How does the DownScale2x2 BasicPostProcess work in DirectX Tool Kit?

138 views Asked by At

I have a DirectX 12 desktop project on Windows 11 that implements post-processing using a combination of DXTK post-process effects.

The aim of the post-proc sequence is to end up with individual bloom and blur textures (along with a depth texture rendered in a depth pass) which are sampled in a 'big triangle' pixel shader to achieve a depth of field effect for the final backbuffer screen image.

The DXTK PostProcesses operate on the full-size (1920x1080) screen texture. Presently this isn't impacting performance (benchmarked at 60fps), but I imagine it could be an issue when I eventually want to support 4K resolutions in future, where full-size image post-processing could be expensive.

Since the recommended best practice is to operate on a scaled down copy of the source image, I hoped to achieve this by using half-size (i.e. quarter resolution) working textures with the DownScale_2x2 BasicPostProcess option. But after several attempts experimenting with the effect, only the top-left quarter of the original source image is being rendered to the downsized texture... not the full image as expected per the documentation:

DownScale_2x2: Downscales each 2x2 block of pixels to an average. This is intended to write to a render target that is half the size of the source texture in each dimension.

Other points of note:

  • scene geometry is first rendered to a _R16G16B16A16_FLOAT MSAA render target and resolved to single-sample 16fp target
  • postprocessing operates on resolved single-sample 16fp target (where only the intermediate 'Pass1' & 'Pass2' working render targets are set to half the backbuffer length & width)
  • final processed image is tonemapped to the _R10G10B10A2_UNORM swapchain backbuffer for presentation.

The following code snippets show how I'm implementing the DownScale_2x2 shader into my post-process. Hopefully it's enough to resolve the issue and I can update with more info if necessary.

Resource initialization under CreateDeviceDependentResources():

namespace GameConstants {
    constexpr DXGI_FORMAT BACKBUFFERFORMAT(DXGI_FORMAT_R10G10B10A2_UNORM); // back buffer to support hdr rendering
    constexpr DXGI_FORMAT HDRFORMAT(DXGI_FORMAT_R16G16B16A16_FLOAT); // format for hdr render targets
    constexpr DXGI_FORMAT DEPTHFORMAT(DXGI_FORMAT_D32_FLOAT); // format for render target depth buffer
    constexpr UINT MSAACOUNT(4u); // requested multisample count
}

...

    //
    // Render targets
    //

    mMsaaHelper = std::make_unique<MSAAHelper>(GameConstants::HDRFORMAT, GameConstants::DEPTHFORMAT, GameConstants::MSAACOUNT);
    mMsaaHelper->SetClearColor(GameConstants::CLEARCOLOR);
    
    mDistortionRenderTex = std::make_unique<RenderTexture>(GameConstants::BACKBUFFERFORMAT);
    mHdrRenderTex = std::make_unique<RenderTexture>(GameConstants::HDRFORMAT);
    mPass1RenderTex = std::make_unique<RenderTexture>(GameConstants::HDRFORMAT);
    mPass2RenderTex = std::make_unique<RenderTexture>(GameConstants::HDRFORMAT);
    mBloomRenderTex = std::make_unique<RenderTexture>(GameConstants::HDRFORMAT);
    mBlurRenderTex = std::make_unique<RenderTexture>(GameConstants::HDRFORMAT);
    
    mDistortionRenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    mHdrRenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    mPass1RenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    mPass2RenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    mBloomRenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    mBlurRenderTex->SetClearColor(GameConstants::CLEARCOLOR);
    
    mMsaaHelper->SetDevice(device); // Set the MSAA device. Note this updates GetSampleCount.
    
    mDistortionRenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::DistortionMaskSRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::DistortionMaskRTV));
    
    mHdrRenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::HdrSRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::HdrRTV));
    
    mPass1RenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::Pass1SRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::Pass1RTV));
    
    mPass2RenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::Pass2SRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::Pass2RTV));
    
    mBloomRenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::BloomSRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::BloomRTV));
    
    mBlurRenderTex->SetDevice(device,
        mPostProcSrvDescHeap->GetCpuHandle(SRV_PostProcDescriptors::BlurSRV),
        mRtvDescHeap->GetCpuHandle(RTV_Descriptors::BlurRTV));

...

    RenderTargetState ppState(GameConstants::HDRFORMAT, DXGI_FORMAT_UNKNOWN); // 2d postproc rendering

...

