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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessMobile.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMobile.cpp: Uber post for mobile implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "SceneRendering.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessMobile.h"
#include "PostProcessing.h"
#include "PostProcessHistogram.h"
#include "PostProcessEyeAdaptation.h"
#include "SceneUtils.h"
static EPixelFormat GetHDRPixelFormat()
{
// PF_B8G8R8A8 instead of floats for 32bpp hdr encoding.
return IsMobileHDR32bpp() ? PF_B8G8R8A8 : PF_FloatRGBA;
}
//
// BLOOM SETUP
//
class FPostProcessBloomSetupVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomSetupVS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
/** Default constructor. */
FPostProcessBloomSetupVS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
/** Initialization constructor. */
FPostProcessBloomSetupVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
template <uint32 UseSunDof> // 0=none, 1=dof, 2=sun, 3=sun&dof, 4=msaa
class FPostProcessBloomSetupPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomSetupPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
//Need to hack in exposure scale for < SM5
OutEnvironment.SetDefine(TEXT("NO_EYEADAPTATION_EXPOSURE_FIX"), 1);
OutEnvironment.SetDefine(TEXT("ES2_USE_MSAA"), (UseSunDof & 4) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), (UseSunDof & 2) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_DOF"), (UseSunDof & 1) ? (uint32)1 : (uint32)0);
}
FPostProcessBloomSetupPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter BloomThreshold;
/** Initialization constructor. */
FPostProcessBloomSetupPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
BloomThreshold.Bind(Initializer.ParameterMap, TEXT("BloomThreshold"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
float ExposureScale = FRCPassPostProcessEyeAdaptation::ComputeExposureScaleValue(Context.View);
FVector4 BloomThresholdValue(Settings.BloomThreshold, 0, 0, ExposureScale);
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomThreshold, BloomThresholdValue);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << BloomThreshold;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomSetupVS_ES2,TEXT("PostProcessMobile"),TEXT("BloomVS_ES2"),SF_Vertex);
typedef FPostProcessBloomSetupPS_ES2<0> FPostProcessBloomSetupPS_ES2_0;
typedef FPostProcessBloomSetupPS_ES2<1> FPostProcessBloomSetupPS_ES2_1;
typedef FPostProcessBloomSetupPS_ES2<2> FPostProcessBloomSetupPS_ES2_2;
typedef FPostProcessBloomSetupPS_ES2<3> FPostProcessBloomSetupPS_ES2_3;
typedef FPostProcessBloomSetupPS_ES2<4> FPostProcessBloomSetupPS_ES2_4;
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessBloomSetupPS_ES2_0,TEXT("PostProcessMobile"),TEXT("BloomPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessBloomSetupPS_ES2_1,TEXT("PostProcessMobile"),TEXT("BloomPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessBloomSetupPS_ES2_2,TEXT("PostProcessMobile"),TEXT("BloomPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessBloomSetupPS_ES2_3,TEXT("PostProcessMobile"),TEXT("BloomPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessBloomSetupPS_ES2_4,TEXT("PostProcessMobile"),TEXT("BloomPS_ES2"),SF_Pixel);
template <uint32 UseSunDof>
static void BloomSetup_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessBloomSetupVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessBloomSetupPS_ES2<UseSunDof> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessBloomSetupES2::SetShader(const FRenderingCompositePassContext& Context)
{
const FSceneView& View = Context.View;
uint32 UseSun = Context.View.bLightShaftUse ? 1 : 0;
uint32 UseDof = (Context.View.FinalPostProcessSettings.DepthOfFieldScale > 0.0f) ? 1 : 0;
uint32 UseSunDof = (UseSun << 1) + UseDof;
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
UseSunDof += (GSupportsShaderFramebufferFetch && (ShaderPlatform == SP_METAL || IsVulkanMobilePlatform(ShaderPlatform))) ? (CVarMobileMSAA ? (CVarMobileMSAA->GetValueOnRenderThread() > 1 ? 4 : 0) : 0) : 0;
switch(UseSunDof)
{
case 0: BloomSetup_SetShader<0>(Context); break;
case 1: BloomSetup_SetShader<1>(Context); break;
case 2: BloomSetup_SetShader<2>(Context); break;
case 3: BloomSetup_SetShader<3>(Context); break;
case 4: BloomSetup_SetShader<4>(Context); break;
}
}
void FRCPassPostProcessBloomSetupES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessBloomSetup);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
FIntPoint PrePostSourceViewportSize = PrePostSourceViewportRect.Size();
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
FIntPoint DstSize = PrePostSourceViewportSize / 4;
FIntPoint SrcSize;
FIntRect SrcRect;
if(bUseViewRectSource)
{
// Mobile with framebuffer fetch uses view rect as source.
const FSceneView& View = Context.View;
SrcSize = InputDesc->Extent;
// uint32 ScaleFactor = View.ViewRect.Width() / SrcSize.X;
// SrcRect = View.ViewRect / ScaleFactor;
// TODO: This won't work with scaled views.
SrcRect = PrePostSourceViewportRect;
}
else
{
// Otherwise using exact size texture.
