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846 lines
32 KiB
C++
846 lines
32 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMaterial.cpp: Post processing Material implementation.
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=============================================================================*/
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#include "PostProcess/PostProcessMaterial.h"
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#include "RendererModule.h"
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#include "Materials/Material.h"
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#include "MaterialShaderType.h"
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#include "MaterialShader.h"
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#include "SceneUtils.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "SceneRendering.h"
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#include "ClearQuad.h"
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#include "Materials/MaterialExpressionSceneTexture.h"
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#include "RHI/Public/PipelineStateCache.h"
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#include "PostProcessing.h"
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#include "PostProcessMobile.h"
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#include "BufferVisualizationData.h"
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#include "SceneTextureParameters.h"
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#include "SystemTextures.h"
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#include "Strata/Strata.h"
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namespace
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{
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TAutoConsoleVariable<int32> CVarPostProcessAllowStencilTest(
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TEXT("r.PostProcessAllowStencilTest"),
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1,
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TEXT("Enables stencil testing in post process materials.\n")
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TEXT("0: disable stencil testing\n")
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TEXT("1: allow stencil testing\n")
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);
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TAutoConsoleVariable<int32> CVarPostProcessAllowBlendModes(
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TEXT("r.PostProcessAllowBlendModes"),
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1,
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TEXT("Enables blend modes in post process materials.\n")
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TEXT("0: disable blend modes. Uses replace\n")
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TEXT("1: allow blend modes\n")
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);
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TAutoConsoleVariable<int32> CVarPostProcessingDisableMaterials(
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TEXT("r.PostProcessing.DisableMaterials"),
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0,
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TEXT(" Allows to disable post process materials. \n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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bool IsPostProcessStencilTestAllowed()
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{
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return CVarPostProcessAllowStencilTest.GetValueOnRenderThread() != 0;
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}
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enum class EMaterialCustomDepthPolicy : uint32
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{
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// Custom depth is disabled.
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Disabled,
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// Custom Depth-Stencil is enabled; potentially simultaneous SRV / DSV usage.
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Enabled
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};
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EMaterialCustomDepthPolicy GetMaterialCustomDepthPolicy(const FMaterial* Material)
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{
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check(Material);
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// Material requesting stencil test and post processing CVar allows it.
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if (Material->IsStencilTestEnabled() && IsPostProcessStencilTestAllowed())
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{
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// Custom stencil texture allocated and available.
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if (GetCustomDepthMode() == ECustomDepthMode::EnabledWithStencil)
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{
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return EMaterialCustomDepthPolicy::Enabled;
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}
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else
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{
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UE_LOG(LogRenderer, Warning, TEXT("PostProcessMaterial uses stencil test, but stencil not allocated. Set r.CustomDepth to 3 to allocate custom stencil."));
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}
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}
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return EMaterialCustomDepthPolicy::Disabled;
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}
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FRHIDepthStencilState* GetMaterialStencilState(const FMaterial* Material)
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{
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static FRHIDepthStencilState* StencilStates[] =
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{
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TStaticDepthStencilState<false, CF_Always, true, CF_Less>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_LessEqual>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_Greater>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_GreaterEqual>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_Equal>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_NotEqual>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_Never>::GetRHI(),
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TStaticDepthStencilState<false, CF_Always, true, CF_Always>::GetRHI(),
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};
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static_assert(EMaterialStencilCompare::MSC_Count == UE_ARRAY_COUNT(StencilStates), "Ensure that all EMaterialStencilCompare values are accounted for.");
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check(Material);
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return StencilStates[Material->GetStencilCompare()];
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}
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bool IsMaterialBlendEnabled(const FMaterial* Material)
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{
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check(Material);
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return Material->GetBlendableOutputAlpha() && CVarPostProcessAllowBlendModes.GetValueOnRenderThread() != 0;
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}
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FRHIBlendState* GetMaterialBlendState(const FMaterial* Material)
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{
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static FRHIBlendState* BlendStates[] =
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{
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TStaticBlendState<>::GetRHI(),
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TStaticBlendState<>::GetRHI(),
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TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI(),
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TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI(),
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TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero>::GetRHI(),
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TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_One, BF_InverseSourceAlpha>::GetRHI(),
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TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI(),
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};
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static_assert(EBlendMode::BLEND_MAX == UE_ARRAY_COUNT(BlendStates), "Ensure that all EBlendMode values are accounted for.");
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check(Material);
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if (Strata::IsStrataEnabled())
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{
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switch (Material->GetStrataBlendMode())
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{
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case EStrataBlendMode::SBM_Opaque:
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case EStrataBlendMode::SBM_Masked:
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return TStaticBlendState<>::GetRHI();
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case EStrataBlendMode::SBM_TranslucentColoredTransmittance: // A platform may not support dual source blending so we always only use grey scale transmittance
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case EStrataBlendMode::SBM_TranslucentGreyTransmittance:
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return TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_One, BF_InverseSourceAlpha>::GetRHI();
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case EStrataBlendMode::SBM_ColoredTransmittanceOnly:
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return TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero>::GetRHI();
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case EStrataBlendMode::SBM_AlphaHoldout:
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return TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI();
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default:
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check(false);
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return TStaticBlendState<>::GetRHI();
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}
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}
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return BlendStates[Material->GetBlendMode()];
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}
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bool PostProcessStencilTest(const uint32 StencilValue, const uint32 StencilComp, const uint32 StencilRef)
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{
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bool bStencilTestPassed = true;
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switch (StencilComp)
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{
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case EMaterialStencilCompare::MSC_Less:
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bStencilTestPassed = (StencilRef < StencilValue);
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break;
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case EMaterialStencilCompare::MSC_LessEqual:
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bStencilTestPassed = (StencilRef <= StencilValue);
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break;
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case EMaterialStencilCompare::MSC_GreaterEqual:
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bStencilTestPassed = (StencilRef >= StencilValue);
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break;
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case EMaterialStencilCompare::MSC_Equal:
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bStencilTestPassed = (StencilRef == StencilValue);
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break;
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case EMaterialStencilCompare::MSC_Greater:
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bStencilTestPassed = (StencilRef > StencilValue);
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break;
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case EMaterialStencilCompare::MSC_NotEqual:
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bStencilTestPassed = (StencilRef != StencilValue);
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break;
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case EMaterialStencilCompare::MSC_Never:
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bStencilTestPassed = false;
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break;
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default:
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break;
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}
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return !bStencilTestPassed;
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}
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class FPostProcessMaterialShader : public FMaterialShader
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{
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public:
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using FParameters = FPostProcessMaterialParameters;
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SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FPostProcessMaterialShader, FMaterialShader);
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static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
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{
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if (Parameters.MaterialParameters.MaterialDomain == MD_PostProcess)
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{
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return !IsMobilePlatform(Parameters.Platform) || IsMobileHDR();
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}
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return false;
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}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL"), 1);
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EBlendableLocation Location = EBlendableLocation(Parameters.MaterialParameters.BlendableLocation);
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OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_BEFORE_TONEMAP"), (Location == BL_AfterTonemapping || Location == BL_ReplacingTonemapper) ? 0 : 1);
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if (IsMobilePlatform(Parameters.Platform))
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{
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OutEnvironment.SetDefine(TEXT("POST_PROCESS_MATERIAL_BEFORE_TONEMAP"), (Parameters.MaterialParameters.BlendableLocation != BL_AfterTonemapping) ? 1 : 0);
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}
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// PostProcessMaterial can both read & write Strata data
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OutEnvironment.SetDefine(TEXT("STRATA_INLINE_SHADING"), 1);
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OutEnvironment.SetDefine(TEXT("STRATA_DEFERRED_SHADING"), 1);
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}
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protected:
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template <typename TRHIShader>
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static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FPostProcessMaterialShader> & Shader, TRHIShader* ShaderRHI, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
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{
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FMaterialShader* MaterialShader = Shader.GetShader();
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MaterialShader->SetParameters(RHICmdList, ShaderRHI, Proxy, Material, View);
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SetShaderParameters(RHICmdList, Shader, ShaderRHI, Parameters);
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}
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};
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class FPostProcessMaterialVS : public FPostProcessMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FPostProcessMaterialVS, Material);
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static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FPostProcessMaterialVS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
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{
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FPostProcessMaterialShader::SetParameters(RHICmdList, Shader, Shader.GetVertexShader(), View, Proxy, Material, Parameters);
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}
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FPostProcessMaterialVS() = default;
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FPostProcessMaterialVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FPostProcessMaterialShader(Initializer)
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{}
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};
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class FPostProcessMaterialPS : public FPostProcessMaterialShader
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{
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public:
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DECLARE_SHADER_TYPE(FPostProcessMaterialPS, Material);
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static void SetParameters(FRHICommandList& RHICmdList, const TShaderRef<FPostProcessMaterialPS>& Shader, const FViewInfo& View, const FMaterialRenderProxy* Proxy, const FMaterial& Material, const FParameters& Parameters)
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{
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FPostProcessMaterialShader::SetParameters(RHICmdList, Shader, Shader.GetPixelShader(), View, Proxy, Material, Parameters);
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}
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FPostProcessMaterialPS() = default;
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FPostProcessMaterialPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FPostProcessMaterialShader(Initializer)
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{}
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static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FPostProcessMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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}
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};
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IMPLEMENT_SHADER_TYPE(,FPostProcessMaterialVS, TEXT("/Engine/Private/PostProcessMaterialShaders.usf"), TEXT("MainVS"), SF_Vertex);
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IMPLEMENT_SHADER_TYPE(,FPostProcessMaterialPS, TEXT("/Engine/Private/PostProcessMaterialShaders.usf"), TEXT("MainPS"), SF_Pixel);
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class FPostProcessMaterialVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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void InitRHI() override
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{
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FVertexDeclarationElementList Elements;
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uint32 Stride = sizeof(FFilterVertex);
