Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessSubsurface.cpp
Luke Thatcher 42f1c1f96b Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3483086)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3389969 on 2017/04/12 by Guillaume.Abadie

	Implements FDebug::DumpStackTraceToLog() debugging utility.

Change 3391579 on 2017/04/12 by Joe.Barnes

	Fix minor spacing issue.

Change 3402629 on 2017/04/20 by Ben.Marsh

	Build: Remove job to populate the DDC. Trying out a new system for this.

Change 3417501 on 2017/05/01 by Joe.Barnes

	IWYU - Missing #include files.

Change 3419927 on 2017/05/02 by Joe.Barnes

	- Support custom LOD for shadow map generation only (r.ForceLODShadow)
	- New #define to expose forceLOD and forceLODShadow also in Test/Ship builds (#define EXPOSE_FORCE_LOD 1 in RenderCore.cpp). Not exposed by default.

Change 3420964 on 2017/05/03 by Jonathan.Fitzpatrick

	Fixed null dereference of LineBatcher when using DrawDebugSphere and DrawDebugAltCone
	#jira UE-30213

Change 3423470 on 2017/05/04 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3391974) to Dev-Console (//UE4/Dev-Console)
	 - Compile errors in Switch, to be fixed after check-in.

Change 3430410 on 2017/05/09 by Ben.Woodhouse

	Fix uninitialized local variable causing crashes in Test

	#jira UE-44832

Change 3430506 on 2017/05/09 by Josh.Adams

	- Fixed up the editor platforms' method of loading TargetSettings objects so that we don't need any manual parsing of .ini files to fill out the class defaults

Change 3434035 on 2017/05/10 by Ben.Woodhouse

	Integrate updated FortGPUTestbed from Fortnite/Main

Change 3437046 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3437259 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3440758 on 2017/05/16 by Ben.Woodhouse

	Simple threaded CSV Profiler
	To capture:
	- On the commandline, add -csvCaptureFrames=N to capture N frames from startup
	- On the console, use csvprofile start, csvprofile stop or csvprofile frames=N to capture a fixed number of frames
	- Instrument with CSV_SCOPED_STAT(statname), CSV_CUSTOM_STAT(statname,value).

	CSV capture is enabled in all builds except shipping
	- Please do not check in the instrumentation √ we don╞t want to pollute the engine with lots of additional instrumentation. We may add some minimal level of instrumentation at some point

Change 3440954 on 2017/05/16 by Josh.Adams

	- Cleaned up some DeviceProfiles in BaseDP.ini

Change 3443778 on 2017/05/17 by Ben.Woodhouse

	Aliasing for transient resources + new high level API

	Changelists integrated:
	3368830
	3368887
	3377762
	3377763
	3379513
	3381840
	3382046
	3382138
	3385390
	3385391
	3385531
	3396613
	3388752
	3396756
	3397007
	3397059
	3397780
	3397883
	3401716
	3415179

Change 3451460 on 2017/05/22 by Ben.Woodhouse

	Fix editor crash (NULL dereference of ScreenSpaceShadowTexture) when moving the camera around in tm-shadermodels, probably fallout from the VRAM aliasing merge. Not sure if this is the correct fix, but it prevents the crash for now

Change 3451601 on 2017/05/22 by Josh.Adams

	- Track idle time from MaxTickRate, so that stat unit is accurate on Game: thread

Change 3452025 on 2017/05/22 by Ben.Woodhouse

	Integrate (as edit) CL 3378734 (editor crash fix)
	Also add a check for null in LightFunctionRendering.cpp

Change 3452389 on 2017/05/22 by Josh.Adams

	- Replaced POCulturePluralForms with a static array, instead of TMapBuilder (was blowing stack or similar on Switch Debug). Code courtesy of Jamie Dale.

Change 3452758 on 2017/05/22 by Joe.Barnes

	Add FindFirstClearBit() and FindFirstSetBit() to TStaticBitArray.

Change 3455889 on 2017/05/23 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3453436 to //UE4/Dev-Console/...

Change 3458654 on 2017/05/25 by Joe.Conley

	Attempting to fix Static Analysis warning.

Change 3462710 on 2017/05/26 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3461688 to //UE4/Dev-Console/...

Change 3471711 on 2017/06/02 by Jonathan.Fitzpatrick

	Updating MallocProfiler to use the accessor for OnOutOfMemory delegate to conform with change made in CL 3415996.

