bevy/crates/bevy_anti_aliasing/src/taa/mod.rs
andriyDev a7fdd6fc6f
Replace FULLSCREEN_SHADER_HANDLE with a FullscreenShader resource. (#19426)
# Objective

- Related to #19024.

## Solution

- Remove the `FULLSCREEN_SHADER_HANDLE` `weak_handle` with a resource
holding the shader handle.
- This also changes us from using `load_internal_asset` to
`embedded_asset`/`load_embedded_asset`.
- All uses have been migrated to clone the `FullscreenShader` resource
and use its `to_vertex_state` method.

## Testing

- `anti_aliasing` example still works.
- `bloom_3d` example still works.

---------

Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
2025-06-24 00:02:23 +00:00

491 lines
17 KiB
Rust

use bevy_app::{App, Plugin};
use bevy_asset::{embedded_asset, load_embedded_asset, Handle};
use bevy_core_pipeline::{
core_3d::graph::{Core3d, Node3d},
prelude::Camera3d,
prepass::{DepthPrepass, MotionVectorPrepass, ViewPrepassTextures},
FullscreenShader,
};
use bevy_diagnostic::FrameCount;
use bevy_ecs::{
prelude::{Component, Entity, ReflectComponent},
query::{QueryItem, With},
resource::Resource,
schedule::IntoScheduleConfigs,
system::{Commands, Query, Res, ResMut},
world::{FromWorld, World},
};
use bevy_image::BevyDefault as _;
use bevy_math::vec2;
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::{
camera::{ExtractedCamera, MipBias, TemporalJitter},
prelude::{Camera, Projection},
render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
render_resource::{
binding_types::{sampler, texture_2d, texture_depth_2d},
BindGroupEntries, BindGroupLayout, BindGroupLayoutEntries, CachedRenderPipelineId,
ColorTargetState, ColorWrites, Extent3d, FilterMode, FragmentState, MultisampleState,
Operations, PipelineCache, PrimitiveState, RenderPassColorAttachment, RenderPassDescriptor,
RenderPipelineDescriptor, Sampler, SamplerBindingType, SamplerDescriptor, Shader,
ShaderStages, SpecializedRenderPipeline, SpecializedRenderPipelines, TextureDescriptor,
TextureDimension, TextureFormat, TextureSampleType, TextureUsages,
},
renderer::{RenderContext, RenderDevice},
sync_component::SyncComponentPlugin,
sync_world::RenderEntity,
texture::{CachedTexture, TextureCache},
view::{ExtractedView, Msaa, ViewTarget},
ExtractSchedule, MainWorld, Render, RenderApp, RenderSystems,
};
use tracing::warn;
/// Plugin for temporal anti-aliasing.
///
/// See [`TemporalAntiAliasing`] for more details.
pub struct TemporalAntiAliasPlugin;
impl Plugin for TemporalAntiAliasPlugin {
fn build(&self, app: &mut App) {
embedded_asset!(app, "taa.wgsl");
app.register_type::<TemporalAntiAliasing>();
app.add_plugins(SyncComponentPlugin::<TemporalAntiAliasing>::default());
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<SpecializedRenderPipelines<TaaPipeline>>()
.add_systems(ExtractSchedule, extract_taa_settings)
.add_systems(
Render,
(
prepare_taa_jitter.in_set(RenderSystems::ManageViews),
prepare_taa_pipelines.in_set(RenderSystems::Prepare),
prepare_taa_history_textures.in_set(RenderSystems::PrepareResources),
),
)
.add_render_graph_node::<ViewNodeRunner<TemporalAntiAliasNode>>(Core3d, Node3d::Taa)
.add_render_graph_edges(
Core3d,
(
Node3d::EndMainPass,
Node3d::MotionBlur, // Running before TAA reduces edge artifacts and noise
Node3d::Taa,
Node3d::Bloom,
Node3d::Tonemapping,
),
);
}
fn finish(&self, app: &mut App) {
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<TaaPipeline>();
}
}
/// Component to apply temporal anti-aliasing to a 3D perspective camera.
///
/// Temporal anti-aliasing (TAA) is a form of image smoothing/filtering, like
