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Previously, we relied on the fact that the target rect matched into the source color/depth textures. However, with TSR + Stereo rendering, TSR outputs a monoscopic texture, while DebugPrimitives is drawing into a double-wide stereo texture. Because of this, we need to generate UVs from the target rect, and sample from the input texture rects. It's unclear why this behavior was changed in 25024370. I think the original CL wanted to 'target' the target view rect, but that shouldn't have affected the source rect. #jira UE-191760 #rb Jon.Cain [CL 27084961 by robert srinivasiah in 5.3 branch]
413 lines
13 KiB
Plaintext
413 lines
13 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Common.ush"
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#include "ScreenPass.ush"
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#include "PostProcessCommon.ush"
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#ifndef MSAA_SAMPLE_COUNT
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#define MSAA_SAMPLE_COUNT 1
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#endif
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#define CONFIG_SAMPLES 6
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// K = Center of the nearest input pixel.
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// O = Center of the output pixel.
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//
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// | |
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// 0 | 1 | 2
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// | |
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// | |
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// --------+-----------+--------
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// | |
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// | O |
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// 3 | K | 5
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// | |
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// | |
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// --------+-----------+--------
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// | |
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// | |
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// 6 | 7 | 8
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// | |
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//
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static const int2 kOffsets3x3[9] =
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{
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int2(-1, -1),
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int2(0, -1),
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int2(1, -1),
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int2(-1, 0),
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int2(0, 0), // K
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int2(1, 0),
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int2(-1, 1),
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int2(0, 1),
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int2(1, 1),
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};
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// T = Center of the nearest top left pixel input pixel.
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// O = Center of the output pixel.
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//
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// |
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// T | .
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// |
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// O |
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// --------+--------
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// |
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// |
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// . | .
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// |
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static const int2 Offsets2x2[4] =
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{
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int2( 0, 0), // T
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int2( 1, 0),
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int2( 0, 1),
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int2( 1, 1),
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};
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// Indexes of the 3x3 square.
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static const uint kSquareIndexes3x3[9] = { 4u, 0u, 1u, 2u, 3u, 5u, 6u, 7u, 8u };
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// Indexes of the offsets to have plus + shape.
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static const uint kPlusIndexes3x3[5] = { 4u, 1u, 3u, 5u, 7u };
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#if MSAA_SAMPLE_COUNT > 1
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Texture2DMS<float4, MSAA_SAMPLE_COUNT> EditorPrimitivesColor;
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Texture2DMS<float, MSAA_SAMPLE_COUNT> EditorPrimitivesDepth;
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#else
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Texture2D EditorPrimitivesColor;
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Texture2D<float> EditorPrimitivesDepth;
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#endif
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Texture2D ColorTexture;
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SamplerState ColorSampler;
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Texture2D DepthTexture;
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SamplerState DepthSampler;
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Texture2D VelocityTexture;
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SamplerState VelocitySampler;
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Texture2D PrevHistoryTexture;
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SamplerState PrevHistorySampler;
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SCREEN_PASS_TEXTURE_VIEWPORT(Color)
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SCREEN_PASS_TEXTURE_VIEWPORT(Depth)
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SCREEN_PASS_TEXTURE_VIEWPORT(PrevHistory)
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SCREEN_PASS_TEXTURE_VIEWPORT(History)
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SCREEN_PASS_TEXTURE_VIEWPORT(Output)
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FScreenTransform ColorToDepth;
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float2 DepthTextureJitter;
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uint bCameraCut;
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float4 SampleOffsetArray[MSAA_SAMPLE_COUNT];
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uint bOpaqueEditorGizmo;
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uint bCompositeAnyNonNullDepth;
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void MainTemporalUpsampleDepthPS(
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float4 SvPosition : SV_POSITION,
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out float OutDeviceZ : SV_Target0)
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{
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float2 ViewportUV = (SvPosition.xy - History_ViewportMin) * History_ViewportSizeInverse;
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float2 ScreenPos = ViewportUVToScreenPos(ViewportUV);
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// Pixel coordinate of the center of output pixel O in the input viewport.
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float2 PPCo = ViewportUV * Depth_ViewportSize + DepthTextureJitter;
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// Pixel coordinate of the center of the nearest input pixel K.
