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#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3156770 on 2016/10/10 by Allan.Bentham
Fix VULKAN_ENABLE_API_DUMP build on android.
Change 3157838 on 2016/10/11 by Allan.Bentham
Fix Vulkan API tracing on android.
Change 3170713 on 2016/10/21 by Steve.Cano
Adding the "Optional Mobile Features BP Library" plugin to explose Blueprint functions for Sound Volume, Battery level, system temperature (only available on android), and Headphones being plugged in
#jira UE-30896
#android
#ios
#ue4
Change 3171064 on 2016/10/21 by Steve.Cano
Plugins to provide a common interface and Android implemenation for providing access to GPS / Location data from Blueprints
#ue4
#android
#jira UE-35917
Change 3171065 on 2016/10/21 by Steve.Cano
IOS implementation of LocationServices plugin to provide access to location data in Blueprints
#ue4
#ios
#jira UE-35917
Change 3181802 on 2016/11/01 by Steve.Cano
Fix an issue introduced in CL 3170713 - Adding new config section to RequiredSections list so that we can generate projects successfully.
#jira UE-30896
#ios
Change 3181807 on 2016/11/01 by Steve.Cano
Make sure to clear out references to our eglSurface when we destroy it, else we will try to set our context with an invalid surface.
#jira UE-35004
#android
#ue4
Change 3184827 on 2016/11/03 by Allan.Bentham
Do not HDR32 encode for views without view family.
TranslucentAlphaOnly blend mode now works with encoding.
#jira UE-37951
Change 3186684 on 2016/11/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3188693 on 2016/11/07 by Chris.Babcock
Corrections to memory stats for Android
#jira WEX-3760
#ue4
#android
Change 3191538 on 2016/11/09 by Allan.Bentham
Mobile tonemapper can use CVarTonemapperOverride
Change 3192575 on 2016/11/09 by Chris.Babcock
Support placing UE4Game files in ExternalFilesDir for automatic cleanup on uninstall for distribution packages
#jira UEPLAT-1422
#ue4
#android
Change 3196231 on 2016/11/13 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3196538 on 2016/11/14 by Jack.Porter
Fix issue where lighting would not build for the first editor session of projects defaulting to MobileHDR=false as HardwareTargetingModule didn't set cvars
#jira UE-38507
Change 3198068 on 2016/11/15 by Dmitriy.Dyomin
Fixed android console command sender to work with ADB version 1.0.36
#jira UE-35171
Change 3200230 on 2016/11/16 by Jack.Porter
Remove mosaic resolution limitation on ES3 devices
#jira WEX-3119
Change 3201251 on 2016/11/16 by Chris.Babcock
Fix Android compile error
Change 3203542 on 2016/11/18 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3205598 on 2016/11/21 by Dmitriy.Dyomin
Fixed: Missing selection outline in editor ES2 preview
#jira UE-6458
Change 3205622 on 2016/11/21 by Dmitriy.Dyomin
Fix ES2 build error from CL# 3205598
Change 3207232 on 2016/11/22 by Dmitriy.Dyomin
ES2 GLSL generated shader simplifications
Change 3208608 on 2016/11/23 by Dmitriy.Dyomin
Fixed: Landscape Grasstype warning causes log spam when landscape is streamed in or out
#jira UE-38694
Change 3209135 on 2016/11/23 by Alicia.Cano
Packaging for iOS fails due to several invalid object type errors
#jira UE-38431
#ios
Change 3209822 on 2016/11/24 by Jack.Porter
IWYU changes for LocationServicesBPLibrary
Change 3209824 on 2016/11/24 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3210264 on 2016/11/25 by Jack.Porter
Fix unicode compile issue on Korean windows
Change 3210268 on 2016/11/25 by Jack.Porter
IWYU and unicode fixes to Dev-Mobile
Change 3211800 on 2016/11/28 by Allan.Bentham
Create and set PrimitiveSceneProxy->PrimitiveSceneInfo before SetTransform render thread command is enqueued. Avoids race condition with FPrimitiveSceneInfo's constructor which can occur on out-of-order CPUs.
Change 3212621 on 2016/11/28 by Jack.Porter
More IWYU fixes.
Change 3213080 on 2016/11/29 by Allan.Bentham
enable UseSingleSampleShadowFromStationaryLights on mobile.
PR #2990: Fixes single sample shadows for mobile. (Contributed by kallehamalainen)
Change 3213164 on 2016/11/29 by Jack.Porter
Win32 IWYU fix
Change 3213932 on 2016/11/29 by Chris.Babcock
Fix handling of ETC2 filtering by Google Play Store (if only ETC2, require ES3.0+ but don't use texture filtering in manifest)
#jira UE-39120
#ue4
#android
Change 3214563 on 2016/11/29 by Dmitriy.Dyomin
Disable dynamic buffer discarding on Adreno330 (was casuing 10ms stalls on slate buffers update)
Change 3214571 on 2016/11/29 by Dmitriy.Dyomin
Custom stencil on Mobile
#jira UEMOB-183
Change 3214641 on 2016/11/30 by Dmitriy.Dyomin
Disable distance culling when rendering image for world composition
#jira UE-37754
Change 3214656 on 2016/11/30 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3218479 on 2016/12/01 by Jack.Porter
Fix for Vulkan build error when using AutoSDK
Change 3218596 on 2016/12/02 by Dmitriy.Dyomin
Fixed: Android split screen multiplayer does not function or render correctly
#jira UE-35204
Change 3218874 on 2016/12/02 by Allan.Bentham
Fix CSM shadow bug when ES3.1 + mobileHDR == false.
Fix inverted culling when rendering shadow depths with mobilehdr == false
#jira UE-39111
Change 3220911 on 2016/12/04 by Jack.Porter
Fixed landscape duplicated GUID detection and crash when one of the landscapes is in a hidden streaming level
Change 3220935 on 2016/12/04 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3222831 on 2016/12/05 by Dmitriy.Dyomin
Added support for MGD and Andreno profilers
#jira UEMOB-184
Change 3222843 on 2016/12/05 by Jack.Porter
Fixed bug caused by CL 3196538 causing r.MobileHDR to toggle and crash when opening render settings
#jira UE-38507
Change 3222934 on 2016/12/06 by Jack.Porter
Android graphics debugger text changes
Change 3223042 on 2016/12/06 by Dmitriy.Dyomin
Fixed: missing GPU particles in LDR mode on device
#jira UE-39363
Change 3223043 on 2016/12/06 by Jack.Porter
Fixed logspam warnings from TcpMessaging launching on Android
#jira UE-37895
Change 3223046 on 2016/12/06 by Allan.Bentham
Move ES3.1 preview mode out of experimental.
Add per device quality level preview to ES3.1 preview sub menu when project settings allow.
#jira UEMOB-178
Change 3223113 on 2016/12/06 by Allan.Bentham
changed MOBILE_EMULATION define for METAL_PROFILE on mac. fixes issues with editor primitive rendering with ES3.1 feature level preview.
added -featureleveles2/31 commandline support to metalrhi.
Change 3223117 on 2016/12/06 by Allan.Bentham
Initialise FPrimitiveSceneInfo::CachedReflectionCaptureProxies
Change 3223131 on 2016/12/06 by Allan.Bentham
Fix translucency rendering when mobilehdr == false. (Disable mod shadows when mobilehdr == false.)
#jira UE-38343
Change 3223162 on 2016/12/06 by Jack.Porter
Disallow Absolute World Position with "excluding shader offset" on ES2
#jra UE-25555
Change 3223204 on 2016/12/06 by Jack.Porter
Fix for unable to save levels when landscape components with tessellation moved to another level
#jira UE-39372
Change 3223677 on 2016/12/06 by Chris.Babcock
Fix tabs
Change 3224139 on 2016/12/06 by Chris.Babcock
Support modification of build.xml and add post import additions to GameActivity
#jira UE-31372
#PR #2440
#ue4
#android
Change 3224152 on 2016/12/06 by Chris.Babcock
Add support for MadCatz C.T.R.L.R Android controller models
#ue4
#android
Change 3224162 on 2016/12/06 by Chris.Babcock
Driver bug fix and using separate context for MediaPlayer14 (contributed by BrianHarris)
#jira UE-35825
#PR #2787
#ue4
#android
Change 3224581 on 2016/12/07 by Dmitriy.Dyomin
Fixed black screen regression on iOS OpenGL
Also now reporting shader compiler errors in iOS
Change 3224589 on 2016/12/07 by Allan.Bentham
Increase mobile renderer's maximum CSM cascade limit to 4 and introduce max shadow cascade cvar for mobile which defaults to 2 retaining existing behaviour.
#jira UEMOB-187
Change 3224774 on 2016/12/07 by Jack.Porter
Added flags for mobile shader permutation reduction
Renamed mobile lighting policies to better describe them
Set flags to remove policies not used by SunTemple - saves 22MB package size on Android
#jira: UEMOB-179
Change 3224782 on 2016/12/07 by Allan.Bentham
Add project option to set maximum supported CSM cascades to mobile renderer.
#jira UEMOB-187
Change 3224943 on 2016/12/07 by Dmitriy.Dyomin
Metal iOS will use sRGB textures
#jira UEMOB-189
Change 3225098 on 2016/12/07 by Dmitriy.Dyomin
fix for compile error from 3224943
Change 3225188 on 2016/12/07 by Chris.Babcock
Fix #includes in deferred Android OpenGL
#jira UE-39440
#ue4
#android
Change 3226402 on 2016/12/07 by Dmitriy.Dyomin
Fixed: wrong condition for r8 srgb on mac
#jira UE-39471
Change 3226485 on 2016/12/08 by Dmitriy.Dyomin
Fixed: Rendering Artifacts and invisible objects in Fortnite
regression from nobile custom stencil changes
#jira UE-39452, UE-39455
Change 3226637 on 2016/12/08 by Dmitriy.Dyomin
Fixed: Odin Ensure Texture passed to ClearDepthStencil is not what is currently set as RenderTarget
#jira UE-39482
Change 3226922 on 2016/12/08 by Jack.Porter
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
Change 3227353 on 2016/12/08 by Chris.Babcock
Remove CopyVisualizers batch call again
Change 3228013 on 2016/12/08 By Chris.Babcock
Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
[CL 3228374 by Jack Porter in Main branch]
2480 lines
105 KiB
C++
2480 lines
105 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessing.cpp: The center for all post processing activities.
