// Copyright Epic Games, Inc. All Rights Reserved. #include "DistortionRendering.h" #include "RHIStaticStates.h" #include "StaticBoundShaderState.h" #include "SceneUtils.h" #include "PostProcess/SceneRenderTargets.h" #include "MeshMaterialShader.h" #include "DeferredShadingRenderer.h" #include "TranslucentRendering.h" #include "Materials/Material.h" #include "PipelineStateCache.h" #include "ScenePrivate.h" #include "ScreenPass.h" #include "MeshPassProcessor.inl" #include "Strata/Strata.h" #include "ScreenRendering.h" DECLARE_GPU_STAT(Distortion); const uint8 kStencilMaskBit = STENCIL_SANDBOX_MASK; static TAutoConsoleVariable CVarDisableDistortion( TEXT("r.DisableDistortion"), 0, TEXT("Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory."), ECVF_Default); static TAutoConsoleVariable CVarRefractionBlur( TEXT("r.Refraction.Blur"), 1, TEXT("Prevent rough refraction from happening, i.e. blurring of the background."), ECVF_Scalability | ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarRefractionBlurScale( TEXT("r.Refraction.BlurScale"), 0.2f, TEXT("Global scale the background blur amount after it is mapped form the surface back roughness/scattering amount."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarRefractionBlurCenterWeight( TEXT("r.Refraction.BlurCenterWeight"), 0.0f, TEXT("The weight of the center sample. Value greater than 0 means the sharp image is more and more visible."), ECVF_RenderThreadSafe); static TAutoConsoleVariable CVarRefractionOffsetQuality( TEXT("r.Refraction.OffsetQuality"), 0, TEXT("When enabled, the offset buffer is made float for higher quality. This is important to maintain the softness of the blurred scene buffer."), ECVF_Scalability | ECVF_RenderThreadSafe); // Using a simple scale to map roughness to mip level. // Later we could remove that and use depth+variance to have a better lob roughness to mip match. static TAutoConsoleVariable CVarRefractionRoughnessToMipLevelFactor( TEXT("r.Refraction.RoughnessToMipLevelFactor"), 5.0f, TEXT("Factor to translate the roughness factor into a mip level."), ECVF_Scalability | ECVF_RenderThreadSafe); BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FDistortionPassUniformParameters, RENDERER_API) SHADER_PARAMETER_STRUCT(FSceneTextureUniformParameters, SceneTextures) SHADER_PARAMETER(FVector4f, DistortionParams) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FDistortionPassUniformParameters, "DistortionPass", SceneTextures); int32 FSceneRenderer::GetRefractionQuality(const FSceneViewFamily& ViewFamily) { static const auto ICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RefractionQuality")); int32 Value = 0; if (ViewFamily.EngineShowFlags.Refraction) { Value = ICVar->GetValueOnRenderThread(); } return Value; } void SetupDistortionParams(FVector4f& DistortionParams, const FViewInfo& View) { float Ratio = View.UnscaledViewRect.Width() / (float)View.UnscaledViewRect.Height(); DistortionParams.X = View.ViewMatrices.GetProjectionMatrix().M[0][0]; DistortionParams.Y = Ratio; DistortionParams.Z = (float)View.UnscaledViewRect.Width(); DistortionParams.W = (float)View.UnscaledViewRect.Height(); // When ISR is enabled we store two FOVs in the distortion parameters and compute the aspect ratio in the shader instead. if (View.IsInstancedStereoPass() || View.bIsMobileMultiViewEnabled) { const FSceneView* InstancedView = View.GetInstancedView(); if (InstancedView) { DistortionParams.Y = InstancedView->ViewMatrices.GetProjectionMatrix().M[0][0]; } } } TRDGUniformBufferRef CreateDistortionPassUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View) { auto* Parameters = GraphBuilder.AllocParameters(); SetupSceneTextureUniformParameters(GraphBuilder, View.GetSceneTexturesChecked(), View.FeatureLevel, ESceneTextureSetupMode::All, Parameters->SceneTextures); SetupDistortionParams(Parameters->DistortionParams, View); return GraphBuilder.CreateUniformBuffer(Parameters); } static bool GetUseRoughRefraction() { return Strata::IsStrataEnabled() && CVarRefractionBlur.GetValueOnRenderThread() > 0; } class FDistortionScreenPS : public FGlobalShader { public: class FUseMSAADim : SHADER_PERMUTATION_BOOL("USE_MSAA"); class FUseRoughRefractionDim : SHADER_PERMUTATION_BOOL("USE_ROUGH_REFRACTION"); using FPermutationDomain = TShaderPermutationDomain; BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View) SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS, RoughnessScatterMSAATexture) SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS, DistortionMSAATexture) SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS, SceneColorMSAATexture) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, RoughnessScatterTexture) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DistortionTexture) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture) SHADER_PARAMETER_SAMPLER(SamplerState, RoughnessScatterSampler) SHADER_PARAMETER_SAMPLER(SamplerState, DistortionTextureSampler) SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorTextureSampler) SHADER_PARAMETER(float, RefractionRoughnessToMipLevelFactor) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { const FPermutationDomain PermutationVector(Parameters.PermutationId); return !PermutationVector.Get() || IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } FDistortionScreenPS() = default; FDistortionScreenPS(const FGlobalShaderType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) {} }; /** A pixel shader for rendering the full screen refraction pass */ class FDistortionApplyScreenPS : public FDistortionScreenPS { public: DECLARE_GLOBAL_SHADER(FDistortionApplyScreenPS); SHADER_USE_PARAMETER_STRUCT(FDistortionApplyScreenPS, FDistortionScreenPS); }; IMPLEMENT_GLOBAL_SHADER(FDistortionApplyScreenPS, "/Engine/Private/DistortApplyScreenPS.usf", "Main", SF_Pixel); /** A pixel shader that applies the distorted image to the scene */ class FDistortionMergeScreenPS : public FDistortionScreenPS { public: DECLARE_GLOBAL_SHADER(FDistortionMergeScreenPS); SHADER_USE_PARAMETER_STRUCT(FDistortionMergeScreenPS, FDistortionScreenPS); }; IMPLEMENT_GLOBAL_SHADER(FDistortionMergeScreenPS, "/Engine/Private/DistortApplyScreenPS.usf", "Merge", SF_Pixel); class FDistortionMeshVS : public FMeshMaterialShader { public: DECLARE_SHADER_TYPE(FDistortionMeshVS,MeshMaterial); FDistortionMeshVS() = default; FDistortionMeshVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FMeshMaterialShader(Initializer) { } static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters) { return IsTranslucentBlendMode(Parameters.MaterialParameters.BlendMode) && Parameters.MaterialParameters.bIsDistorted; } }; class FDistortionMeshPS : public FMeshMaterialShader { public: DECLARE_SHADER_TYPE(FDistortionMeshPS,MeshMaterial); FDistortionMeshPS() = default; FDistortionMeshPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FMeshMaterialShader(Initializer) { } static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters) { return IsTranslucentBlendMode(Parameters.MaterialParameters.BlendMode) && Parameters.MaterialParameters.bIsDistorted; } static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); if (IsMobilePlatform(Parameters.Platform)) { // use same path for scene textures as post-process material OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_MOBILE"), 1); } // Skip the material clip if depth test should not be done OutEnvironment.SetDefine(TEXT("MATERIAL_SHOULD_DISABLE_DEPTH_TEST"), Parameters.MaterialParameters.bShouldDisableDepthTest ? 1 : 0); } }; IMPLEMENT_MATERIAL_SHADER_TYPE(, FDistortionMeshVS, TEXT("/Engine/Private/DistortAccumulateVS.usf"), TEXT("Main"), SF_Vertex); IMPLEMENT_MATERIAL_SHADER_TYPE(, FDistortionMeshPS,TEXT("/Engine/Private/DistortAccumulatePS.usf"),TEXT("Main"),SF_Pixel); bool FDeferredShadingSceneRenderer::ShouldRenderDistortion() const { static const auto DisableDistortionCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DisableDistortion")); const bool bAllowDistortion = DisableDistortionCVar->GetValueOnAnyThread() != 1; if (GetRefractionQuality(*ActiveViewFamily) <= 0 || !bAllowDistortion) { return false; } for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex) { const FViewInfo& View = Views[ViewIndex]; if (View.bHasDistortionPrimitives && View.ShouldRenderView() && View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].HasAnyDraw()) { return true; } } return false; } BEGIN_SHADER_PARAMETER_STRUCT(FDistortionPassParameters, RENDERER_API) SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FDistortionPassUniformParameters, Pass) SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() ////////////////////////////////////////////////////////////////////////// class FCopySceneColorTexturePS : public FGlobalShader { public: DECLARE_GLOBAL_SHADER(FCopySceneColorTexturePS); SHADER_USE_PARAMETER_STRUCT(FCopySceneColorTexturePS, FGlobalShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture) SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return true; } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("COPYSCENECOLORTEXTUREPS"), 1); } }; IMPLEMENT_GLOBAL_SHADER(FCopySceneColorTexturePS, "/Engine/Private/DistortFiltering.usf", "CopySceneColorTexturePS", SF_Pixel); static void AddCopySceneColorPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture, FRDGTextureRef