Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp
Chris Bunner ab9d8e35b1 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3388261)
#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.

Change 3366836 on 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

Change 3373272 on 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

Change 3381359 on 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

Change 3381503 on 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

Change 3385608 on 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.

[CL 3388266 by Chris Bunner in Main branch]
2017-04-11 10:32:07 -04:00

2651 lines
114 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessing.cpp: The center for all post processing activities.
=============================================================================*/
#include "PostProcess/PostProcessing.h"
#include "EngineGlobals.h"
#include "ScenePrivate.h"
#include "PostProcess/PostProcessInput.h"
#include "PostProcess/PostProcessAA.h"
#if WITH_EDITOR
#include "PostProcess/PostProcessBufferInspector.h"
#endif
#include "PostProcess/PostProcessMaterial.h"
#include "PostProcess/PostProcessWeightedSampleSum.h"
#include "PostProcess/PostProcessBloomSetup.h"
#include "PostProcess/PostProcessMobile.h"
#include "PostProcess/PostProcessDownsample.h"
#include "PostProcess/PostProcessHistogram.h"
#include "PostProcess/PostProcessHistogramReduce.h"
#include "PostProcess/PostProcessVisualizeHDR.h"
#include "PostProcess/VisualizeShadingModels.h"
#include "PostProcess/PostProcessSelectionOutline.h"
#include "PostProcess/PostProcessGBufferHints.h"
#include "PostProcess/PostProcessVisualizeBuffer.h"
#include "PostProcess/PostProcessEyeAdaptation.h"
#include "PostProcess/PostProcessTonemap.h"
#include "PostProcess/PostProcessLensFlares.h"
#include "PostProcess/PostProcessLensBlur.h"
#include "PostProcess/PostProcessBokehDOF.h"
#include "PostProcess/PostProcessBokehDOFRecombine.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "PostProcess/PostProcessTemporalAA.h"
#include "PostProcess/PostProcessMotionBlur.h"
#include "PostProcess/PostProcessDOF.h"
#include "PostProcess/PostProcessCircleDOF.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/PostProcessHMD.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "CompositionLighting/PostProcessPassThrough.h"
#include "PostProcess/PostProcessTestImage.h"
#include "HighResScreenshot.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "PostProcess/PostProcessMorpheus.h"
#include "IHeadMountedDisplay.h"
#include "BufferVisualizationData.h"
#include "CompositionLighting/PostProcessLpvIndirect.h"
#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "DeferredShadingRenderer.h"
#include "PostProcess/PostProcessFFTBloom.h"
/** The global center for all post processing activities. */
FPostProcessing GPostProcessing;
static TAutoConsoleVariable<int32> CVarUseMobileBloom(
TEXT("r.UseMobileBloom"),
0,
TEXT("HACK: Set to 1 to use mobile bloom."),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarDepthOfFieldNearBlurSizeThreshold(
TEXT("r.DepthOfField.NearBlurSizeThreshold"),
0.01f,
TEXT("Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n")
TEXT(" (default: 0.01)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarDepthOfFieldMaxSize(
TEXT("r.DepthOfField.MaxSize"),
100.0f,
TEXT("Allows to clamp the gaussian depth of field radius (for better performance), default: 100"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarRenderTargetSwitchWorkaround(
TEXT("r.RenderTargetSwitchWorkaround"),
0,
TEXT("Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\n")
TEXT("Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\n")
TEXT("still faster as it avoids the many render target switches. (Default: 0)\n")
TEXT("We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT("r.Upscale.Quality"),
3,
TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
TEXT(" 0: Nearest filtering\n")
TEXT(" 1: Simple Bilinear\n")
TEXT(" 2: Directional blur with unsharp mask upsample.\n")
TEXT(" 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n")
TEXT(" 4: 13-tap Lanczos 3.\n")
TEXT(" 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CDownsampleQuality(
TEXT("r.Downsample.Quality"),
3,
TEXT("Defines the quality in which the Downsample passes. we might add more quality levels later.\n")
TEXT(" 0: low quality\n")
TEXT(">0: high quality (default: 3)\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
TEXT("r.MotionBlurSoftEdgeSize"),
1.0f,
TEXT("Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\n")
TEXT("This scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\n")
TEXT("Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\n")
TEXT("If needed this can be exposed like the other motionblur settings.\n")
TEXT(" 0:off (not free and does never completely disable), >0, 1.0 (default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarBloomCross(
TEXT("r.Bloom.Cross"),
0.0f,
TEXT("Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\n")
TEXT("Existing bloom get lowered to match the same brightness\n")
TEXT("<0 for a anisomorphic lens flare look (X only)\n")
TEXT(" 0 off (default)\n")
TEXT(">0 for a cross look (X and Y)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarTonemapperMergeMode(
TEXT("r.Tonemapper.MergeWithUpscale.Mode"),
0,
TEXT("ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)\n")
TEXT(" if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n")
TEXT(" 0: off, the features run in separate passes (default)\n")
TEXT(" 1: always enabled, try to merge the passes unless something makes it impossible\n")
TEXT(" 2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarTonemapperMergeThreshold(
TEXT("r.Tonemapper.MergeWithUpscale.Threshold"),
0.49f,
TEXT("If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards\n")
TEXT("is compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio\n")
TEXT("is too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes\n")
TEXT("\n")
TEXT("Defauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarMotionBlurScatter(
TEXT("r.MotionBlurScatter"),
0,
TEXT("Forces scatter based max velocity method (slower)."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
TEXT("r.MotionBlurSeparable"),
0,
TEXT("Adds a second motion blur pass that smooths noise for a higher quality blur."),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarAlphaChannel(
TEXT("r.PostProcessing.PropagateAlpha"),
0,
TEXT("0 to disable scene alpha channel support in the post processing.\n")
TEXT(" 0: disabled (default)\n")
TEXT(" 1: enabled"),
ECVF_ReadOnly);
static TAutoConsoleVariable<int32> CVarPostProcessingPreferCompute(
TEXT("r.PostProcessing.PreferCompute"),
0,
TEXT("Will use compute shaders for post processing where implementations available."),
ECVF_RenderThreadSafe);
#if !(UE_BUILD_SHIPPING)
static TAutoConsoleVariable<int32> CVarPostProcessingForceAsyncDispatch(
TEXT("r.PostProcessing.ForceAsyncDispatch"),
0,
TEXT("Will force asynchronous dispatch for post processing compute shaders where implementations available.\n")
TEXT("Only available for testing in non-shipping builds."),
ECVF_RenderThreadSafe);
#endif
TAutoConsoleVariable<int32> CVarHalfResFFTBloom(
TEXT("r.Bloom.HalfResoluionFFT"),
0,
TEXT("Experimental half-resolution FFT Bloom convolution. \n")
TEXT(" 0: Standard full resolution convolution bloom.")
TEXT(" 1: Half-resolution convoltuion that excludes the center of the kernel.\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
IMPLEMENT_SHADER_TYPE(,FPostProcessVS,TEXT("PostProcessBloom"),TEXT("MainPostprocessCommonVS"),SF_Vertex);
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation);
// -------------------------------------------------------
FPostprocessContext::FPostprocessContext(FRHICommandListImmediate& InRHICmdList, FRenderingCompositionGraph& InGraph, const FViewInfo& InView)
: RHICmdList(InRHICmdList)
, Graph(InGraph)
, View(InView)
, SceneColor(0)
, SceneDepth(0)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(InRHICmdList);
if(SceneContext.IsSceneColorAllocated())
{
SceneColor = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.GetSceneColor()));
}
SceneDepth = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.SceneDepthZ));
FinalOutput = FRenderingCompositeOutputRef(SceneColor);
}
// Array of downsampled color with optional log2 luminance stored in alpha
template <int32 DownSampleStages>
class TBloomDownSampleArray
{
public:
// Convenience typedefs
typedef FRenderingCompositeOutputRef FRenderingRefArray[DownSampleStages];
typedef TSharedPtr<TBloomDownSampleArray> Ptr;
// Constructor: Generates and registers the downsamples with the Context Graph.
TBloomDownSampleArray(FPostprocessContext& InContext, FRenderingCompositeOutputRef SourceDownsample, bool bGenerateLog2Alpha) :
bHasLog2Alpha(bGenerateLog2Alpha), Context(InContext)
{
static const TCHAR* PassLabels[] =
{ NULL, TEXT("BloomDownsample1"), TEXT("BloomDownsample2"), TEXT("BloomDownsample3"), TEXT("BloomDownsample4"), TEXT("BloomDownsample5") };
static_assert(ARRAY_COUNT(PassLabels) == DownSampleStages, "PassLabel count must be equal to DownSampleStages.");
// The first down sample is the input
PostProcessDownsamples[0] = SourceDownsample;
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
// Queue the down samples.
for (int i = 1; i < DownSampleStages; i++)
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 1, bIsComputePass, PassLabels[i]));
Pass->SetInput(ePId_Input0, PostProcessDownsamples[i - 1]);
PostProcessDownsamples[i] = FRenderingCompositeOutputRef(Pass);
// Add log2 data to the alpha channel after doing the 1st (i==1) down sample pass
if (bHasLog2Alpha && i == 1 ) {
FRenderingCompositePass* BasicEyeSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptationSetUp());
BasicEyeSetupPass->SetInput(ePId_Input0, PostProcessDownsamples[i]);
PostProcessDownsamples[i] = FRenderingCompositeOutputRef(BasicEyeSetupPass);
}
}
// Calculate the final viewrect size (matching FRCPassPostProcessDownsample behavior)
FinalViewRectSize.X = FMath::Max(1, FMath::DivideAndRoundUp(InContext.View.ViewRect.Width(), 1 << DownSampleStages));
FinalViewRectSize.Y = FMath::Max(1, FMath::DivideAndRoundUp(InContext.View.ViewRect.Height(), 1 << DownSampleStages));
}
// The number of elements in the array.
inline static int32 Num() { return DownSampleStages; }
FIntPoint GetFinalViewRectSize() const
{
return FinalViewRectSize;
}
// Member data kept public for simplicity
bool bHasLog2Alpha;
FPostprocessContext& Context;
FRenderingRefArray PostProcessDownsamples;
private:
// no default constructor.