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FFilterVertex, Position), VET_Float4, 0, Stride));
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VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
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}
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void ReleaseRHI() override
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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void GetMaterialInfo(
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const UMaterialInterface* InMaterialInterface,
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ERHIFeatureLevel::Type InFeatureLevel,
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EPixelFormat InOutputFormat,
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const FMaterial*& OutMaterial,
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const FMaterialRenderProxy*& OutMaterialProxy,
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const FMaterialShaderMap*& OutMaterialShaderMap,
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TShaderRef<FPostProcessMaterialVS>& OutVertexShader,
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TShaderRef<FPostProcessMaterialPS>& OutPixelShader)
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{
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FMaterialShaderTypes ShaderTypes;
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{
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ShaderTypes.AddShaderType< FPostProcessMaterialVS>();
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ShaderTypes.AddShaderType< FPostProcessMaterialPS>();
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}
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const FMaterialRenderProxy* MaterialProxy = InMaterialInterface->GetRenderProxy();
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check(MaterialProxy);
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const FMaterial* Material = nullptr;
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FMaterialShaders Shaders;
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while (MaterialProxy)
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{
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Material = MaterialProxy->GetMaterialNoFallback(InFeatureLevel);
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if (Material && Material->GetMaterialDomain() == MD_PostProcess)
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{
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if (Material->TryGetShaders(ShaderTypes, nullptr, Shaders))
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{
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break;
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}
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}
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MaterialProxy = MaterialProxy->GetFallback(InFeatureLevel);
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}
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check(Material);
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if (Material->IsStencilTestEnabled() || Material->GetBlendableOutputAlpha())
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{
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// Only allowed to have blend/stencil test if output format is compatible with ePId_Input0.
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// PF_Unknown implies output format is that of EPId_Input0
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ensure(InOutputFormat == PF_Unknown);
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}
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const FMaterialShaderMap* MaterialShaderMap = Material->GetRenderingThreadShaderMap();
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check(MaterialShaderMap);
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OutMaterial = Material;
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OutMaterialProxy = MaterialProxy;
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OutMaterialShaderMap = MaterialShaderMap;
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Shaders.TryGetVertexShader(OutVertexShader);
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Shaders.TryGetPixelShader(OutPixelShader);
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}
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TGlobalResource<FPostProcessMaterialVertexDeclaration> GPostProcessMaterialVertexDeclaration;
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} //! namespace
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static void AddCopyAndFlipTexturePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SrcTexture, FRDGTextureRef DestTexture)
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{
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// Other RHIs can't flip and copy at the same time, so we'll use a pixel shader to perform the copy, together with the FlipYAxis
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// flag on the screen pass. This path is only taken when using the mobile preview feature in the editor with
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// r.Mobile.ForceRHISwitchVerticalAxis set to 1, so we don't care about it being sub-optimal.
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FIntPoint Size = SrcTexture->Desc.Extent;
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const FScreenPassTextureViewport InputViewport(SrcTexture->Desc.Extent, FIntRect(FIntPoint::ZeroValue, Size));
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const FScreenPassTextureViewport OutputViewport(DestTexture->Desc.Extent, FIntRect(FIntPoint::ZeroValue, Size));
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TShaderMapRef<FCopyRectPS> PixelShader(View.ShaderMap);
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FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters<FCopyRectPS::FParameters>();
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Parameters->InputTexture = SrcTexture;
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Parameters->InputSampler = TStaticSamplerState<>::GetRHI();
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Parameters->RenderTargets[0] = FRenderTargetBinding(DestTexture, ERenderTargetLoadAction::ENoAction);
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AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), View, OutputViewport, InputViewport, PixelShader, Parameters, EScreenPassDrawFlags::FlipYAxis);
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}
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void AddMobileMSAADecodeAndDrawTexturePass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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FScreenPassTexture Input,
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FScreenPassRenderTarget Output)
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{
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const FScreenPassTextureViewport InputViewport(Input);
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const FScreenPassTextureViewport OutputViewport(Output);
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TShaderMapRef<FMSAADecodeAndCopyRectPS_Mobile> PixelShader(View.ShaderMap);
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FMSAADecodeAndCopyRectPS_Mobile::FParameters* Parameters = GraphBuilder.AllocParameters<FMSAADecodeAndCopyRectPS_Mobile::FParameters>();
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Parameters->InputTexture = Input.Texture;
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Parameters->InputSampler = TStaticSamplerState<>::GetRHI();
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Parameters->RenderTargets[0] = Output.GetRenderTargetBinding();
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AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("MobileMSAADecodeAndDrawTexture"), View, OutputViewport, InputViewport, PixelShader, Parameters);
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}
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FScreenPassTexture AddPostProcessMaterialPass(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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const FPostProcessMaterialInputs& Inputs,
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const UMaterialInterface* MaterialInterface)
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{
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Inputs.Validate();
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const FScreenPassTexture SceneColor = Inputs.GetInput(EPostProcessMaterialInput::SceneColor);
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const ERHIFeatureLevel::Type FeatureLevel = View.GetFeatureLevel();
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const FMaterial* Material = nullptr;
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const FMaterialRenderProxy* MaterialRenderProxy = nullptr;
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const FMaterialShaderMap* MaterialShaderMap = nullptr;
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TShaderRef<FPostProcessMaterialVS> VertexShader;
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TShaderRef<FPostProcessMaterialPS> PixelShader;
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GetMaterialInfo(MaterialInterface, FeatureLevel, Inputs.OutputFormat, Material, MaterialRenderProxy, MaterialShaderMap, VertexShader, PixelShader);
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FRHIDepthStencilState* DefaultDepthStencilState = FScreenPassPipelineState::FDefaultDepthStencilState::GetRHI();
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FRHIDepthStencilState* DepthStencilState = DefaultDepthStencilState;
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FRDGTextureRef DepthStencilTexture = nullptr;
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// Allocate custom depth stencil texture(s) and depth stencil state.
