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

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMotionBlur.cpp: Post process MotionBlur implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessAmbientOcclusion.h"
#include "PostProcessMotionBlur.h"
#include "PostProcessAmbientOcclusion.h"
#include "PostProcessing.h"
#include "SceneUtils.h"
#include "GPUSkinVertexFactory.h"
#include "../../Engine/Private/SkeletalRenderGPUSkin.h"
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static TAutoConsoleVariable<int32> CVarMotionBlurFiltering(
TEXT("r.MotionBlurFiltering"),
0,
TEXT("Useful developer variable\n")
TEXT("0: off (default, expected by the shader for better quality)\n")
TEXT("1: on"),
ECVF_Cheat | ECVF_RenderThreadSafe);
#endif
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
static TAutoConsoleVariable<float> CVarMotionBlur2ndScale(
TEXT("r.MotionBlur2ndScale"),
1.0f,
TEXT(""),
ECVF_Cheat | ECVF_RenderThreadSafe);
FIntPoint GetNumTiles16x16( FIntPoint PixelExtent )
{
uint32 TilesX = (PixelExtent.X + 15) / 16;
uint32 TilesY = (PixelExtent.Y + 15) / 16;
return FIntPoint( TilesX, TilesY );
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
FVector4 GetMotionBlurParameters( const FViewInfo& View, float Scale = 1.0f )
{
const float TileSize = 16.0f;
const float SizeX = View.ViewRect.Width();
const float SizeY = View.ViewRect.Height();
const float AspectRatio = SizeY / SizeX;
const FSceneViewState* ViewState = (FSceneViewState*) View.State;
float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;
float MotionBlurScale = 0.5f * MotionBlurTimeScale * View.FinalPostProcessSettings.MotionBlurAmount;
// 0:no 1:full screen width, percent conversion
float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
// Scale by 0.5 due to blur samples going both ways
float PixelScale = Scale * SizeX * 0.5f;
FVector4 MotionBlurParameters(
AspectRatio,
PixelScale * MotionBlurScale, // Scale for pixels
PixelScale * MotionBlurScale / TileSize,// Scale for tiles
FMath::Abs( PixelScale ) * MaxVelocity // Max velocity pixels
);
return MotionBlurParameters;
}
class FPostProcessVelocityFlattenCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVelocityFlattenCS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
FPostProcessVelocityFlattenCS() {}
public:
FShaderParameter OutVelocityFlat; // UAV
FShaderParameter OutMaxTileVelocity; // UAV
FPostProcessVelocityFlattenCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
OutVelocityFlat.Bind(Initializer.ParameterMap, TEXT("OutVelocityFlat"));
OutMaxTileVelocity.Bind(Initializer.ParameterMap, TEXT("OutMaxTileVelocity"));
}
void SetCS( FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, const FSceneView& View )
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, Context.View);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetUniformBufferParameter(RHICmdList, ShaderRHI, GetUniformBufferParameter<FCameraMotionParameters>(), CreateCameraMotionParametersUniformBuffer(Context.View));
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
Ar << MotionBlurParameters;
Ar << OutVelocityFlat;
Ar << OutMaxTileVelocity;
return bShaderHasOutdatedParameters;
}
private:
FPostProcessPassParameters PostprocessParameter;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
FShaderParameter MotionBlurParameters;
};
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityFlattenCS,TEXT("PostProcessVelocityFlatten"),TEXT("VelocityFlattenMain"),SF_Compute);
FRCPassPostProcessVelocityFlatten::FRCPassPostProcessVelocityFlatten()
{}
void FRCPassPostProcessVelocityFlatten::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityFlatten);
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);
const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);
TShaderMapRef< FPostProcessVelocityFlattenCS > ComputeShader( Context.GetShaderMap() );
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
Context.SetViewportAndCallRHI( View.ViewRect );
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
// set destination
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), DestRenderTarget0.UAV);
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), DestRenderTarget1.UAV);
ComputeShader->SetCS(Context.RHICmdList, Context, View);
FIntPoint ThreadGroupCountValue = GetNumTiles16x16(View.ViewRect.Size());
DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
// void FD3D11DynamicRHI::RHIGraphicsWaitOnAsyncComputeJob( uint32 FenceIndex )
Context.RHICmdList.FlushComputeShaderCache();
// un-set destination
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), NULL);
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), NULL);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVelocityFlatten::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
if( InPassOutputId == ePId_Output0 )
{
// Flattened velocity
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.ClearValue = FClearValueBinding::None;
Ret.Format = PF_FloatR11G11B10;
Ret.TargetableFlags |= TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("VelocityFlat");
return Ret;
}
else
{
// Max tile velocity
FPooledRenderTargetDesc UnmodifiedRet = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
UnmodifiedRet.Reset();
FIntPoint PixelExtent = UnmodifiedRet.Extent;
FIntPoint TileCount = GetNumTiles16x16(PixelExtent);
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(TileCount, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