TBloomDownSampleArray() {};
FIntPoint FinalViewRectSize;
};
// Standard DownsampleArray shared by Bloom, Tint, and Eye-Adaptation.
typedef TBloomDownSampleArray<6/*DownSampleStages*/> FBloomDownSampleArray;
FBloomDownSampleArray::Ptr CreateDownSampleArray(FPostprocessContext& Context, FRenderingCompositeOutputRef SourceToDownSample, bool bAddLog2)
{
return FBloomDownSampleArray::Ptr(new FBloomDownSampleArray(Context, SourceToDownSample, bAddLog2));
}
static FRenderingCompositeOutputRef RenderHalfResBloomThreshold(FPostprocessContext& Context, FRenderingCompositeOutputRef SceneColorHalfRes, FRenderingCompositeOutputRef EyeAdaptation)
{
// with multiple view ports the Setup pass also isolates the view from the others which allows for simpler simpler/faster blur passes.
if(Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
{
// no need for threshold, we don't need this pass
return SceneColorHalfRes;
}
else
{
// todo: optimize later, the missing node causes some wrong behavior
// if(Context.View.FinalPostProcessSettings.BloomIntensity <= 0.0f)
// {
// // this pass is not required
// return FRenderingCompositeOutputRef();
// }
// bloom threshold
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* PostProcessBloomSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetup(bIsComputePass));
PostProcessBloomSetup->SetInput(ePId_Input0, SceneColorHalfRes);
PostProcessBloomSetup->SetInput(ePId_Input1, EyeAdaptation);
return FRenderingCompositeOutputRef(PostProcessBloomSetup);
}
}
// 2 pass Gaussian blur using uni-linear filtering
// @param CrossCenterWeight see r.Bloom.Cross (positive for X and Y, otherwise for X only)
static FRenderingCompositeOutputRef RenderGaussianBlur(
FPostprocessContext& Context,
const TCHAR* DebugNameX,
const TCHAR* DebugNameY,
const FRenderingCompositeOutputRef& Input,
float SizeScale,
FLinearColor Tint = FLinearColor::White,
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef(),
float CrossCenterWeight = 0.0f)
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
// Gaussian blur in x
FRCPassPostProcessWeightedSampleSum* PostProcessBlurX = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Horiz, EFCM_Weighted, SizeScale, bIsComputePass, DebugNameX));
PostProcessBlurX->SetInput(ePId_Input0, Input);
if(CrossCenterWeight > 0)
{
PostProcessBlurX->SetCrossCenterWeight(CrossCenterWeight);
}
// Gaussian blur in y
FRCPassPostProcessWeightedSampleSum* PostProcessBlurY = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Vert, EFCM_Weighted, SizeScale, bIsComputePass, DebugNameY, Tint));
PostProcessBlurY->SetInput(ePId_Input0, FRenderingCompositeOutputRef(PostProcessBlurX));
PostProcessBlurY->SetInput(ePId_Input1, Additive);
PostProcessBlurY->SetCrossCenterWeight(FMath::Abs(CrossCenterWeight));
return FRenderingCompositeOutputRef(PostProcessBlurY);
}
// render one bloom pass and add another optional texture to it
static FRenderingCompositeOutputRef RenderBloom(
FPostprocessContext& Context,
const FRenderingCompositeOutputRef& PreviousBloom,
float Size,
FLinearColor Tint = FLinearColor::White,
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef())
{
const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
}
static FRCPassPostProcessTonemap* AddTonemapper(
FPostprocessContext& Context,
const FRenderingCompositeOutputRef& BloomOutputCombined,
const FRenderingCompositeOutputRef& EyeAdaptation,
const EAutoExposureMethod& EyeAdapationMethodId,
const bool bDoGammaOnly,
const bool bHDRTonemapperOutput)
{
const FViewInfo& View = Context.View;
const EStereoscopicPass StereoPass = View.StereoPass;
const FEngineShowFlags& EngineShowFlags = View.Family->EngineShowFlags;
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositeOutputRef TonemapperCombinedLUTOutputRef;
if (StereoPass != eSSP_RIGHT_EYE)
{
FRenderingCompositePass* CombinedLUT = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCombineLUTs(View.GetShaderPlatform(), View.State == nullptr, bIsComputePass));
TonemapperCombinedLUTOutputRef = FRenderingCompositeOutputRef(CombinedLUT);
}
const bool bDoEyeAdaptation = IsAutoExposureMethodSupported(View.GetFeatureLevel(), EyeAdapationMethodId);
FRCPassPostProcessTonemap* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(View, bDoGammaOnly, bDoEyeAdaptation, bHDRTonemapperOutput, bIsComputePass));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessTonemap->SetInput(ePId_Input1, BloomOutputCombined);
PostProcessTonemap->SetInput(ePId_Input2, EyeAdaptation);
PostProcessTonemap->SetInput(ePId_Input3, TonemapperCombinedLUTOutputRef);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
return PostProcessTonemap;
}
#if WITH_EDITOR
static void AddSelectionOutline(FPostprocessContext& Context)
{
FRenderingCompositePass* SelectionColorPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutlineColor());
SelectionColorPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutline());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FRenderingCompositeOutputRef(SelectionColorPass)));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#endif
static void AddGammaOnlyTonemapper(FPostprocessContext& Context)
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, true, false/*eye*/, false, bIsComputePass));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
}
static void AddPostProcessAA(FPostprocessContext& Context)
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PostProcessAAQuality"));
uint32 Quality = FMath::Clamp(CVar->GetValueOnRenderThread(), 1, 6);
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAA(Quality));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static FRenderingCompositeOutputRef AddPostProcessBasicEyeAdaptation(const FViewInfo& View, FBloomDownSampleArray& BloomAndEyeDownSamples)
{
// Extract the context
FPostprocessContext& Context = BloomAndEyeDownSamples.Context;
// Extract the last (i.e. smallest) down sample
static const int32 FinalDSIdx = FBloomDownSampleArray::Num() - 1;
FRenderingCompositeOutputRef PostProcessPriorReduction = BloomAndEyeDownSamples.PostProcessDownsamples[FinalDSIdx];
const FIntPoint DownsampledViewRectSize = BloomAndEyeDownSamples.GetFinalViewRectSize();
// Compute the eye adaptation value based on average luminance from log2 luminance buffer, history, and specific shader parameters.
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptation(DownsampledViewRectSize));
Node->SetInput(ePId_Input0, PostProcessPriorReduction);
return FRenderingCompositeOutputRef(Node);
}
static FRenderingCompositeOutputRef AddPostProcessHistogramEyeAdaptation(FPostprocessContext& Context, FRenderingCompositeOutputRef& Histogram)
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessEyeAdaptation(bIsComputePass));
Node->SetInput(ePId_Input0, Histogram);
return FRenderingCompositeOutputRef(Node);
}
static void AddVisualizeBloomSetup(FPostprocessContext& Context)
{
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomSetup());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static void AddVisualizeBloomOverlay(FPostprocessContext& Context, FRenderingCompositeOutputRef& HDRColor, FRenderingCompositeOutputRef& BloomOutputCombined)
{
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomOverlay());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Node->SetInput(ePId_Input1, HDRColor);
Node->SetInput(ePId_Input2, BloomOutputCombined);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static void AddPostProcessDepthOfFieldBokeh(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucency, FRenderingCompositeOutputRef& VelocityInput)
{
// downsample, mask out the in focus part, depth in alpha
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFSetup(bIsComputePass));
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositePass* DOFInputPass = DOFSetup;
if( Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState )
{
FRenderingCompositePass* HistoryInput;
if( ViewState->DOFHistoryRT && ViewState->bDOFHistory && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = DOFSetup;
}
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA(bIsComputePass) );
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
DOFInputPass = NodeTemporalAA;
ViewState->bDOFHistory = true;
}
FRenderingCompositePass* NodeBlurred = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOF());
NodeBlurred->SetInput(ePId_Input0, DOFInputPass);
NodeBlurred->SetInput(ePId_Input1, Context.SceneColor);
NodeBlurred->SetInput(ePId_Input2, Context.SceneDepth);
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine(bIsComputePass));
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input1, NodeBlurred);
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
static bool AddPostProcessDepthOfFieldGaussian(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput, FRenderingCompositeOutputRef& SeparateTranslucencyRef)
{
// GaussianDOFPass performs Gaussian setup, blur and recombine.
auto GaussianDOFPass = [&Context, &Out, &VelocityInput](FRenderingCompositeOutputRef& SeparateTranslucency, float FarSize, float NearSize)
{
// GenerateGaussianDOFBlur produces a blurred image from setup or potentially from taa result.
auto GenerateGaussianDOFBlur = [&Context, &VelocityInput](FRenderingCompositeOutputRef& DOFSetup, bool bFarPass, float BlurSize)
{
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositeOutputRef DOFInputPass = DOFSetup;
const bool bMobileQuality = (Context.View.GetFeatureLevel() <= ERHIFeatureLevel::ES3_1);
if (Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState && !bMobileQuality)
{
// If no history use current as history
FRenderingCompositeOutputRef HistoryInput = DOFSetup;
TRefCountPtr<IPooledRenderTarget> DOFHistoryRT = bFarPass ? ViewState->DOFHistoryRT : ViewState->DOFHistoryRT2;
bool& bDOFHistory = bFarPass ? ViewState->bDOFHistory : ViewState->bDOFHistory2;
if (DOFHistoryRT && !bDOFHistory && !Context.View.bCameraCut)
{
HistoryInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(DOFHistoryRT));
}
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* NodeTemporalAA = bFarPass ?
