// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessMaterial.cpp: Post processing Material implementation. =============================================================================*/ #include "PostProcess/PostProcessMaterial.h" #include "Materials/Material.h" #include "MaterialShaderType.h" #include "MaterialShader.h" #include "SceneUtils.h" #include "PostProcess/SceneRenderTargets.h" #include "PostProcess/SceneFilterRendering.h" #include "SceneRendering.h" #include "ClearQuad.h" enum class EPostProcessMaterialTarget { HighEnd, Mobile }; static bool ShouldCachePostProcessMaterial(EPostProcessMaterialTarget MaterialTarget, EShaderPlatform Platform, const FMaterial* Material) { if (Material->GetMaterialDomain() == MD_PostProcess) { switch (MaterialTarget) { case EPostProcessMaterialTarget::HighEnd: return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4); case EPostProcessMaterialTarget::Mobile: return IsMobilePlatform(Platform) && IsMobileHDR(); } } return false; } template class FPostProcessMaterialVS : public FMaterialShader { DECLARE_SHADER_TYPE(FPostProcessMaterialVS, Material); public: /** * Only compile these shaders for post processing domain materials */ static bool ShouldCompilePermutation(EShaderPlatform Platform, const FMaterial* Material) { return ShouldCachePostProcessMaterial(MaterialTarget, Platform, Material); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, const class FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment) { FMaterialShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL"), 1); if (MaterialTarget == EPostProcessMaterialTarget::Mobile) { OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_BEFORE_TONEMAP"), (Material->GetBlendableLocation() != BL_AfterTonemapping) ? 1 : 0); } } FPostProcessMaterialVS( ) { } FPostProcessMaterialVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FMaterialShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); } void SetParameters(FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, const FMaterialRenderProxy* Proxy) { const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader(); FMaterialShader::SetParameters(RHICmdList, ShaderRHI, Proxy, *Proxy->GetMaterial(Context.View.GetFeatureLevel()), Context.View, Context.View.ViewUniformBuffer, ESceneTextureSetupMode::All); PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); } // Begin FShader interface virtual bool Serialize(FArchive& Ar) override { bool bShaderHasOutdatedParameters = FMaterialShader::Serialize(Ar); Ar << PostprocessParameter; return bShaderHasOutdatedParameters; } // End FShader interface private: FPostProcessPassParameters PostprocessParameter; }; typedef FPostProcessMaterialVS FPostProcessMaterialVS_HighEnd; typedef FPostProcessMaterialVS FPostProcessMaterialVS_Mobile; IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,FPostProcessMaterialVS_HighEnd,TEXT("/Engine/Private/PostProcessMaterialShaders.usf"),TEXT("MainVS"),SF_Vertex); IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,FPostProcessMaterialVS_Mobile,TEXT("/Engine/Private/PostProcessMaterialShaders.usf"),TEXT("MainVS_ES2"),SF_Vertex); /** * A pixel shader for rendering a post process material */ template class FPostProcessMaterialPS : public FMaterialShader { DECLARE_SHADER_TYPE(FPostProcessMaterialPS,Material); public: /** * Only compile these shaders for post processing domain materials */ static bool ShouldCompilePermutation(EShaderPlatform Platform, const FMaterial* Material) { return ShouldCachePostProcessMaterial(MaterialTarget, Platform, Material); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, const class FMaterial* Material, FShaderCompilerEnvironment& OutEnvironment) { FMaterialShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL"), 1); OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_UV_POLICY"), UVPolicy); EBlendableLocation Location = EBlendableLocation(Material->GetBlendableLocation()); OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_AFTER_TAA_UPSAMPLE"), (Location == BL_AfterTonemapping || Location == BL_ReplacingTonemapper) ? 1 : 0); if (MaterialTarget == EPostProcessMaterialTarget::Mobile) { OutEnvironment.SetDefine(TEXT("MOBILE_FORCE_DEPTH_TEXTURE_READS"), 1); // Ensure post process materials will not attempt depth buffer fetch operations. OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_BEFORE_TONEMAP"), (Location != BL_AfterTonemapping) ? 1 : 0); } } FPostProcessMaterialPS() {} FPostProcessMaterialPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer): FMaterialShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); } template void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context, const FMaterialRenderProxy* Proxy) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FMaterialShader::SetParameters(RHICmdList, ShaderRHI, Proxy, *Proxy->GetMaterial(Context.View.GetFeatureLevel()), Context.View, Context.View.ViewUniformBuffer, ESceneTextureSetupMode::All); PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState::GetRHI()); } virtual bool Serialize(FArchive& Ar) override { bool bShaderHasOutdatedParameters = FMaterialShader::Serialize(Ar); Ar << PostprocessParameter; return bShaderHasOutdatedParameters; } private: FPostProcessPassParameters PostprocessParameter; }; typedef FPostProcessMaterialPS FFPostProcessMaterialPS_HighEnd0; typedef FPostProcessMaterialPS FFPostProcessMaterialPS_HighEnd1; typedef FPostProcessMaterialPS