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const EMaterialCustomDepthPolicy CustomStencilPolicy = GetMaterialCustomDepthPolicy(Material);
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if (CustomStencilPolicy == EMaterialCustomDepthPolicy::Enabled && HasBeenProduced(Inputs.CustomDepthTexture))
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{
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check(Inputs.CustomDepthTexture);
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DepthStencilTexture = Inputs.CustomDepthTexture;
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DepthStencilState = GetMaterialStencilState(Material);
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}
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FRHIBlendState* DefaultBlendState = FScreenPassPipelineState::FDefaultBlendState::GetRHI();
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FRHIBlendState* BlendState = DefaultBlendState;
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if (IsMaterialBlendEnabled(Material))
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{
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BlendState = GetMaterialBlendState(Material);
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}
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// Blend / Depth Stencil usage requires that the render target have primed color data.
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const bool bCompositeWithInput = DepthStencilState != DefaultDepthStencilState || BlendState != DefaultBlendState;
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// We only prime color on the output texture if we are using fixed function Blend / Depth-Stencil,
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// or we need to retain previously rendered views.
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const bool bPrimeOutputColor = bCompositeWithInput || !View.IsFirstInFamily();
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// Inputs.OverrideOutput is used to force drawing directly to the backbuffer. OpenGL doesn't support using the backbuffer color target with a custom depth/stencil
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// buffer, so in that case we must draw to an intermediate target and copy to the backbuffer at the end. Ideally, we would test if Inputs.OverrideOutput.Texture
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// is actually the backbuffer, but it's not worth doing all the plumbing and increasing the RHI surface area just for this hack.
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const bool bBackbufferWithDepthStencil = (DepthStencilTexture != nullptr && !GRHISupportsBackBufferWithCustomDepthStencil && Inputs.OverrideOutput.IsValid());
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// The other case when we must render to an intermediate target is when we have to flip the image vertically because we're the last postprocess pass on mobile OpenGL.
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// We can't simply output a flipped image, because the parts of the input image which show through the stencil mask or are blended in must also be flipped. In that case,
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// we render normally to the intermediate target and flip the image when we copy to the output target.
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const bool bCompositeWithInputAndFlipY = bCompositeWithInput && Inputs.bFlipYAxis;
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// We need to decode the target color for blending material, force it rendering to an intermediate render target and decode the color.
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const bool bCompositeWithInputAndDecode = Inputs.bMetalMSAAHDRDecode && bCompositeWithInput;
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const bool bForceIntermediateTarget = bBackbufferWithDepthStencil || bCompositeWithInputAndFlipY || bCompositeWithInputAndDecode;
|
|
|
|
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
|
|
|
|
// We can re-use the scene color texture as the render target if we're not simultaneously reading from it.
|
|
// This is only necessary to do if we're going to be priming content from the render target since it avoids
|
|
// the copy. Otherwise, we just allocate a new render target.
|
|
const bool bValidShaderPlatform = (GMaxRHIShaderPlatform != SP_PCD3D_ES3_1) && (GMaxRHIShaderPlatform != SP_D3D_ES3_1_HOLOLENS); // This might actually work with Hololens GPUs, but we haven't enabled it before
|
|
if (!Output.IsValid() && !MaterialShaderMap->UsesSceneTexture(PPI_PostProcessInput0) && bPrimeOutputColor && !bForceIntermediateTarget && Inputs.bAllowSceneColorInputAsOutput && bValidShaderPlatform)
|
|
{
|
|
Output = FScreenPassRenderTarget(SceneColor, ERenderTargetLoadAction::ELoad);
|
|
}
|
|
else
|
|
{
|
|
// Allocate new transient output texture if none exists.
