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#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3358140 on 2017/03/22 by Rolando.Caloca DR - Fix copy to cube face - Compile fix when using dump layer - Add new error enum Change 3358301 on 2017/03/22 by Mitchell.Wilson Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section. Change 3358477 on 2017/03/22 by Mitchell.Wilson Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning. Change 3358529 on 2017/03/22 by Mark.Satterthwaite Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code. Change 3358745 on 2017/03/22 by Mark.Satterthwaite Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected. Change 3358837 on 2017/03/22 by Joe.Graf Merge of pull request #3214 for the RenderDocPlugin #CodeReview: matt.kuhlenschmidt, marcus.wassmer #rb: marcus.wassmer Change 3359112 on 2017/03/22 by Ben.Salem Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined. #tests Ran several Showdown test runs with plugin! Change 3359363 on 2017/03/22 by Joe.Graf First pass at non-unity & no pch compilation Change 3359449 on 2017/03/22 by Joe.Graf Added missing null check when exporting a EXR on Linux (UE-40268) #CodeReview: dmitry.rekman #rb: n/a Change 3360349 on 2017/03/23 by Guillaume.Abadie Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts. #jira UE-42920 Change 3360405 on 2017/03/23 by Marcus.Wassmer Better method for detecting Kepler Change 3360718 on 2017/03/23 by Daniel.Wright Planar reflections handle views smaller than the render target in a general way * Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined) * Planar reflections are now supported in splitscreen Change 3360758 on 2017/03/23 by Daniel.Wright [Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead Change 3360762 on 2017/03/23 by Daniel.Wright [Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool Change 3360768 on 2017/03/23 by Daniel.Wright [Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram Change 3360770 on 2017/03/23 by Daniel.Wright [Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox Change 3360771 on 2017/03/23 by Daniel.Wright [Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light. Change 3360774 on 2017/03/23 by Daniel.Wright [Copy] Distance field cvar comments Change 3360782 on 2017/03/23 by Daniel.Wright [Copy] Disabled selection color on Volume materials Change 3360795 on 2017/03/23 by Daniel.Wright [Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density. Change 3360799 on 2017/03/23 by Daniel.Wright [Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y Change 3360806 on 2017/03/23 by Daniel.Wright [Copy] Fixed volumetric fog being offset when viewport min is not 0 Change 3360809 on 2017/03/23 by Daniel.Wright [Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale. Change 3361651 on 2017/03/23 by Brian.Karis Higher quality sharp SSR at quality 4 Change 3361678 on 2017/03/23 by Brian.Karis Fresnel darkens diffuse for clearcoat. Change 3361683 on 2017/03/23 by Brian.Karis Fixed SSR artifact Change 3361691 on 2017/03/23 by Brian.Karis Chagned min roughness limit Change 3361707 on 2017/03/23 by Brian.Karis Added inverse film tone map Change 3361726 on 2017/03/23 by Brian.Karis Better precision inverse Change 3361758 on 2017/03/23 by Brian.Karis Material flag normal curvature to roughness is no longer forward only. Change 3361765 on 2017/03/23 by Brian.Karis Update ACES Change 3361774 on 2017/03/23 by Brian.Karis Cleaned up alpha support and disabled screen edge clipping. Change 3362478 on 2017/03/24 by Guillaume.Abadie Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output. #author Brian.Karis #jira UE-42920 Change 3362738 on 2017/03/24 by Rolando.Caloca DR - Hide scene capture on IF Change 3362890 on 2017/03/24 by Guillaume.Abadie Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha Change 3363665 on 2017/03/24 by Mark.Satterthwaite PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous) Change 3363866 on 2017/03/24 by Arne.Schober DR - Updated NVAPI #RB Marcus.Wassmer Change 3364300 on 2017/03/24 by Brian.Karis SSR use dynamic velocity Change 3364372 on 2017/03/24 by Brian.Karis Fix changing off axis projection velocities. Change 3364373 on 2017/03/24 by Brian.Karis Enabled velocity drawing in scene captures Change 3365531 on 2017/03/27 by Guillaume.Abadie Computes the material's screen position material expression directly from the pixel shader SvPosition Change 3365764 on 2017/03/27 by Chris.Bunner Lowering severity of crash for missing values in scalability.ini. #jira UE-41331 Change 3365916 on 2017/03/27 by Guillaume.Abadie Exposes the viewport offset within the view property material expression Change 3365979 on 2017/03/27 by Brian.Karis Fixed skylight intensity from double applying Change 3365987 on 2017/03/27 by Brian.Karis Stopped post process indirect lighting intensity from scaling skylight reflections Change 3365991 on 2017/03/27 by Brian.Karis Fix for static analysis Change 3366028 on 2017/03/27 by Daniel.Wright Volumetric fog supports static shadowing from Stationary lights * Using bilinear on static shadowmap depths + 1 PCF to smooth out results Change 3366029 on 2017/03/27 by Daniel.Wright Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog Change 3366055 on 2017/03/27 by Guillaume.Abadie Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies. Change 3366447 on 2017/03/27 by Simon.Tourangeau Fix IES light profile importer. - Bug in the LM-63-1986 format importer. Change3366836on 2017/03/27 by Brian.Karis ClearUAV now supports int types Change 3367435 on 2017/03/28 by Benjamin.Hyder Submitting Decal Automation map for initial approval Change 3367572 on 2017/03/28 by Chris.Bunner Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs. #jira UE-42989 Change 3367756 on 2017/03/28 by Olaf.Piesche Niagara material usage flags Change 3367835 on 2017/03/28 by Marcus.Wassmer Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene. Change 3367837 on 2017/03/28 by Marcus.Wassmer Missed a file. Change 3367838 on 2017/03/28 by Richard.Wallis Updated items from original shelved version by Mark Satt: - Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's **Description below taken from Mark Satt's original verison of this in CL3343280** Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries. Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently. - All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work. - With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary. - For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping. - File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic. - This bumps the object version and will cause all content to recook. - Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller). Change 3367854 on 2017/03/28 by Mark.Satterthwaite Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be. Change 3367877 on 2017/03/28 by Brian.Karis Fixed linux build hopefully Change 3368001 on 2017/03/28 by Mark.Satterthwaite Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves. Change 3368019 on 2017/03/28 by Mark.Satterthwaite And another fix for Windows compilation of MetalShaderFormat. Change 3368042 on 2017/03/28 by Mark.Satterthwaite And a couple of simpler MSVC errors. Change 3368271 on 2017/03/28 by Mark.Satterthwaite Make SceneRenderTargets compile again. Change 3368691 on 2017/03/28 by Daniel.Wright [Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis Change 3369689 on 2017/03/29 by Marcus.Wassmer Fix non editor compile for now Change 3369862 on 2017/03/29 by Marcus.Wassmer Get the rest of the things compiling again. Change 3369896 on 2017/03/29 by Chris.Bunner Enabling AMD HDR support by default. #jira UE-42113 Change 3370535 on 2017/03/29 by Marcus.Wassmer DR - Fix template explicit instantiation for ClearUAV permutations #RB Brian.Karis, Arne.Schober Change 3370704 on 2017/03/29 by Rolando.Caloca DR - Rewrote GPU Skin Cache - Per section buffers - Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB) Copied from 3370529 Change 3371389 on 2017/03/30 by Richard.Wallis Remove temp working directories after archive packages built. Change 3371641 on 2017/03/30 by Rolando.Caloca DR - Copy 3371640 (fix mem leak) Change 3372436 on 2017/03/30 by Uriel.Doyon Added flags in UPrimitiveComponent to keep track of its state in the streaming manager. This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic. Removed the limitation of only processing UMeshComponent when handling spawed primitive. This releases the level manager from having to manage dynamic primitives. This improves performance by not having to manage dynamic references in the level manager. Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling many cases automatically where previously a manual callback to notify would have been required. Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state because of lack of references in the streamer. Change 3372740 on 2017/03/30 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3372765 on 2017/03/30 by Uriel.Doyon Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update Change 3372979 on 2017/03/30 by Richard.Hinckley #jira UE-43501 The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects. Change 3373053 on 2017/03/30 by Simon.Tourangeau LPV Fade support - mostly integrated from CL 2959511 Change3373272on 2017/03/30 by Uriel.Doyon Added support for the concurrent update of dynamic primitives by the streaming manager. Change 3373450 on 2017/03/30 by Rolando.Caloca DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory Copy 3373364 #jira UE-43492 Change 3373470 on 2017/03/30 by Marcus.Wassmer Nvidia Aftermath support Change 3374187 on 2017/03/31 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3374233 on 2017/03/31 by Chris.Bunner Removed several redundant post process compute fences and resource transitions. Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch). Change 3374412 on 2017/03/31 by Rolando.Caloca DR - Fix static analysis Change 3374544 on 2017/03/31 by Richard.Wallis FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library. Future Work - This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver. - Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state - This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock Change 3374588 on 2017/03/31 by Richard.Wallis Windows Compile Fixes Change 3374810 on 2017/03/31 by Benjamin.Hyder updating recommended GPU drivers Change 3375207 on 2017/03/31 by Rolando.Caloca DR - vk - Fixed swapchain format selection for some Linux platforms Change 3375248 on 2017/03/31 by Rolando.Caloca DR - vk - Prefer D32S8 Change 3375495 on 2017/03/31 by Rolando.Caloca DR - vk - Update to sdk 1.0.42.2 Change 3375496 on 2017/03/31 by Rolando.Caloca DR - Force compiling with updated Vulkan SDK Change 3375636 on 2017/03/31 by Mark.Satterthwaite Copying Metal improvements from task stream, with some modifications: - Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts. - Support for Apple's Instruments "Points of Interest" tool. - Consolidation of some Mac & iOS compiler, memory and thread handling code. - Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects. - Improvements to the internal FMetalDebug layer, still off by default. - Limited support for Xcode automatic code-signing for iOS/tvOS. - Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals. - Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing. - Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types. - Smattering of lesser fixes. Change 3375654 on 2017/03/31 by Mark.Satterthwaite Incremental Windows build fix. Change 3375656 on 2017/04/01 by Mark.Satterthwaite Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...). Change 3375797 on 2017/04/01 by Mark.Satterthwaite Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds... Change 3375798 on 2017/04/01 by Mark.Satterthwaite Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream. Change 3375835 on 2017/04/01 by Mark.Satterthwaite Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly. Change 3376143 on 2017/04/02 by Mark.Satterthwaite Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system. Change 3376324 on 2017/04/03 by Chris.Bunner Fixed cvar re-registration log spam and flagged a testing-only cvar as such. Change 3376726 on 2017/04/03 by Benjamin.Hyder Submitting initial HDR test map (WIP) Change 3376756 on 2017/04/03 by Guillaume.Abadie Fixes scene captures ordering's backward compatibility. Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor. Change 3377378 on 2017/04/03 by Arne.Schober DR - Fix ShaderRecompiling over and over again #RB Chris.Bunner Change 3377512 on 2017/04/03 by Daniel.Wright [Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events Change 3377518 on 2017/04/03 by Daniel.Wright [Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12 Change 3377526 on 2017/04/03 by Daniel.Wright [Copy] "Ran out of GPU queries!" log only happens once Change 3377535 on 2017/04/03 by Daniel.Wright [Copy] Fixed unreferenced local variable Change 3377539 on 2017/04/03 by Daniel.Wright [Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages Change 3377546 on 2017/04/03 by Daniel.Wright [Copy] Added r.LightMaxDrawDistanceScale for local light scalability Change 3377553 on 2017/04/03 by Daniel.Wright [Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path Change 3377560 on 2017/04/03 by Daniel.Wright [Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes Change 3377565 on 2017/04/03 by Daniel.Wright [Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false) Change 3377572 on 2017/04/03 by Daniel.Wright [Copy] Disabled point / spot lights with MaxDrawDistance on LowPC Change 3377586 on 2017/04/03 by Daniel.Wright Fixed compile error Change 3377699 on 2017/04/03 by David.Hill FFT Code. Moved over from raven and refactored #review-3374589 @guillaume.abadie Change 3377910 on 2017/04/03 by David.Hill GPU FFT: Fix Linux Build adding a missing template<> to an IMPLEMENT_SHADER_TYPE Change 3378751 on 2017/04/04 by Marcus.Wassmer HQ particle lights now spawn attached to the same socket as their parent module. Change 3378819 on 2017/04/04 by Richard.Wallis Should be no need to protect shader cache against RHI thread now. Change 3378823 on 2017/04/04 by Richard.Wallis FRHIShaderLibrary Opaque Type - Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library. - Assumed that only Native libraries will end up in the RHICreate*Shader functions. - ShaderCache and ShaderCode Libraries now inherit from a common factory interface. Change 3378883 on 2017/04/04 by Arne.Schober DR - Fix DCC build Change 3378885 on 2017/04/04 by Richard.Wallis Metal resource cast compile fix post merge. Change 3378946 on 2017/04/04 by Chris.Bunner SM4 assert fix. Change 3378953 on 2017/04/04 by Chris.Bunner Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users. Allowed material nodes to opt out of mask-based pin coloration. #tests Compiled most Paragon materials + QAGame test maps. #jira UE-39885 Change 3379189 on 2017/04/04 by Arne.Schober DR - Fix aftermath staging Change 3379229 on 2017/04/04 by Arne.Schober DR - Fix missing include Change 3379374 on 2017/04/04 by Mark.Satterthwaite Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream. Change 3379505 on 2017/04/04 by Rolando.Caloca DR - Fix mismatched interpolators Change 3379539 on 2017/04/04 by Mark.Satterthwaite No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right... #jira UE-43626 Change 3379561 on 2017/04/04 by Rolando.Caloca DR - Fix root signature issues on D3D12 PC Change 3379590 on 2017/04/04 by Mark.Satterthwaite Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture. #jira UE-43626 Change 3379917 on 2017/04/04 by Uriel.Doyon Fix to input mismatch Change 3380578 on 2017/04/05 by Chris.Bunner Shader type fixes. #jira UE-43652 Change 3380639 on 2017/04/05 by Rolando.Caloca DR - Expose GetOrCreate PSO and document Change 3380821 on 2017/04/05 by Guillaume.Abadie Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures() #jira UE-43642 Change 3381092 on 2017/04/05 by Guillaume.Abadie Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting. This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations. Change 3381300 on 2017/04/05 by Mark.Satterthwaite Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface. #jira UE-43597 Change3381359on 2017/04/05 by Guillaume.Abadie Back out changelist 3381092 Change 3381421 on 2017/04/05 by Mark.Satterthwaite Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions. #jira UE-43689 Change 3381422 on 2017/04/05 by Mark.Satterthwaite Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery. #jira UE-43691 Change3381503on 2017/04/05 by Daniel.Wright More intuitive controls for Volumetric Fog * Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction * InscatteringColorCubemap is now supported by Volumetric Fog * Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing * Tweaked GVolumetricFogDepthDistributionScale better for nearby details * Volume Materials have twice the interpolators available Change 3381527 on 2017/04/05 by Mark.Satterthwaite Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements. Change 3381671 on 2017/04/05 by Mark.Satterthwaite Better error message for failure to compile shaders remotely from PC for Metal. Change 3381769 on 2017/04/05 by Rolando.Caloca DR - Added lock texture array 2d on Vulkan Change 3382003 on 2017/04/05 by Mark.Satterthwaite Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended. Change 3382030 on 2017/04/05 by Zachary.Wilson Fix compiling Metal text shaders from PC broken in merge from task stream. #submitter mark.satterthwaite #jira UE-43652 Change 3382880 on 2017/04/06 by Mark.Satterthwaite Michael Trepka's CL #3379927: VolumetricFogVoxelization implementation for Mac Change 3383315 on 2017/04/06 by Mark.Satterthwaite Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory. #jira UE-43739 Change 3384639 on 2017/04/07 by Marcus.Wassmer Move ShaderResource version bump to RenderingObjectVersion Change 3384704 on 2017/04/07 by Mark.Satterthwaite Compile fix for merge. Change 3384933 on 2017/04/07 by Rolando.Caloca DR - Fix skin cache crash with BP (copy 3384714) Change 3385104 on 2017/04/07 by Mark.Satterthwaite Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity. #jira UE-43783 Change 3385105 on 2017/04/07 by Mark.Satterthwaite Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783 #jira UE-43783 Change 3385118 on 2017/04/07 by Arne.Schober DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled #RB none Change 3385149 on 2017/04/07 by Marcus.Wassmer Fix skincache motion blur Change 3385189 on 2017/04/07 by Rolando.Caloca DR - Fix swapchain format for editor on Vulkan Change 3385287 on 2017/04/07 by Mark.Satterthwaite Enable SM5 on Intel as of 10.12.4 and later. Change 3385347 on 2017/04/07 by Rolando.Caloca DR - Temp fix for GL4 corruption on editor #jira UE-43785 Change 3385363 on 2017/04/07 by Rolando.Caloca DR - Actually fix all win platforms for GL bug #jira UE-43785 Change 3385557 on 2017/04/07 by Arne.Schober DR - [UE-43205] - Fix mesh paint #RB none Change3385608on 2017/04/07 by Daniel.Wright Fixed SampleCmp being used on a non-depth texture, causing a d3d error Change 3385980 on 2017/04/10 by Rolando.Caloca DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture Change 3386042 on 2017/04/10 by Rolando.Caloca DR - Fix metal merge issue Change 3386157 on 2017/04/10 by Rolando.Caloca DR - Remove VS2013 libs generation off hlslcc & glslang (to match main) Change 3386356 on 2017/04/10 by Chris.Bunner Resolving merge errors. Change 3386414 on 2017/04/10 by Chris.Bunner Resolved merge issue in RendererScene.cpp. Change 3386700 on 2017/04/10 by Mark.Satterthwaite Silence documentation warnings. Change 3387178 on 2017/04/10 by Chris.Bunner Removed invalid mask correction on MakeMA material nodes. Change 3388177 on 2017/04/11 by Marcus.Wassmer Disable ensure that is no longer relevant now that we bind clear colors on texture creation Change 3388261 on 2017/04/11 by Chris.Bunner Static analysis fix. [CL3388266by Chris Bunner in Main branch]
1537 lines
63 KiB
C++
1537 lines
63 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DeferredShadingRenderer.cpp: Top level rendering loop for deferred shading
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=============================================================================*/
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#include "DeferredShadingRenderer.h"
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#include "VelocityRendering.h"
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#include "AtmosphereRendering.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PostProcess/ScreenSpaceReflections.h"
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#include "CompositionLighting/CompositionLighting.h"
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#include "FXSystem.h"
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#include "OneColorShader.h"
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#include "CompositionLighting/PostProcessDeferredDecals.h"
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#include "DistanceFieldAmbientOcclusion.h"
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#include "GlobalDistanceField.h"
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#include "PostProcess/PostProcessing.h"
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#include "DistanceFieldAtlas.h"
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#include "EngineModule.h"
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#include "SceneViewExtension.h"
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#include "GPUSkinCache.h"
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#include "PipelineStateCache.h"
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#include "ClearQuad.h"
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TAutoConsoleVariable<int32> CVarEarlyZPass(
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TEXT("r.EarlyZPass"),
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3,
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TEXT("Whether to use a depth only pass to initialize Z culling for the base pass. Cannot be changed at runtime.\n")
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TEXT("Note: also look at r.EarlyZPassMovable\n")
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TEXT(" 0: off\n")
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TEXT(" 1: good occluders only: not masked, and large on screen\n")