Change 3473813 on 2017/06/05 by Ben.Woodhouse

	Fix streaming visibility logic bug reported on UDN

	#jira UE-43892

Change 3475298 on 2017/06/06 by Luke.Thatcher

	[CONSOLE] [!] Fix RHITransitionResources crash with more than 16 textures.
	 - Old command had a fixed sized array of 16 textures that would overflow.
	 - New command allocates an array of texture pointers inline in the command list, so any number is supported.

	#jira UE-45625

Change 3476776 on 2017/06/06 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3475908

Change 3479083 on 2017/06/07 by Ben.Woodhouse

	Integrate as edit CL 3467315 from dev-animphys:
	From Alexis Matte.
	Ensure SectionMap is fixed up for old entries that are no longer valid.

	#JIRA UE-45438

	#jira UE-45735

Change 3480576 on 2017/06/08 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3480024 to //UE4/Dev-Console/...

[CL 3483258 by Luke Thatcher in Main branch]
2017-06-09 17:44:13 -04:00

1039 lines
35 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation.
=============================================================================*/
#include "PostProcess/PostProcessSubsurface.h"
#include "EngineGlobals.h"
#include "Engine/SubsurfaceProfile.h"
#include "StaticBoundShaderState.h"
#include "CanvasTypes.h"
#include "UnrealEngine.h"
#include "SceneUtils.h"
#include "PostProcess/RenderTargetPool.h"
#include "RenderTargetTemp.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/SceneFilterRendering.h"
#include "SceneRenderTargetParameters.h"
#include "PostProcess/PostProcessing.h"
#include "CompositionLighting/PostProcessPassThrough.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
ENGINE_API const IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList);
static TAutoConsoleVariable<int32> CVarSSSQuality(
TEXT("r.SSS.Quality"),
0,
TEXT("Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n")
TEXT(" 0: low (faster, default)\n")
TEXT(" 1: high (sharper details but slower)\n")
TEXT("-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarSSSFilter(
TEXT("r.SSS.Filter"),
1,
TEXT("Defines the filter method for Screenspace Subsurface Scattering feature.\n")
TEXT(" 0: point filter (useful for testing, could be cleaner)\n")
TEXT(" 1: bilinear filter"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarSSSSampleSet(
TEXT("r.SSS.SampleSet"),
2,
TEXT("Defines how many samples we use for Screenspace Subsurface Scattering feature.\n")
TEXT(" 0: lowest quality (6*2+1)\n")
TEXT(" 1: medium quality (9*2+1)\n")
TEXT(" 2: high quality (13*2+1) (default)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarCheckerboardSubsurfaceProfileRendering(
TEXT("r.SSS.Checkerboard"),
2,
TEXT("Enables or disables checkerboard rendering for subsurface profile rendering.\n")
TEXT("This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n")
TEXT(" 0: Disabled (high quality) \n")
TEXT(" 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n")
TEXT(" 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n"),
ECVF_RenderThreadSafe
);
// -------------------------------------------------------------
float GetSubsurfaceRadiusScale()
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SSS.Scale"));
check(CVar);
float Ret = CVar->GetValueOnRenderThread();
return FMath::Max(0.0f, Ret);
}
// -------------------------------------------------------------
const bool FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering(EPixelFormat SceneColorFormat)
{
int CVarValue = CVarCheckerboardSubsurfaceProfileRendering.GetValueOnRenderThread();
if (CVarValue == 0)
{
return false;
}
else if ( CVarValue == 1 )
{
return true;
}
else if (CVarValue == 2)
{
switch (SceneColorFormat)
{
case PF_A32B32G32R32F:
case PF_FloatRGBA:
return false;
default:
return true;
}
}
return true;
}
// -------------------------------------------------------------
/** Shared shader parameters needed for screen space subsurface scattering. */
class FSubsurfaceParameters
{
public:
void Bind(const FShaderParameterMap& ParameterMap)
{
SSSParams.Bind(ParameterMap, TEXT("SSSParams"));
SSProfilesTexture.Bind(ParameterMap, TEXT("SSProfilesTexture"));
}
void SetParameters(FRHICommandList& RHICmdList, const FPixelShaderRHIParamRef& ShaderRHI, const FRenderingCompositePassContext& Context) const
{
{
// from Separabale.usf: float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY))
// can be extracted out of projection matrix
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window):
float DistanceToProjectionWindow = Context.View.ViewMatrices.GetProjectionMatrix().M[0][0];
float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale();
// * 0.5f: hacked in 0.5 - -1..1 to 0..1 but why this isn't in demo code?
float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f;
