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#jira none #rb Dmitriy.Dyomin #preflight 627bbd7f9f7ad2a14b63ff00 [CL 20139131 by Wei Liu in ue5-main branch]
1023 lines
42 KiB
C++
1023 lines
42 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DistortionRendering.h"
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#include "RHIStaticStates.h"
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#include "StaticBoundShaderState.h"
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#include "SceneUtils.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "MeshMaterialShader.h"
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#include "DeferredShadingRenderer.h"
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#include "TranslucentRendering.h"
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#include "Materials/Material.h"
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#include "PipelineStateCache.h"
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#include "ScenePrivate.h"
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#include "ScreenPass.h"
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#include "MeshPassProcessor.inl"
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#include "Strata/Strata.h"
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#include "ScreenRendering.h"
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DECLARE_GPU_STAT(Distortion);
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const uint8 kStencilMaskBit = STENCIL_SANDBOX_MASK;
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static TAutoConsoleVariable<int32> CVarDisableDistortion(
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TEXT("r.DisableDistortion"),
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0,
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TEXT("Prevents distortion effects from rendering. Saves a full-screen framebuffer's worth of memory."),
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ECVF_Default);
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static TAutoConsoleVariable<int32> CVarRefractionBlur(
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TEXT("r.Refraction.Blur"),
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1,
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TEXT("Prevent rough refraction from happening, i.e. blurring of the background."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarRefractionBlurScale(
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TEXT("r.Refraction.BlurScale"),
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0.2f,
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TEXT("Global scale the background blur amount after it is mapped form the surface back roughness/scattering amount."),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarRefractionBlurCenterWeight(
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TEXT("r.Refraction.BlurCenterWeight"),
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0.0f,
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TEXT("The weight of the center sample. Value greater than 0 means the sharp image is more and more visible."),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarRefractionOffsetQuality(
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TEXT("r.Refraction.OffsetQuality"),
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0,
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TEXT("When enabled, the offset buffer is made float for higher quality. This is important to maintain the softness of the blurred scene buffer."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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// Using a simple scale to map roughness to mip level.
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// Later we could remove that and use depth+variance to have a better lob roughness to mip match.
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static TAutoConsoleVariable<float> CVarRefractionRoughnessToMipLevelFactor(
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TEXT("r.Refraction.RoughnessToMipLevelFactor"),
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5.0f,
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TEXT("Factor to translate the roughness factor into a mip level."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FDistortionPassUniformParameters, RENDERER_API)
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SHADER_PARAMETER_STRUCT(FSceneTextureUniformParameters, SceneTextures)
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SHADER_PARAMETER(FVector4f, DistortionParams)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FDistortionPassUniformParameters, "DistortionPass", SceneTextures);
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int32 FSceneRenderer::GetRefractionQuality(const FSceneViewFamily& ViewFamily)
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{
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static const auto ICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.RefractionQuality"));
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int32 Value = 0;
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if (ViewFamily.EngineShowFlags.Refraction)
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{
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Value = ICVar->GetValueOnRenderThread();
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}
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return Value;
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}
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void SetupDistortionParams(FVector4f& DistortionParams, const FViewInfo& View)
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{
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float Ratio = View.UnscaledViewRect.Width() / (float)View.UnscaledViewRect.Height();
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DistortionParams.X = View.ViewMatrices.GetProjectionMatrix().M[0][0];
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DistortionParams.Y = Ratio;
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DistortionParams.Z = (float)View.UnscaledViewRect.Width();
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DistortionParams.W = (float)View.UnscaledViewRect.Height();
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// When ISR is enabled we store two FOVs in the distortion parameters and compute the aspect ratio in the shader instead.
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if (View.IsInstancedStereoPass() || View.bIsMobileMultiViewEnabled)
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{
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const FSceneView* InstancedView = View.GetInstancedView();
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if (InstancedView)
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{
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DistortionParams.Y = InstancedView->ViewMatrices.GetProjectionMatrix().M[0][0];
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}
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}
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}
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TRDGUniformBufferRef<FDistortionPassUniformParameters> CreateDistortionPassUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View)
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{
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auto* Parameters = GraphBuilder.AllocParameters<FDistortionPassUniformParameters>();
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SetupSceneTextureUniformParameters(GraphBuilder, View.GetSceneTexturesChecked(), View.FeatureLevel, ESceneTextureSetupMode::All, Parameters->SceneTextures);
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SetupDistortionParams(Parameters->DistortionParams, View);
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return GraphBuilder.CreateUniformBuffer(Parameters);
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}
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static bool GetUseRoughRefraction()
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{
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return Strata::IsStrataEnabled() && CVarRefractionBlur.GetValueOnRenderThread() > 0;
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}
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class FDistortionScreenPS : public FGlobalShader
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{
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public:
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class FUseMSAADim : SHADER_PERMUTATION_BOOL("USE_MSAA");
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class FUseRoughRefractionDim : SHADER_PERMUTATION_BOOL("USE_ROUGH_REFRACTION");
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using FPermutationDomain = TShaderPermutationDomain<FUseMSAADim, FUseRoughRefractionDim>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS<float4>, RoughnessScatterMSAATexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS<float4>, DistortionMSAATexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2DMS<float4>, SceneColorMSAATexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, RoughnessScatterTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DistortionTexture)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, RoughnessScatterSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, DistortionTextureSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorTextureSampler)