Ret.DebugName = TEXT("MaxVelocity");
return Ret;
}
}
class FScatterQuadIndexBuffer : public FIndexBuffer
{
public:
virtual void InitRHI() override
{
const uint32 Size = sizeof(uint16) * 6 * 8;
const uint32 Stride = sizeof(uint16);
FRHIResourceCreateInfo CreateInfo;
void* Buffer = nullptr;
IndexBufferRHI = RHICreateAndLockIndexBuffer( Stride, Size, BUF_Static, CreateInfo, Buffer );
uint16* Indices = (uint16*)Buffer;
for (uint32 SpriteIndex = 0; SpriteIndex < 8; ++SpriteIndex)
{
Indices[SpriteIndex*6 + 0] = SpriteIndex*4 + 0;
Indices[SpriteIndex*6 + 1] = SpriteIndex*4 + 3;
Indices[SpriteIndex*6 + 2] = SpriteIndex*4 + 2;
Indices[SpriteIndex*6 + 3] = SpriteIndex*4 + 0;
Indices[SpriteIndex*6 + 4] = SpriteIndex*4 + 1;
Indices[SpriteIndex*6 + 5] = SpriteIndex*4 + 3;
}
RHIUnlockIndexBuffer( IndexBufferRHI );
}
};
TGlobalResource< FScatterQuadIndexBuffer > GScatterQuadIndexBuffer;
class FPostProcessVelocityScatterVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVelocityScatterVS,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
/** Default constructor. */
FPostProcessVelocityScatterVS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter DrawMax;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
FShaderParameter MotionBlurParameters;
/** Initialization constructor. */
FPostProcessVelocityScatterVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DrawMax.Bind(Initializer.ParameterMap, TEXT("bDrawMax"));
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
MotionBlurParameters.Bind( Initializer.ParameterMap, TEXT("MotionBlurParameters") );
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
Ar << PostprocessParameter << DrawMax << MotionBlurParameters;
return bShaderHasOutdatedParameters;
}
/** to have a similar interface as all other shaders */
void SetParameters(const FRenderingCompositePassContext& Context, int32 bDrawMax)
{
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());
SetShaderValue(Context.RHICmdList, ShaderRHI, DrawMax, bDrawMax);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessMotionBlur");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VelocityScatterVS");
}
};
class FPostProcessVelocityScatterPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVelocityScatterPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
/** Default constructor. */
FPostProcessVelocityScatterPS() {}
public:
/** Initialization constructor. */
FPostProcessVelocityScatterPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterVS,TEXT("PostProcessMotionBlur"),TEXT("VelocityScatterVS"),SF_Vertex);
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterPS,TEXT("PostProcessMotionBlur"),TEXT("VelocityScatterPS"),SF_Pixel);
void FRCPassPostProcessVelocityScatter::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityScatter);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
TRefCountPtr<IPooledRenderTarget> DepthTarget;
FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( DestSize, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false ) );
GRenderTargetPool.FindFreeElement(Context.RHICmdList, Desc, DepthTarget, TEXT("VelocityScatterDepth") );
// Set the view family's render target/viewport.
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
FRHIDepthRenderTargetView DepthView(DepthTarget->GetRenderTargetItem().TargetableTexture, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
FRHISetRenderTargetsInfo RTInfo(1, &ColorView, DepthView);
// clear depth
// Max >= Min so no need to clear on second pass
Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
Context.RHICmdList.SetRenderTargetsAndClear(RTInfo);
Context.SetViewportAndCallRHI(0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f);
// Min,Max
for( int i = 0; i < 2; i++ )
{
if( i == 0 )
{
// min
Context.RHICmdList.SetBlendState( TStaticBlendStateWriteMask< CW_RGBA >::GetRHI() );
Context.RHICmdList.SetRasterizerState( TStaticRasterizerState<>::GetRHI() );
Context.RHICmdList.SetDepthStencilState( TStaticDepthStencilState< true, CF_Less >::GetRHI() );
}
else
{
// max
Context.RHICmdList.SetBlendState( TStaticBlendStateWriteMask< CW_BA >::GetRHI() );
Context.RHICmdList.SetRasterizerState( TStaticRasterizerState<>::GetRHI() );
Context.RHICmdList.SetDepthStencilState( TStaticDepthStencilState< true, CF_Greater >::GetRHI() );
}
TShaderMapRef< FPostProcessVelocityScatterVS > VertexShader(Context.GetShaderMap());
TShaderMapRef< FPostProcessVelocityScatterPS > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters( Context, i );
PixelShader->SetParameters( Context );
// needs to be the same on shader side (faster on NVIDIA and AMD)
int32 QuadsPerInstance = 8;
Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
Context.RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVelocityScatter::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("ScatteredMaxVelocity");
return Ret;
}
class FPostProcessVelocityGatherCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVelocityGatherCS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
}
/** Default constructor. */
FPostProcessVelocityGatherCS() {}
public:
FShaderParameter OutScatteredMaxVelocity;
/** Initialization constructor. */
FPostProcessVelocityGatherCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
OutScatteredMaxVelocity.Bind(Initializer.ParameterMap, TEXT("OutScatteredMaxVelocity"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