FPostProcessMaterialPS_Mobile; IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, FFPostProcessMaterialPS_HighEnd0, TEXT("/Engine/Private/PostProcessMaterialShaders.usf"), TEXT("MainPS"), SF_Pixel); IMPLEMENT_MATERIAL_SHADER_TYPE(template<>, FFPostProcessMaterialPS_HighEnd1, TEXT("/Engine/Private/PostProcessMaterialShaders.usf"), TEXT("MainPS"), SF_Pixel); IMPLEMENT_MATERIAL_SHADER_TYPE(template<>,FPostProcessMaterialPS_Mobile,TEXT("/Engine/Private/PostProcessMaterialShaders.usf"),TEXT("MainPS_ES2"),SF_Pixel); FRCPassPostProcessMaterial::FRCPassPostProcessMaterial(UMaterialInterface* InMaterialInterface, ERHIFeatureLevel::Type InFeatureLevel, EPixelFormat OutputFormatIN) : MaterialInterface(InMaterialInterface), OutputFormat(OutputFormatIN) { FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(); check(Proxy); const FMaterial* Material = Proxy->GetMaterialNoFallback(InFeatureLevel); if (!Material || Material->GetMaterialDomain() != MD_PostProcess) { MaterialInterface = UMaterial::GetDefaultMaterial(MD_PostProcess); } } /** The filter vertex declaration resource type. */ class FPostProcessMaterialVertexDeclaration : public FRenderResource { public: FVertexDeclarationRHIRef VertexDeclarationRHI; /** Destructor. */ virtual ~FPostProcessMaterialVertexDeclaration() {} virtual void InitRHI() { FVertexDeclarationElementList Elements; uint32 Stride = sizeof(FFilterVertex); Elements.Add(FVertexElement(0,STRUCT_OFFSET(FFilterVertex,Position),VET_Float4,0,Stride)); VertexDeclarationRHI = RHICreateVertexDeclaration(Elements); } virtual void ReleaseRHI() { VertexDeclarationRHI.SafeRelease(); } }; TGlobalResource GPostProcessMaterialVertexDeclaration; void FRCPassPostProcessMaterial::Process(FRenderingCompositePassContext& Context) { FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(); check(Proxy); ERHIFeatureLevel::Type FeatureLevel = Context.View.GetFeatureLevel(); const FMaterial* Material = Proxy->GetMaterial(FeatureLevel); check(Material); const FViewInfo& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); FIntRect SrcRect = Context.SceneColorViewRect; FIntRect DestRect = Context.GetSceneColorDestRect(DestRenderTarget); checkf(DestRect.Size() == SrcRect.Size(), TEXT("Post process material should not be used as upscaling pass.")); FIntPoint SrcSize = InputDesc->Extent; SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessMaterial, TEXT("PostProcessMaterial %dx%d Material=%s"), DestRect.Width(), DestRect.Height(), *Material->GetFriendlyName()); ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget); FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore)); Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("PostProcessMaterial")); { Context.SetViewportAndCallRHI(DestRect); FGraphicsPipelineStateInitializer GraphicsPSOInit; Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit); GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI(); GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState::GetRHI(); GraphicsPSOInit.PrimitiveType = PT_TriangleList; const FMaterialShaderMap* MaterialShaderMap = Material->GetRenderingThreadShaderMap(); FShader* VertexShader = nullptr; // uses mobile's post process material. if (FeatureLevel <= ERHIFeatureLevel::ES3_1) { FPostProcessMaterialPS_Mobile* PixelShader_Mobile = MaterialShaderMap->GetShader(); FPostProcessMaterialVS_Mobile* VertexShader_Mobile = MaterialShaderMap->GetShader(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(VertexShader_Mobile); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader_Mobile); SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit); VertexShader_Mobile->SetParameters(Context.RHICmdList, Context, Proxy); PixelShader_Mobile->SetParameters(Context.RHICmdList, Context, Proxy); VertexShader = VertexShader_Mobile; } // Uses highend post process material that assumed ViewSize == BufferSize. else if (View.ViewRect == Context.SceneColorViewRect && View.ViewRect.Size() == SrcSize && View.ViewRect.Min == FIntPoint::ZeroValue) { FFPostProcessMaterialPS_HighEnd0* PixelShader_HighEnd = MaterialShaderMap->GetShader(); FPostProcessMaterialVS_HighEnd* VertexShader_HighEnd = MaterialShaderMap->GetShader(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GPostProcessMaterialVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(VertexShader_HighEnd); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader_HighEnd); SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit); VertexShader_HighEnd->SetParameters(Context.RHICmdList, Context, Proxy); PixelShader_HighEnd->SetParameters(Context.RHICmdList, Context, Proxy); VertexShader = VertexShader_HighEnd; } // Uses highend post process material that handle ViewSize != BufferSize. else { FFPostProcessMaterialPS_HighEnd1* PixelShader_HighEnd = MaterialShaderMap->GetShader(); FPostProcessMaterialVS_HighEnd* VertexShader_HighEnd = MaterialShaderMap->GetShader(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GPostProcessMaterialVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(VertexShader_HighEnd); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader_HighEnd); SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit); VertexShader_HighEnd->SetParameters(Context.RHICmdList, Context, Proxy); PixelShader_HighEnd->SetParameters(Context.RHICmdList, Context, Proxy); VertexShader = VertexShader_HighEnd; } DrawPostProcessPass( Context.RHICmdList, 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, VertexShader, View.StereoPass, Context.HasHmdMesh(), EDRF_UseTriangleOptimization); } Context.RHICmdList.EndRenderPass(); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams()); if(Material->NeedsGBuffer()) { FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList,-1); } } FPooledRenderTargetDesc FRCPassPostProcessMaterial::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc; if (OutputFormat != PF_Unknown) { Ret.Format = OutputFormat; } Ret.Reset(); Ret.AutoWritable = false; Ret.DebugName = TEXT("PostProcessMaterial"); Ret.ClearValue = FClearValueBinding(FLinearColor::Black); return Ret; }