SrcSize = DstSize;
SrcRect = DstRect;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
SetShader(Context);
TShaderMapRef<FPostProcessBloomSetupVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBloomSetupES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportRect.Width() / 4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportRect.Height() / 4);
Ret.DebugName = TEXT("BloomSetup");
return Ret;
}
//
// BLOOM SETUP SMALL (BLOOM)
//
class FPostProcessBloomSetupSmallVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomSetupSmallVS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
/** Default constructor. */
FPostProcessBloomSetupSmallVS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
/** Initialization constructor. */
FPostProcessBloomSetupSmallVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
class FPostProcessBloomSetupSmallPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomSetupSmallPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessBloomSetupSmallPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter BloomThreshold;
/** Initialization constructor. */
FPostProcessBloomSetupSmallPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
BloomThreshold.Bind(Initializer.ParameterMap, TEXT("BloomThreshold"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
float ExposureScale = FRCPassPostProcessEyeAdaptation::ComputeExposureScaleValue(Context.View);
FVector4 BloomThresholdValue(Settings.BloomThreshold, 0, 0, ExposureScale);
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomThreshold, BloomThresholdValue);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << BloomThreshold;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomSetupSmallVS_ES2,TEXT("PostProcessMobile"),TEXT("BloomSmallVS_ES2"),SF_Vertex);
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomSetupSmallPS_ES2,TEXT("PostProcessMobile"),TEXT("BloomSmallPS_ES2"),SF_Pixel);
void FRCPassPostProcessBloomSetupSmallES2::SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessBloomSetupSmallVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessBloomSetupSmallPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessBloomSetupSmallES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessBloomSetupSmall);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
FIntPoint DstSize = PrePostSourceViewportSize / 4;
FIntPoint SrcSize;
FIntRect SrcRect;
if(bUseViewRectSource)
{
// Mobile with framebuffer fetch uses view rect as source.
const FSceneView& View = Context.View;
SrcSize = InputDesc->Extent;
// uint32 ScaleFactor = View.ViewRect.Width() / SrcSize.X;
// SrcRect = View.ViewRect / ScaleFactor;
// TODO: This won't work with scaled views.
SrcRect = View.ViewRect;
}
else
{
// Otherwise using exact size texture.
SrcSize = DstSize;
SrcRect = DstRect;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
SetShader(Context);
TShaderMapRef<FPostProcessBloomSetupSmallVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBloomSetupSmallES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("BloomSetupSmall");
return Ret;
}
//
// BLOOM DOWNSAMPLE
//
class FPostProcessBloomDownPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomDownPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessBloomDownPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessBloomDownPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomDownPS_ES2,TEXT("PostProcessMobile"),TEXT("BloomDownPS_ES2"),SF_Pixel);
class FPostProcessBloomDownVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomDownVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessBloomDownVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter BloomDownScale;
FPostProcessBloomDownVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
BloomDownScale.Bind(Initializer.ParameterMap, TEXT("BloomDownScale"));
}
void SetVS(const FRenderingCompositePassContext& Context, float InScale)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomDownScale, InScale);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << BloomDownScale;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomDownVS_ES2,TEXT("PostProcessMobile"),TEXT("BloomDownVS_ES2"),SF_Vertex);
void FRCPassPostProcessBloomDownES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessBloomDown);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/2);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/2);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessBloomDownVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessBloomDownPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context, Scale);
PixelShader->SetPS(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize/2;
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBloomDownES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/2);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/2);
Ret.DebugName = TEXT("BloomDown");
return Ret;
}
//
// BLOOM UPSAMPLE
//
class FPostProcessBloomUpPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomUpPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessBloomUpPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter TintA;
FShaderParameter TintB;
FPostProcessBloomUpPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
TintA.Bind(Initializer.ParameterMap, TEXT("BloomTintA"));
TintB.Bind(Initializer.ParameterMap, TEXT("BloomTintB"));
}
void SetPS(const FRenderingCompositePassContext& Context, FVector4& InTintA, FVector4& InTintB)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, TintA, InTintA);
SetShaderValue(Context.RHICmdList, ShaderRHI, TintB, InTintB);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << TintA << TintB;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomUpPS_ES2,TEXT("PostProcessMobile"),TEXT("BloomUpPS_ES2"),SF_Pixel);
class FPostProcessBloomUpVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBloomUpVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessBloomUpVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter BloomUpScales;
FPostProcessBloomUpVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
BloomUpScales.Bind(Initializer.ParameterMap, TEXT("BloomUpScales"));
}
void SetVS(const FRenderingCompositePassContext& Context, FVector2D InScale)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomUpScales, InScale);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << BloomUpScales;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBloomUpVS_ES2,TEXT("PostProcessMobile"),TEXT("BloomUpVS_ES2"),SF_Vertex);
void FRCPassPostProcessBloomUpES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessBloomUp);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessBloomUpVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessBloomUpPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
// The 1/8 factor is because bloom is using 8 taps in the filter.