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TEXT(" 2: all opaque (including masked)\n")
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TEXT(" x: use built in heuristic (default is 3)"),
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ECVF_Scalability);
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int32 GEarlyZPassMovable = 1;
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/** Affects static draw lists so must reload level to propagate. */
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static FAutoConsoleVariableRef CVarEarlyZPassMovable(
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TEXT("r.EarlyZPassMovable"),
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GEarlyZPassMovable,
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TEXT("Whether to render movable objects into the depth only pass. Defaults to on.\n")
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TEXT("Note: also look at r.EarlyZPass"),
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ECVF_RenderThreadSafe | ECVF_Scalability
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);
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/** Affects BasePassPixelShader.usf so must relaunch editor to recompile shaders. */
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static TAutoConsoleVariable<int32> CVarEarlyZPassOnlyMaterialMasking(
|
|
TEXT("r.EarlyZPassOnlyMaterialMasking"),
|
|
0,
|
|
TEXT("Whether to compute materials' mask opacity only in early Z pass. Changing this setting requires restarting the editor.\n")
|
|
TEXT("Note: Needs r.EarlyZPass == 2 && r.EarlyZPassMovable == 1"),
|
|
ECVF_RenderThreadSafe | ECVF_ReadOnly
|
|
);
|
|
|
|
static TAutoConsoleVariable<int32> CVarStencilForLODDither(
|
|
TEXT("r.StencilForLODDither"),
|
|
0,
|
|
TEXT("Whether to use stencil tests in the prepass, and depth-equal tests in the base pass to implement LOD dithering.\n")
|
|
TEXT("If disabled, LOD dithering will be done through clip() instructions in the prepass and base pass, which disables EarlyZ.\n")
|
|
TEXT("Forces a full prepass when enabled."),
|
|
ECVF_RenderThreadSafe | ECVF_ReadOnly);
|
|
|
|
TAutoConsoleVariable<int32> CVarCustomDepthOrder(
|
|
TEXT("r.CustomDepth.Order"),
|
|
1,
|
|
TEXT("When CustomDepth (and CustomStencil) is getting rendered\n")
|
|
TEXT(" 0: Before GBuffer (can be more efficient with AsyncCompute, allows using it in DBuffer pass, no GBuffer blending decals allow GBuffer compression)\n")
|
|
TEXT(" 1: After Base Pass (default)"),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
static TAutoConsoleVariable<int32> CVarVisualizeTexturePool(
|
|
TEXT("r.VisualizeTexturePool"),
|
|
0,
|
|
TEXT("Allows to enable the visualize the texture pool (currently only on console).\n")
|
|
TEXT(" 0: off (default)\n")
|
|
TEXT(" 1: on"),
|
|
ECVF_Cheat | ECVF_RenderThreadSafe);
|
|
#endif
|
|
|
|
static TAutoConsoleVariable<int32> CVarClearCoatNormal(
|
|
TEXT("r.ClearCoatNormal"),
|
|
0,
|
|
TEXT("0 to disable clear coat normal.\n")
|
|
TEXT(" 0: off\n")
|
|
TEXT(" 1: on"),
|
|
ECVF_ReadOnly);
|
|
|
|
static TAutoConsoleVariable<int32> CVarFXSystemPreRenderAfterPrepass(
|
|
TEXT("r.FXSystemPreRenderAfterPrepass"),
|
|
0,
|
|
TEXT("If > 0, then do the FX prerender after the prepass. This improves pipelining for greater performance. Experiemental option."),
|
|
ECVF_RenderThreadSafe
|
|
);
|
|
|
|
int32 GbEnableAsyncComputeTranslucencyLightingVolumeClear = 1;
|
|
static FAutoConsoleVariableRef CVarEnableAsyncComputeTranslucencyLightingVolumeClear(
|
|
TEXT("r.EnableAsyncComputeTranslucencyLightingVolumeClear"),
|
|
GbEnableAsyncComputeTranslucencyLightingVolumeClear,
|
|
TEXT("Whether to clear the translucency lighting volume using async compute.\n"),
|
|
ECVF_RenderThreadSafe | ECVF_Scalability
|
|
);
|
|
|
|
static TAutoConsoleVariable<int32> CVarBasePassWriteDepthEvenWithFullPrepass(
|
|
TEXT("r.BasePassWriteDepthEvenWithFullPrepass"),
|
|
0,
|
|
TEXT("0 to allow a readonly base pass, which skips an MSAA depth resolve, and allows masked materials to get EarlyZ (writing to depth while doing clip() disables EarlyZ) (default)\n")
|
|
TEXT("1 to force depth writes in the base pass. Useful for debugging when the prepass and base pass don't match what they render."));
|
|
|
|
DECLARE_CYCLE_STAT(TEXT("PostInitViews FlushDel"), STAT_PostInitViews_FlushDel, STATGROUP_InitViews);
|
|
DECLARE_CYCLE_STAT(TEXT("InitViews Intentional Stall"), STAT_InitViews_Intentional_Stall, STATGROUP_InitViews);
|
|
|
|
DEFINE_STAT(STAT_FDeferredShadingSceneRenderer_AsyncSortBasePassStaticData);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer UpdateDownsampledDepthSurface"), STAT_FDeferredShadingSceneRenderer_UpdateDownsampledDepthSurface, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer Render Init"), STAT_FDeferredShadingSceneRenderer_Render_Init, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer Render ServiceLocalQueue"), STAT_FDeferredShadingSceneRenderer_Render_ServiceLocalQueue, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer DistanceFieldAO Init"), STAT_FDeferredShadingSceneRenderer_DistanceFieldAO_Init, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer FGlobalDynamicVertexBuffer Commit"), STAT_FDeferredShadingSceneRenderer_FGlobalDynamicVertexBuffer_Commit, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer FXSystem PreRender"), STAT_FDeferredShadingSceneRenderer_FXSystem_PreRender, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer AllocGBufferTargets"), STAT_FDeferredShadingSceneRenderer_AllocGBufferTargets, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer ClearLPVs"), STAT_FDeferredShadingSceneRenderer_ClearLPVs, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer DBuffer"), STAT_FDeferredShadingSceneRenderer_DBuffer, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer SetAndClearViewGBuffer"), STAT_FDeferredShadingSceneRenderer_SetAndClearViewGBuffer, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer ClearGBufferAtMaxZ"), STAT_FDeferredShadingSceneRenderer_ClearGBufferAtMaxZ, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer ResolveDepth After Basepass"), STAT_FDeferredShadingSceneRenderer_ResolveDepth_After_Basepass, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer Resolve After Basepass"), STAT_FDeferredShadingSceneRenderer_Resolve_After_Basepass, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer FXSystem PostRenderOpaque"), STAT_FDeferredShadingSceneRenderer_FXSystem_PostRenderOpaque, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer AfterBasePass"), STAT_FDeferredShadingSceneRenderer_AfterBasePass, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer Lighting"), STAT_FDeferredShadingSceneRenderer_Lighting, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer RenderLightShaftOcclusion"), STAT_FDeferredShadingSceneRenderer_RenderLightShaftOcclusion, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer RenderAtmosphere"), STAT_FDeferredShadingSceneRenderer_RenderAtmosphere, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer RenderFog"), STAT_FDeferredShadingSceneRenderer_RenderFog, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer RenderLightShaftBloom"), STAT_FDeferredShadingSceneRenderer_RenderLightShaftBloom, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("DeferredShadingSceneRenderer RenderFinish"), STAT_FDeferredShadingSceneRenderer_RenderFinish, STATGROUP_SceneRendering);
|
|
|
|
DECLARE_CYCLE_STAT(TEXT("OcclusionSubmittedFence Dispatch"), STAT_OcclusionSubmittedFence_Dispatch, STATGROUP_SceneRendering);
|
|
DECLARE_CYCLE_STAT(TEXT("OcclusionSubmittedFence Wait"), STAT_OcclusionSubmittedFence_Wait, STATGROUP_SceneRendering);
|
|
|
|
DECLARE_FLOAT_COUNTER_STAT(TEXT("Postprocessing"), Stat_GPU_Postprocessing, STATGROUP_GPU);
|
|
DECLARE_FLOAT_COUNTER_STAT(TEXT("HZB"), Stat_GPU_HZB, STATGROUP_GPU);
|
|
DECLARE_FLOAT_COUNTER_STAT(TEXT("[unaccounted]"), Stat_GPU_Unaccounted, STATGROUP_GPU);
|
|
|
|
bool ShouldForceFullDepthPass(ERHIFeatureLevel::Type FeatureLevel)
|
|
{
|
|
static IConsoleVariable* CDBufferVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DBuffer"));
|
|
bool bDBufferAllowed = CDBufferVar ? CDBufferVar->GetInt() != 0 : false;
|
|
|
|
static const auto StencilLODDitherCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.StencilForLODDither"));
|
|
bool bStencilLODDither = StencilLODDitherCVar->GetValueOnAnyThread() != 0;
|
|
|
|
// Note: ShouldForceFullDepthPass affects which static draw lists meshes go into, so nothing it depends on can change at runtime, unless you do a FGlobalComponentRecreateRenderStateContext to propagate the cvar change
|
|
return bDBufferAllowed || bStencilLODDither || IsForwardShadingEnabled(FeatureLevel) || UseSelectiveBasePassOutputs();
|
|
}
|
|
|
|
void GetEarlyZPassMode(ERHIFeatureLevel::Type FeatureLevel, EDepthDrawingMode& EarlyZPassMode, bool& bEarlyZPassMovable)
|
|
{
|
|
EarlyZPassMode = DDM_NonMaskedOnly;
|
|
bEarlyZPassMovable = false;
|
|
|
|
// developer override, good for profiling, can be useful as project setting
|
|
{
|
|
const int32 CVarValue = CVarEarlyZPass.GetValueOnAnyThread();
|
|
|
|
switch(CVarValue)
|
|
{
|
|
case 0: EarlyZPassMode = DDM_None; break;
|
|
case 1: EarlyZPassMode = DDM_NonMaskedOnly; break;
|
|
case 2: EarlyZPassMode = DDM_AllOccluders; break;
|
|
case 3: break; // Note: 3 indicates "default behavior" and does not specify an override
|
|
}
|
|
}
|
|
|
|
if (ShouldForceFullDepthPass(FeatureLevel))
|
|
{
|
|
// DBuffer decals and stencil LOD dithering force a full prepass
|
|
EarlyZPassMode = DDM_AllOpaque;
|
|
bEarlyZPassMovable = true;
|
|
}
|
|
}
|
|
|
|
const TCHAR* GetDepthPassReason(bool bDitheredLODTransitionsUseStencil, ERHIFeatureLevel::Type FeatureLevel)
|
|
{
|
|
if (IsForwardShadingEnabled(FeatureLevel))
|
|
{
|
|
return TEXT("(Forced by ForwardShading)");
|
|
}
|
|
|
|
static IConsoleVariable* CDBufferVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DBuffer"));
|
|
bool bDBufferAllowed = CDBufferVar ? CDBufferVar->GetInt() != 0 : false;
|
|
|
|
if (bDBufferAllowed)
|
|
{
|
|
return TEXT("(Forced by DBuffer)");
|
|
}
|
|
|
|
if (bDitheredLODTransitionsUseStencil)
|
|
{
|
|
return TEXT("(Forced by StencilLODDither)");
|
|
}
|
|
|
|
return TEXT("");
|
|
}
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
FDeferredShadingSceneRenderer
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer(const FSceneViewFamily* InViewFamily,FHitProxyConsumer* HitProxyConsumer)
|
|
: FSceneRenderer(InViewFamily, HitProxyConsumer)
|
|
{
|
|
static const auto StencilLODDitherCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.StencilForLODDither"));
|
|
bDitheredLODTransitionsUseStencil = StencilLODDitherCVar->GetValueOnAnyThread() != 0;
|
|
|
|
GetEarlyZPassMode(FeatureLevel, EarlyZPassMode, bEarlyZPassMovable);
|
|
|
|
// Shader complexity requires depth only pass to display masked material cost correctly
|
|
if (ViewFamily.UseDebugViewPS() && ViewFamily.GetDebugViewShaderMode() != DVSM_OutputMaterialTextureScales)
|
|
{
|
|
EarlyZPassMode = DDM_AllOpaque;
|
|
bEarlyZPassMovable = true;
|
|
}
|
|
}
|
|
|
|
float GetSceneColorClearAlpha()
|
|
{
|
|
// Scene color alpha is used during scene captures and planar reflections. 1 indicates background should be shown, 0 indicates foreground is fully present.