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=============================================================================*/
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#include "PostProcess/PostProcessing.h"
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#include "EngineGlobals.h"
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#include "ScenePrivate.h"
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#include "PostProcess/PostProcessInput.h"
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#include "PostProcess/PostProcessAA.h"
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#if WITH_EDITOR
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#include "PostProcess/PostProcessBufferInspector.h"
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#endif
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#include "PostProcess/PostProcessMaterial.h"
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#include "PostProcess/PostProcessWeightedSampleSum.h"
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#include "PostProcess/PostProcessBloomSetup.h"
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#include "PostProcess/PostProcessMobile.h"
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#include "PostProcess/PostProcessDownsample.h"
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#include "PostProcess/PostProcessHistogram.h"
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#include "PostProcess/PostProcessHistogramReduce.h"
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#include "PostProcess/PostProcessVisualizeHDR.h"
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#include "PostProcess/VisualizeShadingModels.h"
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#include "PostProcess/PostProcessSelectionOutline.h"
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#include "PostProcess/PostProcessGBufferHints.h"
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#include "PostProcess/PostProcessVisualizeBuffer.h"
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#include "PostProcess/PostProcessEyeAdaptation.h"
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#include "PostProcess/PostProcessTonemap.h"
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#include "PostProcess/PostProcessLensFlares.h"
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#include "PostProcess/PostProcessLensBlur.h"
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#include "PostProcess/PostProcessBokehDOF.h"
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#include "PostProcess/PostProcessBokehDOFRecombine.h"
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#include "PostProcess/PostProcessCombineLUTs.h"
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#include "PostProcess/PostProcessTemporalAA.h"
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#include "PostProcess/PostProcessMotionBlur.h"
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#include "PostProcess/PostProcessDOF.h"
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#include "PostProcess/PostProcessCircleDOF.h"
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#include "PostProcess/PostProcessUpscale.h"
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#include "PostProcess/PostProcessHMD.h"
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#include "PostProcess/PostProcessVisualizeComplexity.h"
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#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
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#include "CompositionLighting/PostProcessPassThrough.h"
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#include "PostProcess/PostProcessTestImage.h"
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#include "HighResScreenshot.h"
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#include "PostProcess/PostProcessSubsurface.h"
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#include "PostProcess/PostProcessMorpheus.h"
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#include "IHeadMountedDisplay.h"
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#include "BufferVisualizationData.h"
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#include "CompositionLighting/PostProcessLpvIndirect.h"
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#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
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#include "DeferredShadingRenderer.h"
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/** The global center for all post processing activities. */
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FPostProcessing GPostProcessing;
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static TAutoConsoleVariable<int32> CVarUseMobileBloom(
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TEXT("r.UseMobileBloom"),
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0,
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TEXT("HACK: Set to 1 to use mobile bloom."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarDepthOfFieldNearBlurSizeThreshold(
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TEXT("r.DepthOfField.NearBlurSizeThreshold"),
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0.01f,
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TEXT("Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n")
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TEXT(" (default: 0.01)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarDepthOfFieldMaxSize(
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TEXT("r.DepthOfField.MaxSize"),
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100.0f,
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TEXT("Allows to clamp the gaussian depth of field radius (for better performance), default: 100"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarRenderTargetSwitchWorkaround(
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TEXT("r.RenderTargetSwitchWorkaround"),
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0,
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TEXT("Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\n")
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TEXT("Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\n")
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TEXT("still faster as it avoids the many render target switches. (Default: 0)\n")
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TEXT("We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarUpscaleQuality(
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TEXT("r.Upscale.Quality"),
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3,
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TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
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TEXT(" 0: Nearest filtering\n")
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TEXT(" 1: Simple Bilinear\n")
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TEXT(" 2: 4 tap bilinear\n")
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TEXT(" 3: Directional blur with unsharp mask upsample. (default)"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CDownsampleQuality(
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TEXT("r.Downsample.Quality"),
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3,
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TEXT("Defines the quality in which the Downsample passes. we might add more quality levels later.\n")
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TEXT(" 0: low quality\n")
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TEXT(">0: high quality (default: 3)\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
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TEXT("r.MotionBlurSoftEdgeSize"),
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1.0f,
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TEXT("Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\n")
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TEXT("This scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\n")
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TEXT("Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\n")
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TEXT("If needed this can be exposed like the other motionblur settings.\n")
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TEXT(" 0:off (not free and does never completely disable), >0, 1.0 (default)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarBloomCross(
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TEXT("r.Bloom.Cross"),
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0.0f,
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TEXT("Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\n")
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TEXT("Existing bloom get lowered to match the same brightness\n")
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TEXT("<0 for a anisomorphic lens flare look (X only)\n")
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TEXT(" 0 off (default)\n")
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TEXT(">0 for a cross look (X and Y)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarTonemapperMergeMode(
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TEXT("r.Tonemapper.MergeWithUpscale.Mode"),
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0,
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TEXT("ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)\n")
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TEXT(" if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n")
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TEXT(" 0: off, the features run in separate passes (default)\n")
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TEXT(" 1: always enabled, try to merge the passes unless something makes it impossible\n")
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TEXT(" 2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarTonemapperMergeThreshold(
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TEXT("r.Tonemapper.MergeWithUpscale.Threshold"),
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0.49f,
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TEXT("If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards\n")
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TEXT("is compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio\n")
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TEXT("is too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes\n")
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TEXT("\n")
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TEXT("Defauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarMotionBlurScatter(
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TEXT("r.MotionBlurScatter"),
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0,
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TEXT("Forces scatter based max velocity method (slower)."),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
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TEXT("r.MotionBlurSeparable"),
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0,
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TEXT("Adds a second motion blur pass that smooths noise for a higher quality blur."),
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ECVF_RenderThreadSafe
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);
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IMPLEMENT_SHADER_TYPE(,FPostProcessVS,TEXT("PostProcessBloom"),TEXT("MainPostprocessCommonVS"),SF_Vertex);
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static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation);
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// -------------------------------------------------------
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FPostprocessContext::FPostprocessContext(FRHICommandListImmediate& InRHICmdList, FRenderingCompositionGraph& InGraph, const FViewInfo& InView)
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: RHICmdList(InRHICmdList)
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, Graph(InGraph)
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, View(InView)
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, SceneColor(0)
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, SceneDepth(0)
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{
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(InRHICmdList);
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if(SceneContext.IsSceneColorAllocated())
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{
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SceneColor = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.GetSceneColor()));
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}
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SceneDepth = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.SceneDepthZ));
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FinalOutput = FRenderingCompositeOutputRef(SceneColor);
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}
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// Array of downsampled color with optional log2 luminance stored in alpha
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template <int32 DownSampleStages>
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class TBloomDownSampleArray
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{
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public:
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// Convenience typedefs
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typedef FRenderingCompositeOutputRef FRenderingRefArray[DownSampleStages];
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typedef TSharedPtr<TBloomDownSampleArray> Ptr;
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// Constructor: Generates and registers the downsamples with the Context Graph.
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TBloomDownSampleArray(FPostprocessContext& InContext, FRenderingCompositeOutputRef SourceDownsample, bool bGenerateLog2Alpha) :
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bHasLog2Alpha(bGenerateLog2Alpha), Context(InContext)
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{
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static const TCHAR* PassLabels[] =
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{ NULL, TEXT("BloomDownsample1"), TEXT("BloomDownsample2"), TEXT("BloomDownsample3"), TEXT("BloomDownsample4"), TEXT("BloomDownsample5") };
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static_assert(ARRAY_COUNT(PassLabels) == DownSampleStages, "PassLabel count must be equal to DownSampleStages.");
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// The first down sample is the input
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PostProcessDownsamples[0] = SourceDownsample;
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// Queue the down samples.
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for (int i = 1; i < DownSampleStages; i++)
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{
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FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 1, PassLabels[i]));
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Pass->SetInput(ePId_Input0, PostProcessDownsamples[i - 1]);
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PostProcessDownsamples[i] = FRenderingCompositeOutputRef(Pass);
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// Add log2 data to the alpha channel after doing the 1st (i==1) down sample pass
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if (bHasLog2Alpha && i == 1 ) {
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FRenderingCompositePass* BasicEyeSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptationSetUp());
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BasicEyeSetupPass->SetInput(ePId_Input0, PostProcessDownsamples[i]);
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PostProcessDownsamples[i] = FRenderingCompositeOutputRef(BasicEyeSetupPass);
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}
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}
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}
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// The number of elements in the array.
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inline static int32 Num() { return DownSampleStages; }
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// Member data kept public for simplicity
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bool bHasLog2Alpha;
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FPostprocessContext& Context;
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FRenderingRefArray PostProcessDownsamples;
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private:
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// no default constructor.
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TBloomDownSampleArray() {};
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};
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// Standard DownsampleArray shared by Bloom, Tint, and Eye-Adaptation.
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typedef TBloomDownSampleArray<6/*DownSampleStages*/> FBloomDownSampleArray;
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FBloomDownSampleArray::Ptr CreateDownSampleArray(FPostprocessContext& Context, FRenderingCompositeOutputRef SourceToDownSample, bool bAddLog2)
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{
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return FBloomDownSampleArray::Ptr(new FBloomDownSampleArray(Context, SourceToDownSample, bAddLog2));
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}
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static FRenderingCompositeOutputRef RenderHalfResBloomThreshold(FPostprocessContext& Context, FRenderingCompositeOutputRef SceneColorHalfRes, FRenderingCompositeOutputRef EyeAdaptation)
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{
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// with multiple view ports the Setup pass also isolates the view from the others which allows for simpler simpler/faster blur passes.
