Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/TemporalSuperResolution.cpp
Guillaume Abadie 4178101ade Rewrites TSR's shading rejection heuristics to reduce ghosting on translucency, pixel shader animations or when motion vector are wrong
#rb none
#jira UE-152563, UE-156340, FORT-482956
#preflight 62a350011f0015be23f08dcb

[CL 20599005 by Guillaume Abadie in ue5-main branch]
2022-06-10 13:22:40 -04:00

1567 lines
69 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/TemporalAA.h"
#include "PostProcess/PostProcessTonemap.h"
#include "PostProcess/PostProcessing.h"
#include "ClearQuad.h"
#include "PostProcessing.h"
#include "SceneTextureParameters.h"
#include "PixelShaderUtils.h"
#include "ScenePrivate.h"
#include "RendererModule.h"
#define COMPILE_TSR_DEBUG_PASSES (!UE_BUILD_SHIPPING)
namespace
{
TAutoConsoleVariable<float> CVarTSRHistorySP(
TEXT("r.TSR.History.ScreenPercentage"),
100.0f,
TEXT("Size of TSR's history."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRR11G11B10History(
TEXT("r.TSR.History.R11G11B10"), 1,
TEXT("Select the bitdepth of the history."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRHistoryUpdateQuality(
TEXT("r.TSR.History.UpdateQuality"), 3,
TEXT("Select the quality of the history update."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRWaveOps(
TEXT("r.TSR.WaveOps"), 1,
TEXT("Whether to use wave ops in the shading rejection heuristics"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRFilterShadingRejection(
TEXT("r.TSR.ShadingRejection.SpatialFilter"), 1,
TEXT("Whether the shading rejection should have spatial statistical filtering pass to reduce flickering (default = 1).\n")
TEXT(" 0: Disabled;\n")
TEXT(" 1: Spatial filter pass is run at lower resolution than CompareHistory pass (default);\n")
TEXT(" 2: Spatial filter pass is run CompareHistory pass resolution to improve stability."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRRejectionAntiAliasingQuality(
TEXT("r.TSR.RejectionAntiAliasingQuality"), 3,
TEXT("Controls the quality of spatial anti-aliasing on history rejection (default=1)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRAsyncCompute(
TEXT("r.TSR.AsyncCompute"), 0,
TEXT("Whether to run TSR on async compute. Some TSR passes can overlap with previous passe.\n")
TEXT(" 0: Disabled (default);\n")
TEXT(" 1: Only ClearPrevTextures pass;\n")
TEXT(" 2: Only ClearPrevTextures through DecimateHistory passes;\n")
TEXT(" 3: All passes;"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarTSRTranslucencyHighlightLuminance(
TEXT("r.TSR.Translucency.HighlightLuminance"), -1.0f,
TEXT("Sets the liminance at which translucency is considered an highlights (default=-1.0)."),
ECVF_RenderThreadSafe);
//TAutoConsoleVariable<int32> CVarTSRTranslucencyPreviousFrameRejection(
// TEXT("r.TSR.Translucency.PreviousFrameRejection"), 0,
// TEXT("Enable heuristic to reject Separate translucency based on previous frame translucency."),
// ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSREnableResponiveAA(
TEXT("r.TSR.Translucency.EnableResponiveAA"), 1,
TEXT("Whether the responsive AA should keep history fully clamped."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarTSRWeightClampingPixelSpeed(
TEXT("r.TSR.Velocity.WeightClampingPixelSpeed"), 1.0f,
TEXT("Defines the pixel velocity at which the the high frequencies of the history get's their contributing weight clamped. ")
TEXT("Smallest reduce blur in movement (Default = 1.0f)."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarTSRVelocityExtrapolation(
TEXT("r.TSR.Velocity.Extrapolation"), 1.0f,
TEXT("Defines how much the velocity should be extrapolated on geometric discontinuities (Default = 1.0f)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
#if COMPILE_TSR_DEBUG_PASSES
TAutoConsoleVariable<int32> CVarTSRDebugArraySize(
TEXT("r.TSR.Debug.ArraySize"), 1,
TEXT("Size of array for the TSR.Debug.* RDG textures"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarTSRSetupDebugPasses(
TEXT("r.TSR.Debug.SetupExtraPasses"), 0,
TEXT("Whether to enable the debug passes"),
ECVF_RenderThreadSafe);
#endif
BEGIN_SHADER_PARAMETER_STRUCT(FTSRCommonParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, InputInfo)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, LowFrequencyInfo)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, RejectionInfo)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, HistoryInfo)
SHADER_PARAMETER(FIntPoint, InputPixelPosMin)
SHADER_PARAMETER(FIntPoint, InputPixelPosMax)
SHADER_PARAMETER(FScreenTransform, InputPixelPosToScreenPos)
SHADER_PARAMETER(FVector2f, InputJitter)
SHADER_PARAMETER(int32, bCameraCut)
SHADER_PARAMETER(FVector2f, ScreenVelocityToInputPixelVelocity)
SHADER_PARAMETER(FVector2f, InputPixelVelocityToScreenVelocity)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTSRHistoryArrayIndices, )
SHADER_PARAMETER(int32, HighFrequency)
SHADER_PARAMETER(int32, Translucency)
SHADER_PARAMETER(int32, Size)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTSRHistoryTextures, )
SHADER_PARAMETER_STRUCT(FTSRHistoryArrayIndices, ArrayIndices)
SHADER_PARAMETER_RDG_TEXTURE(Texture2DArray, ColorArray)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, Metadata)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SubpixelDetails)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TranslucencyAlpha)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, Guide)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTSRHistorySRVs, )
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, HighFrequency)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, Metadata)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SubpixelDetails)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, Translucency)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, TranslucencyAlpha)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, Guide)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTSRHistoryUAVs, )
SHADER_PARAMETER_STRUCT(FTSRHistoryArrayIndices, ArrayIndices)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, ColorArray)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, Metadata)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SubpixelDetails)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, TranslucencyAlpha)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTSRPrevHistoryParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, PrevHistoryInfo)
SHADER_PARAMETER(FScreenTransform, ScreenPosToPrevHistoryBufferUV)
SHADER_PARAMETER(FScreenTransform, ScreenPosToPrevSubpixelDetails)
SHADER_PARAMETER(FVector2f, PrevSubpixelDetailsExtent)
SHADER_PARAMETER(float, HistoryPreExposureCorrection)
END_SHADER_PARAMETER_STRUCT()
enum class ETSRHistoryFormatBits : uint32
{
Translucency = 1 << 1,
};
ENUM_CLASS_FLAGS(ETSRHistoryFormatBits);
FTSRHistoryArrayIndices TranslateHistoryFormatBitsToArrayIndices(ETSRHistoryFormatBits HistoryFormatBits)
{
FTSRHistoryArrayIndices ArrayIndices;
ArrayIndices.Size = 2;
ArrayIndices.HighFrequency = 0;
ArrayIndices.Translucency = 1;
return ArrayIndices;
}
FTSRHistorySRVs CreateSRVs(FRDGBuilder& GraphBuilder, const FTSRHistoryTextures& Textures)
{
FTSRHistorySRVs SRVs;
SRVs.HighFrequency = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForSlice(Textures.ColorArray, Textures.ArrayIndices.HighFrequency));
SRVs.Metadata = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(Textures.Metadata));
SRVs.SubpixelDetails = Textures.SubpixelDetails;
SRVs.Translucency = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateForSlice(Textures.ColorArray, Textures.ArrayIndices.Translucency));
SRVs.TranslucencyAlpha = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(Textures.TranslucencyAlpha)); // TODO: move into metadata
SRVs.Guide = Textures.Guide;
return SRVs;
}
FTSRHistoryUAVs CreateUAVs(FRDGBuilder& GraphBuilder, const FTSRHistoryTextures& Textures)
{
FTSRHistoryUAVs UAVs;
UAVs.ArrayIndices = Textures.ArrayIndices;
