You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#preflight 62a757a12c521c9c6da1e1aa #jira UE-152888 #rb guillaume.abadie robert.srinivasiah arciel.rekman [CL 20646746 by benjamin rouveyrol in ue5-main branch]
916 lines
38 KiB
C++
916 lines
38 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
PostProcessTonemap.cpp: Post processing tone mapping implementation.
|
|
=============================================================================*/
|
|
|
|
#include "PostProcess/PostProcessTonemap.h"
|
|
#include "EngineGlobals.h"
|
|
#include "ScenePrivate.h"
|
|
#include "RendererModule.h"
|
|
#include "PostProcess/PostProcessing.h"
|
|
#include "PostProcess/SceneFilterRendering.h"
|
|
#include "PostProcess/PostProcessCombineLUTs.h"
|
|
#include "PostProcess/PostProcessMobile.h"
|
|
#include "PostProcess/PostProcessing.h"
|
|
#include "ClearQuad.h"
|
|
#include "PipelineStateCache.h"
|
|
#include "Rendering/Texture2DResource.h"
|
|
#include "Math/Halton.h"
|
|
#include "SystemTextures.h"
|
|
|
|
bool SupportsFilmGrain(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
namespace
|
|
{
|
|
TAutoConsoleVariable<float> CVarTonemapperSharpen(
|
|
TEXT("r.Tonemapper.Sharpen"),
|
|
0,
|
|
TEXT("Sharpening in the tonemapper (not for mobile), actual implementation is work in progress, clamped at 10\n")
|
|
TEXT(" 0: off(default)\n")
|
|
TEXT(" 0.5: half strength\n")
|
|
TEXT(" 1: full strength"),
|
|
ECVF_Scalability | ECVF_RenderThreadSafe);
|
|
|
|
TAutoConsoleVariable<float> CVarTonemapperGamma(
|
|
TEXT("r.TonemapperGamma"),
|
|
0.0f,
|
|
TEXT("0: Default behavior\n")
|
|
TEXT("#: Use fixed gamma # instead of sRGB or Rec709 transform"),
|
|
ECVF_Scalability | ECVF_RenderThreadSafe);
|
|
|
|
TAutoConsoleVariable<float> CVarGamma(
|
|
TEXT("r.Gamma"),
|
|
1.0f,
|
|
TEXT("Gamma on output"),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
TAutoConsoleVariable<int32> CVarFilmGrainSequenceLength(
|
|
TEXT("r.FilmGrain.SequenceLength"), 97,
|
|
TEXT("Length of the random sequence for film grain (preferably a prime number, default=97)."),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
TAutoConsoleVariable<int32> CVarFilmGrainCacheTextureConstants(
|
|
TEXT("r.FilmGrain.CacheTextureConstants"), 1,
|
|
TEXT("Wether the constants related to the film grain should be cached."),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
const int32 GTonemapComputeTileSizeX = 8;
|
|
const int32 GTonemapComputeTileSizeY = 8;
|
|
|
|
namespace TonemapperPermutation
|
|
{
|
|
// Shared permutation dimensions between deferred and mobile renderer.
|
|
class FTonemapperBloomDim : SHADER_PERMUTATION_BOOL("USE_BLOOM");
|
|
class FTonemapperGammaOnlyDim : SHADER_PERMUTATION_BOOL("USE_GAMMA_ONLY");
|
|
class FTonemapperLocalExposureDim : SHADER_PERMUTATION_BOOL("USE_LOCAL_EXPOSURE");
|
|
class FTonemapperVignetteDim : SHADER_PERMUTATION_BOOL("USE_VIGNETTE");
|
|
class FTonemapperSharpenDim : SHADER_PERMUTATION_BOOL("USE_SHARPEN");
|
|
class FTonemapperFilmGrainDim : SHADER_PERMUTATION_BOOL("USE_FILM_GRAIN");
|
|
class FTonemapperSwitchAxis : SHADER_PERMUTATION_BOOL("NEEDTOSWITCHVERTICLEAXIS");
|
|
class FTonemapperMsaaDim : SHADER_PERMUTATION_BOOL("METAL_MSAA_HDR_DECODE");
|
|
class FTonemapperEyeAdaptationDim : SHADER_PERMUTATION_BOOL("EYEADAPTATION_EXPOSURE_FIX");
|
|
|
|
using FCommonDomain = TShaderPermutationDomain<
|
|
FTonemapperBloomDim,
|
|
FTonemapperGammaOnlyDim,
|
|
FTonemapperLocalExposureDim,
|
|
FTonemapperVignetteDim,
|
|
FTonemapperSharpenDim,
|
|
FTonemapperFilmGrainDim,
|
|
FTonemapperSwitchAxis,
|
|
FTonemapperMsaaDim>;
|
|
|
|
bool ShouldCompileCommonPermutation(const FGlobalShaderPermutationParameters& Parameters, const FCommonDomain& PermutationVector)
|
|
{
|
|
// Prevent switch axis permutation on platforms that dont require it.
|
|
if (PermutationVector.Get<FTonemapperSwitchAxis>() && !RHINeedsToSwitchVerticalAxis(Parameters.Platform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// MSAA pre-resolve step only used on iOS atm
|
|
if (PermutationVector.Get<FTonemapperMsaaDim>() && !IsMetalMobilePlatform(Parameters.Platform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If GammaOnly, don't compile any other dimmension == true.
|
|
if (PermutationVector.Get<FTonemapperGammaOnlyDim>())
|
|
{
|
|
return !PermutationVector.Get<FTonemapperBloomDim>() &&
|
|
!PermutationVector.Get<FTonemapperLocalExposureDim>() &&
|
|
!PermutationVector.Get<FTonemapperVignetteDim>() &&
|
|
!PermutationVector.Get<FTonemapperSharpenDim>() &&
|
|
!PermutationVector.Get<FTonemapperFilmGrainDim>() &&
|
|
!PermutationVector.Get<FTonemapperMsaaDim>();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Common conversion of engine settings into.