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if(Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
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{
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// no need for threshold, we don't need this pass
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return SceneColorHalfRes;
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}
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else
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{
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// todo: optimize later, the missing node causes some wrong behavior
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// if(Context.View.FinalPostProcessSettings.BloomIntensity <= 0.0f)
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// {
|
|
// // this pass is not required
|
|
// return FRenderingCompositeOutputRef();
|
|
// }
|
|
// bloom threshold
|
|
FRenderingCompositePass* PostProcessBloomSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetup());
|
|
PostProcessBloomSetup->SetInput(ePId_Input0, SceneColorHalfRes);
|
|
PostProcessBloomSetup->SetInput(ePId_Input1, EyeAdaptation);
|
|
|
|
return FRenderingCompositeOutputRef(PostProcessBloomSetup);
|
|
}
|
|
}
|
|
|
|
|
|
// 2 pass Gaussian blur using uni-linear filtering
|
|
// @param CrossCenterWeight see r.Bloom.Cross (positive for X and Y, otherwise for X only)
|
|
static FRenderingCompositeOutputRef RenderGaussianBlur(
|
|
FPostprocessContext& Context,
|
|
const TCHAR* DebugNameX,
|
|
const TCHAR* DebugNameY,
|
|
const FRenderingCompositeOutputRef& Input,
|
|
float SizeScale,
|
|
FLinearColor Tint = FLinearColor::White,
|
|
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef(),
|
|
float CrossCenterWeight = 0.0f)
|
|
{
|
|
// Gaussian blur in x
|
|
FRCPassPostProcessWeightedSampleSum* PostProcessBlurX = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Horiz, EFCM_Weighted, SizeScale, DebugNameX));
|
|
PostProcessBlurX->SetInput(ePId_Input0, Input);
|
|
if(CrossCenterWeight > 0)
|
|
{
|
|
PostProcessBlurX->SetCrossCenterWeight(CrossCenterWeight);
|
|
}
|
|
|
|
// Gaussian blur in y
|
|
FRCPassPostProcessWeightedSampleSum* PostProcessBlurY = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Vert, EFCM_Weighted, SizeScale, DebugNameY, Tint));
|
|
PostProcessBlurY->SetInput(ePId_Input0, FRenderingCompositeOutputRef(PostProcessBlurX));
|
|
PostProcessBlurY->SetInput(ePId_Input1, Additive);
|
|
PostProcessBlurY->SetCrossCenterWeight(FMath::Abs(CrossCenterWeight));
|
|
|
|
return FRenderingCompositeOutputRef(PostProcessBlurY);
|
|
}
|
|
|
|
// render one bloom pass and add another optional texture to it
|
|
static FRenderingCompositeOutputRef RenderBloom(
|
|
FPostprocessContext& Context,
|
|
const FRenderingCompositeOutputRef& PreviousBloom,
|
|
float Size,
|
|
FLinearColor Tint = FLinearColor::White,
|
|
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef())
|
|
{
|
|
const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
|
|
|
|
return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
|
|
}
|
|
|
|
static FRCPassPostProcessTonemap* AddTonemapper(
|
|
FPostprocessContext& Context,
|
|
const FRenderingCompositeOutputRef& BloomOutputCombined,
|
|
const FRenderingCompositeOutputRef& EyeAdaptation,
|
|
const EAutoExposureMethod& EyeAdapationMethodId,
|
|
const bool bDoGammaOnly,
|
|
const bool bHDRTonemapperOutput)
|
|
{
|
|
const FViewInfo& View = Context.View;
|
|
const EStereoscopicPass StereoPass = View.StereoPass;
|
|
|
|
const FEngineShowFlags& EngineShowFlags = View.Family->EngineShowFlags;
|
|
|
|
FRenderingCompositeOutputRef TonemapperCombinedLUTOutputRef;
|
|
if (View.State && (StereoPass != eSSP_RIGHT_EYE))
|
|
{
|
|
FRenderingCompositePass* CombinedLUT = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCombineLUTs(View.GetShaderPlatform()));
|
|
TonemapperCombinedLUTOutputRef = FRenderingCompositeOutputRef(CombinedLUT);
|
|
}
|
|
|
|
const bool bDoEyeAdaptation = IsAutoExposureMethodSupported(View.GetFeatureLevel(), EyeAdapationMethodId);
|
|
FRCPassPostProcessTonemap* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(View, bDoGammaOnly, bDoEyeAdaptation, bHDRTonemapperOutput));
|
|
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input1, BloomOutputCombined);
|
|
PostProcessTonemap->SetInput(ePId_Input2, EyeAdaptation);
|
|
PostProcessTonemap->SetInput(ePId_Input3, TonemapperCombinedLUTOutputRef);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
|
|
return PostProcessTonemap;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
static void AddSelectionOutline(FPostprocessContext& Context)
|
|
{
|
|
FRenderingCompositePass* SelectionColorPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutlineColor());
|
|
SelectionColorPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutline());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FRenderingCompositeOutputRef(SelectionColorPass)));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif
|
|
|
|
static void AddGammaOnlyTonemapper(FPostprocessContext& Context)
|
|
{
|
|
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, true, false/*eye*/, false));
|
|
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
}
|
|
|
|
static void AddPostProcessAA(FPostprocessContext& Context)
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PostProcessAAQuality"));
|
|
|
|
uint32 Quality = FMath::Clamp(CVar->GetValueOnRenderThread(), 1, 6);
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAA(Quality));
|
|
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
|
|
static FRenderingCompositeOutputRef AddPostProcessBasicEyeAdaptation(const FViewInfo& View, FBloomDownSampleArray& BloomAndEyeDownSamples)
|
|
{
|
|
// Extract the context
|
|
FPostprocessContext& Context = BloomAndEyeDownSamples.Context;
|
|
|
|
// Extract the last (i.e. smallest) down sample
|
|
static const int32 FinalDSIdx = FBloomDownSampleArray::Num() - 1;
|
|
FRenderingCompositeOutputRef PostProcessPriorReduction = BloomAndEyeDownSamples.PostProcessDownsamples[FinalDSIdx];
|
|
|
|
// Compute the eye adaptation value based on average luminance from log2 luminance buffer, history, and specific shader parameters.
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptation());
|
|
Node->SetInput(ePId_Input0, PostProcessPriorReduction);
|
|
return FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static FRenderingCompositeOutputRef AddPostProcessHistogramEyeAdaptation(FPostprocessContext& Context, FRenderingCompositeOutputRef& Histogram)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessEyeAdaptation());
|
|
|
|
Node->SetInput(ePId_Input0, Histogram);
|
|
return FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddVisualizeBloomSetup(FPostprocessContext& Context)
|
|
{
|
|
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomSetup());
|
|
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddVisualizeBloomOverlay(FPostprocessContext& Context, FRenderingCompositeOutputRef& HDRColor, FRenderingCompositeOutputRef& BloomOutputCombined)
|
|
{
|
|
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomOverlay());
|
|
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Node->SetInput(ePId_Input1, HDRColor);
|
|
Node->SetInput(ePId_Input2, BloomOutputCombined);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddPostProcessDepthOfFieldBokeh(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucency, FRenderingCompositeOutputRef& VelocityInput)
|
|
{
|
|
// downsample, mask out the in focus part, depth in alpha
|
|
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFSetup());
|
|
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* DOFInputPass = DOFSetup;
|
|
if( Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState )
|
|
{
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState->DOFHistoryRT && ViewState->bDOFHistory && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = DOFSetup;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
|
|
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
|
|
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
|
|
|
|
DOFInputPass = NodeTemporalAA;
|
|
ViewState->bDOFHistory = true;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeBlurred = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOF());
|
|
NodeBlurred->SetInput(ePId_Input0, DOFInputPass);
|
|
NodeBlurred->SetInput(ePId_Input1, Context.SceneColor);
|
|
NodeBlurred->SetInput(ePId_Input2, Context.SceneDepth);
|
|
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input1, NodeBlurred);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
static bool AddPostProcessDepthOfFieldGaussian(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput, FRenderingCompositeOutputRef& SeparateTranslucencyRef)
|
|
{
|
|
// GaussianDOFPass performs Gaussian setup, blur and recombine.
|
|
auto GaussianDOFPass = [&Context, &Out, &VelocityInput](FRenderingCompositeOutputRef& SeparateTranslucency, float FarSize, float NearSize)
|
|
{
|
|
// GenerateGaussianDOFBlur produces a blurred image from setup or potentially from taa result.
|
|
auto GenerateGaussianDOFBlur = [&Context, &VelocityInput](FRenderingCompositeOutputRef& DOFSetup, bool bFarPass, float BlurSize)
|
|
{
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositeOutputRef DOFInputPass = DOFSetup;
|
|
const bool bMobileQuality = (Context.View.GetFeatureLevel() <= ERHIFeatureLevel::ES3_1);
|
|
if (Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState && !bMobileQuality)
|
|
{
|
|
// If no history use current as history
|
|
FRenderingCompositeOutputRef HistoryInput = DOFSetup;
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DOFHistoryRT = bFarPass ? ViewState->DOFHistoryRT : ViewState->DOFHistoryRT2;
|
|
bool& bDOFHistory = bFarPass ? ViewState->bDOFHistory : ViewState->bDOFHistory2;
|
|
|
|
if (DOFHistoryRT && !bDOFHistory && !Context.View.bCameraCut)
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(DOFHistoryRT));
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = bFarPass ?
|
|
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAA) :
|
|
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAANear);
|
|
|
|
NodeTemporalAA->SetInput(ePId_Input0, DOFSetup);
|
|
NodeTemporalAA->SetInput(ePId_Input1, HistoryInput);
|
|
NodeTemporalAA->SetInput(ePId_Input2, HistoryInput);
|
|
NodeTemporalAA->SetInput(ePId_Input3, VelocityInput);
|
|
|
|
DOFInputPass = FRenderingCompositeOutputRef(NodeTemporalAA);
|
|
bDOFHistory = false;
|
|
}
|
|
|
|
const TCHAR* BlurDebugX = bFarPass ? TEXT("FarDOFBlurX") : TEXT("NearDOFBlurX");
|
|
const TCHAR* BlurDebugY = bFarPass ? TEXT("FarDOFBlurY") : TEXT("NearDOFBlurY");
|
|
|
|
return RenderGaussianBlur(Context, BlurDebugX, BlurDebugY, DOFInputPass, BlurSize);
|
|
};
|
|
|
|
const bool bFar = FarSize > 0.0f;
|
|
const bool bNear = NearSize > 0.0f;
|
|
const bool bCombinedNearFarPass = bFar && bNear;
|
|
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
|
|
|
|
FRenderingCompositeOutputRef SetupInput(Context.FinalOutput);
|
|
if (bMobileQuality)
|
|
{
|
|
FRenderingCompositePass* HalfResFar = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGBA, 1, TEXT("GausSetupHalfRes")));
|
|
HalfResFar->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
|
|
SetupInput = HalfResFar;
|
|
}
|
|
|
|
FRenderingCompositePass* DOFSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(bFar, bNear));
|
|
DOFSetupPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
|
|
DOFSetupPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
FRenderingCompositeOutputRef DOFSetupFar(DOFSetupPass);
|
|
FRenderingCompositeOutputRef DOFSetupNear(DOFSetupPass, bCombinedNearFarPass ? ePId_Output1 : ePId_Output0);
|
|
|
|
FRenderingCompositeOutputRef DOFFarBlur, DOFNearBlur;
|
|
if (bFar)
|
|
{
|
|
DOFFarBlur = GenerateGaussianDOFBlur(DOFSetupFar, true, FarSize);
|
|
}
|
|
|
|
if (bNear)
|
|
{
|
|
DOFNearBlur = GenerateGaussianDOFBlur(DOFSetupNear, false, NearSize);
|
|
}
|
|
|
|
FRenderingCompositePass* GaussianDOFRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine());
|
|
GaussianDOFRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
GaussianDOFRecombined->SetInput(ePId_Input1, DOFFarBlur);
|
|
GaussianDOFRecombined->SetInput(ePId_Input2, DOFNearBlur);
|
|
GaussianDOFRecombined->SetInput(ePId_Input3, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(GaussianDOFRecombined);
|
|
};
|
|
|
|
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
|
|
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
|
|
const float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
|
|
FarSize = FMath::Min(FarSize, MaxSize);
|
|
NearSize = FMath::Min(NearSize, MaxSize);
|
|
Out.bFar = FarSize >= 0.01f;
|
|
|
|
{
|
|
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
|
|
Out.bNear = (NearSize >= CVarThreshold);
|
|
}
|
|
|
|
if (Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
// no need for this pass
|
|
Out.bFar = false;
|
|
Out.bNear = false;
|
|
}
|
|
|
|
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
|
|
const bool bShouldApplySepTrans = SeparateTranslucencyRef.IsValid() && !bMobileQuality;
|
|
const bool bCombineNearFarPass = !bShouldApplySepTrans && Out.bFar && Out.bNear;
|
|
|
|
if (bCombineNearFarPass)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucencyRef, FarSize, NearSize);
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositeOutputRef SeparateTranslucency = SeparateTranslucencyRef;
|
|
if (Out.bFar)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucency, FarSize, 0.0f);
|
|
SeparateTranslucency = FRenderingCompositeOutputRef();
|
|
}
|
|
if (Out.bNear)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucency, 0.0f, NearSize);
|
|
}
|
|
}
|
|
|
|
return bShouldApplySepTrans && (Out.bFar || Out.bNear);
|
|
}
|
|
|
|
static void AddPostProcessDepthOfFieldCircle(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput)
|
|
{
|
|
if(Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
// no need for this pass
|
|
return;
|
|
}
|
|
|
|
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFSetup());
|
|
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* DOFInputPass = DOFSetup;
|
|
auto CocSetup = FRenderingCompositeOutputRef( DOFSetup, SupportSceneAlpha() ? ePId_Output1 : ePId_Output0 );
|
|
if( Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState )
|
|
{
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState->DOFHistoryRT && !ViewState->bDOFHistory && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = DOFSetup;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
|
|
NodeTemporalAA->SetInput( ePId_Input0, CocSetup );
|
|
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
|
|
|
|
CocSetup = FRenderingCompositeOutputRef( NodeTemporalAA );
|
|
ViewState->bDOFHistory = false;
|
|
}
|
|
|
|
FRenderingCompositePass* DOFNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFDilate());
|
|
DOFNear->SetInput(ePId_Input0, CocSetup);
|
|
FRenderingCompositeOutputRef Near = FRenderingCompositeOutputRef(DOFNear, ePId_Output0);
|
|
|
|
FRenderingCompositePass* DOFApply = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOF());
|
|
DOFApply->SetInput(ePId_Input0, FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0));
|
|
DOFApply->SetInput(ePId_Input1, Near);
|
|
DOFApply->SetInput(ePId_Input2, CocSetup);
|
|
FRenderingCompositeOutputRef Far = FRenderingCompositeOutputRef(DOFApply, ePId_Output0);
|
|
FRenderingCompositeOutputRef FarCoc = SupportSceneAlpha() ? FRenderingCompositeOutputRef(DOFApply, ePId_Output1) : Far;
|
|
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input1, Far);
|
|
NodeRecombined->SetInput(ePId_Input2, FarCoc);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
|
|
static FRenderingCompositeOutputRef AddBloom(FBloomDownSampleArray& BloomDownSampleArray, bool bVisualizeBloom)
|
|
{
|
|
|
|
// Quality level to bloom stages table. Note: 0 is omitted, ensure element count tallys with the range documented with 'r.BloomQuality' definition.