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAA(bIsComputePass)) :
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAANear);
NodeTemporalAA->SetInput(ePId_Input0, DOFSetup);
NodeTemporalAA->SetInput(ePId_Input1, HistoryInput);
NodeTemporalAA->SetInput(ePId_Input2, HistoryInput);
NodeTemporalAA->SetInput(ePId_Input3, VelocityInput);
DOFInputPass = FRenderingCompositeOutputRef(NodeTemporalAA);
bDOFHistory = false;
}
const TCHAR* BlurDebugX = bFarPass ? TEXT("FarDOFBlurX") : TEXT("NearDOFBlurX");
const TCHAR* BlurDebugY = bFarPass ? TEXT("FarDOFBlurY") : TEXT("NearDOFBlurY");
return RenderGaussianBlur(Context, BlurDebugX, BlurDebugY, DOFInputPass, BlurSize);
};
const bool bFar = FarSize > 0.0f;
const bool bNear = NearSize > 0.0f;
const bool bCombinedNearFarPass = bFar && bNear;
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
FRenderingCompositeOutputRef SetupInput(Context.FinalOutput);
if (bMobileQuality)
{
FRenderingCompositePass* HalfResFar = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGBA, 1, false, TEXT("GausSetupHalfRes")));
HalfResFar->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
SetupInput = HalfResFar;
}
FRenderingCompositePass* DOFSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(bFar, bNear));
DOFSetupPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
DOFSetupPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FRenderingCompositeOutputRef DOFSetupFar(DOFSetupPass);
FRenderingCompositeOutputRef DOFSetupNear(DOFSetupPass, bCombinedNearFarPass ? ePId_Output1 : ePId_Output0);
FRenderingCompositeOutputRef DOFFarBlur, DOFNearBlur;
if (bFar)
{
DOFFarBlur = GenerateGaussianDOFBlur(DOFSetupFar, true, FarSize);
}
if (bNear)
{
DOFNearBlur = GenerateGaussianDOFBlur(DOFSetupNear, false, NearSize);
}
FRenderingCompositePass* GaussianDOFRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine());
GaussianDOFRecombined->SetInput(ePId_Input0, Context.FinalOutput);
GaussianDOFRecombined->SetInput(ePId_Input1, DOFFarBlur);
GaussianDOFRecombined->SetInput(ePId_Input2, DOFNearBlur);
GaussianDOFRecombined->SetInput(ePId_Input3, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(GaussianDOFRecombined);
};
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
const float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
FarSize = FMath::Min(FarSize, MaxSize);
NearSize = FMath::Min(NearSize, MaxSize);
Out.bFar = FarSize >= 0.01f;
{
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
Out.bNear = (NearSize >= CVarThreshold);
}
if (Context.View.Family->EngineShowFlags.VisualizeDOF)
{
// no need for this pass
Out.bFar = false;
Out.bNear = false;
}
if (Out.bFar || Out.bNear)
{
GaussianDOFPass(SeparateTranslucencyRef, Out.bFar ? FarSize : 0, Out.bNear ? NearSize : 0);
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
return SeparateTranslucencyRef.IsValid() && !bMobileQuality;
}
else
{
return false;
}
}
static void AddPostProcessDepthOfFieldCircle(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput)
{
if(Context.View.Family->EngineShowFlags.VisualizeDOF)
{
// no need for this pass
return;
}
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFSetup());
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
auto ColorSetup = FRenderingCompositeOutputRef( DOFSetup, ePId_Output0 );
auto CocSetup = FRenderingCompositeOutputRef( DOFSetup, FPostProcessing::HasAlphaChannelSupport() ? ePId_Output1 : ePId_Output0 );
if( Context.View.AntiAliasingMethod == AAM_TemporalAA && ViewState )
{
FRenderingCompositePass* HistoryInput;
if( ViewState->DOFHistoryRT && !ViewState->bDOFHistory && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = DOFSetup;
}
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA(bIsComputePass) );
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
ColorSetup = FRenderingCompositeOutputRef(NodeTemporalAA);
ViewState->bDOFHistory = false;
}
FRenderingCompositePass* DOFNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFDilate());
DOFNear->SetInput(ePId_Input0, CocSetup);
FRenderingCompositeOutputRef Near = FRenderingCompositeOutputRef(DOFNear, ePId_Output0);
FRenderingCompositePass* DOFApply = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOF());
DOFApply->SetInput(ePId_Input0, ColorSetup);
DOFApply->SetInput(ePId_Input1, Near);
DOFApply->SetInput(ePId_Input2, CocSetup);
FRenderingCompositeOutputRef Far = FRenderingCompositeOutputRef(DOFApply, ePId_Output0);
FRenderingCompositeOutputRef FarCoc = FPostProcessing::HasAlphaChannelSupport() ? FRenderingCompositeOutputRef(DOFApply, ePId_Output1) : Far;
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFRecombine());
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input1, Far);
NodeRecombined->SetInput(ePId_Input2, FarCoc);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
static FRenderingCompositeOutputRef AddBloom(FBloomDownSampleArray& BloomDownSampleArray, bool bVisualizeBloom)
{
// Quality level to bloom stages table. Note: 0 is omitted, ensure element count tallys with the range documented with 'r.BloomQuality' definition.
const static uint32 BloomQualityStages[] =
{
3,// Q1
3,// Q2
4,// Q3
5,// Q4
6,// Q5
};
int32 BloomQuality;
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BloomQuality"));
BloomQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, (int32)ARRAY_COUNT(BloomQualityStages));
}
// Extract the Context
FPostprocessContext& Context = BloomDownSampleArray.Context;
const bool bUseFFTBloom = (Context.View.FinalPostProcessSettings.BloomConvolutionTexture != nullptr
&& Context.View.FinalPostProcessSettings.BloomMethod == EBloomMethod::BM_FFT
&& Context.View.FeatureLevel >= ERHIFeatureLevel::SM5);
// Extract the downsample array.
FBloomDownSampleArray::FRenderingRefArray& PostProcessDownsamples = BloomDownSampleArray.PostProcessDownsamples;
FRenderingCompositeOutputRef BloomOutput;
if (BloomQuality == 0)
{
// No bloom, provide substitute source for lens flare.
BloomOutput = PostProcessDownsamples[0];
}
else if (bUseFFTBloom)
{
// verify the physical kernel is valid, or fail gracefully by skipping bloom
if (FRCPassFFTBloom::HasValidPhysicalKernel(Context))
{
// Use the first down sample as the source:
const uint32 DownSampleIndex = 0;
FRenderingCompositeOutputRef HalfResolutionRef = PostProcessDownsamples[DownSampleIndex];
FRenderingCompositeOutputRef FullResolutionRef = Context.FinalOutput;
FRenderingCompositePass* FFTPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassFFTBloom());
const bool bDoFullResBloom = (CVarHalfResFFTBloom.GetValueOnRenderThread() != 1);
if (bDoFullResBloom)
{
FFTPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(FullResolutionRef));
}
else
{
FFTPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(HalfResolutionRef));
FFTPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FullResolutionRef));
}
Context.FinalOutput = FRenderingCompositeOutputRef(FFTPass);
}
}
else
{
// Perform bloom blur + accumulate.
struct FBloomStage
{
float BloomSize;
const FLinearColor* Tint;
};
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FBloomStage BloomStages[] =
{
{ Settings.Bloom6Size, &Settings.Bloom6Tint },
{ Settings.Bloom5Size, &Settings.Bloom5Tint },
{ Settings.Bloom4Size, &Settings.Bloom4Tint },
{ Settings.Bloom3Size, &Settings.Bloom3Tint },
{ Settings.Bloom2Size, &Settings.Bloom2Tint },
{ Settings.Bloom1Size, &Settings.Bloom1Tint },
};
static const uint32 NumBloomStages = ARRAY_COUNT(BloomStages);
const uint32 BloomStageCount = BloomQualityStages[BloomQuality - 1];
check(BloomStageCount <= NumBloomStages);
float TintScale = 1.0f / NumBloomStages;
for (uint32 i = 0, SourceIndex = NumBloomStages - 1; i < BloomStageCount; i++, SourceIndex--)
{
FBloomStage& Op = BloomStages[i];
FLinearColor Tint = (*Op.Tint) * TintScale;
// Visualize bloom show effect of this modified bloom kernel on a single ray of green at the center of the screen
// Note: This bloom visualization is pretty bogus for two reasons. 1) The bloom kernel is really 3 kernels (one for each r,g,b),
// and replacing it by a single kernel for visualization isn't very sound. 2) The actual visualizer compares the response to
// an arbitrary function..
if (bVisualizeBloom)
{
float LumScale = Tint.ComputeLuminance();
// R is used to pass down the reference, G is the emulated bloom
Tint.R = 0;
Tint.G = LumScale;
Tint.B = 0;
}
// Only bloom this down-sampled input if the bloom size is non-zero
if (Op.BloomSize > SMALL_NUMBER)
{
BloomOutput = RenderBloom(Context, PostProcessDownsamples[SourceIndex], Op.BloomSize * Settings.BloomSizeScale, Tint, BloomOutput);
}
}
if (!BloomOutput.IsValid())
{
// Bloom was disabled by setting bloom size to zero in the post process.
// No bloom, provide substitute source for lens flare.
BloomOutput = PostProcessDownsamples[0];
}
}
//do not default bloomoutput to PostProcessDownsamples[0] or you will get crazy overbloom with some FFT settings
//however flares require an input.
