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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessUpscale.cpp
guillaume abadie 23f7af0b23 Implements TSR's spatial anti-aliasing for history rejection
#rb none


#ROBOMERGE-SOURCE: CL 16744212
#ROBOMERGE-BOT: (v835-16672529)

[CL 16744225 by guillaume abadie in ue5-main branch]
2021-06-22 12:07:19 -04:00

269 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessUpscale.h"
#include "SceneFilterRendering.h"
namespace
{
TAutoConsoleVariable<float> CVarUpscaleSoftness(
TEXT("r.Upscale.Softness"),
1.0f,
TEXT("Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible\n")
TEXT(" 1: Normal sharpening (default)\n")
TEXT(" 0: No sharpening (pure Gaussian)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniD(
TEXT("r.Upscale.Panini.D"),
0,
TEXT("Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\n")
TEXT("Implementation from research paper \"Pannini: A New Projection for Rendering Wide Angle Perspective Images\"\n")
TEXT(" 0: off (default)\n")
TEXT(">0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n")
TEXT(" 1: Panini cylindrical stereographic projection"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniS(
TEXT("r.Upscale.Panini.S"),
0,
TEXT("Panini projection's hard vertical compression factor.\n")
TEXT(" 0: no vertical compression factor (default)\n")
TEXT(" 1: Hard vertical compression"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniScreenFit(
TEXT("r.Upscale.Panini.ScreenFit"),
1.0f,
TEXT("Panini projection screen fit effect factor (lerp).\n")
TEXT(" 0: fit vertically\n")
TEXT(" 1: fit horizontally (default)"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT("r.Upscale.Quality"),
3,
TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
TEXT(" 0: Nearest filtering\n")
TEXT(" 1: Simple Bilinear\n")
TEXT(" 2: Directional blur with unsharp mask upsample.\n")
TEXT(" 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n")
TEXT(" 4: 13-tap Lanczos 3.\n")
TEXT(" 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
FVector2D PaniniProjection(FVector2D OM, float d, float s)
{
float PaniniDirectionXZInvLength = 1.0f / FMath::Sqrt(1.0f + OM.X * OM.X);
float SinPhi = OM.X * PaniniDirectionXZInvLength;
float TanTheta = OM.Y * PaniniDirectionXZInvLength;
float CosPhi = FMath::Sqrt(1.0f - SinPhi * SinPhi);
float S = (d + 1.0f) / (d + CosPhi);
return S * FVector2D(SinPhi, FMath::Lerp(TanTheta, TanTheta / CosPhi, s));
}
} //! namespace
const FPaniniProjectionConfig FPaniniProjectionConfig::Default;
FPaniniProjectionConfig::FPaniniProjectionConfig(const FViewInfo& View)
{
*this = FPaniniProjectionConfig();
if (View.IsPerspectiveProjection() && !GEngine->StereoRenderingDevice.IsValid())
{
D = FMath::Max(CVarUpscalePaniniD.GetValueOnRenderThread(), 0.0f);
S = CVarUpscalePaniniS.GetValueOnRenderThread();
ScreenFit = FMath::Max(CVarUpscalePaniniScreenFit.GetValueOnRenderThread(), 0.0f);
}
}
BEGIN_SHADER_PARAMETER_STRUCT(FPaniniProjectionParameters, )
SHADER_PARAMETER(float, D)
SHADER_PARAMETER(float, S)
SHADER_PARAMETER(float, ScreenPosScale)
END_SHADER_PARAMETER_STRUCT()
FPaniniProjectionParameters GetPaniniProjectionParameters(FPaniniProjectionConfig InPaniniConfig, const FViewInfo& View)
{
const FVector2D FOVPerAxis = View.ViewMatrices.ComputeHalfFieldOfViewPerAxis();
const FVector2D ScreenPosToPaniniFactor = FVector2D(FMath::Tan(FOVPerAxis.X), FMath::Tan(FOVPerAxis.Y));
const FVector2D PaniniDirection = FVector2D(1.0f, 0.0f) * ScreenPosToPaniniFactor;
const FVector2D PaniniPosition = PaniniProjection(PaniniDirection, InPaniniConfig.D, InPaniniConfig.S);
const float WidthFit = ScreenPosToPaniniFactor.X / PaniniPosition.X;
const float ScreenPosScale = FMath::Lerp(1.0f, WidthFit, InPaniniConfig.ScreenFit);
FPaniniProjectionParameters Parameters;
Parameters.D = InPaniniConfig.D;
Parameters.S = InPaniniConfig.S;
Parameters.ScreenPosScale = ScreenPosScale;
return Parameters;
}
BEGIN_SHADER_PARAMETER_STRUCT(FUpscaleParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PointSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2DArray, PointSceneColorTextureArray)
SHADER_PARAMETER_SAMPLER(SamplerState, PointSceneColorSampler)
SHADER_PARAMETER_STRUCT(FPaniniProjectionParameters, Panini)
SHADER_PARAMETER(float, UpscaleSoftness)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FUpscalePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FUpscalePS);
SHADER_USE_PARAMETER_STRUCT(FUpscalePS, FGlobalShader);
using FParameters = FUpscaleParameters;
class FMethodDimension : SHADER_PERMUTATION_ENUM_CLASS("METHOD", EUpscaleMethod);
using FPermutationDomain = TShaderPermutationDomain<FMethodDimension>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const FPermutationDomain PermutationVector(Parameters.PermutationId);
const EUpscaleMethod UpscaleMethod = PermutationVector.Get<FMethodDimension>();
// Always allow point and bilinear upscale. (Provides upscaling for mobile emulation)