|
|
const static uint32 BloomQualityStages[] =
|
|
{
|
|
3,// Q1
|
|
3,// Q2
|
|
4,// Q3
|
|
5,// Q4
|
|
6,// Q5
|
|
};
|
|
|
|
int32 BloomQuality;
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BloomQuality"));
|
|
BloomQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, (int32)ARRAY_COUNT(BloomQualityStages));
|
|
}
|
|
|
|
// Extract the Context
|
|
FPostprocessContext& Context = BloomDownSampleArray.Context;
|
|
|
|
// Extract the downsample array.
|
|
FBloomDownSampleArray::FRenderingRefArray& PostProcessDownsamples = BloomDownSampleArray.PostProcessDownsamples;
|
|
|
|
FRenderingCompositeOutputRef BloomOutput;
|
|
if (BloomQuality == 0)
|
|
{
|
|
// No bloom, provide substitute source for lens flare.
|
|
BloomOutput = PostProcessDownsamples[0];
|
|
}
|
|
else
|
|
{
|
|
// Perform bloom blur + accumulate.
|
|
struct FBloomStage
|
|
{
|
|
float BloomSize;
|
|
const FLinearColor* Tint;
|
|
};
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
FBloomStage BloomStages[] =
|
|
{
|
|
{ Settings.Bloom6Size, &Settings.Bloom6Tint },
|
|
{ Settings.Bloom5Size, &Settings.Bloom5Tint },
|
|
{ Settings.Bloom4Size, &Settings.Bloom4Tint },
|
|
{ Settings.Bloom3Size, &Settings.Bloom3Tint },
|
|
{ Settings.Bloom2Size, &Settings.Bloom2Tint },
|
|
{ Settings.Bloom1Size, &Settings.Bloom1Tint },
|
|
};
|
|
static const uint32 NumBloomStages = ARRAY_COUNT(BloomStages);
|
|
|
|
const uint32 BloomStageCount = BloomQualityStages[BloomQuality - 1];
|
|
check(BloomStageCount <= NumBloomStages);
|
|
float TintScale = 1.0f / NumBloomStages;
|
|
for (uint32 i = 0, SourceIndex = NumBloomStages - 1; i < BloomStageCount; i++, SourceIndex--)
|
|
{
|
|
FBloomStage& Op = BloomStages[i];
|
|
|
|
FLinearColor Tint = (*Op.Tint) * TintScale;
|
|
|
|
if (bVisualizeBloom)
|
|
{
|
|
float LumScale = Tint.ComputeLuminance();
|
|
|
|
// R is used to pass down the reference, G is the emulated bloom
|
|
Tint.R = 0;
|
|
Tint.G = LumScale;
|
|
Tint.B = 0;
|
|
}
|
|
// Only bloom this down-sampled input if the bloom size is non-zero
|
|
if (Op.BloomSize > SMALL_NUMBER)
|
|
{
|
|
BloomOutput = RenderBloom(Context, PostProcessDownsamples[SourceIndex], Op.BloomSize * Settings.BloomSizeScale, Tint, BloomOutput);
|
|
}
|
|
}
|
|
|
|
if (!BloomOutput.IsValid())
|
|
{
|
|
// Bloom was disabled by setting bloom size to zero in the post process.
|
|
// No bloom, provide substitute source for lens flare.
|
|
BloomOutput = PostProcessDownsamples[0];
|
|
|
|
}
|
|
}
|
|
|
|
// Lens Flares
|
|
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
|
|
static const int32 MaxLensFlareQuality = 3;
|
|
int32 LensFlareQuality;
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.LensFlareQuality"));
|
|
LensFlareQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, MaxLensFlareQuality);
|
|
}
|
|
|
|
if (!LensFlareHDRColor.IsAlmostBlack() && LensFlareQuality > 0 && !bVisualizeBloom)
|
|
{
|
|
float PercentKernelSize = Context.View.FinalPostProcessSettings.LensFlareBokehSize;
|
|
|
|
bool bLensBlur = PercentKernelSize > 0.3f;
|
|
|
|
FRenderingCompositePass* PostProcessFlares = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensFlares(bLensBlur ? 2.0f : 1.0f));
|
|
|
|
PostProcessFlares->SetInput(ePId_Input0, BloomOutput);
|
|
|
|
FRenderingCompositeOutputRef LensFlareInput = PostProcessDownsamples[MaxLensFlareQuality - LensFlareQuality];
|
|
|
|
if (bLensBlur)
|
|
{
|
|
float Threshold = Context.View.FinalPostProcessSettings.LensFlareThreshold;
|
|
|
|
FRenderingCompositePass* PostProcessLensBlur = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensBlur(PercentKernelSize, Threshold));
|
|
PostProcessLensBlur->SetInput(ePId_Input0, LensFlareInput);
|
|
PostProcessFlares->SetInput(ePId_Input1, FRenderingCompositeOutputRef(PostProcessLensBlur));
|
|
}
|
|
else
|
|
{
|
|
// fast: no blurring or blurring shared from bloom
|
|
PostProcessFlares->SetInput(ePId_Input1, LensFlareInput);
|
|
}
|
|
|
|
BloomOutput = FRenderingCompositeOutputRef(PostProcessFlares);
|
|
}
|
|
|
|
return BloomOutput;
|
|
}
|
|
|
|
static void AddTemporalAA( FPostprocessContext& Context, FRenderingCompositeOutputRef& VelocityInput )
|
|
{
|
|
check(VelocityInput.IsValid());
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState && ViewState->TemporalAAHistoryRT && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->TemporalAAHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( FSceneRenderTargets::Get(Context.RHICmdList).GetSceneColor() ) );
|
|
}
|
|
|
|
FRenderingCompositePass* TemporalAAPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessTemporalAA );
|
|
TemporalAAPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
TemporalAAPass->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
TemporalAAPass->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
TemporalAAPass->SetInput( ePId_Input3, VelocityInput );
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( TemporalAAPass );
|
|
}
|
|
|
|
FPostProcessMaterialNode* IteratePostProcessMaterialNodes(const FFinalPostProcessSettings& Dest, EBlendableLocation InLocation, FBlendableEntry*& Iterator)
|
|
{
|
|
for(;;)
|
|
{
|
|
FPostProcessMaterialNode* DataPtr = Dest.BlendableManager.IterateBlendables<FPostProcessMaterialNode>(Iterator);
|
|
|
|
if(!DataPtr || DataPtr->GetLocation() == InLocation)
|
|
{
|
|
return DataPtr;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static FRenderingCompositePass* AddSinglePostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
|
|
{
|
|
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode PPNode;
|
|
|
|
while(FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator))
|
|
{
|
|
check(Data->GetMaterialInterface());
|
|
|
|
if(PPNode.IsValid())
|
|
{
|
|
FPostProcessMaterialNode::FCompare Dummy;
|
|
|
|
// take the one with the highest priority
|
|
if(!Dummy.operator()(PPNode, *Data))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
PPNode = *Data;
|
|
}
|
|
|
|
if(UMaterialInterface* MaterialInterface = PPNode.GetMaterialInterface())
|
|
{
|
|
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
|
|
|
|
check(Proxy);
|
|
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
|
|
check(Material);
|
|
|
|
if(Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface, Context.View.GetFeatureLevel()));
|
|
|
|
return Node;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// simplied version of AddPostProcessMaterial(), side effect free
|
|
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
|
|
{
|
|
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
|
|
{
|
|
// Apply requested material to the full screen
|
|
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
|
|
|
|
if(Material && Material->BlendableLocation == InLocation)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
|
|
|
|
if(Data)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void AddPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation, FRenderingCompositeOutputRef SeparateTranslucency, FRenderingCompositeOutputRef PreTonemapHDRColor = FRenderingCompositeOutputRef(), FRenderingCompositeOutputRef PostTonemapHDRColor = FRenderingCompositeOutputRef())
|
|
{
|
|
if( !Context.View.Family->EngineShowFlags.PostProcessing ||
|
|
!Context.View.Family->EngineShowFlags.PostProcessMaterial ||
|
|
Context.View.Family->EngineShowFlags.VisualizeShadingModels) // we should add more
|
|
{
|
|
return;
|
|
}
|
|
|
|
// hard coded - this should be a reasonable limit
|
|
const uint32 MAX_PPMATERIALNODES = 10;
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode PPNodes[MAX_PPMATERIALNODES];
|
|
uint32 PPNodeCount = 0;
|
|
bool bVisualizingBuffer = false;
|
|
|
|
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
|
|
{
|
|
// Apply requested material to the full screen
|
|
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
|
|
|
|
if(Material && Material->BlendableLocation == InLocation)
|
|
{
|
|
PPNodes[0] = FPostProcessMaterialNode(Material, InLocation, Material->BlendablePriority);
|
|
++PPNodeCount;
|
|
bVisualizingBuffer = true;
|
|
}
|
|
}
|
|
for(;PPNodeCount < MAX_PPMATERIALNODES; ++PPNodeCount)
|
|
{
|
|
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
|
|
|
|
if(!Data)
|
|
{
|
|
break;
|
|
}
|
|
|
|
check(Data->GetMaterialInterface());
|
|
|
|
PPNodes[PPNodeCount] = *Data;
|
|
}
|
|
|
|
::Sort(PPNodes, PPNodeCount, FPostProcessMaterialNode::FCompare());
|
|
|
|
ERHIFeatureLevel::Type FeatureLevel = Context.View.GetFeatureLevel();
|
|
|
|
for(uint32 i = 0; i < PPNodeCount; ++i)
|
|
{
|
|
UMaterialInterface* MaterialInterface = PPNodes[i].GetMaterialInterface();
|
|
|
|
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
|
|
|
|
check(Proxy);
|
|
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
|
|
check(Material);
|
|
|
|
if(Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface,FeatureLevel));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
// We are binding separate translucency here because the post process SceneTexture node can reference
|
|
// the separate translucency buffers through ePId_Input1.
|
|
// TODO: Check if material actually uses this texture and only bind if needed.