FRenderingCompositeOutputRef BloomFlareInput;
if (BloomOutput.IsValid())
{
BloomFlareInput = BloomOutput;
}
else
{
BloomFlareInput = PostProcessDownsamples[0];
}
// Lens Flares
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
static const int32 MaxLensFlareQuality = 3;
int32 LensFlareQuality;
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.LensFlareQuality"));
LensFlareQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, MaxLensFlareQuality);
}
if (!LensFlareHDRColor.IsAlmostBlack() && LensFlareQuality > 0 && !bVisualizeBloom)
{
float PercentKernelSize = Context.View.FinalPostProcessSettings.LensFlareBokehSize;
bool bLensBlur = PercentKernelSize > 0.3f;
FRenderingCompositePass* PostProcessFlares = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensFlares(bLensBlur ? 2.0f : 1.0f, !bUseFFTBloom));
PostProcessFlares->SetInput(ePId_Input0, BloomFlareInput);
FRenderingCompositeOutputRef LensFlareInput = PostProcessDownsamples[MaxLensFlareQuality - LensFlareQuality];
if (bLensBlur)
{
float Threshold = Context.View.FinalPostProcessSettings.LensFlareThreshold;
FRenderingCompositePass* PostProcessLensBlur = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensBlur(PercentKernelSize, Threshold));
PostProcessLensBlur->SetInput(ePId_Input0, LensFlareInput);
PostProcessFlares->SetInput(ePId_Input1, FRenderingCompositeOutputRef(PostProcessLensBlur));
}
else
{
// fast: no blurring or blurring shared from bloom
PostProcessFlares->SetInput(ePId_Input1, LensFlareInput);
}
BloomOutput = FRenderingCompositeOutputRef(PostProcessFlares);
}
return BloomOutput;
}
static void AddTemporalAA( FPostprocessContext& Context, FRenderingCompositeOutputRef& VelocityInput )
{
check(VelocityInput.IsValid());
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositePass* HistoryInput;
if( ViewState && ViewState->TemporalAAHistoryRT && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->TemporalAAHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( FSceneRenderTargets::Get(Context.RHICmdList).GetSceneColor() ) );
}
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* TemporalAAPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessTemporalAA(bIsComputePass) );
TemporalAAPass->SetInput( ePId_Input0, Context.FinalOutput );
TemporalAAPass->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
TemporalAAPass->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
TemporalAAPass->SetInput( ePId_Input3, VelocityInput );
Context.FinalOutput = FRenderingCompositeOutputRef( TemporalAAPass );
}
FPostProcessMaterialNode* IteratePostProcessMaterialNodes(const FFinalPostProcessSettings& Dest, EBlendableLocation InLocation, FBlendableEntry*& Iterator)
{
for(;;)
{
FPostProcessMaterialNode* DataPtr = Dest.BlendableManager.IterateBlendables<FPostProcessMaterialNode>(Iterator);
if(!DataPtr || DataPtr->GetLocation() == InLocation)
{
return DataPtr;
}
}
}
static FRenderingCompositePass* AddSinglePostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
{
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
{
return 0;
}
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode PPNode;
while(FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator))
{
check(Data->GetMaterialInterface());
if(PPNode.IsValid())
{
FPostProcessMaterialNode::FCompare Dummy;
// take the one with the highest priority
if(!Dummy.operator()(PPNode, *Data))
{
continue;
}
}
PPNode = *Data;
}
if(UMaterialInterface* MaterialInterface = PPNode.GetMaterialInterface())
{
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
check(Proxy);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
check(Material);
if(Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
}
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface, Context.View.GetFeatureLevel()));
return Node;
}
return 0;
}
// simplied version of AddPostProcessMaterial(), side effect free
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
{
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
{
return false;
}
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
{
// Apply requested material to the full screen
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
if(Material && Material->BlendableLocation == InLocation)
{
return true;
}
}
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
if(Data)
{
return true;
}
return false;
}
static void AddPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation, FRenderingCompositeOutputRef SeparateTranslucency, FRenderingCompositeOutputRef PreTonemapHDRColor = FRenderingCompositeOutputRef(), FRenderingCompositeOutputRef PostTonemapHDRColor = FRenderingCompositeOutputRef())
{
if( !Context.View.Family->EngineShowFlags.PostProcessing ||
!Context.View.Family->EngineShowFlags.PostProcessMaterial ||
Context.View.Family->EngineShowFlags.VisualizeShadingModels) // we should add more
{
return;
}
// hard coded - this should be a reasonable limit
const uint32 MAX_PPMATERIALNODES = 10;
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode PPNodes[MAX_PPMATERIALNODES];
uint32 PPNodeCount = 0;
bool bVisualizingBuffer = false;
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
{
// Apply requested material to the full screen
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
if(Material && Material->BlendableLocation == InLocation)
{
PPNodes[0] = FPostProcessMaterialNode(Material, InLocation, Material->BlendablePriority);
++PPNodeCount;
bVisualizingBuffer = true;
}
}
for(;PPNodeCount < MAX_PPMATERIALNODES; ++PPNodeCount)
{
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
if(!Data)
{
break;
}
check(Data->GetMaterialInterface());
PPNodes[PPNodeCount] = *Data;
}
::Sort(PPNodes, PPNodeCount, FPostProcessMaterialNode::FCompare());
ERHIFeatureLevel::Type FeatureLevel = Context.View.GetFeatureLevel();
for(uint32 i = 0; i < PPNodeCount; ++i)
{
UMaterialInterface* MaterialInterface = PPNodes[i].GetMaterialInterface();
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
check(Proxy);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
check(Material);
if(Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
}
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface,FeatureLevel));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
// We are binding separate translucency here because the post process SceneTexture node can reference
// the separate translucency buffers through ePId_Input1.
// TODO: Check if material actually uses this texture and only bind if needed.
Node->SetInput(ePId_Input1, SeparateTranslucency);
// This input is only needed for visualization and frame dumping
if (bVisualizingBuffer)
{
Node->SetInput(ePId_Input2, PreTonemapHDRColor);
Node->SetInput(ePId_Input3, PostTonemapHDRColor);
}
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
static void AddHighResScreenshotMask(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput)
{
if (Context.View.Family->EngineShowFlags.HighResScreenshotMask != 0)
{
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial);
FRenderingCompositeOutputRef Input = Context.FinalOutput;
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial, Context.View.GetFeatureLevel()));
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
if (GIsHighResScreenshot)
{
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial);
FRenderingCompositePass* MaskPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial, Context.View.GetFeatureLevel()));
MaskPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
CompositePass->AddDependency(MaskPass);
FString BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
MaskPass->SetOutputColorArray(ePId_Output0, FScreenshotRequest::GetHighresScreenshotMaskColorArray());
}
}
// Draw the capture region if a material was supplied
if (Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial)
{
auto Material = Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial;
FRenderingCompositePass* CaptureRegionVisualizationPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Material, Context.View.GetFeatureLevel()));
CaptureRegionVisualizationPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(CaptureRegionVisualizationPass);
auto Proxy = Material->GetRenderProxy(false);
const FMaterial* RendererMaterial = Proxy->GetMaterial(Context.View.GetFeatureLevel());
if (RendererMaterial->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
}
}
}
static void AddGBufferVisualizationOverview(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput, FRenderingCompositeOutputRef& PreTonemapHDRColorInput, FRenderingCompositeOutputRef& PostTonemapHDRColorInput)
{
static const auto CVarDumpFrames = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFrames"));
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
bool bVisualizationEnabled = Context.View.Family->EngineShowFlags.VisualizeBuffer;
bool bOverviewModeEnabled = bVisualizationEnabled && (Context.View.CurrentBufferVisualizationMode == NAME_None);
bool bHighResBufferVisualizationDumpRequried = GIsHighResScreenshot && GetHighResScreenshotConfig().bDumpBufferVisualizationTargets;
bool bDumpFrames = Context.View.FinalPostProcessSettings.bBufferVisualizationDumpRequired && (CVarDumpFrames->GetValueOnRenderThread() || bHighResBufferVisualizationDumpRequried);
bool bCaptureAsHDR = CVarDumpFramesAsHDR->GetValueOnRenderThread() || GetHighResScreenshotConfig().bCaptureHDR;
FString BaseFilename;
if (bDumpFrames)
{
BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
}
if (bDumpFrames || bVisualizationEnabled)
{
FRenderingCompositeOutputRef IncomingStage = Context.FinalOutput;
if (bDumpFrames || bOverviewModeEnabled)
{
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBuffer());
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
EPixelFormat OutputFormat = bCaptureAsHDR ? PF_FloatRGBA : PF_Unknown;
// Loop over materials, creating stages for generation and downsampling of the tiles.