SceneColorCopyTexture) { const FScreenPassTextureViewport Viewport(SceneColorCopyTexture, View.ViewRect); TShaderMapRef VertexShader(View.ShaderMap); TShaderMapRef PixelShader(View.ShaderMap); auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->View = View.ViewUniformBuffer; PassParameters->SceneColorTexture = SceneColorTexture; PassParameters->SceneColorSampler = TStaticSamplerState::GetRHI(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorCopyTexture, ERenderTargetLoadAction::ENoAction); // The scene color is copied into from multi-view-rect layout into a single-rect layout. FIntRect ViewRect; ViewRect.Min = FIntPoint(0, 0); ViewRect.Max = FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()); const FScreenPassTextureViewport InputViewport(SceneColorTexture, ViewRect); const FScreenPassTextureViewport OutputViewport(SceneColorCopyTexture); AddDrawScreenPass(GraphBuilder, {}, View, InputViewport, OutputViewport, VertexShader, PixelShader, PassParameters); } ////////////////////////////////////////////////////////////////////////// class FDownsampleSceneColorCS : public FGlobalShader { DECLARE_GLOBAL_SHADER(FDownsampleSceneColorCS); SHADER_USE_PARAMETER_STRUCT(FDownsampleSceneColorCS, FGlobalShader); static const uint32 ThreadGroupSize = 8; using FPermutationDomain = TShaderPermutationDomain<>; BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER(uint32, SrcMipIndex) SHADER_PARAMETER(FIntPoint, SrcMipResolution) SHADER_PARAMETER(FIntPoint, DstMipResolution) SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, SourceTexture) SHADER_PARAMETER_SAMPLER(SamplerState, SourceSampler) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, OutTextureMipColor) END_SHADER_PARAMETER_STRUCT() public: static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5; } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), ThreadGroupSize); OutEnvironment.SetDefine(TEXT("DOWNSAMPLECOLORCS"), 1); } }; IMPLEMENT_GLOBAL_SHADER(FDownsampleSceneColorCS, "/Engine/Private/DistortFiltering.usf", "DownsampleColorCS", SF_Compute); static void AddDownsampleSceneColorPass(FRDGBuilder& GraphBuilder, FDownsampleSceneColorCS::FParameters* PassParameters, const FViewInfo& View) { FIntVector NumGroups = FIntVector::DivideAndRoundUp( FIntVector(PassParameters->DstMipResolution.X, PassParameters->DstMipResolution.Y, 1), FIntVector(FDownsampleSceneColorCS::ThreadGroupSize, FDownsampleSceneColorCS::ThreadGroupSize, 1)); FDownsampleSceneColorCS::FPermutationDomain PermutationVector; TShaderMapRef ComputeShader(View.ShaderMap, PermutationVector); // Dispatch with GenerateMips: reading from a slice through SRV and writing into lower mip through UAV. ClearUnusedGraphResources(ComputeShader, PassParameters); FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("DistoMipGen"), ComputeShader, PassParameters, NumGroups); } ////////////////////////////////////////////////////////////////////////// // STARTA_TODO make common with the function in PostProcessWeightedSampleSum.cpp class FGaussianFiltering { public: // Evaluates an unnormalized normal distribution PDF around 0 at given X with Variance. static float NormalDistributionUnscaled(float X, float Sigma, float CrossCenterWeight) { const float DX = FMath::Abs(X); const float ClampedOneMinusDX = FMath::Max(0.0f, 1.0f - DX); // Tweak the gaussian shape e.g. "r.Bloom.Cross 3.5" if (CrossCenterWeight > 1.0f) { return FMath::Pow(ClampedOneMinusDX, CrossCenterWeight); } else { // Constant is tweaked give a similar look to UE before we fixed the scale bug (Some content tweaking might be needed). // The value defines how much of the Gaussian clipped by the sample window. // r.Filter.SizeScale allows to tweak that for performance/quality. const float LegacyCompatibilityConstant = -16.7f; const float Gaussian = FMath::Exp(LegacyCompatibilityConstant * FMath::Square(DX / Sigma)); return FMath::Lerp(Gaussian, ClampedOneMinusDX, CrossCenterWeight); } } static float GetClampedKernelRadius(uint32 SampleCountMax, float KernelRadius) { return FMath::Clamp(KernelRadius, DELTA, SampleCountMax - 1); } static int GetIntegerKernelRadius(uint32 SampleCountMax, float KernelRadius) { // Smallest radius will be 1. return FMath::Min(FMath::CeilToInt(GetClampedKernelRadius(SampleCountMax, KernelRadius)), SampleCountMax - 1); } static uint32 Compute1DGaussianFilterKernel(FVector2D* OutOffsetAndWeight, uint32 SampleCountMax, float KernelRadius, float CrossCenterWeight, float FilterSizeScale) { const float ClampedKernelRadius = GetClampedKernelRadius(SampleCountMax, KernelRadius); const int32 IntegerKernelRadius = GetIntegerKernelRadius(SampleCountMax, KernelRadius * FilterSizeScale); uint32 SampleCount = 0; float WeightSum = 0.0f; for (int32 SampleIndex = -IntegerKernelRadius; SampleIndex <= IntegerKernelRadius; SampleIndex += 2) { float Weight0 = NormalDistributionUnscaled(SampleIndex, ClampedKernelRadius, CrossCenterWeight); float Weight1 = 0.0f; // We use the bilinear filter optimization for gaussian blur. However, we don't want to bias the // last sample off the edge of the filter kernel, so the very last tap just is on the pixel center. if (SampleIndex != IntegerKernelRadius) { Weight1 = NormalDistributionUnscaled(SampleIndex + 1, ClampedKernelRadius, CrossCenterWeight); } const float TotalWeight = Weight0 + Weight1; OutOffsetAndWeight[SampleCount].X = SampleIndex + (Weight1 / TotalWeight); OutOffsetAndWeight[SampleCount].Y = TotalWeight; WeightSum += TotalWeight; SampleCount++; } // Normalize blur weights. const float WeightSumInverse = 1.0f / WeightSum; for (uint32 SampleIndex = 0; SampleIndex < SampleCount; ++SampleIndex) { OutOffsetAndWeight[SampleIndex].Y *= WeightSumInverse; } return SampleCount; } }; // If this is update, please update DistortFiltering.usf #define MAX_FILTER_SAMPLE_COUNT 128 class FFilterSceneColorCS : public FGlobalShader { DECLARE_GLOBAL_SHADER(FFilterSceneColorCS); SHADER_USE_PARAMETER_STRUCT(FFilterSceneColorCS, FGlobalShader); static const uint32 ThreadGroupSize = 8; using FPermutationDomain = TShaderPermutationDomain<>; BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER(uint32, SampleCount) SHADER_PARAMETER(uint32, SrcMipIndex) SHADER_PARAMETER(FIntPoint, MipResolution) SHADER_PARAMETER(FVector4f, BlurDirection) SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, SourceTexture) SHADER_PARAMETER_SAMPLER(SamplerState, SourceSampler) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, OutTextureMipColor) SHADER_PARAMETER_ARRAY(FVector4f, SampleOffsetsWeights, [MAX_FILTER_SAMPLE_COUNT]) END_SHADER_PARAMETER_STRUCT() public: static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5; } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), ThreadGroupSize); OutEnvironment.SetDefine(TEXT("FILTERCOLORCS"), 1); } }; IMPLEMENT_GLOBAL_SHADER(FFilterSceneColorCS, "/Engine/Private/DistortFiltering.usf", "FilterColorCS", SF_Compute); static void AddFilterSceneColorPass(FRDGBuilder& GraphBuilder, FFilterSceneColorCS::FParameters* PassParameters, const FViewInfo& View) { FIntVector NumGroups = FIntVector::DivideAndRoundUp( FIntVector(PassParameters->MipResolution.X, PassParameters->MipResolution.Y, 1), FIntVector(FFilterSceneColorCS::ThreadGroupSize, FFilterSceneColorCS::ThreadGroupSize, 1)); FFilterSceneColorCS::FPermutationDomain PermutationVector; TShaderMapRef ComputeShader(View.ShaderMap, PermutationVector); // Dispatch with GenerateMips: reading from a slice through SRV and writing into lower mip through UAV. ClearUnusedGraphResources(ComputeShader, PassParameters); FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("FilterMipGen"), ComputeShader, PassParameters, NumGroups); } ////////////////////////////////////////////////////////////////////////// void FDeferredShadingSceneRenderer::RenderDistortion(FRDGBuilder& GraphBuilder, FRDGTextureRef SceneColorTexture, FRDGTextureRef SceneDepthTexture) { check(SceneDepthTexture); check(SceneColorTexture); if (!ShouldRenderDistortion()) { return; } QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion); RDG_EVENT_SCOPE(GraphBuilder, "Distortion"); RDG_GPU_STAT_SCOPE(GraphBuilder, Distortion); const FDepthStencilBinding StencilReadBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilRead); FDepthStencilBinding StencilWriteBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite); FRDGTextureRef DistortionTexture = nullptr; FRDGTextureRef RoughnessScatterTexture = nullptr; FRDGTextureRef TempSceneColorMipchainTexture = nullptr; FGlobalShaderMap* ShaderMap = GetGlobalShaderMap(FeatureLevel); // Create a texture of the scene color with MIP levels, unfiltered // NOTE: we cannot use mips on the scene color render target it self because multiple views are continuous in there and they would leak color one onto another. TArray ViewsSceneColorMipchain; ViewsSceneColorMipchain.SetNum(Views.Num()); const bool bUseRoughRefraction = GetUseRoughRefraction(); if(bUseRoughRefraction) { for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex) { RDG_EVENT_SCOPE(GraphBuilder, "Rough Refraction View%d", ViewIndex); const FViewInfo& View = Views[ViewIndex]; const FIntPoint SceneColorMip0Resolution = View.ViewRect.Size(); // We do not use max and do not add 1 to the result, this to not