|
|
FCommonDomain BuildCommonPermutationDomain(const FViewInfo& View, bool bGammaOnly, bool bLocalExposure, bool bSwitchVerticalAxis, bool bMetalMSAAHDRDecode)
|
|
{
|
|
const FSceneViewFamily* Family = View.Family;
|
|
|
|
FCommonDomain PermutationVector;
|
|
|
|
// Gamma
|
|
if (bGammaOnly ||
|
|
(Family->EngineShowFlags.Tonemapper == 0) ||
|
|
(Family->EngineShowFlags.PostProcessing == 0))
|
|
{
|
|
PermutationVector.Set<FTonemapperGammaOnlyDim>(true);
|
|
return PermutationVector;
|
|
}
|
|
|
|
const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
|
|
PermutationVector.Set<FTonemapperVignetteDim>(Settings.VignetteIntensity > 0.0f);
|
|
PermutationVector.Set<FTonemapperBloomDim>(Settings.BloomIntensity > 0.0);
|
|
PermutationVector.Set<FTonemapperLocalExposureDim>(bLocalExposure);
|
|
PermutationVector.Set<FTonemapperFilmGrainDim>(View.FilmGrainTexture != nullptr);
|
|
PermutationVector.Set<FTonemapperSharpenDim>(CVarTonemapperSharpen.GetValueOnRenderThread() > 0.0f);
|
|
PermutationVector.Set<FTonemapperSwitchAxis>(bSwitchVerticalAxis);
|
|
PermutationVector.Set<FTonemapperMsaaDim>(bMetalMSAAHDRDecode);
|
|
return PermutationVector;
|
|
}
|
|
|
|
// Desktop renderer permutation dimensions.
|
|
class FTonemapperColorFringeDim : SHADER_PERMUTATION_BOOL("USE_COLOR_FRINGE");
|
|
class FTonemapperGrainQuantizationDim : SHADER_PERMUTATION_BOOL("USE_GRAIN_QUANTIZATION");
|
|
class FTonemapperOutputDeviceDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_OUTPUT_DEVICE", EDisplayOutputFormat);
|
|
|
|
using FDesktopDomain = TShaderPermutationDomain<
|
|
FCommonDomain,
|
|
FTonemapperColorFringeDim,
|
|
FTonemapperGrainQuantizationDim,
|
|
FTonemapperOutputDeviceDim>;
|
|
|
|
FDesktopDomain RemapPermutation(FDesktopDomain PermutationVector, ERHIFeatureLevel::Type FeatureLevel)
|
|
{
|
|
FCommonDomain CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
|
|
|
|
// No remapping if gamma only.
|
|
if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
|
|
{
|
|
return PermutationVector;
|
|
}
|
|
|
|
// Grain jitter or intensity looks bad anyway.
|
|
bool bFallbackToSlowest = false;
|
|
bFallbackToSlowest = bFallbackToSlowest || CommonPermutationVector.Get<FTonemapperFilmGrainDim>();
|
|
|
|
if (bFallbackToSlowest)
|
|
{
|
|
CommonPermutationVector.Set<FTonemapperFilmGrainDim>(true);
|
|
CommonPermutationVector.Set<FTonemapperSharpenDim>(true);
|
|
|
|
PermutationVector.Set<FTonemapperColorFringeDim>(true);
|
|
}
|
|
|
|
// You most likely need Bloom anyway.
|
|
CommonPermutationVector.Set<FTonemapperBloomDim>(true);
|
|
|
|
// Mobile supports only sRGB and LinearNoToneCurve output
|
|
if (FeatureLevel <= ERHIFeatureLevel::ES3_1 &&
|
|
PermutationVector.Get<FTonemapperOutputDeviceDim>() != EDisplayOutputFormat::HDR_LinearNoToneCurve)
|
|
{
|
|
PermutationVector.Set<FTonemapperOutputDeviceDim>(EDisplayOutputFormat::SDR_sRGB);
|
|
}
|
|
|
|
// Disable grain quantization for LinearNoToneCurve and LinearWithToneCurve output device
|
|
if (PermutationVector.Get<FTonemapperOutputDeviceDim>() == EDisplayOutputFormat::HDR_LinearNoToneCurve || PermutationVector.Get<FTonemapperOutputDeviceDim>() == EDisplayOutputFormat::HDR_LinearWithToneCurve)
|
|
PermutationVector.Set<FTonemapperGrainQuantizationDim>(false);
|
|
else
|
|
PermutationVector.Set<FTonemapperGrainQuantizationDim>(true);
|
|
|
|
if (FeatureLevel < ERHIFeatureLevel::SM5)
|
|
{
|
|
CommonPermutationVector.Set<FTonemapperFilmGrainDim>(false);
|
|
}
|
|
|
|
PermutationVector.Set<FCommonDomain>(CommonPermutationVector);
|
|
|
|
return PermutationVector;
|
|
}
|
|
|
|
bool ShouldCompileDesktopPermutation(const FGlobalShaderPermutationParameters& Parameters, FDesktopDomain PermutationVector)
|
|
{
|
|
auto CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
|
|
|
|
if (RemapPermutation(PermutationVector, GetMaxSupportedFeatureLevel(Parameters.Platform)) != PermutationVector)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!ShouldCompileCommonPermutation(Parameters, CommonPermutationVector))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
|
|
{
|
|
return !PermutationVector.Get<FTonemapperColorFringeDim>() &&
|
|
!PermutationVector.Get<FTonemapperGrainQuantizationDim>();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
} // namespace TonemapperPermutation
|
|
} // namespace
|
|
|
|
FTonemapperOutputDeviceParameters GetTonemapperOutputDeviceParameters(const FSceneViewFamily& Family)
|
|
{
|
|
static TConsoleVariableData<float>* CVarOutputGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
|
|
|
|
EDisplayOutputFormat OutputDeviceValue;
|
|
|
|
if (Family.SceneCaptureSource == SCS_FinalColorHDR)
|
|
{
|
|
OutputDeviceValue = EDisplayOutputFormat::HDR_LinearNoToneCurve;
|
|
}
|
|
else if (Family.SceneCaptureSource == SCS_FinalToneCurveHDR)
|
|
{
|
|
OutputDeviceValue = EDisplayOutputFormat::HDR_LinearWithToneCurve;
|
|
}
|
|
else if (Family.bIsHDR)
|
|
{
|
|
OutputDeviceValue = EDisplayOutputFormat::HDR_ACES_1000nit_ST2084;
|
|
}
|
|
else
|
|
{
|
|
OutputDeviceValue = Family.RenderTarget->GetDisplayOutputFormat();
|
|
}
|
|
|
|
float Gamma = CVarOutputGamma->GetValueOnRenderThread();
|
|
|
|
// In case gamma is unspecified, fall back to 2.2 which is the most common case
|
|
if ((PLATFORM_APPLE || OutputDeviceValue == EDisplayOutputFormat::SDR_ExplicitGammaMapping) && Gamma == 0.0f)
|
|
{
|
|
Gamma = 2.2f;
|
|
}
|
|
|
|
// Enforce user-controlled ramp over sRGB or Rec709
|
|