for (TArray<UMaterialInterface*>::TConstIterator It = Context.View.FinalPostProcessSettings.BufferVisualizationOverviewMaterials.CreateConstIterator(); It; ++It)
{
auto MaterialInterface = *It;
if (MaterialInterface)
{
// Apply requested material
FRenderingCompositePass* MaterialPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(*It, Context.View.GetFeatureLevel(), OutputFormat));
MaterialPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
MaterialPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(SeparateTranslucencyInput));
MaterialPass->SetInput(ePId_Input2, FRenderingCompositeOutputRef(PreTonemapHDRColorInput));
MaterialPass->SetInput(ePId_Input3, FRenderingCompositeOutputRef(PostTonemapHDRColorInput));
auto Proxy = MaterialInterface->GetRenderProxy(false);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
if (Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, 1);
}
if (BaseFilename.Len())
{
// First off, allow the user to specify the pass as a format arg (using {material})
TMap<FString, FStringFormatArg> FormatMappings;
FormatMappings.Add(TEXT("material"), (*It)->GetName());
FString MaterialFilename = FString::Format(*BaseFilename, FormatMappings);
// If the format made no change to the string, we add the name of the material to ensure uniqueness
if (MaterialFilename == BaseFilename)
{
MaterialFilename = BaseFilename + TEXT("_") + (*It)->GetName();
}
MaterialFilename.Append(TEXT(".png"));
MaterialPass->SetOutputDumpFilename(ePId_Output0, *MaterialFilename);
}
// If the overview mode is activated, downsample the material pass to quarter size
if (bOverviewModeEnabled)
{
// Down-sample to 1/2 size
FRenderingCompositePass* HalfSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, false, TEXT("MaterialHalfSize")));
HalfSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(MaterialPass));
// Down-sample to 1/4 size
FRenderingCompositePass* QuarterSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, false, TEXT("MaterialQuarterSize")));
QuarterSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(HalfSize));
// Mark the quarter size target as the dependency for the composite pass
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(QuarterSize), (*It)->GetName());
}
else
{
// We are just dumping the frames, so the material pass is the dependency of the composite
CompositePass->AddDependency(MaterialPass);
}
}
else
{
if (bOverviewModeEnabled)
{
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(), FString());
}
}
}
}
}
}
// could be moved into the graph
// allows for Framebuffer blending optimization with the composition graph
void OverrideRenderTarget(FRenderingCompositeOutputRef It, TRefCountPtr<IPooledRenderTarget>& RT, FPooledRenderTargetDesc& Desc)
{
for(;;)
{
It.GetOutput()->PooledRenderTarget = RT;
It.GetOutput()->RenderTargetDesc = Desc;
if(!It.GetPass()->FrameBufferBlendingWithInput0())
{
break;
}
It = *It.GetPass()->GetInput(ePId_Input0);
}
}
bool FPostProcessing::AllowFullPostProcessing(const FViewInfo& View, ERHIFeatureLevel::Type FeatureLevel)
{
return View.Family->EngineShowFlags.PostProcessing
&& FeatureLevel >= ERHIFeatureLevel::SM4
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldAO
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldGI
&& !View.Family->EngineShowFlags.VisualizeShadingModels
&& !View.Family->EngineShowFlags.VisualizeMeshDistanceFields
&& !View.Family->EngineShowFlags.VisualizeGlobalDistanceField;
}
void FPostProcessing::Process(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT)
{
QUICK_SCOPE_CYCLE_COUNTER( STAT_PostProcessing_Process );
check(IsInRenderingThread());
const auto FeatureLevel = View.GetFeatureLevel();
GRenderTargetPool.AddPhaseEvent(TEXT("PostProcessing"));
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
// describes what state a pass can expect and to what state it need to be set back.
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
// view settings. Those are copies for the RT then never get access by the main thread again.
// Pointers to other structures might be unsafe to touch.
// so that the passes can register themselves to the graph
{
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
// not always valid
FRenderingCompositeOutputRef HistogramOverScreen;
FRenderingCompositeOutputRef Histogram;
FRenderingCompositeOutputRef PreTonemapHDRColor;
FRenderingCompositeOutputRef PostTonemapHDRColor;
class FAutoExposure
{
public:
FAutoExposure(const FViewInfo& InView) :
MethodId(GetAutoExposureMethod(InView))
{}
// distinguish between Basic and Histogram-based
EAutoExposureMethod MethodId;
// not always valid
FRenderingCompositeOutputRef EyeAdaptation;
} AutoExposure(View);
// not always valid
FRenderingCompositeOutputRef SeparateTranslucency;
// optional
FRenderingCompositeOutputRef BloomOutputCombined;
// not always valid
FRenderingCompositePass* VelocityFlattenPass = 0;
// in the following code some feature might set this to false
bool bAllowTonemapper = FeatureLevel >= ERHIFeatureLevel::SM4;
//
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
//
FRCPassPostProcessUpscale::PaniniParams PaniniConfig(View);
//
EStereoscopicPass StereoPass = View.StereoPass;
//
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
//
bool bDoScreenPercentage;
{
//
bool bHMDWantsUpscale = bStereoRenderingAndHMD && GEngine->HMDDevice->NeedsUpscalePostProcessPass();
// Do not use upscale if SeparateRenderTarget is in use! (stereo rendering wants to control this)
bool bAllowScreenPercentage = bHMDWantsUpscale || !View.Family->EngineShowFlags.StereoRendering || (!View.Family->EngineShowFlags.HMDDistortion && !View.Family->bUseSeparateRenderTarget);
// is Upscale from a lower resolution needed and allowed
bDoScreenPercentage = bAllowScreenPercentage && (View.UnscaledViewRect != View.ViewRect);
}
{
if (FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT)
{
FRenderingCompositePass* NodeSeparateTranslucency = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT));
SeparateTranslucency = FRenderingCompositeOutputRef(NodeSeparateTranslucency);
// make sure we only release if this is the last view we're rendering
int32 LastView = View.Family->Views.Num() - 1;
if (View.Family->Views[LastView] == &View)
{
// the node keeps another reference so the RT will not be release too early
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucency();
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
}
}
}
bool bVisualizeHDR = View.Family->EngineShowFlags.VisualizeHDR && FeatureLevel >= ERHIFeatureLevel::SM5;
bool bVisualizeBloom = View.Family->EngineShowFlags.VisualizeBloom && FeatureLevel >= ERHIFeatureLevel::SM4;
bool bVisualizeMotionBlur = View.Family->EngineShowFlags.VisualizeMotionBlur && FeatureLevel >= ERHIFeatureLevel::SM4;
if(bVisualizeHDR || bVisualizeBloom || bVisualizeMotionBlur)
{
bAllowTonemapper = false;
}
static const auto CVarHDROutputEnabled = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.HDR.EnableHDROutput"));
const bool bHDROutputEnabled = GRHISupportsHDROutput && CVarHDROutputEnabled && CVarHDROutputEnabled->GetValueOnRenderThread() != 0;
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
const bool bHDRTonemapperOutput = bAllowTonemapper && (GetHighResScreenshotConfig().bCaptureHDR || CVarDumpFramesAsHDR->GetValueOnRenderThread() || bHDROutputEnabled);
FRCPassPostProcessTonemap* Tonemapper = 0;
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
if (AllowFullPostProcessing(View, FeatureLevel))
{
FRenderingCompositeOutputRef VelocityInput;
if(VelocityRT)
{
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
}
AddPostProcessMaterial(Context, BL_BeforeTranslucency, SeparateTranslucency);
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
check(CVar)
bool bDepthOfField = View.Family->EngineShowFlags.DepthOfField && CVar->GetValueOnRenderThread() > 0;
FDepthOfFieldStats DepthOfFieldStat;
bool bSepTransWasApplied = false;
if(bDepthOfField && View.FinalPostProcessSettings.DepthOfFieldMethod != DOFM_BokehDOF)
{
bool bCircleDOF = View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF;
if(!bCircleDOF)
{
check(!FPostProcessing::HasAlphaChannelSupport());
if(VelocityInput.IsValid())
{
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, VelocityInput, SeparateTranslucency);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, SeparateTranslucency);
}
}
else
{
if(VelocityInput.IsValid())
{
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, VelocityInput);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, NoVelocityRef);
}
}
}
bool bBokehDOF = bDepthOfField
&& View.FinalPostProcessSettings.DepthOfFieldScale > 0
&& View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_BokehDOF
&& !Context.View.Family->EngineShowFlags.VisualizeDOF;
if(bBokehDOF)
{
check(!FPostProcessing::HasAlphaChannelSupport());
if(VelocityInput.IsValid())
{
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, VelocityInput);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, NoVelocityRef);
}
bSepTransWasApplied = true;
}
if(SeparateTranslucency.IsValid() && !bSepTransWasApplied)
{
check(!FPostProcessing::HasAlphaChannelSupport());
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine(bIsComputePass));
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
AddPostProcessMaterial(Context, BL_BeforeTonemapping, SeparateTranslucency);
EAntiAliasingMethod AntiAliasingMethod = Context.View.AntiAliasingMethod;
if( AntiAliasingMethod == AAM_TemporalAA && ViewState)
{
if(VelocityInput.IsValid())
{
AddTemporalAA( Context, VelocityInput );
}
else
{
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddTemporalAA( Context, NoVelocityRef );
}
}
if(IsMotionBlurEnabled(View) && VelocityInput.IsValid() && !bVisualizeMotionBlur)
{
// Motion blur
FRenderingCompositeOutputRef MaxTileVelocity;
{
check(!VelocityFlattenPass);
VelocityFlattenPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityFlatten() );
VelocityFlattenPass->SetInput( ePId_Input0, VelocityInput );
VelocityFlattenPass->SetInput( ePId_Input1, Context.SceneDepth );
VelocityInput = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output0 );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output1 );
}
const float SizeX = View.ViewRect.Width();
// 0:no 1:full screen width, percent conversion
float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
float MaxVelocityTiles = MaxVelocity * SizeX * (0.5f / 16.0f);
float MaxTileDistGathered = 3.0f;
if( MaxVelocityTiles > MaxTileDistGathered || CVarMotionBlurScatter.GetValueOnRenderThread() || (ViewState && ViewState->bSequencerIsPaused) )
{
FRenderingCompositePass* VelocityScatterPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityScatter() );
VelocityScatterPass->SetInput( ePId_Input0, MaxTileVelocity );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityScatterPass );
}
else
{
FRenderingCompositePass* VelocityGatherPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityGather() );
VelocityGatherPass->SetInput( ePId_Input0, MaxTileVelocity );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityGatherPass );
}
bool bTwoPass = CVarMotionBlurSeparable.GetValueOnRenderThread() != 0;
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), bTwoPass ? 0 : -1, bIsComputePass ) );
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
}
if( bTwoPass )
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), 1, bIsComputePass ) );
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
}
}
if(VelocityInput.IsValid() && bVisualizeMotionBlur)
{
auto VisualizePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeMotionBlur());
VisualizePass->SetInput(ePId_Input0, Context.FinalOutput);
VisualizePass->SetInput(ePId_Input1, Context.SceneDepth);
VisualizePass->SetInput(ePId_Input2, VelocityInput);
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizePass);
}
if(bVisualizeBloom)
{
AddVisualizeBloomSetup(Context);
}
// down sample Scene color from full to half res
FRenderingCompositeOutputRef SceneColorHalfRes;
{
// doesn't have to be as high quality as the Scene color
int32 DownsampleQuality = FMath::Clamp(CDownsampleQuality.GetValueOnRenderThread(), 0, 1);
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, DownsampleQuality, bIsComputePass, TEXT("SceneColorHalfRes")));
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);
}
{
bool bHistogramNeeded = false;
if (View.Family->EngineShowFlags.EyeAdaptation && (AutoExposure.MethodId == EAutoExposureMethod::AEM_Histogram)
&& View.FinalPostProcessSettings.AutoExposureMinBrightness < View.FinalPostProcessSettings.AutoExposureMaxBrightness
&& !View.bIsSceneCapture // Eye adaption is not available for scene captures.