|
|
return 1.0f;
|
|
}
|
|
|
|
/**
|
|
* Clears view where Z is still at the maximum value (ie no geometry rendered)
|
|
*/
|
|
void FDeferredShadingSceneRenderer::ClearGBufferAtMaxZ(FRHICommandList& RHICmdList)
|
|
{
|
|
// Assumes BeginRenderingSceneColor() has been called before this function
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearGBufferAtMaxZ);
|
|
|
|
// Clear the G Buffer render targets
|
|
const bool bClearBlack = Views[0].Family->EngineShowFlags.ShaderComplexity || Views[0].Family->EngineShowFlags.StationaryLightOverlap;
|
|
const float ClearAlpha = GetSceneColorClearAlpha();
|
|
const FLinearColor ClearColor = bClearBlack ? FLinearColor(0, 0, 0, ClearAlpha) : FLinearColor(Views[0].BackgroundColor.R, Views[0].BackgroundColor.G, Views[0].BackgroundColor.B, ClearAlpha);
|
|
// Same clear color from RHIClearMRT
|
|
FLinearColor ClearColors[MaxSimultaneousRenderTargets] =
|
|
{ClearColor, FLinearColor(0.5f,0.5f,0.5f,0), FLinearColor(0,0,0,1), FLinearColor(0,0,0,0), FLinearColor(0,1,1,1), FLinearColor(1,1,1,1), FLinearColor::Transparent, FLinearColor::Transparent};
|
|
|
|
uint32 NumActiveRenderTargets = FSceneRenderTargets::Get(RHICmdList).GetNumGBufferTargets();
|
|
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
|
|
TShaderMapRef<TOneColorVS<true> > VertexShader(ShaderMap);
|
|
FOneColorPS* PixelShader = NULL;
|
|
|
|
// Assume for now all code path supports SM4, otherwise render target numbers are changed
|
|
switch(NumActiveRenderTargets)
|
|
{
|
|
case 5:
|
|
{
|
|
TShaderMapRef<TOneColorPixelShaderMRT<5> > MRTPixelShader(ShaderMap);
|
|
PixelShader = *MRTPixelShader;
|
|
}
|
|
break;
|
|
case 6:
|
|
{
|
|
TShaderMapRef<TOneColorPixelShaderMRT<6> > MRTPixelShader(ShaderMap);
|
|
PixelShader = *MRTPixelShader;
|
|
}
|
|
break;
|
|
default:
|
|
case 1:
|
|
{
|
|
TShaderMapRef<TOneColorPixelShaderMRT<1> > MRTPixelShader(ShaderMap);
|
|
PixelShader = *MRTPixelShader;
|
|
}
|
|
break;
|
|
}
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
|
|
// Opaque rendering, depth test but no depth writes
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI();
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleStrip;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
|
|
|
|
// Clear each viewport by drawing background color at MaxZ depth
|
|
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("ClearView%d"), ViewIndex);
|
|
|
|
FViewInfo& View = Views[ViewIndex];
|
|
|
|
// Set viewport for this view
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);
|
|
|
|
// Setup PS
|
|
PixelShader->SetColors(RHICmdList, ClearColors, NumActiveRenderTargets);
|
|
|
|
// Render quad
|
|
static const FVector4 ClearQuadVertices[4] =
|
|
{
|
|
FVector4( -1.0f, 1.0f, (float)ERHIZBuffer::FarPlane, 1.0f),
|
|
FVector4( 1.0f, 1.0f, (float)ERHIZBuffer::FarPlane, 1.0f ),
|
|
FVector4( -1.0f, -1.0f, (float)ERHIZBuffer::FarPlane, 1.0f ),
|
|
FVector4( 1.0f, -1.0f, (float)ERHIZBuffer::FarPlane, 1.0f )
|
|
};
|
|
DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 2, ClearQuadVertices, sizeof(ClearQuadVertices[0]));
|
|
}
|
|
}
|
|
|
|
/** Render the TexturePool texture */
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
void FDeferredShadingSceneRenderer::RenderVisualizeTexturePool(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
TRefCountPtr<IPooledRenderTarget> VisualizeTexturePool;
|
|
|
|
/** Resolution for the texture pool visualizer texture. */
|
|
enum
|
|
{
|
|
TexturePoolVisualizerSizeX = 280,
|
|
TexturePoolVisualizerSizeY = 140,
|
|
};
|
|
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(TexturePoolVisualizerSizeX, TexturePoolVisualizerSizeY), PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_None, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, VisualizeTexturePool, TEXT("VisualizeTexturePool"));
|
|
|
|
uint32 Pitch;
|
|
FColor* TextureData = (FColor*)RHICmdList.LockTexture2D((FTexture2DRHIRef&)VisualizeTexturePool->GetRenderTargetItem().ShaderResourceTexture, 0, RLM_WriteOnly, Pitch, false);
|
|
if(TextureData)
|
|
{
|
|
// clear with grey to get reliable background color
|
|
FMemory::Memset(TextureData, 0x88, TexturePoolVisualizerSizeX * TexturePoolVisualizerSizeY * 4);
|
|
RHICmdList.GetTextureMemoryVisualizeData(TextureData, TexturePoolVisualizerSizeX, TexturePoolVisualizerSizeY, Pitch, 4096);
|
|
}
|
|
|
|
RHICmdList.UnlockTexture2D((FTexture2DRHIRef&)VisualizeTexturePool->GetRenderTargetItem().ShaderResourceTexture, 0, false);
|
|
|
|
FIntPoint RTExtent = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
|
|
|
|
FVector2D Tex00 = FVector2D(0, 0);
|
|
FVector2D Tex11 = FVector2D(1, 1);
|
|
|
|
//todo VisualizeTexture(*VisualizeTexturePool, ViewFamily.RenderTarget, FIntRect(0, 0, RTExtent.X, RTExtent.Y), RTExtent, 1.0f, 0.0f, 0.0f, Tex00, Tex11, 1.0f, false);
|
|
}
|
|
#endif
|
|
|
|
|
|
/**
|
|
* Finishes the view family rendering.
|
|
*/
|
|
void FDeferredShadingSceneRenderer::RenderFinish(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
{
|
|
if(CVarVisualizeTexturePool.GetValueOnRenderThread())
|
|
{
|
|
RenderVisualizeTexturePool(RHICmdList);
|
|
}
|
|
}
|
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
FSceneRenderer::RenderFinish(RHICmdList);
|
|
|
|
// Some RT should be released as early as possible to allow sharing of that memory for other purposes.
|
|
// SceneColor is be released in tone mapping, if not we want to get access to the HDR scene color after this pass so we keep it.
|
|
// This becomes even more important with some limited VRam (XBoxOne).
|
|
FSceneRenderTargets::Get(RHICmdList).SetLightAttenuation(0);
|
|
}
|
|
|
|
void BuildHZB( FRHICommandListImmediate& RHICmdList, FViewInfo& View );
|
|
|
|
/**
|
|
* Renders the view family.
|
|
*/
|
|
|
|
DEFINE_STAT(STAT_CLM_PrePass);
|
|
DECLARE_CYCLE_STAT(TEXT("FXPreRender"), STAT_CLM_FXPreRender, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterPrePass"), STAT_CLM_AfterPrePass, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("BasePass"), STAT_CLM_BasePass, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterBasePass"), STAT_CLM_AfterBasePass, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("Lighting"), STAT_CLM_Lighting, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterLighting"), STAT_CLM_AfterLighting, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("Translucency"), STAT_CLM_Translucency, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("RenderDistortion"), STAT_CLM_RenderDistortion, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterTranslucency"), STAT_CLM_AfterTranslucency, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("RenderDistanceFieldLighting"), STAT_CLM_RenderDistanceFieldLighting, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("LightShaftBloom"), STAT_CLM_LightShaftBloom, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("PostProcessing"), STAT_CLM_PostProcessing, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("Velocity"), STAT_CLM_Velocity, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterVelocity"), STAT_CLM_AfterVelocity, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("RenderFinish"), STAT_CLM_RenderFinish, STATGROUP_CommandListMarkers);
|
|
DECLARE_CYCLE_STAT(TEXT("AfterFrame"), STAT_CLM_AfterFrame, STATGROUP_CommandListMarkers);
|
|
|
|
FGraphEventRef FDeferredShadingSceneRenderer::OcclusionSubmittedFence[FOcclusionQueryHelpers::MaxBufferedOcclusionFrames];
|
|
FGraphEventRef FDeferredShadingSceneRenderer::TranslucencyTimestampQuerySubmittedFence[FOcclusionQueryHelpers::MaxBufferedOcclusionFrames + 1];
|
|
|
|
/**
|
|
* Returns true if the depth Prepass needs to run
|
|
*/
|
|
static FORCEINLINE bool NeedsPrePass(const FDeferredShadingSceneRenderer* Renderer)
|
|
{
|
|
return (RHIHasTiledGPU(Renderer->ViewFamily.GetShaderPlatform()) == false) &&
|
|
(Renderer->EarlyZPassMode != DDM_None || Renderer->bEarlyZPassMovable != 0);
|
|
}
|
|
|
|
static void SetAndClearViewGBuffer(FRHICommandListImmediate& RHICmdList, FViewInfo& View, FExclusiveDepthStencil::Type DepthStencilAccess, bool bClearDepth)
|
|
{
|
|
// if we didn't to the prepass above, then we will need to clear now, otherwise, it's already been cleared and rendered to
|
|
ERenderTargetLoadAction DepthLoadAction = bClearDepth ? ERenderTargetLoadAction::EClear : ERenderTargetLoadAction::ELoad;
|
|
|
|
const bool bClearBlack = View.Family->EngineShowFlags.ShaderComplexity || View.Family->EngineShowFlags.StationaryLightOverlap;
|
|
const float ClearAlpha = GetSceneColorClearAlpha();
|
|
const FLinearColor ClearColor = bClearBlack ? FLinearColor(0, 0, 0, ClearAlpha) : FLinearColor(View.BackgroundColor.R, View.BackgroundColor.G, View.BackgroundColor.B, ClearAlpha);
|
|
|
|
// clearing the GBuffer
|
|
FSceneRenderTargets::Get(RHICmdList).BeginRenderingGBuffer(RHICmdList, ERenderTargetLoadAction::EClear, DepthLoadAction, DepthStencilAccess, View.Family->EngineShowFlags.ShaderComplexity, ClearColor);
|
|
}
|
|
|
|
static TAutoConsoleVariable<int32> CVarOcclusionQueryLocation(
|
|
TEXT("r.OcclusionQueryLocation"),
|
|
0,
|
|
TEXT("Controls when occlusion queries are rendered. Rendering before the base pass may give worse occlusion (because not all occluders generally render in the earlyzpass). ")
|
|
TEXT("However, it may reduce CPU waiting for query result stalls on some platforms and increase overall performance.")
|
|
TEXT("0: After BasePass.")
|
|
TEXT("1: After EarlyZPass, but before BasePass."));
|
|
|
|
void FDeferredShadingSceneRenderer::RenderOcclusion(FRHICommandListImmediate& RHICmdList, bool bRenderQueries, bool bRenderHZB)
|
|
{
|
|
if (bRenderQueries || bRenderHZB)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_HZB);
|
|
|
|
{
|
|
// Update the quarter-sized depth buffer with the current contents of the scene depth texture.
|
|
// This needs to happen before occlusion tests, which makes use of the small depth buffer.