    // Set other postprocessing effects

    mBloomExtract = std::make_unique<BasicPostProcess>(device, ppState, BasicPostProcess::BloomExtract);
    mBloomPass = std::make_unique<BasicPostProcess>(device, ppState, BasicPostProcess::BloomBlur);
    mBloomCombine = std::make_unique<DualPostProcess>(device, ppState, DualPostProcess::BloomCombine);
    mGaussBlurPass = std::make_unique<BasicPostProcess>(device, ppState, BasicPostProcess::GaussianBlur_5x5);
    mDownScalePass = std::make_unique<BasicPostProcess>(device, ppState, BasicPostProcess::DownScale_2x2);

Resource resizing under CreateWindowSizeDependentResources():

    // Get current backbuffer dimensions
    CD3DX12_RECT outputRect(mDeviceResources->GetOutputSize());

    // Determine the render target size in pixels
    mBackbufferSize.x = std::max<UINT>(outputRect.right - outputRect.left, 1u);
    mBackbufferSize.y = std::max<UINT>(outputRect.bottom - outputRect.top, 1u);

...

    mMsaaHelper->SetWindow(outputRect);

    XMUINT2 halfSize(mBackbufferSize.x / 2u, mBackbufferSize.y / 2u);

    mBloomRenderTex->SetWindow(outputRect);
    mBlurRenderTex->SetWindow(outputRect);
    mDistortionRenderTex->SetWindow(outputRect);
    mHdrRenderTex->SetWindow(outputRect);
    mPass1RenderTex->SizeResources(halfSize.x, halfSize.y);
    mPass2RenderTex->SizeResources(halfSize.x, halfSize.y);

Post-processing implementation:

mMsaaHelper->Prepare(commandList);
Clear(commandList);

// Render 3d scene

mMsaaHelper->Resolve(commandList, mHdrRenderTex->GetResource(),
    D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RENDER_TARGET);

//
// Postprocessing
//

// Set texture descriptor heap in prep for postprocessing if necessary.
// Unbind dsv for postprocess textures and sprites.

ID3D12DescriptorHeap* postProcHeap[] = { mPostProcSrvDescHeap->Heap() };
commandList->SetDescriptorHeaps(UINT(std::size(postProcHeap)), postProcHeap);

// downscale pass

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDownScaleDescriptor(mRtvDescHeap->GetCpuHandle(RTV_Descriptors::Pass1RTV));
commandList->OMSetRenderTargets(1u, &rtvDownScaleDescriptor, FALSE, nullptr);

mPass1RenderTex->BeginScene(commandList);  // transition to render target state
mDownScalePass->SetSourceTexture(mPostProcSrvDescHeap->GetGpuHandle(SRV_PostProcDescriptors::HdrSRV), mHdrRenderTex->GetResource());
mDownScalePass->Process(commandList);
mPass1RenderTex->EndScene(commandList); // transition to pixel shader resource state

// blur horizontal pass

commandList->OMSetRenderTargets(1u, &rtvPass2Descriptor, FALSE, nullptr);

mPass2RenderTex->BeginScene(commandList); // transition to render target state
mGaussBlurPass->SetSourceTexture(mPostProcSrvDescHeap->GetGpuHandle(SRV_PostProcDescriptors::Pass1SRV), mPass1RenderTex->GetResource());
//mGaussBlurPass->SetSourceTexture(mPostProcSrvDescHeap->GetGpuHandle(SRV_PostProcDescriptors::HdrSRV), mHdrRenderTex->GetResource());
mGaussBlurPass->SetGaussianParameter(1.f);
mGaussBlurPass->SetBloomBlurParameters(TRUE, 4.f, 1.f); // horizontal blur
mGaussBlurPass->Process(commandList);
mPass2RenderTex->EndScene(commandList); // transition to pixel shader resource

// blur vertical pass

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvBlurDescriptor(mRtvDescHeap->GetCpuHandle(RTV_Descriptors::BlurRTV));
commandList->OMSetRenderTargets(1u, &rtvBlurDescriptor, FALSE, nullptr);

mBlurRenderTex->BeginScene(commandList); // transition to render target state
mGaussBlurPass->SetSourceTexture(mPostProcSrvDescHeap->GetGpuHandle(SRV_PostProcDescriptors::Pass2SRV), mPass2RenderTex->GetResource());
mGaussBlurPass->SetBloomBlurParameters(FALSE, 4.f, 1.f); // vertical blur
mGaussBlurPass->Process(commandList);
mBlurRenderTex->EndScene(commandList); // transition to pixel shader resource