&& !bVisualizeBloom)
{
bHistogramNeeded = true;
}
if(!bAllowTonemapper)
{
bHistogramNeeded = false;
}
if(View.Family->EngineShowFlags.VisualizeHDR)
{
bHistogramNeeded = true;
}
if (!GIsHighResScreenshot && bHistogramNeeded && FeatureLevel >= ERHIFeatureLevel::SM5 && StereoPass != eSSP_RIGHT_EYE)
{
FRenderingCompositePass* NodeHistogram = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogram());
NodeHistogram->SetInput(ePId_Input0, SceneColorHalfRes);
HistogramOverScreen = FRenderingCompositeOutputRef(NodeHistogram);
FRenderingCompositePass* NodeHistogramReduce = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogramReduce());
NodeHistogramReduce->SetInput(ePId_Input0, NodeHistogram);
Histogram = FRenderingCompositeOutputRef(NodeHistogramReduce);
}
}
// Compute DownSamples passes used by bloom, tint and eye-adaptation if possible.
FBloomDownSampleArray::Ptr BloomAndEyeDownSamplesPtr;
if (View.FinalPostProcessSettings.BloomIntensity > 0.f) // do bloom
{
// No Threshold: We can share with Eye-Adaptation.
if (Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
{
if (!GIsHighResScreenshot && View.State &&
(StereoPass != eSSP_RIGHT_EYE) &&
(AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic))
{
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
}
}
}
// some views don't have a state (thumbnail rendering)
if(!GIsHighResScreenshot && View.State && (StereoPass != eSSP_RIGHT_EYE))
{
const bool bUseBasicEyeAdaptation = (AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic);
if (bUseBasicEyeAdaptation) // log average ps reduction ( non histogram )
{
if (!BloomAndEyeDownSamplesPtr.IsValid())
{
// need downsamples for eye-adaptation.
FBloomDownSampleArray::Ptr EyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *EyeDownSamplesPtr);
}
else
{
// Use the alpha channel in the last downsample (smallest) to compute eye adaptations values.
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *BloomAndEyeDownSamplesPtr);
}
}
else // Use histogram version version
{
// we always add eye adaptation, if the engine show flag is disabled we set the ExposureScale in the texture to a fixed value
AutoExposure.EyeAdaptation = AddPostProcessHistogramEyeAdaptation(Context, Histogram);
}
}
if(View.FinalPostProcessSettings.BloomIntensity > 0.0f)
{
if (CVarUseMobileBloom.GetValueOnRenderThread() == 0)
{
if (!BloomAndEyeDownSamplesPtr.IsValid())
{
FRenderingCompositeOutputRef HalfResBloomThreshold = RenderHalfResBloomThreshold(Context, SceneColorHalfRes, AutoExposure.EyeAdaptation);
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, HalfResBloomThreshold, false /*bGenerateLog2Alpha*/);
}
BloomOutputCombined = AddBloom(*BloomAndEyeDownSamplesPtr, bVisualizeBloom);
}
else
{
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
// Bloom.
FRenderingCompositeOutputRef PostProcessDownsample2;
FRenderingCompositeOutputRef PostProcessDownsample3;
FRenderingCompositeOutputRef PostProcessDownsample4;
FRenderingCompositeOutputRef PostProcessDownsample5;
FRenderingCompositeOutputRef PostProcessUpsample4;
FRenderingCompositeOutputRef PostProcessUpsample3;
FRenderingCompositeOutputRef PostProcessUpsample2;
FRenderingCompositeOutputRef PostProcessSunMerge;
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
Pass->SetInput(ePId_Input0, SceneColorHalfRes);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
}
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
float UpScale = 0.66f * 2.0f;
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
TintB *= View.FinalPostProcessSettings.BloomIntensity;
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
TintA *= 0.5;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
}
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input1, SceneColorHalfRes);
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutputCombined = PostProcessSunMerge;
}
}
}
PreTonemapHDRColor = Context.FinalOutput;
if(bAllowTonemapper)
{
auto Node = AddSinglePostProcessMaterial(Context, BL_ReplacingTonemapper);
if(Node)
{
// a custom tonemapper is provided
Node->SetInput(ePId_Input0, Context.FinalOutput);
// We are binding separate translucency here because the post process SceneTexture node can reference
// the separate translucency buffers through ePId_Input1.
// TODO: Check if material actually uses this texture and only bind if needed.
Node->SetInput(ePId_Input1, SeparateTranslucency);
Node->SetInput(ePId_Input2, BloomOutputCombined);
Context.FinalOutput = Node;
}
else
{
Tonemapper = AddTonemapper(Context, BloomOutputCombined, AutoExposure.EyeAdaptation, AutoExposure.MethodId, false, bHDRTonemapperOutput);
}
PostTonemapHDRColor = Context.FinalOutput;
// Add a pass-through as tonemapper will be forced LDR if final pass in chain
if (bHDRTonemapperOutput && !bHDROutputEnabled)
{
FRenderingCompositePass* PassthroughNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(nullptr));
PassthroughNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(PassthroughNode);
}
}
if(AntiAliasingMethod == AAM_FXAA)
{
AddPostProcessAA(Context);
}
if(bDepthOfField && Context.View.Family->EngineShowFlags.VisualizeDOF)
{
FRenderingCompositePass* VisualizeNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeDOF(DepthOfFieldStat));
VisualizeNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizeNode);
bAllowTonemapper = false;
}
}
else
{
if (SeparateTranslucency.IsValid())
{
const bool bIsComputePass = CVarPostProcessingPreferCompute.GetValueOnRenderThread() && Context.View.FeatureLevel >= ERHIFeatureLevel::SM5;
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine(bIsComputePass));
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
// Shader complexity does not actually output a color
if (!View.Family->EngineShowFlags.ShaderComplexity)
{
AddGammaOnlyTonemapper(Context);
}
}
bool bResultsUpsampled = false;
if(View.Family->EngineShowFlags.StationaryLightOverlap)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->StationaryLightOverlapColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
if(DebugViewShaderMode == DVSM_QuadComplexity)
{
float ComplexityScale = 1.f / (float)(GEngine->QuadComplexityColors.Num() - 1) / NormalizedQuadComplexityValue; // .1f comes from the values used in LightAccumulator_GetResult
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, ComplexityScale, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
if (DebugViewShaderMode == DVSM_PrimitiveDistanceAccuracy || DebugViewShaderMode == DVSM_MeshUVDensityAccuracy || DebugViewShaderMode == DVSM_MaterialTextureScaleAccuracy ||DebugViewShaderMode == DVSM_RequiredTextureResolution)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessStreamingAccuracyLegend(GEngine->StreamingAccuracyColors));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
if(View.Family->EngineShowFlags.VisualizeLightCulling)
{
float ComplexityScale = 1.f / (float)(GEngine->LightComplexityColors.Num() - 1) / .1f; // .1f comes from the values used in LightAccumulator_GetResult
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->LightComplexityColors, FVisualizeComplexityApplyPS::CS_LINEAR, ComplexityScale, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
if(View.Family->EngineShowFlags.VisualizeLPV && !View.Family->EngineShowFlags.VisualizeHDR)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeLPV());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
bResultsUpsampled = true;
}
#if WITH_EDITOR
// Show the selection outline if it is in the editor and we aren't in wireframe
// If the engine is in demo mode and game view is on we also do not show the selection outline
if ( GIsEditor
&& View.Family->EngineShowFlags.SelectionOutline
&& !(View.Family->EngineShowFlags.Wireframe)
&& !bVisualizeBloom
&& !View.Family->EngineShowFlags.VisualizeHDR)
{
// Selection outline is after bloom, but before AA
AddSelectionOutline(Context);
}
// Composite editor primitives if we had any to draw and compositing is enabled
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) && !bVisualizeBloom)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#endif
if(View.Family->EngineShowFlags.VisualizeShadingModels && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeShadingModels(RHICmdList));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if (View.Family->EngineShowFlags.GBufferHints && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessGBufferHints(RHICmdList));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
// Ideally without lighting as we want the emissive, we should do that later.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
AddPostProcessMaterial(Context, BL_AfterTonemapping, SeparateTranslucency, PreTonemapHDRColor, PostTonemapHDRColor);
#if WITH_EDITOR
//Inspect the Final color, GBuffer and HDR
//No more postprocess Final color should be the real one
//The HDR was save before the tonemapping
//GBuffer should not be change during post process
if (View.bUsePixelInspector && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBufferInspector(RHICmdList));
Node->SetInput(ePId_Input0, Context.FinalOutput);
Node->SetInput(ePId_Input1, PreTonemapHDRColor);
Node->SetInput(ePId_Input2, Context.SceneColor);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#endif //WITH_EDITOR
if(bVisualizeBloom)
{
AddVisualizeBloomOverlay(Context, PreTonemapHDRColor, BloomOutputCombined);
}
if (View.Family->EngineShowFlags.VisualizeSSS)
{
// the setup pass also does visualization, based on EngineShowFlags.VisualizeSSS
FRenderingCompositePass* PassVisualize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceVisualize(RHICmdList));
PassVisualize->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PassVisualize);
}
AddGBufferVisualizationOverview(Context, SeparateTranslucency, PreTonemapHDRColor, PostTonemapHDRColor);
if (bStereoRenderingAndHMD)
{
FRenderingCompositePass* Node = NULL;
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
if((DeviceType == EHMDDeviceType::DT_OculusRift) || (DeviceType == EHMDDeviceType::DT_GoogleVR))
{
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
}
else if(DeviceType == EHMDDeviceType::DT_Morpheus)
{
#if defined(MORPHEUS_ENGINE_DISTORTION) && MORPHEUS_ENGINE_DISTORTION
FRCPassPostProcessMorpheus* MorpheusPass = new FRCPassPostProcessMorpheus();
MorpheusPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node = Context.Graph.RegisterPass(MorpheusPass);
#endif
}
if(Node)
{
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
if(bVisualizeHDR)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeHDR());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node->SetInput(ePId_Input1, Histogram);
Node->SetInput(ePId_Input2, PreTonemapHDRColor);
Node->SetInput(ePId_Input3, HistogramOverScreen);
Node->AddDependency(AutoExposure.EyeAdaptation);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(View.Family->EngineShowFlags.TestImage && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTestImage());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
AddHighResScreenshotMask(Context, SeparateTranslucency);
if(bDoScreenPercentage && !bResultsUpsampled)
{
// Check if we can save the Upscale pass and do it in the Tonemapper to save performance
if(Tonemapper && !PaniniConfig.IsEnabled() && !Tonemapper->bDoGammaOnly)
{
if (Context.FinalOutput.GetPass() == Tonemapper)
{
const int32 TonemapperMergeMode = CVarTonemapperMergeMode.GetValueOnRenderThread();
bool bCombineTonemapperAndUpsample = false;
if (TonemapperMergeMode == 1)
{
bCombineTonemapperAndUpsample = true;
}
else if (TonemapperMergeMode == 2)
{
const float TonemapperMergeThreshold = CVarTonemapperMergeThreshold.GetValueOnRenderThread();
const float AreaRatio = View.ViewRect.Area() / (float)View.UnscaledViewRect.Area();
bCombineTonemapperAndUpsample = AreaRatio > TonemapperMergeThreshold;
}
if (bCombineTonemapperAndUpsample)
{
Tonemapper->bDoScreenPercentageInTonemapper = true;
// the following pass is no longer needed
bDoScreenPercentage = false;
}
}
}
if (PaniniConfig.IsEnabled() || bDoScreenPercentage)
{
int32 UpscaleQuality = CVarUpscaleQuality.GetValueOnRenderThread();
UpscaleQuality = FMath::Clamp(UpscaleQuality, 0, 5);
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(View, UpscaleQuality, PaniniConfig));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
// After the graph is built but before the graph is processed.