if (Gamma > 0.0f && (OutputDeviceValue == EDisplayOutputFormat::SDR_sRGB || OutputDeviceValue == EDisplayOutputFormat::SDR_Rec709))
|
|
{
|
|
OutputDeviceValue = EDisplayOutputFormat::SDR_ExplicitGammaMapping;
|
|
}
|
|
|
|
FVector3f InvDisplayGammaValue;
|
|
InvDisplayGammaValue.X = 1.0f / Family.RenderTarget->GetDisplayGamma();
|
|
InvDisplayGammaValue.Y = 2.2f / Family.RenderTarget->GetDisplayGamma();
|
|
InvDisplayGammaValue.Z = 1.0f / FMath::Max(Gamma, 1.0f);
|
|
|
|
FTonemapperOutputDeviceParameters Parameters;
|
|
Parameters.InverseGamma = InvDisplayGammaValue;
|
|
Parameters.OutputDevice = static_cast<uint32>(OutputDeviceValue);
|
|
Parameters.OutputGamut = static_cast<uint32>(Family.RenderTarget->GetDisplayColorGamut());
|
|
return Parameters;
|
|
}
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FFilmGrainParameters, )
|
|
SHADER_PARAMETER(FVector3f, GrainRandomFull)
|
|
SHADER_PARAMETER(float, FilmGrainIntensityShadows)
|
|
SHADER_PARAMETER(float, FilmGrainIntensityMidtones)
|
|
SHADER_PARAMETER(float, FilmGrainIntensityHighlights)
|
|
SHADER_PARAMETER(float, FilmGrainShadowsMax)
|
|
SHADER_PARAMETER(float, FilmGrainHighlightsMin)
|
|
SHADER_PARAMETER(float, FilmGrainHighlightsMax)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, FilmGrainTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, FilmGrainSampler)
|
|
SHADER_PARAMETER(FScreenTransform, ScreenPosToFilmGrainTextureUV)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, FilmGrainTextureConstants)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FTonemapParameters, )
|
|
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FFilmGrainParameters, FilmGrain)
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapperOutputDeviceParameters, OutputDevice)
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
|
|
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
|
|
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
|
|
|
|
// Parameters to apply to the scene color.
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, SceneColorApplyParamaters)
|
|
|
|
// Bloom texture
|
|
SHADER_PARAMETER(FScreenTransform, ColorToBloom)
|
|
SHADER_PARAMETER(FVector2f, BloomUVViewportBilinearMin)
|
|
SHADER_PARAMETER(FVector2f, BloomUVViewportBilinearMax)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BloomTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, BloomSampler)
|
|
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture3D, LumBilateralGrid)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BlurredLogLum)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, LumBilateralGridSampler)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, BlurredLogLumSampler)
|
|
|
|
// SM5 and above use Texture2D for EyeAdaptationTexture
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EyeAdaptationTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorGradingLUT)
|
|
SHADER_PARAMETER_TEXTURE(Texture2D, BloomDirtMaskTexture)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, ColorGradingLUTSampler)
|
|
SHADER_PARAMETER_SAMPLER(SamplerState, BloomDirtMaskSampler)
|
|
SHADER_PARAMETER(FVector4f, ColorScale0)
|
|
SHADER_PARAMETER(FVector4f, BloomDirtMaskTint)
|
|
SHADER_PARAMETER(FVector4f, ChromaticAberrationParams)
|
|
SHADER_PARAMETER(FVector4f, TonemapperParams)
|
|
SHADER_PARAMETER(FVector4f, LensPrincipalPointOffsetScale)
|
|
SHADER_PARAMETER(FVector4f, LensPrincipalPointOffsetScaleInverse)
|
|
SHADER_PARAMETER(float, SwitchVerticalAxis)
|
|
SHADER_PARAMETER(float, DefaultEyeExposure)
|
|
SHADER_PARAMETER(float, EditorNITLevel)
|
|
SHADER_PARAMETER(uint32, bOutputInHDR)
|
|
// ES3_1 uses EyeAdaptationBuffer
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, EyeAdaptationBuffer)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
class FFilmGrainReduceCS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FFilmGrainReduceCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FFilmGrainReduceCS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER(FIntPoint, FilmGrainTextureSize)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, FilmGrainTexture)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, Output)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return SupportsFilmGrain(Parameters.Platform);
|
|
}
|
|
};
|
|
|
|
class FFilmGrainPackConstantsCS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FFilmGrainPackConstantsCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FFilmGrainPackConstantsCS, FGlobalShader);
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER(FIntPoint, OriginalFilmGrainTextureSize)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ReducedFilmGrainTexture)
|
|
SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer<float4>, FilmGrainConstantsOutput)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return SupportsFilmGrain(Parameters.Platform);
|
|
}
|
|
};
|
|
|
|
class FTonemapVS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FTonemapVS);
|
|
|
|
// FDrawRectangleParameters is filled by DrawScreenPass.
|
|
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTonemapVS, FGlobalShader);
|
|
|
|
using FPermutationDomain = TShaderPermutationDomain<TonemapperPermutation::FTonemapperSwitchAxis, TonemapperPermutation::FTonemapperEyeAdaptationDim>;
|
|
using FParameters = FTonemapParameters;
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
FPermutationDomain PermutationVector(Parameters.PermutationId);
|
|
// Prevent switch axis permutation on platforms that dont require it.
