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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change3227063on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change3227376on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change3227704on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change3229580on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
1859 lines
65 KiB
C++
1859 lines
65 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessTonemap.cpp: Post processing tone mapping implementation.
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=============================================================================*/
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#include "PostProcess/PostProcessTonemap.h"
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#include "EngineGlobals.h"
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#include "ScenePrivate.h"
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#include "RendererModule.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PostProcess/PostProcessCombineLUTs.h"
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#include "PostProcess/PostProcessMobile.h"
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static TAutoConsoleVariable<float> CVarTonemapperSharpen(
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TEXT("r.Tonemapper.Sharpen"),
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0,
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TEXT("Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10\n")
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TEXT(" 0: off(default)\n")
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TEXT(" 0.5: half strength\n")
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TEXT(" 1: full strength"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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// Note: These values are directly referenced in code, please update all paths if changing
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static TAutoConsoleVariable<int32> CVarDisplayColorGamut(
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TEXT("r.HDR.Display.ColorGamut"),
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0,
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TEXT("Color gamut of the output display:\n")
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TEXT("0: Rec709 / sRGB, D65 (default)\n")
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TEXT("1: DCI-P3, D65\n")
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TEXT("2: Rec2020 / BT2020, D65\n")
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TEXT("3: ACES, D60\n")
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TEXT("4: ACEScg, D60\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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// Note: These values are directly referenced in code, please update all paths if changing
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static TAutoConsoleVariable<int32> CVarDisplayOutputDevice(
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TEXT("r.HDR.Display.OutputDevice"),
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0,
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TEXT("Device format of the output display:\n")
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TEXT("0: sRGB (LDR)\n")
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TEXT("1: Rec709 (LDR)\n")
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TEXT("2: Explicit gamma mapping (LDR)\n")
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TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n")
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TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n")
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TEXT("5: ACES 1000 nit ScRGB (HDR)\n")
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TEXT("6: ACES 2000 nit ScRGB (HDR)\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarHDROutputEnabled(
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TEXT("r.HDR.EnableHDROutput"),
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0,
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TEXT("Creates an HDR compatible swap-chain and enables HDR display output.")
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TEXT("0: Disabled (default)\n")
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TEXT("1: Enable hardware-specific implementation\n"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<float> CVarTonemapperGamma(
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TEXT("r.TonemapperGamma"),
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0.0f,
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TEXT("0: Default behavior\n")
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TEXT("#: Use fixed gamma # instead of sRGB or Rec709 transform"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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//
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// TONEMAPPER PERMUTATION CONTROL
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//
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// Tonemapper option bitmask.
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// Adjusting this requires adjusting TonemapperCostTab[].
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typedef enum {
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TonemapperGammaOnly = (1<<0),
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TonemapperColorMatrix = (1<<1),
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TonemapperShadowTint = (1<<2),
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TonemapperContrast = (1<<3),
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TonemapperGrainJitter = (1<<4),
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TonemapperGrainIntensity = (1<<5),
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TonemapperGrainQuantization = (1<<6),
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TonemapperBloom = (1<<7),
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TonemapperDOF = (1<<8),
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TonemapperVignette = (1<<9),
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TonemapperLightShafts = (1<<10),
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Tonemapper32BPPHDR = (1<<11),
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TonemapperColorFringe = (1<<12),
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TonemapperMsaa = (1<<13),
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TonemapperSharpen = (1<<14),
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TonemapperInverseTonemapping = (1 << 15),
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} TonemapperOption;
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// Tonemapper option cost (0 = no cost, 255 = max cost).
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// Suggested cost should be
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// These need a 1:1 mapping with TonemapperOption enum,
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static uint8 TonemapperCostTab[] = {
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1, //TonemapperGammaOnly
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1, //TonemapperColorMatrix
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1, //TonemapperShadowTint
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1, //TonemapperContrast
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1, //TonemapperGrainJitter
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1, //TonemapperGrainIntensity
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1, //TonemapperGrainQuantization
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1, //TonemapperBloom
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1, //TonemapperDOF
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1, //TonemapperVignette
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1, //TonemapperLightShafts
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1, //TonemapperMosaic
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1, //TonemapperColorFringe
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1, //TonemapperMsaa
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1, //TonemapperSharpen
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1, //TonemapperInverseTonemapping
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};
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// Edit the following to add and remove configurations.
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// This is a white list of the combinations which are compiled.
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// Place most common first (faster when searching in TonemapperFindLeastExpensive()).
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// List of configurations compiled for PC.
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static uint32 TonemapperConfBitmaskPC[15] = {
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TonemapperBloom +
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TonemapperGrainJitter +
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TonemapperGrainIntensity +
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TonemapperGrainQuantization +
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TonemapperVignette +
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TonemapperColorFringe +
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TonemapperSharpen +
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0,
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TonemapperBloom +
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TonemapperGrainJitter +
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TonemapperGrainIntensity +
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TonemapperGrainQuantization +
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TonemapperVignette +
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TonemapperSharpen +
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0,
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TonemapperBloom +
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TonemapperGrainJitter +
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TonemapperGrainIntensity +
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TonemapperGrainQuantization +
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TonemapperVignette +
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TonemapperColorFringe +
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0,
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TonemapperBloom +
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TonemapperVignette +
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TonemapperGrainQuantization +
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TonemapperColorFringe +
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0,
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TonemapperBloom +
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TonemapperVignette +
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TonemapperGrainQuantization +
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0,
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TonemapperBloom +
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TonemapperSharpen +
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0,
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// same without TonemapperGrainQuantization
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TonemapperBloom +
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TonemapperGrainJitter +
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TonemapperGrainIntensity +
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TonemapperVignette +
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TonemapperColorFringe +
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0,
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TonemapperBloom +
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TonemapperVignette +
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TonemapperColorFringe +
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0,
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TonemapperBloom +
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TonemapperVignette +
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0,
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// with TonemapperInverseTonemapping
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TonemapperBloom +
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TonemapperGrainJitter +
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TonemapperGrainIntensity +
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TonemapperGrainQuantization +
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TonemapperVignette +
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TonemapperColorFringe +
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TonemapperSharpen +
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TonemapperInverseTonemapping +
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0,
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TonemapperBloom +
|
|
TonemapperGrainJitter +
|
|
TonemapperGrainIntensity +
|
|
TonemapperGrainQuantization +
|
|
TonemapperVignette +
|
|
TonemapperColorFringe +
|
|
TonemapperInverseTonemapping +
|
|
0,
|
|
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
TonemapperGrainQuantization +
|
|
TonemapperColorFringe +
|
|
TonemapperInverseTonemapping +
|
|
0,
|
|
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
TonemapperGrainQuantization +
|
|
TonemapperInverseTonemapping +
|
|
0,
|
|
|
|
TonemapperBloom +
|
|
TonemapperSharpen +
|
|
TonemapperInverseTonemapping +
|
|
0,
|
|
|
|
//
|
|
|
|
TonemapperGammaOnly +
|
|
0,
|
|
};
|
|
|
|
// List of configurations compiled for Mobile.
|
|
static uint32 TonemapperConfBitmaskMobile[39] = {
|
|
|
|
//
|
|
// 15 for NON-MOSAIC
|
|
//
|
|
|
|
TonemapperGammaOnly +
|
|
0,
|
|
|
|
// Not supporting grain jitter or grain quantization on mobile.
|
|
|
|
// Bloom, LightShafts, Vignette all off.
|
|
TonemapperContrast +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
0,
|
|
|
|
// Bloom, LightShafts, Vignette, and Vignette Color all use the same shader code in the tonemapper.
|
|
TonemapperContrast +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
// DOF enabled.
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperDOF +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperDOF +
|
|
0,
|
|
|
|
// Same with grain.
|
|
|
|
TonemapperContrast +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
// DOF enabled.
