Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessMotionBlur.cpp
rolando caloca 83c57c2a0f UE4.23 - Deprecate FUniformBufferRHIParamRef, FIndexBufferRHIParamRef, FVertexBufferRHIParamRef, FStructuredBufferRHIParamRef, FTextureRHIParamRef, FTexture2DRHIParamRef, FTexture2DArrayRHIParamRef, FTexture3DRHIParamRef, FTextureCubeRHIParamRef
#rb none
#jira UE-76364

#ROBOMERGE-SOURCE: CL 7046967 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)

[CL 7047009 by rolando caloca in Main branch]
2019-06-17 13:39:07 -04:00

959 lines
36 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessMotionBlur.h"
#include "StaticBoundShaderState.h"
#include "CanvasTypes.h"
#include "RenderTargetTemp.h"
#include "SceneUtils.h"
#include "SceneRenderTargetParameters.h"
#include "ScenePrivate.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/PostProcessing.h"
#include "CompositionLighting/PostProcessAmbientOcclusion.h"
#include "DeferredShadingRenderer.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
#include "SpriteIndexBuffer.h"
namespace
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
TAutoConsoleVariable<int32> CVarMotionBlurFiltering(
TEXT("r.MotionBlurFiltering"),
0,
TEXT("Useful developer variable\n")
TEXT("0: off (default, expected by the shader for better quality)\n")
TEXT("1: on"),
ECVF_Cheat | ECVF_RenderThreadSafe);
#endif
TAutoConsoleVariable<float> CVarMotionBlur2ndScale(
TEXT("r.MotionBlur2ndScale"),
1.0f,
TEXT(""),
ECVF_Cheat | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarMotionBlurScatter(
TEXT("r.MotionBlurScatter"),
0,
TEXT("Forces scatter based max velocity method (slower)."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
TEXT("r.MotionBlurSeparable"),
0,
TEXT("Adds a second motion blur pass that smooths noise for a higher quality blur."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarMotionBlurPreferCompute(
TEXT("r.MotionBlur.PreferCompute"),
0,
TEXT("Will use compute shaders for motion blur pass."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarAllowMotionBlurInVR(
TEXT("vr.AllowMotionBlurInVR"),
0,
TEXT("For projects with motion blur enabled, this allows motion blur to be enabled even while in VR."));
FMatrix GetPreviousWorldToClipMatrix(const FViewInfo& View)
{
if (View.Family->EngineShowFlags.CameraInterpolation)
{
// Instead of finding the world space position of the current pixel, calculate the world space position offset by the camera position,
// then translate by the difference between last frame's camera position and this frame's camera position,
// then apply the rest of the transforms. This effectively avoids precision issues near the extents of large levels whose world space position is very large.
FVector ViewOriginDelta = View.ViewMatrices.GetViewOrigin() - View.PrevViewInfo.ViewMatrices.GetViewOrigin();
return FTranslationMatrix(ViewOriginDelta) * View.PrevViewInfo.ViewMatrices.ComputeViewRotationProjectionMatrix();
}
else
{
return View.ViewMatrices.ComputeViewRotationProjectionMatrix();
}
}
int32 GetMotionBlurQualityFromCVar()
{
int32 MotionBlurQuality;
static const auto ICVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurQuality"));
MotionBlurQuality = FMath::Clamp(ICVar->GetValueOnRenderThread(), 0, 4);
return MotionBlurQuality;
}
}
const int32 kMotionBlurTileSize = 16;
const int32 kMotionBlurComputeTileSizeX = 8;
const int32 kMotionBlurComputeTileSizeY = 8;
bool IsMotionBlurEnabled(const FViewInfo& View)
{
if (View.GetFeatureLevel() < ERHIFeatureLevel::SM5)
{
return false;
}
const int32 MotionBlurQuality = GetMotionBlurQualityFromCVar();
const FSceneViewFamily& ViewFamily = *View.Family;
return ViewFamily.EngineShowFlags.PostProcessing
&& ViewFamily.EngineShowFlags.MotionBlur
&& View.FinalPostProcessSettings.MotionBlurAmount > 0.001f
&& View.FinalPostProcessSettings.MotionBlurMax > 0.001f
&& ViewFamily.bRealtimeUpdate
&& MotionBlurQuality > 0
&& !IsSimpleForwardShadingEnabled(GShaderPlatformForFeatureLevel[View.GetFeatureLevel()])
&& (CVarAllowMotionBlurInVR->GetInt() != 0 || !(ViewFamily.Views.Num() > 1));
}
bool IsMotionBlurScatterRequired(const FViewInfo& View, const FScreenPassTextureViewport& SceneViewport)
{
const FSceneViewState* ViewState = View.ViewState;
const float SceneExtentX = SceneViewport.Extent.X;
// Normalize percentage value.