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float2 PPCk = floor(PPCo) + 0.5;
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// Sample nearest depth
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float InputDeviceZ;
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{
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float2 SampleInputBufferUV = (Depth_ViewportMin + PPCk) * Depth_ExtentInverse;
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SampleInputBufferUV = clamp(SampleInputBufferUV, Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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InputDeviceZ = Texture2DSampleLevel(DepthTexture, DepthSampler, SampleInputBufferUV, 0).r;
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}
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// Compute the screen position to sample in history
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float2 PrevScreenPos = ScreenPos;
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#if 1
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{
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float4 ThisClip = float4(ScreenPos, InputDeviceZ, 1);
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float4 PrevClip = mul(ThisClip, View.ClipToPrevClip);
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PrevScreenPos = PrevClip.xy / PrevClip.w;
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#if 0
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{
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float2 SampleInputBufferUV = (Depth_ViewportMin + PPCk) * Depth_ExtentInverse;
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SampleInputBufferUV = clamp(SampleInputBufferUV, Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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float4 EncodedVelocity = VelocityTexture.SampleLevel(VelocitySampler, SampleInputBufferUV, 0);
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bool DynamicN = EncodedVelocity.x > 0.0;
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if(DynamicN)
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{
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PrevScreenPos = ScreenPos - DecodeVelocityFromTexture(EncodedVelocity).xy;
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}
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}
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#endif
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}
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#endif
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// Sample the history.
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float PrevHistoryDeviceZ;
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{
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float2 PrevHistoryBufferUV = (PrevHistory_ScreenPosToViewportScale * PrevScreenPos + PrevHistory_ScreenPosToViewportBias) * PrevHistory_ExtentInverse;
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PrevHistoryBufferUV = clamp(PrevHistoryBufferUV, PrevHistory_UVViewportBilinearMin, PrevHistory_UVViewportBilinearMax);
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PrevHistoryDeviceZ = Texture2DSampleLevel(PrevHistoryTexture, PrevHistorySampler, PrevHistoryBufferUV, 0).r;
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}
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// Correct the DeviceZ from the previous depth to the current depth.
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float CorrectedPrevHistoryDeviceZ;
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#if 1
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{
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float PrevHistoryDepth = ConvertFromDeviceZ(PrevHistoryDeviceZ);
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const float3 PreViewTranslationOffset = LWCToFloat(LWCSubtract(PrimaryView.PreViewTranslation, PrimaryView.PrevPreViewTranslation));
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const float3 PrevHistoryTranslatedWorldPosition = mul(float4(PrevScreenPos * PrevHistoryDepth, PrevHistoryDepth, 1), View.PrevScreenToTranslatedWorld).xyz + PreViewTranslationOffset;
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float CorrectedPrevHistoryDepth = mul(float4(PrevHistoryTranslatedWorldPosition, 1.0), View.TranslatedWorldToView).z;
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CorrectedPrevHistoryDeviceZ = ConvertToDeviceZ(CorrectedPrevHistoryDepth);
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}
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#else
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{
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CorrectedPrevHistoryDeviceZ = PrevHistoryDeviceZ;
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}
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#endif
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// Replaces NaN from history with 0.0
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CorrectedPrevHistoryDeviceZ = -min(-CorrectedPrevHistoryDeviceZ, 0.0);
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// Sample current frame
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bool bUpdateHistory;
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float InputMinDeviceZ;
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float InputMaxDeviceZ;
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{
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// Vector in pixel between pixel K -> O.
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float2 dKO = float2(PPCo - PPCk);
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bUpdateHistory = all(abs(dKO) < 0.5 * (Depth_ViewportSize.x * History_ViewportSizeInverse.x)) || bCameraCut != 0;
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InputMinDeviceZ = InputDeviceZ;
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InputMaxDeviceZ = InputDeviceZ;
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UNROLL_N(CONFIG_SAMPLES - 1)
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for (uint SampleId = 1; SampleId < CONFIG_SAMPLES; SampleId++)
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{
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float2 PixelOffset;
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#if CONFIG_SAMPLES == 9
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{
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const uint SampleIdx = kSquareIndexes3x3[SampleId];
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PixelOffset = kOffsets3x3[SampleIdx];
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}
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#elif CONFIG_SAMPLES == 5 || CONFIG_SAMPLES == 6
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{
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if (SampleId == 5)
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{
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PixelOffset = SignFastInt(float2(dKO));
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}
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else
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{
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const uint SampleIdx = kPlusIndexes3x3[SampleId];
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PixelOffset = kOffsets3x3[SampleIdx];
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}
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}
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#else
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#error Unknown sample count
