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#rb Francis.Hurteau #preflight 609e5182ef86d30001ad0a18 #rnx [CL 16328103 by danny couture in ue5-main branch]
709 lines
29 KiB
C++
709 lines
29 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessTonemap.cpp: Post processing tone mapping implementation.
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=============================================================================*/
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#include "PostProcess/PostProcessTonemap.h"
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#include "EngineGlobals.h"
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#include "ScenePrivate.h"
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#include "RendererModule.h"
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#include "PostProcess/PostProcessing.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PostProcess/PostProcessCombineLUTs.h"
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#include "PostProcess/PostProcessMobile.h"
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#include "PostProcess/PostProcessing.h"
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#include "ClearQuad.h"
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#include "PipelineStateCache.h"
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namespace
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{
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TAutoConsoleVariable<float> CVarTonemapperSharpen(
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TEXT("r.Tonemapper.Sharpen"),
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0,
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TEXT("Sharpening in the tonemapper (not for mobile), actual implementation is work in progress, clamped at 10\n")
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TEXT(" 0: off(default)\n")
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TEXT(" 0.5: half strength\n")
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TEXT(" 1: full strength"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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// Note: Enables or disables HDR support for a project. Typically this would be set on a per-project/per-platform basis in defaultengine.ini
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TAutoConsoleVariable<int32> CVarAllowHDR(
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TEXT("r.AllowHDR"),
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0,
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TEXT("Creates an HDR compatible swap-chain and enables HDR display output.")
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TEXT("0: Disabled (default)\n")
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TEXT("1: Allow HDR, if supported by the platform and display \n"),
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ECVF_ReadOnly);
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// Note: These values are directly referenced in code. They are set in code at runtime and therefore cannot be set via ini files
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// Please update all paths if changing
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TAutoConsoleVariable<int32> CVarDisplayColorGamut(
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TEXT("r.HDR.Display.ColorGamut"),
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0,
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TEXT("Color gamut of the output display:\n")
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TEXT("0: Rec709 / sRGB, D65 (default)\n")
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TEXT("1: DCI-P3, D65\n")
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TEXT("2: Rec2020 / BT2020, D65\n")
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TEXT("3: ACES, D60\n")
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TEXT("4: ACEScg, D60\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarDisplayOutputDevice(
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TEXT("r.HDR.Display.OutputDevice"),
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0,
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TEXT("Device format of the output display:\n")
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TEXT("0: sRGB (LDR)\n")
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TEXT("1: Rec709 (LDR)\n")
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TEXT("2: Explicit gamma mapping (LDR)\n")
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TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n")
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TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n")
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TEXT("5: ACES 1000 nit ScRGB (HDR)\n")
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TEXT("6: ACES 2000 nit ScRGB (HDR)\n")
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TEXT("7: Linear EXR (HDR)\n")
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TEXT("8: Linear final color, no tone curve (HDR)\n")
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TEXT("9: Linear final color with tone curve\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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TAutoConsoleVariable<int32> CVarHDROutputEnabled(
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TEXT("r.HDR.EnableHDROutput"),
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0,
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TEXT("Creates an HDR compatible swap-chain and enables HDR display output.")
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TEXT("0: Disabled (default)\n")
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TEXT("1: Enable hardware-specific implementation\n"),
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ECVF_RenderThreadSafe
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);
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TAutoConsoleVariable<float> CVarTonemapperGamma(
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TEXT("r.TonemapperGamma"),
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0.0f,
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TEXT("0: Default behavior\n")
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TEXT("#: Use fixed gamma # instead of sRGB or Rec709 transform"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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TAutoConsoleVariable<float> CVarGamma(
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TEXT("r.Gamma"),
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1.0f,
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TEXT("Gamma on output"),
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ECVF_RenderThreadSafe);
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const int32 GTonemapComputeTileSizeX = 8;
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const int32 GTonemapComputeTileSizeY = 8;
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namespace TonemapperPermutation
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{
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// Shared permutation dimensions between deferred and mobile renderer.