UAVs.ColorArray = GraphBuilder.CreateUAV(Textures.ColorArray);
UAVs.Metadata = GraphBuilder.CreateUAV(Textures.Metadata);
UAVs.SubpixelDetails = GraphBuilder.CreateUAV(Textures.SubpixelDetails);
UAVs.TranslucencyAlpha = GraphBuilder.CreateUAV(Textures.TranslucencyAlpha); // TODO: move into metadata
return UAVs;
}
class FTSRShader : public FGlobalShader
{
public:
FTSRShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
FTSRShader()
{ }
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return SupportsTSR(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
if (FDataDrivenShaderPlatformInfo::GetSupportsRealTypes(Parameters.Platform) == ERHIFeatureSupport::RuntimeGuaranteed)
{
OutEnvironment.CompilerFlags.Add(CFLAG_AllowRealTypes);
}
OutEnvironment.CompilerFlags.Add(CFLAG_WarningsAsErrors);
OutEnvironment.CompilerFlags.Add(CFLAG_HLSL2021);
}
}; // class FTemporalSuperResolutionShader
class FTSRClearPrevTexturesCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRClearPrevTexturesCS);
SHADER_USE_PARAMETER_STRUCT(FTSRClearPrevTexturesCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, PrevUseCountOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, PrevClosestDepthOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRClearPrevTexturesCS
class FTSRDilateVelocityCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRDilateVelocityCS);
SHADER_USE_PARAMETER_STRUCT(FTSRDilateVelocityCS, FTSRShader);
class FMotionBlurDirectionsDim : SHADER_PERMUTATION_INT("DIM_MOTION_BLUR_DIRECTIONS", 3);
using FPermutationDomain = TShaderPermutationDomain<FMotionBlurDirectionsDim>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FVelocityFlattenParameters, VelocityFlattenParameters)
SHADER_PARAMETER(FVector2f, PrevOutputBufferUVMin)
SHADER_PARAMETER(FVector2f, PrevOutputBufferUVMax)
SHADER_PARAMETER(float, WorldDepthToDepthError)
SHADER_PARAMETER(float, VelocityExtrapolationMultiplier)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneDepthTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneVelocityTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, DilatedVelocityOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ClosestDepthOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, PrevUseCountOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, PrevClosestDepthOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ParallaxFactorOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, VelocityFlattenOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, VelocityTileOutput0)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, VelocityTileOutput1)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRDilateVelocityCS
class FTSRDecimateHistoryCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRDecimateHistoryCS);
SHADER_USE_PARAMETER_STRUCT(FTSRDecimateHistoryCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER(FMatrix44f, RotationalClipToPrevClip)
SHADER_PARAMETER(float, WorldDepthToPixelWorldRadius)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DilatedVelocityTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ClosestDepthTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevUseCountTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevClosestDepthTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ParallaxFactorTexture)
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRPrevHistoryParameters, PrevHistoryParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevHistorySubpixelDetails)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevHistoryGuide)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, PrevGuideInfo)
SHADER_PARAMETER(FScreenTransform, InputPixelPosToReprojectScreenPos)
SHADER_PARAMETER(FScreenTransform, ScreenPosToPrevHistoryGuideBufferUV)
SHADER_PARAMETER(FVector3f, HistoryGuideQuantizationError)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ReprojectedHistoryGuideOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HoleFilledVelocityOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HoleFilledVelocityMaskOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ParallaxRejectionMaskOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistorySubpixelDetailsOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRDecimateHistoryCS
class FTSRCompareTranslucencyCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRCompareTranslucencyCS);
SHADER_USE_PARAMETER_STRUCT(FTSRCompareTranslucencyCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, TranslucencyInfo)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, PrevTranslucencyInfo)
SHADER_PARAMETER(float, PrevTranslucencyPreExposureCorrection)
SHADER_PARAMETER(float, TranslucencyHighlightLuminance)
SHADER_PARAMETER(FScreenTransform, ScreenPosToPrevTranslucencyTextureUV)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DilatedVelocityTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TranslucencyTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PrevTranslucencyTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, TranslucencyRejectionOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRCompareTranslucencyCS
class FTSRRejectShadingCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRRejectShadingCS);
SHADER_USE_PARAMETER_STRUCT(FTSRRejectShadingCS, FTSRShader);
class FUseWaveOps : SHADER_PERMUTATION_BOOL("DIM_USE_WAVE_OPS");
using FPermutationDomain = TShaderPermutationDomain<FUseWaveOps>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER(FVector3f, HistoryGuideQuantizationError)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ReprojectedHistoryGuideTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ParallaxRejectionMaskTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistoryGuideOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistoryRejectionOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, InputSceneColorLdrLumaOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FUseWaveOps>() && !RHISupportsWaveOperations(Parameters.Platform))
{
return false;
}
return FTSRShader::ShouldCompilePermutation(Parameters);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
FTSRShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.CompilerFlags.Add(CFLAG_Wave32);
if (PermutationVector.Get<FUseWaveOps>())
{
OutEnvironment.CompilerFlags.Add(CFLAG_WaveOperations);
}
}
}; // class FTSRRejectShadingCS
class FTSRPostfilterRejectionCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRPostfilterRejectionCS);
SHADER_USE_PARAMETER_STRUCT(FTSRPostfilterRejectionCS, FTSRShader);
class FOutputHalfRes : SHADER_PERMUTATION_BOOL("DIM_OUTPUT_HALF_RES");
using FPermutationDomain = TShaderPermutationDomain<FOutputHalfRes>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntRect, HistoryRejectionViewport)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HistoryRejectionTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistoryRejectionOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRPostfilterRejectionCS
class FTSRDilateRejectionCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRDilateRejectionCS);
SHADER_USE_PARAMETER_STRUCT(FTSRDilateRejectionCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HistoryRejectionTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, DilatedHistoryRejectionOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRDilateRejectionCS
class FTSRSpatialAntiAliasingCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRSpatialAntiAliasingCS);
SHADER_USE_PARAMETER_STRUCT(FTSRSpatialAntiAliasingCS, FTSRShader);
class FQualityDim : SHADER_PERMUTATION_INT("DIM_QUALITY_PRESET", 3);
using FPermutationDomain = TShaderPermutationDomain<FQualityDim>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputSceneColorLdrLumaTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, AntiAliasingOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, NoiseFilteringOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
// There is no Quality=0 because the pass doesn't get setup.