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_UpdateDownsampledDepthSurface);
|
|
UpdateDownsampledDepthSurface(RHICmdList);
|
|
}
|
|
|
|
// Issue occlusion queries
|
|
// This is done after the downsampled depth buffer is created so that it can be used for issuing queries
|
|
BeginOcclusionTests(RHICmdList, bRenderQueries);
|
|
|
|
if (bRenderHZB)
|
|
{
|
|
RHICmdList.TransitionResource( EResourceTransitionAccess::EReadable, SceneContext.GetSceneDepthSurface() );
|
|
|
|
static const auto ICVarHZBOcc = IConsoleManager::Get().FindConsoleVariable(TEXT("r.HZBOcclusion"));
|
|
bool bHZBOcclusion = ICVarHZBOcc->GetInt() != 0;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
|
|
const uint32 bSSR = ShouldRenderScreenSpaceReflections(View);
|
|
const bool bSSAO = ShouldRenderScreenSpaceAmbientOcclusion(View);
|
|
|
|
if (bSSAO || bHZBOcclusion || bSSR)
|
|
{
|
|
BuildHZB(RHICmdList, Views[ViewIndex]);
|
|
}
|
|
|
|
if (bHZBOcclusion && ViewState && ViewState->HZBOcclusionTests.GetNum() != 0)
|
|
{
|
|
check(ViewState->HZBOcclusionTests.IsValidFrame(ViewState->OcclusionFrameCounter));
|
|
|
|
SCOPED_DRAW_EVENT(RHICmdList, HZB);
|
|
ViewState->HZBOcclusionTests.Submit(RHICmdList, View);
|
|
}
|
|
}
|
|
|
|
//async ssao only requires HZB and depth as inputs so get started ASAP
|
|
if (GCompositionLighting.CanProcessAsyncSSAO(Views))
|
|
{
|
|
GCompositionLighting.ProcessAsyncSSAO(RHICmdList, Views);
|
|
}
|
|
}
|
|
|
|
// Hint to the RHI to submit commands up to this point to the GPU if possible. Can help avoid CPU stalls next frame waiting
|
|
// for these query results on some platforms.
|
|
RHICmdList.SubmitCommandsHint();
|
|
|
|
if (bRenderQueries && GRHIThread)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_OcclusionSubmittedFence_Dispatch);
|
|
int32 NumFrames = FOcclusionQueryHelpers::GetNumBufferedFrames();
|
|
for (int32 Dest = 1; Dest < NumFrames; Dest++)
|
|
{
|
|
CA_SUPPRESS(6385);
|
|
OcclusionSubmittedFence[Dest] = OcclusionSubmittedFence[Dest - 1];
|
|
}
|
|
OcclusionSubmittedFence[0] = RHICmdList.RHIThreadFence();
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
}
|
|
}
|
|
}
|
|
|
|
// The render thread is involved in sending stuff to the RHI, so we will periodically service that queue
|
|
void ServiceLocalQueue()
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_Render_ServiceLocalQueue);
|
|
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::RenderThread_Local);
|
|
}
|
|
|
|
// @return 0/1
|
|
static int32 GetCustomDepthPassLocation()
|
|
{
|
|
return FMath::Clamp(CVarCustomDepthOrder.GetValueOnRenderThread(), 0, 1);
|
|
}
|
|
|
|
extern bool IsLpvIndirectPassRequired(const FViewInfo& View);
|
|
|
|
static TAutoConsoleVariable<float> CVarStallInitViews(
|
|
TEXT("CriticalPathStall.AfterInitViews"),
|
|
0.0f,
|
|
TEXT("Sleep for the given time after InitViews. Time is given in ms. This is a debug option used for critical path analysis and forcing a change in the critical path."));
|
|
|
|
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
//make sure all the targets we're going to use will be safely writable.
|
|
GRenderTargetPool.TransitionTargetsWritable(RHICmdList);
|
|
|
|
// this way we make sure the SceneColor format is the correct one and not the one from the end of frame before
|
|
SceneContext.ReleaseSceneColor();
|
|
|
|
bool bDBuffer = IsDBufferEnabled();
|
|
|
|
if (GRHIThread)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_OcclusionSubmittedFence_Wait);
|
|
int32 BlockFrame = FOcclusionQueryHelpers::GetNumBufferedFrames() - 1;
|
|
FRHICommandListExecutor::WaitOnRHIThreadFence(OcclusionSubmittedFence[BlockFrame]);
|
|
OcclusionSubmittedFence[BlockFrame] = nullptr;
|
|
}
|
|
|
|
if (!ViewFamily.EngineShowFlags.Rendering)
|
|
{
|
|
return;
|
|
}
|
|
SCOPED_DRAW_EVENT(RHICmdList, Scene);
|
|
|
|
// Anything rendered inside Render() which isn't accounted for will fall into this stat
|
|
// This works because child stat events do not contribute to their parents' times (see GPU_STATS_CHILD_TIMES_INCLUDED)
|
|
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Unaccounted);
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_Render_Init);
|
|
|
|
// Initialize global system textures (pass-through if already initialized).
|
|
GSystemTextures.InitializeTextures(RHICmdList, FeatureLevel);
|
|
|
|
// Allocate the maximum scene render target space for the current view family.
|
|
SceneContext.Allocate(RHICmdList, ViewFamily);
|
|
}
|
|
|
|
FGraphEventArray SortEvents;
|
|
FILCUpdatePrimTaskData ILCTaskData;
|
|
|
|
// Find the visible primitives.
|
|
bool bDoInitViewAftersPrepass = InitViews(RHICmdList, ILCTaskData, SortEvents);
|
|
|
|
for (int32 ViewExt = 0; ViewExt < ViewFamily.ViewExtensions.Num(); ++ViewExt)
|
|
{
|
|
ViewFamily.ViewExtensions[ViewExt]->PostInitViewFamily_RenderThread(RHICmdList, ViewFamily);
|
|
for (int32 ViewIndex = 0; ViewIndex < ViewFamily.Views.Num(); ++ViewIndex)
|
|
{
|
|
ViewFamily.ViewExtensions[ViewExt]->PostInitView_RenderThread(RHICmdList, Views[ViewIndex]);
|
|
}
|
|
}
|
|
|
|
TGuardValue<bool> LockDrawLists(GDrawListsLocked, true);
|
|
#if !UE_BUILD_SHIPPING
|
|
if (CVarStallInitViews.GetValueOnRenderThread() > 0.0f)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_InitViews_Intentional_Stall);
|
|
FPlatformProcess::Sleep(CVarStallInitViews.GetValueOnRenderThread() / 1000.0f);
|
|
}
|
|
#endif
|
|
|
|
if (GRHICommandList.UseParallelAlgorithms())
|
|
{
|
|
// there are dynamic attempts to get this target during parallel rendering
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
Views[ViewIndex].GetEyeAdaptation(RHICmdList);
|
|
}
|
|
}
|
|
|
|
if (ShouldPrepareDistanceFieldScene())
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_DistanceFieldAO_Init);
|
|
GDistanceFieldVolumeTextureAtlas.UpdateAllocations();
|
|
UpdateGlobalDistanceFieldObjectBuffers(RHICmdList);
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
Views[ViewIndex].HeightfieldLightingViewInfo.SetupVisibleHeightfields(Views[ViewIndex], RHICmdList);
|
|
|
|
if (ShouldPrepareGlobalDistanceField())
|
|
{
|
|
// Use the skylight's max distance if there is one
|
|
const float OcclusionMaxDistance = Scene->SkyLight && !Scene->SkyLight->bWantsStaticShadowing ? Scene->SkyLight->OcclusionMaxDistance : Scene->DefaultMaxDistanceFieldOcclusionDistance;
|
|
UpdateGlobalDistanceFieldVolume(RHICmdList, Views[ViewIndex], Scene, OcclusionMaxDistance, Views[ViewIndex].GlobalDistanceFieldInfo);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GRHIThread)
|
|
{
|
|
// we will probably stall on occlusion queries, so might as well have the RHI thread and GPU work while we wait.
|
|
SCOPE_CYCLE_COUNTER(STAT_PostInitViews_FlushDel);
|
|
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources);
|
|
}
|
|
|
|
const bool bIsWireframe = ViewFamily.EngineShowFlags.Wireframe;
|
|
static const auto ClearMethodCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ClearSceneMethod"));
|
|
bool bRequiresRHIClear = true;
|
|
bool bRequiresFarZQuadClear = false;
|
|
|
|
const bool bUseGBuffer = IsUsingGBuffers(GetFeatureLevelShaderPlatform(FeatureLevel));
|
|
const bool bRenderDeferredLighting = ViewFamily.EngineShowFlags.Lighting
|
|
&& FeatureLevel >= ERHIFeatureLevel::SM4
|
|
&& ViewFamily.EngineShowFlags.DeferredLighting
|
|
&& bUseGBuffer;
|
|
|
|
if (ClearMethodCVar)
|
|
{
|
|
int32 ClearMethod = ClearMethodCVar->GetValueOnRenderThread();
|
|
|
|
if (ClearMethod == 0 && !ViewFamily.EngineShowFlags.Game)
|
|
{
|
|
// Do not clear the scene only if the view family is in game mode.
|
|
ClearMethod = 1;
|
|
}
|
|
|
|
switch (ClearMethod)
|
|
{
|
|
case 0: // No clear
|
|
{
|
|
bRequiresRHIClear = false;
|
|
bRequiresFarZQuadClear = false;
|
|
break;
|
|
}
|
|
|
|
case 1: // RHICmdList.Clear
|
|
{
|
|
bRequiresRHIClear = true;
|
|
bRequiresFarZQuadClear = false;
|
|
break;
|
|
}
|
|
|
|
case 2: // Clear using far-z quad
|
|
{
|
|
bRequiresFarZQuadClear = true;
|
|
bRequiresRHIClear = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Always perform a full buffer clear for wireframe, shader complexity view mode, and stationary light overlap viewmode.
|
|
if (bIsWireframe || ViewFamily.EngineShowFlags.ShaderComplexity || ViewFamily.EngineShowFlags.StationaryLightOverlap)
|
|
{
|
|
bRequiresRHIClear = true;
|
|
}
|
|
|
|
// force using occ queries for wireframe if rendering is parented or frozen in the first view
|
|
check(Views.Num());
|
|
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
const bool bIsViewFrozen = false;
|
|
const bool bHasViewParent = false;
|
|
#else
|
|
const bool bIsViewFrozen = Views[0].State && ((FSceneViewState*)Views[0].State)->bIsFrozen;
|
|
const bool bHasViewParent = Views[0].State && ((FSceneViewState*)Views[0].State)->HasViewParent();
|
|
#endif
|
|
|
|
|
|
const bool bIsOcclusionTesting = DoOcclusionQueries(FeatureLevel) && (!bIsWireframe || bIsViewFrozen || bHasViewParent);
|
|
|
|
// Dynamic vertex and index buffers need to be committed before rendering.
|
|
if (!bDoInitViewAftersPrepass)
|
|
{
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_FGlobalDynamicVertexBuffer_Commit);
|
|
FGlobalDynamicVertexBuffer::Get().Commit();
|
|
FGlobalDynamicIndexBuffer::Get().Commit();
|
|
}
|
|
}
|
|
|
|
// Notify the FX system that the scene is about to be rendered.