|
|
if (PermutationVector.Get<TonemapperPermutation::FTonemapperSwitchAxis>() && !RHINeedsToSwitchVerticalAxis(Parameters.Platform))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
class FTonemapPS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FTonemapPS);
|
|
SHADER_USE_PARAMETER_STRUCT(FTonemapPS, FGlobalShader);
|
|
|
|
using FPermutationDomain = TonemapperPermutation::FDesktopDomain;
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
|
|
RENDER_TARGET_BINDING_SLOTS()
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1))
|
|
{
|
|
return false;
|
|
}
|
|
return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, FPermutationDomain(Parameters.PermutationId));
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
|
|
|
|
OutEnvironment.SetDefine(TEXT("SUPPORTS_SCENE_COLOR_APPLY_PARAMETERS"), FTonemapInputs::SupportsSceneColorApplyParametersBuffer(Parameters.Platform) ? 1 : 0);
|
|
OutEnvironment.SetDefine(TEXT("SUPPORTS_FILM_GRAIN"), SupportsFilmGrain(Parameters.Platform) ? 1 : 0);
|
|
}
|
|
};
|
|
|
|
class FTonemapCS : public FGlobalShader
|
|
{
|
|
public:
|
|
DECLARE_GLOBAL_SHADER(FTonemapCS);
|
|
SHADER_USE_PARAMETER_STRUCT(FTonemapCS, FGlobalShader);
|
|
|
|
using FPermutationDomain = TShaderPermutationDomain<
|
|
TonemapperPermutation::FDesktopDomain,
|
|
TonemapperPermutation::FTonemapperEyeAdaptationDim>;
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
|
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
|
|
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, RWOutputTexture)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FPermutationDomain PermutationVector(Parameters.PermutationId);
|
|
|
|
return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, PermutationVector.Get<TonemapperPermutation::FDesktopDomain>());
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GTonemapComputeTileSizeX);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GTonemapComputeTileSizeY);
|
|
|
|
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
|
|
|
|
OutEnvironment.SetDefine(TEXT("SUPPORTS_SCENE_COLOR_APPLY_PARAMETERS"), FTonemapInputs::SupportsSceneColorApplyParametersBuffer(Parameters.Platform) ? 1 : 0);
|
|
OutEnvironment.SetDefine(TEXT("SUPPORTS_FILM_GRAIN"), SupportsFilmGrain(Parameters.Platform) ? 1 : 0);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FFilmGrainReduceCS, "/Engine/Private/PostProcessing/FilmGrainReduce.usf", "MainCS", SF_Compute);
|
|
IMPLEMENT_GLOBAL_SHADER(FFilmGrainPackConstantsCS, "/Engine/Private/PostProcessing/FilmGrainPackConstants.usf", "MainCS", SF_Compute);
|
|
IMPLEMENT_GLOBAL_SHADER(FTonemapVS, "/Engine/Private/PostProcessTonemap.usf", "MainVS", SF_Vertex);
|
|
IMPLEMENT_GLOBAL_SHADER(FTonemapPS, "/Engine/Private/PostProcessTonemap.usf", "MainPS", SF_Pixel);
|
|
IMPLEMENT_GLOBAL_SHADER(FTonemapCS, "/Engine/Private/PostProcessTonemap.usf", "MainCS", SF_Compute);
|
|
|
|
bool FTonemapInputs::SupportsSceneColorApplyParametersBuffer(EShaderPlatform Platform)
|
|
{
|
|
return FDataDrivenShaderPlatformInfo::GetSupportsFFTBloom(Platform);
|
|
}
|
|
|
|
static
|
|
FRDGBufferRef BuildFilmGrainConstants(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef FilmGrainTexture)
|
|
{
|
|
RDG_EVENT_SCOPE(GraphBuilder, "FilmGrain BuildTextureConstants");
|
|
|
|
FRDGTextureRef ReducedFilmGrainTexture = FilmGrainTexture;
|
|
|
|
for (int32 PassId = 0; ReducedFilmGrainTexture->Desc.Extent.X > 1 && ReducedFilmGrainTexture->Desc.Extent.Y > 1; PassId++)
|
|
{
|
|
FRDGTextureRef NewReducedFilmGrainTexture;
|
|
{
|
|
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
|
|
FIntPoint::DivideAndRoundUp(ReducedFilmGrainTexture->Desc.Extent, 8),
|
|
PF_A32B32G32R32F,
|
|
FClearValueBinding::None,
|
|
TexCreate_ShaderResource | TexCreate_UAV);
|
|
|
|
NewReducedFilmGrainTexture = GraphBuilder.CreateTexture(Desc, TEXT("FilmGrain.Reduce"));
|
|
}
|
|
|
|
FFilmGrainReduceCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilmGrainReduceCS::FParameters>();
|
|
PassParameters->FilmGrainTextureSize = ReducedFilmGrainTexture->Desc.Extent;
|
|
PassParameters->FilmGrainTexture = ReducedFilmGrainTexture;
|
|
PassParameters->Output = GraphBuilder.CreateUAV(NewReducedFilmGrainTexture);
|
|
|
|
TShaderMapRef<FFilmGrainReduceCS> ComputeShader(View.ShaderMap);
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("FilmGrain Reduce %dx%d -> %dx%d",
|
|
ReducedFilmGrainTexture->Desc.Extent.X, ReducedFilmGrainTexture->Desc.Extent.Y,
|
|
NewReducedFilmGrainTexture->Desc.Extent.X, NewReducedFilmGrainTexture->Desc.Extent.Y),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FIntVector(NewReducedFilmGrainTexture->Desc.Extent.X, NewReducedFilmGrainTexture->Desc.Extent.Y, 1));
|
|
|
|
ReducedFilmGrainTexture = NewReducedFilmGrainTexture;
|
|
}
|
|
|
|
FRDGBufferRef FilmGrainConstantsBuffer;
|
|
{
|
|
FilmGrainConstantsBuffer = GraphBuilder.CreateBuffer(
|
|
