Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHistogram.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

169 lines
7.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessHistogram.cpp: Post processing histogram implementation.
=============================================================================*/
#include "PostProcess/PostProcessHistogram.h"
#include "SceneUtils.h"
#include "PostProcess/PostProcessEyeAdaptation.h"
/** Encapsulates the post processing histogram compute shader. */
class FPostProcessHistogramCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessHistogramCS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), FRCPassPostProcessHistogram::ThreadGroupSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), FRCPassPostProcessHistogram::ThreadGroupSizeY);
OutEnvironment.SetDefine(TEXT("LOOP_SIZEX"), FRCPassPostProcessHistogram::LoopCountX);
OutEnvironment.SetDefine(TEXT("LOOP_SIZEY"), FRCPassPostProcessHistogram::LoopCountY);
OutEnvironment.SetDefine(TEXT("HISTOGRAM_SIZE"), FRCPassPostProcessHistogram::HistogramSize);
OutEnvironment.CompilerFlags.Add( CFLAG_StandardOptimization );
}
/** Default constructor. */
FPostProcessHistogramCS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderResourceParameter HistogramRWTexture;
FShaderParameter HistogramParameters;
FShaderParameter ThreadGroupCount;
FShaderParameter LeftTopOffset;
FShaderParameter EyeAdaptationParams;
/** Initialization constructor. */
FPostProcessHistogramCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
HistogramRWTexture.Bind(Initializer.ParameterMap, TEXT("HistogramRWTexture"));
HistogramParameters.Bind(Initializer.ParameterMap, TEXT("HistogramParameters"));
ThreadGroupCount.Bind(Initializer.ParameterMap, TEXT("ThreadGroupCount"));
LeftTopOffset.Bind(Initializer.ParameterMap, TEXT("LeftTopOffset"));
EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
}
void SetCS(FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, FIntPoint ThreadGroupCountValue, FIntPoint LeftTopOffsetValue, FIntPoint GatherExtent)
{
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(RHICmdList, ShaderRHI, ThreadGroupCount, ThreadGroupCountValue);
SetShaderValue(RHICmdList, ShaderRHI, LeftTopOffset, LeftTopOffsetValue);
FVector4 HistogramParametersValue(GatherExtent.X, GatherExtent.Y, 0, 0);
SetShaderValue(RHICmdList, ShaderRHI, HistogramParameters, HistogramParametersValue);
{
FVector4 Temp[3];
FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp);
SetShaderValueArray(RHICmdList, ShaderRHI, EyeAdaptationParams, Temp, 3);
}
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << HistogramRWTexture << HistogramParameters << ThreadGroupCount << LeftTopOffset << EyeAdaptationParams;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessHistogramCS,TEXT("PostProcessHistogram"),TEXT("MainCS"),SF_Compute);
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogram);
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;
FIntRect DestRect = View.ViewRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
TShaderMapRef<FPostProcessHistogramCS> ComputeShader(Context.GetShaderMap());
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
// set destination
check(DestRenderTarget.UAV);
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, DestRenderTarget.UAV);
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV);
FIntPoint GatherExtent = ComputeGatherExtent(View);
FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent);
ComputeShader->SetCS(Context.RHICmdList, Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent);
DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
// un-set destination
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL);
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, DestRenderTarget.UAV);
ensureMsgf(DestRenderTarget.TargetableTexture == DestRenderTarget.ShaderResourceTexture, TEXT("%s should be resolved to a separate SRV"), *DestRenderTarget.TargetableTexture->GetName().ToString());
}
FIntPoint FRCPassPostProcessHistogram::ComputeGatherExtent(const FSceneView& View)
{
// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
return (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;
}
FIntPoint FRCPassPostProcessHistogram::ComputeThreadGroupCount(FIntPoint PixelExtent)
{
uint32 TexelPerThreadGroupX = ThreadGroupSizeX * LoopCountX;
uint32 TexelPerThreadGroupY = ThreadGroupSizeY * LoopCountY;
uint32 ThreadGroupCountX = (PixelExtent.X + TexelPerThreadGroupX - 1) / TexelPerThreadGroupX;
uint32 ThreadGroupCountY = (PixelExtent.Y + TexelPerThreadGroupY - 1) / TexelPerThreadGroupY;
return FIntPoint(ThreadGroupCountX, ThreadGroupCountY);
}
FPooledRenderTargetDesc FRCPassPostProcessHistogram::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc UnmodifiedRet = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
UnmodifiedRet.Reset();
FIntPoint PixelExtent = UnmodifiedRet.Extent;
FIntPoint ThreadGroupCount = ComputeThreadGroupCount(PixelExtent);
// each ThreadGroup outputs one histogram
FIntPoint NewSize = FIntPoint(HistogramTexelCount, ThreadGroupCount.X * ThreadGroupCount.Y);
// format can be optimized later
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
Ret.DebugName = TEXT("Histogram");
return Ret;
}