|
|
bool bLateFXPrerender = CVarFXSystemPreRenderAfterPrepass.GetValueOnRenderThread() > 0;
|
|
bool bDoFXPrerender = Scene->FXSystem && Views.IsValidIndex(0) && !Views[0].bIsPlanarReflection;
|
|
if (!bLateFXPrerender && bDoFXPrerender)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_FXSystem_PreRender);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_FXPreRender));
|
|
Scene->FXSystem->PreRender(RHICmdList, &Views[0].GlobalDistanceFieldInfo.ParameterData);
|
|
}
|
|
|
|
bool bDidAfterTaskWork = false;
|
|
auto AfterTasksAreStarted = [&bDidAfterTaskWork, bDoInitViewAftersPrepass, this, &RHICmdList, &ILCTaskData, &SortEvents, bLateFXPrerender, bDoFXPrerender]()
|
|
{
|
|
if (!bDidAfterTaskWork)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_AfterPrepassTasksWork);
|
|
bDidAfterTaskWork = true; // only do this once
|
|
if (bDoInitViewAftersPrepass)
|
|
{
|
|
InitViewsPossiblyAfterPrepass(RHICmdList, ILCTaskData, SortEvents);
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_FGlobalDynamicVertexBuffer_Commit);
|
|
FGlobalDynamicVertexBuffer::Get().Commit();
|
|
FGlobalDynamicIndexBuffer::Get().Commit();
|
|
}
|
|
ServiceLocalQueue();
|
|
}
|
|
if (bLateFXPrerender && bDoFXPrerender)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_FXSystem_PreRender);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_FXPreRender));
|
|
Scene->FXSystem->PreRender(RHICmdList, &Views[0].GlobalDistanceFieldInfo.ParameterData);
|
|
ServiceLocalQueue();
|
|
}
|
|
}
|
|
};
|
|
|
|
// Draw the scene pre-pass / early z pass, populating the scene depth buffer and HiZ
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("EarlyZPass"));
|
|
const bool bNeedsPrePass = NeedsPrePass(this);
|
|
bool bDepthWasCleared;
|
|
if (bNeedsPrePass)
|
|
{
|
|
bDepthWasCleared = RenderPrePass(RHICmdList, AfterTasksAreStarted);
|
|
}
|
|
else
|
|
{
|
|
if (FGPUSkinCache* GPUSkinCache = Scene->GetGPUSkinCache())
|
|
{
|
|
GPUSkinCache->TransitionAllToReadable(RHICmdList);
|
|
}
|
|
|
|
// we didn't do the prepass, but we still want the HMD mask if there is one
|
|
AfterTasksAreStarted();
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_PrePass));
|
|
bDepthWasCleared = RenderPrePassHMD(RHICmdList);
|
|
}
|
|
check(bDidAfterTaskWork);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterPrePass));
|
|
ServiceLocalQueue();
|
|
|
|
const bool bShouldRenderVelocities = ShouldRenderVelocities();
|
|
const bool bUseVelocityGBuffer = FVelocityRendering::OutputsToGBuffer();
|
|
const bool bUseSelectiveBasePassOutputs = UseSelectiveBasePassOutputs();
|
|
|
|
// Use readonly depth in the base pass if we have a full depth prepass
|
|
const bool bAllowReadonlyDepthBasePass = EarlyZPassMode == DDM_AllOpaque
|
|
&& CVarBasePassWriteDepthEvenWithFullPrepass.GetValueOnRenderThread() == 0
|
|
&& !ViewFamily.EngineShowFlags.ShaderComplexity
|
|
&& !ViewFamily.UseDebugViewPS()
|
|
&& !bIsWireframe
|
|
&& !ViewFamily.EngineShowFlags.LightMapDensity;
|
|
|
|
const FExclusiveDepthStencil::Type BasePassDepthStencilAccess =
|
|
bAllowReadonlyDepthBasePass
|
|
? FExclusiveDepthStencil::DepthRead_StencilWrite
|
|
: FExclusiveDepthStencil::DepthWrite_StencilWrite;
|
|
|
|
SceneContext.ResolveSceneDepthTexture(RHICmdList, FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY));
|
|
|
|
if (bUseGBuffer || IsSimpleForwardShadingEnabled(GetFeatureLevelShaderPlatform(FeatureLevel)))
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_AllocGBufferTargets);
|
|
SceneContext.PreallocGBufferTargets(); // Even if !bShouldRenderVelocities, the velocity buffer must be bound because it's a compile time option for the shader.
|
|
SceneContext.AllocGBufferTargets(RHICmdList);
|
|
}
|
|
|
|
//occlusion can't run before basepass if there's no prepass to fill in some depth to occlude against.
|
|
bool bOcclusionBeforeBasePass = ((CVarOcclusionQueryLocation.GetValueOnRenderThread() == 1) && bNeedsPrePass) || IsForwardShadingEnabled(FeatureLevel);
|
|
bool bHZBBeforeBasePass = bOcclusionBeforeBasePass && (EarlyZPassMode == EDepthDrawingMode::DDM_AllOccluders || EarlyZPassMode == EDepthDrawingMode::DDM_AllOpaque);
|
|
|
|
RenderOcclusion(RHICmdList, bOcclusionBeforeBasePass, bHZBBeforeBasePass);
|
|
ServiceLocalQueue();
|
|
|
|
if (bOcclusionBeforeBasePass)
|
|
{
|
|
RenderShadowDepthMaps(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// Clear LPVs for all views
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM5)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_ClearLPVs);
|
|
ClearLPVs(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
if(GetCustomDepthPassLocation() == 0)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_CustomDepthPass0);
|
|
RenderCustomDepthPassAtLocation(RHICmdList, 0);
|
|
}
|
|
|
|
ComputeLightGrid(RHICmdList);
|
|
|
|
if (bOcclusionBeforeBasePass)
|
|
{
|
|
ComputeVolumetricFog(RHICmdList);
|
|
}
|
|
|
|
if (IsForwardShadingEnabled(FeatureLevel))
|
|
{
|
|
RenderForwardShadingShadowProjections(RHICmdList);
|
|
|
|
RenderIndirectCapsuleShadows(
|
|
RHICmdList,
|
|
NULL,
|
|
NULL);
|
|
}
|
|
|
|
// only temporarily available after early z pass and until base pass
|
|
check(!SceneContext.DBufferA);
|
|
check(!SceneContext.DBufferB);
|
|
check(!SceneContext.DBufferC);
|
|
|
|
if (bDBuffer)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_DBuffer);
|
|
SceneContext.ResolveSceneDepthToAuxiliaryTexture(RHICmdList);
|
|
|
|
// e.g. DBuffer deferred decals
|
|
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView,Views.Num() > 1, TEXT("View%d"), ViewIndex);
|
|
|
|
GCompositionLighting.ProcessBeforeBasePass(RHICmdList, Views[ViewIndex]);
|
|
}
|
|
//GBuffer pass will want to write to SceneDepthZ
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EWritable, SceneContext.GetSceneDepthTexture());
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
if (bRenderDeferredLighting)
|
|
{
|
|
//Single point to catch UE-31578, UE-32536 and UE-22073 and attempt to recover by reallocating Deferred Render Targets
|
|
if (!SceneContext.TranslucencyLightingVolumeAmbient[0] || !SceneContext.TranslucencyLightingVolumeDirectional[0] ||
|
|
!SceneContext.TranslucencyLightingVolumeAmbient[1] || !SceneContext.TranslucencyLightingVolumeDirectional[1])
|
|
{
|
|
const char* str = SceneContext.ScreenSpaceAO ? "Allocated" : "Unallocated"; //ScreenSpaceAO is determining factor of detecting render target allocation
|
|
ensureMsgf(SceneContext.TranslucencyLightingVolumeAmbient[0], TEXT("%s is unallocated, Deferred Render Targets would be detected as: %s"), "TranslucencyLightingVolumeAmbient0", str);
|
|
ensureMsgf(SceneContext.TranslucencyLightingVolumeDirectional[0], TEXT("%s is unallocated, Deferred Render Targets would be detected as: %s"), "TranslucencyLightingVolumeDirectional0", str);
|
|
ensureMsgf(SceneContext.TranslucencyLightingVolumeAmbient[1], TEXT("%s is unallocated, Deferred Render Targets would be detected as: %s"), "TranslucencyLightingVolumeAmbient1", str);
|
|
ensureMsgf(SceneContext.TranslucencyLightingVolumeDirectional[1], TEXT("%s is unallocated, Deferred Render Targets would be detected as: %s"), "TranslucencyLightingVolumeDirectional1", str);
|
|
SceneContext.AllocateDeferredShadingPathRenderTargets(RHICmdList);
|
|
}
|
|
|
|
if (GbEnableAsyncComputeTranslucencyLightingVolumeClear && GSupportsEfficientAsyncCompute)
|
|
{
|
|
ClearTranslucentVolumeLightingAsyncCompute(RHICmdList);
|
|
}
|
|
}
|
|
|
|
// Clear the GBuffer render targets
|
|
bool bIsGBufferCurrent = false;
|
|
if (bRequiresRHIClear)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_SetAndClearViewGBuffer);
|
|
// set GBuffer to be current, and clear it
|
|
SetAndClearViewGBuffer(RHICmdList, Views[0], BasePassDepthStencilAccess, !bDepthWasCleared);
|
|
|
|
// depth was cleared now no matter what
|
|
bDepthWasCleared = true;
|
|
bIsGBufferCurrent = true;
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
if (bIsWireframe && FSceneRenderer::ShouldCompositeEditorPrimitives(Views[0]))
|
|
{
|
|
// In Editor we want wire frame view modes to be MSAA for better quality. Resolve will be done with EditorPrimitives
|
|
SetRenderTarget(RHICmdList, SceneContext.GetEditorPrimitivesColor(RHICmdList), SceneContext.GetEditorPrimitivesDepth(RHICmdList), ESimpleRenderTargetMode::EClearColorAndDepth);
|
|
}
|
|
else if (!bIsGBufferCurrent)
|
|
{
|
|
// make sure the GBuffer is set, in case we didn't need to clear above
|
|
ERenderTargetLoadAction DepthLoadAction = bDepthWasCleared ? ERenderTargetLoadAction::ELoad : ERenderTargetLoadAction::EClear;
|
|
SceneContext.BeginRenderingGBuffer(RHICmdList, ERenderTargetLoadAction::ENoAction, DepthLoadAction, BasePassDepthStencilAccess, ViewFamily.EngineShowFlags.ShaderComplexity);
|
|
}
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("BasePass"));
|
|
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_BasePass));
|
|
RenderBasePass(RHICmdList, BasePassDepthStencilAccess);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterBasePass));
|
|
ServiceLocalQueue();
|
|
|
|
if (!bAllowReadonlyDepthBasePass)
|
|
{
|
|
SceneContext.ResolveSceneDepthTexture(RHICmdList, FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY));
|
|
}
|
|
|
|
if (ViewFamily.EngineShowFlags.VisualizeLightCulling)
|
|
{
|
|
// clear out emissive and baked lighting (not too efficient but simple and only needed for this debug view)
|
|
SceneContext.BeginRenderingSceneColor(RHICmdList);
|
|
DrawClearQuad(RHICmdList, GMaxRHIFeatureLevel, FLinearColor(0, 0, 0, 0));
|
|
}
|
|
|
|
SceneContext.DBufferA.SafeRelease();
|
|
SceneContext.DBufferB.SafeRelease();
|
|
SceneContext.DBufferC.SafeRelease();
|
|
|
|
// only temporarily available after early z pass and until base pass
|
|
check(!SceneContext.DBufferA);
|
|
check(!SceneContext.DBufferB);
|
|
check(!SceneContext.DBufferC);
|
|
|
|
if (bRequiresFarZQuadClear)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_ClearGBufferAtMaxZ);
|
|
// Clears view by drawing quad at maximum Z
|
|
// TODO: if all the platforms have fast color clears, we can replace this with an RHICmdList.Clear.