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class FTonemapperBloomDim : SHADER_PERMUTATION_BOOL("USE_BLOOM");
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class FTonemapperGammaOnlyDim : SHADER_PERMUTATION_BOOL("USE_GAMMA_ONLY");
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class FTonemapperGrainIntensityDim : SHADER_PERMUTATION_BOOL("USE_GRAIN_INTENSITY");
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class FTonemapperVignetteDim : SHADER_PERMUTATION_BOOL("USE_VIGNETTE");
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class FTonemapperSharpenDim : SHADER_PERMUTATION_BOOL("USE_SHARPEN");
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class FTonemapperGrainJitterDim : SHADER_PERMUTATION_BOOL("USE_GRAIN_JITTER");
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class FTonemapperSwitchAxis : SHADER_PERMUTATION_BOOL("NEEDTOSWITCHVERTICLEAXIS");
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class FTonemapperMsaaDim : SHADER_PERMUTATION_BOOL("METAL_MSAA_HDR_DECODE");
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class FTonemapperEyeAdaptationDim : SHADER_PERMUTATION_BOOL("EYEADAPTATION_EXPOSURE_FIX");
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class FTonemapperUseFXAA : SHADER_PERMUTATION_BOOL("USE_FXAA");
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using FCommonDomain = TShaderPermutationDomain<
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FTonemapperBloomDim,
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FTonemapperGammaOnlyDim,
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FTonemapperGrainIntensityDim,
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FTonemapperVignetteDim,
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FTonemapperSharpenDim,
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FTonemapperGrainJitterDim,
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FTonemapperSwitchAxis,
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FTonemapperMsaaDim,
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FTonemapperUseFXAA>;
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bool ShouldCompileCommonPermutation(const FGlobalShaderPermutationParameters& Parameters, const FCommonDomain& PermutationVector)
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{
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// Prevent switch axis permutation on platforms that dont require it.
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if (PermutationVector.Get<FTonemapperSwitchAxis>() && !RHINeedsToSwitchVerticalAxis(Parameters.Platform))
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{
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return false;
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}
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// MSAA pre-resolve step only used on iOS atm
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if (PermutationVector.Get<FTonemapperMsaaDim>() && !IsMetalMobilePlatform(Parameters.Platform))
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{
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return false;
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}
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if (PermutationVector.Get<FTonemapperUseFXAA>() && !IsMobilePlatform(Parameters.Platform))
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{
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return false;
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}
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// If GammaOnly, don't compile any other dimmension == true.
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if (PermutationVector.Get<FTonemapperGammaOnlyDim>())
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{
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return !PermutationVector.Get<FTonemapperBloomDim>() &&
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!PermutationVector.Get<FTonemapperGrainIntensityDim>() &&
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!PermutationVector.Get<FTonemapperVignetteDim>() &&
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!PermutationVector.Get<FTonemapperSharpenDim>() &&
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!PermutationVector.Get<FTonemapperGrainJitterDim>() &&
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!PermutationVector.Get<FTonemapperMsaaDim>();
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}
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return true;
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}
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// Common conversion of engine settings into.
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FCommonDomain BuildCommonPermutationDomain(const FViewInfo& View, bool bGammaOnly, bool bSwitchVerticalAxis, bool bMetalMSAAHDRDecode)
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{
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const FSceneViewFamily* Family = View.Family;
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FCommonDomain PermutationVector;
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// Gamma
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if (bGammaOnly ||
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(Family->EngineShowFlags.Tonemapper == 0) ||
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(Family->EngineShowFlags.PostProcessing == 0))
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{
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PermutationVector.Set<FTonemapperGammaOnlyDim>(true);
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return PermutationVector;
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}
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const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
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PermutationVector.Set<FTonemapperGrainIntensityDim>(Settings.GrainIntensity > 0.0f);
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PermutationVector.Set<FTonemapperVignetteDim>(Settings.VignetteIntensity > 0.0f);
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PermutationVector.Set<FTonemapperBloomDim>(Settings.BloomIntensity > 0.0);
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PermutationVector.Set<FTonemapperGrainJitterDim>(Settings.GrainJitter > 0.0f);
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PermutationVector.Set<FTonemapperSharpenDim>(CVarTonemapperSharpen.GetValueOnRenderThread() > 0.0f);
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PermutationVector.Set<FTonemapperSwitchAxis>(bSwitchVerticalAxis);
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PermutationVector.Set<FTonemapperMsaaDim>(bMetalMSAAHDRDecode);
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if (IsMobilePlatform(View.GetShaderPlatform()))
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{
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PermutationVector.Set<FTonemapperUseFXAA>(View.AntiAliasingMethod == AAM_FXAA);
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}
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return PermutationVector;
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}
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// Desktop renderer permutation dimensions.