const float VelocityMax = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
// Scale by 0.5 due to blur samples going both ways and convert to tiles.
const float VelocityMaxInTiles = VelocityMax * SceneExtentX * (0.5f / 16.0f);
// Compute path only supports the immediate neighborhood of tiles.
const float TileDistanceMaxGathered = 3.0f;
// Scatter is used when maximum velocity exceeds the distance supported by the gather approach.
const bool bIsScatterRequiredByVelocityLength = VelocityMaxInTiles > TileDistanceMaxGathered;
// Cinematic is paused.
const bool bInPausedCinematic = (ViewState && ViewState->SequencerState == ESS_Paused);
// Use the scatter approach if requested by cvar or we're in a paused cinematic (higher quality).
const bool bIsScatterRequiredByUser = CVarMotionBlurScatter.GetValueOnRenderThread() == 1 || bInPausedCinematic;
return bIsScatterRequiredByUser || bIsScatterRequiredByVelocityLength;
}
FIntPoint GetMotionBlurTileCount(FIntPoint PixelExtent)
{
const uint32 TilesX = FMath::DivideAndRoundUp(PixelExtent.X, kMotionBlurTileSize);
const uint32 TilesY = FMath::DivideAndRoundUp(PixelExtent.Y, kMotionBlurTileSize);
return FIntPoint(TilesX, TilesY);
}
EMotionBlurQuality GetMotionBlurQuality()
{
// Quality levels begin at 1. 0 is reserved for 'off'.
const int32 Quality = FMath::Clamp(GetMotionBlurQualityFromCVar(), 1, static_cast<int32>(EMotionBlurQuality::MAX));
return static_cast<EMotionBlurQuality>(Quality - 1);
}
FRHISamplerState* GetMotionBlurColorSampler()
{
bool bFiltered = false;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (bFiltered)
{
return TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
else
{
return TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
}
FRHISamplerState* GetMotionBlurVelocitySampler()
{
return TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
// Set of common shader parameters shared by all motion blur shaders.
BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurParameters, )
SHADER_PARAMETER(float, AspectRatio)
SHADER_PARAMETER(float, VelocityScale)
SHADER_PARAMETER(float, VelocityScaleForTiles)
SHADER_PARAMETER(float, VelocityMax)
END_SHADER_PARAMETER_STRUCT()
FMotionBlurParameters GetMotionBlurParameters(const FViewInfo& View, FIntPoint SceneViewportExtent, float BlurScale)
{
const FSceneViewState* ViewState = View.ViewState;
const float TileSize = kMotionBlurTileSize;
const float SceneViewportExtentX = SceneViewportExtent.X;
const float SceneViewportExtentY = SceneViewportExtent.Y;
const float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;
// Scale by 0.5 due to blur samples going both ways.
const float VelocityScale = MotionBlurTimeScale * View.FinalPostProcessSettings.MotionBlurAmount * 0.5f;
const float VelocityUVToPixel = BlurScale * SceneViewportExtentX * 0.5f;
// 0:no 1:full screen width, percent conversion
const float UVVelocityMax = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
FMotionBlurParameters MotionBlurParameters;
MotionBlurParameters.AspectRatio = SceneViewportExtentY / SceneViewportExtentX;
MotionBlurParameters.VelocityScale = VelocityUVToPixel * VelocityScale;
MotionBlurParameters.VelocityScaleForTiles = MotionBlurParameters.VelocityScale / TileSize;
MotionBlurParameters.VelocityMax = FMath::Abs(VelocityUVToPixel) * UVVelocityMax;
return MotionBlurParameters;
}
// Base class for a motion blur / velocity shader.