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SHADER_PARAMETER(float, RefractionRoughnessToMipLevelFactor)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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const FPermutationDomain PermutationVector(Parameters.PermutationId);
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return !PermutationVector.Get<FUseMSAADim>() || IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
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}
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FDistortionScreenPS() = default;
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FDistortionScreenPS(const FGlobalShaderType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{}
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};
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/** A pixel shader for rendering the full screen refraction pass */
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class FDistortionApplyScreenPS : public FDistortionScreenPS
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{
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public:
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DECLARE_GLOBAL_SHADER(FDistortionApplyScreenPS);
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SHADER_USE_PARAMETER_STRUCT(FDistortionApplyScreenPS, FDistortionScreenPS);
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};
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IMPLEMENT_GLOBAL_SHADER(FDistortionApplyScreenPS, "/Engine/Private/DistortApplyScreenPS.usf", "Main", SF_Pixel);
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/** A pixel shader that applies the distorted image to the scene */
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class FDistortionMergeScreenPS : public FDistortionScreenPS
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{
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public:
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DECLARE_GLOBAL_SHADER(FDistortionMergeScreenPS);
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SHADER_USE_PARAMETER_STRUCT(FDistortionMergeScreenPS, FDistortionScreenPS);
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};
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IMPLEMENT_GLOBAL_SHADER(FDistortionMergeScreenPS, "/Engine/Private/DistortApplyScreenPS.usf", "Merge", SF_Pixel);
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class FDistortionMeshVS : public FMeshMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FDistortionMeshVS,MeshMaterial);
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FDistortionMeshVS() = default;
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FDistortionMeshVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FMeshMaterialShader(Initializer)
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{
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}
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static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
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{
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return IsTranslucentBlendMode(Parameters.MaterialParameters.BlendMode) && Parameters.MaterialParameters.bIsDistorted;
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}
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};
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class FDistortionMeshPS : public FMeshMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FDistortionMeshPS,MeshMaterial);
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FDistortionMeshPS() = default;
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FDistortionMeshPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FMeshMaterialShader(Initializer)
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{
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}
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static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
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{
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return IsTranslucentBlendMode(Parameters.MaterialParameters.BlendMode) && Parameters.MaterialParameters.bIsDistorted;
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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if (IsMobilePlatform(Parameters.Platform))
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{
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// use same path for scene textures as post-process material
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OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_MOBILE"), 1);
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}
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// Skip the material clip if depth test should not be done
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OutEnvironment.SetDefine(TEXT("MATERIAL_SHOULD_DISABLE_DEPTH_TEST"), Parameters.MaterialParameters.bShouldDisableDepthTest ? 1 : 0);
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}
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};
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IMPLEMENT_MATERIAL_SHADER_TYPE(, FDistortionMeshVS, TEXT("/Engine/Private/DistortAccumulateVS.usf"), TEXT("Main"), SF_Vertex);
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IMPLEMENT_MATERIAL_SHADER_TYPE(, FDistortionMeshPS,TEXT("/Engine/Private/DistortAccumulatePS.usf"),TEXT("Main"),SF_Pixel);
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bool FDeferredShadingSceneRenderer::ShouldRenderDistortion() const
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{
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static const auto DisableDistortionCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DisableDistortion"));
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const bool bAllowDistortion = DisableDistortionCVar->GetValueOnAnyThread() != 1;
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if (GetRefractionQuality(*ActiveViewFamily) <= 0 || !bAllowDistortion)
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{
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return false;
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}
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
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{
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const FViewInfo& View = Views[ViewIndex];
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if (View.bHasDistortionPrimitives && View.ShouldRenderView() && View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].HasAnyDraw())
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{
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return true;
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}
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}
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return false;
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FDistortionPassParameters, RENDERER_API)
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SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FDistortionPassUniformParameters, Pass)
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SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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//////////////////////////////////////////////////////////////////////////
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class FCopySceneColorTexturePS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FCopySceneColorTexturePS);
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SHADER_USE_PARAMETER_STRUCT(FCopySceneColorTexturePS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return true;
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("COPYSCENECOLORTEXTUREPS"), 1);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FCopySceneColorTexturePS, "/Engine/Private/DistortFiltering.usf", "CopySceneColorTexturePS", SF_Pixel);
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static void AddCopySceneColorPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture, FRDGTextureRef SceneColorCopyTexture)
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{
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const FScreenPassTextureViewport Viewport(SceneColorCopyTexture, View.ViewRect);
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TShaderMapRef<FScreenVS> VertexShader(View.ShaderMap);
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TShaderMapRef<FCopySceneColorTexturePS> PixelShader(View.ShaderMap);
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auto* PassParameters = GraphBuilder.AllocParameters<FCopySceneColorTexturePS::FParameters>();
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PassParameters->View = View.ViewUniformBuffer;
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PassParameters->SceneColorTexture = SceneColorTexture;
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PassParameters->SceneColorSampler = TStaticSamplerState<SF_Point>::GetRHI();
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorCopyTexture, ERenderTargetLoadAction::ENoAction);
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// The scene color is copied into from multi-view-rect layout into a single-rect layout.