if (PermutationVector.Get<FQualityDim>() == 0)
{
return false;
}
return FTSRShader::ShouldCompilePermutation(Parameters);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FTSRShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.CompilerFlags.Add(CFLAG_Wave32);
}
}; // class FTSRSpatialAntiAliasingCS
class FTSRFilterAntiAliasingCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRFilterAntiAliasingCS);
SHADER_USE_PARAMETER_STRUCT(FTSRFilterAntiAliasingCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, AntiAliasingTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, AntiAliasingOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRFilterAntiAliasingCS
class FTSRUpdateHistoryCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRUpdateHistoryCS);
SHADER_USE_PARAMETER_STRUCT(FTSRUpdateHistoryCS, FTSRShader);
enum class EQuality
{
Low,
Medium,
High,
Epic,
MAX
};
class FQualityDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_UPDATE_QUALITY", EQuality);
using FPermutationDomain = TShaderPermutationDomain<FQualityDim>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, InputSceneStencilTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputSceneTranslucencyTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HistoryRejectionTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TranslucencyRejectionTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DilatedVelocityTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ParallaxFactorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ParallaxRejectionMaskTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, AntiAliasingTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, NoiseFilteringTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, HoleFilledVelocityMaskTexture)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, TranslucencyInfo)
SHADER_PARAMETER(FIntPoint, TranslucencyPixelPosMin)
SHADER_PARAMETER(FIntPoint, TranslucencyPixelPosMax)
SHADER_PARAMETER(FScreenTransform, HistoryPixelPosToScreenPos)
SHADER_PARAMETER(FScreenTransform, HistoryPixelPosToInputPPCo)
SHADER_PARAMETER(FScreenTransform, HistoryPixelPosToTranslucencyPPCo)
SHADER_PARAMETER(FVector3f, HistoryQuantizationError)
SHADER_PARAMETER(float, MinTranslucencyRejection)
SHADER_PARAMETER(float, InvWeightClampingPixelSpeed)
SHADER_PARAMETER(float, InputToHistoryFactor)
SHADER_PARAMETER(int32, ResponsiveStencilMask)
SHADER_PARAMETER(int32, bGenerateOutputMip1)
SHADER_PARAMETER(int32, bHasSeparateTranslucency)
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRPrevHistoryParameters, PrevHistoryParameters)
SHADER_PARAMETER_STRUCT(FTSRHistorySRVs, PrevHistory)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SceneColorOutputMip0)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SceneColorOutputMip1)
SHADER_PARAMETER_STRUCT(FTSRHistoryUAVs, HistoryOutput)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FTSRShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.CompilerFlags.Add(CFLAG_Wave32);
}
}; // class FTSRUpdateHistoryCS
class FTSRResolveHistoryCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRResolveHistoryCS);
SHADER_USE_PARAMETER_STRUCT(FTSRResolveHistoryCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER(FScreenTransform, DispatchThreadToHistoryPixelPos)
SHADER_PARAMETER(FIntPoint, OutputViewRectMin)
SHADER_PARAMETER(FIntPoint, OutputViewRectMax)
SHADER_PARAMETER(int32, bGenerateOutputMip1)
SHADER_PARAMETER(float, HistoryValidityMultiply)
SHADER_PARAMETER_STRUCT(FTSRHistorySRVs, History)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SceneColorOutputMip0)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SceneColorOutputMip1)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FTSRShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.CompilerFlags.Add(CFLAG_ForceOptimization);
}
}; // class FTSRResolveHistoryCS
#if COMPILE_TSR_DEBUG_PASSES
class FTSRDebugHistoryCS : public FTSRShader
{
DECLARE_GLOBAL_SHADER(FTSRDebugHistoryCS);
SHADER_USE_PARAMETER_STRUCT(FTSRDebugHistoryCS, FTSRShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTSRCommonParameters, CommonParameters)
SHADER_PARAMETER_STRUCT(FTSRHistorySRVs, History)
SHADER_PARAMETER_STRUCT(FTSRHistorySRVs, PrevHistory)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray, DebugOutput)
END_SHADER_PARAMETER_STRUCT()
}; // class FTSRDebugHistoryCS
#endif
IMPLEMENT_GLOBAL_SHADER(FTSRClearPrevTexturesCS, "/Engine/Private/TemporalSuperResolution/TSRClearPrevTextures.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRDilateVelocityCS, "/Engine/Private/TemporalSuperResolution/TSRDilateVelocity.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRDecimateHistoryCS, "/Engine/Private/TemporalSuperResolution/TSRDecimateHistory.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRCompareTranslucencyCS, "/Engine/Private/TemporalSuperResolution/TSRCompareTranslucency.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRRejectShadingCS, "/Engine/Private/TemporalSuperResolution/TSRRejectShading.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRPostfilterRejectionCS, "/Engine/Private/TemporalSuperResolution/TSRPostfilterRejection.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRDilateRejectionCS, "/Engine/Private/TemporalSuperResolution/TSRDilateRejection.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRSpatialAntiAliasingCS, "/Engine/Private/TemporalSuperResolution/TSRSpatialAntiAliasing.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRFilterAntiAliasingCS, "/Engine/Private/TemporalSuperResolution/TSRFilterAntiAliasing.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRUpdateHistoryCS, "/Engine/Private/TemporalSuperResolution/TSRUpdateHistory.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTSRResolveHistoryCS, "/Engine/Private/TemporalSuperResolution/TSRResolveHistory.usf", "MainCS", SF_Compute);
#if COMPILE_TSR_DEBUG_PASSES
IMPLEMENT_GLOBAL_SHADER(FTSRDebugHistoryCS, "/Engine/Private/TemporalSuperResolution/TSRDebugHistory.usf", "MainCS", SF_Compute);
#endif
DECLARE_GPU_STAT(TemporalSuperResolution)
} //! namespace
FVector3f ComputePixelFormatQuantizationError(EPixelFormat PixelFormat);
bool ComposeSeparateTranslucencyInTSR(const FViewInfo& View)
{
return true;
}
static FRDGTextureUAVRef CreateDummyUAV(FRDGBuilder& GraphBuilder, EPixelFormat PixelFormat)
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
FIntPoint(1, 1),
PixelFormat,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
FRDGTextureRef DummyTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.DummyOutput"));
GraphBuilder.RemoveUnusedTextureWarning(DummyTexture);
return GraphBuilder.CreateUAV(DummyTexture);
};
ITemporalUpscaler::FOutputs AddTemporalSuperResolutionPasses(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const ITemporalUpscaler::FPassInputs& PassInputs)
{
const FTSRHistory& InputHistory = View.PrevViewInfo.TSRHistory;
#if COMPILE_TSR_DEBUG_PASSES
const bool bSetupDebugPasses = CVarTSRSetupDebugPasses.GetValueOnRenderThread() != 0;
#endif
// Whether to use wave ops optimizations.
const bool bUseWaveOps = CVarTSRWaveOps.GetValueOnRenderThread() != 0 && GRHISupportsWaveOperations && RHISupportsWaveOperations(View.GetShaderPlatform());
// Whether alpha channel is supported.
const bool bSupportsAlpha = IsPostProcessingWithAlphaChannelSupported();
// whether TSR passes can run on async compute.
int32 AsyncComputePasses = GSupportsEfficientAsyncCompute ? CVarTSRAsyncCompute.GetValueOnRenderThread() : 0;
ETSRHistoryFormatBits HistoryFormatBits;
{
HistoryFormatBits = ETSRHistoryFormatBits::Translucency;
}
// Whether to use camera cut shader permutation or not.
bool bCameraCut = !InputHistory.IsValid() || View.bCameraCut || ETSRHistoryFormatBits(InputHistory.FormatBit) != HistoryFormatBits;
FTSRUpdateHistoryCS::EQuality UpdateHistoryQuality = FTSRUpdateHistoryCS::EQuality(FMath::Clamp(CVarTSRHistoryUpdateQuality.GetValueOnRenderThread(), 0, int32(FTSRUpdateHistoryCS::EQuality::MAX) - 1));
bool bIsSeperateTranslucyTexturesValid = PassInputs.PostDOFTranslucencyResources.IsValid();
const bool bRejectSeparateTranslucency = false; // bIsSeperateTranslucyTexturesValid && CVarTSRTranslucencyPreviousFrameRejection.GetValueOnRenderThread() != 0;
EPixelFormat ColorFormat = bSupportsAlpha ? PF_FloatRGBA : PF_FloatR11G11B10;
int32 RejectionAntiAliasingQuality = FMath::Clamp(CVarTSRRejectionAntiAliasingQuality.GetValueOnRenderThread(), 1, 2);
