( "r_ao_resolution", Min = 1, Max = 8, Help = "Ambient occlusion resolution scale divisor (1: full, 2: half, 4: quarter, 8: eighth)" )]
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internal static int UserResolution { get; set; } = 2;
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/// <summary>
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/// Number of same-frame spatial (À-Trous) denoise passes. Each pass doubles the sample step
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/// (1, 2, 4, …); the step width is bounded by the shader's groupshared tile, which caps the
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/// usable count at 3.
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/// </summary>
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[ConVar( "r_ao_denoise_passes", Min = 1, Max = 3, Help = "Number of spatial (À-Trous) denoise passes (1-3)" )]
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internal static int UserDenoisePasses { get; set; } = 2;
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/// <summary>
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/// Slightly reduce impact of samples further back to counter the bias from depth-based (incomplete) input scene geometry data
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/// </summary>
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[Property, Category( "Quality" ), Range( 0.0f, 5.0f )]
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public float ThinCompensation { get; set; } = 5.0f;
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/// <summary>
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/// Blue-noise texture used by GTAO sampling.
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/// </summary>
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Texture BlueNoise { get; set; } = Texture.Load( "textures/dev/blue_noise_256.vtex" );
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private struct GTAOConstants
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{
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public Vector2Int ViewportSize; // Unused with Command Lists
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public Vector2 ViewportPixelSize; // Unused with Command Lists
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public Vector2 DepthUnpackConsts;
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public Vector2 CameraTanHalfFOV;
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public Vector2 NDCToViewMul;
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public Vector2 NDCToViewAdd;
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public Vector2 NDCToViewMul_x_PixelSize;
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public float EffectRadius; // world (viewspace) maximum size of the shadow
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public float EffectFalloffRange;
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public float RadiusMultiplier = 1.457f;
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public float TAABlendAmount = 0; // unused — kept for cbuffer layout match with XeGTAO.h
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public float FinalValuePower = 2.2f; // modifies the final ambient occlusion value using power function - this allows some of the above heuristics to do different things
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public float DenoiseBlurBeta = 1.5f;
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public float SampleDistributionPower = 2.0f; // small crevices more important than big surfaces
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public float ThinOccluderCompensation = 0.0f; // the new 'thickness heuristic' approach
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public float DepthMIPSamplingOffset = 3.30f; // main trade-off between performance (memory bandwidth) and quality (temporal stability is the first affected, thin objects next)
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public int NoiseIndex = 0; // unused — kept for cbuffer layout match with XeGTAO.h
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public GTAOConstants() { }
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};
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enum GTAOPasses
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{
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ViewDepthChain,
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MainPass,
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DenoiseSpatial,
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BilateralUpsample
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}
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//-------------------------------------------------------------------------
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GTAOConstants GetGTAOConstants()
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{
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var consts = new GTAOConstants();
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// Viewport-dependent values are computed in the shader's GetConstants()
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consts.ViewportSize = Vector2Int.Zero;
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consts.ViewportPixelSize = Vector2.Zero;
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consts.DepthUnpackConsts = Vector2.Zero;
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consts.CameraTanHalfFOV = Vector2.Zero;
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consts.NDCToViewMul = Vector2.Zero;
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consts.NDCToViewAdd = Vector2.Zero;
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consts.NDCToViewMul_x_PixelSize = Vector2.Zero;
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//-------------------------------------------------------------------------
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consts.EffectRadius = GetWeighted( x => x.Radius, 128.0f );
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consts.EffectFalloffRange = GetWeighted( x => x.FalloffRange, 1.0f );
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consts.DenoiseBlurBeta = 1.2f;
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consts.ThinOccluderCompensation = ThinCompensation;
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// Map [0,1] intensity to a reasonable power curve.
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// pow(visibility, power) where power=0 gives no darkening, power=4 gives strong AO.