// If a postprocess material is using a GBuffer it adds the refcount int FRCPassPostProcessMaterial::Process()
// and when it gets processed it removes the refcount
// We only release the GBuffers after the last view was processed (SplitScreen)
if(View.Family->Views[View.Family->Views.Num() - 1] == &View)
{
// Generally we no longer need the GBuffers, anyone that wants to keep the GBuffers for longer should have called AdjustGBufferRefCount(1) to keep it for longer
// and call AdjustGBufferRefCount(-1) once it's consumed. This needs to happen each frame. PostProcessMaterial do that automatically
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1);
}
// Add a pass-through for the final step if a backbuffer UAV is required but unsupported by this RHI
if (Context.FinalOutput.IsComputePass() && !View.Family->RenderTarget->GetRenderTargetUAV().IsValid())
{
FRenderingCompositePass* PassthroughNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(nullptr));
PassthroughNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(PassthroughNode);
}
// The graph setup should be finished before this line ----------------------------------------
{
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
TRefCountPtr<IPooledRenderTarget> Temp;
FSceneRenderTargetItem Item;
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.UAV = View.Family->RenderTarget->GetRenderTargetUAV();
FPooledRenderTargetDesc Desc;
// Texture could be bigger than viewport
if (View.Family->RenderTarget->GetRenderTargetTexture())
{
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
}
else
{
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
}
const bool bIsFinalOutputComputePass = Context.FinalOutput.IsComputePass();
Desc.TargetableFlags |= bIsFinalOutputComputePass ? TexCreate_UAV : TexCreate_RenderTargetable;
Desc.Format = bIsFinalOutputComputePass ? PF_R8G8B8A8 : PF_B8G8R8A8;
// todo: this should come from View.Family->RenderTarget
Desc.Format = bHDROutputEnabled ? GRHIHDRDisplayOutputFormat : Desc.Format;
Desc.NumMips = 1;
Desc.DebugName = TEXT("FinalPostProcessColor");
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
// execute the graph/DAG
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessing"));
// May need to wait on the final pass to complete
if (Context.FinalOutput.IsAsyncComputePass())
{
FComputeFenceRHIParamRef ComputeFinalizeFence = Context.FinalOutput.GetComputePassEndFence();
if (ComputeFinalizeFence)
{
Context.RHICmdList.WaitComputeFence(ComputeFinalizeFence);
}
}
}
}
GRenderTargetPool.AddPhaseEvent(TEXT("AfterPostprocessing"));
}
static bool IsGaussianActive(FPostprocessContext& Context)
{
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
FarSize = FMath::Min(FarSize, MaxSize);
NearSize = FMath::Min(NearSize, MaxSize);
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
if ((FarSize < 0.01f) && (NearSize < CVarThreshold))
{
return false;
}
return true;
}
void FPostProcessing::ProcessES2(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, bool bUsedFramebufferFetch)
{
check(IsInRenderingThread());
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
// describes what state a pass can expect and to what state it need to be set back.
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
// view settings. Those are copies for the RT then never get access by the main thread again.
// Pointers to other structures might be unsafe to touch.
// so that the passes can register themselves to the graph
{
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
FRenderingCompositeOutputRef BloomOutput;
FRenderingCompositeOutputRef DofOutput;
bool bUseAa = View.AntiAliasingMethod == AAM_TemporalAA;
// AA with Mobile32bpp mode requires this outside of bUsePost.
if(bUseAa)
{
// Handle pointer swap for double buffering.
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if(ViewState)
{
// Note that this drops references to the render targets from two frames ago. This
// causes them to be added back to the pool where we can grab them again.
ViewState->MobileAaBloomSunVignette1 = ViewState->MobileAaBloomSunVignette0;
ViewState->MobileAaColor1 = ViewState->MobileAaColor0;
}
}
const FIntPoint FinalTargetSize = View.Family->RenderTarget->GetSizeXY();
FIntRect FinalOutputViewRect = View.ViewRect;
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
// ES2 preview uses a subsection of the scene RT, bUsedFramebufferFetch == true deals with this case.
FIntPoint SceneColorSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
bool bViewRectSource = bUsedFramebufferFetch || SceneColorSize != PrePostSourceViewportSize;
bool bMobileHDR32bpp = IsMobileHDR32bpp();
// temporary solution for SP_METAL using HW sRGB flag during read vs all other mob platforms using
// incorrect UTexture::SRGB state. (UTexture::SRGB != HW texture state)
bool bSRGBAwareTarget = View.Family->RenderTarget->GetDisplayGamma() == 1.0f
&& View.bIsSceneCapture
&& View.GetShaderPlatform() == EShaderPlatform::SP_METAL;
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
if( View.Family->EngineShowFlags.PostProcessing )
{
bool bUseMosaic = IsMobileHDRMosaic();
bool bUseEncodedHDR = bMobileHDR32bpp && !bUseMosaic;
bool bUseSun = !bUseEncodedHDR && View.bLightShaftUse;
bool bUseDof = !bUseEncodedHDR && GetMobileDepthOfFieldScale(View) > 0.0f && !Context.View.Family->EngineShowFlags.VisualizeDOF;
bool bUseBloom = View.FinalPostProcessSettings.BloomIntensity > 0.0f;
bool bUseVignette = View.FinalPostProcessSettings.VignetteIntensity > 0.0f;
bool bWorkaround = CVarRenderTargetSwitchWorkaround.GetValueOnRenderThread() != 0;
// Use original mobile Dof on ES2 devices regardless of bMobileHQGaussian.
// HQ gaussian
bool bUseMobileDof = bUseDof && (!View.FinalPostProcessSettings.bMobileHQGaussian || (Context.View.GetFeatureLevel() < ERHIFeatureLevel::ES3_1));
// This is a workaround to avoid a performance cliff when using many render targets.
bool bUseBloomSmall = bUseBloom && !bUseSun && !bUseDof && bWorkaround;
bool bUsePost = bUseSun | bUseDof | bUseBloom | bUseVignette;
// Post is not supported on ES2 devices using mosaic.
bUsePost &= !bUseMosaic;
bUsePost &= IsMobileHDR();
if(bUsePost)
{
AddPostProcessMaterial(Context, BL_BeforeTranslucency, nullptr);
AddPostProcessMaterial(Context, BL_BeforeTonemapping, nullptr);
// Skip this pass if the pass was done prior before resolve.
if ((!bUsedFramebufferFetch) && (bUseSun || bUseDof))
{
// Convert depth to {circle of confusion, sun shaft intensity} before resolve.
// FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(PrePostSourceViewportSize, false));
FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(SceneColorSize, false));
PostProcessSunMask->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessSunMask);
//@todo Ronin sunmask pass isnt clipping to image only.
}
FRenderingCompositeOutputRef PostProcessBloomSetup;
if (bUseSun || bUseMobileDof || bUseBloom)
{
if(bUseBloomSmall)
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupSmallES2(PrePostSourceViewportSize, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
}
else
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupES2(FinalOutputViewRect, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
}
}
if (bUseDof)
{
if (bUseMobileDof)
{
// Near dilation circle of confusion size.