|
|
if (!Output.IsValid() || bForceIntermediateTarget)
|
|
{
|
|
FRDGTextureDesc OutputDesc = SceneColor.Texture->Desc;
|
|
OutputDesc.Reset();
|
|
if (Inputs.OutputFormat != PF_Unknown)
|
|
{
|
|
OutputDesc.Format = Inputs.OutputFormat;
|
|
}
|
|
OutputDesc.ClearValue = FClearValueBinding(FLinearColor::Black);
|
|
OutputDesc.Flags &= (~ETextureCreateFlags::FastVRAM);
|
|
OutputDesc.Flags |= GFastVRamConfig.PostProcessMaterial;
|
|
|
|
Output = FScreenPassRenderTarget(GraphBuilder.CreateTexture(OutputDesc, TEXT("PostProcessMaterial")), SceneColor.ViewRect, View.GetOverwriteLoadAction());
|
|
}
|
|
|
|
if (bPrimeOutputColor || bForceIntermediateTarget)
|
|
{
|
|
// Copy existing contents to new output and use load-action to preserve untouched pixels.
|
|
if (Inputs.bMetalMSAAHDRDecode)
|
|
{
|
|
AddMobileMSAADecodeAndDrawTexturePass(GraphBuilder, View, SceneColor, Output);
|
|
}
|
|
else
|
|
{
|
|
AddDrawTexturePass(GraphBuilder, View, SceneColor, Output);
|
|
}
|
|
Output.LoadAction = ERenderTargetLoadAction::ELoad;
|
|
}
|
|
}
|
|
|
|
const FScreenPassTextureViewport SceneColorViewport(SceneColor);
|
|
const FScreenPassTextureViewport OutputViewport(Output);
|
|
|
|
RDG_EVENT_SCOPE(GraphBuilder, "PostProcessMaterial %dx%d Material=%s", SceneColorViewport.Rect.Width(), SceneColorViewport.Rect.Height(), *Material->GetAssetName());
|
|
|
|
const uint32 MaterialStencilRef = Material->GetStencilRefValue();
|
|
|
|
const bool bMobilePlatform = IsMobilePlatform(View.GetShaderPlatform());
|
|
|
|
FPostProcessMaterialParameters* PostProcessMaterialParameters = GraphBuilder.AllocParameters<FPostProcessMaterialParameters>();
|
|
PostProcessMaterialParameters->SceneTextures = Inputs.SceneTextures;
|
|
PostProcessMaterialParameters->View = View.ViewUniformBuffer;
|
|
if (bMobilePlatform)
|
|
{
|
|
PostProcessMaterialParameters->EyeAdaptationBuffer = GraphBuilder.CreateSRV(GetEyeAdaptationBuffer(GraphBuilder, View), PF_A32B32G32R32F);
|
|
}
|
|
else
|
|
{
|
|
PostProcessMaterialParameters->EyeAdaptationTexture = GetEyeAdaptationTexture(GraphBuilder, View);
|
|
}
|
|
PostProcessMaterialParameters->PostProcessOutput = GetScreenPassTextureViewportParameters(OutputViewport);
|
|
PostProcessMaterialParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
|
|
|
|
// The target color will be decoded if bForceIntermediateTarget is true in any case, but we might still need to decode the input color
|
|
PostProcessMaterialParameters->bMetalMSAAHDRDecode = Inputs.bMetalMSAAHDRDecode ? 1 : 0;
|
|
|
|
if (DepthStencilTexture)
|
|
{
|
|
PostProcessMaterialParameters->RenderTargets.DepthStencil = FDepthStencilBinding(
|
|
DepthStencilTexture,
|
|
ERenderTargetLoadAction::ELoad,
|
|
ERenderTargetLoadAction::ELoad,
|
|
FExclusiveDepthStencil::DepthRead_StencilRead);
|
|
}
|
|
|
|
PostProcessMaterialParameters->PostProcessInput_BilinearSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();;
|
|
|
|
const FScreenPassTexture BlackDummy(GSystemTextures.GetBlackDummy(GraphBuilder));
|
|
|
|
// This gets passed in whether or not it's used.
|
|
GraphBuilder.RemoveUnusedTextureWarning(BlackDummy.Texture);
|
|
|
|
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
for (uint32 InputIndex = 0; InputIndex < kPostProcessMaterialInputCountMax; ++InputIndex)
|
|
{
|
|
FScreenPassTexture Input = Inputs.GetInput((EPostProcessMaterialInput)InputIndex);
|
|
|
|
// Need to provide valid textures for when shader compilation doesn't cull unused parameters.