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class FTonemapperColorFringeDim : SHADER_PERMUTATION_BOOL("USE_COLOR_FRINGE");
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class FTonemapperGrainQuantizationDim : SHADER_PERMUTATION_BOOL("USE_GRAIN_QUANTIZATION");
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class FTonemapperOutputDeviceDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_OUTPUT_DEVICE", ETonemapperOutputDevice);
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using FDesktopDomain = TShaderPermutationDomain<
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FCommonDomain,
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FTonemapperColorFringeDim,
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FTonemapperGrainQuantizationDim,
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FTonemapperOutputDeviceDim>;
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FDesktopDomain RemapPermutation(FDesktopDomain PermutationVector, ERHIFeatureLevel::Type FeatureLevel)
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{
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FCommonDomain CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
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// No remapping if gamma only.
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if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
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{
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return PermutationVector;
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}
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// Grain jitter or intensity looks bad anyway.
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bool bFallbackToSlowest = false;
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bFallbackToSlowest = bFallbackToSlowest || CommonPermutationVector.Get<FTonemapperGrainIntensityDim>();
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bFallbackToSlowest = bFallbackToSlowest || CommonPermutationVector.Get<FTonemapperGrainJitterDim>();
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if (bFallbackToSlowest)
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{
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CommonPermutationVector.Set<FTonemapperGrainIntensityDim>(true);
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CommonPermutationVector.Set<FTonemapperGrainJitterDim>(true);
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CommonPermutationVector.Set<FTonemapperSharpenDim>(true);
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PermutationVector.Set<FTonemapperColorFringeDim>(true);
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}
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// You most likely need Bloom anyway.
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CommonPermutationVector.Set<FTonemapperBloomDim>(true);
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// Mobile supports only sRGB and LinearNoToneCurve output
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if (FeatureLevel <= ERHIFeatureLevel::ES3_1 &&
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PermutationVector.Get<FTonemapperOutputDeviceDim>() != ETonemapperOutputDevice::LinearNoToneCurve)
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{
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PermutationVector.Set<FTonemapperOutputDeviceDim>(ETonemapperOutputDevice::sRGB);
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}
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// Disable grain quantization for LinearNoToneCurve and LinearWithToneCurve output device
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if (PermutationVector.Get<FTonemapperOutputDeviceDim>() == ETonemapperOutputDevice::LinearNoToneCurve || PermutationVector.Get<FTonemapperOutputDeviceDim>() == ETonemapperOutputDevice::LinearWithToneCurve)
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PermutationVector.Set<FTonemapperGrainQuantizationDim>(false);
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else
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PermutationVector.Set<FTonemapperGrainQuantizationDim>(true);
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PermutationVector.Set<FCommonDomain>(CommonPermutationVector);
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return PermutationVector;
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}
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bool ShouldCompileDesktopPermutation(const FGlobalShaderPermutationParameters& Parameters, FDesktopDomain PermutationVector)
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{
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auto CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
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if (RemapPermutation(PermutationVector, GetMaxSupportedFeatureLevel(Parameters.Platform)) != PermutationVector)
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{
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return false;
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}
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if (!ShouldCompileCommonPermutation(Parameters, CommonPermutationVector))
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{
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return false;
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}
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if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
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{
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return !PermutationVector.Get<FTonemapperColorFringeDim>() &&
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!PermutationVector.Get<FTonemapperGrainQuantizationDim>();
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}
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return true;
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}
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} // namespace TonemapperPermutation
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} // namespace
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void GrainPostSettings(FVector3f* RESTRICT const Constant, const FPostProcessSettings* RESTRICT const Settings)
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{
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float GrainJitter = Settings->GrainJitter;
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float GrainIntensity = Settings->GrainIntensity;
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Constant->X = GrainIntensity;
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Constant->Y = 1.0f + (-0.5f * GrainIntensity);
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Constant->Z = GrainJitter;
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}
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FTonemapperOutputDeviceParameters GetTonemapperOutputDeviceParameters(const FSceneViewFamily& Family)
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{
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static TConsoleVariableData<int32>* CVarOutputGamut = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.HDR.Display.ColorGamut"));
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static TConsoleVariableData<int32>* CVarOutputDevice = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.HDR.Display.OutputDevice"));
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static TConsoleVariableData<float>* CVarOutputGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
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ETonemapperOutputDevice OutputDeviceValue;
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if (Family.SceneCaptureSource == SCS_FinalColorHDR)