|
|
Node->SetInput(ePId_Input1, SeparateTranslucency);
|
|
|
|
// This input is only needed for visualization and frame dumping
|
|
if (bVisualizingBuffer)
|
|
{
|
|
Node->SetInput(ePId_Input2, PreTonemapHDRColor);
|
|
Node->SetInput(ePId_Input3, PostTonemapHDRColor);
|
|
}
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
static void AddHighResScreenshotMask(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput)
|
|
{
|
|
if (Context.View.Family->EngineShowFlags.HighResScreenshotMask != 0)
|
|
{
|
|
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial);
|
|
|
|
FRenderingCompositeOutputRef Input = Context.FinalOutput;
|
|
|
|
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial, Context.View.GetFeatureLevel()));
|
|
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
|
|
|
|
if (GIsHighResScreenshot)
|
|
{
|
|
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial);
|
|
|
|
FRenderingCompositePass* MaskPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial, Context.View.GetFeatureLevel()));
|
|
MaskPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
|
|
CompositePass->AddDependency(MaskPass);
|
|
|
|
FString BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
|
|
MaskPass->SetOutputColorArray(ePId_Output0, FScreenshotRequest::GetHighresScreenshotMaskColorArray());
|
|
}
|
|
}
|
|
|
|
// Draw the capture region if a material was supplied
|
|
if (Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial)
|
|
{
|
|
auto Material = Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial;
|
|
|
|
FRenderingCompositePass* CaptureRegionVisualizationPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Material, Context.View.GetFeatureLevel()));
|
|
CaptureRegionVisualizationPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CaptureRegionVisualizationPass);
|
|
|
|
auto Proxy = Material->GetRenderProxy(false);
|
|
const FMaterial* RendererMaterial = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
if (RendererMaterial->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AddGBufferVisualizationOverview(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput, FRenderingCompositeOutputRef& PreTonemapHDRColorInput, FRenderingCompositeOutputRef& PostTonemapHDRColorInput)
|
|
{
|
|
static const auto CVarDumpFrames = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFrames"));
|
|
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
|
|
|
|
bool bVisualizationEnabled = Context.View.Family->EngineShowFlags.VisualizeBuffer;
|
|
bool bOverviewModeEnabled = bVisualizationEnabled && (Context.View.CurrentBufferVisualizationMode == NAME_None);
|
|
bool bHighResBufferVisualizationDumpRequried = GIsHighResScreenshot && GetHighResScreenshotConfig().bDumpBufferVisualizationTargets;
|
|
bool bDumpFrames = Context.View.FinalPostProcessSettings.bBufferVisualizationDumpRequired && (CVarDumpFrames->GetValueOnRenderThread() || bHighResBufferVisualizationDumpRequried);
|
|
bool bCaptureAsHDR = CVarDumpFramesAsHDR->GetValueOnRenderThread() || GetHighResScreenshotConfig().bCaptureHDR;
|
|
FString BaseFilename;
|
|
|
|
if (bDumpFrames)
|
|
{
|
|
BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
|
|
}
|
|
|
|
if (bDumpFrames || bVisualizationEnabled)
|
|
{
|
|
FRenderingCompositeOutputRef IncomingStage = Context.FinalOutput;
|
|
|
|
if (bDumpFrames || bOverviewModeEnabled)
|
|
{
|
|
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBuffer());
|
|
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
|
|
EPixelFormat OutputFormat = bCaptureAsHDR ? PF_FloatRGBA : PF_Unknown;
|
|
|
|
// Loop over materials, creating stages for generation and downsampling of the tiles.
|
|
for (TArray<UMaterialInterface*>::TConstIterator It = Context.View.FinalPostProcessSettings.BufferVisualizationOverviewMaterials.CreateConstIterator(); It; ++It)
|
|
{
|
|
auto MaterialInterface = *It;
|
|
if (MaterialInterface)
|
|
{
|
|
// Apply requested material
|
|
FRenderingCompositePass* MaterialPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(*It, Context.View.GetFeatureLevel(), OutputFormat));
|
|
MaterialPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
|
|
MaterialPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(SeparateTranslucencyInput));
|
|
MaterialPass->SetInput(ePId_Input2, FRenderingCompositeOutputRef(PreTonemapHDRColorInput));
|
|
MaterialPass->SetInput(ePId_Input3, FRenderingCompositeOutputRef(PostTonemapHDRColorInput));
|
|
|
|
auto Proxy = MaterialInterface->GetRenderProxy(false);
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
if (Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
if (BaseFilename.Len())
|
|
{
|
|
// First off, allow the user to specify the pass as a format arg (using {material})
|
|
TMap<FString, FStringFormatArg> FormatMappings;
|
|
FormatMappings.Add(TEXT("material"), (*It)->GetName());
|
|
|
|
FString MaterialFilename = FString::Format(*BaseFilename, FormatMappings);
|
|
|
|
// If the format made no change to the string, we add the name of the material to ensure uniqueness
|
|
if (MaterialFilename == BaseFilename)
|
|
{
|
|
MaterialFilename = BaseFilename + TEXT("_") + (*It)->GetName();
|
|
}
|
|
|
|
MaterialFilename.Append(TEXT(".png"));
|
|
MaterialPass->SetOutputDumpFilename(ePId_Output0, *MaterialFilename);
|
|
}
|
|
|
|
// If the overview mode is activated, downsample the material pass to quarter size
|
|
if (bOverviewModeEnabled)
|
|
{
|
|
// Down-sample to 1/2 size
|
|
FRenderingCompositePass* HalfSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialHalfSize")));
|
|
HalfSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(MaterialPass));
|
|
|
|
// Down-sample to 1/4 size
|
|
FRenderingCompositePass* QuarterSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialQuarterSize")));
|
|
QuarterSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(HalfSize));
|
|
|
|
// Mark the quarter size target as the dependency for the composite pass
|
|
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(QuarterSize), (*It)->GetName());
|
|
}
|
|
else
|
|
{
|
|
// We are just dumping the frames, so the material pass is the dependency of the composite
|
|
CompositePass->AddDependency(MaterialPass);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bOverviewModeEnabled)
|
|
{
|
|
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(), FString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// could be moved into the graph
|
|
// allows for Framebuffer blending optimization with the composition graph
|
|
void OverrideRenderTarget(FRenderingCompositeOutputRef It, TRefCountPtr<IPooledRenderTarget>& RT, FPooledRenderTargetDesc& Desc)
|
|
{
|
|
for(;;)
|
|
{
|
|
It.GetOutput()->PooledRenderTarget = RT;
|
|
It.GetOutput()->RenderTargetDesc = Desc;
|
|
|
|
if(!It.GetPass()->FrameBufferBlendingWithInput0())
|
|
{
|
|
break;
|
|
}
|
|
|
|
It = *It.GetPass()->GetInput(ePId_Input0);
|
|
}
|
|
}
|
|
|
|
bool FPostProcessing::AllowFullPostProcessing(const FViewInfo& View, ERHIFeatureLevel::Type FeatureLevel)
|
|
{
|
|
return View.Family->EngineShowFlags.PostProcessing
|
|
&& FeatureLevel >= ERHIFeatureLevel::SM4
|
|
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldAO
|
|
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldGI
|
|
&& !View.Family->EngineShowFlags.VisualizeShadingModels
|
|
&& !View.Family->EngineShowFlags.VisualizeMeshDistanceFields;
|
|
}
|
|
|
|
void FPostProcessing::Process(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER( STAT_PostProcessing_Process );
|
|
|
|
check(IsInRenderingThread());
|
|
|
|
const auto FeatureLevel = View.GetFeatureLevel();
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("PostProcessing"));
|
|
|
|
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
|
|
// describes what state a pass can expect and to what state it need to be set back.
|
|
|
|
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
|
|
// view settings. Those are copies for the RT then never get access by the main thread again.
|
|
// Pointers to other structures might be unsafe to touch.
|
|
|
|
|
|
// so that the passes can register themselves to the graph
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
|
|
// not always valid
|
|
FRenderingCompositeOutputRef HistogramOverScreen;
|
|
FRenderingCompositeOutputRef Histogram;
|
|
FRenderingCompositeOutputRef PreTonemapHDRColor;
|
|
FRenderingCompositeOutputRef PostTonemapHDRColor;
|
|
|
|
class FAutoExposure
|
|
{
|
|
public:
|
|
FAutoExposure(const FViewInfo& InView) :
|
|
MethodId(GetAutoExposureMethod(InView))
|
|
{}
|
|
// distinguish between Basic and Histogram-based
|
|
EAutoExposureMethod MethodId;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef EyeAdaptation;
|
|
} AutoExposure(View);
|
|
|
|
// not always valid
|
|
FRenderingCompositeOutputRef SeparateTranslucency;
|
|
// optional
|
|
FRenderingCompositeOutputRef BloomOutputCombined;
|
|
// not always valid
|
|
FRenderingCompositePass* VelocityFlattenPass = 0;
|
|
// in the following code some feature might set this to false
|
|
bool bAllowTonemapper = FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
//
|
|
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
|
|
//
|
|
FRCPassPostProcessUpscale::PaniniParams PaniniConfig(View);
|
|
//
|
|
EStereoscopicPass StereoPass = View.StereoPass;
|
|
//
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
//
|
|
bool bDoScreenPercentage;
|
|
{
|
|
//
|
|
bool bHMDWantsUpscale = bStereoRenderingAndHMD && GEngine->HMDDevice->NeedsUpscalePostProcessPass();
|
|
// Do not use upscale if SeparateRenderTarget is in use! (stereo rendering wants to control this)
|
|
bool bAllowScreenPercentage = bHMDWantsUpscale || !View.Family->EngineShowFlags.StereoRendering || (!View.Family->EngineShowFlags.HMDDistortion && !View.Family->bUseSeparateRenderTarget);
|
|
// is Upscale from a lower resolution needed and allowed
|
|
bDoScreenPercentage = bAllowScreenPercentage && (View.UnscaledViewRect != View.ViewRect);
|
|
}
|
|
|
|
{
|
|
if (FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT)
|
|
{
|
|
FRenderingCompositePass* NodeSeparateTranslucency = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT));
|
|
SeparateTranslucency = FRenderingCompositeOutputRef(NodeSeparateTranslucency);
|
|
|
|
// make sure we only release if this is the last view we're rendering
|
|
int32 LastView = View.Family->Views.Num() - 1;
|
|
if (View.Family->Views[LastView] == &View)
|
|
{
|
|
// the node keeps another reference so the RT will not be release too early
|
|
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucency();
|
|
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bVisualizeHDR = View.Family->EngineShowFlags.VisualizeHDR && FeatureLevel >= ERHIFeatureLevel::SM5;
|
|
bool bVisualizeBloom = View.Family->EngineShowFlags.VisualizeBloom && FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
bool bVisualizeMotionBlur = View.Family->EngineShowFlags.VisualizeMotionBlur && FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
|
|