|
|
if (!Input.Texture || !MaterialShaderMap->UsesSceneTexture(PPI_PostProcessInput0 + InputIndex))
|
|
{
|
|
Input = BlackDummy;
|
|
}
|
|
|
|
PostProcessMaterialParameters->PostProcessInput[InputIndex] = GetScreenPassTextureInput(Input, PointClampSampler);
|
|
}
|
|
|
|
PostProcessMaterialParameters->bFlipYAxis = Inputs.bFlipYAxis && !bForceIntermediateTarget;
|
|
PostProcessMaterialParameters->Strata = Strata::BindStrataGlobalUniformParameters(View);
|
|
|
|
ClearUnusedGraphResources(VertexShader, PixelShader, PostProcessMaterialParameters);
|
|
|
|
EScreenPassDrawFlags ScreenPassFlags = EScreenPassDrawFlags::AllowHMDHiddenAreaMask;
|
|
|
|
if (PostProcessMaterialParameters->bFlipYAxis)
|
|
{
|
|
ScreenPassFlags |= EScreenPassDrawFlags::FlipYAxis;
|
|
}
|
|
|
|
// check if we can skip that draw call in case if all pixels will fail the stencil test of the material
|
|
bool bSkipPostProcess = false;
|
|
|
|
if (Material->IsStencilTestEnabled() && IsPostProcessStencilTestAllowed())
|
|
{
|
|
bool bFailStencil = true;
|
|
|
|
const uint32 StencilComp = Material->GetStencilCompare();
|
|
|
|
// Always check against clear value, since a material might want to perform operations against that value
|
|
const uint32 StencilClearValue = Inputs.CustomDepthTexture ? Inputs.CustomDepthTexture->Desc.ClearValue.Value.DSValue.Stencil : 0;
|
|
bFailStencil &= PostProcessStencilTest(StencilClearValue, StencilComp, MaterialStencilRef);
|
|
|
|
|
|
for (const uint32& Value : View.CustomDepthStencilValues)
|
|
{
|
|
bFailStencil &= PostProcessStencilTest(Value, StencilComp, MaterialStencilRef);
|
|
|
|
if (!bFailStencil)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
bSkipPostProcess = bFailStencil;
|
|
}
|
|
|
|
if (!bSkipPostProcess)
|
|
{
|
|
AddDrawScreenPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("PostProcessMaterial"),
|
|
View,
|
|
OutputViewport,
|
|
SceneColorViewport,
|
|
// Uses default depth stencil on mobile since the stencil test is done in pixel shader.
|
|
FScreenPassPipelineState(VertexShader, PixelShader, BlendState, DepthStencilState, MaterialStencilRef),
|
|
PostProcessMaterialParameters,
|
|
ScreenPassFlags,
|
|
[&View, VertexShader, PixelShader, MaterialRenderProxy, Material, PostProcessMaterialParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
FPostProcessMaterialVS::SetParameters(RHICmdList, VertexShader, View, MaterialRenderProxy, *Material, *PostProcessMaterialParameters);
|
|
FPostProcessMaterialPS::SetParameters(RHICmdList, PixelShader, View, MaterialRenderProxy, *Material, *PostProcessMaterialParameters);
|
|
});
|
|
|
|
if (bForceIntermediateTarget && !bCompositeWithInputAndDecode)
|
|
{
|
|
if (!Inputs.bFlipYAxis)
|
|
{
|
|
// We shouldn't get here unless we had an override target.
|
|
check(Inputs.OverrideOutput.IsValid());
|
|
AddDrawTexturePass(GraphBuilder, View, Output.Texture, Inputs.OverrideOutput.Texture);
|
|
Output = Inputs.OverrideOutput;
|
|
}
|
|
else
|
|
{
|
|
FScreenPassRenderTarget TempTarget = Output;
|
|
if (Inputs.OverrideOutput.IsValid())
|
|
{
|
|
Output = Inputs.OverrideOutput;
|
|
}
|
|
else
|
|
{
|
|
Output = FScreenPassRenderTarget(SceneColor, ERenderTargetLoadAction::ENoAction);
|
|
}
|
|
|
|
AddCopyAndFlipTexturePass(GraphBuilder, View, TempTarget.Texture, Output.Texture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// When skipping the pass, we still need to output a valid FScreenPassRenderTarget