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{
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OutputDeviceValue = ETonemapperOutputDevice::LinearNoToneCurve;
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}
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else if (Family.SceneCaptureSource == SCS_FinalToneCurveHDR)
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{
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OutputDeviceValue = ETonemapperOutputDevice::LinearWithToneCurve;
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}
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else if (Family.bIsHDR)
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{
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OutputDeviceValue = ETonemapperOutputDevice::ACES1000nitST2084;
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}
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else
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{
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OutputDeviceValue = static_cast<ETonemapperOutputDevice>(CVarOutputDevice->GetValueOnRenderThread());
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OutputDeviceValue = static_cast<ETonemapperOutputDevice>(FMath::Clamp(static_cast<int32>(OutputDeviceValue), 0, static_cast<int32>(ETonemapperOutputDevice::MAX) - 1));
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}
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float Gamma = CVarOutputGamma->GetValueOnRenderThread();
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if (PLATFORM_APPLE && Gamma == 0.0f)
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{
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Gamma = 2.2f;
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}
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// Enforce user-controlled ramp over sRGB or Rec709
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if (Gamma > 0.0f && (OutputDeviceValue == ETonemapperOutputDevice::sRGB || OutputDeviceValue == ETonemapperOutputDevice::Rec709))
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{
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OutputDeviceValue = ETonemapperOutputDevice::ExplicitGammaMapping;
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}
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FVector InvDisplayGammaValue;
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InvDisplayGammaValue.X = 1.0f / Family.RenderTarget->GetDisplayGamma();
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InvDisplayGammaValue.Y = 2.2f / Family.RenderTarget->GetDisplayGamma();
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InvDisplayGammaValue.Z = 1.0f / FMath::Max(Gamma, 1.0f);
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FTonemapperOutputDeviceParameters Parameters;
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Parameters.InverseGamma = InvDisplayGammaValue;
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Parameters.OutputDevice = static_cast<uint32>(OutputDeviceValue);
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Parameters.OutputGamut = CVarOutputGamut->GetValueOnRenderThread();
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return Parameters;
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FFilmGrainParameters, )
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SHADER_PARAMETER(FVector3f, GrainRandomFull)
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SHADER_PARAMETER(FVector3f, GrainScaleBiasJitter)
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END_SHADER_PARAMETER_STRUCT()
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FFilmGrainParameters GetFilmGrainParameters(const FViewInfo& View)
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{
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FVector3f GrainRandomFullValue;
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{
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uint8 FrameIndexMod8 = 0;
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if (View.State)
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{
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FrameIndexMod8 = View.ViewState->GetFrameIndex(8);
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}
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GrainRandomFromFrame(&GrainRandomFullValue, FrameIndexMod8);
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}
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FVector3f GrainScaleBiasJitter;
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GrainPostSettings(&GrainScaleBiasJitter, &View.FinalPostProcessSettings);
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FFilmGrainParameters Parameters;
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Parameters.GrainRandomFull = GrainRandomFullValue;
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Parameters.GrainScaleBiasJitter = GrainScaleBiasJitter;
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return Parameters;
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FTonemapParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_STRUCT_INCLUDE(FFilmGrainParameters, FilmGrain)
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SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapperOutputDeviceParameters, OutputDevice)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Bloom)
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SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BloomTexture)
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// SM5 and above use Texture2D for EyeAdaptationTexture
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EyeAdaptationTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorGradingLUT)
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SHADER_PARAMETER_TEXTURE(Texture2D, BloomDirtMaskTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, BloomSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, ColorGradingLUTSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, BloomDirtMaskSampler)
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SHADER_PARAMETER(FScreenTransform, ColorToBloom)
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SHADER_PARAMETER(FVector4, ColorScale0)
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SHADER_PARAMETER(FVector4, ColorScale1)
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SHADER_PARAMETER(FVector4, BloomDirtMaskTint)
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SHADER_PARAMETER(FVector4, ChromaticAberrationParams)
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SHADER_PARAMETER(FVector4, TonemapperParams)
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SHADER_PARAMETER(FVector4, LensPrincipalPointOffsetScale)
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SHADER_PARAMETER(FVector4, LensPrincipalPointOffsetScaleInverse)
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SHADER_PARAMETER(float, SwitchVerticalAxis)
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SHADER_PARAMETER(float, DefaultEyeExposure)
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SHADER_PARAMETER(float, EditorNITLevel)
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SHADER_PARAMETER(uint32, bOutputInHDR)
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// ES3_1 uses EyeAdaptationBuffer
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SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, EyeAdaptationBuffer)
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END_SHADER_PARAMETER_STRUCT()
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class FTonemapVS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FTonemapVS);
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// FDrawRectangleParameters is filled by DrawScreenPass.