/// multisample anti-aliasing (MSAA), or fast approximate anti-aliasing (FXAA).
/// TAA works by blending (averaging) each frame with the past few frames.
///
/// # Tradeoffs
///
/// Pros:
/// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels (specular aliasing)
/// * Cost scales with screen/view resolution, unlike MSAA which scales with number of triangles
/// * Greatly increases the quality of stochastic rendering techniques such as SSAO, certain shadow map sampling methods, etc
///
/// Cons:
/// * Chance of "ghosting" - ghostly trails left behind moving objects
/// * Thin geometry, lighting detail, or texture lines may flicker noisily or disappear
///
/// Because TAA blends past frames with the current frame, when the frames differ too much
/// (such as with fast moving objects or camera cuts), ghosting artifacts may occur.
///
/// Artifacts tend to be reduced at higher framerates and rendering resolution.
///
/// # Usage Notes
///
/// Any camera with this component must also disable [`Msaa`] by setting it to [`Msaa::Off`].
///
/// [Currently](https://github.com/bevyengine/bevy/issues/8423), TAA cannot be used with [`bevy_render::camera::OrthographicProjection`].
///
/// TAA also does not work well with alpha-blended meshes, as it requires depth writing to determine motion.
///
/// It is very important that correct motion vectors are written for everything on screen.
/// Failure to do so will lead to ghosting artifacts. For instance, if particle effects
/// are added using a third party library, the library must either:
///
/// 1. Write particle motion vectors to the motion vectors prepass texture
/// 2. Render particles after TAA
#[derive(Component, Reflect, Clone)]
#[reflect(Component, Default, Clone)]
#[require(TemporalJitter, MipBias, DepthPrepass, MotionVectorPrepass)]
#[doc(alias = "Taa")]
pub struct TemporalAntiAliasing {
/// Set to true to delete the saved temporal history (past frames).
///
/// Useful for preventing ghosting when the history is no longer
/// representative of the current frame, such as in sudden camera cuts.
///
/// After setting this to true, it will automatically be toggled
/// back to false at the end of the frame.
pub reset: bool,
}
impl Default for TemporalAntiAliasing {
fn default() -> Self {
Self { reset: true }
}
}
/// Render [`bevy_render::render_graph::Node`] used by temporal anti-aliasing.
#[derive(Default)]
pub struct TemporalAntiAliasNode;
impl ViewNode for TemporalAntiAliasNode {
type ViewQuery = (
&'static ExtractedCamera,
&'static ViewTarget,
&'static TemporalAntiAliasHistoryTextures,
&'static ViewPrepassTextures,
&'static TemporalAntiAliasPipelineId,
&'static Msaa,
);
fn run(
&self,
_graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(camera, view_target, taa_history_textures, prepass_textures, taa_pipeline_id, msaa): QueryItem<
Self::ViewQuery,
>,
world: &World,
) -> Result<(), NodeRunError> {
if *msaa != Msaa::Off {
warn!("Temporal anti-aliasing requires MSAA to be disabled");
return Ok(());
}
let (Some(pipelines), Some(pipeline_cache)) = (
world.get_resource::<TaaPipeline>(),
world.get_resource::<PipelineCache>(),
) else {
return Ok(());
};
let (Some(taa_pipeline), Some(prepass_motion_vectors_texture), Some(prepass_depth_texture)) = (
pipeline_cache.get_render_pipeline(taa_pipeline_id.0),
&prepass_textures.motion_vectors,
&prepass_textures.depth,
) else {
return Ok(());
};
let view_target = view_target.post_process_write();