FRDGBufferDesc::CreateStructuredDesc(sizeof(FLinearColor), /* NumElements = */ 1),
|
|
TEXT("FilmGrain.TextureConstants"));
|
|
|
|
FFilmGrainPackConstantsCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilmGrainPackConstantsCS::FParameters>();
|
|
PassParameters->OriginalFilmGrainTextureSize = FilmGrainTexture->Desc.Extent;
|
|
PassParameters->ReducedFilmGrainTexture = ReducedFilmGrainTexture;
|
|
PassParameters->FilmGrainConstantsOutput = GraphBuilder.CreateUAV(FilmGrainConstantsBuffer);
|
|
|
|
TShaderMapRef<FFilmGrainPackConstantsCS> ComputeShader(View.ShaderMap);
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("FilmGrain PackConstants"),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FIntVector(1, 1, 1));
|
|
}
|
|
|
|
return FilmGrainConstantsBuffer;
|
|
}
|
|
|
|
FScreenPassTexture AddTonemapPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FTonemapInputs& Inputs)
|
|
{
|
|
if (!Inputs.bGammaOnly)
|
|
{
|
|
check(Inputs.ColorGradingTexture);
|
|
}
|
|
check(Inputs.SceneColor.IsValid());
|
|
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
const FPostProcessSettings& PostProcessSettings = View.FinalPostProcessSettings;
|
|
|
|
const bool bIsEyeAdaptationResource = (View.GetFeatureLevel() >= ERHIFeatureLevel::SM5) ? Inputs.EyeAdaptationTexture != nullptr : Inputs.EyeAdaptationBuffer != nullptr;
|
|
const bool bEyeAdaptation = ViewFamily.EngineShowFlags.EyeAdaptation && bIsEyeAdaptationResource;
|
|
|
|
const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
|
|
|
|
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
|
|
|
|
if (!Output.IsValid())
|
|
{
|
|
FRDGTextureDesc OutputDesc = Inputs.SceneColor.Texture->Desc;
|
|
OutputDesc.Reset();
|
|
OutputDesc.Flags |= View.bUseComputePasses ? TexCreate_UAV : TexCreate_RenderTargetable;
|
|
OutputDesc.Flags |= GFastVRamConfig.Tonemap;
|
|
// RGB is the color in LDR, A is the luminance for PostprocessAA
|
|
OutputDesc.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
|
|
|
|
const FTonemapperOutputDeviceParameters OutputDeviceParameters = GetTonemapperOutputDeviceParameters(*View.Family);
|
|
const EDisplayOutputFormat OutputDevice = static_cast<EDisplayOutputFormat>(OutputDeviceParameters.OutputDevice);
|
|
|
|
if (OutputDevice == EDisplayOutputFormat::HDR_LinearEXR)
|
|
{
|
|
OutputDesc.Format = PF_A32B32G32R32F;
|
|
}
|
|
else if (OutputDevice == EDisplayOutputFormat::HDR_LinearNoToneCurve || OutputDevice == EDisplayOutputFormat::HDR_LinearWithToneCurve)
|
|
{
|
|
OutputDesc.Format = PF_FloatRGBA;
|
|
}
|
|
else if (Inputs.bOutputInHDR)
|
|
{
|
|
OutputDesc.Format = GRHIHDRDisplayOutputFormat;
|
|
}
|
|
else if (View.Family->RenderTarget && View.Family->RenderTarget->GetRenderTargetTexture())
|
|
{
|
|
// Render into a pixel format that do not loose bit depth precision for the view family.
|
|
OutputDesc.Format = View.Family->RenderTarget->GetRenderTargetTexture()->GetFormat();
|
|
}
|
|
else if (IsPostProcessingWithAlphaChannelSupported())
|
|
{
|
|
// Make sure there is no loss for a 10bit bit-depth using the 10bit of mantissa of halfs
|
|
OutputDesc.Format = PF_FloatRGBA;
|
|
}
|
|
else
|
|
{
|
|
// Make sure there is no loss for a 10bit bit-depth
|
|
OutputDesc.Format = PF_A2B10G10R10;
|
|
}
|
|
|
|
Output = FScreenPassRenderTarget(
|
|
GraphBuilder.CreateTexture(OutputDesc, TEXT("Tonemap")),
|
|
Inputs.SceneColor.ViewRect,
|
|
ERenderTargetLoadAction::EClear);
|
|
}
|
|
|
|
const FScreenPassTextureViewport OutputViewport(Output);
|
|
|
|
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
|
|
const float DefaultEyeExposure = bEyeAdaptation ? 0.0f : GetEyeAdaptationFixedExposure(View);
|
|
|
|
const float SharpenDiv6 = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f) / 6.0f;
|
|
|
|
FVector4f ChromaticAberrationParams;
|
|
|
|
{
|
|
// for scene color fringe
|
|
// from percent to fraction
|
|
float Offset = 0.0f;
|
|
float StartOffset = 0.0f;
|
|
float Multiplier = 1.0f;
|
|
|
|
if (PostProcessSettings.ChromaticAberrationStartOffset < 1.0f - KINDA_SMALL_NUMBER)
|
|
{
|
|
Offset = PostProcessSettings.SceneFringeIntensity * 0.01f;
|
|
StartOffset = PostProcessSettings.ChromaticAberrationStartOffset;
|
|
Multiplier = 1.0f / (1.0f - StartOffset);
|
|
}
|
|
|
|
// Wavelength of primaries in nm
|
|
const float PrimaryR = 611.3f;
|
|
const float PrimaryG = 549.1f;
|
|
const float PrimaryB = 464.3f;
|
|
|
|
// Simple lens chromatic aberration is roughly linear in wavelength
|
|
float ScaleR = 0.007f * (PrimaryR - PrimaryB);
|
|
float ScaleG = 0.007f * (PrimaryG - PrimaryB);
|
|
ChromaticAberrationParams = FVector4f(Offset * ScaleR * Multiplier, Offset * ScaleG * Multiplier, StartOffset, 0.f);
|
|
}
|
|
|
|
float EditorNITLevel = 160.0f;
|
|
|
|
#if WITH_EDITOR
|
|
{
|
|
static auto CVarHDRNITLevel = IConsoleManager::Get().FindConsoleVariable(TEXT("Editor.HDRNITLevel"));
|
|
if (CVarHDRNITLevel)
|
|
{
|
|