go down to the lowest mip level as this is not required. const int32 MipCount = FMath::Max((int32)1, (int32)FMath::CeilLogTwo(FMath::Min(SceneColorMip0Resolution.X, SceneColorMip0Resolution.Y))); FRDGTextureDesc SceneColorMipchainDesc = FRDGTextureDesc::Create2D(SceneColorMip0Resolution, PF_FloatR11G11B10, FClearValueBinding::None, TexCreate_TargetArraySlicesIndependently | TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable, MipCount); FRDGTextureRef SceneColorMipchainTexture = GraphBuilder.CreateTexture(SceneColorMipchainDesc, TEXT("SceneColorMipchain")); ViewsSceneColorMipchain[ViewIndex] = SceneColorMipchainTexture; if (!TempSceneColorMipchainTexture || TempSceneColorMipchainTexture->Desc.Extent != SceneColorMipchainTexture->Desc.Extent) { // Only allocate a new temporary if it needs to have another resolution. TempSceneColorMipchainTexture = GraphBuilder.CreateTexture(SceneColorMipchainDesc, TEXT("TempSceneColorMipchain")); } // Copy scene color into the first mip level { RDG_EVENT_SCOPE(GraphBuilder, "CopySceneColor"); AddCopySceneColorPass(GraphBuilder, View, SceneColorTexture, SceneColorMipchainTexture); } // Now render the mip chain // STRATA_TODO we could optimize that pass by doing one pass with a tile of 16x16 writing out the 8x8, 4x4, 2x2 and 1x1 down sampled output { RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipChain"); FIntPoint SrcMipResolution = SceneColorMip0Resolution; FIntPoint DstMipResolution = SceneColorMip0Resolution / 2; for (int32 DstMipIndex = 1; DstMipIndex < MipCount; DstMipIndex++) { FDownsampleSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->SrcMipIndex = DstMipIndex - 1; PassParameters->SrcMipResolution = SrcMipResolution; PassParameters->DstMipResolution = DstMipResolution; PassParameters->SourceSampler = TStaticSamplerState::GetRHI(); PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(SceneColorMipchainTexture, DstMipIndex - 1)); PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorMipchainTexture, DstMipIndex)); AddDownsampleSceneColorPass(GraphBuilder, PassParameters, View); SrcMipResolution = DstMipResolution; DstMipResolution = DstMipResolution / 2; } } // Now the horizontal blur // STATA_TODO: check that compute overlap is working as all horizontal filtering steps can happen in parallel const float KernelRadius = 16.0f; // The maximum sample count we will run. This is scaled down by FilterSizeScale. const float FilterSizeScale = CVarRefractionBlurScale.GetValueOnRenderThread(); const float CrossCenterWeight = CVarRefractionBlurCenterWeight.GetValueOnRenderThread(); // This must be 0 for the sharp image to not affect the output, the blurring dominates. { RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipHBlur"); FIntPoint MipResolution = SceneColorMip0Resolution / 2; for (int32 MipIndex = 1; MipIndex < MipCount; MipIndex++) { FVector2D OffsetAndWeight[MAX_FILTER_SAMPLE_COUNT]; uint32 SampleCount = FGaussianFiltering::Compute1DGaussianFilterKernel(OffsetAndWeight, MAX_FILTER_SAMPLE_COUNT, KernelRadius, CrossCenterWeight, FilterSizeScale); const FVector2D InverseFilterTextureExtent(1.0f / static_cast(MipResolution.X), 1.0f / static_cast(MipResolution.Y)); FFilterSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->SrcMipIndex = MipIndex; PassParameters->MipResolution = MipResolution; PassParameters->SourceSampler = TStaticSamplerState::GetRHI(); PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(SceneColorMipchainTexture, MipIndex)); PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(TempSceneColorMipchainTexture, MipIndex)); PassParameters->SampleCount = SampleCount; PassParameters->BlurDirection = FVector4f(1.0f, 0.0f, 0.0f, 0.0f); for (uint32 i = 0; i < SampleCount; ++i) { PassParameters->SampleOffsetsWeights[i] = FVector4f(InverseFilterTextureExtent.X * OffsetAndWeight[i].X, OffsetAndWeight[i].Y); } AddFilterSceneColorPass(GraphBuilder, PassParameters, View); MipResolution = MipResolution / 2; } } // Now the vertical blur // STATA_TODO: check that compute overlap is working as all vertical filtering steps can happen in parallel { RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipVBlur"); FIntPoint MipResolution = SceneColorMip0Resolution / 2; for (int32 MipIndex = 1; MipIndex < MipCount; MipIndex++) { FVector2D OffsetAndWeight[MAX_FILTER_SAMPLE_COUNT]; uint32 SampleCount = FGaussianFiltering::Compute1DGaussianFilterKernel(OffsetAndWeight, MAX_FILTER_SAMPLE_COUNT, KernelRadius, CrossCenterWeight, FilterSizeScale); const FVector2D InverseFilterTextureExtent(1.0f / static_cast(MipResolution.X), 1.0f / static_cast(MipResolution.Y)); FFilterSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->SrcMipIndex = MipIndex; PassParameters->MipResolution = MipResolution; PassParameters->SourceSampler = TStaticSamplerState::GetRHI(); PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(TempSceneColorMipchainTexture, MipIndex)); PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorMipchainTexture, MipIndex)); PassParameters->SampleCount = SampleCount; PassParameters->BlurDirection = FVector4f(0.0f, 1.0f, 0.0f, 0.0f); for (uint32 i = 0; i < SampleCount; ++i) { PassParameters->SampleOffsetsWeights[i] = FVector4f(InverseFilterTextureExtent.Y * OffsetAndWeight[i].X, OffsetAndWeight[i].Y); } AddFilterSceneColorPass(GraphBuilder, PassParameters, View); MipResolution = MipResolution / 2; } } } } // Use stencil mask to optimize cases with lower screen coverage. // Note: This adds an extra pass which is actually slower as distortion tends towards full-screen. // It could be worth testing object screen bounds then reverting to a target flip and single pass. { QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Accumulate); RDG_EVENT_SCOPE(GraphBuilder, "Accumulate"); // Use RGBA8 light target for accumulating distortion offsets. // R = positive X offset // G = positive Y offset // B = negative X offset // A = negative Y offset DistortionTexture = GraphBuilder.CreateTexture( FRDGTextureDesc::Create2D( SceneDepthTexture->Desc.Extent, CVarRefractionOffsetQuality.GetValueOnRenderThread() > 0 ? PF_FloatRGBA : PF_B8G8R8A8, FClearValueBinding::Transparent, GFastVRamConfig.Distortion | TexCreate_RenderTargetable | TexCreate_ShaderResource, 1, SceneDepthTexture->Desc.NumSamples), TEXT("Distortion")); if (bUseRoughRefraction) { // This is the texture containing information about the surface back scattering process RoughnessScatterTexture = GraphBuilder.CreateTexture( FRDGTextureDesc::Create2D( SceneDepthTexture->Desc.Extent, PF_R16F, FClearValueBinding::Transparent, GFastVRamConfig.Distortion | TexCreate_RenderTargetable | TexCreate_ShaderResource, 1, SceneDepthTexture->Desc.NumSamples), TEXT("DistortionRoughnessScatter")); } ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::EClear; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& View = Views[ViewIndex]; const ETranslucencyView TranslucencyView = GetTranslucencyView(View); if (!View.ShouldRenderView() && !EnumHasAnyFlags(TranslucencyView, ETranslucencyView::RayTracing)) { continue; } RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask); RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex); View.BeginRenderView(); auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->View = View.GetShaderParameters(); PassParameters->Pass = CreateDistortionPassUniformBuffer(GraphBuilder, View); PassParameters->RenderTargets[0] = FRenderTargetBinding(DistortionTexture, LoadAction); if (bUseRoughRefraction) { PassParameters->RenderTargets[1] = FRenderTargetBinding(RoughnessScatterTexture, LoadAction); } PassParameters->RenderTargets.DepthStencil = StencilWriteBinding; View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams); GraphBuilder.AddPass( {}, PassParameters, ERDGPassFlags::Raster, [this, &View, PassParameters](FRHICommandList& RHICmdList) { QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRender_RenderDistortion_Accumulate_Meshes); SetStereoViewport(RHICmdList, View); View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams); }); LoadAction = ERenderTargetLoadAction::ELoad; } } FRDGTextureDesc DistortedSceneColorDesc = SceneColorTexture->Desc; EnumRemoveFlags(DistortedSceneColorDesc.Flags, TexCreate_FastVRAM); FRDGTextureRef DistortionSceneColorTexture = GraphBuilder.CreateTexture(DistortedSceneColorDesc, TEXT("DistortedSceneColor")); FDistortionScreenPS::FParameters CommonParameters; CommonParameters.DistortionMSAATexture = DistortionTexture; CommonParameters.DistortionTexture = DistortionTexture; if (bUseRoughRefraction) { CommonParameters.RoughnessScatterMSAATexture = RoughnessScatterTexture; CommonParameters.RoughnessScatterTexture = RoughnessScatterTexture; } CommonParameters.SceneColorTextureSampler = bUseRoughRefraction ? TStaticSamplerState::GetRHI() : TStaticSamplerState<>::GetRHI(); CommonParameters.DistortionTextureSampler = TStaticSamplerState<>::GetRHI(); CommonParameters.RoughnessScatterSampler = TStaticSamplerState<>::GetRHI(); CommonParameters.RefractionRoughnessToMipLevelFactor = FMath::Max(0.0f, CVarRefractionRoughnessToMipLevelFactor.GetValueOnRenderThread()); FDistortionScreenPS::FPermutationDomain PermutationVector; PermutationVector.Set(SceneColorTexture->Desc.NumSamples > 1); PermutationVector.Set(bUseRoughRefraction); TShaderMapRef