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

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessUpscale.cpp: Post processing Upscale implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessUpscale.h"
#include "PostProcessing.h"
#include "PostProcessHistogram.h"
#include "PostProcessEyeAdaptation.h"
#include "SceneUtils.h"
static TAutoConsoleVariable<float> CVarUpscaleSoftness(
TEXT("r.Upscale.Softness"),
0.3f,
TEXT("To scale up with higher quality losing some sharpness\n")
TEXT(" 0..1 (0.3 is good for ScreenPercentage 90"),
ECVF_Scalability | ECVF_RenderThreadSafe);
/** Encapsulates the upscale vertex shader. */
class FPostProcessUpscaleVS : public FPostProcessVS
{
DECLARE_SHADER_TYPE(FPostProcessUpscaleVS,Global);
/** Default constructor. */
FPostProcessUpscaleVS() {}
public:
FShaderParameter DistortionParams;
/** Initialization constructor. */
FPostProcessUpscaleVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FPostProcessVS(Initializer)
{
DistortionParams.Bind(Initializer.ParameterMap,TEXT("DistortionParams"));
}
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FPostProcessVS::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("TESS_RECT_X"), FTesselatedScreenRectangleIndexBuffer::Width);
OutEnvironment.SetDefine(TEXT("TESS_RECT_Y"), FTesselatedScreenRectangleIndexBuffer::Height);
}
// @param InCylinderDistortion 0=none..1=full in percent, must be in that range
void SetParameters(const FRenderingCompositePassContext& Context, float InCylinderDistortion)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
{
float HalfFOV = FMath::Atan(1.0f / Context.View.ViewMatrices.ProjMatrix.M[0][0]);
float TanHalfFov = 1.0f / Context.View.ViewMatrices.ProjMatrix.M[0][0];
float InvHalfFov = 1.0f / HalfFOV;
// compute Correction to scale Y the same as X is scaled in the center
float SmallX = 0.01f;
float Correction = atan(SmallX * TanHalfFov) * InvHalfFov / SmallX;
FVector4 Value(HalfFOV, TanHalfFov, InCylinderDistortion, Correction);
SetShaderValue(Context.RHICmdList, ShaderRHI, DistortionParams, Value);
}
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FPostProcessVS::Serialize(Ar);
Ar << DistortionParams;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessUpscaleVS,TEXT("PostProcessUpscale"),TEXT("MainVS"),SF_Vertex);
/** Encapsulates the post processing upscale pixel shader. */
template <uint32 Method>
class FPostProcessUpscalePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessUpscalePS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// Always allow simple bilinear upscale. (Provides upscaling for ES2 emulation)
if (Method == 1)
{
return true;
}
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("METHOD"), Method);
}
/** Default constructor. */
FPostProcessUpscalePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter UpscaleSoftness;
/** Initialization constructor. */
FPostProcessUpscalePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness"));
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
FSamplerStateRHIParamRef FilterTable[2];
FilterTable[0] = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
FilterTable[1] = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
PostprocessParameter.SetPS(ShaderRHI, Context, 0, false, FilterTable);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
{
float UpscaleSoftnessValue = FMath::Clamp(CVarUpscaleSoftness.GetValueOnRenderThread(), 0.0f, 1.0f);
SetShaderValue(Context.RHICmdList, ShaderRHI, UpscaleSoftness, UpscaleSoftnessValue);
}
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << UpscaleSoftness;
return bShaderHasOutdatedParameters;
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessUpscale");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessUpscalePS<A> FPostProcessUpscalePS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessUpscalePS##A, SF_Pixel);
VARIATION1(0)
VARIATION1(1)
VARIATION1(2)
VARIATION1(3)
#undef VARIATION1
FRCPassPostProcessUpscale::FRCPassPostProcessUpscale(uint32 InUpscaleQuality, float InCylinderDistortion)
: UpscaleQuality(InUpscaleQuality)
, CylinderDistortion(FMath::Clamp(InCylinderDistortion, 0.0f, 1.0f))
{
}
template <uint32 Method, uint32 bTesselatedQuad>
FShader* FRCPassPostProcessUpscale::SetShader(const FRenderingCompositePassContext& Context, float InCylinderDistortion)
{
if(bTesselatedQuad)
{
check(InCylinderDistortion > 0.0f);
TShaderMapRef<FPostProcessUpscaleVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessUpscalePS<Method> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetPS(Context);
VertexShader->SetParameters(Context, InCylinderDistortion);
return *VertexShader;
}
else
{
check(InCylinderDistortion == 0.0f);
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessUpscalePS<Method> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetPS(Context);
VertexShader->SetParameters(Context);
return *VertexShader;
}
}
void FRCPassPostProcessUpscale::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessUpscale);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.UnscaledViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
bool bTessellatedQuad = CylinderDistortion >= 0.01f;
// with distortion (bTessellatedQuad) we need to clear the background
FIntRect ExcludeRect = bTessellatedQuad ? FIntRect() : View.ViewRect;
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, ExcludeRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
FShader* VertexShader = 0;
if(bTessellatedQuad)
{
switch (UpscaleQuality)
{
case 0: VertexShader = SetShader<0, 1>(Context, CylinderDistortion); break;
case 1: VertexShader = SetShader<1, 1>(Context, CylinderDistortion); break;
case 2: VertexShader = SetShader<2, 1>(Context, CylinderDistortion); break;
case 3: VertexShader = SetShader<3, 1>(Context, CylinderDistortion); break;
default:
checkNoEntry();
break;
}
}
else
{
switch (UpscaleQuality)
{
case 0: VertexShader = SetShader<0, 0>(Context); break;
case 1: VertexShader = SetShader<1, 0>(Context); break;
case 2: VertexShader = SetShader<2, 0>(Context); break;
case 3: VertexShader = SetShader<3, 0>(Context); break;
default:
checkNoEntry();
break;
}
}
// Draw a quad, a triangle or a tessellated quad
DrawRectangle(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
VertexShader,
bTessellatedQuad ? EDRF_UseTesselatedIndexBuffer: EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessUpscale::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("Upscale");
return Ret;
}