// Samples at 1/16 area, writes to 1/16 area.
FRenderingCompositeOutputRef PostProcessNear;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofNearES2(FinalOutputViewRect.Size()));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessNear = FRenderingCompositeOutputRef(Pass);
}
// DOF downsample pass.
// Samples at full resolution, writes to 1/4 area.
FRenderingCompositeOutputRef PostProcessDofDown;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofDownES2(FinalOutputViewRect, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
Pass->SetInput(ePId_Input1, PostProcessNear);
PostProcessDofDown = FRenderingCompositeOutputRef(Pass);
}
// DOF blur pass.
// Samples at 1/4 area, writes to 1/4 area.
FRenderingCompositeOutputRef PostProcessDofBlur;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofBlurES2(FinalOutputViewRect.Size()));
Pass->SetInput(ePId_Input0, PostProcessDofDown);
Pass->SetInput(ePId_Input1, PostProcessNear);
PostProcessDofBlur = FRenderingCompositeOutputRef(Pass);
DofOutput = PostProcessDofBlur;
}
}
else
{
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
if(View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_Gaussian && IsGaussianActive(Context))
{
FDepthOfFieldStats DepthOfFieldStat;
FRenderingCompositeOutputRef DummySeparateTranslucency;
AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, DummySeparateTranslucency);
}
}
}
// Bloom.
FRenderingCompositeOutputRef PostProcessDownsample2;
FRenderingCompositeOutputRef PostProcessDownsample3;
FRenderingCompositeOutputRef PostProcessDownsample4;
FRenderingCompositeOutputRef PostProcessDownsample5;
FRenderingCompositeOutputRef PostProcessUpsample4;
FRenderingCompositeOutputRef PostProcessUpsample3;
FRenderingCompositeOutputRef PostProcessUpsample2;
if(bUseBloomSmall)
{
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale * 2.0f));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
}
if(bUseBloom && (!bUseBloomSmall))
{
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
}
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
float UpScale = 0.66f * 2.0f;
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
TintB *= View.FinalPostProcessSettings.BloomIntensity;
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
TintA *= 0.5;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
}
}
FRenderingCompositeOutputRef PostProcessSunBlur;
if(bUseSun)
{
// Sunshaft depth blur using downsampled alpha.
FRenderingCompositeOutputRef PostProcessSunAlpha;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAlphaES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessSunAlpha = FRenderingCompositeOutputRef(Pass);
}
// Sunshaft blur number two.
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunBlurES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessSunAlpha);
PostProcessSunBlur = FRenderingCompositeOutputRef(Pass);
}
}
if(bUseSun | bUseVignette | bUseBloom)
{
FRenderingCompositeOutputRef PostProcessSunMerge;
if(bUseBloomSmall)
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeSmallES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
Pass->SetInput(ePId_Input1, PostProcessDownsample2);
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutput = PostProcessSunMerge;
}
else
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
if(bUseSun)
{
Pass->SetInput(ePId_Input0, PostProcessSunBlur);
}
if(bUseBloom)
{
Pass->SetInput(ePId_Input1, PostProcessBloomSetup);
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
}
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutput = PostProcessSunMerge;
}
// Mobile temporal AA requires a composite of two of these frames.
if(bUseAa && (bUseBloom || bUseSun))
{
FSceneViewState* ViewState = (FSceneViewState*)View.State;
FRenderingCompositeOutputRef PostProcessSunMerge2;
if(ViewState && ViewState->MobileAaBloomSunVignette1)
{
FRenderingCompositePass* History;
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaBloomSunVignette1));
PostProcessSunMerge2 = FRenderingCompositeOutputRef(History);
}
else
{
PostProcessSunMerge2 = PostProcessSunMerge;
}
FRenderingCompositeOutputRef PostProcessSunAvg;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAvgES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessSunMerge);
Pass->SetInput(ePId_Input1, PostProcessSunMerge2);
PostProcessSunAvg = FRenderingCompositeOutputRef(Pass);
}
BloomOutput = PostProcessSunAvg;
}
}
}
}
static const auto VarTonemapperFilm = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.TonemapperFilm"));
const bool bUseTonemapperFilm = IsMobileHDR() && !bMobileHDR32bpp && GSupportsRenderTargetFormat_PF_FloatRGBA && (VarTonemapperFilm && VarTonemapperFilm->GetValueOnRenderThread());
static const auto VarTonemapperUpscale = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileTonemapperUpscale"));
bool bDisableUpscaleInTonemapper = Context.View.Family->bUseSeparateRenderTarget || IsMobileHDRMosaic() || !VarTonemapperUpscale || VarTonemapperUpscale->GetValueOnRenderThread() == 0;
bool* DoScreenPercentageInTonemapperPtr = nullptr;
if (bUseTonemapperFilm)
{
//@todo Ronin Set to EAutoExposureMethod::AEM_Basic for PC vk crash.
FRCPassPostProcessTonemap* PostProcessTonemap = AddTonemapper(Context, BloomOutput, nullptr, EAutoExposureMethod::AEM_Histogram, false, false);
DoScreenPercentageInTonemapperPtr = &PostProcessTonemap->bDoScreenPercentageInTonemapper;
}
else
{
// Must run to blit to back buffer even if post processing is off.
FRCPassPostProcessTonemapES2* PostProcessTonemap = (FRCPassPostProcessTonemapES2*)Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemapES2(Context.View, bViewRectSource, bSRGBAwareTarget));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessTonemap->SetInput(ePId_Input1, BloomOutput);
PostProcessTonemap->SetInput(ePId_Input2, DofOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
DoScreenPercentageInTonemapperPtr = &PostProcessTonemap->bDoScreenPercentageInTonemapper;
}
// remember the tonemapper pass so we can check if it's last
FRenderingCompositePass* TonemapperPass = Context.FinalOutput.GetPass();
// if Context.FinalOutput was the clipped result of sunmask stage then this stage also restores Context.FinalOutput back original target size.
FinalOutputViewRect = View.UnscaledViewRect;
if (View.Family->EngineShowFlags.PostProcessing)
{
if (IsMobileHDR() && !IsMobileHDRMosaic())
{
AddPostProcessMaterial(Context, BL_AfterTonemapping, nullptr);
// Tonemapper is not the final pass so if we may need to use a separate upscale pass
if (Context.FinalOutput.GetPass() != TonemapperPass)
{
bDisableUpscaleInTonemapper = true;
}
}
if (bUseAa)
{
// Double buffer post output.
FSceneViewState* ViewState = (FSceneViewState*)View.State;
FRenderingCompositeOutputRef PostProcessPrior = Context.FinalOutput;
if(ViewState && ViewState->MobileAaColor1)
{
FRenderingCompositePass* History;
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaColor1));
PostProcessPrior = FRenderingCompositeOutputRef(History);
}
// Mobile temporal AA is done after tonemapping.
FRenderingCompositePass* PostProcessAa = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAaES2());
PostProcessAa->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessAa->SetInput(ePId_Input1, PostProcessPrior);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessAa);
}
}
// Apply ScreenPercentage
if (View.UnscaledViewRect != View.ViewRect)
{
if (bDisableUpscaleInTonemapper)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscaleES2(View));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
*DoScreenPercentageInTonemapperPtr = false;
}
else
{
check(DoScreenPercentageInTonemapperPtr != nullptr);
*DoScreenPercentageInTonemapperPtr = true;
}
}
else
{
*DoScreenPercentageInTonemapperPtr = false;
}
#if WITH_EDITOR
// Show the selection outline if it is in the editor and we aren't in wireframe
// If the engine is in demo mode and game view is on we also do not show the selection outline
if ( GIsEditor
&& View.Family->EngineShowFlags.SelectionOutline
&& !(View.Family->EngineShowFlags.Wireframe)
)
{
// Editor selection outline
AddSelectionOutline(Context);
}
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) )
{
FRenderingCompositePass* EditorCompNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(false));
EditorCompNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(EditorCompNode);
}
#endif
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
if(DebugViewShaderMode == DVSM_QuadComplexity)
{
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
{
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
if (bStereoRenderingAndHMD)
{
FRenderingCompositePass* Node = NULL;
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
if (DeviceType == EHMDDeviceType::DT_ES2GenericStereoMesh)
{
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
}
if (Node)
{
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
// The graph setup should be finished before this line ----------------------------------------
{
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
TRefCountPtr<IPooledRenderTarget> Temp;
FSceneRenderTargetItem Item;
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
FPooledRenderTargetDesc Desc;
if (View.Family->RenderTarget->GetRenderTargetTexture())
{
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
}
else
{
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
}
// todo: this should come from View.Family->RenderTarget
Desc.Format = PF_B8G8R8A8;
Desc.NumMips = 1;
Desc.DebugName = TEXT("OverriddenRenderTarget");
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessingES2"));
}
}
}
void FPostProcessing::ProcessPlanarReflection(FRHICommandListImmediate& RHICmdList, FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT, TRefCountPtr<IPooledRenderTarget>& OutFilteredSceneColor)
{
{
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
FRenderingCompositeOutputRef VelocityInput;
if(VelocityRT)
{
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
}
FSceneViewState* ViewState = Context.View.ViewState;
EAntiAliasingMethod AntiAliasingMethod = Context.View.AntiAliasingMethod;
if (AntiAliasingMethod == AAM_TemporalAA && ViewState)
{
if(VelocityInput.IsValid())
{
AddTemporalAA( Context, VelocityInput );
}
else
{
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddTemporalAA( Context, NoVelocityRef );
}
}
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("ProcessPlanarReflection"));
OutFilteredSceneColor = Context.FinalOutput.GetOutput()->PooledRenderTarget;
}
}
bool FPostProcessing::HasAlphaChannelSupport()
{
return CVarAlphaChannel.GetValueOnRenderThread() != 0;
}