VertexShader->SetVS(Context, FVector2D(ScaleAB.X, ScaleAB.Y));
FVector4 TintAScaled = TintA * (1.0f/8.0f);
FVector4 TintBScaled = TintB * (1.0f/8.0f);
PixelShader->SetPS(Context, TintAScaled, TintBScaled);
FIntPoint SrcDstSize = PrePostSourceViewportSize;
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBloomUpES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y);
Ret.DebugName = TEXT("BloomUp");
return Ret;
}
//
// SUN MASK
//
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
template <uint32 UseFetchSunDof, bool bUseDepthTexture> // 0=none, 1=dof, 2=sun, 3=sun&dof, {4,5,6,7}=ES2_USE_FETCH, 8=MSAA-pre-resolve
class FPostProcessSunMaskPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMaskPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
OutEnvironment.SetDefine(TEXT("ES2_USE_DEPTHTEXTURE"), bUseDepthTexture ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_MSAA"), (UseFetchSunDof & 8) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_FETCH"), (UseFetchSunDof & 4) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), (UseFetchSunDof & 2) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_DOF"), (UseFetchSunDof & 1) ? (uint32)1 : (uint32)0);
}
FPostProcessSunMaskPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter SunColorApertureDiv2Parameter;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
FDeferredPixelShaderParameters DeferredParameters;
FPostProcessSunMaskPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SunColorApertureDiv2Parameter.Bind(Initializer.ParameterMap, TEXT("SunColorApertureDiv2"));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
DeferredParameters.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
FVector4 SunColorApertureDiv2;
SunColorApertureDiv2.X = Context.View.LightShaftColorMask.R;
SunColorApertureDiv2.Y = Context.View.LightShaftColorMask.G;
SunColorApertureDiv2.Z = Context.View.LightShaftColorMask.B;
SunColorApertureDiv2.W = Context.View.FinalPostProcessSettings.DepthOfFieldScale * 0.5f;
SetShaderValue(Context.RHICmdList, ShaderRHI, SunColorApertureDiv2Parameter, SunColorApertureDiv2);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Ar << PostprocessParameter << SunColorApertureDiv2Parameter << DeferredParameters;
return bShaderHasOutdatedParameters;
}
};
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
// #define avoids a lot of code duplication
#define SUNMASK_PS_ES2(A) typedef FPostProcessSunMaskPS_ES2<A,true> FPostProcessSunMaskPS_ES2_DEPTH_##A; \
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMaskPS_ES2_DEPTH_##A,TEXT("PostProcessMobile"),TEXT("SunMaskPS_ES2"), SF_Pixel); \
typedef FPostProcessSunMaskPS_ES2<A,false> FPostProcessSunMaskPS_ES2_##A; \
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMaskPS_ES2_##A,TEXT("PostProcessMobile"),TEXT("SunMaskPS_ES2"), SF_Pixel);
SUNMASK_PS_ES2(0) SUNMASK_PS_ES2(1) SUNMASK_PS_ES2(2) SUNMASK_PS_ES2(3) SUNMASK_PS_ES2(4)
SUNMASK_PS_ES2(5) SUNMASK_PS_ES2(6) SUNMASK_PS_ES2(7) SUNMASK_PS_ES2(8)
#undef SUNMASK_PS_ES2
class FPostProcessSunMaskVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMaskVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunMaskVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunMaskVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunMaskVS_ES2,TEXT("PostProcessMobile"),TEXT("SunMaskVS_ES2"),SF_Vertex);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
template <uint32 UseFetchSunDof, bool bUseDepthTexture>
static void SunMask_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessSunMaskVS_ES2> VertexShader(Context.GetShaderMap());
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
TShaderMapRef<FPostProcessSunMaskPS_ES2<UseFetchSunDof, bUseDepthTexture> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
template <bool bUseDepthTexture>
void FRCPassPostProcessSunMaskES2::SetShader(const FRenderingCompositePassContext& Context)
{
const FSceneView& View = Context.View;
uint32 UseSun = Context.View.bLightShaftUse ? 1 : 0;
uint32 UseDof = (Context.View.FinalPostProcessSettings.DepthOfFieldScale > 0.0f) ? 1 : 0;
uint32 UseFetch = GSupportsShaderFramebufferFetch ? 1 : 0;
uint32 UseFetchSunDof = (UseFetch << 2) + (UseSun << 1) + UseDof;
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
const EShaderPlatform ShaderPlatform = Context.GetShaderPlatform();
if ((GSupportsShaderFramebufferFetch && (ShaderPlatform == SP_METAL || IsVulkanMobilePlatform(ShaderPlatform))) && (CVarMobileMSAA ? CVarMobileMSAA->GetValueOnAnyThread() > 1 : false))
{
UseFetchSunDof = 8;
}
switch(UseFetchSunDof)
{
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
case 0: SunMask_SetShader<0, bUseDepthTexture>(Context); break;
case 1: SunMask_SetShader<1, bUseDepthTexture>(Context); break;
case 2: SunMask_SetShader<2, bUseDepthTexture>(Context); break;
case 3: SunMask_SetShader<3, bUseDepthTexture>(Context); break;
case 4: SunMask_SetShader<4, bUseDepthTexture>(Context); break;
case 5: SunMask_SetShader<5, bUseDepthTexture>(Context); break;
case 6: SunMask_SetShader<6, bUseDepthTexture>(Context); break;
case 7: SunMask_SetShader<7, bUseDepthTexture>(Context); break;
case 8: SunMask_SetShader<8, bUseDepthTexture>(Context); break;
}
}
void FRCPassPostProcessSunMaskES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunMask);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
FIntPoint DstSize = PrePostSourceViewportSize;
FIntPoint SrcSize;
FIntRect SrcRect;
const FSceneView& View = Context.View;
TShaderMapRef<FPostProcessSunMaskVS_ES2> VertexShader(Context.GetShaderMap());
if(bOnChip)
{
SrcSize = DstSize;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
//SrcRect = DstRect;
SrcRect = View.ViewRect;
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (InputDesc != NULL && InputDesc->Format == PF_FloatR11G11B10)
{
SetShader<true>(Context);
}
else
{
SetShader<false>(Context);
}
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
}
else
{
SrcSize = InputDesc->Extent;
// uint32 ScaleFactor = View.ViewRect.Width() / SrcSize.X;
// SrcRect = View.ViewRect / ScaleFactor;
// TODO: This won't work with scaled views.