// render the final image to hdr texture

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHdrDescriptor(mRtvDescHeap->GetCpuHandle(RTV_Descriptors::HdrRTV));
commandList->OMSetRenderTargets(1u, &rtvHdrDescriptor, FALSE, nullptr);

//mHdrRenderTex->BeginScene(commandList); // transition to render target state

commandList->SetGraphicsRootSignature(mRootSig.Get()); // bind root signature
commandList->SetPipelineState(mPsoDepthOfField.Get()); // set PSO

...

commandList->SetGraphicsRootConstantBufferView(RootParameterIndex::PSDofCB, psDofCB.GpuAddress());
commandList->SetGraphicsRootDescriptorTable(RootParameterIndex::PostProcDT, mPostProcSrvDescHeap->GetFirstGpuHandle());

// use the big triangle optimization to draw a fullscreen quad

commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->DrawInstanced(3u, 1u, 0u, 0u);

...

PIXBeginEvent(commandList, PIX_COLOR_DEFAULT, L"Tone Map");
// Set swapchain backbuffer as the tonemapping render target and unbind depth/stencil for sprites (UI)

CD3DX12_CPU_DESCRIPTOR_HANDLE rtvDescriptor(mDeviceResources->GetRenderTargetView());
commandList->OMSetRenderTargets(1u, &rtvDescriptor, FALSE, nullptr);

CD3DX12_GPU_DESCRIPTOR_HANDLE postProcTexture(mPostProcSrvDescHeap->GetGpuHandle(SRV_PostProcDescriptors::HdrSRV));
ApplyToneMapping(commandList, postProcTexture);

Vertex shader:

/*

    We use the 'big triangle' optimization that only requires three vertices to completely
    cover the full screen area.

    v0    v1        ID    NDC     UV
    *____*          --  -------  ----
    | | /           0   (-1,+1)  (0,0)
    |_|/            1   (+3,+1)  (2,0)
    | /             2   (-1,-3)  (0,2)
    |/
    *
    v2

*/

TexCoordVertexOut VS(uint id : SV_VertexID)
{
    TexCoordVertexOut vout;

    vout.texCoord = float2((id << 1u) & 2u, id & 2u);

    // See Luna p.687
    float x =  vout.texCoord.x * 2.f - 1.f;
    float y = -vout.texCoord.y * 2.f + 1.f;

    // Procedurally generate each NDC vertex.
    // The big triangle produces a quad covering the screen in NDC space.
    vout.posH = float4(x, y, 0.f, 1.f);

    // Transform quad corners to view space near plane.
    float4 ph = mul(vout.posH, InvProj);
    vout.posV = ph.xyz / ph.w;

    return vout;
}

Pixel shader:

float4 PS(TexCoordVertexOut pin) : SV_TARGET
//float4 PS(float2 texCoord : TEXCOORD0) : SV_TARGET
{

...

    // Get downscale texture sample
    float3 colorDownScale = Pass1Tex.Sample(PointSampler, pin.texCoord).rgb;

...

    return float4(colorDownScale, 1.f); // only top-quarter of source input is rendered!
    //return float4(colorOutput, 1.f);
    //return float4(distortCoords, 0.f, 1.f);
    //return float4(colorHDR, 1.f);
    //return float4(colorBlurred, 1.f);
    //return float4(colorBloom, 1.f);
    //return float4((p.z * 0.01f).rrr, 1.f); // multiply by a contrast factor
}
1

There are 1 answers

5
Chuck Walbourn On BEST ANSWER

The PostProcess class uses a 'full-screen quad' rendering model. Since we can rely on Direct3D 10.0 or later class hardware, it makes use of the 'self-generating quad' model to avoid the need for a VB.

As such, the self-generating quad is going to be positioned wherever you have the viewport set. The scissors settings are also needed since it uses the "big-triangle" optimization to avoid having a diagonal seam across the image IF you have the viewport positioned anywhere except the full render target.

I have this detail in the Writing custom shaders tutorial, but I forgot to replicate it in the PostProcess docs on the wiki.

TL;DR: When you go to render to the smaller render target, use:

auto vp = m_deviceResources->GetScreenViewport();

Viewport halfvp(vp);
halfvp.height /= 2.f;
halfvp.width /= 2.f;
commandList->RSSetViewports(1, halfvp.Get12());

Then when we switch back to your full-size rendertarget, use:

commandList->RSSetViewports(1, &vp);

Updated the wiki page.