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTonemapVS, FGlobalShader);
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using FPermutationDomain = TShaderPermutationDomain<TonemapperPermutation::FTonemapperSwitchAxis, TonemapperPermutation::FTonemapperEyeAdaptationDim>;
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using FParameters = FTonemapParameters;
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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FPermutationDomain PermutationVector(Parameters.PermutationId);
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// Prevent switch axis permutation on platforms that dont require it.
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if (PermutationVector.Get<TonemapperPermutation::FTonemapperSwitchAxis>() && !RHINeedsToSwitchVerticalAxis(Parameters.Platform))
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{
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return false;
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}
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return true;
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FTonemapVS, "/Engine/Private/PostProcessTonemap.usf", "MainVS", SF_Vertex);
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class FTonemapPS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FTonemapPS);
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SHADER_USE_PARAMETER_STRUCT(FTonemapPS, FGlobalShader);
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using FPermutationDomain = TonemapperPermutation::FDesktopDomain;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1))
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{
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return false;
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}
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return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, FPermutationDomain(Parameters.PermutationId));
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FTonemapPS, "/Engine/Private/PostProcessTonemap.usf", "MainPS", SF_Pixel);
|
|
|
|
class FTonemapCS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FTonemapCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FTonemapCS, FGlobalShader);
|
|
|
|
using FPermutationDomain = TShaderPermutationDomain<
|
|
TonemapperPermutation::FDesktopDomain,
|
|
TonemapperPermutation::FTonemapperEyeAdaptationDim>;
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, RWOutputTexture)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FPermutationDomain PermutationVector(Parameters.PermutationId);
|
|
|
|
return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, PermutationVector.Get<TonemapperPermutation::FDesktopDomain>());
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GTonemapComputeTileSizeX);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GTonemapComputeTileSizeY);
|
|
|
|
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FTonemapCS, "/Engine/Private/PostProcessTonemap.usf", "MainCS", SF_Compute);
|
|
|
|
FScreenPassTexture AddTonemapPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FTonemapInputs& Inputs)
|
|
{
|
|
if (!Inputs.bGammaOnly)
|
|
{
|
|
check(Inputs.ColorGradingTexture);
|
|
}
|
|
check(Inputs.SceneColor.IsValid());
|
|
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