SrcRect = View.ViewRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorAndDepth);
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
if (InputDesc != NULL && InputDesc->Format == PF_FloatR11G11B10)
{
SetShader<true>(Context);
}
else
{
SetShader<false>(Context);
}
DrawRectangle(
Context.RHICmdList,
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
}
FPooledRenderTargetDesc FRCPassPostProcessSunMaskES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y);
Ret.DebugName = TEXT("SunMask");
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
return Ret;
}
//
// SUN ALPHA
//
template<uint32 UseDof>
class FPostProcessSunAlphaPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunAlphaPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ES2_USE_DOF"), UseDof ? (uint32)1 : (uint32)0);
}
FPostProcessSunAlphaPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunAlphaPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
typedef FPostProcessSunAlphaPS_ES2<0> FPostProcessSunAlphaPS_ES2_0;
typedef FPostProcessSunAlphaPS_ES2<1> FPostProcessSunAlphaPS_ES2_1;
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunAlphaPS_ES2_0,TEXT("PostProcessMobile"),TEXT("SunAlphaPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunAlphaPS_ES2_1,TEXT("PostProcessMobile"),TEXT("SunAlphaPS_ES2"),SF_Pixel);
class FPostProcessSunAlphaVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunAlphaVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunAlphaVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter LightShaftCenter;
FPostProcessSunAlphaVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LightShaftCenter.Bind(Initializer.ParameterMap, TEXT("LightShaftCenter"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, LightShaftCenter, Context.View.LightShaftCenter);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << LightShaftCenter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunAlphaVS_ES2,TEXT("PostProcessMobile"),TEXT("SunAlphaVS_ES2"),SF_Vertex);
template <uint32 UseDof>
static void SunAlpha_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessSunAlphaVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSunAlphaPS_ES2<UseDof> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessSunAlphaES2::SetShader(const FRenderingCompositePassContext& Context)
{
if(Context.View.FinalPostProcessSettings.DepthOfFieldScale > 0.0f)
{
SunAlpha_SetShader<1>(Context);
}
else
{
SunAlpha_SetShader<0>(Context);
}
}
void FRCPassPostProcessSunAlphaES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunAlpha);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
TShaderMapRef<FPostProcessSunAlphaVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessSunAlphaES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
// Only need one 8-bit channel as output (but mobile hardware often doesn't support that as a render target format).
// Highlight compression (tonemapping) was used to keep this in 8-bit.
Ret.Format = PF_B8G8R8A8;
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("SunAlpha");
return Ret;
}
//
// SUN BLUR
//
class FPostProcessSunBlurPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunBlurPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessSunBlurPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunBlurPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunBlurPS_ES2,TEXT("PostProcessMobile"),TEXT("SunBlurPS_ES2"),SF_Pixel);
class FPostProcessSunBlurVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunBlurVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunBlurVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter LightShaftCenter;
FPostProcessSunBlurVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LightShaftCenter.Bind(Initializer.ParameterMap, TEXT("LightShaftCenter"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, LightShaftCenter, Context.View.LightShaftCenter);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << LightShaftCenter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunBlurVS_ES2,TEXT("PostProcessMobile"),TEXT("SunBlurVS_ES2"),SF_Vertex);
void FRCPassPostProcessSunBlurES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunBlur);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
TShaderMapRef<FPostProcessSunBlurVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSunBlurPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessSunBlurES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
// Only need one 8-bit channel as output (but mobile hardware often doesn't support that as a render target format).
// Highlight compression (tonemapping) was used to keep this in 8-bit.
Ret.Format = PF_B8G8R8A8;
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("SunBlur");
return Ret;
}
//
// SUN MERGE
//
template <uint32 UseSunBloom>
class FPostProcessSunMergePS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMergePS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ES2_USE_BLOOM"), (UseSunBloom & 1) ? (uint32)1 : (uint32)0);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), (UseSunBloom >> 1) ? (uint32)1 : (uint32)0);
}
FPostProcessSunMergePS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter SunColorVignetteIntensity;
FShaderParameter VignetteColor;
FShaderParameter BloomColor;
FPostProcessSunMergePS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SunColorVignetteIntensity.Bind(Initializer.ParameterMap, TEXT("SunColorVignetteIntensity"));
VignetteColor.Bind(Initializer.ParameterMap, TEXT("VignetteColor"));
BloomColor.Bind(Initializer.ParameterMap, TEXT("BloomColor"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
FVector4 SunColorVignetteIntensityParam;
SunColorVignetteIntensityParam.X = Context.View.LightShaftColorApply.R;
SunColorVignetteIntensityParam.Y = Context.View.LightShaftColorApply.G;
SunColorVignetteIntensityParam.Z = Context.View.LightShaftColorApply.B;
SunColorVignetteIntensityParam.W = Settings.VignetteIntensity;
SetShaderValue(Context.RHICmdList, ShaderRHI, SunColorVignetteIntensity, SunColorVignetteIntensityParam);
// Scaling Bloom1 by extra factor to match filter area difference between PC default and mobile.