FVector4 ColorScale(SSSScaleX, SSSScaleZ, 0, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, SSSParams, ColorScale);
}
{
const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
if(!PooledRT)
{
// no subsurface profile was used yet
PooledRT = GSystemTextures.BlackDummy;
}
const FSceneRenderTargetItem& Item = PooledRT->GetRenderTargetItem();
SetTextureParameter(Context.RHICmdList, ShaderRHI, SSProfilesTexture, Item.ShaderResourceTexture);
}
}
friend FArchive& operator<<(FArchive& Ar,FSubsurfaceParameters& P)
{
Ar << P.SSSParams << P.SSProfilesTexture;
return Ar;
}
private:
FShaderParameter SSSParams;
FShaderResourceParameter SSProfilesTexture;
};
// ---------------------------------------------
/**
* Encapsulates the post processing subsurface scattering pixel shader.
*/
class FPostProcessSubsurfaceVisualizePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSubsurfaceVisualizePS , Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
}
/** Default constructor. */
FPostProcessSubsurfaceVisualizePS () {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderResourceParameter MiniFontTexture;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View, MD_PostProcess);
SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << MiniFontTexture << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessSubsurface");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VisualizePS");
}
};
IMPLEMENT_SHADER_TYPE3(FPostProcessSubsurfaceVisualizePS, SF_Pixel);
void SetSubsurfaceVisualizeShader(const FRenderingCompositePassContext& Context)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSubsurfaceVisualizePS> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
FRCPassPostProcessSubsurfaceVisualize::FRCPassPostProcessSubsurfaceVisualize(FRHICommandList& RHICmdList)
{
// we need the GBuffer, we release it Process()
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1);
}
void FRCPassPostProcessSubsurfaceVisualize::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceVisualize);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = SceneContext.GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = View.ViewRect / ScaleFactor;
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
DrawClearQuad(Context.RHICmdList, true, FLinearColor::Black, false, 0, false, 0, PassOutputs[0].RenderTargetDesc.Extent, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
SetSubsurfaceVisualizeShader(Context);
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
{
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
float X = 30;
float Y = 28;
const float YStep = 14;
FString Line;
Line = FString::Printf(TEXT("Visualize Screen Space Subsurface Scattering"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
uint32 Index = 0;
while (GSubsurfaceProfileTextureObject.GetEntryString(Index++, Line))
{
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
Canvas.Flush_RenderThread(Context.RHICmdList);
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// we no longer need the GBuffer
SceneContext.AdjustGBufferRefCount(Context.RHICmdList, -1);
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceVisualize::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceVisualize");
// alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering)
Ret.Format = PF_FloatRGBA;
return Ret;
}
// ---------------------------------------------
/**
* Encapsulates the post processing subsurface scattering pixel shader.
* @param HalfRes 0:to full res, 1:to half res
*/
template <uint32 HalfRes, uint32 Checkerboard>
class FPostProcessSubsurfaceSetupPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSubsurfaceSetupPS , Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("HALF_RES"), HalfRes);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_PROFILE_CHECKERBOARD"), Checkerboard);
}
/** Default constructor. */
FPostProcessSubsurfaceSetupPS () {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderResourceParameter MiniFontTexture;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
FPostProcessSubsurfaceSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View, MD_PostProcess);
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessSubsurface");
}
static const TCHAR* GetFunctionName()
{
return TEXT("SetupPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1)
#define VARIATION2(A,B) typedef FPostProcessSubsurfaceSetupPS<A,B> FPostProcessSubsurfaceSetupPS##A##B; \
IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfaceSetupPS##A##B, SF_Pixel);
VARIATION1(0) VARIATION1(1)
#undef VARIATION1
#undef VARIATION2
template <uint32 HalfRes, uint32 Checkerboard>
void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSubsurfaceSetupPS<HalfRes, Checkerboard> > PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
// --------------------------------------