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#endif
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float2 SampleInputBufferUV = (Depth_ViewportMin + PPCk + PixelOffset) * Depth_ExtentInverse;
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SampleInputBufferUV = clamp(SampleInputBufferUV, Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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float SampleDeviceZ = Texture2DSampleLevel(DepthTexture, DepthSampler, SampleInputBufferUV, 0).r;
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InputMinDeviceZ = min(InputMinDeviceZ, SampleDeviceZ);
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InputMaxDeviceZ = max(InputMaxDeviceZ, SampleDeviceZ);
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}
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}
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// Reject history based on neighborhood
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float ClampedHistoryDeviceZ = clamp(CorrectedPrevHistoryDeviceZ, InputMinDeviceZ, InputMaxDeviceZ);
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// Output history
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float FinalHistoryDeviceZ = bUpdateHistory ? InputDeviceZ : ClampedHistoryDeviceZ;
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OutDeviceZ = -min(-FinalHistoryDeviceZ, 0.0);
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}
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void MainPopulateSceneDepthPS(
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#if USE_MSAA && !COMPILER_HLSLCC
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sample noperspective float4 SvPosition : SV_POSITION,
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#else
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noperspective float4 SvPosition : SV_POSITION,
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#endif
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out float4 OutColor : SV_Target0,
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out float OutDepth : SV_DEPTH)
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{
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float2 ViewportUV = (SvPosition.xy - View.ViewRectMin.xy) * View.ViewSizeAndInvSize.zw;
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float2 DepthUV = clamp(
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(Depth_ViewportMin + ViewportUV * Depth_ViewportSize - DepthTextureJitter) * Depth_ExtentInverse,
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Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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#if FORCE_DEBUG_DRAW_COLOR
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//This extended pass is primarily to compensate for the lack of scene color output when compositing the debug draw primitives with SimpleElementShaders
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//Draw out the color whilst compensating for the viewport not necessarily starting at 0,0.
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//Does not use jitter for Scene Color as it is not upscaled for this pass
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float2 ColorUV = clamp(Color_UVViewportMin + (ViewportUV * Color_UVViewportSize),
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Color_UVViewportBilinearMin,
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Color_UVViewportBilinearMax);
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ColorUV = clamp(ColorUV, float2(0, 0), float2(1, 1));
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OutColor = Texture2DSampleLevel(ColorTexture, ColorSampler, ColorUV, 0).rgba;
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//As this is also outputting color and positions need to match, compensate the depth for the viewport position not necessarily starting at 0,0
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DepthUV = DepthUV - Depth_UVViewportMin;
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//At larger viewport sizes, the temporal depth upscale can increase the depth viewport size significantly,
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//which isn't necessarily compensated for when outputting the color, so scale the DepthUV output down to match the ColorUV viewport size
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//Clamped to the Min/Max temporal upscale values defined in PostProcessCompositePrimitivesCommon.cpp
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DepthUV *= clamp(Depth_Extent / Color_Extent, MIN_DEPTHTEX_UPSCALE_FACTOR, MAX_DEPTHTEX_UPSCALE_FACTOR);
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DepthUV = clamp(DepthUV, float2(0, 0), float2(1, 1));
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#else
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OutColor = 0.0;
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#endif
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OutDepth = Texture2DSampleLevel(DepthTexture, DepthSampler, DepthUV, 0).r;
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}
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float ComputeDepthMask(float SceneDeviceZ, float EditorDeviceZ)
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{
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// Soft Bias with SceneDeviceZ for best quality
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const float DeviceDepthFade = 0.00005f;
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return saturate(1.0f - (SceneDeviceZ - EditorDeviceZ) / DeviceDepthFade);
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}
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void ResolveEditorPrimitiveColor(int2 PixelPos, out float4 OutColor, out float OutDeviceZ)
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{
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// Furthest device Z or 0 if there is none.
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OutDeviceZ = 0;
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OutColor = 0;
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// Bring out of premultiplied.
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OutColor.rgb /= max(OutColor.a, 0.0001f);
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// Fix gamma.
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OutColor.rgb = pow(OutColor.rgb, 1.0f / 2.2f);
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// Bring back to premultiplied
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OutColor.rgb *= OutColor.a;
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}
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void MainCompositeEditorPrimitivesPS(
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float4 SvPosition : SV_POSITION,
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out float4 OutColor : SV_Target0)
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{
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float2 ViewportUV = (SvPosition.xy - Output_ViewportMin) * Output_ViewportSizeInverse;
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const float2 ColorUV = (ViewportUV * Color_ViewportSize + Color_ViewportMin) * Color_ExtentInverse;
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const int2 ColorPixelPos = int2(ColorUV * Color_Extent);
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float4 SceneColor = Texture2DSample(ColorTexture, ColorSampler, ColorUV);
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// Resolve editor primitive scene color and depth.