EditorNITLevel = CVarHDRNITLevel->GetFloat();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
FTonemapParameters CommonParameters;
|
|
CommonParameters.View = View.ViewUniformBuffer;
|
|
|
|
{
|
|
uint8 FrameIndexMod8 = 0;
|
|
if (View.ViewState)
|
|
{
|
|
FrameIndexMod8 = View.ViewState->GetFrameIndex(8);
|
|
}
|
|
GrainRandomFromFrame(&CommonParameters.FilmGrain.GrainRandomFull, FrameIndexMod8);
|
|
}
|
|
|
|
if (View.FilmGrainTexture)
|
|
{
|
|
check(SupportsFilmGrain(View.GetShaderPlatform()));
|
|
|
|
FRHITexture* FilmGrainTextureRHI = View.FilmGrainTexture->GetTexture2DRHI();
|
|
FRDGTextureRef FilmGrainTexture = RegisterExternalTexture(GraphBuilder, FilmGrainTextureRHI, TEXT("FilmGrain.OriginalTexture"));
|
|
|
|
|
|
FRDGBufferRef FilmGrainConstantsBuffer;
|
|
if (View.ViewState && View.ViewState->FilmGrainCache.TextureRHI == FilmGrainTextureRHI && CVarFilmGrainCacheTextureConstants.GetValueOnRenderThread() != 0)
|
|
{
|
|
FilmGrainConstantsBuffer = GraphBuilder.RegisterExternalBuffer(View.ViewState->FilmGrainCache.ConstantsBuffer, TEXT("FilmGrain.TextureConstants"));
|
|
}
|
|
else
|
|
{
|
|
FilmGrainConstantsBuffer = BuildFilmGrainConstants(GraphBuilder, View, FilmGrainTexture);
|
|
|
|
if (View.ViewState)
|
|
{
|
|
View.ViewState->FilmGrainCache.Texture = View.FinalPostProcessSettings.FilmGrainTexture;
|
|
View.ViewState->FilmGrainCache.TextureRHI = FilmGrainTextureRHI;
|
|
GraphBuilder.QueueBufferExtraction(FilmGrainConstantsBuffer, &View.ViewState->FilmGrainCache.ConstantsBuffer);
|
|
}
|
|
}
|
|
|
|
// (FilmGrainTexture * FilmGrainDecodeMultiply + FilmGrainDecodeAdd)
|
|
CommonParameters.FilmGrain.FilmGrainIntensityShadows = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityShadows;
|
|
CommonParameters.FilmGrain.FilmGrainIntensityMidtones = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityMidtones;
|
|
CommonParameters.FilmGrain.FilmGrainIntensityHighlights = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityHighlights;
|
|
CommonParameters.FilmGrain.FilmGrainShadowsMax = View.FinalPostProcessSettings.FilmGrainShadowsMax;
|
|
CommonParameters.FilmGrain.FilmGrainHighlightsMin = View.FinalPostProcessSettings.FilmGrainHighlightsMin;
|
|
CommonParameters.FilmGrain.FilmGrainHighlightsMax = View.FinalPostProcessSettings.FilmGrainHighlightsMax;
|
|
|
|
CommonParameters.FilmGrain.FilmGrainTexture = FilmGrainTexture;
|
|
CommonParameters.FilmGrain.FilmGrainSampler = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Wrap>::GetRHI();
|
|
|
|
int32 RandomSequenceLength = CVarFilmGrainSequenceLength.GetValueOnRenderThread();
|
|
int32 RandomSequenceIndex = (View.ViewState ? View.ViewState->FrameIndex : 0) % RandomSequenceLength;
|
|
|
|
FVector2f RandomGrainTextureUVOffset;
|
|
RandomGrainTextureUVOffset.X = Halton(RandomSequenceIndex + 1, 2);
|
|
RandomGrainTextureUVOffset.Y = Halton(RandomSequenceIndex + 1, 3);
|
|
|
|
FVector2f TextureSize(View.FilmGrainTexture->GetSizeX(), View.FilmGrainTexture->GetSizeY());
|
|
FVector2f OutputSizeF(1920.0f, 1920.0f * float(OutputViewport.Rect.Height()) / float(OutputViewport.Rect.Width()));
|
|
|
|
CommonParameters.FilmGrain.ScreenPosToFilmGrainTextureUV =
|
|
FScreenTransform::ScreenPosToViewportUV *
|
|
((OutputSizeF / TextureSize) * (1.0f / View.FinalPostProcessSettings.FilmGrainTexelSize)) + RandomGrainTextureUVOffset;
|
|
|
|
CommonParameters.FilmGrain.FilmGrainTextureConstants = GraphBuilder.CreateSRV(FilmGrainConstantsBuffer);
|
|
}
|
|
else
|
|
{
|
|
// Release the film grain cache
|
|
if (View.ViewState)
|
|
{
|
|
View.ViewState->FilmGrainCache.SafeRelease();
|
|
}
|
|
|
|
CommonParameters.FilmGrain.FilmGrainIntensityShadows = 0.0f;
|
|
CommonParameters.FilmGrain.FilmGrainIntensityMidtones = 0.0f;
|
|
CommonParameters.FilmGrain.FilmGrainIntensityHighlights = 0.0f;
|
|
CommonParameters.FilmGrain.FilmGrainShadowsMax = 0.09f;
|
|
CommonParameters.FilmGrain.FilmGrainHighlightsMin = 0.5f;
|
|
CommonParameters.FilmGrain.FilmGrainHighlightsMax = 1.0f;
|
|
CommonParameters.FilmGrain.FilmGrainTexture = GSystemTextures.GetWhiteDummy(GraphBuilder);
|
|
CommonParameters.FilmGrain.FilmGrainSampler = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Wrap>::GetRHI();
|
|
CommonParameters.FilmGrain.ScreenPosToFilmGrainTextureUV = FScreenTransform::ScreenPosToViewportUV;
|
|
|
|
// Set a dummy texture constants
|
|
if (SupportsFilmGrain(View.GetShaderPlatform()))
|
|
{
|
|
FRDGBufferRef DummyFilmGrainTextureConstants = GSystemTextures.GetDefaultStructuredBuffer(
|
|
GraphBuilder, sizeof(FVector4f), FVector4f(FLinearColor::White));
|
|
|
|
CommonParameters.FilmGrain.FilmGrainTextureConstants = GraphBuilder.CreateSRV(DummyFilmGrainTextureConstants);
|
|
}
|
|
else
|
|
{
|
|
CommonParameters.FilmGrain.FilmGrainTextureConstants = nullptr;
|
|
}
|
|
}
|
|
|
|
CommonParameters.OutputDevice = GetTonemapperOutputDeviceParameters(ViewFamily);
|
|
CommonParameters.Color = GetScreenPassTextureViewportParameters(SceneColorViewport);