const FPostProcessSettings& PostProcessSettings = View.FinalPostProcessSettings;
|
|
|
|
const bool bIsEyeAdaptationResource = (View.GetFeatureLevel() >= ERHIFeatureLevel::SM5) ? Inputs.EyeAdaptationTexture != nullptr : Inputs.EyeAdaptationBuffer != nullptr;
|
|
const bool bEyeAdaptation = ViewFamily.EngineShowFlags.EyeAdaptation && bIsEyeAdaptationResource;
|
|
|
|
const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
|
|
|
|
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
|
|
|
|
if (!Output.IsValid())
|
|
{
|
|
FRDGTextureDesc OutputDesc = Inputs.SceneColor.Texture->Desc;
|
|
OutputDesc.Reset();
|
|
OutputDesc.Flags |= View.bUseComputePasses ? TexCreate_UAV : TexCreate_RenderTargetable;
|
|
OutputDesc.Flags |= GFastVRamConfig.Tonemap;
|
|
// RGB is the color in LDR, A is the luminance for PostprocessAA
|
|
OutputDesc.Format = Inputs.bOutputInHDR ? GRHIHDRDisplayOutputFormat : PF_B8G8R8A8;
|
|
OutputDesc.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
|
|
|
|
const FTonemapperOutputDeviceParameters OutputDeviceParameters = GetTonemapperOutputDeviceParameters(*View.Family);
|
|
const ETonemapperOutputDevice OutputDevice = static_cast<ETonemapperOutputDevice>(OutputDeviceParameters.OutputDevice);
|
|
|
|
if (OutputDevice == ETonemapperOutputDevice::LinearEXR)
|
|
{
|
|
OutputDesc.Format = PF_A32B32G32R32F;
|
|
}
|
|
if (OutputDevice == ETonemapperOutputDevice::LinearNoToneCurve || OutputDevice == ETonemapperOutputDevice::LinearWithToneCurve)
|
|
{
|
|
OutputDesc.Format = PF_FloatRGBA;
|
|
}
|
|
|
|
Output = FScreenPassRenderTarget(
|
|
GraphBuilder.CreateTexture(OutputDesc, TEXT("Tonemap")),
|
|
Inputs.SceneColor.ViewRect,
|
|
ERenderTargetLoadAction::EClear);
|
|
}
|
|
|
|
const FScreenPassTextureViewport OutputViewport(Output);
|
|
|
|
FRHITexture* BloomDirtMaskTexture = GBlackTexture->TextureRHI;
|
|
|
|
if (PostProcessSettings.BloomDirtMask && PostProcessSettings.BloomDirtMask->GetResource())
|
|
{
|
|
BloomDirtMaskTexture = PostProcessSettings.BloomDirtMask->GetResource()->TextureRHI;
|
|
}
|
|
|
|
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
const float DefaultEyeExposure = bEyeAdaptation ? 0.0f : GetEyeAdaptationFixedExposure(View);
|
|
|
|
const float SharpenDiv6 = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f) / 6.0f;
|
|
|
|
FVector4 ChromaticAberrationParams;
|
|
|
|
{
|
|
// for scene color fringe
|
|
// from percent to fraction
|
|
float Offset = 0.0f;
|
|
float StartOffset = 0.0f;
|
|
float Multiplier = 1.0f;
|
|
|
|
if (PostProcessSettings.ChromaticAberrationStartOffset < 1.0f - KINDA_SMALL_NUMBER)
|
|
{
|
|
Offset = PostProcessSettings.SceneFringeIntensity * 0.01f;
|
|
StartOffset = PostProcessSettings.ChromaticAberrationStartOffset;
|
|
Multiplier = 1.0f / (1.0f - StartOffset);
|
|
}
|
|
|
|
// Wavelength of primaries in nm
|
|
const float PrimaryR = 611.3f;
|
|
const float PrimaryG = 549.1f;
|
|
const float PrimaryB = 464.3f;
|
|
|
|
// Simple lens chromatic aberration is roughly linear in wavelength
|
|
float ScaleR = 0.007f * (PrimaryR - PrimaryB);
|
|
float ScaleG = 0.007f * (PrimaryG - PrimaryB);
|
|
ChromaticAberrationParams = FVector4(Offset * ScaleR * Multiplier, Offset * ScaleG * Multiplier, StartOffset, 0.f);
|
|
}
|
|
|
|
float EditorNITLevel = 160.0f;
|
|
|
|
#if WITH_EDITOR
|
|
{
|
|
static auto CVarHDRNITLevel = IConsoleManager::Get().FindConsoleVariable(TEXT("Editor.HDRNITLevel"));