FRCPassPostProcessSubsurfaceSetup::FRCPassPostProcessSubsurfaceSetup(FViewInfo& View, bool bInHalfRes)
: ViewRect(View.ViewRect)
, bHalfRes(bInHalfRes)
{
}
void FRCPassPostProcessSubsurfaceSetup::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
const bool bCheckerboard = FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering( SceneContext.GetSceneColorFormat() );
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
FIntRect DestRect = FIntRect(0, 0, DestSize.X, DestSize.Y);
FIntRect SrcRect = View.ViewRect;
if(bHalfRes)
{
// upscale rectangle to not slightly scale (might miss a pixel)
SrcRect = DestRect * 2 + View.ViewRect.Min;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
if(bHalfRes)
{
if (bCheckerboard)
{
SetSubsurfaceSetupShader<1, 1>(Context);
}
else
{
SetSubsurfaceSetupShader<1,0>(Context);
}
}
else
{
if (bCheckerboard)
{
SetSubsurfaceSetupShader<0, 1>(Context);
}
else
{
SetSubsurfaceSetupShader<0, 0>(Context);
}
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
DrawPostProcessPass(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceSetup");
// alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering)
Ret.Format = PF_FloatRGBA;
Ret.Extent = ViewRect.Size();
if(bHalfRes)
{
Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2);
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
}
return Ret;
}
/** Encapsulates the post processing subsurface pixel shader. */
// @param Direction 0: horizontal, 1:vertical
// @param SampleSet 0:low, 1:med, 2:high
template <uint32 Direction, uint32 SampleSet>
class TPostProcessSubsurfacePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessSubsurfacePS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction);
OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
}
/** Default constructor. */
TPostProcessSubsurfacePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
TPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View, MD_PostProcess);
if(CVarSSSFilter.GetValueOnRenderThread())
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
}
else
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Border>::GetRHI());
}
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessSubsurface");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1) VARIATION2(A,2)
#define VARIATION2(A, B) typedef TPostProcessSubsurfacePS<A, B> TPostProcessSubsurfacePS##A##B; \
IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfacePS##A##B, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
#undef VARIATION2
FRCPassPostProcessSubsurface::FRCPassPostProcessSubsurface(uint32 InDirection, bool bInHalfRes)
: Direction(InDirection)
, bHalfRes(bInHalfRes)
{
check(InDirection < 2);
}
template <uint32 Direction, uint32 SampleSet>
void SetSubsurfaceShader(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<TPostProcessSubsurfacePS<Direction, SampleSet> > PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
// 0:horizontal, 1: vertical
template <uint32 Direction>
void SetSubsurfaceShaderSampleSet(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader, uint32 SampleSet)
{
switch(SampleSet)
{
case 0: SetSubsurfaceShader<Direction, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceShader<Direction, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceShader<Direction, 2>(Context, VertexShader); break;
default:
check(0);
}
}
void FRCPassPostProcessSubsurface::Process(FRenderingCompositePassContext& Context)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
check(InputDesc);
{
const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
check(PooledRT);
// for debugging
GRenderTargetPool.VisualizeTexture.SetCheckPoint(Context.RHICmdList, PooledRT);
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
check(DestSize.X);
check(DestSize.Y);
check(SrcSize.X);
check(SrcSize.Y);
FIntRect SrcRect = FIntRect(0, 0, DestSize.X, DestSize.Y);
FIntRect DestRect = SrcRect;
TRefCountPtr<IPooledRenderTarget> NewSceneColor;
const FSceneRenderTargetItem* DestRenderTarget;
{
DestRenderTarget = &PassOutputs[0].RequestSurface(Context);
check(DestRenderTarget);
}
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget->TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePass, TEXT("SubsurfaceDirection#%d"), Direction);
uint32 SampleSet = FMath::Clamp(CVarSSSSampleSet.GetValueOnRenderThread(), 0, 2);
if (Direction == 0)
{
SetSubsurfaceShaderSampleSet<0>(Context, VertexShader, SampleSet);
}
else
{
SetSubsurfaceShaderSampleSet<1>(Context, VertexShader, SampleSet);
}
DrawPostProcessPass(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget->TargetableTexture, DestRenderTarget->ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurface::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = (Direction == 0) ? TEXT("SubsurfaceX") : TEXT("SubsurfaceY");
return Ret;
}
/** Encapsulates the post processing subsurface recombine pixel shader. */