let taa_bind_group = render_context.render_device().create_bind_group(
"taa_bind_group",
&pipelines.taa_bind_group_layout,
&BindGroupEntries::sequential((
view_target.source,
&taa_history_textures.read.default_view,
&prepass_motion_vectors_texture.texture.default_view,
&prepass_depth_texture.texture.default_view,
&pipelines.nearest_sampler,
&pipelines.linear_sampler,
)),
);
{
let mut taa_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("taa_pass"),
color_attachments: &[
Some(RenderPassColorAttachment {
view: view_target.destination,
resolve_target: None,
ops: Operations::default(),
}),
Some(RenderPassColorAttachment {
view: &taa_history_textures.write.default_view,
resolve_target: None,
ops: Operations::default(),
}),
],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
taa_pass.set_render_pipeline(taa_pipeline);
taa_pass.set_bind_group(0, &taa_bind_group, &[]);
if let Some(viewport) = camera.viewport.as_ref() {
taa_pass.set_camera_viewport(viewport);
}
taa_pass.draw(0..3, 0..1);
}
Ok(())
}
}
#[derive(Resource)]
struct TaaPipeline {
taa_bind_group_layout: BindGroupLayout,
nearest_sampler: Sampler,
linear_sampler: Sampler,
fullscreen_shader: FullscreenShader,
fragment_shader: Handle<Shader>,
}
impl FromWorld for TaaPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let nearest_sampler = render_device.create_sampler(&SamplerDescriptor {
label: Some("taa_nearest_sampler"),
mag_filter: FilterMode::Nearest,
min_filter: FilterMode::Nearest,
..SamplerDescriptor::default()
});
let linear_sampler = render_device.create_sampler(&SamplerDescriptor {
label: Some("taa_linear_sampler"),
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
..SamplerDescriptor::default()
});
let taa_bind_group_layout = render_device.create_bind_group_layout(
"taa_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
// View target (read)
texture_2d(TextureSampleType::Float { filterable: true }),
// TAA History (read)
texture_2d(TextureSampleType::Float { filterable: true }),
// Motion Vectors
texture_2d(TextureSampleType::Float { filterable: true }),
// Depth
texture_depth_2d(),
// Nearest sampler
sampler(SamplerBindingType::NonFiltering),
// Linear sampler
sampler(SamplerBindingType::Filtering),
),
),
);
TaaPipeline {
taa_bind_group_layout,
nearest_sampler,
linear_sampler,
fullscreen_shader: world.resource::<FullscreenShader>().clone(),
fragment_shader: load_embedded_asset!(world, "taa.wgsl"),
}
}
}
#[derive(PartialEq, Eq, Hash, Clone)]
struct TaaPipelineKey {
hdr: bool,
reset: bool,
}
impl SpecializedRenderPipeline for TaaPipeline {
type Key = TaaPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
let mut shader_defs = vec![];
let format = if key.hdr {
shader_defs.push("TONEMAP".into());
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
if key.reset {
shader_defs.push("RESET".into());
}
RenderPipelineDescriptor {
label: Some("taa_pipeline".into()),
layout: vec![self.taa_bind_group_layout.clone()],
vertex: self.fullscreen_shader.to_vertex_state(),
fragment: Some(FragmentState {
shader: self.fragment_shader.clone(),
shader_defs,
entry_point: "taa".into(),
targets: vec![
Some(ColorTargetState {
format,
blend: None,
write_mask: ColorWrites::ALL,
}),
Some(ColorTargetState {
format,
blend: None,
write_mask: ColorWrites::ALL,
}),
],
}),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
push_constant_ranges: Vec::new(),
zero_initialize_workgroup_memory: false,
}
}
}
fn extract_taa_settings(mut commands: Commands, mut main_world: ResMut<MainWorld>) {
let mut cameras_3d = main_world.query::<(
RenderEntity,