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FIntRect ViewRect;
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ViewRect.Min = FIntPoint(0, 0);
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ViewRect.Max = FIntPoint(View.ViewRect.Width(), View.ViewRect.Height());
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const FScreenPassTextureViewport InputViewport(SceneColorTexture, ViewRect);
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const FScreenPassTextureViewport OutputViewport(SceneColorCopyTexture);
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AddDrawScreenPass(GraphBuilder, {}, View, InputViewport, OutputViewport, VertexShader, PixelShader, PassParameters);
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}
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//////////////////////////////////////////////////////////////////////////
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class FDownsampleSceneColorCS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FDownsampleSceneColorCS);
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SHADER_USE_PARAMETER_STRUCT(FDownsampleSceneColorCS, FGlobalShader);
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static const uint32 ThreadGroupSize = 8;
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using FPermutationDomain = TShaderPermutationDomain<>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(uint32, SrcMipIndex)
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SHADER_PARAMETER(FIntPoint, SrcMipResolution)
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SHADER_PARAMETER(FIntPoint, DstMipResolution)
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SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, SourceTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, SourceSampler)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, OutTextureMipColor)
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END_SHADER_PARAMETER_STRUCT()
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5; }
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), ThreadGroupSize);
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OutEnvironment.SetDefine(TEXT("DOWNSAMPLECOLORCS"), 1);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FDownsampleSceneColorCS, "/Engine/Private/DistortFiltering.usf", "DownsampleColorCS", SF_Compute);
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static void AddDownsampleSceneColorPass(FRDGBuilder& GraphBuilder, FDownsampleSceneColorCS::FParameters* PassParameters, const FViewInfo& View)
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{
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FIntVector NumGroups = FIntVector::DivideAndRoundUp(
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FIntVector(PassParameters->DstMipResolution.X, PassParameters->DstMipResolution.Y, 1),
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FIntVector(FDownsampleSceneColorCS::ThreadGroupSize, FDownsampleSceneColorCS::ThreadGroupSize, 1));
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FDownsampleSceneColorCS::FPermutationDomain PermutationVector;
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TShaderMapRef<FDownsampleSceneColorCS> ComputeShader(View.ShaderMap, PermutationVector);
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// Dispatch with GenerateMips: reading from a slice through SRV and writing into lower mip through UAV.
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ClearUnusedGraphResources(ComputeShader, PassParameters);
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FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("DistoMipGen"), ComputeShader, PassParameters, NumGroups);
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}
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//////////////////////////////////////////////////////////////////////////
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// STARTA_TODO make common with the function in PostProcessWeightedSampleSum.cpp
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class FGaussianFiltering
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{
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public:
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// Evaluates an unnormalized normal distribution PDF around 0 at given X with Variance.
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static float NormalDistributionUnscaled(float X, float Sigma, float CrossCenterWeight)
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{
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const float DX = FMath::Abs(X);
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const float ClampedOneMinusDX = FMath::Max(0.0f, 1.0f - DX);
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// Tweak the gaussian shape e.g. "r.Bloom.Cross 3.5"
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if (CrossCenterWeight > 1.0f)
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{
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return FMath::Pow(ClampedOneMinusDX, CrossCenterWeight);
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}
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else
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{
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// Constant is tweaked give a similar look to UE before we fixed the scale bug (Some content tweaking might be needed).
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// The value defines how much of the Gaussian clipped by the sample window.
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// r.Filter.SizeScale allows to tweak that for performance/quality.
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const float LegacyCompatibilityConstant = -16.7f;
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const float Gaussian = FMath::Exp(LegacyCompatibilityConstant * FMath::Square(DX / Sigma));
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return FMath::Lerp(Gaussian, ClampedOneMinusDX, CrossCenterWeight);
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}
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}
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static float GetClampedKernelRadius(uint32 SampleCountMax, float KernelRadius)
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{
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return FMath::Clamp<float>(KernelRadius, DELTA, SampleCountMax - 1);
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}
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static int GetIntegerKernelRadius(uint32 SampleCountMax, float KernelRadius)
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{
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// Smallest radius will be 1.
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return FMath::Min<int32>(FMath::CeilToInt(GetClampedKernelRadius(SampleCountMax, KernelRadius)), SampleCountMax - 1);
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}
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static uint32 Compute1DGaussianFilterKernel(FVector2D* OutOffsetAndWeight, uint32 SampleCountMax, float KernelRadius, float CrossCenterWeight, float FilterSizeScale)
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{
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const float ClampedKernelRadius = GetClampedKernelRadius(SampleCountMax, KernelRadius);
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const int32 IntegerKernelRadius = GetIntegerKernelRadius(SampleCountMax, KernelRadius * FilterSizeScale);
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uint32 SampleCount = 0;
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float WeightSum = 0.0f;
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for (int32 SampleIndex = -IntegerKernelRadius; SampleIndex <= IntegerKernelRadius; SampleIndex += 2)
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{
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float Weight0 = NormalDistributionUnscaled(SampleIndex, ClampedKernelRadius, CrossCenterWeight);
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float Weight1 = 0.0f;
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// We use the bilinear filter optimization for gaussian blur. However, we don't want to bias the
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// last sample off the edge of the filter kernel, so the very last tap just is on the pixel center.
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if (SampleIndex != IntegerKernelRadius)
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{
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Weight1 = NormalDistributionUnscaled(SampleIndex + 1, ClampedKernelRadius, CrossCenterWeight);
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}
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const float TotalWeight = Weight0 + Weight1;
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OutOffsetAndWeight[SampleCount].X = SampleIndex + (Weight1 / TotalWeight);
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OutOffsetAndWeight[SampleCount].Y = TotalWeight;
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WeightSum += TotalWeight;
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SampleCount++;
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}
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// Normalize blur weights.