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomColor, Context.View.FinalPostProcessSettings.Bloom1Tint * Context.View.FinalPostProcessSettings.BloomIntensity * 0.5);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SunColorVignetteIntensity << BloomColor;
return bShaderHasOutdatedParameters;
}
};
typedef FPostProcessSunMergePS_ES2<0> FPostProcessSunMergePS_ES2_0;
typedef FPostProcessSunMergePS_ES2<1> FPostProcessSunMergePS_ES2_1;
typedef FPostProcessSunMergePS_ES2<2> FPostProcessSunMergePS_ES2_2;
typedef FPostProcessSunMergePS_ES2<3> FPostProcessSunMergePS_ES2_3;
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMergePS_ES2_0,TEXT("PostProcessMobile"),TEXT("SunMergePS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMergePS_ES2_1,TEXT("PostProcessMobile"),TEXT("SunMergePS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMergePS_ES2_2,TEXT("PostProcessMobile"),TEXT("SunMergePS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessSunMergePS_ES2_3,TEXT("PostProcessMobile"),TEXT("SunMergePS_ES2"),SF_Pixel);
class FPostProcessSunMergeVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMergeVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunMergeVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter LightShaftCenter;
FPostProcessSunMergeVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LightShaftCenter.Bind(Initializer.ParameterMap, TEXT("LightShaftCenter"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, LightShaftCenter, Context.View.LightShaftCenter);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << LightShaftCenter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunMergeVS_ES2,TEXT("PostProcessMobile"),TEXT("SunMergeVS_ES2"),SF_Vertex);
template <uint32 UseSunBloom>
FShader* SunMerge_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessSunMergeVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSunMergePS_ES2<UseSunBloom> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
return *VertexShader;
}
FShader* FRCPassPostProcessSunMergeES2::SetShader(const FRenderingCompositePassContext& Context)
{
const FSceneView& View = Context.View;
uint32 UseBloom = (View.FinalPostProcessSettings.BloomIntensity > 0.0f) ? 1 : 0;
uint32 UseSun = Context.View.bLightShaftUse ? 1 : 0;
uint32 UseSunBloom = UseBloom + (UseSun<<1);
switch(UseSunBloom)
{
case 0: return SunMerge_SetShader<0>(Context);
case 1: return SunMerge_SetShader<1>(Context);
case 2: return SunMerge_SetShader<2>(Context);
case 3: return SunMerge_SetShader<3>(Context);
}
check(false);
return NULL;
}
void FRCPassPostProcessSunMergeES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunMerge);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
FShader* VertexShader = SetShader(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// Double buffer sun+bloom+vignette composite.
if(Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA)
{
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(ViewState)
{
ViewState->MobileAaBloomSunVignette0 = PassOutputs[0].PooledRenderTarget;
}
}
}
FPooledRenderTargetDesc FRCPassPostProcessSunMergeES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
// This might not have a valid input texture.
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("SunMerge");
return Ret;
}
//
// SUN MERGE SMALL (BLOOM)
//
class FPostProcessSunMergeSmallPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMergeSmallPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessSunMergeSmallPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter SunColorVignetteIntensity;
FShaderParameter VignetteColor;
FShaderParameter BloomColor;
FShaderParameter BloomColor2;
FPostProcessSunMergeSmallPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SunColorVignetteIntensity.Bind(Initializer.ParameterMap, TEXT("SunColorVignetteIntensity"));
VignetteColor.Bind(Initializer.ParameterMap, TEXT("VignetteColor"));
BloomColor.Bind(Initializer.ParameterMap, TEXT("BloomColor"));
BloomColor2.Bind(Initializer.ParameterMap, TEXT("BloomColor2"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
FVector4 SunColorVignetteIntensityParam;
SunColorVignetteIntensityParam.X = Context.View.LightShaftColorApply.R;
SunColorVignetteIntensityParam.Y = Context.View.LightShaftColorApply.G;
SunColorVignetteIntensityParam.Z = Context.View.LightShaftColorApply.B;
SunColorVignetteIntensityParam.W = Settings.VignetteIntensity;
SetShaderValue(Context.RHICmdList, ShaderRHI, SunColorVignetteIntensity, SunColorVignetteIntensityParam);
// Scaling Bloom1 by extra factor to match filter area difference between PC default and mobile.
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomColor, Context.View.FinalPostProcessSettings.Bloom1Tint * Context.View.FinalPostProcessSettings.BloomIntensity * 0.5);
SetShaderValue(Context.RHICmdList, ShaderRHI, BloomColor2, Context.View.FinalPostProcessSettings.Bloom2Tint * Context.View.FinalPostProcessSettings.BloomIntensity);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SunColorVignetteIntensity << BloomColor << BloomColor2;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunMergeSmallPS_ES2,TEXT("PostProcessMobile"),TEXT("SunMergeSmallPS_ES2"),SF_Pixel);
class FPostProcessSunMergeSmallVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunMergeSmallVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunMergeSmallVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunMergeSmallVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunMergeSmallVS_ES2,TEXT("PostProcessMobile"),TEXT("SunMergeSmallVS_ES2"),SF_Vertex);
void FRCPassPostProcessSunMergeSmallES2::SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessSunMergeSmallVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSunMergeSmallPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessSunMergeSmallES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunMergeSmall);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
TShaderMapRef<FPostProcessSunMergeSmallVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// Double buffer sun+bloom+vignette composite.
if (Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA)
{
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(ViewState)
{
ViewState->MobileAaBloomSunVignette0 = PassOutputs[0].PooledRenderTarget;
}
}
}
FPooledRenderTargetDesc FRCPassPostProcessSunMergeSmallES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
// This might not have a valid input texture.