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperDOF +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperLightShafts +
|
|
TonemapperVignette +
|
|
TonemapperDOF +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
|
|
//
|
|
// 14 for 32 bit HDR PATH
|
|
//
|
|
|
|
// This is 32bpp hdr without film post.
|
|
Tonemapper32BPPHDR +
|
|
TonemapperGammaOnly +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperVignette +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperVignette +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperVignette +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
// With grain
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperGrainIntensity +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
Tonemapper32BPPHDR +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
TonemapperBloom +
|
|
0,
|
|
|
|
|
|
//
|
|
// 10 for MSAA
|
|
//
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
0,
|
|
|
|
// Same with grain.
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
TonemapperMsaa +
|
|
TonemapperContrast +
|
|
TonemapperColorMatrix +
|
|
TonemapperShadowTint +
|
|
TonemapperBloom +
|
|
TonemapperVignette +
|
|
TonemapperGrainIntensity +
|
|
0,
|
|
|
|
};
|
|
|
|
// Returns 1 if option is defined otherwise 0.
|
|
static uint32 TonemapperIsDefined(uint32 ConfigBitmask, TonemapperOption Option)
|
|
{
|
|
return (ConfigBitmask & Option) ? 1 : 0;
|
|
}
|
|
|
|
// This finds the least expensive configuration which supports all selected options in bitmask.
|
|
static uint32 TonemapperFindLeastExpensive(uint32* RESTRICT Table, uint32 TableEntries, uint8* RESTRICT CostTable, uint32 RequiredOptionsBitmask)
|
|
{
|
|
// Custom logic to insure fail cases do not happen.
|
|
uint32 MustNotHaveBitmask = 0;
|
|
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperDOF) == 0) ? TonemapperDOF : 0;
|
|
MustNotHaveBitmask += ((RequiredOptionsBitmask & Tonemapper32BPPHDR) == 0) ? Tonemapper32BPPHDR : 0;
|
|
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperMsaa) == 0) ? TonemapperMsaa : 0;
|
|
|
|
// Search for exact match first.
|
|
uint32 Index;
|
|
for(Index = 0; Index < TableEntries; ++Index)
|
|
{
|
|
if(Table[Index] == RequiredOptionsBitmask)
|
|
{
|
|
return Index;
|
|
}
|
|
}
|
|
// Search through list for best entry.
|
|
uint32 BestIndex = TableEntries;
|
|
uint32 BestCost = ~0;
|
|
uint32 NotRequiredOptionsBitmask = ~RequiredOptionsBitmask;
|
|
for(Index = 0; Index < TableEntries; ++Index)
|
|
{
|
|
uint32 Bitmask = Table[Index];
|
|
if((Bitmask & MustNotHaveBitmask) != 0)
|
|
{
|
|
continue;
|
|
}
|
|
if((Bitmask & RequiredOptionsBitmask) != RequiredOptionsBitmask)
|
|
{
|
|
// A match requires a minimum set of bits set.
|
|
continue;
|
|
}
|
|
uint32 BitExtra = Bitmask & NotRequiredOptionsBitmask;
|
|
uint32 Cost = 0;
|
|
while(BitExtra)
|
|
{
|
|
uint32 Bit = FMath::FloorLog2(BitExtra);
|
|
Cost += CostTable[Bit];
|
|
if(Cost > BestCost)
|
|
{
|
|
// Poor match.
|
|
goto PoorMatch;
|
|
}
|
|
BitExtra &= ~(1<<Bit);
|
|
}
|
|
// Better match.
|
|
BestCost = Cost;
|
|
BestIndex = Index;
|
|
PoorMatch:
|
|
;
|
|
}
|
|
// Fail returns 0, the gamma only shader.
|
|
if(BestIndex == TableEntries) BestIndex = 0;
|
|
return BestIndex;
|
|
}
|
|
|
|
// Common conversion of engine settings into a bitmask which describes the shader options required.
|
|
static uint32 TonemapperGenerateBitmask(const FViewInfo* RESTRICT View, bool bGammaOnly, bool bMobile)
|
|
{
|
|
check(View);
|
|
|
|
const FSceneViewFamily* RESTRICT Family = View->Family;
|
|
if(
|
|
bGammaOnly ||
|
|
(Family->EngineShowFlags.Tonemapper == 0) ||
|
|
(Family->EngineShowFlags.PostProcessing == 0))
|
|
{
|
|
return TonemapperGammaOnly;
|
|
}
|
|
|
|
uint32 Bitmask = 0;
|
|
|
|
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
|
|
|
|
FVector MixerR(Settings->FilmChannelMixerRed);
|
|
FVector MixerG(Settings->FilmChannelMixerGreen);
|
|
FVector MixerB(Settings->FilmChannelMixerBlue);
|
|
uint32 useColorMatrix = 0;
|
|
if(
|
|
(Settings->FilmSaturation != 1.0f) ||
|
|
((MixerR - FVector(1.0f,0.0f,0.0f)).GetAbsMax() != 0.0f) ||
|
|
((MixerG - FVector(0.0f,1.0f,0.0f)).GetAbsMax() != 0.0f) ||
|
|
((MixerB - FVector(0.0f,0.0f,1.0f)).GetAbsMax() != 0.0f))
|
|
{
|
|
Bitmask += TonemapperColorMatrix;
|
|
}
|
|
|
|
FVector Tint(Settings->FilmWhitePoint);
|
|
FVector TintShadow(Settings->FilmShadowTint);
|
|
|
|
float Sharpen = CVarTonemapperSharpen.GetValueOnRenderThread();
|
|
|
|
Bitmask += (Settings->FilmShadowTintAmount > 0.0f) ? TonemapperShadowTint : 0;
|
|
Bitmask += (Settings->FilmContrast > 0.0f) ? TonemapperContrast : 0;
|
|
Bitmask += (Settings->GrainIntensity > 0.0f) ? TonemapperGrainIntensity : 0;
|
|
Bitmask += (Settings->VignetteIntensity > 0.0f) ? TonemapperVignette : 0;
|
|
Bitmask += (Sharpen > 0.0f) ? TonemapperSharpen : 0;
|
|
|
|
return Bitmask;
|
|
}
|
|
|
|
// Common post.
|
|
// These are separated because mosiac mode doesn't support them.
|
|
static uint32 TonemapperGenerateBitmaskPost(const FViewInfo* RESTRICT View)
|
|
{
|
|
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
|
|
const FSceneViewFamily* RESTRICT Family = View->Family;
|
|
|
|
uint32 Bitmask = (Settings->GrainJitter > 0.0f) ? TonemapperGrainJitter : 0;
|
|
|
|
Bitmask += (Settings->BloomIntensity > 0.0f) ? TonemapperBloom : 0;
|
|
|
|
return Bitmask;
|
|
}
|
|
|
|
// PC only.
|
|
static uint32 TonemapperGenerateBitmaskPC(const FViewInfo* RESTRICT View, bool bGammaOnly)
|
|
{
|
|
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, false);
|
|
|
|
// PC doesn't support these
|
|
Bitmask &= ~TonemapperContrast;
|
|
Bitmask &= ~TonemapperColorMatrix;
|
|
Bitmask &= ~TonemapperShadowTint;
|
|
|
|
// Must early exit if gamma only.
|
|
if(Bitmask == TonemapperGammaOnly)
|
|
{
|
|
return Bitmask;
|
|
}
|
|
|
|
// Grain Quantization
|
|
{
|
|
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper.GrainQuantization"));
|
|
int32 Value = CVar->GetValueOnRenderThread();
|
|
|
|
if(Value > 0)
|
|
{
|
|
Bitmask |= TonemapperGrainQuantization;
|
|
}
|
|
}
|
|
|
|
// Inverse Tonemapping
|
|
{
|
|
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
|
|
int32 Value = CVar->GetValueOnRenderThread();
|
|
|
|
if (Value > 0)
|
|
{
|
|
Bitmask |= TonemapperInverseTonemapping;
|
|
}
|
|
}
|
|
|
|
if( View->FinalPostProcessSettings.SceneFringeIntensity > 0.01f)
|
|
{
|
|
Bitmask |= TonemapperColorFringe;
|
|
}
|
|
|
|
return Bitmask + TonemapperGenerateBitmaskPost(View);
|
|
}
|
|
|
|
// Mobile only.
