You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
194 lines
7.6 KiB
C++
194 lines
7.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
PostProcessHistogram.cpp: Post processing histogram implementation.
|
|
=============================================================================*/
|
|
|
|
#include "PostProcess/PostProcessHistogram.h"
|
|
#include "PostProcess/PostProcessEyeAdaptation.h"
|
|
#include "ShaderCompilerCore.h"
|
|
|
|
namespace
|
|
{
|
|
|
|
class FHistogramCS : public FGlobalShader
|
|
{
|
|
public:
|
|
// Changing these numbers requires Histogram.usf to be recompiled.
|
|
static const uint32 ThreadGroupSizeX = 8;
|
|
static const uint32 ThreadGroupSizeY = 4;
|
|
static const uint32 LoopCountX = 8;
|
|
static const uint32 LoopCountY = 8;
|
|
static const uint32 HistogramSize = 64;
|
|
|
|
// /4 as we store 4 buckets in one ARGB texel.
|
|
static const uint32 HistogramTexelCount = HistogramSize / 4;
|
|
|
|
// The number of texels on each axis processed by a single thread group.
|
|
static const FIntPoint TexelsPerThreadGroup;
|
|
|
|
DECLARE_GLOBAL_SHADER(FHistogramCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FHistogramCS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
|
|
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, HistogramRWTexture)
|
|
SHADER_PARAMETER(FIntPoint, ThreadGroupCount)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), ThreadGroupSizeX);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), ThreadGroupSizeY);
|
|
OutEnvironment.SetDefine(TEXT("LOOP_SIZEX"), LoopCountX);
|
|
OutEnvironment.SetDefine(TEXT("LOOP_SIZEY"), LoopCountY);
|
|
OutEnvironment.SetDefine(TEXT("HISTOGRAM_SIZE"), HistogramSize);
|
|
OutEnvironment.CompilerFlags.Add( CFLAG_StandardOptimization );
|
|
}
|
|
|
|
// One ThreadGroup processes LoopCountX*LoopCountY blocks of size ThreadGroupSizeX*ThreadGroupSizeY
|
|
static FIntPoint GetThreadGroupCount(FIntPoint InputExtent)
|
|
{
|
|
return FIntPoint::DivideAndRoundUp(InputExtent, TexelsPerThreadGroup);
|
|
}
|
|
};
|
|
|
|
const FIntPoint FHistogramCS::TexelsPerThreadGroup(ThreadGroupSizeX * LoopCountX, ThreadGroupSizeY * LoopCountY);
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FHistogramCS, "/Engine/Private/PostProcessHistogram.usf", "MainCS", SF_Compute);
|
|
|
|
class FHistogramReducePS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FHistogramReducePS);
|
|
SHADER_USE_PARAMETER_STRUCT(FHistogramReducePS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EyeAdaptationTexture)
|
|
SHADER_PARAMETER(uint32, LoopSize)
|
|
RENDER_TARGET_BINDING_SLOTS()
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
// Uses full float4 to get best quality for smooth eye adaptation transitions.
|
|
static const EPixelFormat OutputFormat = PF_A32B32G32R32F;
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetRenderTargetOutputFormat(0, OutputFormat);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FHistogramReducePS, "/Engine/Private/PostProcessHistogramReduce.usf", "MainPS", SF_Pixel);
|
|
|
|
} //! namespace
|
|
|
|
FRDGTextureRef AddHistogramPass(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FViewInfo& View,
|
|
const FEyeAdaptationParameters& EyeAdaptationParameters,
|
|
FScreenPassTexture SceneColor,
|
|
FRDGTextureRef EyeAdaptationTexture)
|
|
{
|
|
check(SceneColor.IsValid());
|
|
check(EyeAdaptationTexture);
|
|
|
|
const FIntPoint HistogramThreadGroupCount = FIntPoint::DivideAndRoundUp(SceneColor.ViewRect.Size(), FHistogramCS::TexelsPerThreadGroup);
|
|
|
|
const uint32 HistogramThreadGroupCountTotal = HistogramThreadGroupCount.X * HistogramThreadGroupCount.Y;
|
|
|
|
FRDGTextureRef HistogramTexture = nullptr;
|
|
|
|
RDG_EVENT_SCOPE(GraphBuilder, "Histogram");
|
|
|
|
// First pass outputs one flattened histogram per group.