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("SunMergeSmall");
return Ret;
}
//
// DOF DOWNSAMPLE
//
class FPostProcessDofDownVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofDownVS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
/** Default constructor. */
FPostProcessDofDownVS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
/** Initialization constructor. */
FPostProcessDofDownVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
template<uint32 UseSun>
class FPostProcessDofDownPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofDownPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), UseSun ? (uint32)1 : (uint32)0);
}
FPostProcessDofDownPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessDofDownPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessDofDownVS_ES2,TEXT("PostProcessMobile"),TEXT("DofDownVS_ES2"),SF_Vertex);
typedef FPostProcessDofDownPS_ES2<0> FPostProcessDofDownPS_ES2_0;
typedef FPostProcessDofDownPS_ES2<1> FPostProcessDofDownPS_ES2_1;
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessDofDownPS_ES2_0,TEXT("PostProcessMobile"),TEXT("DofDownPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessDofDownPS_ES2_1,TEXT("PostProcessMobile"),TEXT("DofDownPS_ES2"),SF_Pixel);
template <uint32 UseSun>
static void DofDown_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessDofDownVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessDofDownPS_ES2<UseSun> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessDofDownES2::SetShader(const FRenderingCompositePassContext& Context)
{
const FSceneView& View = Context.View;
if(Context.View.bLightShaftUse)
{
DofDown_SetShader<1>(Context);
}
else
{
DofDown_SetShader<0>(Context);
}
}
void FRCPassPostProcessDofDownES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessDofDown);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
FIntPoint PrePostSourceViewportSize = PrePostSourceViewportRect.Size();
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/2);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/2);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
FIntPoint DstSize = PrePostSourceViewportSize / 2;
FIntPoint SrcSize;
FIntRect SrcRect;
if(bUseViewRectSource)
{
// Mobile with framebuffer fetch uses view rect as source.
const FSceneView& View = Context.View;
SrcSize = InputDesc->Extent;
// uint32 ScaleFactor = View.ViewRect.Width() / SrcSize.X;
// SrcRect = View.ViewRect / ScaleFactor;
// TODO: This won't work with scaled views.
SrcRect = PrePostSourceViewportRect;
}
else
{
// Otherwise using exact size texture.
SrcSize = DstSize;
SrcRect = DstRect;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
TShaderMapRef<FPostProcessDofDownVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessDofDownES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
FIntPoint PrePostSourceViewportSize = PrePostSourceViewportRect.Size();
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/2);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/2);
Ret.DebugName = TEXT("DofDown");
return Ret;
}
//
// DOF NEAR
//
class FPostProcessDofNearVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofNearVS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
/** Default constructor. */
FPostProcessDofNearVS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
/** Initialization constructor. */
FPostProcessDofNearVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
template<uint32 UseSun>
class FPostProcessDofNearPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofNearPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("ES2_USE_SUN"), UseSun ? (uint32)1 : (uint32)0);
}
FPostProcessDofNearPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessDofNearPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessDofNearVS_ES2,TEXT("PostProcessMobile"),TEXT("DofNearVS_ES2"),SF_Vertex);
typedef FPostProcessDofNearPS_ES2<0> FPostProcessDofNearPS_ES2_0;
typedef FPostProcessDofNearPS_ES2<1> FPostProcessDofNearPS_ES2_1;
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessDofNearPS_ES2_0,TEXT("PostProcessMobile"),TEXT("DofNearPS_ES2"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,FPostProcessDofNearPS_ES2_1,TEXT("PostProcessMobile"),TEXT("DofNearPS_ES2"),SF_Pixel);
template <uint32 UseSun>
static void DofNear_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessDofNearVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessDofNearPS_ES2<UseSun> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessDofNearES2::SetShader(const FRenderingCompositePassContext& Context)
{
const FSceneView& View = Context.View;
if(Context.View.bLightShaftUse)
{
DofNear_SetShader<1>(Context);
}
else
{
DofNear_SetShader<0>(Context);
}
}
void FRCPassPostProcessDofNearES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessDofNear);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
FIntPoint SrcSize = InputDesc->Extent;
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
TShaderMapRef<FPostProcessDofNearVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessDofNearES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
// Only need one 8-bit channel as output (but mobile hardware often doesn't support that as a render target format).
Ret.Format = PF_B8G8R8A8;
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("DofNear");
return Ret;
}
//
// DOF BLUR
//
class FPostProcessDofBlurPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofBlurPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessDofBlurPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessDofBlurPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessDofBlurPS_ES2,TEXT("PostProcessMobile"),TEXT("DofBlurPS_ES2"),SF_Pixel);
class FPostProcessDofBlurVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessDofBlurVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessDofBlurVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessDofBlurVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessDofBlurVS_ES2,TEXT("PostProcessMobile"),TEXT("DofBlurVS_ES2"),SF_Vertex);
void FRCPassPostProcessDofBlurES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessDofBlur);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/2);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/2);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
TShaderMapRef<FPostProcessDofBlurVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessDofBlurPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 2;
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessDofBlurES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/2);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/2);
Ret.DebugName = TEXT("DofBlur");
return Ret;
}
//
// SUN AVG
//
class FPostProcessSunAvgPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunAvgPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessSunAvgPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunAvgPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunAvgPS_ES2,TEXT("PostProcessMobile"),TEXT("SunAvgPS_ES2"),SF_Pixel);
class FPostProcessSunAvgVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSunAvgVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessSunAvgVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessSunAvgVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessSunAvgVS_ES2,TEXT("PostProcessMobile"),TEXT("SunAvgVS_ES2"),SF_Vertex);
static void SunAvg_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessSunAvgVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSunAvgPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessSunAvgES2::SetShader(const FRenderingCompositePassContext& Context)
{
SunAvg_SetShader(Context);
}
void FRCPassPostProcessSunAvgES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessSunAvg);
uint32 DstX = FMath::Max(1, PrePostSourceViewportSize.X/4);
uint32 DstY = FMath::Max(1, PrePostSourceViewportSize.Y/4);
FIntRect DstRect;
DstRect.Min.X = 0;
DstRect.Min.Y = 0;
DstRect.Max.X = DstX;
DstRect.Max.Y = DstY;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DstX, DstY, 1.0f );
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
FIntPoint SrcDstSize = PrePostSourceViewportSize / 4;
TShaderMapRef<FPostProcessSunAvgVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstX, DstY,
0, 0,
DstX, DstY,
SrcDstSize,
SrcDstSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessSunAvgES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = GetHDRPixelFormat();
Ret.NumSamples = 1;
Ret.Extent.X = FMath::Max(1, PrePostSourceViewportSize.X/4);
Ret.Extent.Y = FMath::Max(1, PrePostSourceViewportSize.Y/4);
Ret.DebugName = TEXT("SunAvg");
return Ret;
}
//
// MOBILE AA
//
class FPostProcessAaPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessAaPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessAaPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter AaBlendAmount;
FPostProcessAaPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
AaBlendAmount.Bind(Initializer.ParameterMap, TEXT("AaBlendAmount"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
// Compute the blend factor which decides the trade off between ghosting in motion and flicker when not moving.