VertexShader(ShaderMap); TShaderMapRef ApplyPixelShader(ShaderMap, PermutationVector); TShaderMapRef MergePixelShader(ShaderMap, PermutationVector); FScreenPassPipelineState PipelineState(VertexShader, {}); FScreenPassTextureViewport Viewport(SceneColorTexture); // Apply distortion and store off-screen. { QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Apply); RDG_EVENT_SCOPE(GraphBuilder, "Apply"); CommonParameters.SceneColorMSAATexture = SceneColorTexture; CommonParameters.SceneColorTexture = SceneColorTexture; CommonParameters.RenderTargets.DepthStencil = StencilReadBinding; PipelineState.PixelShader = ApplyPixelShader; // Test against stencil mask but don't clear. PipelineState.DepthStencilState = TStaticDepthStencilState< false, CF_Always, true, CF_Equal, SO_Keep, SO_Keep, SO_Keep, false, CF_Always, SO_Keep, SO_Keep, SO_Keep, kStencilMaskBit, kStencilMaskBit>::GetRHI(); PipelineState.StencilRef = kStencilMaskBit; ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::ENoAction; for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex) { const FViewInfo& View = Views[ViewIndex]; RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask); RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex); auto* PassParameters = GraphBuilder.AllocParameters(); *PassParameters = CommonParameters; if (bUseRoughRefraction) { PassParameters->SceneColorMSAATexture = ViewsSceneColorMipchain[ViewIndex]; PassParameters->SceneColorTexture = ViewsSceneColorMipchain[ViewIndex]; } PassParameters->View = View.ViewUniformBuffer; PassParameters->RenderTargets[0] = FRenderTargetBinding(DistortionSceneColorTexture, LoadAction); Viewport.Rect = View.ViewRect; ClearUnusedGraphResources(ApplyPixelShader, PassParameters); AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, PipelineState, PassParameters, [ApplyPixelShader, PassParameters](FRHICommandList& RHICmdList) { SetShaderParameters(RHICmdList, ApplyPixelShader, ApplyPixelShader.GetPixelShader(), *PassParameters); }); LoadAction = ERenderTargetLoadAction::ELoad; } } // Merge distortion back to scene color. { QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Merge); RDG_EVENT_SCOPE(GraphBuilder, "Merge"); CommonParameters.SceneColorMSAATexture = DistortionSceneColorTexture; CommonParameters.SceneColorTexture = DistortionSceneColorTexture; CommonParameters.RenderTargets.DepthStencil = StencilWriteBinding; PipelineState.PixelShader = MergePixelShader; // Test against stencil mask and clear it. PipelineState.DepthStencilState = TStaticDepthStencilState< false, CF_Always, true, CF_Equal, SO_Keep, SO_Keep, SO_Zero, false, CF_Always, SO_Keep, SO_Keep, SO_Keep, kStencilMaskBit, kStencilMaskBit>::GetRHI(); PipelineState.StencilRef = kStencilMaskBit; for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex) { const FViewInfo& View = Views[ViewIndex]; RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask); RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex); auto* PassParameters = GraphBuilder.AllocParameters(); *PassParameters = CommonParameters; PassParameters->View = View.ViewUniformBuffer; PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTexture, ERenderTargetLoadAction::ELoad); Viewport.Rect = View.ViewRect; ClearUnusedGraphResources(MergePixelShader, PassParameters); AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, PipelineState, PassParameters, [MergePixelShader, PassParameters](FRHICommandList& RHICmdList) { SetShaderParameters(RHICmdList, MergePixelShader, MergePixelShader.GetPixelShader(), *PassParameters); }); } } } void FDistortionMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId) { if (MeshBatch.bUseForMaterial) { const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy; while (MaterialRenderProxy) { const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); if (Material) { if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, *MaterialRenderProxy, *Material)) { break; } } MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel); } } } bool FDistortionMeshProcessor::TryAddMeshBatch( const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material) { // Determine the mesh's material and blend mode. const EBlendMode BlendMode = Material.GetBlendMode(); const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch); const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material, OverrideSettings); const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material, OverrideSettings); const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode); bool bResult = true; if (bIsTranslucent && (!PrimitiveSceneProxy || PrimitiveSceneProxy->ShouldRenderInMainPass()) && ShouldIncludeDomainInMeshPass(Material.GetMaterialDomain()) && Material.IsDistorted()) { bResult = Process(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material, MeshFillMode, MeshCullMode); } return bResult; } bool GetDistortionPassShaders( const FMaterial& Material, FVertexFactoryType* VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, TShaderRef& VertexShader, TShaderRef& PixelShader) { FMaterialShaderTypes ShaderTypes; ShaderTypes.AddShaderType(); ShaderTypes.AddShaderType(); FMaterialShaders Shaders; if (!Material.TryGetShaders(ShaderTypes, VertexFactoryType, Shaders)) { return false; } Shaders.TryGetVertexShader(VertexShader); Shaders.TryGetPixelShader(PixelShader); return true; } bool FDistortionMeshProcessor::Process( const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& RESTRICT MaterialRenderProxy, const FMaterial& RESTRICT MaterialResource, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) { const FVertexFactory* VertexFactory = MeshBatch.VertexFactory; TMeshProcessorShaders< FDistortionMeshVS, FDistortionMeshPS> DistortionPassShaders; if (!GetDistortionPassShaders( MaterialResource, VertexFactory->GetType(), FeatureLevel, DistortionPassShaders.VertexShader, DistortionPassShaders.PixelShader)) { return false; } FMeshMaterialShaderElementData ShaderElementData; ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false); const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(DistortionPassShaders.VertexShader, DistortionPassShaders.PixelShader); const bool bDisableDepthTest = MaterialResource.ShouldDisableDepthTest(); BuildMeshDrawCommands( MeshBatch, BatchElementMask, PrimitiveSceneProxy, MaterialRenderProxy, MaterialResource, bDisableDepthTest ? PassDrawRenderStateNoDepthTest : PassDrawRenderState, DistortionPassShaders, MeshFillMode, MeshCullMode, SortKey, EMeshPassFeatures::Default, ShaderElementData); return true; } FDistortionMeshProcessor::FDistortionMeshProcessor( const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InPassDrawRenderState, const FMeshPassProcessorRenderState& InDistortionPassStateNoDepthTest, FMeshPassDrawListContext* InDrawListContext) : FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext) , PassDrawRenderState(InPassDrawRenderState) , PassDrawRenderStateNoDepthTest(InDistortionPassStateNoDepthTest) {} FMeshPassProcessor* CreateDistortionPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { FMeshPassProcessorRenderState DistortionPassState; // test against depth and write stencil mask DistortionPassState.SetDepthStencilState(TStaticDepthStencilState< false, CF_DepthNearOrEqual, true, CF_Always, SO_Keep, SO_Keep, SO_Replace, false, CF_Always, SO_Keep, SO_Keep, SO_Keep, kStencilMaskBit, kStencilMaskBit>::GetRHI()); DistortionPassState.SetStencilRef(kStencilMaskBit); if (GetUseRoughRefraction()) { DistortionPassState.SetBlendState(TStaticBlendState::GetRHI()); } else { // additive blending of offsets (or complexity if the shader complexity viewmode is enabled) DistortionPassState.SetBlendState(TStaticBlendState::GetRHI()); } FMeshPassProcessorRenderState DistortionPassStateNoDepthTest = DistortionPassState; DistortionPassStateNoDepthTest.SetDepthStencilState(TStaticDepthStencilState< false, CF_Always, true, CF_Always, SO_Keep, SO_Keep, SO_Replace, false, CF_Always, SO_Keep, SO_Keep, SO_Keep, kStencilMaskBit, kStencilMaskBit>::GetRHI()); DistortionPassStateNoDepthTest.SetStencilRef(kStencilMaskBit); return new(FMemStack::Get()) FDistortionMeshProcessor(Scene, InViewIfDynamicMeshCommand, DistortionPassState, DistortionPassStateNoDepthTest, InDrawListContext); } FMeshPassProcessor* CreateMobileDistortionPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { FMeshPassProcessorRenderState DistortionPassState; // We don't have depth, render all pixels, pixel shader will sample SceneDepth from SceneColor.A and discard if occluded DistortionPassState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); if (GetUseRoughRefraction()) { DistortionPassState.SetBlendState(TStaticBlendState::GetRHI()); } else { // additive blending of offsets DistortionPassState.SetBlendState(TStaticBlendState::GetRHI()); } return new(FMemStack::Get()) FDistortionMeshProcessor(Scene, InViewIfDynamicMeshCommand, DistortionPassState, DistortionPassState, InDrawListContext); } FRegisterPassProcessorCreateFunction RegisterDistortionPass(&CreateDistortionPassProcessor, EShadingPath::Deferred, EMeshPass::Distortion, EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterMobileDistortionPass(&CreateMobileDistortionPassProcessor, EShadingPath::Mobile, EMeshPass::Distortion, EMeshPassFlags::MainView);