Ar << MotionBlurParameters;
Ar << OutScatteredMaxVelocity;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown ben.marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2774277 on 2015/11/19 by Gil.Gribb UE4 - Did minor optimizations to the PS4 RHI and drawlists. Change 2791226 on 2015/12/04 by Uriel.Doyon Added source code for Embree 2.7.0 Removed duplicate files from the /doc folder. Change 2800193 on 2015/12/11 by Marcus.Wassmer SSAO AsyncCompute support. #rb Martin.Mittring Change 2801631 on 2015/12/14 by Olaf.Piesche Making auto deactivate true by default, moving checks to HasCompleted, eliminating some unnecessary logic #rb martin.mittring Change 2803240 on 2015/12/15 by Gil.Gribb UE4 - Added command to collect stats on spammy stats. Change 2803476 on 2015/12/15 by Rolando.Caloca DR - Allow toggling compute skin dispatch at runtime - r.SkinCacheShaders Now enable the shaders and feature - r.SkinCaching enables toggling at runtime - r.SkinCache.BufferSize Sets the size in bytes of buffer for outputting - Now uses 3 UAV buffers instead of one (avoid RenderDoc crashes) #codereview Marcus.Wassmer, Martin.Mittring Change 2803940 on 2015/12/15 by Marcus.Wassmer Add r.PS4.AsyncComputeBudgetMode to switch between CUMasking and WaveLimit modes. So far it looks like WaveLimits behave better in UE4. Also rearrange AsyncSSAO to run immediately after HZB to overlap with occlusion queries. In my testing this takes SSAO cost from .5ms -> .2ms. However it had to be hacked to run without normals. Hopefully Martin can get some real AsyncSSAO in. #rb Martin.Mittring #codereview Martin.Mittring Change 2803999 on 2015/12/15 by Uriel.Doyon Refactored the shader complexity material override logic to allow other viewmodes shader overrides. TexelFactorAccuracy ViewMode : shows the accuracy of the static mesh texel factors, used for streaming. WantedMipsAccuracy ViewMode : shows the accuracy of the static mesh wanted mips accuracy, used for streaming. Added an option to stream textures based on the AABB distance instead of using the sphere approximation. Added an option to only keep a the wanted mips. Moved optimization related viewmodes into a submenu to avoid polluting the interface. #jira UE-24502 #jira UE-24503 #jira UERNDR-89 Change 2804150 on 2015/12/15 by Olaf.Piesche make separate translucency screen percentage a bit more robust; add numsamples to the render target creation functions in preparation for MSAA support for higher quality with low res separate translucency #rb martin.mittring Change 2804367 on 2015/12/15 by Daniel.Wright Capsule shadow primitives are tracked separately on registration - saves 2.6ms of RT time doing the view frustum culling in a medium sized map Change 2805293 on 2015/12/16 by Olaf.Piesche logging if potentially immortal emitters are spawned from gameplay; this should catch if we spawn burst only emitters with indefinite life spans (muzzle flashes, hit impacts, etc.) #rb martin.mittring Change 2805586 on 2015/12/16 by Zabir.Hoque Adding support for decals to fade and destroy themselves automatically. #CodeReview: Martin.Mittring, Daniel.Wright, Olaf.Piesche Change 2807663 on 2015/12/17 by Rolando.Caloca DR - Remove expensive logging #codereview Marcus.Wassmer Change 2807903 on 2015/12/17 by Zabir.Hoque Refactored DecalComponent's lifetime management such that it can be set and reset from Blueprints. #CodeReview Daniel.Wright, Martin.Mittring, Olaf.Piesche Change 2809261 on 2015/12/18 by Martin.Mittring Added VisualizeShadingModels to track down issues like that: FORT-16913 Textures on Hero Mesh is not shown #rb:David.Hill #code_review:Bob.Tellez Change 2810136 on 2015/12/21 by Rolando.Caloca DR - Added back draw event colors PR #1602 #jira UE-21526 #codereview Mark.Satterthwaite, Keith.Judge, Marcus.Wassmer, Josh.Adams Change 2810680 on 2015/12/21 by Martin.Mittring moved SSAO ComputeShader running without per pixel normal (for AsyncCompute) into DevRendering #test:editor Change 2811205 on 2015/12/22 by Brian.Karis Pulled clear coat out of the reflection compute shader. Added permutation for skylight. Clear coat base layer now done in base pass. It only picks up the closest capture. This will cause popping when the object moves. Still needs a cross fade. Change 2811275 on 2015/12/22 by David.Hill UE-24675 #rb martin.mittring Corrected buffer-size related problem with fringe. Change 2811397 on 2015/12/22 by Brian.Karis
2016-01-08 11:12:28 -05:00
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
}
private:
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
FPostProcessPassParameters PostprocessParameter;
FShaderParameter MotionBlurParameters;
};
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityGatherCS,TEXT("PostProcessVelocityFlatten"),TEXT("VelocityGatherCS"),SF_Compute);
void FRCPassPostProcessVelocityGather::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityDilate);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
Context.SetViewportAndCallRHI( 0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f );
TShaderMapRef< FPostProcessVelocityGatherCS > ComputeShader( Context.GetShaderMap() );
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
// set destination
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), DestRenderTarget.UAV );
ComputeShader->SetParameters( Context );
