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