|
|
static uint32 TonemapperGenerateBitmaskMobile(const FViewInfo* RESTRICT View, bool bGammaOnly)
|
|
{
|
|
check(View);
|
|
|
|
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, true);
|
|
|
|
bool bUse32BPPHDR = IsMobileHDR32bpp();
|
|
bool bUseMosaic = IsMobileHDRMosaic();
|
|
|
|
// Must early exit if gamma only.
|
|
if(Bitmask == TonemapperGammaOnly)
|
|
{
|
|
return Bitmask + (bUse32BPPHDR ? Tonemapper32BPPHDR : 0);
|
|
}
|
|
|
|
if (bUseMosaic)
|
|
{
|
|
return Bitmask + Tonemapper32BPPHDR;
|
|
}
|
|
|
|
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
|
|
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[View->GetFeatureLevel()];
|
|
if ((GSupportsShaderFramebufferFetch && (ShaderPlatform == SP_METAL || ShaderPlatform == SP_VULKAN_PCES3_1)) && (CVarMobileMSAA ? CVarMobileMSAA->GetValueOnAnyThread() > 1 : false))
|
|
{
|
|
Bitmask += TonemapperMsaa;
|
|
}
|
|
|
|
if (bUse32BPPHDR)
|
|
{
|
|
// add limited post for 32 bit encoded hdr.
|
|
Bitmask += Tonemapper32BPPHDR;
|
|
Bitmask += TonemapperGenerateBitmaskPost(View);
|
|
}
|
|
else if (GSupportsRenderTargetFormat_PF_FloatRGBA)
|
|
{
|
|
// add full mobile post if FP16 is supported.
|
|
Bitmask += TonemapperGenerateBitmaskPost(View);
|
|
|
|
bool bUseDof = GetMobileDepthOfFieldScale(*View) > 0.0f && (!View->FinalPostProcessSettings.bMobileHQGaussian || (View->GetFeatureLevel() < ERHIFeatureLevel::ES3_1));
|
|
|
|
Bitmask += (bUseDof) ? TonemapperDOF : 0;
|
|
Bitmask += (View->bLightShaftUse) ? TonemapperLightShafts : 0;
|
|
}
|
|
|
|
// Mobile is not supporting grain quantization and grain jitter currently.
|
|
Bitmask &= ~(TonemapperGrainQuantization | TonemapperGrainJitter);
|
|
return Bitmask;
|
|
}
|
|
|
|
void GrainPostSettings(FVector* RESTRICT const Constant, const FPostProcessSettings* RESTRICT const Settings)
|
|
{
|
|
float GrainJitter = Settings->GrainJitter;
|
|
float GrainIntensity = Settings->GrainIntensity;
|
|
Constant->X = GrainIntensity;
|
|
Constant->Y = 1.0f + (-0.5f * GrainIntensity);
|
|
Constant->Z = GrainJitter;
|
|
}
|
|
|
|
// This code is shared by PostProcessTonemap and VisualizeHDR.
|
|
void FilmPostSetConstants(FVector4* RESTRICT const Constants, const uint32 ConfigBitmask, const FPostProcessSettings* RESTRICT const FinalPostProcessSettings, bool bMobile)
|
|
{
|
|
uint32 UseColorMatrix = TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix);
|
|
uint32 UseShadowTint = TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint);
|
|
uint32 UseContrast = TonemapperIsDefined(ConfigBitmask, TonemapperContrast);
|
|
|
|
// Must insure inputs are in correct range (else possible generation of NaNs).
|
|
float InExposure = 1.0f;
|
|
FVector InWhitePoint(FinalPostProcessSettings->FilmWhitePoint);
|
|
float InSaturation = FMath::Clamp(FinalPostProcessSettings->FilmSaturation, 0.0f, 2.0f);
|
|
FVector InLuma = FVector(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f);
|
|
FVector InMatrixR(FinalPostProcessSettings->FilmChannelMixerRed);
|
|
FVector InMatrixG(FinalPostProcessSettings->FilmChannelMixerGreen);
|
|
FVector InMatrixB(FinalPostProcessSettings->FilmChannelMixerBlue);
|
|
float InContrast = FMath::Clamp(FinalPostProcessSettings->FilmContrast, 0.0f, 1.0f) + 1.0f;
|
|
float InDynamicRange = powf(2.0f, FMath::Clamp(FinalPostProcessSettings->FilmDynamicRange, 1.0f, 4.0f));
|
|
float InToe = (1.0f - FMath::Clamp(FinalPostProcessSettings->FilmToeAmount, 0.0f, 1.0f)) * 0.18f;
|
|
InToe = FMath::Clamp(InToe, 0.18f/8.0f, 0.18f * (15.0f/16.0f));
|
|
float InHeal = 1.0f - (FMath::Max(1.0f/32.0f, 1.0f - FMath::Clamp(FinalPostProcessSettings->FilmHealAmount, 0.0f, 1.0f)) * (1.0f - 0.18f));
|
|
FVector InShadowTint(FinalPostProcessSettings->FilmShadowTint);
|
|
float InShadowTintBlend = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintBlend, 0.0f, 1.0f) * 64.0f;
|
|
|
|
// Shadow tint amount enables turning off shadow tinting.
|
|
float InShadowTintAmount = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintAmount, 0.0f, 1.0f);
|
|
InShadowTint = InWhitePoint + (InShadowTint - InWhitePoint) * InShadowTintAmount;
|
|
|
|
// Make sure channel mixer inputs sum to 1 (+ smart dealing with all zeros).
|
|
InMatrixR.X += 1.0f / (256.0f*256.0f*32.0f);
|
|
InMatrixG.Y += 1.0f / (256.0f*256.0f*32.0f);
|
|
InMatrixB.Z += 1.0f / (256.0f*256.0f*32.0f);
|
|
InMatrixR *= 1.0f / FVector::DotProduct(InMatrixR, FVector(1.0f));
|
|
InMatrixG *= 1.0f / FVector::DotProduct(InMatrixG, FVector(1.0f));
|
|
InMatrixB *= 1.0f / FVector::DotProduct(InMatrixB, FVector(1.0f));
|
|
|
|
// Conversion from linear rgb to luma (using HDTV coef).
|
|
FVector LumaWeights = FVector(0.2126f, 0.7152f, 0.0722f);
|
|
|
|
// Make sure white point has 1.0 as luma (so adjusting white point doesn't change exposure).
|
|
// Make sure {0.0,0.0,0.0} inputs do something sane (default to white).
|
|
InWhitePoint += FVector(1.0f / (256.0f*256.0f*32.0f));
|
|
InWhitePoint *= 1.0f / FVector::DotProduct(InWhitePoint, LumaWeights);
|
|
InShadowTint += FVector(1.0f / (256.0f*256.0f*32.0f));
|
|
InShadowTint *= 1.0f / FVector::DotProduct(InShadowTint, LumaWeights);
|
|
|
|
// Grey after color matrix is applied.
|
|
FVector ColorMatrixLuma = FVector(
|
|
FVector::DotProduct(InLuma.X * FVector(InMatrixR.X, InMatrixG.X, InMatrixB.X), FVector(1.0f)),
|
|
FVector::DotProduct(InLuma.Y * FVector(InMatrixR.Y, InMatrixG.Y, InMatrixB.Y), FVector(1.0f)),
|
|
FVector::DotProduct(InLuma.Z * FVector(InMatrixR.Z, InMatrixG.Z, InMatrixB.Z), FVector(1.0f)));
|
|
|
|
FVector OutMatrixR = FVector(0.0f);
|
|
FVector OutMatrixG = FVector(0.0f);
|
|
FVector OutMatrixB = FVector(0.0f);
|
|
FVector OutColorShadow_Luma = LumaWeights * InShadowTintBlend;
|
|
FVector OutColorShadow_Tint1 = InWhitePoint;
|
|
FVector OutColorShadow_Tint2 = InShadowTint - InWhitePoint;
|
|
|
|
if(UseColorMatrix)
|
|
{
|
|
// Final color matrix effected by saturation and exposure.