// This works by computing the screen space motion vector of distant point at the center of the screen.
// This factor will effectively provide an idea of the amount of camera rotation.
// Higher camera rotation = less blend factor (0.0).
// Lower or no camera rotation = high blend factor (0.25).
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(ViewState)
{
const FViewInfo& View = Context.View;
FMatrix Proj = View.ViewMatrices.GetProjNoAAMatrix();
FMatrix PrevProj = ViewState->PrevViewMatrices.GetProjNoAAMatrix();
FMatrix ViewProj = ( Context.View.ViewMatrices.ViewMatrix * Proj ).GetTransposed();
FMatrix PrevViewProj = ( ViewState->PrevViewMatrices.ViewMatrix * PrevProj ).GetTransposed();
double InvViewProj[16];
Inverse4x4( InvViewProj, (float*)ViewProj.M );
const float* p = (float*)PrevViewProj.M;
const double cxx = InvViewProj[ 0]; const double cxy = InvViewProj[ 1]; const double cxz = InvViewProj[ 2]; const double cxw = InvViewProj[ 3];
const double cyx = InvViewProj[ 4]; const double cyy = InvViewProj[ 5]; const double cyz = InvViewProj[ 6]; const double cyw = InvViewProj[ 7];
const double czx = InvViewProj[ 8]; const double czy = InvViewProj[ 9]; const double czz = InvViewProj[10]; const double czw = InvViewProj[11];
const double cwx = InvViewProj[12]; const double cwy = InvViewProj[13]; const double cwz = InvViewProj[14]; const double cww = InvViewProj[15];
const double pxx = (double)(p[ 0]); const double pxy = (double)(p[ 1]); const double pxz = (double)(p[ 2]); const double pxw = (double)(p[ 3]);
const double pyx = (double)(p[ 4]); const double pyy = (double)(p[ 5]); const double pyz = (double)(p[ 6]); const double pyw = (double)(p[ 7]);
const double pwx = (double)(p[12]); const double pwy = (double)(p[13]); const double pwz = (double)(p[14]); const double pww = (double)(p[15]);
float CameraMotion0W = (float)(2.0*(cww*pww - cwx*pww + cwy*pww + (cxw - cxx + cxy)*pwx + (cyw - cyx + cyy)*pwy + (czw - czx + czy)*pwz));
float CameraMotion2Z = (float)(cwy*pww + cwy*pxw + cww*(pww + pxw) - cwx*(pww + pxw) + (cxw - cxx + cxy)*(pwx + pxx) + (cyw - cyx + cyy)*(pwy + pxy) + (czw - czx + czy)*(pwz + pxz));
float CameraMotion4Z = (float)(cwy*pww + cww*(pww - pyw) - cwy*pyw + cwx*((-pww) + pyw) + (cxw - cxx + cxy)*(pwx - pyx) + (cyw - cyx + cyy)*(pwy - pyy) + (czw - czx + czy)*(pwz - pyz));
// Depth surface 0=far, 1=near.
// This is simplified to compute camera motion with depth = 0.0 (infinitely far away).
// Camera motion for pixel (in ScreenPos space).
float ScaleM = 1.0f / CameraMotion0W;
// Back projection value (projected screen space).
float BackX = CameraMotion2Z * ScaleM;
float BackY = CameraMotion4Z * ScaleM;
// Start with the distance in screen space.
float BlendAmount = BackX * BackX + BackY * BackY;
if(BlendAmount > 0.0f)
{
BlendAmount = sqrt(BlendAmount);
}
// Higher numbers truncate anti-aliasing and ghosting faster.
float BlendEffect = 8.0f;
BlendAmount = 0.25f - BlendAmount * BlendEffect;
if(BlendAmount < 0.0f)
{
BlendAmount = 0.0f;
}
SetShaderValue(Context.RHICmdList, ShaderRHI, AaBlendAmount, BlendAmount);
}
else
{
float BlendAmount = 0.0;
SetShaderValue(Context.RHICmdList, ShaderRHI, AaBlendAmount, BlendAmount);
}
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << AaBlendAmount;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessAaPS_ES2,TEXT("PostProcessMobile"),TEXT("AaPS_ES2"),SF_Pixel);
class FPostProcessAaVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessAaVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessAaVS_ES2(){}
public:
FPostProcessPassParameters PostprocessParameter;
FPostProcessAaVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessAaVS_ES2,TEXT("PostProcessMobile"),TEXT("AaVS_ES2"),SF_Vertex);
static void Aa_SetShader(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessAaVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessAaPS_ES2> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessAaES2::SetShader(const FRenderingCompositePassContext& Context)
{
Aa_SetShader(Context);
}
void FRCPassPostProcessAaES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessAa);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
const FPooledRenderTargetDesc& OutputDesc = PassOutputs[0].RenderTargetDesc;
const FIntPoint& SrcSize = InputDesc->Extent;
const FIntPoint& DestSize = OutputDesc.Extent;
check(SrcSize == DestSize);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorAndDepth);
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShader(Context);
const FIntRect& ViewRect = Context.View.UnscaledViewRect; // Simple upscaling, ES2 post process does not currently have a specific upscaling pass.