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const float WeightSumInverse = 1.0f / WeightSum;
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for (uint32 SampleIndex = 0; SampleIndex < SampleCount; ++SampleIndex)
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{
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OutOffsetAndWeight[SampleIndex].Y *= WeightSumInverse;
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}
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return SampleCount;
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}
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};
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// If this is update, please update DistortFiltering.usf
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#define MAX_FILTER_SAMPLE_COUNT 128
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class FFilterSceneColorCS : public FGlobalShader
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{
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DECLARE_GLOBAL_SHADER(FFilterSceneColorCS);
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SHADER_USE_PARAMETER_STRUCT(FFilterSceneColorCS, FGlobalShader);
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|
|
static const uint32 ThreadGroupSize = 8;
|
|
|
|
using FPermutationDomain = TShaderPermutationDomain<>;
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER(uint32, SampleCount)
|
|
SHADER_PARAMETER(uint32, SrcMipIndex)
|
|
SHADER_PARAMETER(FIntPoint, MipResolution)
|
|
SHADER_PARAMETER(FVector4f, BlurDirection)
|
|
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, SourceTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, SourceSampler)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, OutTextureMipColor)
|
|
SHADER_PARAMETER_ARRAY(FVector4f, SampleOffsetsWeights, [MAX_FILTER_SAMPLE_COUNT])
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
public:
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5; }
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), ThreadGroupSize);
|
|
OutEnvironment.SetDefine(TEXT("FILTERCOLORCS"), 1);
|
|
}
|
|
};
|
|
IMPLEMENT_GLOBAL_SHADER(FFilterSceneColorCS, "/Engine/Private/DistortFiltering.usf", "FilterColorCS", SF_Compute);
|
|
|
|
static void AddFilterSceneColorPass(FRDGBuilder& GraphBuilder, FFilterSceneColorCS::FParameters* PassParameters, const FViewInfo& View)
|
|
{
|
|
FIntVector NumGroups = FIntVector::DivideAndRoundUp(
|
|
FIntVector(PassParameters->MipResolution.X, PassParameters->MipResolution.Y, 1),
|
|
FIntVector(FFilterSceneColorCS::ThreadGroupSize, FFilterSceneColorCS::ThreadGroupSize, 1));
|
|
|
|
FFilterSceneColorCS::FPermutationDomain PermutationVector;
|
|
TShaderMapRef<FFilterSceneColorCS> ComputeShader(View.ShaderMap, PermutationVector);
|
|
|
|
// Dispatch with GenerateMips: reading from a slice through SRV and writing into lower mip through UAV.
|
|
ClearUnusedGraphResources(ComputeShader, PassParameters);
|
|
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("FilterMipGen"), ComputeShader, PassParameters, NumGroups);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void FDeferredShadingSceneRenderer::RenderDistortion(FRDGBuilder& GraphBuilder, FRDGTextureRef SceneColorTexture, FRDGTextureRef SceneDepthTexture)
|
|
{
|
|
check(SceneDepthTexture);
|
|
check(SceneColorTexture);
|
|
|
|
if (!ShouldRenderDistortion())
|
|
{
|
|
return;
|
|
}
|
|
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Distortion");
|
|
RDG_GPU_STAT_SCOPE(GraphBuilder, Distortion);
|
|
|
|
const FDepthStencilBinding StencilReadBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilRead);
|
|
FDepthStencilBinding StencilWriteBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
|
|
|
|
FRDGTextureRef DistortionTexture = nullptr;
|
|
FRDGTextureRef RoughnessScatterTexture = nullptr;
|
|
FRDGTextureRef TempSceneColorMipchainTexture = nullptr;
|
|
FGlobalShaderMap* ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
// Create a texture of the scene color with MIP levels, unfiltered
|
|
// NOTE: we cannot use mips on the scene color render target it self because multiple views are continuous in there and they would leak color one onto another.
|
|
TArray<FRDGTextureRef> ViewsSceneColorMipchain;
|
|
ViewsSceneColorMipchain.SetNum(Views.Num());
|
|
const bool bUseRoughRefraction = GetUseRoughRefraction();
|
|
if(bUseRoughRefraction)
|
|
{
|
|
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex)
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Rough Refraction View%d", ViewIndex);
|
|
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
const FIntPoint SceneColorMip0Resolution = View.ViewRect.Size();
|
|
|
|
// We do not use max and do not add 1 to the result, this to not go down to the lowest mip level as this is not required.
|
|
const int32 MipCount = FMath::Max((int32)1, (int32)FMath::CeilLogTwo(FMath::Min(SceneColorMip0Resolution.X, SceneColorMip0Resolution.Y)));
|
|
|
|
FRDGTextureDesc SceneColorMipchainDesc = FRDGTextureDesc::Create2D(SceneColorMip0Resolution, PF_FloatR11G11B10, FClearValueBinding::None,
|
|
TexCreate_TargetArraySlicesIndependently | TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable, MipCount);
|
|
|
|
FRDGTextureRef SceneColorMipchainTexture = GraphBuilder.CreateTexture(SceneColorMipchainDesc, TEXT("SceneColorMipchain"));
|
|
ViewsSceneColorMipchain[ViewIndex] = SceneColorMipchainTexture;
|
|
|
|
if (!TempSceneColorMipchainTexture || TempSceneColorMipchainTexture->Desc.Extent != SceneColorMipchainTexture->Desc.Extent)
|
|
{
|
|
// Only allocate a new temporary if it needs to have another resolution.