|
|
if (CVarHDRNITLevel)
|
|
{
|
|
EditorNITLevel = CVarHDRNITLevel->GetFloat();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FTonemapParameters CommonParameters;
|
|
CommonParameters.View = View.ViewUniformBuffer;
|
|
CommonParameters.FilmGrain = GetFilmGrainParameters(View);
|
|
CommonParameters.OutputDevice = GetTonemapperOutputDeviceParameters(ViewFamily);
|
|
CommonParameters.Color = GetScreenPassTextureViewportParameters(SceneColorViewport);
|
|
if (Inputs.Bloom.Texture)
|
|
{
|
|
const FScreenPassTextureViewport BloomViewport(Inputs.Bloom);
|
|
CommonParameters.Bloom = GetScreenPassTextureViewportParameters(BloomViewport);
|
|
CommonParameters.ColorToBloom = FScreenTransform::ChangeTextureUVCoordinateFromTo(SceneColorViewport, BloomViewport);
|
|
}
|
|
CommonParameters.Output = GetScreenPassTextureViewportParameters(OutputViewport);
|
|
CommonParameters.ColorTexture = Inputs.SceneColor.Texture;
|
|
CommonParameters.BloomTexture = Inputs.Bloom.Texture;
|
|
CommonParameters.EyeAdaptationTexture = Inputs.EyeAdaptationTexture;
|
|
CommonParameters.ColorGradingLUT = Inputs.ColorGradingTexture;
|
|
CommonParameters.BloomDirtMaskTexture = BloomDirtMaskTexture;
|
|
CommonParameters.ColorSampler = BilinearClampSampler;
|
|
CommonParameters.BloomSampler = BilinearClampSampler;
|
|
CommonParameters.ColorGradingLUTSampler = BilinearClampSampler;
|
|
CommonParameters.BloomDirtMaskSampler = BilinearClampSampler;
|
|
CommonParameters.ColorScale0 = PostProcessSettings.SceneColorTint;
|
|
CommonParameters.ColorScale1 = FLinearColor::White * PostProcessSettings.BloomIntensity;
|
|
CommonParameters.BloomDirtMaskTint = PostProcessSettings.BloomDirtMaskTint * PostProcessSettings.BloomDirtMaskIntensity;
|
|
CommonParameters.ChromaticAberrationParams = ChromaticAberrationParams;
|
|
CommonParameters.TonemapperParams = FVector4(PostProcessSettings.VignetteIntensity, SharpenDiv6, 0.0f, 0.0f);
|
|
CommonParameters.SwitchVerticalAxis = Inputs.bFlipYAxis;
|
|
CommonParameters.DefaultEyeExposure = DefaultEyeExposure;
|
|
CommonParameters.EditorNITLevel = EditorNITLevel;
|
|
CommonParameters.bOutputInHDR = ViewFamily.bIsHDR;
|
|
CommonParameters.LensPrincipalPointOffsetScale = View.LensPrincipalPointOffsetScale;
|
|
|
|
// forward transformation from shader:
|
|
//return LensPrincipalPointOffsetScale.xy + UV * LensPrincipalPointOffsetScale.zw;
|
|
|
|
// reverse transformation from shader:
|
|
//return UV*(1.0f/LensPrincipalPointOffsetScale.zw) - LensPrincipalPointOffsetScale.xy/LensPrincipalPointOffsetScale.zw;
|
|
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.X = -View.LensPrincipalPointOffsetScale.X / View.LensPrincipalPointOffsetScale.Z;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.Y = -View.LensPrincipalPointOffsetScale.Y / View.LensPrincipalPointOffsetScale.W;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.Z = 1.0f / View.LensPrincipalPointOffsetScale.Z;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.W = 1.0f / View.LensPrincipalPointOffsetScale.W;
|
|
|
|
FRDGBufferSRVRef EyeAdaptationBufferSRV = Inputs.EyeAdaptationBuffer != nullptr ? GraphBuilder.CreateSRV(Inputs.EyeAdaptationBuffer, PF_A32B32G32R32F) : nullptr;
|
|
|
|
CommonParameters.EyeAdaptationBuffer = EyeAdaptationBufferSRV;
|
|
|
|
// Generate permutation vector for the desktop tonemapper.
