You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
169 lines
6.0 KiB
C++
169 lines
6.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
PostProcessHistogramReduce.cpp: Post processing histogram reduce implementation.
|
|
=============================================================================*/
|
|
|
|
#include "RendererPrivate.h"
|
|
#include "ScenePrivate.h"
|
|
#include "SceneFilterRendering.h"
|
|
#include "PostProcessHistogramReduce.h"
|
|
#include "PostProcessing.h"
|
|
|
|
/** Encapsulates the post processing histogram reduce compute shader. */
|
|
class FPostProcessHistogramReducePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessHistogramReducePS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
OutEnvironment.SetRenderTargetOutputFormat(0, PF_A32B32G32R32F);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessHistogramReducePS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter LoopSize;
|
|
FShaderResourceParameter EyeAdaptationTexture;
|
|
FShaderParameter EyeAdapationTemporalParams;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessHistogramReducePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
LoopSize.Bind(Initializer.ParameterMap, TEXT("LoopSize"));
|
|
EyeAdaptationTexture.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationTexture"));
|
|
EyeAdapationTemporalParams.Bind(Initializer.ParameterMap, TEXT("EyeAdapationTemporalParams"));
|
|
}
|
|
|
|
void SetPS(const FRenderingCompositePassContext& Context, uint32 LoopSizeValue)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, LoopSize, LoopSizeValue);
|
|
|
|
if(EyeAdaptationTexture.IsBound())
|
|
{
|
|
IPooledRenderTarget* EyeAdaptationRT = Context.View.GetEyeAdaptation();
|
|
|
|
if(EyeAdaptationRT)
|
|
{
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, EyeAdaptationRT->GetRenderTargetItem().TargetableTexture);
|
|
}
|
|
else
|
|
{
|
|
// some views don't have a state, thumbnail rendering?
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, GWhiteTexture->TextureRHI);
|
|
}
|
|
}
|
|
|
|
// todo
|
|
FVector4 EyeAdapationTemporalParamsValue(0, 0, 0, 0);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeAdapationTemporalParams, EyeAdapationTemporalParamsValue);
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar)
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << LoopSize << EyeAdaptationTexture << EyeAdapationTemporalParams;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessHistogramReducePS,TEXT("PostProcessHistogramReduce"),TEXT("MainPS"),SF_Pixel);
|
|
|
|
void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(PostProcessHistogramReduce, DEC_SCENE_ITEMS);
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
|
|
TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(GetGlobalShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
|
|
FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;
|
|
|
|
uint32 LoopSizeValue = ComputeLoopSize(GatherExtent);
|
|
|
|
PixelShader->SetPS(Context, LoopSizeValue);
|
|
|
|
// Draw a quad mapping scene color to the view's render target
|
|
DrawRectangle(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
DestSize.X, DestSize.Y,
|
|
0, 0,
|
|
SrcSize.X, 0,
|
|
DestSize,
|
|
SrcSize,
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
uint32 FRCPassPostProcessHistogramReduce::ComputeLoopSize(FIntPoint PixelExtent)
|
|
{
|
|
FIntPoint ThreadGroupCount = FRCPassPostProcessHistogram::ComputeThreadGroupCount(PixelExtent);
|
|
return ThreadGroupCount.X * ThreadGroupCount.Y;
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessHistogramReduce::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc UnmodifiedRet = PassInputs[0].GetOutput()->RenderTargetDesc;
|
|
|
|
UnmodifiedRet.Reset();
|
|
|
|
FIntPoint PixelExtent = UnmodifiedRet.Extent;
|
|
|
|
// each ThreadGroup outputs one histogram
|
|
FIntPoint NewSize = FIntPoint(FRCPassPostProcessHistogram::HistogramTexelCount, 2);
|
|
|
|
// for quality float4 to get best quality for smooth eye adaptation transitions
|
|
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_A32B32G32R32F, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
|
|
Ret.DebugName = TEXT("HistogramReduce");
|
|
|
|
return Ret;
|
|
} |