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
FIntPoint GroupCount = GetNumTiles16x16( TileCount );
DispatchComputeShader(Context.RHICmdList, *ComputeShader, GroupCount.X, GroupCount.Y, 1);
// un-set destination
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), NULL );
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVelocityGather::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.TargetableFlags |= TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("ScatteredMaxVelocity");
return Ret;
}
/**
* @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
*/
template< uint32 Quality >
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
class FPostProcessMotionBlurPS : public FGlobalShader
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
DECLARE_SHADER_TYPE(FPostProcessMotionBlurPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_QUALITY"), Quality);
}
/** Default constructor. */
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
FPostProcessMotionBlurPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter MotionBlurParameters;
/** Initialization constructor. */
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << MotionBlurParameters;
return bShaderHasOutdatedParameters;
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
void SetParameters(const FRenderingCompositePassContext& Context, float Scale)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
{
bool bFiltered = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(bFiltered)
{
//PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
FSamplerStateRHIParamRef Filters[] =
{
TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
};
PostprocessParameter.SetPS( ShaderRHI, Context, 0, eFC_0000, Filters );
}
else
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
}
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View, Scale ) );
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessMotionBlur");
}
static const TCHAR* GetFunctionName()
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
#define VARIATION1(A) typedef FPostProcessMotionBlurPS<A> FPostProcessMotionBlurPS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessMotionBlurPS##A, SF_Pixel);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4)
#undef VARIATION1
// @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
template< uint32 Quality >
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
static void SetMotionBlurShaderNewTempl( const FRenderingCompositePassContext& Context, float Scale )
{
TShaderMapRef< FPostProcessVS > VertexShader( Context.GetShaderMap() );
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
TShaderMapRef< FPostProcessMotionBlurPS< Quality > > PixelShader( Context.GetShaderMap() );
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
PixelShader->SetParameters(Context, Scale);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
void FRCPassPostProcessMotionBlur::Process(FRenderingCompositePassContext& Context)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
// we assume the input and output is full resolution
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = View.ViewRect / ScaleFactor;
FIntRect DestRect = SrcRect;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlurNew, TEXT("MotionBlur %dx%d"), SrcRect.Width(), SrcRect.Height());
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(SrcRect);
// is optimized away if possible (RT size=view size, )
//Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
float BlurScaleLUT[] =
{
1.0f - 0.5f / 4.0f,
1.0f - 0.5f / 6.0f,
1.0f - 0.5f / 8.0f,
1.0f - 0.5f / 16.0f,
1.0f / 4.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
1.0f / 6.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
1.0f / 8.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
1.0f / 16.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
};
float Scale = Pass >= 0 ? BlurScaleLUT[ (Pass * 4) + (Quality - 1) ] : 1.0f;
if(Quality == 1)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetMotionBlurShaderNewTempl<1>( Context, Scale );
}
else if(Quality == 2)
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetMotionBlurShaderNewTempl<2>( Context, Scale );
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
else if(Quality == 3 || Pass > 0 )
{
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetMotionBlurShaderNewTempl<3>( Context, Scale );
}
else
{
check(Quality == 4);
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh ========================== MAJOR FEATURES + CHANGES ========================== Change 2762805 on 2015/11/11 by Bob.Tellez #UE4 Material editor optimization. FindShaderTypeByName now uses the precreated map to look up types by name. Also changed GetRepresentativeShaderTypesAndDescriptions to return a map. #rb Daniel.Wright Change 2763372 on 2015/11/11 by Marcus.Wassmer Auto events around ComputeFenceWaits No transition ensure in parallel mode. #rb Rolando.Caloca Change 2764204 on 2015/11/12 by Rolando.Caloca DevRendering - Removed reference counting on pipelines as it's not needed - Shadermap of shader types no longer owns the unique shaders per pipeline, the pipelines do - Added shader pipeline dependencies and shortened ddc entry - Dumped stats now show # shared pipelines - Added IMPLEMENT_SHADERPIPELINE_TYPE_* macros #rb Marcus.Wassmer Change 2764409 on 2015/11/12 by Marcus.Wassmer Event based GPU frame waiting. #rb Gil.Gribb Change 2764474 on 2015/11/12 