|
|
TempSceneColorMipchainTexture = GraphBuilder.CreateTexture(SceneColorMipchainDesc, TEXT("TempSceneColorMipchain"));
|
|
}
|
|
|
|
// Copy scene color into the first mip level
|
|
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "CopySceneColor");
|
|
AddCopySceneColorPass(GraphBuilder, View, SceneColorTexture, SceneColorMipchainTexture);
|
|
}
|
|
|
|
// Now render the mip chain
|
|
// STRATA_TODO we could optimize that pass by doing one pass with a tile of 16x16 writing out the 8x8, 4x4, 2x2 and 1x1 down sampled output
|
|
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipChain");
|
|
|
|
FIntPoint SrcMipResolution = SceneColorMip0Resolution;
|
|
FIntPoint DstMipResolution = SceneColorMip0Resolution / 2;
|
|
for (int32 DstMipIndex = 1; DstMipIndex < MipCount; DstMipIndex++)
|
|
{
|
|
FDownsampleSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FDownsampleSceneColorCS::FParameters>();
|
|
PassParameters->SrcMipIndex = DstMipIndex - 1;
|
|
PassParameters->SrcMipResolution = SrcMipResolution;
|
|
PassParameters->DstMipResolution = DstMipResolution;
|
|
PassParameters->SourceSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
|
|
|
|
PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(SceneColorMipchainTexture, DstMipIndex - 1));
|
|
PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorMipchainTexture, DstMipIndex));
|
|
|
|
AddDownsampleSceneColorPass(GraphBuilder, PassParameters, View);
|
|
|
|
SrcMipResolution = DstMipResolution;
|
|
DstMipResolution = DstMipResolution / 2;
|
|
}
|
|
}
|
|
|
|
// Now the horizontal blur
|
|
// STATA_TODO: check that compute overlap is working as all horizontal filtering steps can happen in parallel
|
|
|
|
const float KernelRadius = 16.0f; // The maximum sample count we will run. This is scaled down by FilterSizeScale.
|
|
const float FilterSizeScale = CVarRefractionBlurScale.GetValueOnRenderThread();
|
|
const float CrossCenterWeight = CVarRefractionBlurCenterWeight.GetValueOnRenderThread(); // This must be 0 for the sharp image to not affect the output, the blurring dominates.
|
|
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipHBlur");
|
|
|
|
FIntPoint MipResolution = SceneColorMip0Resolution / 2;
|
|
for (int32 MipIndex = 1; MipIndex < MipCount; MipIndex++)
|
|
{
|
|
FVector2D OffsetAndWeight[MAX_FILTER_SAMPLE_COUNT];
|
|
uint32 SampleCount = FGaussianFiltering::Compute1DGaussianFilterKernel(OffsetAndWeight, MAX_FILTER_SAMPLE_COUNT, KernelRadius, CrossCenterWeight, FilterSizeScale);
|
|
const FVector2D InverseFilterTextureExtent(1.0f / static_cast<float>(MipResolution.X), 1.0f / static_cast<float>(MipResolution.Y));
|
|
|
|
FFilterSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilterSceneColorCS::FParameters>();
|
|
PassParameters->SrcMipIndex = MipIndex;
|
|
PassParameters->MipResolution = MipResolution;
|
|
PassParameters->SourceSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
|
|
|
|
PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(SceneColorMipchainTexture, MipIndex));
|
|
PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(TempSceneColorMipchainTexture, MipIndex));
|
|
|
|
PassParameters->SampleCount = SampleCount;
|
|
PassParameters->BlurDirection = FVector4f(1.0f, 0.0f, 0.0f, 0.0f);
|
|
for (uint32 i = 0; i < SampleCount; ++i)
|
|
{
|
|
PassParameters->SampleOffsetsWeights[i] = FVector4f(InverseFilterTextureExtent.X * OffsetAndWeight[i].X, OffsetAndWeight[i].Y);
|
|
}
|
|
|
|
AddFilterSceneColorPass(GraphBuilder, PassParameters, View);
|
|
|
|
MipResolution = MipResolution / 2;
|
|
}
|
|
}
|
|
|
|
// Now the vertical blur
|
|
// STATA_TODO: check that compute overlap is working as all vertical filtering steps can happen in parallel
|
|
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "SceneColorMipVBlur");
|
|
|
|
FIntPoint MipResolution = SceneColorMip0Resolution / 2;
|
|
for (int32 MipIndex = 1; MipIndex < MipCount; MipIndex++)
|
|
{
|
|
FVector2D OffsetAndWeight[MAX_FILTER_SAMPLE_COUNT];
|
|
uint32 SampleCount = FGaussianFiltering::Compute1DGaussianFilterKernel(OffsetAndWeight, MAX_FILTER_SAMPLE_COUNT, KernelRadius, CrossCenterWeight, FilterSizeScale);
|
|
const FVector2D InverseFilterTextureExtent(1.0f / static_cast<float>(MipResolution.X), 1.0f / static_cast<float>(MipResolution.Y));
|
|
|
|
FFilterSceneColorCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilterSceneColorCS::FParameters>();
|
|
PassParameters->SrcMipIndex = MipIndex;
|
|
PassParameters->MipResolution = MipResolution;
|
|
PassParameters->SourceSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
|
|
|
|
PassParameters->SourceTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForMipLevel(TempSceneColorMipchainTexture, MipIndex));
|
|
PassParameters->OutTextureMipColor = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorMipchainTexture, MipIndex));
|
|
|
|
PassParameters->SampleCount = SampleCount;
|
|
PassParameters->BlurDirection = FVector4f(0.0f, 1.0f, 0.0f, 0.0f);
|
|
for (uint32 i = 0; i < SampleCount; ++i)
|
|
{
|
|
PassParameters->SampleOffsetsWeights[i] = FVector4f(InverseFilterTextureExtent.Y * OffsetAndWeight[i].X, OffsetAndWeight[i].Y);
|
|
}
|
|
|
|
AddFilterSceneColorPass(GraphBuilder, PassParameters, View);
|
|
|
|
MipResolution = MipResolution / 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Use stencil mask to optimize cases with lower screen coverage.