|
|
OutMatrixR = (ColorMatrixLuma + ((InMatrixR - ColorMatrixLuma) * InSaturation)) * InExposure;
|
|
OutMatrixG = (ColorMatrixLuma + ((InMatrixG - ColorMatrixLuma) * InSaturation)) * InExposure;
|
|
OutMatrixB = (ColorMatrixLuma + ((InMatrixB - ColorMatrixLuma) * InSaturation)) * InExposure;
|
|
if(UseShadowTint == 0)
|
|
{
|
|
OutMatrixR = OutMatrixR * InWhitePoint.X;
|
|
OutMatrixG = OutMatrixG * InWhitePoint.Y;
|
|
OutMatrixB = OutMatrixB * InWhitePoint.Z;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No color matrix fast path.
|
|
if(UseShadowTint == 0)
|
|
{
|
|
OutMatrixB = InExposure * InWhitePoint;
|
|
}
|
|
else
|
|
{
|
|
// Need to drop exposure in.
|
|
OutColorShadow_Luma *= InExposure;
|
|
OutColorShadow_Tint1 *= InExposure;
|
|
OutColorShadow_Tint2 *= InExposure;
|
|
}
|
|
}
|
|
|
|
// Curve constants.
|
|
float OutColorCurveCh3;
|
|
float OutColorCurveCh0Cm1;
|
|
float OutColorCurveCd2;
|
|
float OutColorCurveCm0Cd0;
|
|
float OutColorCurveCh1;
|
|
float OutColorCurveCh2;
|
|
float OutColorCurveCd1;
|
|
float OutColorCurveCd3Cm3;
|
|
float OutColorCurveCm2;
|
|
|
|
// Line for linear section.
|
|
float FilmLineOffset = 0.18f - 0.18f*InContrast;
|
|
float FilmXAtY0 = -FilmLineOffset/InContrast;
|
|
float FilmXAtY1 = (1.0f - FilmLineOffset) / InContrast;
|
|
float FilmXS = FilmXAtY1 - FilmXAtY0;
|
|
|
|
// Coordinates of linear section.
|
|
float FilmHiX = FilmXAtY0 + InHeal*FilmXS;
|
|
float FilmHiY = FilmHiX*InContrast + FilmLineOffset;
|
|
float FilmLoX = FilmXAtY0 + InToe*FilmXS;
|
|
float FilmLoY = FilmLoX*InContrast + FilmLineOffset;
|
|
// Supported exposure range before clipping.
|
|
float FilmHeal = InDynamicRange - FilmHiX;
|
|
// Intermediates.
|
|
float FilmMidXS = FilmHiX - FilmLoX;
|
|
float FilmMidYS = FilmHiY - FilmLoY;
|
|
float FilmSlope = FilmMidYS / (FilmMidXS);
|
|
float FilmHiYS = 1.0f - FilmHiY;
|
|
float FilmLoYS = FilmLoY;
|
|
float FilmToe = FilmLoX;
|
|
float FilmHiG = (-FilmHiYS + (FilmSlope*FilmHeal)) / (FilmSlope*FilmHeal);
|
|
float FilmLoG = (-FilmLoYS + (FilmSlope*FilmToe)) / (FilmSlope*FilmToe);
|
|
|
|
if(UseContrast)
|
|
{
|
|
// Constants.
|
|
OutColorCurveCh1 = FilmHiYS/FilmHiG;
|
|
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
|
|
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
|
|
OutColorCurveCh0Cm1 = FilmHiX;
|
|
OutColorCurveCm2 = FilmSlope;
|
|
OutColorCurveCm0Cd0 = FilmLoX;
|
|
OutColorCurveCd3Cm3 = FilmLoY - FilmLoX*FilmSlope;
|
|
// Handle these separate in case of FilmLoG being 0.
|
|
if(FilmLoG != 0.0f)
|
|
{
|
|
OutColorCurveCd1 = -FilmLoYS/FilmLoG;
|
|
OutColorCurveCd2 = FilmLoYS/(FilmSlope*FilmLoG);
|
|
}
|
|
else
|
|
{
|
|
// FilmLoG being zero means dark region is a linear segment (so just continue the middle section).
|
|
OutColorCurveCd1 = 0.0f;
|
|
OutColorCurveCd2 = 1.0f;
|
|
OutColorCurveCm0Cd0 = 0.0f;
|
|
OutColorCurveCd3Cm3 = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Simplified for no dark segment.
|
|
OutColorCurveCh1 = FilmHiYS/FilmHiG;
|
|
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
|
|
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
|
|
OutColorCurveCh0Cm1 = FilmHiX;
|
|
// Not used.
|
|
OutColorCurveCm2 = 0.0f;
|
|
OutColorCurveCm0Cd0 = 0.0f;
|
|
OutColorCurveCd3Cm3 = 0.0f;
|
|
OutColorCurveCd1 = 0.0f;
|
|
OutColorCurveCd2 = 0.0f;
|
|
}
|
|
|
|
Constants[0] = FVector4(OutMatrixR, OutColorCurveCd1);
|
|
Constants[1] = FVector4(OutMatrixG, OutColorCurveCd3Cm3);
|
|
Constants[2] = FVector4(OutMatrixB, OutColorCurveCm2);
|
|
Constants[3] = FVector4(OutColorCurveCm0Cd0, OutColorCurveCd2, OutColorCurveCh0Cm1, OutColorCurveCh3);
|
|
Constants[4] = FVector4(OutColorCurveCh1, OutColorCurveCh2, 0.0f, 0.0f);
|
|
Constants[5] = FVector4(OutColorShadow_Luma, 0.0f);
|
|
Constants[6] = FVector4(OutColorShadow_Tint1, 0.0f);
|
|
Constants[7] = FVector4(OutColorShadow_Tint2, 0.0f);
|
|
}
|
|
|
|
|
|
BEGIN_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,)
|
|
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER(FVector4,Tint)
|
|
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE(Texture2D,Mask)
|
|
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_SAMPLER(SamplerState,MaskSampler)
|
|
END_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters)
|
|
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,TEXT("BloomDirtMask"));
|
|
|
|
|
|
static TAutoConsoleVariable<float> CVarGamma(
|
|
TEXT("r.Gamma"),
|
|
1.0f,
|
|
TEXT("Gamma on output"),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
/**
|
|
* Encapsulates the post processing tonemapper pixel shader.