by Gil.Gribb UE4 - Optimize speed tree stuff in FLocalVertexFactory::SetMesh Change 2765900 on 2015/11/13 by Marcus.Wassmer Move PS4 system event checking onto a task thread. Saves ~.1ms on gamethread #rb Lee.Clark Change 2768478 on 2015/11/16 by Marcus.Wassmer Remove flushes when locking single-mip 2d textures for writeonly on PS4 #rb Gil.Gribb #codereview Lee.Clark Change 2769532 on 2015/11/17 by Chris.Bunner Discard outdated vertex paint data when loading static mesh components. UE-22603 #rb Rolando.Caloca Change 2770002 on 2015/11/17 by Rolando.Caloca DevRendering - Prep for reentrant calls for D3D & PS4 shader compilers - Added r.D3DDumpAMDCodeXLFile to enable writing out a batch file for AMD cards (it was always generating this, now it's optional) - defaults to 1, enabled - Added r.D3DCheckShadersForDouble to enable checking for doubles when compiling shaders, speeds up a tiny bit when disabling - defaults to 1, enabled - Fixed PS4's InitFastMathDetection(), was always testing for this #rb Marcus.Wassmer #codereview Lee.Clark Change 2770103 on 2015/11/17 by Daniel.Wright Added SourceCubemapAngle to sky lights, so the incoming lighting can be rotated [CL 2771408 by Nick Penwarden in Main branch]
2015-11-18 09:31:10 -05:00
SetMotionBlurShaderNewTempl<4>( Context, Scale );
}
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Size(),
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
FPooledRenderTargetDesc FRCPassPostProcessMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Format = PF_FloatRGB;
Ret.DebugName = TEXT("MotionBlur");
Ret.AutoWritable = false;
return Ret;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2998063) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2981877 on 2016/05/18 by Rolando.Caloca DR - Fix some PVS warnings - Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize #jira UE-30996 Change 2981966 on 2016/05/18 by Rolando.Caloca DR - Fix OpenGL crash quitting editor #jira UE-25549 Change 2982072 on 2016/05/18 by Uriel.Doyon Fixed a "Build Texture Streaming" crash related to custom outputs. Fixed issue with debug view mode and translucent primitives Fix bug with visibility that made some texture low res. Enabled per instance visibility in the texture streaming order (in game only). Improved InvestigateTexture Logs. Tweaked the mip computations from screen size. Change 2982077 on 2016/05/18 by Uriel.Doyon Removed debug options! Change 2982108 on 2016/05/18 by Olaf.Piesche #jira UE-30772 moving AMD hacks to console variables Change 2982422 on 2016/05/18 by Gil.Gribb UE4 - Potential crash fix on foliage occlusion queries and reflection captures. Change 2982547 on 2016/05/18 by Martin.Mittring UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project Change 2982548 on 2016/05/18 by Martin.Mittring Refactored MRT and outer Pixel Shader output to a struct to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell) Needed for upcoming MeshDecals Change 2982601 on 2016/05/18 by Daniel.Wright Movable skylight now matches stationary for subsurface shading models * Two sided was broken in 4.11, Subsurface had never been handled Change 2982603 on 2016/05/18 by Daniel.Wright DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time * FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions Change 2982618 on 2016/05/18 by Daniel.Wright Better categories for some Rendering project settings Change 2982619 on 2016/05/18 by Daniel.Wright Scene capture 2d improvements * Orthographic projection supported * Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later * Various GBuffer attributes are now available to be captured, including depth * Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters Change 2982664 on 2016/05/18 by Daniel.Wright Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3) Change 2982684 on 2016/05/18 by Martin.Mittring polish ImageValidator Change 2982685 on 2016/05/18 by Martin.Mittring show testimage on sm4 as well Change 2982736 on 2016/05/18 by Uriel.Doyon Improved overbudget retention logic. Updated ListStreamingTextures stats. Change 2982854 on 2016/05/18 by Martin.Mittring ImageValidator can now save/load IVxml file Change 2982863 on 2016/05/18 by Daniel.Wright Fixed shader compile error Change 2982864 on 2016/05/18 by Daniel.Wright Removed deprecation message Change 2982927 on 2016/05/18 by Martin.Mittring ImageValidator is now sorting by time Change 2983743 on 2016/05/19 by Chris.Bunner Saturated tri-planar UV function outputs to prevent negative blending #jira UE-30964 Change 2983747 on 2016/05/19 by Martin.Wilson Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). Change 2984008 on 2016/05/19 by Brian.Karis New contact shadows feature. Hair uses ray cast for nonshadow lights Change 2984009 on 2016/05/19 by Brian.Karis changed to ShadowedBits Change 2984054 on 2016/05/19 by Brian.Karis Deleted old motion blur Change 2984420 on 2016/05/19 by Daniel.Wright Shorter display name for WorldPosition material node Change 2984423 on 2016/05/19 by Daniel.Wright Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass. Change 2984432 on 2016/05/19 by Rolando.Caloca DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path) Change 2985415 on 2016/05/20 by Daniel.Wright Added a Texture2D exporter for .hdr Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format Change 2985439 on 2016/05/20 by Daniel.Wright Scene color