// @param RecombineMode 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
// @param RecombineQuality 0:low..1:high
template <uint32 RecombineMode, uint32 RecombineQuality, uint32 Checkerboard>
class TPostProcessSubsurfaceRecombinePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessSubsurfaceRecombinePS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("RECOMBINE_QUALITY"), RecombineQuality);
OutEnvironment.SetDefine(TEXT("HALF_RES"), (uint32)(RecombineMode == 1));
OutEnvironment.SetDefine(TEXT("RECOMBINE_SUBSURFACESCATTER"), (uint32)(RecombineMode != 2));
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_PROFILE_CHECKERBOARD"), Checkerboard);
}
/** Default constructor. */
TPostProcessSubsurfaceRecombinePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View, MD_PostProcess);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessSubsurface");
}
static const TCHAR* GetFunctionName()
{
return TEXT("SubsurfaceRecombinePS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1)
#define VARIATION2(A, B) VARIATION3(A,B,0) VARIATION3(A,B,1)
#define VARIATION3(A, B, C) typedef TPostProcessSubsurfaceRecombinePS<A, B, C> TPostProcessSubsurfaceRecombinePS##A##B##C; \
IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfaceRecombinePS##A##B##C, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
#undef VARIATION2
#undef VARIATION3
// @param RecombineMode 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
// @param RecombineQuality 0:low..1:high
template <uint32 RecombineMode, uint32 RecombineQuality, uint32 Checkerboard>
void SetSubsurfaceRecombineShader(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<TPostProcessSubsurfaceRecombinePS<RecombineMode, RecombineQuality, Checkerboard> > PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
FRCPassPostProcessSubsurfaceRecombine::FRCPassPostProcessSubsurfaceRecombine(bool bInHalfRes, bool bInSingleViewportMode)
: bHalfRes(bInHalfRes)
, bSingleViewportMode(bInSingleViewportMode)
{
}
void FRCPassPostProcessSubsurfaceRecombine::Process(FRenderingCompositePassContext& Context)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
check(InputDesc);
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = SceneContext.GetBufferSizeXY();
check(DestSize.X);
check(DestSize.Y);
check(SrcSize.X);
check(SrcSize.Y);
FIntRect SrcRect = FIntRect(0, 0, InputDesc->Extent.X, InputDesc->Extent.Y);
FIntRect DestRect = View.ViewRect;
TRefCountPtr<IPooledRenderTarget>& SceneColor = SceneContext.GetSceneColor();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
CopyOverOtherViewportsIfNeeded(Context, View);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
uint32 QualityCVar = CVarSSSQuality.GetValueOnRenderThread();
const bool bCheckerboard = FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering( SceneContext.GetSceneColorFormat() );
// 0:low / 1:high
uint32 RecombineQuality = 0;
{
if(QualityCVar == -1)
{
RecombineQuality = (View.AntiAliasingMethod == AAM_TemporalAA) ? 0 : 1;
}
else if(QualityCVar == 1)
{
RecombineQuality = 1;
}
}
// needed for Scalability
// 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
uint32 RecombineMode = 2;
if(GetInput(ePId_Input1)->IsValid())
{
RecombineMode = bHalfRes ? 1 : 0;
}
SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePassRecombine, TEXT("SubsurfacePassRecombine Mode:%d Quality:%d"), RecombineMode, RecombineQuality);
{
if (bCheckerboard)
{
if (RecombineQuality == 0)
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 0, 1>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 0, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 0, 1>(Context, VertexShader); break;
default: check(0);
}
}
else
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 1, 1>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 1, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 1, 1>(Context, VertexShader); break;
default: check(0);
}
}
}
else
{
if (RecombineQuality == 0)
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 0, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 0, 0>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 0, 0>(Context, VertexShader); break;
default: check(0);
}
}
else
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 1, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 1, 0>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 1, 0>(Context, VertexShader); break;
default: check(0);
}
}
}
}
DrawPostProcessPass(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// replace the current SceneColor with this one
SceneContext.SetSceneColor(PassOutputs[0].PooledRenderTarget);
PassOutputs[0].PooledRenderTarget.SafeRelease();
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("SceneColorSubsurface");
// we replace the HDR SceneColor with this one
return Ret;
}