if(bVisualizeHDR || bVisualizeBloom || bVisualizeMotionBlur)
|
|
{
|
|
bAllowTonemapper = false;
|
|
}
|
|
|
|
static const auto CVarHDROutputEnabled = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.HDR.EnableHDROutput"));
|
|
const bool bHDROutputEnabled = GRHISupportsHDROutput && CVarHDROutputEnabled->GetValueOnRenderThread() != 0;
|
|
|
|
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
|
|
const bool bHDRTonemapperOutput = bAllowTonemapper && (GetHighResScreenshotConfig().bCaptureHDR || CVarDumpFramesAsHDR->GetValueOnRenderThread() || bHDROutputEnabled);
|
|
|
|
FRCPassPostProcessTonemap* Tonemapper = 0;
|
|
|
|
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
|
|
|
|
if (AllowFullPostProcessing(View, FeatureLevel))
|
|
{
|
|
FRenderingCompositeOutputRef VelocityInput;
|
|
if(VelocityRT)
|
|
{
|
|
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_BeforeTranslucency, SeparateTranslucency);
|
|
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
|
|
check(CVar)
|
|
bool bDepthOfField = View.Family->EngineShowFlags.DepthOfField && CVar->GetValueOnRenderThread() > 0;
|
|
|
|
FDepthOfFieldStats DepthOfFieldStat;
|
|
|
|
bool bSepTransWasApplied = false;
|
|
|
|
if(bDepthOfField && View.FinalPostProcessSettings.DepthOfFieldMethod != DOFM_BokehDOF)
|
|
{
|
|
bool bCircleDOF = View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF;
|
|
if(!bCircleDOF)
|
|
{
|
|
check(!SupportSceneAlpha());
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, VelocityInput, SeparateTranslucency);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, SeparateTranslucency);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, VelocityInput);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, NoVelocityRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bBokehDOF = bDepthOfField
|
|
&& View.FinalPostProcessSettings.DepthOfFieldScale > 0
|
|
&& View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_BokehDOF
|
|
&& !Context.View.Family->EngineShowFlags.VisualizeDOF;
|
|
|
|
if(bBokehDOF)
|
|
{
|
|
check(!SupportSceneAlpha());
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, VelocityInput);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, NoVelocityRef);
|
|
}
|
|
bSepTransWasApplied = true;
|
|
}
|
|
|
|
if(SeparateTranslucency.IsValid() && !bSepTransWasApplied)
|
|
{
|
|
check(!SupportSceneAlpha());
|
|
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_BeforeTonemapping, SeparateTranslucency);
|
|
|
|
EAntiAliasingMethod AntiAliasingMethod = Context.View.AntiAliasingMethod;
|
|
|
|
if( AntiAliasingMethod == AAM_TemporalAA && ViewState)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddTemporalAA( Context, VelocityInput );
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddTemporalAA( Context, NoVelocityRef );
|
|
}
|
|
}
|
|
|
|
if(IsMotionBlurEnabled(View) && VelocityInput.IsValid() && !bVisualizeMotionBlur)
|
|
{
|
|
// Motion blur
|
|
|
|
FRenderingCompositeOutputRef MaxTileVelocity;
|
|
|
|
{
|
|
check(!VelocityFlattenPass);
|
|
VelocityFlattenPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityFlatten() );
|
|
VelocityFlattenPass->SetInput( ePId_Input0, VelocityInput );
|
|
VelocityFlattenPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
|
|
VelocityInput = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output0 );
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output1 );
|
|
}
|
|
|
|
const float SizeX = View.ViewRect.Width();
|
|
|
|
// 0:no 1:full screen width, percent conversion
|
|
float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
|
|
float MaxVelocityTiles = MaxVelocity * SizeX * (0.5f / 16.0f);
|
|
float MaxTileDistGathered = 3.0f;
|
|
if( MaxVelocityTiles > MaxTileDistGathered || CVarMotionBlurScatter.GetValueOnRenderThread() || (ViewState && ViewState->bSequencerIsPaused) )
|
|
{
|
|
FRenderingCompositePass* VelocityScatterPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityScatter() );
|
|
VelocityScatterPass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityScatterPass );
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* VelocityGatherPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityGather() );
|
|
VelocityGatherPass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityGatherPass );
|
|
}
|
|
|
|
bool bTwoPass = CVarMotionBlurSeparable.GetValueOnRenderThread() != 0;
|
|
{
|
|
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), bTwoPass ? 0 : -1 ) );
|
|
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
|
|
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
|
|
}
|
|
|
|
if( bTwoPass )
|
|
{
|
|
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), 1 ) );
|
|
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
|
|
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
|
|
}
|
|
}
|
|
|
|
if(VelocityInput.IsValid() && bVisualizeMotionBlur)
|
|
{
|
|
auto VisualizePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeMotionBlur());
|
|
VisualizePass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
VisualizePass->SetInput(ePId_Input1, Context.SceneDepth);
|
|
VisualizePass->SetInput(ePId_Input2, VelocityInput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizePass);
|
|
}
|
|
|
|
if(bVisualizeBloom)
|
|
{
|
|
AddVisualizeBloomSetup(Context);
|
|
}
|
|
|
|
// down sample Scene color from full to half res
|
|
FRenderingCompositeOutputRef SceneColorHalfRes;
|
|
{
|
|
int32 DownsampleQuality = FMath::Clamp(CDownsampleQuality.GetValueOnRenderThread(), 0, 1);
|
|
|
|
// doesn't have to be as high quality as the Scene color
|
|
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, DownsampleQuality, TEXT("SceneColorHalfRes")));
|
|
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);
|
|
}
|
|
|
|
{
|
|
bool bHistogramNeeded = false;
|
|
|
|
if (View.Family->EngineShowFlags.EyeAdaptation && (AutoExposure.MethodId == EAutoExposureMethod::AEM_Histogram)
|
|
&& View.FinalPostProcessSettings.AutoExposureMinBrightness < View.FinalPostProcessSettings.AutoExposureMaxBrightness
|
|
&& !View.bIsSceneCapture // Eye adaption is not available for scene captures.
|
|
&& !bVisualizeBloom)
|
|
{
|
|
bHistogramNeeded = true;
|
|
}
|
|
|
|
if(!bAllowTonemapper)
|
|
{
|
|
bHistogramNeeded = false;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
bHistogramNeeded = true;
|
|
}
|
|
|
|
if (!GIsHighResScreenshot && bHistogramNeeded && FeatureLevel >= ERHIFeatureLevel::SM5 && StereoPass != eSSP_RIGHT_EYE)
|
|
{
|
|
FRenderingCompositePass* NodeHistogram = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogram());
|
|
|
|
NodeHistogram->SetInput(ePId_Input0, SceneColorHalfRes);
|
|
|
|
HistogramOverScreen = FRenderingCompositeOutputRef(NodeHistogram);
|
|
|
|
FRenderingCompositePass* NodeHistogramReduce = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogramReduce());
|
|
|
|
NodeHistogramReduce->SetInput(ePId_Input0, NodeHistogram);
|
|
|
|
Histogram = FRenderingCompositeOutputRef(NodeHistogramReduce);
|
|
}
|
|
}
|
|
|
|
// Compute DownSamples passes used by bloom, tint and eye-adaptation if possible.
|
|
FBloomDownSampleArray::Ptr BloomAndEyeDownSamplesPtr;
|
|
if (View.FinalPostProcessSettings.BloomIntensity > 0.f) // do bloom
|
|
{
|
|
// No Threshold: We can share with Eye-Adaptation.
|
|
if (Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
|
|
{
|
|
if (!GIsHighResScreenshot && View.State &&
|
|
(StereoPass != eSSP_RIGHT_EYE) &&
|
|
(AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic))
|
|
{
|
|
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
|
|
}
|
|
}
|
|
}
|
|
|
|
// some views don't have a state (thumbnail rendering)
|
|
if(!GIsHighResScreenshot && View.State && (StereoPass != eSSP_RIGHT_EYE))
|
|
{
|
|
|
|
const bool bUseBasicEyeAdaptation = (AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic);
|
|
|
|
if (bUseBasicEyeAdaptation) // log average ps reduction ( non histogram )
|
|
{
|
|
|
|
if (!BloomAndEyeDownSamplesPtr.IsValid())
|
|
{
|
|
// need downsamples for eye-adaptation.
|
|
FBloomDownSampleArray::Ptr EyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
|
|
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *EyeDownSamplesPtr);
|
|
}
|
|
else
|
|
{
|
|
// Use the alpha channel in the last downsample (smallest) to compute eye adaptations values.
|
|
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *BloomAndEyeDownSamplesPtr);
|
|
}
|
|
}
|
|
else // Use histogram version version
|
|
{
|
|
// we always add eye adaptation, if the engine show flag is disabled we set the ExposureScale in the texture to a fixed value
|
|
AutoExposure.EyeAdaptation = AddPostProcessHistogramEyeAdaptation(Context, Histogram);
|
|
}
|
|
}
|
|
|
|
if(View.FinalPostProcessSettings.BloomIntensity > 0.0f)
|
|
{
|
|
if (CVarUseMobileBloom.GetValueOnRenderThread() == 0)
|
|
{
|
|
if (!BloomAndEyeDownSamplesPtr.IsValid())
|
|
{
|
|
FRenderingCompositeOutputRef HalfResBloomThreshold = RenderHalfResBloomThreshold(Context, SceneColorHalfRes, AutoExposure.EyeAdaptation);
|
|
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, HalfResBloomThreshold, false /*bGenerateLog2Alpha*/);
|
|
}
|
|
BloomOutputCombined = AddBloom(*BloomAndEyeDownSamplesPtr, bVisualizeBloom);
|
|
}
|
|
else
|
|
{
|
|
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
|
|
|
|
// Bloom.
|
|
FRenderingCompositeOutputRef PostProcessDownsample2;
|
|
FRenderingCompositeOutputRef PostProcessDownsample3;
|
|
FRenderingCompositeOutputRef PostProcessDownsample4;
|
|
FRenderingCompositeOutputRef PostProcessDownsample5;
|
|
FRenderingCompositeOutputRef PostProcessUpsample4;
|
|
FRenderingCompositeOutputRef PostProcessUpsample3;
|
|
FRenderingCompositeOutputRef PostProcessUpsample2;
|
|
FRenderingCompositeOutputRef PostProcessSunMerge;
|
|
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
|
|
Pass->SetInput(ePId_Input0, SceneColorHalfRes);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
float UpScale = 0.66f * 2.0f;
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
|
|
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
TintB *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
|
|
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
|
|
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
|
|
TintA *= 0.5;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
|
|
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input1, SceneColorHalfRes);
|
|
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutputCombined = PostProcessSunMerge;
|
|
}
|
|
}
|
|
}
|
|
|
|
PreTonemapHDRColor = Context.FinalOutput;
|
|
|
|
if(bAllowTonemapper)
|
|
{
|
|
auto Node = AddSinglePostProcessMaterial(Context, BL_ReplacingTonemapper);
|
|
|
|
if(Node)
|
|
{
|
|
// a custom tonemapper is provided
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
// We are binding separate translucency here because the post process SceneTexture node can reference
|
|
// the separate translucency buffers through ePId_Input1.
|
|
// TODO: Check if material actually uses this texture and only bind if needed.