|
|
*/
|
|
template<uint32 ConfigIndex>
|
|
class FPostProcessTonemapPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessTonemapPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::ES2);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
|
|
uint32 ConfigBitmask = TonemapperConfBitmaskPC[ConfigIndex];
|
|
|
|
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
|
|
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
|
|
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
|
|
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
|
|
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
|
|
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
|
|
OutEnvironment.SetDefine(TEXT("USE_COLOR_FRINGE"), TonemapperIsDefined(ConfigBitmask, TonemapperColorFringe));
|
|
OutEnvironment.SetDefine(TEXT("USE_SHARPEN"), TonemapperIsDefined(ConfigBitmask, TonemapperSharpen));
|
|
OutEnvironment.SetDefine(TEXT("USE_INVERSE_TONEMAPPING"), TonemapperIsDefined(ConfigBitmask, TonemapperInverseTonemapping));
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeTextureLUT(Platform));
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessTonemapPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter ColorScale0;
|
|
FShaderParameter ColorScale1;
|
|
FShaderResourceParameter NoiseTexture;
|
|
FShaderResourceParameter NoiseTextureSampler;
|
|
FShaderParameter TexScale;
|
|
FShaderParameter TonemapperParams;
|
|
FShaderParameter GrainScaleBiasJitter;
|
|
FShaderResourceParameter ColorGradingLUT;
|
|
FShaderResourceParameter ColorGradingLUTSampler;
|
|
FShaderParameter InverseGamma;
|
|
|
|
FShaderParameter ColorMatrixR_ColorCurveCd1;
|
|
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
|
|
FShaderParameter ColorMatrixB_ColorCurveCm2;
|
|
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
|
|
FShaderParameter ColorCurve_Ch1_Ch2;
|
|
FShaderParameter ColorShadow_Luma;
|
|
FShaderParameter ColorShadow_Tint1;
|
|
FShaderParameter ColorShadow_Tint2;
|
|
|
|
//@HACK
|
|
FShaderParameter OverlayColor;
|
|
|
|
FShaderParameter OutputDevice;
|
|
FShaderParameter OutputGamut;
|
|
FShaderParameter EncodeHDROutput;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessTonemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
|
|
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
|
|
NoiseTexture.Bind(Initializer.ParameterMap,TEXT("NoiseTexture"));
|
|
NoiseTextureSampler.Bind(Initializer.ParameterMap,TEXT("NoiseTextureSampler"));
|
|
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
|
|
TonemapperParams.Bind(Initializer.ParameterMap, TEXT("TonemapperParams"));
|
|
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
|
|
ColorGradingLUT.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUT"));
|
|
ColorGradingLUTSampler.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUTSampler"));
|
|
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
|
|
|
|
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
|
|
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
|
|
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
|
|
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
|
|
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
|
|
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
|
|
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
|
|
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
|
|
|
|
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
|
|
|
|
OutputDevice.Bind(Initializer.ParameterMap, TEXT("OutputDevice"));
|
|
OutputGamut.Bind(Initializer.ParameterMap, TEXT("OutputGamut"));
|
|
EncodeHDROutput.Bind(Initializer.ParameterMap, TEXT("EncodeHDROutput"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma << NoiseTexture << NoiseTextureSampler
|
|
<< TexScale << TonemapperParams << GrainScaleBiasJitter
|
|
<< ColorGradingLUT << ColorGradingLUTSampler
|
|
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
|
|
<< OverlayColor
|
|
<< OutputDevice << OutputGamut << EncodeHDROutput;
|
|
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetPS(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
|
|
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
{
|
|
// filtering can cost performance so we use point where possible, we don't want anisotropic sampling
|
|
FSamplerStateRHIParamRef Filters[] =
|
|
{
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(), // todo: could be SF_Point if fringe is disabled
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
|
|
TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
|
|
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
|
|
};
|
|
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, 0, eFC_0000, Filters);
|
|
}
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
|
|
|
|
{
|
|
FLinearColor Col = Settings.SceneColorTint;
|
|
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
|
|
}
|
|
|
|
{
|
|
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
|
|
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
|
|
}
|
|
|
|
{
|
|
UTexture2D* NoiseTextureValue = GEngine->HighFrequencyNoiseTexture;
|
|
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, NoiseTexture, NoiseTextureSampler, TStaticSamplerState<SF_Point, AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI(), NoiseTextureValue->Resource->TextureRHI);
|
|
}
|
|
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
|
|
|
|
// we assume the this pass runs in 1:1 pixel
|
|
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
|
|
}
|
|
|
|
{
|
|
float Sharpen = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f);
|
|
|
|
// /6.0 is to save one shader instruction
|
|
FVector2D Value(Settings.VignetteIntensity, Sharpen / 6.0f);
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TonemapperParams, Value);
|
|
}
|
|
|
|
{
|
|
static TConsoleVariableData<int32>* CVarOutputDevice = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.HDR.Display.OutputDevice"));
|
|
static TConsoleVariableData<float>* CVarOutputGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
|
|
|
|
int32 OutputDeviceValue = CVarOutputDevice->GetValueOnRenderThread();
|
|
float Gamma = CVarOutputGamma->GetValueOnRenderThread();
|
|
|
|
if (PLATFORM_APPLE && Gamma == 0.0f)
|
|
{
|
|
Gamma = 2.2f;
|
|
}
|
|
|
|
if (Gamma > 0.0f)
|
|
{
|
|
// Enforce user-controlled ramp over sRGB or Rec709
|
|
OutputDeviceValue = FMath::Max(OutputDeviceValue, 2);
|
|
}
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, OutputDevice, OutputDeviceValue);
|
|
|
|
// Display format
|
|
int32 OutputGamutValue = CVarDisplayColorGamut.GetValueOnRenderThread();
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, OutputGamut, OutputGamutValue);
|
|
|
|
// ScRGB output encoding
|
|
int32 HDROutputEncodingValue = (CVarHDROutputEnabled.GetValueOnRenderThread() != 0 && (OutputDeviceValue == 5 || OutputDeviceValue == 6)) ? 1 : 0;
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, EncodeHDROutput, HDROutputEncodingValue);
|
|
}
|
|
|
|
FVector GrainValue;
|
|
GrainPostSettings(&GrainValue, &Settings);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
|
|
|
|
const TShaderUniformBufferParameter<FBloomDirtMaskParameters>& BloomDirtMaskParam = GetUniformBufferParameter<FBloomDirtMaskParameters>();
|
|
if (BloomDirtMaskParam.IsBound())
|
|
{
|
|
FBloomDirtMaskParameters BloomDirtMaskParams;
|
|
|
|
FLinearColor Col = Settings.BloomDirtMaskTint * Settings.BloomDirtMaskIntensity;
|
|
BloomDirtMaskParams.Tint = FVector4(Col.R, Col.G, Col.B, 0.f /*unused*/);
|
|
|
|
BloomDirtMaskParams.Mask = GSystemTextures.BlackDummy->GetRenderTargetItem().TargetableTexture;
|
|
if(Settings.BloomDirtMask && Settings.BloomDirtMask->Resource)
|
|
{
|
|
BloomDirtMaskParams.Mask = Settings.BloomDirtMask->Resource->TextureRHI;
|
|
}
|
|
BloomDirtMaskParams.MaskSampler = TStaticSamplerState<SF_Bilinear,AM_Wrap,AM_Wrap,AM_Wrap>::GetRHI();
|
|
|
|
FUniformBufferRHIRef BloomDirtMaskUB = TUniformBufferRef<FBloomDirtMaskParameters>::CreateUniformBufferImmediate(BloomDirtMaskParams, UniformBuffer_SingleDraw);
|
|
SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, BloomDirtMaskParam, BloomDirtMaskUB);
|
|
}
|
|
|
|
// Use a provided tonemaping LUT (provided by a CombineLUTs pass).
|
|
{
|
|
|
|
FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input3);
|
|
|
|
// Indicates the Tonemapper combined LUT node was nominally in the network.
|
|
const bool bUseLUT = (OutputRef != NULL);
|
|
|
|
const FTextureRHIRef* SrcTexture = nullptr;
|
|
if (bUseLUT)
|
|
{
|
|
SrcTexture = Context.View.GetTonemappingLUTTexture();
|
|
|
|
if (!SrcTexture)
|
|
{
|
|
FRenderingCompositeOutput* Input = OutputRef->GetOutput();
|
|
|
|
if(Input)
|
|
{
|
|
TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();
|
|
|
|
if(InputPooledElement)
|
|
{
|
|
check(!InputPooledElement->IsFree());
|
|
|
|
SrcTexture = &InputPooledElement->GetRenderTargetItem().ShaderResourceTexture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SrcTexture && *SrcTexture)
|
|
{
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, ColorGradingLUT, ColorGradingLUTSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), *SrcTexture);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogRenderer, Error, TEXT("No Color LUT texture to sample: output will be invalid."));
|
|
}
|
|
}
|
|
|
|
{
|
|
FVector InvDisplayGammaValue;
|
|
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
|
|
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
|
|
{
|
|
static TConsoleVariableData<float>* CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
|
|
float Value = CVar->GetValueOnRenderThread();
|
|
if(Value < 1.0f)
|
|
{
|
|
Value = 1.0f;
|
|
}
|
|
InvDisplayGammaValue.Z = 1.0f / Value;
|
|
}
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
|
|
}
|
|
|
|
{
|
|
FVector4 Constants[8];
|
|
FilmPostSetConstants(Constants, TonemapperConfBitmaskPC[ConfigIndex], &Context.View.FinalPostProcessSettings, false);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessTonemap");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainPS");
|
|
}
|
|
};
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION1(A) typedef FPostProcessTonemapPS<A> FPostProcessTonemapPS##A; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS##A, SF_Pixel);
|
|
|
|
VARIATION1(0) VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5) VARIATION1(6) VARIATION1(7) VARIATION1(8)
|
|
VARIATION1(9) VARIATION1(10) VARIATION1(11) VARIATION1(12) VARIATION1(13) VARIATION1(14)
|
|
|
|
#undef VARIATION1
|
|
|
|
|
|
// Vertex Shader permutations based on bool AutoExposure.