|
|
{
|
|
const FIntPoint TextureExtent = FIntPoint(FHistogramCS::HistogramTexelCount, HistogramThreadGroupCountTotal);
|
|
|
|
const FRDGTextureDesc TextureDesc = FRDGTextureDesc::Create2D(
|
|
TextureExtent,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::None,
|
|
GFastVRamConfig.Histogram | TexCreate_RenderTargetable | TexCreate_UAV | TexCreate_ShaderResource);
|
|
|
|
HistogramTexture = GraphBuilder.CreateTexture(TextureDesc, TEXT("Histogram"));
|
|
|
|
FHistogramCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FHistogramCS::FParameters>();
|
|
PassParameters->View = View.ViewUniformBuffer;
|
|
PassParameters->Input = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(SceneColor));
|
|
PassParameters->InputTexture = SceneColor.Texture;
|
|
PassParameters->HistogramRWTexture = GraphBuilder.CreateUAV(HistogramTexture);
|
|
PassParameters->ThreadGroupCount = HistogramThreadGroupCount;
|
|
PassParameters->EyeAdaptation = EyeAdaptationParameters;
|
|
|
|
TShaderMapRef<FHistogramCS> ComputeShader(View.ShaderMap);
|
|
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Histogram %dx%d (CS)", SceneColor.ViewRect.Width(), SceneColor.ViewRect.Height()),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FIntVector(HistogramThreadGroupCount.X, HistogramThreadGroupCount.Y, 1));
|
|
}
|
|
|
|
FRDGTextureRef HistogramReduceTexture = nullptr;
|
|
|
|
// Second pass further reduces the histogram to a single line. The second line contains the eye adaptation value (two line texture).
|
|
{
|
|
const FIntPoint TextureExtent = FIntPoint(FHistogramCS::HistogramTexelCount, 2);
|
|
|
|
const FRDGTextureDesc TextureDesc = FRDGTextureDesc::Create2D(
|
|
TextureExtent,
|
|
FHistogramReducePS::OutputFormat,
|
|
FClearValueBinding::None,
|
|
GFastVRamConfig.HistogramReduce | TexCreate_RenderTargetable | TexCreate_ShaderResource);
|
|
|
|
HistogramReduceTexture = GraphBuilder.CreateTexture(TextureDesc, TEXT("HistogramReduce"));
|
|
|
|
const FScreenPassTextureViewport InputViewport(HistogramTexture);
|
|
const FScreenPassTextureViewport OutputViewport(HistogramReduceTexture);
|
|
|
|
FHistogramReducePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FHistogramReducePS::FParameters>();
|
|
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
|
|
PassParameters->InputTexture = HistogramTexture;
|
|
PassParameters->InputSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
PassParameters->LoopSize = HistogramThreadGroupCountTotal;
|
|
PassParameters->EyeAdaptationTexture = EyeAdaptationTexture;
|
|
PassParameters->RenderTargets[0] = FRenderTargetBinding(HistogramReduceTexture, ERenderTargetLoadAction::ENoAction);
|
|
|
|
TShaderMapRef<FHistogramReducePS> PixelShader(View.ShaderMap);
|
|
|
|
AddDrawScreenPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("HistogramReduce %dx%d (PS)", InputViewport.Extent.X, InputViewport.Extent.Y),
|
|
View,
|
|
OutputViewport,
|
|
InputViewport,
|
|
PixelShader,
|
|
PassParameters);
|
|
}
|
|
|
|
return HistogramReduceTexture;
|
|
}
|
|
|
|
FIntPoint GetHistogramTexelsPerGroup()
|
|
{
|
|
return FHistogramCS::TexelsPerThreadGroup;
|
|
} |