|
|
ClearGBufferAtMaxZ(RHICmdList);
|
|
ServiceLocalQueue();
|
|
|
|
bRequiresFarZQuadClear = false;
|
|
}
|
|
|
|
SceneContext.ResolveSceneDepthToAuxiliaryTexture(RHICmdList);
|
|
|
|
bool bOcclusionAfterBasePass = bIsOcclusionTesting && !bOcclusionBeforeBasePass;
|
|
bool bHZBAfterBasePass = !bHZBBeforeBasePass;
|
|
RenderOcclusion(RHICmdList, bOcclusionAfterBasePass, bHZBAfterBasePass);
|
|
ServiceLocalQueue();
|
|
|
|
if (!bOcclusionBeforeBasePass)
|
|
{
|
|
RenderShadowDepthMaps(RHICmdList);
|
|
ComputeVolumetricFog(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
if (bUseGBuffer)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_Resolve_After_Basepass);
|
|
SceneContext.FinishRenderingGBuffer(RHICmdList);
|
|
}
|
|
|
|
if(GetCustomDepthPassLocation() == 1)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_CustomDepthPass1);
|
|
RenderCustomDepthPassAtLocation(RHICmdList, 1);
|
|
}
|
|
|
|
ServiceLocalQueue();
|
|
|
|
// Notify the FX system that opaque primitives have been rendered and we now have a valid depth buffer.
|
|
if (Scene->FXSystem && Views.IsValidIndex(0) && !Views[0].bIsPlanarReflection)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_FXSystem_PostRenderOpaque);
|
|
Scene->FXSystem->PostRenderOpaque(
|
|
RHICmdList,
|
|
Views[0].ViewUniformBuffer,
|
|
SceneContext.GetSceneDepthTexture(),
|
|
SceneContext.GBufferA ? SceneContext.GetGBufferATexture() : NULL
|
|
);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget> VelocityRT;
|
|
|
|
if (bUseVelocityGBuffer)
|
|
{
|
|
VelocityRT = SceneContext.GetGBufferVelocityRT();
|
|
}
|
|
|
|
if (bShouldRenderVelocities && (!bUseVelocityGBuffer || bUseSelectiveBasePassOutputs))
|
|
{
|
|
// Render the velocities of movable objects
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_Velocity));
|
|
RenderVelocities(RHICmdList, VelocityRT);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterVelocity));
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// Copy lighting channels out of stencil before deferred decals which overwrite those values
|
|
CopyStencilToLightingChannelTexture(RHICmdList);
|
|
|
|
{
|
|
GCompositionLighting.GfxWaitForAsyncSSAO(RHICmdList);
|
|
}
|
|
|
|
// Pre-lighting composition lighting stage
|
|
// e.g. deferred decals, SSAO
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_AfterBasePass);
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("AfterBasePass"));
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
|
|
GCompositionLighting.ProcessAfterBasePass(RHICmdList, Views[ViewIndex]);
|
|
}
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// TODO: Could entirely remove this by using STENCIL_SANDBOX_BIT in ShadowRendering.cpp and DistanceFieldSurfaceCacheLighting.cpp
|
|
if (!IsForwardShadingEnabled(FeatureLevel))
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ClearStencilFromBasePass);
|
|
|
|
FRHISetRenderTargetsInfo Info(0, NULL, FRHIDepthRenderTargetView(
|
|
SceneContext.GetSceneDepthSurface(),
|
|
ERenderTargetLoadAction::ENoAction,
|
|
ERenderTargetStoreAction::ENoAction,
|
|
ERenderTargetLoadAction::EClear,
|
|
ERenderTargetStoreAction::EStore,
|
|
FExclusiveDepthStencil::DepthNop_StencilWrite));
|
|
|
|
// Clear stencil to 0 now that deferred decals are done using what was setup in the base pass
|
|
// Shadow passes and other users of stencil assume it is cleared to 0 going in
|
|
RHICmdList.SetRenderTargetsAndClear(Info);
|
|
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, SceneContext.GetSceneDepthSurface());
|
|
}
|
|
|
|
// Render lighting.
|
|
if (bRenderDeferredLighting)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_Lighting);
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("Lighting"));
|
|
|
|
// These modulate the scenecolor output from the basepass, which is assumed to be indirect lighting
|
|
RenderIndirectCapsuleShadows(
|
|
RHICmdList,
|
|
SceneContext.GetSceneColorSurface(),
|
|
SceneContext.bScreenSpaceAOIsValid ? SceneContext.ScreenSpaceAO->GetRenderTargetItem().TargetableTexture : NULL);
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DynamicBentNormalAO;
|
|
// These modulate the scenecolor output from the basepass, which is assumed to be indirect lighting
|
|
RenderDFAOAsIndirectShadowing(RHICmdList, VelocityRT, DynamicBentNormalAO);
|
|
|
|
// Clear the translucent lighting volumes before we accumulate
|
|
if ((GbEnableAsyncComputeTranslucencyLightingVolumeClear && GSupportsEfficientAsyncCompute) == false)
|
|
{
|
|
ClearTranslucentVolumeLighting(RHICmdList);
|
|
}
|
|
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_Lighting));
|
|
RenderLights(RHICmdList);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterLighting));
|
|
ServiceLocalQueue();
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("AfterRenderLights"));
|
|
|
|
InjectAmbientCubemapTranslucentVolumeLighting(RHICmdList);
|
|
ServiceLocalQueue();
|
|
|
|
// Filter the translucency lighting volume now that it is complete
|
|
FilterTranslucentVolumeLighting(RHICmdList);
|
|
ServiceLocalQueue();
|
|
|
|
// Pre-lighting composition lighting stage
|
|
// e.g. LPV indirect
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
|
|
{
|
|
FViewInfo& View = Views[ViewIndex];
|
|
|
|
if(IsLpvIndirectPassRequired(View))
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView,Views.Num() > 1, TEXT("View%d"), ViewIndex);
|
|
|
|
GCompositionLighting.ProcessLpvIndirect(RHICmdList, View);
|
|
ServiceLocalQueue();
|
|
}
|
|
}
|
|
|
|
RenderDynamicSkyLighting(RHICmdList, VelocityRT, DynamicBentNormalAO);
|
|
ServiceLocalQueue();
|
|
|
|
// SSS need the SceneColor finalized as an SRV.
|
|
ResolveSceneColor(RHICmdList);
|
|
|
|
// Render reflections that only operate on opaque pixels
|
|
RenderDeferredReflections(RHICmdList, DynamicBentNormalAO, VelocityRT);
|
|
ServiceLocalQueue();
|
|
|
|
// Post-lighting composition lighting stage
|
|
// e.g. ScreenSpaceSubsurfaceScattering
|
|
for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView,Views.Num() > 1, TEXT("View%d"), ViewIndex);
|
|
GCompositionLighting.ProcessAfterLighting(RHICmdList, Views[ViewIndex]);
|
|
}
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
FLightShaftsOutput LightShaftOutput;
|
|
|
|
// Draw Lightshafts
|
|
if (ViewFamily.EngineShowFlags.LightShafts)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderLightShaftOcclusion);
|
|
RenderLightShaftOcclusion(RHICmdList, LightShaftOutput);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// Draw atmosphere
|
|
if (ShouldRenderAtmosphere(ViewFamily))
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderAtmosphere);
|
|
if (Scene->AtmosphericFog)
|
|
{
|
|
// Update RenderFlag based on LightShaftTexture is valid or not
|
|
if (LightShaftOutput.LightShaftOcclusion)
|
|
{
|
|
Scene->AtmosphericFog->RenderFlag &= EAtmosphereRenderFlag::E_LightShaftMask;
|
|
}
|
|
else
|
|
{
|
|
Scene->AtmosphericFog->RenderFlag |= EAtmosphereRenderFlag::E_DisableLightShaft;
|
|
}
|
|
#if WITH_EDITOR
|
|
if (Scene->bIsEditorScene)
|
|
{
|
|
// Precompute Atmospheric Textures
|
|
Scene->AtmosphericFog->PrecomputeTextures(RHICmdList, Views.GetData(), &ViewFamily);
|
|
}
|
|
#endif
|
|
RenderAtmosphere(RHICmdList, LightShaftOutput);
|
|
ServiceLocalQueue();
|
|
}
|
|
}
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("Fog"));
|
|
|
|
// Draw fog.
|
|
if (ShouldRenderFog(ViewFamily))
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderFog);
|
|
RenderFog(RHICmdList, LightShaftOutput);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
IRendererModule& RendererModule = GetRendererModule();
|
|
if (RendererModule.HasPostOpaqueExtentions())
|
|
{
|
|
SceneContext.BeginRenderingSceneColor(RHICmdList);
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
|
|
RendererModule.RenderPostOpaqueExtensions(View, RHICmdList, SceneContext);
|
|
}
|
|
}
|
|
|
|
// No longer needed, release
|
|
LightShaftOutput.LightShaftOcclusion = NULL;
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("Translucency"));
|
|
|
|
// Draw translucency.
|
|
if (ViewFamily.EngineShowFlags.Translucency)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);
|
|
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_Translucency));
|
|
RenderTranslucency(RHICmdList);
|
|
ServiceLocalQueue();
|
|
|
|
static const auto DisableDistortionCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DisableDistortion"));
|
|
const bool bAllowDistortion = DisableDistortionCVar->GetValueOnAnyThread() != 1;
|
|
|
|
if (GetRefractionQuality(ViewFamily) > 0 && bAllowDistortion)
|
|
{
|
|
// To apply refraction effect by distorting the scene color.
|
|
// After non separate translucency as that is considered at scene depth anyway
|
|
// It allows skybox translucency (set to non separate translucency) to be refracted.