alpha clear value validation Change 2987173 on 2016/05/23 by Martin.Mittring ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be. Change 2987248 on 2016/05/23 by Martin.Mittring ImageValidator: added Summary, removed timer hack Change 2987369 on 2016/05/23 by Martin.Mittring ImageValidator polish Change 2987390 on 2016/05/23 by Brian.Karis Improvement to temporal aa sharpness and speed. Change 2988038 on 2016/05/24 by Gil.Gribb Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering) Change 2988304 on 2016/05/24 by Martin.Mittring added const to prevent coding errors Change 2988332 on 2016/05/24 by Brian.Karis Fixed motion blur crash on SM4 Change 2988446 on 2016/05/24 by Martin.Mittring nicer UI Change 2988990 on 2016/05/24 by Martin.Mittring fixed UE-31227 Building lighting produces bad results #jira:UE-31227 Change 2989729 on 2016/05/25 by Uriel.Doyon Fixed lightmaps and shadowmaps having low resolutions after building the lighting. #jira UE-31254 Change 2989752 on 2016/05/25 by Olaf.Piesche CVar to disable/freeze GPU particle simulation Change 2989811 on 2016/05/25 by Daniel.Wright Making use of MATERIALBLENDING_ANY_TRANSLUCENT Change 2989812 on 2016/05/25 by Daniel.Wright Hide DFGI show flags from UI Change 2989901 on 2016/05/25 by Daniel.Wright Height fog now works properly in planar reflections * The ray used for computing fog is first clipped by the reflection plane Change 2989904 on 2016/05/25 by Daniel.Wright Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range Change 2989991 on 2016/05/25 by Daniel.Wright Improved usability for DBuffer Decals * 'Show Decals' works correctly, previously would fetch from uninitialized textures * DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used * Improved the PrePass draw event to indicate whether it's full or partial * Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible * r.EarlyZPass can now be changed at runtime, which is useful for profiling Change 2990008 on 2016/05/25 by Daniel.Wright Fixed capsule shadows on skeletal meshes with scaling Change 2990274 on 2016/05/25 by Daniel.Wright Fixed DFAO (from cl 2961310) Change 2990304 on 2016/05/25 by Martin.Mittring OR-22233 GPU Sprites invisible unless solo'd #jira:OR-22233 Change 2990309 on 2016/05/25 by Martin.Mittring Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction, (Early work in progress) Change 2990363 on 2016/05/25 by Daniel.Wright Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s Change 2990392 on 2016/05/25 by Daniel.Wright Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO 0: Apply non-directional AO to specular. 1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts. 2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion. Change 2990454 on 2016/05/25 by Martin.Mittring polish readme Change 2990610 on 2016/05/25 by Martin.Mittring fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code #code_review:Shane.Caudle Change 2990754 on 2016/05/25 by Zabir.Hoque Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration. #CodeReview: Martin.Mittring Change 2990801 on 2016/05/25 by Zabir.Hoque Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set. #CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring Change 2991169 on 2016/05/26 by Martin.Mittring fixed compiler warning WARNING: Non-editor build cannot depend on non-redistributable modules. Details: #lockdown: gil.gribb Change 2991238 on 2016/05/26 by Martin.Mittring fixed build fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs) #lockdown:Gil.Gribb Change 2991726 on 2016/05/26 by Daniel.Wright Subsurface materials are now handled with simple forward shading #jira OR-22237 #lockdown gil.gribb Change 2991727 on 2016/05/26 by Daniel.Wright Emissive decals are now supported with simple forward shading #jira OR-22282 #lockdown Gil.Gribb Change 2994849 on 2016/05/31 by Daniel.Wright Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes #lockdown Gil.Gribb Change 2997243 on 2016/06/01 by Gil.Gribb Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering) #lockdown nick.penwarden [CL 2998067 by Gil Gribb in Main branch]
2016-06-02 13:13:43 -04:00
class FPostProcessVisualizeMotionBlurPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVisualizeMotionBlurPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FPostProcessVisualizeMotionBlurPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter PrevViewProjMatrix;
/** Initialization constructor. */
FPostProcessVisualizeMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << PrevViewProjMatrix;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, GetUniformBufferParameter<FCameraMotionParameters>(), CreateCameraMotionParametersUniformBuffer(Context.View));
{
bool bFiltered = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(bFiltered)
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
}
else
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Clamp>::GetRHI());
}
}
if( Context.View.Family->EngineShowFlags.CameraInterpolation )
{
// Instead of finding the world space position of the current pixel, calculate the world space position offset by the camera position,
// then translate by the difference between last frame's camera position and this frame's camera position,
// then apply the rest of the transforms. This effectively avoids precision issues near the extents of large levels whose world space position is very large.