|
|
IMPLEMENT_SHADER_TYPE(template<>, TPostProcessTonemapVS<true>, TEXT("PostProcessTonemap"), TEXT("MainVS"), SF_Vertex);
|
|
IMPLEMENT_SHADER_TYPE(template<>, TPostProcessTonemapVS<false>, TEXT("PostProcessTonemap"), TEXT("MainVS"), SF_Vertex);
|
|
|
|
|
|
FRCPassPostProcessTonemap::FRCPassPostProcessTonemap(const FViewInfo& InView, bool bInDoGammaOnly, bool bInDoEyeAdaptation, bool bInHDROutput)
|
|
: bDoGammaOnly(bInDoGammaOnly)
|
|
, bDoScreenPercentageInTonemapper(false)
|
|
, bDoEyeAdaptation(bInDoEyeAdaptation)
|
|
, bHDROutput(bInHDROutput)
|
|
, View(InView)
|
|
{
|
|
uint32 ConfigBitmask = TonemapperGenerateBitmaskPC(&InView, bDoGammaOnly);
|
|
ConfigIndexPC = TonemapperFindLeastExpensive(TonemapperConfBitmaskPC, sizeof(TonemapperConfBitmaskPC)/4, TonemapperCostTab, ConfigBitmask);;
|
|
}
|
|
|
|
namespace PostProcessTonemapUtil
|
|
{
|
|
// Template implementation supports unique static BoundShaderState for each permutation of Vertex/Pixel Shaders
|
|
template <uint32 ConfigIndex, bool bDoEyeAdaptation>
|
|
static inline void SetShaderTempl(const FRenderingCompositePassContext& Context)
|
|
{
|
|
typedef TPostProcessTonemapVS<bDoEyeAdaptation> VertexShaderType;
|
|
typedef FPostProcessTonemapPS<ConfigIndex> PixelShaderType;
|
|
|
|
TShaderMapRef<PixelShaderType> PixelShader(Context.GetShaderMap());
|
|
TShaderMapRef<VertexShaderType> VertexShader(Context.GetShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetVS(Context);
|
|
PixelShader->SetPS(Context);
|
|
}
|
|
|
|
template <uint32 ConfigIndex>
|
|
static inline void SetShaderTempl(const FRenderingCompositePassContext& Context, bool bDoEyeAdaptation)
|
|
{
|
|
if (bDoEyeAdaptation)
|
|
{
|
|
SetShaderTempl<ConfigIndex, true>(Context);
|
|
}
|
|
else
|
|
{
|
|
SetShaderTempl<ConfigIndex, false>(Context);
|
|
}
|
|
}
|
|
}
|
|
|
|
static TAutoConsoleVariable<int32> CVarTonemapperOverride(
|
|
TEXT("r.Tonemapper.ConfigIndexOverride"),
|
|
-1,
|
|
TEXT("direct configindex override. Ignores all other tonemapper configuration cvars"),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
void FRCPassPostProcessTonemap::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
FIntRect SrcRect = View.ViewRect;
|
|
FIntRect DestRect = bDoScreenPercentageInTonemapper ? View.UnscaledViewRect : View.ViewRect;
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d GammaOnly=%d HandleScreenPercentage=%d %dx%d"),
|
|
ConfigIndexPC, bDoGammaOnly, bDoScreenPercentageInTonemapper, DestRect.Width(), DestRect.Height());
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
|
|
|
|
if (IsVulkanPlatform(ShaderPlatform))
|
|
{
|
|
//@HACK: needs to set the framebuffer to clear/ignore in vulkan (doesn't support RHIClear)
|
|
// Clearing for letterbox mode. We could ENoAction if View.ViewRect == RT dims.
|
|
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
|
|
FRHISetRenderTargetsInfo Info(1, &ColorView, FRHIDepthRenderTargetView());
|
|
Context.RHICmdList.SetRenderTargetsAndClear(Info);
|
|
}
|
|
else
|
|
{
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef(), ESimpleRenderTargetMode::EUninitializedColorAndDepth);
|
|
|
|
if (Context.HasHmdMesh() && View.StereoPass == eSSP_LEFT_EYE)
|
|
{
|
|
// needed when using an hmd mesh instead of a full screen quad because we don't touch all of the pixels in the render target
|
|
Context.RHICmdList.ClearColorTexture(DestRenderTarget.TargetableTexture, FLinearColor::Black, FIntRect());
|
|
}
|
|
else if (ViewFamily.RenderTarget->GetRenderTargetTexture() != DestRenderTarget.TargetableTexture)
|
|
{
|
|
// needed to not have PostProcessAA leaking in content (e.g. Matinee black borders), is optimized away if possible (RT size=view size, )
|
|
Context.RHICmdList.ClearColorTexture(DestRenderTarget.TargetableTexture, FLinearColor::Black, DestRect);
|
|
}
|
|
}
|
|
|
|
Context.SetViewportAndCallRHI(DestRect, 0.0f, 1.0f );
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
const int32 ConfigOverride = CVarTonemapperOverride->GetInt();
|
|
const uint32 FinalConfigIndex = ConfigOverride == -1 ? ConfigIndexPC : (int32)ConfigOverride;
|
|
switch (FinalConfigIndex)
|
|
{
|
|
using namespace PostProcessTonemapUtil;
|
|
case 0: SetShaderTempl<0>(Context, bDoEyeAdaptation); break;
|
|
case 1: SetShaderTempl<1>(Context, bDoEyeAdaptation); break;
|
|
case 2: SetShaderTempl<2>(Context, bDoEyeAdaptation); break;
|
|
case 3: SetShaderTempl<3>(Context, bDoEyeAdaptation); break;
|
|
case 4: SetShaderTempl<4>(Context, bDoEyeAdaptation); break;
|
|
case 5: SetShaderTempl<5>(Context, bDoEyeAdaptation); break;
|
|
case 6: SetShaderTempl<6>(Context, bDoEyeAdaptation); break;
|
|
case 7: SetShaderTempl<7>(Context, bDoEyeAdaptation); break;
|
|
case 8: SetShaderTempl<8>(Context, bDoEyeAdaptation); break;
|
|
case 9: SetShaderTempl<9>(Context, bDoEyeAdaptation); break;
|
|
case 10: SetShaderTempl<10>(Context, bDoEyeAdaptation); break;
|
|
case 11: SetShaderTempl<11>(Context, bDoEyeAdaptation); break;
|
|
case 12: SetShaderTempl<12>(Context, bDoEyeAdaptation); break;
|
|
case 13: SetShaderTempl<13>(Context, bDoEyeAdaptation); break;
|
|
case 14: SetShaderTempl<14>(Context, bDoEyeAdaptation); break;
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
|
|
|
|
FShader* VertexShader;
|
|
if (bDoEyeAdaptation)
|
|
{
|
|
// Use the vertex shader that passes on eye-adaptation values to the pixel shader
|
|
TShaderMapRef<TPostProcessTonemapVS<true>> VertexShaderMapRef(Context.GetShaderMap());
|
|
VertexShader = *VertexShaderMapRef;
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TPostProcessTonemapVS<false>> VertexShaderMapRef(Context.GetShaderMap());
|
|
VertexShader = *VertexShaderMapRef;
|
|
}
|
|
|
|
DrawPostProcessPass(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
DestRect.Width(), DestRect.Height(),
|
|
View.ViewRect.Min.X, View.ViewRect.Min.Y,
|
|
View.ViewRect.Width(), View.ViewRect.Height(),
|
|
DestRect.Size(),
|
|
SceneContext.GetBufferSizeXY(),
|
|
VertexShader,
|
|
View.StereoPass,
|
|
Context.HasHmdMesh(),
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
|
|
// We only release the SceneColor after the last view was processed (SplitScreen)
|
|
if(Context.View.Family->Views[Context.View.Family->Views.Num() - 1] == &Context.View && !GIsEditor)
|
|
{
|
|
// The RT should be released as early as possible to allow sharing of that memory for other purposes.