if (UpdateHistoryQuality == FTSRUpdateHistoryCS::EQuality::Low)
{
RejectionAntiAliasingQuality = 0;
}
enum class ERejectionPostFilter : uint8
{
Disabled,
PostRejectionDownsample,
PreRejectionDownsample,
};
ERejectionPostFilter PostFilter = ERejectionPostFilter(FMath::Clamp(CVarTSRFilterShadingRejection.GetValueOnRenderThread(), 2, 2)); // TODO(TSR)
FIntPoint InputExtent = PassInputs.SceneColorTexture->Desc.Extent;
FIntRect InputRect = View.ViewRect;
FIntPoint LowFrequencyExtent = InputExtent;
FIntRect LowFrequencyRect = InputRect;
FIntPoint RejectionExtent = LowFrequencyExtent / 2;
FIntRect RejectionRect = FIntRect(FIntPoint(0, 0), FIntPoint::DivideAndRoundUp(LowFrequencyRect.Size(), 2));
FIntPoint OutputExtent;
FIntRect OutputRect;
if (View.PrimaryScreenPercentageMethod == EPrimaryScreenPercentageMethod::TemporalUpscale)
{
OutputRect.Min = FIntPoint(0, 0);
OutputRect.Max = View.GetSecondaryViewRectSize();
FIntPoint QuantizedPrimaryUpscaleViewSize;
QuantizeSceneBufferSize(OutputRect.Max, QuantizedPrimaryUpscaleViewSize);
OutputExtent = FIntPoint(
FMath::Max(InputExtent.X, QuantizedPrimaryUpscaleViewSize.X),
FMath::Max(InputExtent.Y, QuantizedPrimaryUpscaleViewSize.Y));
}
else
{
OutputRect.Min = FIntPoint(0, 0);
OutputRect.Max = View.ViewRect.Size();
OutputExtent = InputExtent;
}
FIntPoint HistoryExtent;
FIntPoint HistorySize;
{
float MaxHistoryUpscaleFactor = FMath::Max(float(GMaxTextureDimensions) / float(FMath::Max(OutputRect.Width(), OutputRect.Height())), 1.0f);
float HistoryUpscaleFactor = FMath::Clamp(CVarTSRHistorySP.GetValueOnRenderThread() / 100.0f, 1.0f, 2.0f);
if (HistoryUpscaleFactor > MaxHistoryUpscaleFactor)
{
HistoryUpscaleFactor = 1.0f;
}
HistorySize = FIntPoint(
FMath::CeilToInt(OutputRect.Width() * HistoryUpscaleFactor),
FMath::CeilToInt(OutputRect.Height() * HistoryUpscaleFactor));
FIntPoint QuantizedHistoryViewSize;
QuantizeSceneBufferSize(HistorySize, QuantizedHistoryViewSize);
HistoryExtent = FIntPoint(
FMath::Max(InputExtent.X, QuantizedHistoryViewSize.X),
FMath::Max(InputExtent.Y, QuantizedHistoryViewSize.Y));
}
float ScreenPercentage = float(InputRect.Width()) / float(OutputRect.Width());
float InvScreenPercentage = float(OutputRect.Width()) / float(InputRect.Width());
RDG_EVENT_SCOPE(GraphBuilder, "TemporalSuperResolution(%s) %dx%d -> %dx%d",
bSupportsAlpha ? TEXT("Alpha") : TEXT(""),
InputRect.Width(), InputRect.Height(),
OutputRect.Width(), OutputRect.Height());
RDG_GPU_STAT_SCOPE(GraphBuilder, TemporalSuperResolution);
FRDGTextureRef BlackUintDummy = GSystemTextures.GetZeroUIntDummy(GraphBuilder);
FRDGTextureRef BlackDummy = GSystemTextures.GetBlackDummy(GraphBuilder);
FRDGTextureRef BlackAlphaOneDummy = GSystemTextures.GetBlackAlphaOneDummy(GraphBuilder);
FRDGTextureRef WhiteDummy = GSystemTextures.GetWhiteDummy(GraphBuilder);
FIntRect SeparateTranslucencyRect = FIntRect(0, 0, 1, 1);
FRDGTextureRef SeparateTranslucencyTexture = BlackAlphaOneDummy;
bool bHasSeparateTranslucency = PassInputs.PostDOFTranslucencyResources.IsValid();
if (bHasSeparateTranslucency)
{
SeparateTranslucencyTexture = PassInputs.PostDOFTranslucencyResources.ColorTexture.Resolve;
SeparateTranslucencyRect = PassInputs.PostDOFTranslucencyResources.ViewRect;
}
FTSRCommonParameters CommonParameters;
{
CommonParameters.InputInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
InputExtent, InputRect));
CommonParameters.InputPixelPosMin = CommonParameters.InputInfo.ViewportMin;
CommonParameters.InputPixelPosMax = CommonParameters.InputInfo.ViewportMax - 1;
CommonParameters.InputPixelPosToScreenPos = (FScreenTransform::Identity + 0.5f) * FScreenTransform::ChangeTextureBasisFromTo(FScreenPassTextureViewport(
InputExtent, InputRect), FScreenTransform::ETextureBasis::TexelPosition, FScreenTransform::ETextureBasis::ScreenPosition);
CommonParameters.ScreenVelocityToInputPixelVelocity = (FScreenTransform::Identity / CommonParameters.InputPixelPosToScreenPos).Scale;
CommonParameters.InputPixelVelocityToScreenVelocity = CommonParameters.InputPixelPosToScreenPos.Scale.GetAbs();
CommonParameters.LowFrequencyInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
LowFrequencyExtent, LowFrequencyRect));
CommonParameters.RejectionInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
RejectionExtent, RejectionRect));
CommonParameters.HistoryInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
HistoryExtent, FIntRect(FIntPoint(0, 0), HistorySize)));
CommonParameters.InputJitter = FVector2f(View.TemporalJitterPixels);
CommonParameters.bCameraCut = bCameraCut;
CommonParameters.ViewUniformBuffer = View.ViewUniformBuffer;
}
auto CreateDebugUAV = [&](const FIntPoint& Extent, const TCHAR* DebugName)
{
#if COMPILE_TSR_DEBUG_PASSES
uint16 ArraySize = uint16(FMath::Clamp(CVarTSRDebugArraySize.GetValueOnRenderThread(), 1, GMaxTextureArrayLayers));
#else
const uint16 ArraySize = 1;
#endif
FRDGTextureDesc DebugDesc = FRDGTextureDesc::Create2DArray(
Extent,
PF_FloatRGBA,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV,
ArraySize);
FRDGTextureRef DebugTexture = GraphBuilder.CreateTexture(DebugDesc, DebugName);
return GraphBuilder.CreateUAV(DebugTexture);
};
// Clear atomic scattered texture.
FRDGTextureRef PrevUseCountTexture;
FRDGTextureRef PrevClosestDepthTexture;
{
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_R32_UINT,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV | TexCreate_AtomicCompatible);
PrevUseCountTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.PrevUseCountTexture"));
PrevClosestDepthTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.PrevClosestDepthTexture"));
}
FTSRClearPrevTexturesCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRClearPrevTexturesCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->PrevUseCountOutput = GraphBuilder.CreateUAV(PrevUseCountTexture);
PassParameters->PrevClosestDepthOutput = GraphBuilder.CreateUAV(PrevClosestDepthTexture);
TShaderMapRef<FTSRClearPrevTexturesCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR ClearPrevTextures %dx%d", InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 1 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8 * 2));
}
// Dilate the velocity texture & scatter reprojection into previous frame
FRDGTextureRef DilatedVelocityTexture;
FRDGTextureRef ClosestDepthTexture;
FRDGTextureRef ParallaxFactorTexture;
FVelocityFlattenTextures VelocityFlattenTextures;
{
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_G16R16,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
DilatedVelocityTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.Velocity.Dilated"));
Desc.Format = PF_R16F;
ClosestDepthTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.ClosestDepthTexture"));
Desc.Format = PF_R8_UINT;
ParallaxFactorTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.ParallaxFactor"));
}
int32 TileSize = 8;
FTSRDilateVelocityCS::FPermutationDomain PermutationVector;
FTSRDilateVelocityCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRDilateVelocityCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->PrevOutputBufferUVMin = CommonParameters.InputInfo.UVViewportBilinearMin - CommonParameters.InputInfo.ExtentInverse;
PassParameters->PrevOutputBufferUVMax = CommonParameters.InputInfo.UVViewportBilinearMax + CommonParameters.InputInfo.ExtentInverse;
{
float TanHalfFieldOfView = View.ViewMatrices.GetInvProjectionMatrix().M[0][0];
// Should be multiplied 0.5* for the diameter to radius, and by 2.0 because GetTanHalfFieldOfView() cover only half of the pixels.
float WorldDepthToPixelWorldRadius = TanHalfFieldOfView / float(View.ViewRect.Width());
PassParameters->WorldDepthToDepthError = WorldDepthToPixelWorldRadius * 2.0f;
}
PassParameters->VelocityExtrapolationMultiplier = FMath::Clamp(CVarTSRVelocityExtrapolation.GetValueOnRenderThread(), 0.0f, 1.0f);
PassParameters->SceneDepthTexture = PassInputs.SceneDepthTexture;
PassParameters->SceneVelocityTexture = PassInputs.SceneVelocityTexture;
PassParameters->DilatedVelocityOutput = GraphBuilder.CreateUAV(DilatedVelocityTexture);
PassParameters->ClosestDepthOutput = GraphBuilder.CreateUAV(ClosestDepthTexture);
PassParameters->PrevUseCountOutput = GraphBuilder.CreateUAV(PrevUseCountTexture);
PassParameters->PrevClosestDepthOutput = GraphBuilder.CreateUAV(PrevClosestDepthTexture);
PassParameters->ParallaxFactorOutput = GraphBuilder.CreateUAV(ParallaxFactorTexture);
// Setup up the motion blur's velocity flatten pass.