|
|
// Note: This adds an extra pass which is actually slower as distortion tends towards full-screen.
|
|
// It could be worth testing object screen bounds then reverting to a target flip and single pass.
|
|
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Accumulate);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Accumulate");
|
|
|
|
// Use RGBA8 light target for accumulating distortion offsets.
|
|
// R = positive X offset
|
|
// G = positive Y offset
|
|
// B = negative X offset
|
|
// A = negative Y offset
|
|
|
|
DistortionTexture = GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
SceneDepthTexture->Desc.Extent,
|
|
CVarRefractionOffsetQuality.GetValueOnRenderThread() > 0 ? PF_FloatRGBA : PF_B8G8R8A8,
|
|
FClearValueBinding::Transparent,
|
|
GFastVRamConfig.Distortion | TexCreate_RenderTargetable | TexCreate_ShaderResource,
|
|
1,
|
|
SceneDepthTexture->Desc.NumSamples),
|
|
TEXT("Distortion"));
|
|
|
|
if (bUseRoughRefraction)
|
|
{
|
|
// This is the texture containing information about the surface back scattering process
|
|
RoughnessScatterTexture = GraphBuilder.CreateTexture(
|
|
FRDGTextureDesc::Create2D(
|
|
SceneDepthTexture->Desc.Extent,
|
|
PF_R16F,
|
|
FClearValueBinding::Transparent,
|
|
GFastVRamConfig.Distortion | TexCreate_RenderTargetable | TexCreate_ShaderResource,
|
|
1,
|
|
SceneDepthTexture->Desc.NumSamples),
|
|
TEXT("DistortionRoughnessScatter"));
|
|
}
|
|
|
|
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::EClear;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
const ETranslucencyView TranslucencyView = GetTranslucencyView(View);
|
|
|
|
if (!View.ShouldRenderView() && !EnumHasAnyFlags(TranslucencyView, ETranslucencyView::RayTracing))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
|
|
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
|
|
View.BeginRenderView();
|
|
|
|
auto* PassParameters = GraphBuilder.AllocParameters<FDistortionPassParameters>();
|
|
PassParameters->View = View.GetShaderParameters();
|
|
PassParameters->Pass = CreateDistortionPassUniformBuffer(GraphBuilder, View);
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(DistortionTexture, LoadAction);
|
|
if (bUseRoughRefraction)
|
|
{
|
|
PassParameters->RenderTargets[1] = FRenderTargetBinding(RoughnessScatterTexture, LoadAction);
|
|
}
|
|
PassParameters->RenderTargets.DepthStencil = StencilWriteBinding;
|
|
|
|
View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
|
|
|
|
GraphBuilder.AddPass(
|
|
{},
|
|
PassParameters,
|
|
ERDGPassFlags::Raster,
|
|
[this, &View, PassParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRender_RenderDistortion_Accumulate_Meshes);
|
|
SetStereoViewport(RHICmdList, View);
|
|
View.ParallelMeshDrawCommandPasses[EMeshPass::Distortion].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
|
|
});
|
|
|
|
LoadAction = ERenderTargetLoadAction::ELoad;
|
|
}
|
|
}
|
|
|
|
FRDGTextureDesc DistortedSceneColorDesc = SceneColorTexture->Desc;
|
|
EnumRemoveFlags(DistortedSceneColorDesc.Flags, TexCreate_FastVRAM);
|
|
|
|
FRDGTextureRef DistortionSceneColorTexture = GraphBuilder.CreateTexture(DistortedSceneColorDesc, TEXT("DistortedSceneColor"));
|
|
|
|
FDistortionScreenPS::FParameters CommonParameters;
|
|
CommonParameters.DistortionMSAATexture = DistortionTexture;
|
|
CommonParameters.DistortionTexture = DistortionTexture;
|
|
if (bUseRoughRefraction)
|
|
{
|
|
CommonParameters.RoughnessScatterMSAATexture = RoughnessScatterTexture;
|
|
CommonParameters.RoughnessScatterTexture = RoughnessScatterTexture;
|
|
}
|
|
CommonParameters.SceneColorTextureSampler = bUseRoughRefraction ? TStaticSamplerState<SF_Trilinear>::GetRHI() : TStaticSamplerState<>::GetRHI();
|
|
CommonParameters.DistortionTextureSampler = TStaticSamplerState<>::GetRHI();
|
|
CommonParameters.RoughnessScatterSampler = TStaticSamplerState<>::GetRHI();
|
|
CommonParameters.RefractionRoughnessToMipLevelFactor = FMath::Max(0.0f, CVarRefractionRoughnessToMipLevelFactor.GetValueOnRenderThread());
|
|
|
|
FDistortionScreenPS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<FDistortionScreenPS::FUseMSAADim>(SceneColorTexture->Desc.NumSamples > 1);
|
|
PermutationVector.Set<FDistortionScreenPS::FUseRoughRefractionDim>(bUseRoughRefraction);
|
|
|
|
TShaderMapRef<FScreenPassVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FDistortionApplyScreenPS> ApplyPixelShader(ShaderMap, PermutationVector);
|
|
TShaderMapRef<FDistortionMergeScreenPS> MergePixelShader(ShaderMap, PermutationVector);
|
|
|
|
FScreenPassPipelineState PipelineState(VertexShader, {});
|
|
FScreenPassTextureViewport Viewport(SceneColorTexture);
|
|
|
|
// Apply distortion and store off-screen.