|
|
// This becomes even more important with some limited VRam (XBoxOne).
|
|
SceneContext.SetSceneColor(0);
|
|
}
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessTonemap::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
// RGB is the color in LDR, A is the luminance for PostprocessAA
|
|
Ret.Format = bHDROutput ? GRHIHDRDisplayOutputFormat : PF_B8G8R8A8;
|
|
Ret.DebugName = TEXT("Tonemap");
|
|
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ES2 version
|
|
|
|
/**
|
|
* Encapsulates the post processing tonemapper pixel shader.
|
|
*/
|
|
template<uint32 ConfigIndex>
|
|
class FPostProcessTonemapPS_ES2 : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessTonemapPS_ES2, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
const uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
|
|
|
|
// Only cache for ES2/3.1 shader platforms, and only compile 32bpp shaders for Android or PC emulation
|
|
return IsMobilePlatform(Platform) &&
|
|
(!TonemapperIsDefined(ConfigBitmask, Tonemapper32BPPHDR) || Platform == SP_OPENGL_ES2_ANDROID || (IsES2Platform(Platform) && IsPCPlatform(Platform)));
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
|
|
const uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
|
|
|
|
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
|
|
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
|
|
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
|
|
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
|
|
OutEnvironment.SetDefine(TEXT("USE_32BPP_HDR"), TonemapperIsDefined(ConfigBitmask, Tonemapper32BPPHDR));
|
|
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
|
|
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
|
|
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
|
|
OutEnvironment.SetDefine(TEXT("USE_LIGHT_SHAFTS"), TonemapperIsDefined(ConfigBitmask, TonemapperLightShafts));
|
|
OutEnvironment.SetDefine(TEXT("USE_DOF"), TonemapperIsDefined(ConfigBitmask, TonemapperDOF));
|
|
OutEnvironment.SetDefine(TEXT("USE_MSAA"), TonemapperIsDefined(ConfigBitmask, TonemapperMsaa));
|
|
|
|
//Need to hack in exposure scale for < SM5
|
|
OutEnvironment.SetDefine(TEXT("NO_EYEADAPTATION_EXPOSURE_FIX"), 1);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessTonemapPS_ES2() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter ColorScale0;
|
|
FShaderParameter ColorScale1;
|
|
FShaderParameter TexScale;
|
|
FShaderParameter GrainScaleBiasJitter;
|
|
FShaderParameter InverseGamma;
|
|
FShaderParameter TonemapperParams;
|
|
|
|
FShaderParameter ColorMatrixR_ColorCurveCd1;
|
|
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
|
|
FShaderParameter ColorMatrixB_ColorCurveCm2;
|
|
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
|
|
FShaderParameter ColorCurve_Ch1_Ch2;
|
|
FShaderParameter ColorShadow_Luma;
|
|
FShaderParameter ColorShadow_Tint1;
|
|
FShaderParameter ColorShadow_Tint2;
|
|
|
|
FShaderParameter OverlayColor;
|
|
FShaderParameter FringeIntensity;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessTonemapPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
|
|
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
|
|
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
|
|
TonemapperParams.Bind(Initializer.ParameterMap, TEXT("TonemapperParams"));
|
|
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
|
|
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
|
|
|
|
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
|
|
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
|
|
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
|
|
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
|
|
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
|
|
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
|
|
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
|
|
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
|
|
|
|
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
|
|
FringeIntensity.Bind(Initializer.ParameterMap, TEXT("FringeIntensity"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma
|
|
<< TexScale << GrainScaleBiasJitter << TonemapperParams
|
|
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
|
|
<< OverlayColor
|
|
<< FringeIntensity;
|
|
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetPS(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
|
|
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
const uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
|
|
|
|
if (TonemapperIsDefined(ConfigBitmask, Tonemapper32BPPHDR) && IsMobileHDRMosaic())
|
|
{
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
|
|
}
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, FringeIntensity, fabsf(Settings.SceneFringeIntensity) * 0.01f); // Interpreted as [0-1] percentage
|
|
|
|
{
|
|
FLinearColor Col = Settings.SceneColorTint;
|
|
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
|
|
}
|
|
|
|
{
|
|
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
|
|
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
|
|
}
|
|
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
|
|
|
|
// we assume the this pass runs in 1:1 pixel
|
|
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
|
|
}
|
|
|
|
{
|
|
float Sharpen = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f);
|
|
|
|
FVector2D Value(Settings.VignetteIntensity, Sharpen);
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TonemapperParams, Value);
|
|
}
|
|
|
|
FVector GrainValue;
|
|
GrainPostSettings(&GrainValue, &Settings);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
|
|
|
|
{
|
|
FVector InvDisplayGammaValue;
|
|
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
|
|
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
|
|
InvDisplayGammaValue.Z = 1.0; // Unused on mobile.
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
|
|
}
|
|
|
|
{
|
|
FVector4 Constants[8];
|
|
FilmPostSetConstants(Constants, TonemapperConfBitmaskMobile[ConfigIndex], &Context.View.FinalPostProcessSettings, true);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessTonemap");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainPS_ES2");
|
|
}
|
|
};
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION2(A) typedef FPostProcessTonemapPS_ES2<A> FPostProcessTonemapPS_ES2##A; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS_ES2##A, SF_Pixel);
|
|
|
|
VARIATION2(0) VARIATION2(1) VARIATION2(2) VARIATION2(3) VARIATION2(4) VARIATION2(5) VARIATION2(6) VARIATION2(7) VARIATION2(8) VARIATION2(9)
|
|
VARIATION2(10) VARIATION2(11) VARIATION2(12) VARIATION2(13) VARIATION2(14) VARIATION2(15) VARIATION2(16) VARIATION2(17) VARIATION2(18) VARIATION2(19)
|
|
VARIATION2(20) VARIATION2(21) VARIATION2(22) VARIATION2(23) VARIATION2(24) VARIATION2(25) VARIATION2(26) VARIATION2(27) VARIATION2(28) VARIATION2(29)
|
|
VARIATION2(30) VARIATION2(31) VARIATION2(32) VARIATION2(33) VARIATION2(34) VARIATION2(35) VARIATION2(36) VARIATION2(37) VARIATION2(38)
|
|
|
|
|
|
#undef VARIATION2
|
|
|
|
|
|
class FPostProcessTonemapVS_ES2 : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessTonemapVS_ES2,Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return !IsConsolePlatform(Platform);
|
|
}
|
|
|
|
FPostProcessTonemapVS_ES2() { }
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderResourceParameter EyeAdaptation;
|
|
FShaderParameter GrainRandomFull;
|
|
FShaderParameter FringeIntensity;
|
|
bool bUsedFramebufferFetch;
|
|
|
|
FPostProcessTonemapVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
GrainRandomFull.Bind(Initializer.ParameterMap, TEXT("GrainRandomFull"));
|
|
FringeIntensity.Bind(Initializer.ParameterMap, TEXT("FringeIntensity"));
|
|
}
|
|
|
|
void SetVS(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
FVector GrainRandomFullValue;
|
|
{
|
|
uint8 FrameIndexMod8 = 0;
|
|
if (Context.View.State)
|
|
{
|
|
FrameIndexMod8 = Context.View.State->GetFrameIndexMod8();
|
|
}
|
|
GrainRandomFromFrame(&GrainRandomFullValue, FrameIndexMod8);
|
|
}
|
|
|
|
// TODO: Don't use full on mobile with framebuffer fetch.
