missing changed from integration on shader optimization from Orion

[CL 2691187 by Martin Mittring in Main branch]
This commit is contained in:
Martin Mittring
2015-09-14 20:08:14 -04:00
committed by martin.mittring@epicgames.com
parent 557078dff9
commit 8a3528036b
3 changed files with 30 additions and 12 deletions
@@ -116,6 +116,14 @@ static TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT(" 3: Directional blur with unsharp mask upsample. (default)"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CDownsampleQuality(
TEXT("r.Downsample.Quality"),
3,
TEXT("Defines the quality in which the Downsample passes. we might add more quality levels later.\n")
TEXT(" 0: low quality\n")
TEXT(">0: high quality (default: 3)\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
TEXT("r.MotionBlurSoftEdgeSize"),
1.0f,
@@ -1318,8 +1326,10 @@ void FPostProcessing::Process(FRHICommandListImmediate& RHICmdList, FViewInfo& V
// down sample Scene color from full to half res
FRenderingCompositeOutputRef SceneColorHalfRes;
{
int32 DownsampleQuality = FMath::Clamp(CDownsampleQuality.GetValueOnRenderThread(), 0, 1);
// doesn't have to be as high quality as the Scene color
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, 1, TEXT("SceneColorHalfRes")));
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, DownsampleQuality, TEXT("SceneColorHalfRes")));
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);