|
|
CommonParameters.Output = GetScreenPassTextureViewportParameters(OutputViewport);
|
|
CommonParameters.ColorTexture = Inputs.SceneColor.Texture;
|
|
CommonParameters.LumBilateralGrid = Inputs.LocalExposureTexture;
|
|
CommonParameters.BlurredLogLum = Inputs.BlurredLogLuminanceTexture;
|
|
CommonParameters.LumBilateralGridSampler = BilinearClampSampler;
|
|
CommonParameters.BlurredLogLumSampler = BilinearClampSampler;
|
|
CommonParameters.EyeAdaptationTexture = Inputs.EyeAdaptationTexture;
|
|
CommonParameters.EyeAdaptation = *Inputs.EyeAdaptationParameters;
|
|
CommonParameters.ColorGradingLUT = Inputs.ColorGradingTexture;
|
|
CommonParameters.ColorSampler = BilinearClampSampler;
|
|
CommonParameters.ColorGradingLUTSampler = BilinearClampSampler;
|
|
CommonParameters.ColorScale0 = PostProcessSettings.SceneColorTint;
|
|
CommonParameters.ChromaticAberrationParams = ChromaticAberrationParams;
|
|
CommonParameters.TonemapperParams = FVector4f(PostProcessSettings.VignetteIntensity, SharpenDiv6, 0.0f, 0.0f);
|
|
CommonParameters.SwitchVerticalAxis = Inputs.bFlipYAxis;
|
|
CommonParameters.DefaultEyeExposure = DefaultEyeExposure;
|
|
CommonParameters.EditorNITLevel = EditorNITLevel;
|
|
CommonParameters.bOutputInHDR = ViewFamily.bIsHDR;
|
|
CommonParameters.LensPrincipalPointOffsetScale = View.LensPrincipalPointOffsetScale;
|
|
|
|
// TODO: PostProcessSettings.BloomDirtMask->GetResource() is not thread safe
|
|
if (PostProcessSettings.BloomDirtMask && PostProcessSettings.BloomDirtMask->GetResource() && PostProcessSettings.BloomDirtMaskIntensity > 0 && PostProcessSettings.BloomIntensity > 0.0)
|
|
{
|
|
CommonParameters.BloomDirtMaskTint = PostProcessSettings.BloomDirtMaskTint * PostProcessSettings.BloomDirtMaskIntensity / PostProcessSettings.BloomIntensity;
|
|
CommonParameters.BloomDirtMaskTexture = PostProcessSettings.BloomDirtMask->GetResource()->TextureRHI;
|
|
CommonParameters.BloomDirtMaskSampler = BilinearClampSampler;
|
|
}
|
|
else
|
|
{
|
|
CommonParameters.BloomDirtMaskTint = FLinearColor::Black;
|
|
CommonParameters.BloomDirtMaskTexture = GBlackTexture->TextureRHI;
|
|
CommonParameters.BloomDirtMaskSampler = BilinearClampSampler;
|
|
}
|
|
|
|
if (!FTonemapInputs::SupportsSceneColorApplyParametersBuffer(View.GetShaderPlatform()))
|
|
{
|
|
check(Inputs.SceneColorApplyParamaters == nullptr);
|
|
}
|
|
else if (Inputs.SceneColorApplyParamaters)
|
|
{
|
|
CommonParameters.SceneColorApplyParamaters = GraphBuilder.CreateSRV(Inputs.SceneColorApplyParamaters);
|
|
}
|
|
else
|
|
{
|
|
FRDGBufferRef ApplyParametersBuffer = GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f), FVector4f(1.0f, 1.0f, 1.0f, 1.0f));
|
|
CommonParameters.SceneColorApplyParamaters = GraphBuilder.CreateSRV(ApplyParametersBuffer);
|
|
}
|
|
|
|
// Bloom parameters
|
|
{
|
|
if (Inputs.Bloom.Texture)
|
|
{
|
|
const FScreenPassTextureViewport BloomViewport(Inputs.Bloom);
|
|
CommonParameters.ColorToBloom = FScreenTransform::ChangeTextureUVCoordinateFromTo(SceneColorViewport, BloomViewport);
|
|
CommonParameters.BloomUVViewportBilinearMin = GetScreenPassTextureViewportParameters(BloomViewport).UVViewportBilinearMin;
|
|
CommonParameters.BloomUVViewportBilinearMax = GetScreenPassTextureViewportParameters(BloomViewport).UVViewportBilinearMax;
|
|
CommonParameters.BloomTexture = Inputs.Bloom.Texture;
|
|
CommonParameters.BloomSampler = BilinearClampSampler;
|
|
}
|
|
else
|
|
{
|
|
CommonParameters.ColorToBloom = FScreenTransform::Identity;
|
|
CommonParameters.BloomUVViewportBilinearMin = FVector2f::ZeroVector;
|
|
CommonParameters.BloomUVViewportBilinearMax = FVector2f::UnitVector;
|
|
CommonParameters.BloomTexture = GSystemTextures.GetBlackDummy(GraphBuilder);
|
|
CommonParameters.BloomSampler = BilinearClampSampler;
|
|
}
|
|
}
|
|
|
|
// forward transformation from shader:
|
|
//return LensPrincipalPointOffsetScale.xy + UV * LensPrincipalPointOffsetScale.zw;
|
|
|
|
// reverse transformation from shader:
|
|
//return UV*(1.0f/LensPrincipalPointOffsetScale.zw) - LensPrincipalPointOffsetScale.xy/LensPrincipalPointOffsetScale.zw;
|
|
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.X = -View.LensPrincipalPointOffsetScale.X / View.LensPrincipalPointOffsetScale.Z;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.Y = -View.LensPrincipalPointOffsetScale.Y / View.LensPrincipalPointOffsetScale.W;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.Z = 1.0f / View.LensPrincipalPointOffsetScale.Z;
|
|
CommonParameters.LensPrincipalPointOffsetScaleInverse.W = 1.0f / View.LensPrincipalPointOffsetScale.W;
|
|
|
|
FRDGBufferSRVRef EyeAdaptationBufferSRV = Inputs.EyeAdaptationBuffer != nullptr ? GraphBuilder.CreateSRV(Inputs.EyeAdaptationBuffer, PF_A32B32G32R32F) : nullptr;
|
|
|
|
CommonParameters.EyeAdaptationBuffer = EyeAdaptationBufferSRV;
|
|
|
|
// Generate permutation vector for the desktop tonemapper.