if (PassInputs.bGenerateVelocityFlattenTextures)
{
const int32 MotionBlurDirections = GetMotionBlurDirections();
PermutationVector.Set<FTSRDilateVelocityCS::FMotionBlurDirectionsDim>(MotionBlurDirections);
TileSize = FVelocityFlattenTextures::kTileSize;
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_FloatR11G11B10,
FClearValueBinding::None,
GFastVRamConfig.VelocityFlat | TexCreate_ShaderResource | TexCreate_UAV);
VelocityFlattenTextures.VelocityFlatten.Texture = GraphBuilder.CreateTexture(Desc, TEXT("MotionBlur.VelocityTile"));
VelocityFlattenTextures.VelocityFlatten.ViewRect = InputRect;
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
FIntPoint::DivideAndRoundUp(InputRect.Size(), FVelocityFlattenTextures::kTileSize),
PF_FloatRGBA,
FClearValueBinding::None,
GFastVRamConfig.MotionBlur | TexCreate_ShaderResource | TexCreate_UAV);
VelocityFlattenTextures.VelocityTile[0].Texture = GraphBuilder.CreateTexture(Desc, TEXT("MotionBlur.VelocityTile"));
VelocityFlattenTextures.VelocityTile[0].ViewRect = FIntRect(FIntPoint::ZeroValue, Desc.Extent);
Desc.Format = PF_G16R16F;
VelocityFlattenTextures.VelocityTile[1].Texture = GraphBuilder.CreateTexture(Desc, TEXT("MotionBlur.VelocityTile"));
VelocityFlattenTextures.VelocityTile[1].ViewRect = FIntRect(FIntPoint::ZeroValue, Desc.Extent);
}
PassParameters->VelocityFlattenParameters = GetVelocityFlattenParameters(View);
PassParameters->VelocityFlattenOutput = GraphBuilder.CreateUAV(VelocityFlattenTextures.VelocityFlatten.Texture);
PassParameters->VelocityTileOutput0 = GraphBuilder.CreateUAV(VelocityFlattenTextures.VelocityTile[0].Texture);
PassParameters->VelocityTileOutput1 = GraphBuilder.CreateUAV(VelocityFlattenTextures.VelocityTile[1].Texture);
}
PassParameters->DebugOutput = CreateDebugUAV(InputExtent, TEXT("Debug.TSR.DilateVelocity"));
TShaderMapRef<FTSRDilateVelocityCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR DilateVelocity(MotionBlurDirections=%d) %dx%d",
int32(PermutationVector.Get<FTSRDilateVelocityCS::FMotionBlurDirectionsDim>()),
InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 2 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), TileSize));
}
// Create new history.
FTSRHistoryTextures History;
{
History.ArrayIndices = TranslateHistoryFormatBitsToArrayIndices(HistoryFormatBits);
FRDGTextureDesc ArrayDesc = FRDGTextureDesc::Create2DArray(
HistoryExtent,
(CVarTSRR11G11B10History.GetValueOnRenderThread() != 0 && !bSupportsAlpha) ? PF_FloatR11G11B10 : PF_FloatRGBA,
FClearValueBinding::None,
TexCreate_ShaderResource | TexCreate_UAV,
History.ArrayIndices.Size);
History.ColorArray = GraphBuilder.CreateTexture(ArrayDesc, TEXT("TSR.History.ColorArray"));
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
HistoryExtent,
(CVarTSRR11G11B10History.GetValueOnRenderThread() != 0 && !bSupportsAlpha) ? PF_FloatR11G11B10 : PF_FloatRGBA,
FClearValueBinding::None,
TexCreate_ShaderResource | TexCreate_UAV);
Desc.Format = PF_R8G8;
History.Metadata = GraphBuilder.CreateTexture(Desc, TEXT("TSR.History.Metadata"));
Desc.Format = PF_R8;
History.TranslucencyAlpha = GraphBuilder.CreateTexture(Desc, TEXT("TSR.History.TranslucencyAlpha"));
}
{
FRDGTextureDesc SubpixelDetailsDesc = FRDGTextureDesc::Create2D(
InputExtent,
PF_R16_UINT,
FClearValueBinding::None,
TexCreate_ShaderResource | TexCreate_UAV);
History.SubpixelDetails = GraphBuilder.CreateTexture(SubpixelDetailsDesc, TEXT("TSR.History.SubpixelInfo"));
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
bSupportsAlpha ? PF_FloatRGBA : PF_A2B10G10R10,
FClearValueBinding::None,
TexCreate_ShaderResource | TexCreate_UAV);
History.Guide = GraphBuilder.CreateTexture(Desc, TEXT("TSR.History.Guide"));
}
// Setup a dummy history
FTSRHistorySRVs DummyHistorySRVs;
{
DummyHistorySRVs.HighFrequency = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(BlackDummy));
DummyHistorySRVs.Metadata = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(BlackDummy));
DummyHistorySRVs.Translucency = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(BlackDummy));
DummyHistorySRVs.TranslucencyAlpha = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(WhiteDummy));
DummyHistorySRVs.Guide = BlackDummy;
DummyHistorySRVs.SubpixelDetails = BlackUintDummy;
}
// Setup the previous frame history
FTSRHistorySRVs PrevHistorySRVs;
if (!bCameraCut)
{
FTSRHistoryTextures PrevHistory;
PrevHistory.ArrayIndices = History.ArrayIndices;
// Register filterable history
PrevHistory.ColorArray = GraphBuilder.RegisterExternalTexture(InputHistory.ColorArray);
PrevHistory.Metadata = GraphBuilder.RegisterExternalTexture(InputHistory.Metadata);
PrevHistory.TranslucencyAlpha = InputHistory.TranslucencyAlpha.IsValid() ? GraphBuilder.RegisterExternalTexture(InputHistory.TranslucencyAlpha) : DummyHistorySRVs.TranslucencyAlpha->Desc.Texture;
PrevHistory.Guide = GraphBuilder.RegisterExternalTexture(InputHistory.Guide);
// Register non-filterable history
PrevHistory.SubpixelDetails = GraphBuilder.RegisterExternalTexture(InputHistory.SubpixelDetails);
PrevHistorySRVs = CreateSRVs(GraphBuilder, PrevHistory);
}
else
{
PrevHistorySRVs = DummyHistorySRVs;
}
// Setup the shader parameters for previous frame history
FTSRPrevHistoryParameters PrevHistoryParameters;
{
// Setup prev history parameters.
FScreenPassTextureViewport PrevHistoryViewport(PrevHistorySRVs.HighFrequency->Desc.Texture->Desc.Extent, InputHistory.OutputViewportRect);
FScreenPassTextureViewport PrevSubpixelDetailsViewport(PrevHistorySRVs.SubpixelDetails->Desc.Extent, InputHistory.InputViewportRect);
if (bCameraCut)
{
PrevHistoryViewport.Extent = FIntPoint(1, 1);
PrevHistoryViewport.Rect = FIntRect(FIntPoint(0, 0), FIntPoint(1, 1));
PrevSubpixelDetailsViewport.Extent = FIntPoint(1, 1);
PrevSubpixelDetailsViewport.Rect = FIntRect(FIntPoint(0, 0), FIntPoint(1, 1));
}
PrevHistoryParameters.PrevHistoryInfo = GetScreenPassTextureViewportParameters(PrevHistoryViewport);
PrevHistoryParameters.ScreenPosToPrevHistoryBufferUV = FScreenTransform::ChangeTextureBasisFromTo(
PrevHistoryViewport, FScreenTransform::ETextureBasis::ScreenPosition, FScreenTransform::ETextureBasis::TextureUV);
PrevHistoryParameters.ScreenPosToPrevSubpixelDetails = FScreenTransform::ChangeTextureBasisFromTo(
PrevSubpixelDetailsViewport, FScreenTransform::ETextureBasis::ScreenPosition, FScreenTransform::ETextureBasis::TextureUV);
PrevHistoryParameters.PrevSubpixelDetailsExtent = PrevSubpixelDetailsViewport.Extent;
PrevHistoryParameters.HistoryPreExposureCorrection = View.PreExposure / View.PrevViewInfo.SceneColorPreExposure;
}
// Decimate input to flicker at same frequency as input.