|
|
Output = FScreenPassRenderTarget(SceneColor, ERenderTargetLoadAction::ENoAction);
|
|
|
|
// If there is override output, we need to output to that
|
|
if (Inputs.OverrideOutput.IsValid())
|
|
{
|
|
AddDrawTexturePass(GraphBuilder, View, Output.Texture, Inputs.OverrideOutput.Texture);
|
|
Output = Inputs.OverrideOutput;
|
|
}
|
|
}
|
|
|
|
return MoveTemp(Output);
|
|
}
|
|
|
|
static bool IsPostProcessMaterialsEnabledForView(const FViewInfo& View)
|
|
{
|
|
if (!View.Family->EngineShowFlags.PostProcessing ||
|
|
!View.Family->EngineShowFlags.PostProcessMaterial ||
|
|
View.Family->EngineShowFlags.VisualizeShadingModels ||
|
|
CVarPostProcessingDisableMaterials.GetValueOnRenderThread() != 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static FPostProcessMaterialNode* IteratePostProcessMaterialNodes(const FFinalPostProcessSettings& Dest, EBlendableLocation Location, FBlendableEntry*& Iterator)
|
|
{
|
|
for (;;)
|
|
{
|
|
FPostProcessMaterialNode* DataPtr = Dest.BlendableManager.IterateBlendables<FPostProcessMaterialNode>(Iterator);
|
|
|
|
if (!DataPtr || DataPtr->GetLocation() == Location)
|
|
{
|
|
return DataPtr;
|
|
}
|
|
}
|
|
}
|
|
|
|
FPostProcessMaterialChain GetPostProcessMaterialChain(const FViewInfo& View, EBlendableLocation Location)
|
|
{
|
|
if (!IsPostProcessMaterialsEnabledForView(View))
|
|
{
|
|
return {};
|
|
}
|
|
|
|
const FSceneViewFamily& ViewFamily = *View.Family;
|
|
|
|
TArray<FPostProcessMaterialNode, TInlineAllocator<10>> Nodes;
|
|
FBlendableEntry* Iterator = nullptr;
|
|
|
|
if (ViewFamily.EngineShowFlags.VisualizeBuffer)
|
|
{
|
|
UMaterialInterface* VisMaterial = GetBufferVisualizationData().GetMaterial(View.CurrentBufferVisualizationMode);
|
|
UMaterial* Material = VisMaterial ? VisMaterial->GetMaterial() : nullptr;
|
|
|
|
if (Material && Material->BlendableLocation == Location)
|
|
{
|
|
Nodes.Add(FPostProcessMaterialNode(Material, Location, Material->BlendablePriority, Material->bIsBlendable));
|
|
}
|
|
}
|
|
|
|
while (FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(View.FinalPostProcessSettings, Location, Iterator))
|
|
{
|
|
check(Data->GetMaterialInterface());
|
|
Nodes.Add(*Data);
|
|
}
|
|
|
|
if (!Nodes.Num())
|
|
{
|
|
return {};
|
|
}
|
|
|
|
::Sort(Nodes.GetData(), Nodes.Num(), FPostProcessMaterialNode::FCompare());
|
|
|
|
FPostProcessMaterialChain OutputChain;
|
|
OutputChain.Reserve(Nodes.Num());
|
|
|
|
for (const FPostProcessMaterialNode& Node : Nodes)
|
|
{
|
|
OutputChain.Add(Node.GetMaterialInterface());
|
|
}
|
|
|
|
return OutputChain;
|
|
}
|
|
|
|
FScreenPassTexture AddPostProcessMaterialChain(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FViewInfo& View,
|
|
const FPostProcessMaterialInputs& InputsTemplate,
|
|
const FPostProcessMaterialChain& Materials)
|
|
{
|
|
FScreenPassTexture Outputs = InputsTemplate.GetInput(EPostProcessMaterialInput::SceneColor);
|
|
|
|
bool bFirstMaterialInChain = true;
|
|
for (const UMaterialInterface* MaterialInterface : Materials)
|
|
{
|
|
FPostProcessMaterialInputs Inputs = InputsTemplate;
|
|
Inputs.SetInput(EPostProcessMaterialInput::SceneColor, Outputs);
|
|
|
|
// Only the first material in the chain needs to decode the input color
|
|
Inputs.bMetalMSAAHDRDecode = Inputs.bMetalMSAAHDRDecode && bFirstMaterialInChain;
|
|
bFirstMaterialInChain = false;
|
|
|
|
// Certain inputs are only respected by the final post process material in the chain.