|
|
GrainRandomFullValue.Z = bUsedFramebufferFetch ? 0.0f : 1.0f;
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainRandomFull, GrainRandomFullValue);
|
|
|
|
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, FringeIntensity, fabsf(Settings.SceneFringeIntensity) * 0.01f); // Interpreted as [0-1] percentage
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << GrainRandomFull << FringeIntensity;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessTonemapVS_ES2,TEXT("PostProcessTonemap"),TEXT("MainVS_ES2"),SF_Vertex);
|
|
|
|
namespace PostProcessTonemap_ES2Util
|
|
{
|
|
// Template implementation supports unique static BoundShaderState for each permutation of Pixel Shaders
|
|
template <uint32 ConfigIndex>
|
|
static inline void SetShaderTemplES2(const FRenderingCompositePassContext& Context, bool bUsedFramebufferFetch)
|
|
{
|
|
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef<FPostProcessTonemapPS_ES2<ConfigIndex> > PixelShader(Context.GetShaderMap());
|
|
|
|
VertexShader->bUsedFramebufferFetch = bUsedFramebufferFetch;
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetVS(Context);
|
|
PixelShader->SetPS(Context);
|
|
}
|
|
}
|
|
|
|
|
|
FRCPassPostProcessTonemapES2::FRCPassPostProcessTonemapES2(const FViewInfo& View, FIntRect InViewRect, FIntPoint InDestSize, bool bInUsedFramebufferFetch)
|
|
:
|
|
ViewRect(InViewRect),
|
|
DestSize(InDestSize),
|
|
bUsedFramebufferFetch(bInUsedFramebufferFetch)
|
|
{
|
|
uint32 ConfigBitmask = TonemapperGenerateBitmaskMobile(&View, false);
|
|
ConfigIndexMobile = TonemapperFindLeastExpensive(TonemapperConfBitmaskMobile, sizeof(TonemapperConfBitmaskMobile)/4, TonemapperCostTab, ConfigBitmask);
|
|
}
|
|
|
|
void FRCPassPostProcessTonemapES2::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d%s"), ConfigIndexMobile, bUsedFramebufferFetch ? TEXT(" FramebufferFetch=0") : TEXT("FramebufferFetch=1"));
|
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
const FPooledRenderTargetDesc& OutputDesc = PassOutputs[0].RenderTargetDesc;
|
|
|
|
FIntRect SrcRect = ViewRect;
|
|
// no upscale if separate ren target is used.
|
|
FIntRect DestRect = (ViewFamily.bUseSeparateRenderTarget) ? ViewRect : View.UnscaledViewRect; // Simple upscaling, ES2 post process does not currently have a specific upscaling pass.
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DstSize = OutputDesc.Extent;
|
|
|
|
// Set the view family's render target/viewport.
|
|
//@todo Ronin find a way to use the same codepath for all platforms.
|
|
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
|
|
if (IsVulkanMobilePlatform(ShaderPlatform))
|
|
{
|
|
//@HACK: gets around an uneccessary load in Vulkan. NOT FOR MAIN as it'll probably kill GearVR
|
|
//@HACK: needs to set the framebuffer to clear/ignore in vulkan (doesn't support RHIClear)
|
|
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
|
|
FRHISetRenderTargetsInfo Info(1, &ColorView, FRHIDepthRenderTargetView());
|
|
Context.RHICmdList.SetRenderTargetsAndClear(Info);
|
|
}
|
|
else
|
|
{
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());
|
|
// clear target when processing first view in case of splitscreen
|
|
const bool bFirstView = (&View == View.Family->Views[0]);
|
|
|
|
// Full clear to avoid restore
|
|
if ((View.StereoPass == eSSP_FULL && bFirstView) || View.StereoPass == eSSP_LEFT_EYE)
|
|
{
|
|
Context.RHICmdList.ClearColorTexture(DestRenderTarget.TargetableTexture, FLinearColor::Black, FIntRect());
|
|
}
|
|
}
|
|
|
|
Context.SetViewportAndCallRHI(DestRect);
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
const int32 ConfigOverride = CVarTonemapperOverride->GetInt();
|
|
const uint32 FinalConfigIndex = ConfigOverride == -1 ? ConfigIndexMobile : (int32)ConfigOverride;
|
|
|
|
switch(FinalConfigIndex)
|
|
{
|
|
using namespace PostProcessTonemap_ES2Util;
|
|
case 0: SetShaderTemplES2<0>(Context, bUsedFramebufferFetch); break;
|
|
case 1: SetShaderTemplES2<1>(Context, bUsedFramebufferFetch); break;
|
|
case 2: SetShaderTemplES2<2>(Context, bUsedFramebufferFetch); break;
|
|
case 3: SetShaderTemplES2<3>(Context, bUsedFramebufferFetch); break;
|
|
case 4: SetShaderTemplES2<4>(Context, bUsedFramebufferFetch); break;
|
|
case 5: SetShaderTemplES2<5>(Context, bUsedFramebufferFetch); break;
|
|
case 6: SetShaderTemplES2<6>(Context, bUsedFramebufferFetch); break;
|
|
case 7: SetShaderTemplES2<7>(Context, bUsedFramebufferFetch); break;
|
|
case 8: SetShaderTemplES2<8>(Context, bUsedFramebufferFetch); break;
|
|
case 9: SetShaderTemplES2<9>(Context, bUsedFramebufferFetch); break;
|
|
case 10: SetShaderTemplES2<10>(Context, bUsedFramebufferFetch); break;
|
|
case 11: SetShaderTemplES2<11>(Context, bUsedFramebufferFetch); break;
|
|
case 12: SetShaderTemplES2<12>(Context, bUsedFramebufferFetch); break;
|
|
case 13: SetShaderTemplES2<13>(Context, bUsedFramebufferFetch); break;
|
|
case 14: SetShaderTemplES2<14>(Context, bUsedFramebufferFetch); break;
|
|
case 15: SetShaderTemplES2<15>(Context, bUsedFramebufferFetch); break;
|
|
case 16: SetShaderTemplES2<16>(Context, bUsedFramebufferFetch); break;
|
|
case 17: SetShaderTemplES2<17>(Context, bUsedFramebufferFetch); break;
|
|
case 18: SetShaderTemplES2<18>(Context, bUsedFramebufferFetch); break;
|
|
case 19: SetShaderTemplES2<19>(Context, bUsedFramebufferFetch); break;
|
|
case 20: SetShaderTemplES2<20>(Context, bUsedFramebufferFetch); break;
|
|
case 21: SetShaderTemplES2<21>(Context, bUsedFramebufferFetch); break;
|
|
case 22: SetShaderTemplES2<22>(Context, bUsedFramebufferFetch); break;
|
|
case 23: SetShaderTemplES2<23>(Context, bUsedFramebufferFetch); break;
|
|
case 24: SetShaderTemplES2<24>(Context, bUsedFramebufferFetch); break;
|
|
case 25: SetShaderTemplES2<25>(Context, bUsedFramebufferFetch); break;
|
|
case 26: SetShaderTemplES2<26>(Context, bUsedFramebufferFetch); break;
|
|
case 27: SetShaderTemplES2<27>(Context, bUsedFramebufferFetch); break;
|
|
case 28: SetShaderTemplES2<28>(Context, bUsedFramebufferFetch); break;
|
|
case 29: SetShaderTemplES2<29>(Context, bUsedFramebufferFetch); break;
|
|
case 30: SetShaderTemplES2<30>(Context, bUsedFramebufferFetch); break;
|
|
case 31: SetShaderTemplES2<31>(Context, bUsedFramebufferFetch); break;
|
|
case 32: SetShaderTemplES2<32>(Context, bUsedFramebufferFetch); break;
|
|
case 33: SetShaderTemplES2<33>(Context, bUsedFramebufferFetch); break;
|
|
case 34: SetShaderTemplES2<34>(Context, bUsedFramebufferFetch); break;
|
|
case 35: SetShaderTemplES2<35>(Context, bUsedFramebufferFetch); break;
|
|
case 36: SetShaderTemplES2<36>(Context, bUsedFramebufferFetch); break;
|
|
case 37: SetShaderTemplES2<37>(Context, bUsedFramebufferFetch); break;
|
|
case 38: SetShaderTemplES2<38>(Context, bUsedFramebufferFetch); break;
|
|
default:
|
|
check(0);
|
|
}
|
|
|
|
// Draw a quad mapping scene color to the view's render target
|
|
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
|
|
|
|
DrawRectangle(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
DstSize.X, DstSize.Y,
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
DstSize,
|
|
SrcSize,
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessTonemapES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.Format = PF_B8G8R8A8;
|
|
Ret.DebugName = TEXT("Tonemap");
|
|
Ret.Extent = DestSize;
|
|
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
|
|
|
|
return Ret;
|
|
}
|