if (UpscaleMethod == EUpscaleMethod::Nearest || UpscaleMethod == EUpscaleMethod::Bilinear)
{
return true;
}
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscalePS, "/Engine/Private/PostProcessUpscale.usf", "MainPS", SF_Pixel);
class FUpscaleVS : public FScreenPassVS
{
public:
DECLARE_GLOBAL_SHADER(FUpscaleVS);
// FDrawRectangleParameters is filled by DrawScreenPass.
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FUpscaleVS, FScreenPassVS);
using FParameters = FUpscaleParameters;
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FScreenPassVS::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("TESS_RECT_X"), FTesselatedScreenRectangleIndexBuffer::Width);
OutEnvironment.SetDefine(TEXT("TESS_RECT_Y"), FTesselatedScreenRectangleIndexBuffer::Height);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscaleVS, "/Engine/Private/PostProcessUpscale.usf", "MainVS", SF_Vertex);
EUpscaleMethod GetUpscaleMethod()
{
const int32 Value = CVarUpscaleQuality.GetValueOnRenderThread();
return static_cast<EUpscaleMethod>(FMath::Clamp(Value, 0, static_cast<int32>(EUpscaleMethod::Gaussian)));
}
FScreenPassTexture AddUpscalePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FUpscaleInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.Method != EUpscaleMethod::MAX);
check(Inputs.Stage != EUpscaleStage::MAX);
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
FRDGTextureDesc OutputDesc = Inputs.SceneColor.Texture->Desc;
OutputDesc.Reset();
if (Inputs.Stage == EUpscaleStage::PrimaryToSecondary)
{
const FIntPoint SecondaryViewRectSize = View.GetSecondaryViewRectSize();
QuantizeSceneBufferSize(SecondaryViewRectSize, OutputDesc.Extent);
Output.ViewRect.Min = FIntPoint::ZeroValue;
Output.ViewRect.Max = SecondaryViewRectSize;
}
else
{
OutputDesc.Extent = View.UnscaledViewRect.Max;
Output.ViewRect = View.UnscaledViewRect;
}
OutputDesc.Flags |= GFastVRamConfig.Upscale;
Output.Texture = GraphBuilder.CreateTexture(OutputDesc, TEXT("Upscale"));
Output.LoadAction = ERenderTargetLoadAction::EClear;
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
const FScreenPassTextureViewport OutputViewport(Output);
FPaniniProjectionConfig PaniniConfig = Inputs.PaniniConfig;
PaniniConfig.Sanitize();
const bool bUsePaniniProjection = PaniniConfig.IsEnabled();
FUpscaleParameters* PassParameters = GraphBuilder.AllocParameters<FUpscaleParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->SceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->SceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters->PointSceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->PointSceneColorTextureArray = Inputs.SceneColor.Texture;
PassParameters->PointSceneColorSampler = TStaticSamplerState<SF_Point, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters->Panini = GetPaniniProjectionParameters(PaniniConfig, View);
PassParameters->UpscaleSoftness = FMath::Clamp(CVarUpscaleSoftness.GetValueOnRenderThread(), 0.0f, 1.0f);
PassParameters->View = View.ViewUniformBuffer;
FUpscalePS::FPermutationDomain PixelPermutationVector;
PixelPermutationVector.Set<FUpscalePS::FMethodDimension>(Inputs.Method);
TShaderMapRef<FUpscalePS> PixelShader(View.ShaderMap, PixelPermutationVector);
const TCHAR* const StageNames[] = { TEXT("PrimaryToSecondary"), TEXT("PrimaryToOutput"), TEXT("SecondaryToOutput") };
static_assert(UE_ARRAY_COUNT(StageNames) == static_cast<uint32>(EUpscaleStage::MAX), "StageNames does not match EUpscaleStage");
const TCHAR* StageName = StageNames[static_cast<uint32>(Inputs.Stage)];
GraphBuilder.AddPass(
RDG_EVENT_NAME("Upscale(%s Method=%d) %dx%d -> %dx%d", StageName, int32(Inputs.Method), Inputs.SceneColor.ViewRect.Width(), Inputs.SceneColor.ViewRect.Height(), Output.ViewRect.Width(), Output.ViewRect.Height()),
PassParameters,
ERDGPassFlags::Raster,
[&View, bUsePaniniProjection, PixelShader, PassParameters, InputViewport, OutputViewport](FRHICommandList& RHICmdList)
{
RHICmdList.SetViewport(OutputViewport.Rect.Min.X, OutputViewport.Rect.Min.Y, 0.0f, OutputViewport.Rect.Max.X, OutputViewport.Rect.Max.Y, 1.0f);
TShaderRef<FShader> VertexShader;
if (bUsePaniniProjection)
{
TShaderMapRef<FUpscaleVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
SetShaderParameters(RHICmdList, TypedVertexShader, TypedVertexShader.GetVertexShader(), *PassParameters);
VertexShader = TypedVertexShader;
}
else
{
TShaderMapRef<FScreenPassVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
VertexShader = TypedVertexShader;
}
check(VertexShader.IsValid());
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
DrawRectangle(
RHICmdList,
// Output Rect (RHI viewport relative).
0, 0, OutputViewport.Rect.Width(), OutputViewport.Rect.Height(),
// Input Rect
InputViewport.Rect.Min.X, InputViewport.Rect.Min.Y, InputViewport.Rect.Width(), InputViewport.Rect.Height(),
OutputViewport.Rect.Size(),
InputViewport.Extent,
VertexShader,
bUsePaniniProjection ? EDRF_UseTesselatedIndexBuffer : EDRF_UseTriangleOptimization);
});
return MoveTemp(Output);
}