FVector ViewOriginDelta = Context.View.ViewMatrices.ViewOrigin - Context.View.PrevViewMatrices.ViewOrigin;
SetShaderValue(Context.RHICmdList, ShaderRHI, PrevViewProjMatrix, FTranslationMatrix(ViewOriginDelta) * Context.View.PrevViewRotationProjMatrix);
}
else
{
SetShaderValue(Context.RHICmdList, ShaderRHI, PrevViewProjMatrix, Context.View.ViewMatrices.GetViewRotationProjMatrix());
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessMotionBlur");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VisualizeMotionBlurPS");
}
};
IMPLEMENT_SHADER_TYPE3(FPostProcessVisualizeMotionBlurPS, SF_Pixel);
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeMotionBlur);
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);
FIntPoint TexSize = InputDesc->Extent;
// we assume the input and output is full resolution
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
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, SrcRect);
Context.SetViewportAndCallRHI(SrcRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2879377 on 2016/02/24 by Gil.Gribb UE4 - Added render thread start and stop delegates. GitHub 2006. #Jira UE-26184 Change 2879378 on 2016/02/24 by Gil.Gribb UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups. https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html #Jira UE-26971 Change 2879382 on 2016/02/24 by Gil.Gribb UE4 - Tweaked automation test framework by request from UDN post. Change 2879727 on 2016/02/24 by Martin.Mittring adding debug info for Optimus driver detection issue #rb:Benjamin.Hyder #Test:PC Change 2879728 on 2016/02/24 by Martin.Mittring fixed and improved VisualizeMotionBlur #rb:David.Hill #test:PC Change 2879729 on 2016/02/24 by Martin.Mittring added AngleBetweenVectors() and variants to the FastMath library #rb:David.Hill #code_review:Brian.Karis Change 2880133 on 2016/02/24 by David.Hill new r.DepthOfFieldQualitySetting for GDC squencer demo #rb:Martin.Mittring - OR-15875 Change 2880314 on 2016/02/24 by Daniel.Wright Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder * This fixes preshadows on HISMC and foliage Change 2880338 on 2016/02/24 by Martin.Mittring added SkinCache.Debug cvar #rb:Lina.Halper #test:PC Change 2880344 on 2016/02/24 by Daniel.Wright Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect * Lightmaps, stationary skylight and reflection captures are all affected * Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality * For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion Change 2880346 on 2016/02/24 by Daniel.Wright Added several cvars to expose mesh distance field limits, which allows higher quality * r.DistanceFields.MaxPerMeshResolution * r.DistanceFields.DefaultVoxelDensity * r.DistanceFields.AtlasSizeXY * r.DistanceFields.AtlasSizeZ Change 2881304 on 2016/02/25 by Gil.Gribb UE4 - Increased the priority of cloth tasks because these are on the critical path. Change 2881306 on 2016/02/25 by Gil.Gribb UE4 - Added cvar to control background tick list cleanup. Change 2881790 on 2016/02/25 by Daniel.Wright Screen size fading is only applied to spot and point lights Change 2882077 on 2016/02/25 by Daniel.Wright DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance Change 2882391 on 2016/02/25 by Martin.Mittring fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n) #rb:Olaf.Piesche #code_review:Rolando.Caloca,Marcus.Wassmer Change 2883008 on 2016/02/26 by Gil.Gribb UE4 - Fixed recursive shader intialization crash on consoles. Change 2883253 on 2016/02/26 by Martin.Mittring Improved SkinTangent compression #rb:Olaf.Piesche Change 2883295 on 2016/02/26 by Martin.Mittring Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents) #rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca Change 2883363 on 2016/02/26 by Gil.Gribb UE4 - Fixed an issue with recurisve shader init on consoles...again. Change 2883912 on 2016/02/26 by Gil.Gribb UE4 - Fixed shadows updating static meshes while the prepass is in progress. Change 2884829 on 2016/02/27 by Martin.Mittring OR-16237 indirect lighting on skin is too dark #rb:Martin.Mittring #code_review:Brian.Karis Change 2885096 on 2016/02/28 by Martin.Mittring OR-13678 [CL 2890130 by Gil Gribb in Main branch]
2016-03-02 13:38:38 -05:00
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessVisualizeMotionBlurPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