FRDGTextureRef ReprojectedHistoryGuideTexture = nullptr;
FRDGTextureRef ParallaxRejectionMaskTexture = nullptr;
FRDGTextureRef HoleFilledVelocityMaskTexture = nullptr;
{
FRDGTextureRef HoleFilledVelocityTexture;
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_R8,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
ParallaxRejectionMaskTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.ParallaxRejectionMask"));
Desc.Format = PF_G16R16;
HoleFilledVelocityTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.Velocity.HoleFilled"));
Desc.Format = PF_R8G8;
HoleFilledVelocityMaskTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.velocity.HoleFillMask"));
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PrevHistorySRVs.Guide->Desc.Format,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
ReprojectedHistoryGuideTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.ReprojectedHistoryGuide"));
}
FTSRDecimateHistoryCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRDecimateHistoryCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
{
const FViewMatrices& ViewMatrices = View.ViewMatrices;
const FViewMatrices& PrevViewMatrices = View.PrevViewInfo.ViewMatrices;
FMatrix RotationalInvViewProj = ViewMatrices.ComputeInvProjectionNoAAMatrix() * (ViewMatrices.GetTranslatedViewMatrix().RemoveTranslation().GetTransposed());
FMatrix RotationalPrevViewProj = (PrevViewMatrices.GetTranslatedViewMatrix().RemoveTranslation()) * PrevViewMatrices.ComputeProjectionNoAAMatrix();
PassParameters->RotationalClipToPrevClip = FMatrix44f(RotationalInvViewProj * RotationalPrevViewProj); // LWC_TODO: Precision loss?
}
{
float TanHalfFieldOfView = View.ViewMatrices.GetInvProjectionMatrix().M[0][0];
// Should be multiplied 0.5* for the diameter to radius, and by 2.0 because GetTanHalfFieldOfView() cover only half of the pixels.
PassParameters->WorldDepthToPixelWorldRadius = TanHalfFieldOfView / float(View.ViewRect.Width());
}
PassParameters->InputSceneColorTexture = PassInputs.SceneColorTexture;
PassParameters->DilatedVelocityTexture = DilatedVelocityTexture;
PassParameters->ClosestDepthTexture = ClosestDepthTexture;
PassParameters->PrevUseCountTexture = PrevUseCountTexture;
PassParameters->PrevClosestDepthTexture = PrevClosestDepthTexture;
PassParameters->ParallaxFactorTexture = ParallaxFactorTexture;
PassParameters->PrevHistoryParameters = PrevHistoryParameters;
PassParameters->PrevHistorySubpixelDetails = PrevHistorySRVs.SubpixelDetails;
{
FScreenPassTextureViewport PrevHistoryColorViewport(PrevHistorySRVs.Guide->Desc.Extent, InputHistory.InputViewportRect);
PassParameters->PrevHistoryGuide = PrevHistorySRVs.Guide;
PassParameters->PrevGuideInfo = GetScreenPassTextureViewportParameters(PrevHistoryColorViewport);
PassParameters->InputPixelPosToReprojectScreenPos = ((FScreenTransform::Identity - InputRect.Min + 0.5f) / InputRect.Size()) * FScreenTransform::ViewportUVToScreenPos;
PassParameters->ScreenPosToPrevHistoryGuideBufferUV = FScreenTransform::ChangeTextureBasisFromTo(
PrevHistoryColorViewport,
FScreenTransform::ETextureBasis::ScreenPosition,
FScreenTransform::ETextureBasis::TextureUV);
PassParameters->HistoryGuideQuantizationError = ComputePixelFormatQuantizationError(PrevHistorySRVs.Guide->Desc.Format);
}
PassParameters->ReprojectedHistoryGuideOutput = GraphBuilder.CreateUAV(ReprojectedHistoryGuideTexture);
PassParameters->HoleFilledVelocityOutput = GraphBuilder.CreateUAV(HoleFilledVelocityTexture);
PassParameters->HoleFilledVelocityMaskOutput = GraphBuilder.CreateUAV(HoleFilledVelocityMaskTexture);
PassParameters->ParallaxRejectionMaskOutput = GraphBuilder.CreateUAV(ParallaxRejectionMaskTexture);
PassParameters->HistorySubpixelDetailsOutput = GraphBuilder.CreateUAV(History.SubpixelDetails);
PassParameters->DebugOutput = CreateDebugUAV(LowFrequencyExtent, TEXT("Debug.TSR.DecimateHistory"));
TShaderMapRef<FTSRDecimateHistoryCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR DecimateHistory %dx%d", InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 2 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8));
DilatedVelocityTexture = HoleFilledVelocityTexture;
}
FRDGTextureRef TranslucencyRejectionTexture = nullptr;
if (bRejectSeparateTranslucency && View.PrevViewInfo.SeparateTranslucency != nullptr)
{
FRDGTextureRef PrevTranslucencyTexture;
FScreenPassTextureViewport PrevTranslucencyViewport;
if (View.PrevViewInfo.SeparateTranslucency)
{
PrevTranslucencyTexture = GraphBuilder.RegisterExternalTexture(View.PrevViewInfo.SeparateTranslucency);
PrevTranslucencyViewport = FScreenPassTextureViewport(PrevTranslucencyTexture->Desc.Extent, View.PrevViewInfo.SeparateTranslucencyViewRect);
}
else
{
PrevTranslucencyTexture = BlackAlphaOneDummy;
PrevTranslucencyViewport = FScreenPassTextureViewport(FIntPoint(1, 1), FIntRect(FIntPoint(0, 0), FIntPoint(1, 1)));
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_R8,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
TranslucencyRejectionTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.TranslucencyRejection"));
}
FTSRCompareTranslucencyCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRCompareTranslucencyCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->TranslucencyInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
SeparateTranslucencyTexture->Desc.Extent, SeparateTranslucencyRect));
PassParameters->PrevTranslucencyInfo = GetScreenPassTextureViewportParameters(PrevTranslucencyViewport);
PassParameters->PrevTranslucencyPreExposureCorrection = PrevHistoryParameters.HistoryPreExposureCorrection;
PassParameters->TranslucencyHighlightLuminance = CVarTSRTranslucencyHighlightLuminance.GetValueOnRenderThread();
PassParameters->ScreenPosToPrevTranslucencyTextureUV = FScreenTransform::ChangeTextureBasisFromTo(
PrevTranslucencyViewport, FScreenTransform::ETextureBasis::ScreenPosition, FScreenTransform::ETextureBasis::TextureUV);
PassParameters->DilatedVelocityTexture = DilatedVelocityTexture;
PassParameters->TranslucencyTexture = SeparateTranslucencyTexture;
PassParameters->PrevTranslucencyTexture = PrevTranslucencyTexture;
PassParameters->TranslucencyRejectionOutput = GraphBuilder.CreateUAV(TranslucencyRejectionTexture);
PassParameters->DebugOutput = CreateDebugUAV(LowFrequencyExtent, TEXT("Debug.TSR.CompareTranslucency"));
TShaderMapRef<FTSRCompareTranslucencyCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR CompareTranslucency %dx%d", InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8));
}
// Reject the history with frequency decomposition.
FRDGTextureRef HistoryRejectionTexture;
FRDGTextureRef InputSceneColorLdrLumaTexture = nullptr;
{
bool bOutputHalfRes = PostFilter != ERejectionPostFilter::PreRejectionDownsample;
check(!bOutputHalfRes); // TODO(TSR)
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
LowFrequencyExtent,
PF_R8,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
InputSceneColorLdrLumaTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.SceneColorLdrLuma"));
}
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
bOutputHalfRes ? RejectionExtent : LowFrequencyExtent,
PF_R8,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
HistoryRejectionTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.HistoryRejection"));
}
FTSRRejectShadingCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRRejectShadingCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->InputTexture = PassInputs.SceneColorTexture;
PassParameters->ReprojectedHistoryGuideTexture = ReprojectedHistoryGuideTexture;
PassParameters->ParallaxRejectionMaskTexture = ParallaxRejectionMaskTexture;
PassParameters->HistoryGuideQuantizationError = ComputePixelFormatQuantizationError(History.Guide->Desc.Format);
PassParameters->HistoryGuideOutput = GraphBuilder.CreateUAV(History.Guide);
PassParameters->HistoryRejectionOutput = GraphBuilder.CreateUAV(HistoryRejectionTexture);
PassParameters->InputSceneColorLdrLumaOutput = GraphBuilder.CreateUAV(InputSceneColorLdrLumaTexture);
PassParameters->DebugOutput = CreateDebugUAV(LowFrequencyExtent, TEXT("Debug.TSR.RejectShading"));
FTSRRejectShadingCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FTSRRejectShadingCS::FUseWaveOps>(bUseWaveOps && GRHIMinimumWaveSize <= 32 && GRHIMaximumWaveSize >= 32);
TShaderMapRef<FTSRRejectShadingCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR RejectShading(%s) %dx%d",
PermutationVector.Get<FTSRRejectShadingCS::FUseWaveOps>() ? TEXT("WaveOps") : TEXT(""),
LowFrequencyRect.Width(), LowFrequencyRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(LowFrequencyRect.Size(), 12));
}
// Spatial anti-aliasing when doing history rejection.