|
|
TonemapperPermutation::FDesktopDomain DesktopPermutationVector;
|
|
|
|
{
|
|
TonemapperPermutation::FCommonDomain CommonDomain = TonemapperPermutation::BuildCommonPermutationDomain(View, Inputs.bGammaOnly, Inputs.bFlipYAxis, Inputs.bMetalMSAAHDRDecode);
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FCommonDomain>(CommonDomain);
|
|
|
|
if (!CommonDomain.Get<TonemapperPermutation::FTonemapperGammaOnlyDim>())
|
|
{
|
|
// Grain Quantization
|
|
{
|
|
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper.GrainQuantization"));
|
|
const int32 Value = CVar->GetValueOnRenderThread();
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperGrainQuantizationDim>(Value > 0);
|
|
}
|
|
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperColorFringeDim>(PostProcessSettings.SceneFringeIntensity > 0.01f);
|
|
}
|
|
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperOutputDeviceDim>(ETonemapperOutputDevice(CommonParameters.OutputDevice.OutputDevice));
|
|
|
|
DesktopPermutationVector = TonemapperPermutation::RemapPermutation(DesktopPermutationVector, View.GetFeatureLevel());
|
|
}
|
|
|
|
// Override output might not support UAVs.
|
|
const bool bComputePass = (Output.Texture->Desc.Flags & TexCreate_UAV) == TexCreate_UAV ? View.bUseComputePasses : false;
|
|
|
|
if (bComputePass)
|
|
{
|
|
FTonemapCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapCS::FParameters>();
|
|
PassParameters->Tonemap = CommonParameters;
|
|
PassParameters->RWOutputTexture = GraphBuilder.CreateUAV(Output.Texture);
|
|
|
|
FTonemapCS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<TonemapperPermutation::FDesktopDomain>(DesktopPermutationVector);
|
|
PermutationVector.Set<TonemapperPermutation::FTonemapperEyeAdaptationDim>(bEyeAdaptation);
|
|
|
|
TShaderMapRef<FTonemapCS> ComputeShader(View.ShaderMap, PermutationVector);
|
|
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Tonemap %dx%d (CS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FComputeShaderUtils::GetGroupCount(OutputViewport.Rect.Size(), FIntPoint(GTonemapComputeTileSizeX, GTonemapComputeTileSizeY)));
|
|
}
|
|
else
|
|
{
|
|
FTonemapPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapPS::FParameters>();
|
|
PassParameters->Tonemap = CommonParameters;
|
|
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
|
|
|
|
FTonemapVS::FPermutationDomain VertexPermutationVector;
|
|
VertexPermutationVector.Set<TonemapperPermutation::FTonemapperSwitchAxis>(Inputs.bFlipYAxis);
|
|
VertexPermutationVector.Set<TonemapperPermutation::FTonemapperEyeAdaptationDim>(bEyeAdaptation);
|
|
|
|
TShaderMapRef<FTonemapVS> VertexShader(View.ShaderMap, VertexPermutationVector);
|
|
TShaderMapRef<FTonemapPS> PixelShader(View.ShaderMap, DesktopPermutationVector);
|
|
|
|
// If this is a stereo view, there's a good chance we need alpha out of the tonemapper
|
|
// @todo: Remove this once Oculus fix the bug in their runtime that requires alpha here.
|
|
const bool bIsStereo = IStereoRendering::IsStereoEyeView(View);
|
|
FRHIBlendState* BlendState = Inputs.bWriteAlphaChannel || bIsStereo ? FScreenPassPipelineState::FDefaultBlendState::GetRHI() : TStaticBlendStateWriteMask<CW_RGB>::GetRHI();
|
|
FRHIDepthStencilState* DepthStencilState = FScreenPassPipelineState::FDefaultDepthStencilState::GetRHI();
|
|
|
|
EScreenPassDrawFlags DrawFlags = EScreenPassDrawFlags::AllowHMDHiddenAreaMask;
|
|
|
|
AddDrawScreenPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Tonemap %dx%d (PS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
|
|
View,
|
|
OutputViewport,
|
|
SceneColorViewport,
|
|
FScreenPassPipelineState(VertexShader, PixelShader, BlendState, DepthStencilState),
|
|
PassParameters,
|
|
DrawFlags,
|
|
[VertexShader, PixelShader, PassParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), PassParameters->Tonemap);
|
|
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
|
|
});
|
|
}
|
|
|
|
return MoveTemp(Output);
|
|
}
|
|
|