|
|
if (MaterialInterface != Materials.Last())
|
|
{
|
|
Inputs.OverrideOutput = FScreenPassRenderTarget();
|
|
Inputs.bFlipYAxis = false;
|
|
}
|
|
|
|
Outputs = AddPostProcessMaterialPass(GraphBuilder, View, Inputs, MaterialInterface);
|
|
}
|
|
|
|
return Outputs;
|
|
}
|
|
|
|
extern void AddDumpToColorArrayPass(FRDGBuilder& GraphBuilder, FScreenPassTexture Input, TArray<FColor>* OutputColorArray, FIntPoint* OutputExtents);
|
|
|
|
bool IsHighResolutionScreenshotMaskEnabled(const FViewInfo& View)
|
|
{
|
|
return View.Family->EngineShowFlags.HighResScreenshotMask || View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial;
|
|
}
|
|
|
|
FScreenPassTexture AddHighResolutionScreenshotMaskPass(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FViewInfo& View,
|
|
const FHighResolutionScreenshotMaskInputs& Inputs)
|
|
{
|
|
check(Inputs.Material || Inputs.MaskMaterial || Inputs.CaptureRegionMaterial);
|
|
|
|
enum class EPass
|
|
{
|
|
Material,
|
|
MaskMaterial,
|
|
CaptureRegionMaterial,
|
|
MAX
|
|
};
|
|
|
|
const TCHAR* PassNames[]
|
|
{
|
|
TEXT("Material"),
|
|
TEXT("MaskMaterial"),
|
|
TEXT("CaptureRegionMaterial")
|
|
};
|
|
|
|
static_assert(UE_ARRAY_COUNT(PassNames) == static_cast<uint32>(EPass::MAX), "Pass names array doesn't match pass enum");
|
|
|
|
const bool bHighResScreenshotMask = View.Family->EngineShowFlags.HighResScreenshotMask != 0;
|
|
|
|
TOverridePassSequence<EPass> PassSequence(Inputs.OverrideOutput);
|
|
PassSequence.SetEnabled(EPass::Material, bHighResScreenshotMask && Inputs.Material != nullptr);
|
|
PassSequence.SetEnabled(EPass::MaskMaterial, bHighResScreenshotMask && Inputs.MaskMaterial != nullptr && GIsHighResScreenshot);
|
|
PassSequence.SetEnabled(EPass::CaptureRegionMaterial, Inputs.CaptureRegionMaterial != nullptr);
|
|
PassSequence.Finalize();
|
|
|
|
FScreenPassTexture Output = Inputs.SceneColor;
|
|
|
|
if (PassSequence.IsEnabled(EPass::Material))
|
|
{
|
|
FPostProcessMaterialInputs PassInputs;
|
|
PassSequence.AcceptOverrideIfLastPass(EPass::Material, PassInputs.OverrideOutput);
|
|
PassInputs.SetInput(EPostProcessMaterialInput::SceneColor, Output);
|
|
PassInputs.SceneTextures = Inputs.SceneTextures;
|
|
|
|
Output = AddPostProcessMaterialPass(GraphBuilder, View, PassInputs, Inputs.Material);
|
|
}
|
|
|
|
if (PassSequence.IsEnabled(EPass::MaskMaterial))
|
|
{
|
|
PassSequence.AcceptPass(EPass::MaskMaterial);
|
|
|
|
FPostProcessMaterialInputs PassInputs;
|
|
PassInputs.SetInput(EPostProcessMaterialInput::SceneColor, Output);
|
|
PassInputs.SceneTextures = Inputs.SceneTextures;
|
|
|
|
// Explicitly allocate the render target to match the FSceneView extents and rect, so the output pixel arrangement matches
|
|
FRDGTextureDesc MaskOutputDesc = Output.Texture->Desc;
|
|
MaskOutputDesc.Reset();
|
|
MaskOutputDesc.ClearValue = FClearValueBinding(FLinearColor::Black);
|
|
MaskOutputDesc.Flags |= GFastVRamConfig.PostProcessMaterial;
|
|
MaskOutputDesc.Extent = View.UnconstrainedViewRect.Size();
|
|
|
|
PassInputs.OverrideOutput = FScreenPassRenderTarget(
|
|
GraphBuilder.CreateTexture(MaskOutputDesc, TEXT("PostProcessMaterial")), View.UnscaledViewRect, View.GetOverwriteLoadAction());
|
|
|
|
// Disallow the scene color input as output optimization since we need to not pollute the scene texture.
|
|
PassInputs.bAllowSceneColorInputAsOutput = false;
|
|
|
|
FScreenPassTexture MaskOutput = AddPostProcessMaterialPass(GraphBuilder, View, PassInputs, Inputs.MaskMaterial);
|
|
AddDumpToColorArrayPass(GraphBuilder, MaskOutput, FScreenshotRequest::GetHighresScreenshotMaskColorArray(), &FScreenshotRequest::GetHighresScreenshotMaskExtents());
|
|
|
|
// The mask material pass is actually outputting to system memory. If we're the last pass in the chain
|
|
// and the override output is valid, we need to perform a copy of the input to the output. Since we can't
|
|
// sample from the override output (since it might be the backbuffer), we still need to participate in
|
|
// the pass sequence.
|
|
if (PassSequence.IsLastPass(EPass::MaskMaterial) && Inputs.OverrideOutput.IsValid())
|
|
{
|
|
AddDrawTexturePass(GraphBuilder, View, Output, Inputs.OverrideOutput);
|
|
Output = Inputs.OverrideOutput;
|
|
}
|
|
}
|
|
|
|
if (PassSequence.IsEnabled(EPass::CaptureRegionMaterial))
|
|
{
|
|
FPostProcessMaterialInputs PassInputs;
|
|
PassSequence.AcceptOverrideIfLastPass(EPass::CaptureRegionMaterial, PassInputs.OverrideOutput);
|
|
PassInputs.SetInput(EPostProcessMaterialInput::SceneColor, Output);
|
|
PassInputs.SceneTextures = Inputs.SceneTextures;
|
|
|
|
Output = AddPostProcessMaterialPass(GraphBuilder, View, PassInputs, Inputs.CaptureRegionMaterial);
|
|
}
|
|
|
|
return Output;
|
|
}
|