&Camera,
&Projection,
Option<&mut TemporalAntiAliasing>,
)>();
for (entity, camera, camera_projection, mut taa_settings) in
cameras_3d.iter_mut(&mut main_world)
{
let has_perspective_projection = matches!(camera_projection, Projection::Perspective(_));
let mut entity_commands = commands
.get_entity(entity)
.expect("Camera entity wasn't synced.");
if taa_settings.is_some() && camera.is_active && has_perspective_projection {
entity_commands.insert(taa_settings.as_deref().unwrap().clone());
taa_settings.as_mut().unwrap().reset = false;
} else {
entity_commands.remove::<(
TemporalAntiAliasing,
TemporalAntiAliasHistoryTextures,
TemporalAntiAliasPipelineId,
)>();
}
}
}
fn prepare_taa_jitter(
frame_count: Res<FrameCount>,
mut query: Query<
&mut TemporalJitter,
(
With<TemporalAntiAliasing>,
With<Camera3d>,
With<TemporalJitter>,
With<DepthPrepass>,
With<MotionVectorPrepass>,
),
>,
) {
// Halton sequence (2, 3) - 0.5
let halton_sequence = [
vec2(0.0, 0.0),
vec2(0.0, -0.16666666),
vec2(-0.25, 0.16666669),
vec2(0.25, -0.3888889),
vec2(-0.375, -0.055555552),
vec2(0.125, 0.2777778),
vec2(-0.125, -0.2777778),
vec2(0.375, 0.055555582),
];
let offset = halton_sequence[frame_count.0 as usize % halton_sequence.len()];
for mut jitter in &mut query {
jitter.offset = offset;
}
}
#[derive(Component)]
pub struct TemporalAntiAliasHistoryTextures {
write: CachedTexture,
read: CachedTexture,
}
fn prepare_taa_history_textures(
mut commands: Commands,
mut texture_cache: ResMut<TextureCache>,
render_device: Res<RenderDevice>,
frame_count: Res<FrameCount>,
views: Query<(Entity, &ExtractedCamera, &ExtractedView), With<TemporalAntiAliasing>>,
) {
for (entity, camera, view) in &views {
if let Some(physical_target_size) = camera.physical_target_size {
let mut texture_descriptor = TextureDescriptor {
label: None,
size: Extent3d {
depth_or_array_layers: 1,
width: physical_target_size.x,
height: physical_target_size.y,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: if view.hdr {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
usage: TextureUsages::TEXTURE_BINDING | TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
};
texture_descriptor.label = Some("taa_history_1_texture");
let history_1_texture = texture_cache.get(&render_device, texture_descriptor.clone());
texture_descriptor.label = Some("taa_history_2_texture");
let history_2_texture = texture_cache.get(&render_device, texture_descriptor);
let textures = if frame_count.0 % 2 == 0 {
TemporalAntiAliasHistoryTextures {
write: history_1_texture,
read: history_2_texture,
}
} else {
TemporalAntiAliasHistoryTextures {
write: history_2_texture,
read: history_1_texture,
}
};
commands.entity(entity).insert(textures);
}
}
}
#[derive(Component)]
pub struct TemporalAntiAliasPipelineId(CachedRenderPipelineId);
fn prepare_taa_pipelines(
mut commands: Commands,
pipeline_cache: Res<PipelineCache>,
mut pipelines: ResMut<SpecializedRenderPipelines<TaaPipeline>>,
pipeline: Res<TaaPipeline>,
views: Query<(Entity, &ExtractedView, &TemporalAntiAliasing)>,
) {
for (entity, view, taa_settings) in &views {
let mut pipeline_key = TaaPipelineKey {
hdr: view.hdr,
reset: taa_settings.reset,
};
let pipeline_id = pipelines.specialize(&pipeline_cache, &pipeline, pipeline_key.clone());
// Prepare non-reset pipeline anyways - it will be necessary next frame
if pipeline_key.reset {
pipeline_key.reset = false;
pipelines.specialize(&pipeline_cache, &pipeline, pipeline_key);
}
commands
.entity(entity)
.insert(TemporalAntiAliasPipelineId(pipeline_id));
}
}