FRDGTextureRef AntiAliasingTexture = nullptr;
FRDGTextureRef NoiseFilteringTexture = nullptr;
if (RejectionAntiAliasingQuality > 0)
{
FRDGTextureRef RawAntiAliasingTexture;
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
InputExtent,
PF_R8_UINT,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
RawAntiAliasingTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.AntiAliasing.Raw"));
AntiAliasingTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.AntiAliasing.Filtered"));
Desc.Format = PF_R8;
NoiseFilteringTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.AntiAliasing.Noise"));
}
{
FTSRSpatialAntiAliasingCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRSpatialAntiAliasingCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->InputSceneColorTexture = PassInputs.SceneColorTexture;
PassParameters->InputSceneColorLdrLumaTexture = InputSceneColorLdrLumaTexture;
PassParameters->AntiAliasingOutput = GraphBuilder.CreateUAV(RawAntiAliasingTexture);
PassParameters->NoiseFilteringOutput = GraphBuilder.CreateUAV(NoiseFilteringTexture);
PassParameters->DebugOutput = CreateDebugUAV(InputExtent, TEXT("Debug.TSR.SpatialAntiAliasing"));
FTSRSpatialAntiAliasingCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FTSRSpatialAntiAliasingCS::FQualityDim>(RejectionAntiAliasingQuality);
TShaderMapRef<FTSRSpatialAntiAliasingCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR SpatialAntiAliasing(Quality=%d) %dx%d",
RejectionAntiAliasingQuality,
InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8));
}
{
FTSRFilterAntiAliasingCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRFilterAntiAliasingCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->AntiAliasingTexture = RawAntiAliasingTexture;
PassParameters->AntiAliasingOutput = GraphBuilder.CreateUAV(AntiAliasingTexture);
PassParameters->DebugOutput = CreateDebugUAV(InputExtent, TEXT("Debug.TSR.FilterAntiAliasing"));
TShaderMapRef<FTSRFilterAntiAliasingCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR FilterAntiAliasing %dx%d", InputRect.Width(), InputRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8));
}
}
// Post filter the rejection.
if (PostFilter != ERejectionPostFilter::Disabled)
{
bool bOutputHalfRes = PostFilter == ERejectionPostFilter::PreRejectionDownsample;
FIntRect Rect = bOutputHalfRes ? FIntRect(FIntPoint(0, 0), LowFrequencyRect.Size()) : RejectionRect;
FRDGTextureRef FilteredHistoryRejectionTexture;
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
RejectionExtent,
PF_R8,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV);
FilteredHistoryRejectionTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.HistoryRejection"));
}
FTSRPostfilterRejectionCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRPostfilterRejectionCS::FParameters>();
PassParameters->HistoryRejectionViewport = Rect;
PassParameters->HistoryRejectionTexture = HistoryRejectionTexture;
PassParameters->HistoryRejectionOutput = GraphBuilder.CreateUAV(FilteredHistoryRejectionTexture);
PassParameters->DebugOutput = CreateDebugUAV(bOutputHalfRes ? LowFrequencyExtent : RejectionExtent, TEXT("Debug.TSR.PostfilterRejection"));
FTSRPostfilterRejectionCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FTSRPostfilterRejectionCS::FOutputHalfRes>(PostFilter == ERejectionPostFilter::PreRejectionDownsample);
TShaderMapRef<FTSRPostfilterRejectionCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR PostfilterRejection %dx%d", Rect.Width(), Rect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(Rect.Size(), 8));
HistoryRejectionTexture = FilteredHistoryRejectionTexture;
}
// Dilate the rejection.
FRDGTextureRef DilatedHistoryRejectionTexture;
{
DilatedHistoryRejectionTexture = GraphBuilder.CreateTexture(HistoryRejectionTexture->Desc, TEXT("TSR.DilatedHistoryRejection"));
FTSRDilateRejectionCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRDilateRejectionCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->HistoryRejectionTexture = HistoryRejectionTexture;
PassParameters->DilatedHistoryRejectionOutput = GraphBuilder.CreateUAV(DilatedHistoryRejectionTexture);
PassParameters->DebugOutput = CreateDebugUAV(RejectionExtent, TEXT("Debug.TSR.DilateRejection"));
TShaderMapRef<FTSRDilateRejectionCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR DilateRejection %dx%d", RejectionRect.Width(), RejectionRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(RejectionRect.Size(), 8));
}
// Allocate output
FRDGTextureRef SceneColorOutputTexture;
FRDGTextureRef SceneColorOutputHalfResTexture = nullptr;
{
check(!(PassInputs.bGenerateOutputMip1 && PassInputs.bAllowDownsampleSceneColor));
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
OutputExtent,
ColorFormat,
FClearValueBinding::None,
/* InFlags = */ TexCreate_ShaderResource | TexCreate_UAV,
/* NumMips = */ PassInputs.bGenerateOutputMip1 ? 2 : 1);
SceneColorOutputTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.Output"));
if (PassInputs.bAllowDownsampleSceneColor)
{
Desc.Extent /= 2;
SceneColorOutputHalfResTexture = GraphBuilder.CreateTexture(Desc, TEXT("TSR.HalfResOutput"));
}
}
// Update temporal history.
{
static const TCHAR* const kUpdateQualityNames[] = {
TEXT("Low"),
TEXT("Medium"),
TEXT("High"),
TEXT("Epic"),
};
static_assert(UE_ARRAY_COUNT(kUpdateQualityNames) == int32(FTSRUpdateHistoryCS::EQuality::MAX), "Fix me!");
FTSRUpdateHistoryCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRUpdateHistoryCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->InputSceneColorTexture = PassInputs.SceneColorTexture;
PassParameters->InputSceneStencilTexture = GraphBuilder.CreateSRV(
FRDGTextureSRVDesc::CreateWithPixelFormat(PassInputs.SceneDepthTexture, PF_X24_G8));
PassParameters->InputSceneTranslucencyTexture = SeparateTranslucencyTexture;
PassParameters->HistoryRejectionTexture = DilatedHistoryRejectionTexture;
PassParameters->TranslucencyRejectionTexture = TranslucencyRejectionTexture ? TranslucencyRejectionTexture : BlackDummy;
PassParameters->DilatedVelocityTexture = DilatedVelocityTexture;
PassParameters->ParallaxFactorTexture = ParallaxFactorTexture;
PassParameters->ParallaxRejectionMaskTexture = ParallaxRejectionMaskTexture;
PassParameters->AntiAliasingTexture = AntiAliasingTexture;
PassParameters->NoiseFilteringTexture = NoiseFilteringTexture;
PassParameters->HoleFilledVelocityMaskTexture = HoleFilledVelocityMaskTexture;
PassParameters->TranslucencyInfo = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(
PassParameters->TranslucencyRejectionTexture->Desc.Extent, SeparateTranslucencyRect));
PassParameters->TranslucencyPixelPosMin = PassParameters->TranslucencyInfo.ViewportMin;
PassParameters->TranslucencyPixelPosMax = PassParameters->TranslucencyInfo.ViewportMax - 1;
FScreenTransform HistoryPixelPosToViewportUV = (FScreenTransform::Identity + 0.5f) * CommonParameters.HistoryInfo.ViewportSizeInverse;
PassParameters->HistoryPixelPosToScreenPos = HistoryPixelPosToViewportUV * FScreenTransform::ViewportUVToScreenPos;
PassParameters->HistoryPixelPosToInputPPCo = HistoryPixelPosToViewportUV * CommonParameters.InputInfo.ViewportSize + CommonParameters.InputJitter + CommonParameters.InputPixelPosMin;