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consts.FinalValuePower = GetWeighted( x => x.Intensity, 1.0f ) * 4.0f;
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return consts;
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}
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CommandList commands = new CommandList( "Ambient Occlusion" );
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private static ComputeShader GtaoCs = new ComputeShader( "gtao_cs" );
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public override void Render()
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{
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if ( UserQuality <= 0 )
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return;
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commands.Reset();
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int scale = UserResolution.Clamp( 1, 8 );
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RenderTargetHandle ViewDepthChainTexture = commands.GetRenderTarget( "ViewDepthChainTexture", ImageFormat.R16F, numMips: 5 );
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RenderTargetHandle WorkingAOTexture = commands.GetRenderTarget( "WorkingAOTexture", ImageFormat.A8, sizeFactor: scale );
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RenderTargetHandle AOTexture0 = commands.GetRenderTarget( "AOTexture0", ImageFormat.A8, sizeFactor: scale );
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var AOTextureCurrent = AOTexture0;
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commands.Attributes.SetData( "GTAOConstants", GetGTAOConstants() );
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commands.Attributes.Set( "ResolutionScale", scale );
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commands.Attributes.Set( "BlueNoise", BlueNoise );
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commands.Attributes.SetValue( "D_MSAA_NORMALS", RenderValue.MsaaCombo );
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//
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// Bind textures to the compute shader
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commands.Attributes.Set( "WorkingDepthMIP0", ViewDepthChainTexture.ColorTexture, 0 );
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commands.Attributes.Set( "WorkingDepthMIP1", ViewDepthChainTexture.ColorTexture, 1 );
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commands.Attributes.Set( "WorkingDepthMIP2", ViewDepthChainTexture.ColorTexture, 2 );
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commands.Attributes.Set( "WorkingDepthMIP3", ViewDepthChainTexture.ColorTexture, 3 );
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commands.Attributes.Set( "WorkingDepthMIP4", ViewDepthChainTexture.ColorTexture, 4 );
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commands.Attributes.Set( "WorkingDepth", ViewDepthChainTexture.ColorTexture );
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commands.Attributes.Set( "WorkingAOTerm", WorkingAOTexture.ColorTexture );
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commands.Attributes.Set( "SpatialIn", WorkingAOTexture.ColorTexture );
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commands.Attributes.Set( "SpatialOut", AOTextureCurrent.ColorTexture );
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commands.Attributes.Set( "SpatialStep", 1 );
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commands.Attributes.SetCombo( "D_QUALITY", (UserQuality - 1).Clamp( 0, 2 ) );
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// View depth chain — always at full resolution so MIP0 has pixel-exact
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// view-space depth for the bilateral upsampler's edge detection.
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{
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commands.Attributes.Set( "ResolutionScale", 1 );
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.ViewDepthChain );
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commands.DispatchCompute( GtaoCs, commands.ViewportSizeScaled( 2 ) );
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}
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commands.Attributes.Set( "ResolutionScale", scale );
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commands.ResourceBarrierTransition( ViewDepthChainTexture, ResourceState.NonPixelShaderResource );
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// Main pass
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{
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.MainPass );
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commands.DispatchCompute( GtaoCs, AOTextureCurrent.Size );
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}
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commands.ResourceBarrierTransition( WorkingAOTexture, ResourceState.NonPixelShaderResource );
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// Same-frame multi-pass spatial denoise with dilated steps.
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{
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.DenoiseSpatial );
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int passes = UserDenoisePasses.Clamp( 1, 3 );
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var spatialIn = WorkingAOTexture;
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var spatialOut = AOTextureCurrent;
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for ( int pass = 0; pass < passes; pass++ )
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{
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commands.ResourceBarrierTransition( spatialOut, ResourceState.UnorderedAccess );
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commands.Attributes.Set( "SpatialIn", spatialIn.ColorTexture );
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commands.Attributes.Set( "SpatialOut", spatialOut.ColorTexture );
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commands.Attributes.Set( "SpatialStep", 1 << pass );
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commands.DispatchCompute( GtaoCs, AOTextureCurrent.Size );
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commands.ResourceBarrierTransition( spatialOut, ResourceState.NonPixelShaderResource );
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var swap = spatialIn;
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spatialIn = spatialOut;
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spatialOut = swap;
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}
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// After the final swap, spatialIn holds the last written result.
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AOTextureCurrent = spatialIn;
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}
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//
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// Bilateral upsample to full resolution if running at reduced AO resolution.
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// Uses depth edge-stopping weights matched to the GTAO view-space depth
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// so the upsample doesn't bleed AO across depth discontinuities.
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//
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if ( scale > 1 )
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{
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commands.ResourceBarrierTransition( AOTextureCurrent, ResourceState.NonPixelShaderResource );
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RenderTargetHandle UpsampledAO = commands.GetRenderTarget( "UpsampledAO", ImageFormat.A8 );
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commands.Attributes.Set( "CoarseAO", AOTextureCurrent.ColorTexture );
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commands.Attributes.Set( "ViewDepth", ViewDepthChainTexture.ColorTexture );
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commands.Attributes.Set( "FullResAO", UpsampledAO.ColorTexture );
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commands.Attributes.SetCombo( "D_PASS", GTAOPasses.BilateralUpsample );
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commands.DispatchCompute( GtaoCs, UpsampledAO.Size );
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commands.ResourceBarrierTransition( UpsampledAO, ResourceState.PixelShaderResource );
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commands.SetPipelineTexture( PipelineTextureSlot.AmbientOcclusion, UpsampledAO.ColorTexture );
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}
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else
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{
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commands.ResourceBarrierTransition( AOTextureCurrent, ResourceState.PixelShaderResource );
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commands.SetPipelineTexture( PipelineTextureSlot.AmbientOcclusion, AOTextureCurrent.ColorTexture );
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}
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InsertCommandList( commands, Stage.AfterDepthPrepass, 0, "Ambient Occlusion" );
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}
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}
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