float X = 20;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2879377 on 2016/02/24 by Gil.Gribb UE4 - Added render thread start and stop delegates. GitHub 2006. #Jira UE-26184 Change 2879378 on 2016/02/24 by Gil.Gribb UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups. https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html #Jira UE-26971 Change 2879382 on 2016/02/24 by Gil.Gribb UE4 - Tweaked automation test framework by request from UDN post. Change 2879727 on 2016/02/24 by Martin.Mittring adding debug info for Optimus driver detection issue #rb:Benjamin.Hyder #Test:PC Change 2879728 on 2016/02/24 by Martin.Mittring fixed and improved VisualizeMotionBlur #rb:David.Hill #test:PC Change 2879729 on 2016/02/24 by Martin.Mittring added AngleBetweenVectors() and variants to the FastMath library #rb:David.Hill #code_review:Brian.Karis Change 2880133 on 2016/02/24 by David.Hill new r.DepthOfFieldQualitySetting for GDC squencer demo #rb:Martin.Mittring - OR-15875 Change 2880314 on 2016/02/24 by Daniel.Wright Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder * This fixes preshadows on HISMC and foliage Change 2880338 on 2016/02/24 by Martin.Mittring added SkinCache.Debug cvar #rb:Lina.Halper #test:PC Change 2880344 on 2016/02/24 by Daniel.Wright Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect * Lightmaps, stationary skylight and reflection captures are all affected * Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality * For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion Change 2880346 on 2016/02/24 by Daniel.Wright Added several cvars to expose mesh distance field limits, which allows higher quality * r.DistanceFields.MaxPerMeshResolution * r.DistanceFields.DefaultVoxelDensity * r.DistanceFields.AtlasSizeXY * r.DistanceFields.AtlasSizeZ Change 2881304 on 2016/02/25 by Gil.Gribb UE4 - Increased the priority of cloth tasks because these are on the critical path. Change 2881306 on 2016/02/25 by Gil.Gribb UE4 - Added cvar to control background tick list cleanup. Change 2881790 on 2016/02/25 by Daniel.Wright Screen size fading is only applied to spot and point lights Change 2882077 on 2016/02/25 by Daniel.Wright DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance Change 2882391 on 2016/02/25 by Martin.Mittring fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n) #rb:Olaf.Piesche #code_review:Rolando.Caloca,Marcus.Wassmer Change 2883008 on 2016/02/26 by Gil.Gribb UE4 - Fixed recursive shader intialization crash on consoles. Change 2883253 on 2016/02/26 by Martin.Mittring Improved SkinTangent compression #rb:Olaf.Piesche Change 2883295 on 2016/02/26 by Martin.Mittring Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents) #rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca Change 2883363 on 2016/02/26 by Gil.Gribb UE4 - Fixed an issue with recurisve shader init on consoles...again. Change 2883912 on 2016/02/26 by Gil.Gribb UE4 - Fixed shadows updating static meshes while the prepass is in progress. Change 2884829 on 2016/02/27 by Martin.Mittring OR-16237 indirect lighting on skin is too dark #rb:Martin.Mittring #code_review:Brian.Karis Change 2885096 on 2016/02/28 by Martin.Mittring OR-13678 [CL 2890130 by Gil Gribb in Main branch]
2016-03-02 13:38:38 -05:00
float Y = 38;
const float YStep = 14;
const float ColumnWidth = 200;
FString Line;
Line = FString::Printf(TEXT("Visualize MotionBlur"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
static const auto MotionBlurDebugVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurDebug"));
const int32 MotionBlurDebug = MotionBlurDebugVar ? MotionBlurDebugVar->GetValueOnRenderThread() : 0;
Line = FString::Printf(TEXT("%d, %d"), ViewFamily.FrameNumber, MotionBlurDebug);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("FrameNo, r.MotionBlurDebug:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
static const auto VelocityTestVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VelocityTest"));
const int32 VelocityTest = VelocityTestVar ? VelocityTestVar->GetValueOnRenderThread() : 0;
extern bool IsParallelVelocity();
Line = FString::Printf(TEXT("%d, %d, %d"), ViewFamily.bWorldIsPaused, VelocityTest, IsParallelVelocity());
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Paused, r.VelocityTest, Parallel:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
const FScene* Scene = (const FScene*)View.Family->Scene;
Canvas.DrawShadowedString(X, Y += YStep, TEXT("MotionBlurInfoData (per object):"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Scene->MotionBlurInfoData.GetDebugString(), GetStatsFont(), FLinearColor(1, 1, 0));
const FSceneViewState *SceneViewState = (const FSceneViewState*)View.State;
Line = FString::Printf(TEXT("View=%.4x PrevView=%.4x"),
View.ViewMatrices.ViewMatrix.ComputeHash() & 0xffff,
SceneViewState->PrevViewMatrices.ViewMatrix.ComputeHash() & 0xffff);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("ViewMatrix:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.Flush_RenderThread(Context.RHICmdList);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVisualizeMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("MotionBlur");
Ret.AutoWritable = false;
return Ret;
}