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float4 EditorPrimitiveColor;
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float DepthMask;
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#if MSAA_SAMPLE_COUNT > 1
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{
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EditorPrimitiveColor = 0.0;
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DepthMask = 0.0;
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float DepthMaskWeight = 0.0;
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UNROLL_N(MSAA_SAMPLE_COUNT)
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for (uint SampleIndex = 0; SampleIndex < MSAA_SAMPLE_COUNT; ++SampleIndex)
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{
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const float2 SampleOffset = SampleOffsetArray[SampleIndex].xy;
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float2 SampleDepthUV = (ViewportUV * Depth_ViewportSize + Depth_ViewportMin + SampleOffset - DepthTextureJitter) * Depth_ExtentInverse;
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SampleDepthUV = clamp(SampleDepthUV, Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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float SampleSceneDeviceZ = Texture2DSampleLevel(DepthTexture, DepthSampler, SampleDepthUV, 0).r;
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float4 Sample = EditorPrimitivesColor.Load(ColorPixelPos, SampleIndex);
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float SampleEditorDeviceZ = EditorPrimitivesDepth.Load(ColorPixelPos, SampleIndex).r;
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// Check if any color was applied to this pixel. Note: This prevents actual black pixels from being visible.
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float Weight = Sample.a;
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float SampleDepthMask = ComputeDepthMask(SampleSceneDeviceZ, SampleEditorDeviceZ);
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if (SampleEditorDeviceZ > 0.0 && bCompositeAnyNonNullDepth)
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{
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Weight = 1;
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}
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FLATTEN
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if (Weight)
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{
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EditorPrimitiveColor += float4(Sample.rgb, Weight);
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DepthMask += SampleDepthMask * Weight;
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DepthMaskWeight += Weight;
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}
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}
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EditorPrimitiveColor.rgb /= MSAA_SAMPLE_COUNT;
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EditorPrimitiveColor.a /= MSAA_SAMPLE_COUNT;
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DepthMask *= DepthMaskWeight > 0 ? rcp(DepthMaskWeight) : 0.0;
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}
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#else
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{
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// De-jitter the sample position and make a filtered lookup - for planes this allows to reconstruct a much less jittery depth comparison function. It doesn't fix silhouettes, however.
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float2 SampleDepthUV = (ViewportUV * Depth_ViewportSize + Depth_ViewportMin - DepthTextureJitter) * Depth_ExtentInverse;
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SampleDepthUV = clamp(SampleDepthUV, Depth_UVViewportBilinearMin, Depth_UVViewportBilinearMax);
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float SceneDeviceZ = Texture2DSampleLevel(DepthTexture, DepthSampler, SampleDepthUV, 0).r;
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float EditorDeviceZ = EditorPrimitivesDepth.Load(int3(ColorPixelPos, 0)).r;
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EditorPrimitiveColor = EditorPrimitivesColor.Load(int3(ColorPixelPos, 0));
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DepthMask = ComputeDepthMask(SceneDeviceZ, EditorDeviceZ);
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if (EditorDeviceZ > 0.0 && bCompositeAnyNonNullDepth)
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{
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EditorPrimitiveColor.a = 1;
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}
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}
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#endif
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// Fixes the gama of editor primitives
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{
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// Bring out of premultiplied.
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EditorPrimitiveColor.rgb /= max(EditorPrimitiveColor.a, 0.0001f);
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// Fix gamma.
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EditorPrimitiveColor.rgb = pow(EditorPrimitiveColor.rgb, 1.0f / 2.2f);
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// Bring back to premultiplied
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EditorPrimitiveColor.rgb *= EditorPrimitiveColor.a;
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}
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float2 DepthUV = ApplyScreenTransform(ColorUV, ColorToDepth);
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// Generate 2x2 square tiling pattern for foreground primitive that end up behind scene opaque primitives.
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float PatternMask = ((ColorPixelPos.x/2 + ColorPixelPos.y/2) % 2) * 0.7f;
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// the contants express the two opacity values we see when the primitive is hidden
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float LowContrastPatternMask = lerp(0.2, 1, PatternMask);
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LowContrastPatternMask = saturate(lerp(LowContrastPatternMask, 1, bOpaqueEditorGizmo));
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float HiddenMask = lerp(0.7f, 1.0f, DepthMask);
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float DarkenMask = lerp(LowContrastPatternMask, 1.0f, DepthMask);
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// Blend editor ptimitives with scene color.
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OutColor.rgb = SceneColor.rgb * (1 - EditorPrimitiveColor.a) + EditorPrimitiveColor.rgb * (DarkenMask * HiddenMask);
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#if POST_PROCESS_ALPHA
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OutColor.a = lerp(SceneColor.a, 1, EditorPrimitiveColor.a * DarkenMask * HiddenMask);
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#else
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OutColor.a = 0;
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#endif
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}
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