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Apply);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Apply");
|
|
CommonParameters.SceneColorMSAATexture = SceneColorTexture;
|
|
CommonParameters.SceneColorTexture = SceneColorTexture;
|
|
CommonParameters.RenderTargets.DepthStencil = StencilReadBinding;
|
|
PipelineState.PixelShader = ApplyPixelShader;
|
|
|
|
// Test against stencil mask but don't clear.
|
|
PipelineState.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_Always,
|
|
true, CF_Equal, SO_Keep, SO_Keep, SO_Keep,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
kStencilMaskBit, kStencilMaskBit>::GetRHI();
|
|
PipelineState.StencilRef = kStencilMaskBit;
|
|
|
|
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::ENoAction;
|
|
|
|
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
|
|
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
|
|
|
|
auto* PassParameters = GraphBuilder.AllocParameters<FDistortionScreenPS::FParameters>();
|
|
*PassParameters = CommonParameters;
|
|
if (bUseRoughRefraction)
|
|
{
|
|
PassParameters->SceneColorMSAATexture = ViewsSceneColorMipchain[ViewIndex];
|
|
PassParameters->SceneColorTexture = ViewsSceneColorMipchain[ViewIndex];
|
|
}
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(DistortionSceneColorTexture, LoadAction);
|
|
|
|
Viewport.Rect = View.ViewRect;
|
|
|
|
ClearUnusedGraphResources(ApplyPixelShader, PassParameters);
|
|
AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, PipelineState, PassParameters,
|
|
[ApplyPixelShader, PassParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
SetShaderParameters(RHICmdList, ApplyPixelShader, ApplyPixelShader.GetPixelShader(), *PassParameters);
|
|
});
|
|
|
|
LoadAction = ERenderTargetLoadAction::ELoad;
|
|
}
|
|
}
|
|
|
|
// Merge distortion back to scene color.
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderer_RenderDistortion_Merge);
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Merge");
|
|
CommonParameters.SceneColorMSAATexture = DistortionSceneColorTexture;
|
|
CommonParameters.SceneColorTexture = DistortionSceneColorTexture;
|
|
CommonParameters.RenderTargets.DepthStencil = StencilWriteBinding;
|
|
PipelineState.PixelShader = MergePixelShader;
|
|
|
|
// Test against stencil mask and clear it.
|
|
PipelineState.DepthStencilState = TStaticDepthStencilState<
|
|
false, CF_Always,
|
|
true, CF_Equal, SO_Keep, SO_Keep, SO_Zero,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
kStencilMaskBit, kStencilMaskBit>::GetRHI();
|
|
PipelineState.StencilRef = kStencilMaskBit;
|
|
|
|
for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ++ViewIndex)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
|
|
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
|
|
|
|
auto* PassParameters = GraphBuilder.AllocParameters<FDistortionScreenPS::FParameters>();
|
|
*PassParameters = CommonParameters;
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTexture, ERenderTargetLoadAction::ELoad);
|
|
|
|
Viewport.Rect = View.ViewRect;
|
|
|
|
ClearUnusedGraphResources(MergePixelShader, PassParameters);
|
|
AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, PipelineState, PassParameters,
|
|
[MergePixelShader, PassParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
SetShaderParameters(RHICmdList, MergePixelShader, MergePixelShader.GetPixelShader(), *PassParameters);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void FDistortionMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
|
|
{
|
|
if (MeshBatch.bUseForMaterial)
|
|
{
|
|
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
|
|
while (MaterialRenderProxy)
|
|
{
|
|
const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
|
|
if (Material)
|
|
{
|
|
if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, *MaterialRenderProxy, *Material))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FDistortionMeshProcessor::TryAddMeshBatch(
|
|
const FMeshBatch& RESTRICT MeshBatch,
|
|
uint64 BatchElementMask,
|
|
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
|
|
int32 StaticMeshId,
|
|
const FMaterialRenderProxy& MaterialRenderProxy,
|
|
const FMaterial& Material)
|
|
{
|
|
// Determine the mesh's material and blend mode.