PassParameters->HistoryPixelPosToTranslucencyPPCo = HistoryPixelPosToViewportUV * PassParameters->TranslucencyInfo.ViewportSize + CommonParameters.InputJitter * PassParameters->TranslucencyInfo.ViewportSize / CommonParameters.InputInfo.ViewportSize + SeparateTranslucencyRect.Min;
PassParameters->HistoryQuantizationError = ComputePixelFormatQuantizationError(History.ColorArray->Desc.Format);
PassParameters->MinTranslucencyRejection = TranslucencyRejectionTexture == nullptr ? 1.0 : 0.0;
PassParameters->InvWeightClampingPixelSpeed = 1.0f / CVarTSRWeightClampingPixelSpeed.GetValueOnRenderThread();
PassParameters->InputToHistoryFactor = float(HistorySize.X) / float(InputRect.Width());
PassParameters->ResponsiveStencilMask = CVarTSREnableResponiveAA.GetValueOnRenderThread() ? (STENCIL_TEMPORAL_RESPONSIVE_AA_MASK) : 0;
PassParameters->bGenerateOutputMip1 = ((PassInputs.bGenerateOutputMip1 || PassInputs.bAllowDownsampleSceneColor) && HistorySize == OutputRect.Size()) ? 1 : 0;
PassParameters->bHasSeparateTranslucency = bHasSeparateTranslucency;
PassParameters->PrevHistoryParameters = PrevHistoryParameters;
PassParameters->PrevHistory = PrevHistorySRVs;
PassParameters->HistoryOutput = CreateUAVs(GraphBuilder, History);
if (HistorySize != OutputRect.Size())
{
PassParameters->SceneColorOutputMip0 = CreateDummyUAV(GraphBuilder, PF_FloatR11G11B10);
}
else
{
PassParameters->SceneColorOutputMip0 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputTexture, /* InMipLevel = */ 0));
}
if (!PassParameters->bGenerateOutputMip1)
{
PassParameters->SceneColorOutputMip1 = CreateDummyUAV(GraphBuilder, PF_FloatR11G11B10);
}
else if (PassInputs.bGenerateOutputMip1)
{
PassParameters->SceneColorOutputMip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputTexture, /* InMipLevel = */ 1));
}
else if (PassInputs.bAllowDownsampleSceneColor)
{
PassParameters->SceneColorOutputMip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputHalfResTexture));
}
else
{
unimplemented();
}
PassParameters->DebugOutput = CreateDebugUAV(HistoryExtent, TEXT("Debug.TSR.UpdateHistory"));
FTSRUpdateHistoryCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FTSRUpdateHistoryCS::FQualityDim>(UpdateHistoryQuality);
TShaderMapRef<FTSRUpdateHistoryCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR UpdateHistory(Quality=%s %s%s) %dx%d",
kUpdateQualityNames[int32(PermutationVector.Get<FTSRUpdateHistoryCS::FQualityDim>())],
History.ColorArray->Desc.Format == PF_FloatR11G11B10 ? TEXT("R11G11B10") : TEXT(""),
PassParameters->bGenerateOutputMip1 ? TEXT(" OutputMip1") : TEXT(""),
HistorySize.X, HistorySize.Y),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(HistorySize, 8));
}
// Debug the history.
#if COMPILE_TSR_DEBUG_PASSES
if (bSetupDebugPasses)
{
const int32 kHistoryUpscalingFactor = 2;
FTSRDebugHistoryCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRDebugHistoryCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->History = CreateSRVs(GraphBuilder, History);
PassParameters->PrevHistory = PrevHistorySRVs;
PassParameters->DebugOutput = CreateDebugUAV(HistoryExtent * kHistoryUpscalingFactor, TEXT("Debug.TSR.History"));
TShaderMapRef<FTSRDebugHistoryCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR DebugHistory %dx%d", HistorySize.X, HistorySize.Y),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(HistorySize * kHistoryUpscalingFactor, 8));
}
#endif
// If we upscaled the history buffer, downsize back to the secondary screen percentage size.
if (HistorySize != OutputRect.Size())
{
FTSRResolveHistoryCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTSRResolveHistoryCS::FParameters>();
PassParameters->CommonParameters = CommonParameters;
PassParameters->DispatchThreadToHistoryPixelPos = (
FScreenTransform::DispatchThreadIdToViewportUV(OutputRect) *
FScreenTransform::ChangeTextureBasisFromTo(
HistoryExtent, FIntRect(FIntPoint(0, 0), HistorySize),
FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TexelPosition));
PassParameters->OutputViewRectMin = OutputRect.Min;
PassParameters->OutputViewRectMax = OutputRect.Max;
PassParameters->bGenerateOutputMip1 = (PassInputs.bGenerateOutputMip1 || PassInputs.bAllowDownsampleSceneColor) ? 1 : 0;
PassParameters->HistoryValidityMultiply = float(HistorySize.X * HistorySize.Y) / float(OutputRect.Width() * OutputRect.Height());
PassParameters->History = CreateSRVs(GraphBuilder, History);
PassParameters->SceneColorOutputMip0 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputTexture, /* InMipLevel = */ 0));
if (PassInputs.bGenerateOutputMip1)
{
PassParameters->SceneColorOutputMip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputTexture, /* InMipLevel = */ 1));
}
else if (PassInputs.bAllowDownsampleSceneColor)
{
PassParameters->SceneColorOutputMip1 = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(SceneColorOutputHalfResTexture));
}
else
{
PassParameters->SceneColorOutputMip1 = CreateDummyUAV(GraphBuilder, PF_FloatR11G11B10);
}
PassParameters->DebugOutput = CreateDebugUAV(HistoryExtent, TEXT("Debug.TSR.ResolveHistory"));
TShaderMapRef<FTSRResolveHistoryCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("TSR ResolveHistory %dx%d", OutputRect.Width(), OutputRect.Height()),
AsyncComputePasses >= 3 ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute,
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(OutputRect.Size(), 8));
}
// Extract all resources for next frame.
if (!View.bStatePrevViewInfoIsReadOnly)
{
FTSRHistory& OutputHistory = View.ViewState->PrevFrameViewInfo.TSRHistory;
OutputHistory.InputViewportRect = InputRect;
OutputHistory.OutputViewportRect = FIntRect(FIntPoint(0, 0), HistorySize);
OutputHistory.FormatBit = uint32(HistoryFormatBits);
// Extract filterable history
GraphBuilder.QueueTextureExtraction(History.ColorArray, &OutputHistory.ColorArray);
GraphBuilder.QueueTextureExtraction(History.Metadata, &OutputHistory.Metadata);
GraphBuilder.QueueTextureExtraction(History.TranslucencyAlpha, &OutputHistory.TranslucencyAlpha);
// Extract non-filterable history
GraphBuilder.QueueTextureExtraction(History.SubpixelDetails, &OutputHistory.SubpixelDetails);
// Extract history guide
GraphBuilder.QueueTextureExtraction(History.Guide, &OutputHistory.Guide);
// Extract the translucency buffer to compare it with next frame
if (bRejectSeparateTranslucency)
{
GraphBuilder.QueueTextureExtraction(
SeparateTranslucencyTexture, &View.ViewState->PrevFrameViewInfo.SeparateTranslucency);
View.ViewState->PrevFrameViewInfo.SeparateTranslucencyViewRect = InputRect;
}
// Extract the output for next frame SSR so that separate translucency shows up in SSR.
{
GraphBuilder.QueueTextureExtraction(
SceneColorOutputTexture, &View.ViewState->PrevFrameViewInfo.CustomSSRInput.RT[0]);
View.ViewState->PrevFrameViewInfo.CustomSSRInput.ViewportRect = OutputRect;
View.ViewState->PrevFrameViewInfo.CustomSSRInput.ReferenceBufferSize = OutputExtent;
}
}
ITemporalUpscaler::FOutputs Outputs;
Outputs.FullRes.Texture = SceneColorOutputTexture;
Outputs.FullRes.ViewRect = OutputRect;
if (PassInputs.bAllowDownsampleSceneColor)
{
Outputs.HalfRes.Texture = SceneColorOutputHalfResTexture;
Outputs.HalfRes.ViewRect.Min = OutputRect.Min / 2;
Outputs.HalfRes.ViewRect.Max = Outputs.HalfRes.ViewRect.Min + FIntPoint::DivideAndRoundUp(OutputRect.Size(), 2);
}
Outputs.VelocityFlattenTextures = VelocityFlattenTextures;
return Outputs;
} // AddTemporalSuperResolutionPasses()