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_RenderDistortion));
|
|
RenderDistortion(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterTranslucency));
|
|
}
|
|
|
|
if (ViewFamily.EngineShowFlags.LightShafts)
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderLightShaftBloom);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_LightShaftBloom));
|
|
RenderLightShaftBloom(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
|
|
RendererModule.RenderOverlayExtensions(View, RHICmdList, SceneContext);
|
|
}
|
|
|
|
if (ViewFamily.EngineShowFlags.VisualizeDistanceFieldAO || ViewFamily.EngineShowFlags.VisualizeDistanceFieldGI)
|
|
{
|
|
// Use the skylight's max distance if there is one, to be consistent with DFAO shadowing on the skylight
|
|
const float OcclusionMaxDistance = Scene->SkyLight && !Scene->SkyLight->bWantsStaticShadowing ? Scene->SkyLight->OcclusionMaxDistance : Scene->DefaultMaxDistanceFieldOcclusionDistance;
|
|
TRefCountPtr<IPooledRenderTarget> DummyOutput;
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_RenderDistanceFieldLighting));
|
|
RenderDistanceFieldLighting(RHICmdList, FDistanceFieldAOParameters(OcclusionMaxDistance), VelocityRT, DummyOutput, DummyOutput, false, ViewFamily.EngineShowFlags.VisualizeDistanceFieldAO, ViewFamily.EngineShowFlags.VisualizeDistanceFieldGI);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// Draw visualizations just before use to avoid target contamination
|
|
if (ViewFamily.EngineShowFlags.VisualizeMeshDistanceFields || ViewFamily.EngineShowFlags.VisualizeGlobalDistanceField)
|
|
{
|
|
RenderMeshDistanceFieldVisualization(RHICmdList, FDistanceFieldAOParameters(Scene->DefaultMaxDistanceFieldOcclusionDistance));
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
if (ViewFamily.EngineShowFlags.StationaryLightOverlap &&
|
|
FeatureLevel >= ERHIFeatureLevel::SM4 &&
|
|
bUseGBuffer)
|
|
{
|
|
RenderStationaryLightOverlap(RHICmdList);
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
// Resolve the scene color for post processing.
|
|
ResolveSceneColor(RHICmdList);
|
|
|
|
GetRendererModule().RenderPostResolvedSceneColorExtension(RHICmdList, SceneContext);
|
|
|
|
CopySceneCaptureComponentToTarget(RHICmdList);
|
|
|
|
// Finish rendering for each view.
|
|
if (ViewFamily.bResolveScene)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, PostProcessing);
|
|
SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Postprocessing);
|
|
|
|
SCOPE_CYCLE_COUNTER(STAT_FinishRenderViewTargetTime);
|
|
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_PostProcessing));
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
|
|
|
|
GPostProcessing.Process(RHICmdList, Views[ ViewIndex ], VelocityRT);
|
|
}
|
|
|
|
// End of frame, we don't need it anymore
|
|
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucencyDepth();
|
|
|
|
// we rendered to it during the frame, seems we haven't made use of it, because it should be released
|
|
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
|
|
}
|
|
else
|
|
{
|
|
// Release the original reference on the scene render targets
|
|
SceneContext.AdjustGBufferRefCount(RHICmdList, -1);
|
|
}
|
|
|
|
//grab the new transform out of the proxies for next frame
|
|
if (VelocityRT)
|
|
{
|
|
VelocityRT.SafeRelease();
|
|
}
|
|
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderFinish);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_RenderFinish));
|
|
RenderFinish(RHICmdList);
|
|
RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterFrame));
|
|
}
|
|
ServiceLocalQueue();
|
|
}
|
|
|
|
/** A simple pixel shader used on PC to read scene depth from scene color alpha and write it to a downsized depth buffer. */
|
|
class FDownsampleSceneDepthPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FDownsampleSceneDepthPS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
FDownsampleSceneDepthPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
SceneTextureParameters.Bind(Initializer.ParameterMap);
|
|
ProjectionScaleBias.Bind(Initializer.ParameterMap,TEXT("ProjectionScaleBias"));
|
|
SourceTexelOffsets01.Bind(Initializer.ParameterMap,TEXT("SourceTexelOffsets01"));
|
|
SourceTexelOffsets23.Bind(Initializer.ParameterMap,TEXT("SourceTexelOffsets23"));
|
|
UseMaxDepth.Bind(Initializer.ParameterMap, TEXT("UseMaxDepth"));
|
|
}
|
|
FDownsampleSceneDepthPS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, bool bUseMaxDepth)
|
|
{
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, GetPixelShader(), View.ViewUniformBuffer);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
// Used to remap view space Z (which is stored in scene color alpha) into post projection z and w so we can write z/w into the downsized depth buffer
|
|
const FVector2D ProjectionScaleBiasValue(View.ViewMatrices.GetProjectionMatrix().M[2][2], View.ViewMatrices.GetProjectionMatrix().M[3][2]);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), ProjectionScaleBias, ProjectionScaleBiasValue);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), UseMaxDepth, (bUseMaxDepth ? 1.0f : 0.0f));
|
|
|
|
FIntPoint BufferSize = SceneContext.GetBufferSizeXY();
|
|
|
|
const uint32 DownsampledBufferSizeX = BufferSize.X / SceneContext.GetSmallColorDepthDownsampleFactor();
|
|
const uint32 DownsampledBufferSizeY = BufferSize.Y / SceneContext.GetSmallColorDepthDownsampleFactor();
|
|
|
|
// Offsets of the four full resolution pixels corresponding with a low resolution pixel
|
|
const FVector4 Offsets01(0.0f, 0.0f, 1.0f / DownsampledBufferSizeX, 0.0f);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), SourceTexelOffsets01, Offsets01);
|
|
const FVector4 Offsets23(0.0f, 1.0f / DownsampledBufferSizeY, 1.0f / DownsampledBufferSizeX, 1.0f / DownsampledBufferSizeY);
|
|
SetShaderValue(RHICmdList, GetPixelShader(), SourceTexelOffsets23, Offsets23);
|
|
SceneTextureParameters.Set(RHICmdList, GetPixelShader(), View);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << ProjectionScaleBias;
|
|
Ar << SourceTexelOffsets01;
|
|
Ar << SourceTexelOffsets23;
|
|
Ar << SceneTextureParameters;
|
|
Ar << UseMaxDepth;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
FShaderParameter ProjectionScaleBias;
|
|
FShaderParameter SourceTexelOffsets01;
|
|
FShaderParameter SourceTexelOffsets23;
|
|
FSceneTextureShaderParameters SceneTextureParameters;
|
|
FShaderParameter UseMaxDepth;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FDownsampleSceneDepthPS,TEXT("DownsampleDepthPixelShader"),TEXT("Main"),SF_Pixel);
|
|
|
|
/** Updates the downsized depth buffer with the current full resolution depth buffer. */
|
|
void FDeferredShadingSceneRenderer::UpdateDownsampledDepthSurface(FRHICommandList& RHICmdList)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
if (SceneContext.UseDownsizedOcclusionQueries() && (FeatureLevel >= ERHIFeatureLevel::SM4))
|
|
{
|
|
RHICmdList.TransitionResource( EResourceTransitionAccess::EReadable, SceneContext.GetSceneDepthSurface() );
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
DownsampleDepthSurface(RHICmdList, SceneContext.GetSmallDepthSurface(), View, 1.0f / SceneContext.GetSmallColorDepthDownsampleFactor(), true);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Downsample the scene depth with a specified scale factor to a specified render target
|
|
*/
|
|
void FDeferredShadingSceneRenderer::DownsampleDepthSurface(FRHICommandList& RHICmdList, const FTexture2DRHIRef& RenderTarget, const FViewInfo& View, float ScaleFactor, bool bUseMaxDepth)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
SetRenderTarget(RHICmdList, NULL, RenderTarget);
|
|
SCOPED_DRAW_EVENT(RHICmdList, DownsampleDepth);
|
|
|
|
// Set shaders and texture
|
|
TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);
|
|
TShaderMapRef<FDownsampleSceneDepthPS> PixelShader(View.ShaderMap);
|
|
|
|
extern TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration;
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_NONE>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Always>::GetRHI();
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*ScreenVertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
|
|
|
|
PixelShader->SetParameters(RHICmdList, View, bUseMaxDepth);
|
|
const uint32 DownsampledX = FMath::TruncToInt(View.ViewRect.Min.X * ScaleFactor);
|
|
const uint32 DownsampledY = FMath::TruncToInt(View.ViewRect.Min.Y * ScaleFactor);
|
|
const uint32 DownsampledSizeX = FMath::TruncToInt(View.ViewRect.Width() * ScaleFactor);
|
|
const uint32 DownsampledSizeY = FMath::TruncToInt(View.ViewRect.Height() * ScaleFactor);
|
|
|
|
RHICmdList.SetViewport(DownsampledX, DownsampledY, 0.0f, DownsampledX + DownsampledSizeX, DownsampledY + DownsampledSizeY, 1.0f);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
0, 0,
|
|
DownsampledSizeX, DownsampledSizeY,
|
|
View.ViewRect.Min.X, View.ViewRect.Min.Y,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
FIntPoint(DownsampledSizeX, DownsampledSizeY),
|
|
SceneContext.GetBufferSizeXY(),
|
|
*ScreenVertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, RenderTarget);
|
|
}
|
|
|
|
/** */
|
|
class FCopyStencilToLightingChannelsPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FCopyStencilToLightingChannelsPS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("STENCIL_LIGHTING_CHANNELS_SHIFT"), STENCIL_LIGHTING_CHANNELS_BIT_ID);
|
|
OutEnvironment.SetRenderTargetOutputFormat(0, PF_R16_UINT);
|
|
}
|
|
|
|
FCopyStencilToLightingChannelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
SceneStencilTexture.Bind(Initializer.ParameterMap,TEXT("SceneStencilTexture"));
|
|
}
|
|
FCopyStencilToLightingChannelsPS() {}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
|
|
{
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, GetPixelShader(), View.ViewUniformBuffer);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
SetSRVParameter(RHICmdList, GetPixelShader(), SceneStencilTexture, SceneContext.SceneStencilSRV);
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << SceneStencilTexture;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
FShaderResourceParameter SceneStencilTexture;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FCopyStencilToLightingChannelsPS,TEXT("DownsampleDepthPixelShader"),TEXT("CopyStencilToLightingChannelsPS"),SF_Pixel);
|
|
|
|
void FDeferredShadingSceneRenderer::CopyStencilToLightingChannelTexture(FRHICommandList& RHICmdList)
|
|
{
|
|
bool bAnyViewUsesLightingChannels = false;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
bAnyViewUsesLightingChannels = bAnyViewUsesLightingChannels || View.bUsesLightingChannels;
|
|
}
|
|
|
|
if (bAnyViewUsesLightingChannels)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
SCOPED_DRAW_EVENT(RHICmdList, CopyStencilToLightingChannels);
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, SceneContext.GetSceneDepthTexture());
|
|
|
|
SceneContext.AllocateLightingChannelTexture(RHICmdList);
|
|
|
|
// Set the light attenuation surface as the render target, and the scene depth buffer as the depth-stencil surface.
|
|
SetRenderTarget(RHICmdList, SceneContext.LightingChannels->GetRenderTargetItem().TargetableTexture, nullptr, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthNop_StencilNop, true);
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
|
|
extern TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration;
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
|
|
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
|
|
{
|
|
const FViewInfo& View = Views[ViewIndex];
|
|
// Set shaders and texture
|
|
TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);
|
|
TShaderMapRef<FCopyStencilToLightingChannelsPS> PixelShader(View.ShaderMap);
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*ScreenVertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
|
|
PixelShader->SetParameters(RHICmdList, View);
|
|
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Min.X + View.ViewRect.Width(), View.ViewRect.Min.Y + View.ViewRect.Height(), 1.0f);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
0, 0,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
View.ViewRect.Min.X, View.ViewRect.Min.Y,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
|
|
SceneContext.GetBufferSizeXY(),
|
|
*ScreenVertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
}
|
|
|
|
FResolveParams ResolveParams;
|
|
|
|
RHICmdList.CopyToResolveTarget(
|
|
SceneContext.LightingChannels->GetRenderTargetItem().TargetableTexture,
|
|
SceneContext.LightingChannels->GetRenderTargetItem().TargetableTexture,
|
|
true,
|
|
ResolveParams);
|
|
}
|
|
}
|