|
|
Node->SetInput(ePId_Input1, SeparateTranslucency);
|
|
Node->SetInput(ePId_Input2, BloomOutputCombined);
|
|
Context.FinalOutput = Node;
|
|
}
|
|
else
|
|
{
|
|
Tonemapper = AddTonemapper(Context, BloomOutputCombined, AutoExposure.EyeAdaptation, AutoExposure.MethodId, false, bHDRTonemapperOutput);
|
|
}
|
|
|
|
PostTonemapHDRColor = Context.FinalOutput;
|
|
|
|
// Add a pass-through as tonemapper will be forced LDR if final pass in chain
|
|
if (bHDRTonemapperOutput && !bHDROutputEnabled)
|
|
{
|
|
FRenderingCompositePass* PassthroughNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(nullptr));
|
|
PassthroughNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PassthroughNode);
|
|
}
|
|
}
|
|
|
|
if(AntiAliasingMethod == AAM_FXAA)
|
|
{
|
|
AddPostProcessAA(Context);
|
|
}
|
|
|
|
if(bDepthOfField && Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
FRenderingCompositePass* VisualizeNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeDOF(DepthOfFieldStat));
|
|
VisualizeNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizeNode);
|
|
bAllowTonemapper = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (SeparateTranslucency.IsValid())
|
|
{
|
|
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
// Shader complexity does not actually output a color
|
|
if (!View.Family->EngineShowFlags.ShaderComplexity)
|
|
{
|
|
AddGammaOnlyTonemapper(Context);
|
|
}
|
|
}
|
|
|
|
bool bResultsUpsampled = false;
|
|
if(View.Family->EngineShowFlags.StationaryLightOverlap)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->StationaryLightOverlapColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
|
|
if(DebugViewShaderMode == DVSM_QuadComplexity)
|
|
{
|
|
float ComplexityScale = 1.f / (float)(GEngine->QuadComplexityColors.Num() - 1) / NormalizedQuadComplexityValue; // .1f comes from the values used in LightAccumulator_GetResult
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, ComplexityScale, true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if (DebugViewShaderMode == DVSM_PrimitiveDistanceAccuracy || DebugViewShaderMode == DVSM_MeshUVDensityAccuracy || DebugViewShaderMode == DVSM_MaterialTextureScaleAccuracy ||DebugViewShaderMode == DVSM_RequiredTextureResolution)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessStreamingAccuracyLegend(GEngine->StreamingAccuracyColors));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeLightCulling)
|
|
{
|
|
float ComplexityScale = 1.f / (float)(GEngine->LightComplexityColors.Num() - 1) / .1f; // .1f comes from the values used in LightAccumulator_GetResult
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->LightComplexityColors, FVisualizeComplexityApplyPS::CS_LINEAR, ComplexityScale, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeLPV && !View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeLPV());
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// Show the selection outline if it is in the editor and we aren't in wireframe
|
|
// If the engine is in demo mode and game view is on we also do not show the selection outline
|
|
if ( GIsEditor
|
|
&& View.Family->EngineShowFlags.SelectionOutline
|
|
&& !(View.Family->EngineShowFlags.Wireframe)
|
|
&& ( !GIsDemoMode || ( GIsDemoMode && !View.Family->EngineShowFlags.Game ) )
|
|
&& !bVisualizeBloom
|
|
&& !View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
// Selection outline is after bloom, but before AA
|
|
AddSelectionOutline(Context);
|
|
}
|
|
|
|
// Composite editor primitives if we had any to draw and compositing is enabled
|
|
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) && !bVisualizeBloom)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif
|
|
if(View.Family->EngineShowFlags.VisualizeShadingModels && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeShadingModels(RHICmdList));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if (View.Family->EngineShowFlags.GBufferHints && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessGBufferHints(RHICmdList));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
// Ideally without lighting as we want the emissive, we should do that later.
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_AfterTonemapping, SeparateTranslucency, PreTonemapHDRColor, PostTonemapHDRColor);
|
|
|
|
#if WITH_EDITOR
|
|
//Inspect the Final color, GBuffer and HDR
|
|
//No more postprocess Final color should be the real one
|
|
//The HDR was save before the tonemapping
|
|
//GBuffer should not be change during post process
|
|
if (View.bUsePixelInspector && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBufferInspector(RHICmdList));
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Node->SetInput(ePId_Input1, PreTonemapHDRColor);
|
|
Node->SetInput(ePId_Input2, Context.SceneColor);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
if(bVisualizeBloom)
|
|
{
|
|
AddVisualizeBloomOverlay(Context, PreTonemapHDRColor, BloomOutputCombined);
|
|
}
|
|
|
|
if (View.Family->EngineShowFlags.VisualizeSSS)
|
|
{
|
|
// the setup pass also does visualization, based on EngineShowFlags.VisualizeSSS
|
|
FRenderingCompositePass* PassVisualize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceVisualize(RHICmdList));
|
|
PassVisualize->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PassVisualize);
|
|
}
|
|
|
|
AddGBufferVisualizationOverview(Context, SeparateTranslucency, PreTonemapHDRColor, PostTonemapHDRColor);
|
|
|
|
if (bStereoRenderingAndHMD)
|
|
{
|
|
FRenderingCompositePass* Node = NULL;
|
|
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
|
|
if((DeviceType == EHMDDeviceType::DT_OculusRift) || (DeviceType == EHMDDeviceType::DT_GoogleVR))
|
|
{
|
|
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
|
|
}
|
|
else if(DeviceType == EHMDDeviceType::DT_Morpheus)
|
|
{
|
|
|
|
#if MORPHEUS_ENGINE_DISTORTION
|
|
FRCPassPostProcessMorpheus* MorpheusPass = new FRCPassPostProcessMorpheus();
|
|
MorpheusPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node = Context.Graph.RegisterPass(MorpheusPass);
|
|
#endif
|
|
}
|
|
|
|
if(Node)
|
|
{
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
if(bVisualizeHDR)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeHDR());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node->SetInput(ePId_Input1, Histogram);
|
|
Node->SetInput(ePId_Input2, PreTonemapHDRColor);
|
|
Node->SetInput(ePId_Input3, HistogramOverScreen);
|
|
Node->AddDependency(AutoExposure.EyeAdaptation);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.TestImage && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTestImage());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
AddHighResScreenshotMask(Context, SeparateTranslucency);
|
|
|
|
if(bDoScreenPercentage && !bResultsUpsampled)
|
|
{
|
|
// Check if we can save the Upscale pass and do it in the Tonemapper to save performance
|
|
if(Tonemapper && !PaniniConfig.IsEnabled() && !Tonemapper->bDoGammaOnly)
|
|
{
|
|
if (Context.FinalOutput.GetPass() == Tonemapper)
|
|
{
|
|
const int32 TonemapperMergeMode = CVarTonemapperMergeMode.GetValueOnRenderThread();
|
|
bool bCombineTonemapperAndUpsample = false;
|
|
|
|
if (TonemapperMergeMode == 1)
|
|
{
|
|
bCombineTonemapperAndUpsample = true;
|
|
}
|
|
else if (TonemapperMergeMode == 2)
|
|
{
|
|
const float TonemapperMergeThreshold = CVarTonemapperMergeThreshold.GetValueOnRenderThread();
|
|
const float AreaRatio = View.ViewRect.Area() / (float)View.UnscaledViewRect.Area();
|
|
bCombineTonemapperAndUpsample = AreaRatio > TonemapperMergeThreshold;
|
|
}
|
|
|
|
if (bCombineTonemapperAndUpsample)
|
|
{
|
|
Tonemapper->bDoScreenPercentageInTonemapper = true;
|
|
// the following pass is no longer needed
|
|
bDoScreenPercentage = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PaniniConfig.IsEnabled() || bDoScreenPercentage)
|
|
{
|
|
int32 UpscaleQuality = CVarUpscaleQuality.GetValueOnRenderThread();
|
|
UpscaleQuality = FMath::Clamp(UpscaleQuality, 0, 3);
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(UpscaleQuality, PaniniConfig));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
// After the graph is built but before the graph is processed.
|
|
// If a postprocess material is using a GBuffer it adds the refcount int FRCPassPostProcessMaterial::Process()
|
|
// and when it gets processed it removes the refcount
|
|
// We only release the GBuffers after the last view was processed (SplitScreen)
|
|
if(View.Family->Views[View.Family->Views.Num() - 1] == &View)
|
|
{
|
|
// Generally we no longer need the GBuffers, anyone that wants to keep the GBuffers for longer should have called AdjustGBufferRefCount(1) to keep it for longer
|
|
// and call AdjustGBufferRefCount(-1) once it's consumed. This needs to happen each frame. PostProcessMaterial do that automatically
|
|
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1);
|
|
}
|
|
|
|
// The graph setup should be finished before this line ----------------------------------------
|
|
{
|
|
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
|
|
TRefCountPtr<IPooledRenderTarget> Temp;
|
|
FSceneRenderTargetItem Item;
|
|
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
|
|
FPooledRenderTargetDesc Desc;
|
|
|
|
// Texture could be bigger than viewport
|
|
if (View.Family->RenderTarget->GetRenderTargetTexture())
|
|
{
|
|
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
|
|
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
|
|
}
|
|
else
|
|
{
|
|
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
|
|
}
|
|
|
|
// todo: this should come from View.Family->RenderTarget
|
|
Desc.Format = bHDROutputEnabled ? GRHIHDRDisplayOutputFormat : PF_B8G8R8A8;
|
|
Desc.NumMips = 1;
|
|
Desc.DebugName = TEXT("FinalPostProcessColor");
|
|
|
|
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
|
|
|
|
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
|
|
|
|
// execute the graph/DAG
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessing"));
|
|
}
|
|
}
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("AfterPostprocessing"));
|
|
}
|
|
|
|
static bool IsGaussianActive(FPostprocessContext& Context)
|
|
{
|
|
|
|
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
|
|
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
|
|
|
|
float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
|
|
|
|
FarSize = FMath::Min(FarSize, MaxSize);
|
|
NearSize = FMath::Min(NearSize, MaxSize);
|
|
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
|
|
|
|
if ((FarSize < 0.01f) && (NearSize < CVarThreshold))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FPostProcessing::ProcessES2(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, bool bUsedFramebufferFetch)
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
|
|
// describes what state a pass can expect and to what state it need to be set back.
|
|
|
|
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
|
|
// view settings. Those are copies for the RT then never get access by the main thread again.
|
|
// Pointers to other structures might be unsafe to touch.
|
|
|
|
|
|
// so that the passes can register themselves to the graph
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
FRenderingCompositeOutputRef BloomOutput;
|
|
FRenderingCompositeOutputRef DofOutput;
|
|
|
|
bool bUseAa = View.AntiAliasingMethod == AAM_TemporalAA;
|
|
|
|
// AA with Mobile32bpp mode requires this outside of bUsePost.
|
|
if(bUseAa)
|
|
{
|
|
// Handle pointer swap for double buffering.