|
|
TonemapperPermutation::FDesktopDomain DesktopPermutationVector;
|
|
|
|
{
|
|
TonemapperPermutation::FCommonDomain CommonDomain = TonemapperPermutation::BuildCommonPermutationDomain(View, Inputs.bGammaOnly, Inputs.LocalExposureTexture != nullptr, Inputs.bFlipYAxis, Inputs.bMetalMSAAHDRDecode);
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FCommonDomain>(CommonDomain);
|
|
|
|
if (!CommonDomain.Get<TonemapperPermutation::FTonemapperGammaOnlyDim>())
|
|
{
|
|
// Grain Quantization
|
|
{
|
|
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper.GrainQuantization"));
|
|
const int32 Value = CVar->GetValueOnRenderThread();
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperGrainQuantizationDim>(Value > 0);
|
|
}
|
|
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperColorFringeDim>(PostProcessSettings.SceneFringeIntensity > 0.01f);
|
|
}
|
|
|
|
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperOutputDeviceDim>(EDisplayOutputFormat(CommonParameters.OutputDevice.OutputDevice));
|
|
|
|
DesktopPermutationVector = TonemapperPermutation::RemapPermutation(DesktopPermutationVector, View.GetFeatureLevel());
|
|
}
|
|
|
|
// Override output might not support UAVs.
|
|
const bool bComputePass = (Output.Texture->Desc.Flags & TexCreate_UAV) == TexCreate_UAV ? View.bUseComputePasses : false;
|
|
|
|
if (bComputePass)
|
|
{
|
|
FTonemapCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapCS::FParameters>();
|
|
PassParameters->Tonemap = CommonParameters;
|
|
PassParameters->RWOutputTexture = GraphBuilder.CreateUAV(Output.Texture);
|
|
|
|
FTonemapCS::FPermutationDomain PermutationVector;
|
|
PermutationVector.Set<TonemapperPermutation::FDesktopDomain>(DesktopPermutationVector);
|
|
PermutationVector.Set<TonemapperPermutation::FTonemapperEyeAdaptationDim>(bEyeAdaptation);
|
|
|
|
TShaderMapRef<FTonemapCS> ComputeShader(View.ShaderMap, PermutationVector);
|
|
|
|
FComputeShaderUtils::AddPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Tonemap %dx%d (CS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
|
|
ComputeShader,
|
|
PassParameters,
|
|
FComputeShaderUtils::GetGroupCount(OutputViewport.Rect.Size(), FIntPoint(GTonemapComputeTileSizeX, GTonemapComputeTileSizeY)));
|
|
}
|
|
else
|
|
{
|
|
FTonemapPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapPS::FParameters>();
|
|
PassParameters->Tonemap = CommonParameters;
|
|
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
|
|
|
|
FTonemapVS::FPermutationDomain VertexPermutationVector;
|
|
VertexPermutationVector.Set<TonemapperPermutation::FTonemapperSwitchAxis>(Inputs.bFlipYAxis);
|
|
VertexPermutationVector.Set<TonemapperPermutation::FTonemapperEyeAdaptationDim>(bEyeAdaptation);
|
|
|
|
TShaderMapRef<FTonemapVS> VertexShader(View.ShaderMap, VertexPermutationVector);
|
|
TShaderMapRef<FTonemapPS> PixelShader(View.ShaderMap, DesktopPermutationVector);
|
|
|
|
// If this is a stereo view, there's a good chance we need alpha out of the tonemapper
|
|
// @todo: Remove this once Oculus fix the bug in their runtime that requires alpha here.
|
|
const bool bIsStereo = IStereoRendering::IsStereoEyeView(View);
|
|
FRHIBlendState* BlendState = Inputs.bWriteAlphaChannel || bIsStereo ? FScreenPassPipelineState::FDefaultBlendState::GetRHI() : TStaticBlendStateWriteMask<CW_RGB>::GetRHI();
|
|
FRHIDepthStencilState* DepthStencilState = FScreenPassPipelineState::FDefaultDepthStencilState::GetRHI();
|
|
|
|
EScreenPassDrawFlags DrawFlags = EScreenPassDrawFlags::AllowHMDHiddenAreaMask;
|
|
|
|
AddDrawScreenPass(
|
|
GraphBuilder,
|
|
RDG_EVENT_NAME("Tonemap %dx%d (PS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
|
|
View,
|
|
OutputViewport,
|
|
SceneColorViewport,
|
|
FScreenPassPipelineState(VertexShader, PixelShader, BlendState, DepthStencilState),
|
|
PassParameters,
|
|
DrawFlags,
|
|
[VertexShader, PixelShader, PassParameters](FRHICommandList& RHICmdList)
|
|
{
|
|
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), PassParameters->Tonemap);
|
|
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
|
|
});
|
|
}
|
|
|
|
return MoveTemp(Output);
|
|
}
|
|
|