float XPos = ViewRect.Min.X;
float YPos = ViewRect.Min.Y;
float Width = ViewRect.Width();
float Height = ViewRect.Height();
TShaderMapRef<FPostProcessAaVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
XPos, YPos,
Width, Height,
XPos, YPos,
Width, Height,
DestSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
if (FSceneRenderer::ShouldCompositeEditorPrimitives(Context.View))
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::WaitForOutstandingTasksOnly);
// because of the flush it's ok to remove the const, this is not ideal as the flush can cost performance
FViewInfo& NonConstView = (FViewInfo&)Context.View;
// Remove jitter (ensures editor prims are stable.)
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
NonConstView.ViewMatrices.RemoveTemporalJitter();
// Compute the view projection matrix and its inverse.
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
NonConstView.ViewProjectionMatrix = NonConstView.ViewMatrices.ViewMatrix * NonConstView.ViewMatrices.ProjMatrix;
NonConstView.InvViewProjectionMatrix = NonConstView.ViewMatrices.GetInvProjMatrix() * NonConstView.InvViewMatrix;
/** The view transform, starting from world-space points translated by -ViewOrigin. */
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
FMatrix TranslatedViewMatrix = FTranslationMatrix(-NonConstView.ViewMatrices.PreViewTranslation) * NonConstView.ViewMatrices.ViewMatrix;
// Compute a transform from view origin centered world-space to clip space.
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
NonConstView.ViewMatrices.TranslatedViewProjectionMatrix = TranslatedViewMatrix * NonConstView.ViewMatrices.ProjMatrix;
NonConstView.ViewMatrices.InvTranslatedViewProjectionMatrix = NonConstView.ViewMatrices.TranslatedViewProjectionMatrix.Inverse();
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2845644 on 2016/01/27 by Martin.Wilson Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again #Jira OR-13469 #rb Thomas.Sarkanen #tests in editor tests, bot match. Change 2845613 on 2016/01/27 by John.Pollard Latest network profiler binaries #rb none #tests run profiler Change 2845595 on 2016/01/27 by Mieszko.Zielinski Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4 #rb Lukasz.Furman #test golden path Change 2845593 on 2016/01/27 by Jeff.Farris Added support for setting and choosing filmbacks and lenses for cinematic cameras. - New CineCameraComponent and CineCameraActor classes - can define filmback and lens presets via ini file - details customizations for filmback and lens selection - added prototype set of filmbacks and lenses (primes and zooms) - Camera details customization now gracefully handles when CameraSettings category is hidden - example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap #rb none #tests editor Change 2845585 on 2016/01/27 by Marcus.Wassmer Don't fool with connected state if we're early outing from the OS intercepting controller events. This fixes some missing delegates. Fixes cert bug about controller disconnect screen staying up permanently #rb Cody.Haskell #test Turning off controller, turning on again. #lockdown Andrew.Grant Change 2845528 on 2016/01/27 by Max.Chen Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys. #jira UE-26084 #tests Add spawnable, +Track->Animation exists #rb none Change 2845483 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly #jria UE-26016 #rb Max.Chen #tests Tested the viewports Change 2845421 on 2016/01/27 by Max.Preussner Sequencer: Implemented go-to feature #RB max.chen #TESTS Editor Change 2845407 on 2016/01/27 by Max.Preussner Sequencer: Moved SetViewRange() into ISequencer and made it public #RB max.chen #TESTS none Change 2845404 on 2016/01/27 by Andrew.Rodham Sequencer: Fixed cinematic viewport not updating when dragging transport range #jira UE-26003 #rb Max.Chen #tests Scrubbed the timeline Change 2845396 on 2016/01/27 by David.Nikdel #OSS #Purchase #Store #PS4 - Minor log cleanup #RB: none #TESTS: compiles Change 2845375 on 2016/01/27 by Max.Chen Sequencer: Implement cinematic shot track thumbnails. #jira UE-25125 #tests Rebuild the trailer with the cinematic shot track #rb none Change 2845359 on 2016/01/27 by Marcus.Wassmer Downgrade some checks to ensures. #rb none #test ps4 Change 2845347 on 2016/01/27 by Nicholas.Davies Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team. #RB Antony.Carter #TESTS n/a #codereview Robert.Manuszewski Change 2845227 on 2016/01/27 by Robert.Manuszewski Adding flags to create callstack map files when building Arxan protection #rb none #tests Built arxan exe Change 2844871 on 2016/01/26 by Andrew.Grant Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated) #rb none #tests ran editor [CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
NonConstView.InitRHIResources(nullptr);
}
}
FPooledRenderTargetDesc FRCPassPostProcessAaES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret;
Ret.Depth = 0;
Ret.ArraySize = 1;
Ret.bIsArray = false;
Ret.NumMips = 1;
Ret.TargetableFlags = TexCreate_RenderTargetable;
Ret.bForceSeparateTargetAndShaderResource = false;
Ret.Format = PF_B8G8R8A8;
Ret.NumSamples = 1;
Ret.DebugName = TEXT("Aa");
Ret.Extent = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc.Extent;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
return Ret;
}