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
if(ViewState)
|
|
{
|
|
// Note that this drops references to the render targets from two frames ago. This
|
|
// causes them to be added back to the pool where we can grab them again.
|
|
ViewState->MobileAaBloomSunVignette1 = ViewState->MobileAaBloomSunVignette0;
|
|
ViewState->MobileAaColor1 = ViewState->MobileAaColor0;
|
|
}
|
|
}
|
|
|
|
const FIntPoint FinalTargetSize = View.Family->RenderTarget->GetSizeXY();
|
|
FIntRect FinalOutputViewRect = View.ViewRect;
|
|
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
|
|
// ES2 preview uses a subsection of the scene RT, bUsedFramebufferFetch == true deals with this case.
|
|
FIntPoint SceneColorSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
|
|
bool bViewRectSource = bUsedFramebufferFetch || SceneColorSize != PrePostSourceViewportSize;
|
|
|
|
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
|
|
if( View.Family->EngineShowFlags.PostProcessing )
|
|
{
|
|
bool bUseMosaic = IsMobileHDRMosaic();
|
|
bool bUseEncodedHDR = IsMobileHDR32bpp() && !bUseMosaic;
|
|
|
|
bool bUseSun = !bUseEncodedHDR && View.bLightShaftUse;
|
|
bool bUseDof = !bUseEncodedHDR && GetMobileDepthOfFieldScale(View) > 0.0f && !Context.View.Family->EngineShowFlags.VisualizeDOF;
|
|
bool bUseBloom = View.FinalPostProcessSettings.BloomIntensity > 0.0f;
|
|
bool bUseVignette = View.FinalPostProcessSettings.VignetteIntensity > 0.0f;
|
|
|
|
bool bWorkaround = CVarRenderTargetSwitchWorkaround.GetValueOnRenderThread() != 0;
|
|
|
|
// Use original mobile Dof on ES2 devices regardless of bMobileHQGaussian.
|
|
// HQ gaussian
|
|
bool bUseMobileDof = bUseDof && (!View.FinalPostProcessSettings.bMobileHQGaussian || (Context.View.GetFeatureLevel() < ERHIFeatureLevel::ES3_1));
|
|
|
|
// This is a workaround to avoid a performance cliff when using many render targets.
|
|
bool bUseBloomSmall = bUseBloom && !bUseSun && !bUseDof && bWorkaround;
|
|
|
|
bool bUsePost = bUseSun | bUseDof | bUseBloom | bUseVignette;
|
|
|
|
// Post is not supported on ES2 devices using mosaic.
|
|
bUsePost &= !bUseMosaic;
|
|
bUsePost &= IsMobileHDR();
|
|
|
|
if(bUsePost)
|
|
{
|
|
AddPostProcessMaterial(Context, BL_BeforeTranslucency, nullptr);
|
|
AddPostProcessMaterial(Context, BL_BeforeTonemapping, nullptr);
|
|
|
|
// Skip this pass if the pass was done prior before resolve.
|
|
if ((!bUsedFramebufferFetch) && (bUseSun || bUseDof))
|
|
{
|
|
// Convert depth to {circle of confusion, sun shaft intensity} before resolve.
|
|
// FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(PrePostSourceViewportSize, false));
|
|
FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(SceneColorSize, false));
|
|
PostProcessSunMask->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessSunMask);
|
|
//@todo Ronin sunmask pass isnt clipping to image only.
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessBloomSetup;
|
|
if (bUseSun || bUseMobileDof || bUseBloom)
|
|
{
|
|
if(bUseBloomSmall)
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupSmallES2(PrePostSourceViewportSize, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupES2(FinalOutputViewRect, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if (bUseDof)
|
|
{
|
|
if (bUseMobileDof)
|
|
{
|
|
// Near dilation circle of confusion size.
|
|
// Samples at 1/16 area, writes to 1/16 area.
|
|
FRenderingCompositeOutputRef PostProcessNear;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofNearES2(FinalOutputViewRect.Size()));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessNear = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// DOF downsample pass.
|
|
// Samples at full resolution, writes to 1/4 area.
|
|
FRenderingCompositeOutputRef PostProcessDofDown;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofDownES2(FinalOutputViewRect, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Pass->SetInput(ePId_Input1, PostProcessNear);
|
|
PostProcessDofDown = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// DOF blur pass.
|
|
// Samples at 1/4 area, writes to 1/4 area.
|
|
FRenderingCompositeOutputRef PostProcessDofBlur;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofBlurES2(FinalOutputViewRect.Size()));
|
|
Pass->SetInput(ePId_Input0, PostProcessDofDown);
|
|
Pass->SetInput(ePId_Input1, PostProcessNear);
|
|
PostProcessDofBlur = FRenderingCompositeOutputRef(Pass);
|
|
DofOutput = PostProcessDofBlur;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
if(View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_Gaussian && IsGaussianActive(Context))
|
|
{
|
|
FDepthOfFieldStats DepthOfFieldStat;
|
|
FRenderingCompositeOutputRef DummySeparateTranslucency;
|
|
AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, DummySeparateTranslucency);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bloom.
|
|
FRenderingCompositeOutputRef PostProcessDownsample2;
|
|
FRenderingCompositeOutputRef PostProcessDownsample3;
|
|
FRenderingCompositeOutputRef PostProcessDownsample4;
|
|
FRenderingCompositeOutputRef PostProcessDownsample5;
|
|
FRenderingCompositeOutputRef PostProcessUpsample4;
|
|
FRenderingCompositeOutputRef PostProcessUpsample3;
|
|
FRenderingCompositeOutputRef PostProcessUpsample2;
|
|
|
|
if(bUseBloomSmall)
|
|
{
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale * 2.0f));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if(bUseBloom && (!bUseBloomSmall))
|
|
{
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
float UpScale = 0.66f * 2.0f;
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
|
|
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
TintB *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
|
|
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
|
|
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
|
|
TintA *= 0.5;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
|
|
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessSunBlur;
|
|
if(bUseSun)
|
|
{
|
|
// Sunshaft depth blur using downsampled alpha.
|
|
FRenderingCompositeOutputRef PostProcessSunAlpha;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAlphaES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessSunAlpha = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Sunshaft blur number two.
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunBlurES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessSunAlpha);
|
|
PostProcessSunBlur = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if(bUseSun | bUseVignette | bUseBloom)
|
|
{
|
|
FRenderingCompositeOutputRef PostProcessSunMerge;
|
|
if(bUseBloomSmall)
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeSmallES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample2);
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutput = PostProcessSunMerge;
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
|
|
if(bUseSun)
|
|
{
|
|
Pass->SetInput(ePId_Input0, PostProcessSunBlur);
|
|
}
|
|
if(bUseBloom)
|
|
{
|
|
Pass->SetInput(ePId_Input1, PostProcessBloomSetup);
|
|
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
|
|
}
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutput = PostProcessSunMerge;
|
|
}
|
|
|
|
// Mobile temporal AA requires a composite of two of these frames.
|
|
if(bUseAa && (bUseBloom || bUseSun))
|
|
{
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
FRenderingCompositeOutputRef PostProcessSunMerge2;
|
|
if(ViewState && ViewState->MobileAaBloomSunVignette1)
|
|
{
|
|
FRenderingCompositePass* History;
|
|
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaBloomSunVignette1));
|
|
PostProcessSunMerge2 = FRenderingCompositeOutputRef(History);
|
|
}
|
|
else
|
|
{
|
|
PostProcessSunMerge2 = PostProcessSunMerge;
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessSunAvg;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAvgES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessSunMerge);
|
|
Pass->SetInput(ePId_Input1, PostProcessSunMerge2);
|
|
PostProcessSunAvg = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
BloomOutput = PostProcessSunAvg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static const auto VarTonemapperFilm = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperFilm"));
|
|
const bool bUseTonemapperFilm = IsMobileHDR() && GSupportsRenderTargetFormat_PF_FloatRGBA && (VarTonemapperFilm && VarTonemapperFilm->GetValueOnRenderThread());
|
|
if (bUseTonemapperFilm)
|
|
{
|
|
//@todo Ronin Set to EAutoExposureMethod::AEM_Basic for PC vk crash.
|
|
AddTonemapper(Context, BloomOutput, nullptr, EAutoExposureMethod::AEM_Histogram, false, false);
|
|
}
|
|
else
|
|
{
|
|
// Must run to blit to back buffer even if post processing is off.
|
|
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemapES2(Context.View, FinalOutputViewRect, FinalTargetSize, bViewRectSource));
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input1, BloomOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input2, DofOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
}
|
|
|
|
// if Context.FinalOutput was the clipped result of sunmask stage then this stage also restores Context.FinalOutput back original target size.
|
|
FinalOutputViewRect = View.UnscaledViewRect;
|
|
|
|
if (View.Family->EngineShowFlags.PostProcessing)
|
|
{
|
|
if (IsMobileHDR() && !IsMobileHDRMosaic())
|
|
{
|
|
AddPostProcessMaterial(Context, BL_AfterTonemapping, nullptr);
|
|
}
|
|
|
|
if (bUseAa)
|
|
{
|
|
// Double buffer post output.
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
|
|
FRenderingCompositeOutputRef PostProcessPrior = Context.FinalOutput;
|
|
if(ViewState && ViewState->MobileAaColor1)
|
|
{
|
|
FRenderingCompositePass* History;
|
|
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaColor1));
|
|
PostProcessPrior = FRenderingCompositeOutputRef(History);
|
|
}
|
|
|
|
// Mobile temporal AA is done after tonemapping.
|
|
FRenderingCompositePass* PostProcessAa = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAaES2());
|
|
PostProcessAa->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessAa->SetInput(ePId_Input1, PostProcessPrior);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessAa);
|
|
}
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// Show the selection outline if it is in the editor and we aren't in wireframe
|
|
// If the engine is in demo mode and game view is on we also do not show the selection outline
|
|
if ( GIsEditor
|
|
&& View.Family->EngineShowFlags.SelectionOutline
|
|
&& !(View.Family->EngineShowFlags.Wireframe)
|
|
&& ( !GIsDemoMode || ( GIsDemoMode && !View.Family->EngineShowFlags.Game ) )
|
|
)
|
|
{
|
|
// Editor selection outline
|
|
AddSelectionOutline(Context);
|
|
}
|
|
|
|
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) )
|
|
{
|
|
FRenderingCompositePass* EditorCompNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(false));
|
|
EditorCompNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(EditorCompNode);
|
|
}
|
|
#endif
|
|
|
|
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
|
|
if(DebugViewShaderMode == DVSM_QuadComplexity)
|
|
{
|
|
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
|
|
{
|
|
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
|
|
if (bStereoRenderingAndHMD)
|
|
{
|
|
FRenderingCompositePass* Node = NULL;
|
|
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
|
|
if (DeviceType == EHMDDeviceType::DT_ES2GenericStereoMesh)
|
|
{
|
|
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
|
|
}
|
|
|
|
if (Node)
|
|
{
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
// The graph setup should be finished before this line ----------------------------------------
|
|
|
|
{
|
|
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
|
|
TRefCountPtr<IPooledRenderTarget> Temp;
|
|
FSceneRenderTargetItem Item;
|
|
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
|
|
FPooledRenderTargetDesc Desc;
|
|
|
|
if (View.Family->RenderTarget->GetRenderTargetTexture())
|
|
{
|
|
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
|
|
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
|
|
}
|
|
else
|
|
{
|
|
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
|
|
}
|
|
|
|
// todo: this should come from View.Family->RenderTarget
|
|
Desc.Format = PF_B8G8R8A8;
|
|
Desc.NumMips = 1;
|
|
|
|
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
|
|
|
|
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
|
|
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessingES2"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FPostProcessing::ProcessPlanarReflection(FRHICommandListImmediate& RHICmdList, FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT, TRefCountPtr<IPooledRenderTarget>& OutFilteredSceneColor)
|
|
{
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
FRenderingCompositeOutputRef VelocityInput;
|
|
if(VelocityRT)
|
|
{
|
|
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
|
|
}
|
|
|
|
FSceneViewState* ViewState = Context.View.ViewState;
|
|
EAntiAliasingMethod AntiAliasingMethod = Context.View.AntiAliasingMethod;
|
|
|
|
if (AntiAliasingMethod == AAM_TemporalAA && ViewState)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddTemporalAA( Context, VelocityInput );
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddTemporalAA( Context, NoVelocityRef );
|
|
}
|
|
}
|
|
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("ProcessPlanarReflection"));
|
|
|
|
OutFilteredSceneColor = Context.FinalOutput.GetOutput()->PooledRenderTarget;
|
|
}
|
|
}
|