|
|
const EBlendMode BlendMode = Material.GetBlendMode();
|
|
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
|
|
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material, OverrideSettings);
|
|
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material, OverrideSettings);
|
|
const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode);
|
|
|
|
bool bResult = true;
|
|
if (bIsTranslucent
|
|
&& (!PrimitiveSceneProxy || PrimitiveSceneProxy->ShouldRenderInMainPass())
|
|
&& ShouldIncludeDomainInMeshPass(Material.GetMaterialDomain())
|
|
&& Material.IsDistorted())
|
|
{
|
|
bResult = Process(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material, MeshFillMode, MeshCullMode);
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
bool GetDistortionPassShaders(
|
|
const FMaterial& Material,
|
|
FVertexFactoryType* VertexFactoryType,
|
|
ERHIFeatureLevel::Type FeatureLevel,
|
|
TShaderRef<FDistortionMeshVS>& VertexShader,
|
|
TShaderRef<FDistortionMeshPS>& PixelShader)
|
|
{
|
|
FMaterialShaderTypes ShaderTypes;
|
|
ShaderTypes.AddShaderType<FDistortionMeshVS>();
|
|
ShaderTypes.AddShaderType<FDistortionMeshPS>();
|
|
|
|
FMaterialShaders Shaders;
|
|
if (!Material.TryGetShaders(ShaderTypes, VertexFactoryType, Shaders))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Shaders.TryGetVertexShader(VertexShader);
|
|
Shaders.TryGetPixelShader(PixelShader);
|
|
return true;
|
|
}
|
|
|
|
bool FDistortionMeshProcessor::Process(
|
|
const FMeshBatch& MeshBatch,
|
|
uint64 BatchElementMask,
|
|
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
|
|
int32 StaticMeshId,
|
|
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
|
|
const FMaterial& RESTRICT MaterialResource,
|
|
ERasterizerFillMode MeshFillMode,
|
|
ERasterizerCullMode MeshCullMode)
|
|
{
|
|
const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
|
|
|
|
TMeshProcessorShaders<
|
|
FDistortionMeshVS,
|
|
FDistortionMeshPS> DistortionPassShaders;
|
|
|
|
if (!GetDistortionPassShaders(
|
|
MaterialResource,
|
|
VertexFactory->GetType(),
|
|
FeatureLevel,
|
|
DistortionPassShaders.VertexShader,
|
|
DistortionPassShaders.PixelShader))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FMeshMaterialShaderElementData ShaderElementData;
|
|
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
|
|
|
|
const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(DistortionPassShaders.VertexShader, DistortionPassShaders.PixelShader);
|
|
|
|
const bool bDisableDepthTest = MaterialResource.ShouldDisableDepthTest();
|
|
|
|
BuildMeshDrawCommands(
|
|
MeshBatch,
|
|
BatchElementMask,
|
|
PrimitiveSceneProxy,
|
|
MaterialRenderProxy,
|
|
MaterialResource,
|
|
bDisableDepthTest ? PassDrawRenderStateNoDepthTest : PassDrawRenderState,
|
|
DistortionPassShaders,
|
|
MeshFillMode,
|
|
MeshCullMode,
|
|
SortKey,
|
|
EMeshPassFeatures::Default,
|
|
ShaderElementData);
|
|
|
|
return true;
|
|
}
|
|
|
|
FDistortionMeshProcessor::FDistortionMeshProcessor(
|
|
const FScene* Scene,
|
|
const FSceneView* InViewIfDynamicMeshCommand,
|
|
const FMeshPassProcessorRenderState& InPassDrawRenderState,
|
|
const FMeshPassProcessorRenderState& InDistortionPassStateNoDepthTest,
|
|
FMeshPassDrawListContext* InDrawListContext)
|
|
: FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext)
|
|
, PassDrawRenderState(InPassDrawRenderState)
|
|
, PassDrawRenderStateNoDepthTest(InDistortionPassStateNoDepthTest)
|
|
{}
|
|
|
|
FMeshPassProcessor* CreateDistortionPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
|
|
{
|
|
FMeshPassProcessorRenderState DistortionPassState;
|
|
|
|
// test against depth and write stencil mask
|
|
DistortionPassState.SetDepthStencilState(TStaticDepthStencilState<
|
|
false, CF_DepthNearOrEqual,
|
|
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
kStencilMaskBit, kStencilMaskBit>::GetRHI());
|
|
|
|
DistortionPassState.SetStencilRef(kStencilMaskBit);
|
|
|
|
if (GetUseRoughRefraction())
|
|
{
|
|
DistortionPassState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
|
|
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
// additive blending of offsets (or complexity if the shader complexity viewmode is enabled)
|
|
DistortionPassState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
}
|
|
|
|
FMeshPassProcessorRenderState DistortionPassStateNoDepthTest = DistortionPassState;
|
|
DistortionPassStateNoDepthTest.SetDepthStencilState(TStaticDepthStencilState<
|
|
false, CF_Always,
|
|
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
|
|
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
|
|
kStencilMaskBit, kStencilMaskBit>::GetRHI());
|
|
DistortionPassStateNoDepthTest.SetStencilRef(kStencilMaskBit);
|
|
|
|
return new(FMemStack::Get()) FDistortionMeshProcessor(Scene, InViewIfDynamicMeshCommand, DistortionPassState, DistortionPassStateNoDepthTest, InDrawListContext);
|
|
}
|
|
|
|
FMeshPassProcessor* CreateMobileDistortionPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
|
|
{
|
|
FMeshPassProcessorRenderState DistortionPassState;
|
|
|
|
// We don't have depth, render all pixels, pixel shader will sample SceneDepth from SceneColor.A and discard if occluded
|
|
DistortionPassState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
if (GetUseRoughRefraction())
|
|
{
|
|
DistortionPassState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One,
|
|
CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
// additive blending of offsets
|
|
DistortionPassState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
|
|
}
|
|
|
|
return new(FMemStack::Get()) FDistortionMeshProcessor(Scene, InViewIfDynamicMeshCommand, DistortionPassState, DistortionPassState, InDrawListContext);
|
|
}
|
|
|
|
FRegisterPassProcessorCreateFunction RegisterDistortionPass(&CreateDistortionPassProcessor, EShadingPath::Deferred, EMeshPass::Distortion, EMeshPassFlags::MainView);
|
|
FRegisterPassProcessorCreateFunction RegisterMobileDistortionPass(&CreateMobileDistortionPassProcessor, EShadingPath::Mobile, EMeshPass::Distortion, EMeshPassFlags::MainView); |