class FMotionBlurShader : public FGlobalShader
{
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
FMotionBlurShader() = default;
FMotionBlurShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{}
};
class FMotionBlurVelocityFlattenCS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurVelocityFlattenCS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityFlattenCS, FMotionBlurShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityFlatTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityTileTexture)
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityFlattenCS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityFlattenMain", SF_Compute);
BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurVelocityDilateParameters, )
SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, VelocityTile)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTileTexture)
END_SHADER_PARAMETER_STRUCT()
class FMotionBlurVelocityDilateGatherCS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateGatherCS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateGatherCS, FMotionBlurShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurVelocityDilateParameters, Dilate)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutVelocityTileTexture)
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateGatherCS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityGatherCS", SF_Compute);
enum class EMotionBlurVelocityScatterPass : uint32
{
DrawMin,
DrawMax,
MAX
};
BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterParameters, )
SHADER_PARAMETER(uint32, ScatterPass)
SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurVelocityDilateParameters, Dilate)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FMotionBlurVelocityDilateScatterVS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterVS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterVS, FMotionBlurShader);
using FParameters = FMotionBlurVelocityDilateScatterParameters;
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterVS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityScatterVS", SF_Vertex);
class FMotionBlurVelocityDilateScatterPS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterPS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurVelocityDilateScatterPS, FMotionBlurShader);
using FParameters = FMotionBlurVelocityDilateScatterParameters;
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurVelocityDilateScatterPS, "/Engine/Private/PostProcessVelocityFlatten.usf", "VelocityScatterPS", SF_Pixel);
class FMotionBlurQualityDimension : SHADER_PERMUTATION_ENUM_CLASS("MOTION_BLUR_QUALITY", EMotionBlurQuality);
using FMotionBlurFilterPermutationDomain = TShaderPermutationDomain<FMotionBlurQualityDimension>;
BEGIN_SHADER_PARAMETER_STRUCT(FMotionBlurFilterParameters, )
SHADER_PARAMETER_STRUCT(FMotionBlurParameters, MotionBlur)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, VelocityTile)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportTransform, ColorToVelocity)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportTransform, ColorToVelocityTile)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityFlatTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTileTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, VelocitySampler)
SHADER_PARAMETER_SAMPLER(SamplerState, VelocityTileSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, VelocityFlatSampler)
END_SHADER_PARAMETER_STRUCT()
class FMotionBlurFilterPS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurFilterPS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurFilterPS, FMotionBlurShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurFilterParameters, Filter)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
using FPermutationDomain = FMotionBlurFilterPermutationDomain;
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurFilterPS, "/Engine/Private/PostProcessMotionBlur.usf", "MainPS", SF_Pixel);
class FMotionBlurFilterCS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurFilterCS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurFilterCS, FMotionBlurShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FMotionBlurFilterParameters, Filter)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, OutColorTexture)
END_SHADER_PARAMETER_STRUCT()
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), kMotionBlurComputeTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), kMotionBlurComputeTileSizeY);
}
using FPermutationDomain = FMotionBlurFilterPermutationDomain;
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurFilterCS, "/Engine/Private/PostProcessMotionBlur.usf", "MainCS", SF_Compute);
class FMotionBlurVisualizePS : public FMotionBlurShader
{
public:
DECLARE_GLOBAL_SHADER(FMotionBlurVisualizePS);
SHADER_USE_PARAMETER_STRUCT(FMotionBlurVisualizePS, FMotionBlurShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FMatrix, WorldToClipPrev)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VelocityTexture)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Velocity)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportTransform, ColorToVelocity)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, VelocitySampler)
SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
};
IMPLEMENT_GLOBAL_SHADER(FMotionBlurVisualizePS, "/Engine/Private/PostProcessMotionBlur.usf", "VisualizeMotionBlurPS", SF_Pixel);
TGlobalResource<FSpriteIndexBuffer<8>> GScatterQuadIndexBuffer;
enum class EMotionBlurFilterPass : uint32
{
Separable0,
Separable1,
Unified,
MAX
};
struct FMotionBlurViewports
{
FMotionBlurViewports(
const FScreenPassTextureViewport& InColorViewport,
const FScreenPassTextureViewport& InVelocityViewport)
{
Color = InColorViewport;
Velocity = InVelocityViewport;
VelocityTile = FScreenPassTextureViewport(
FIntRect(
FIntPoint::ZeroValue,
GetMotionBlurTileCount(Velocity.Rect.Size())));
ColorParameters = GetScreenPassTextureViewportParameters(Color);
VelocityParameters = GetScreenPassTextureViewportParameters(Velocity);
VelocityTileParameters = GetScreenPassTextureViewportParameters(VelocityTile);
ColorToVelocityTransform = GetScreenPassTextureViewportTransform(ColorParameters, VelocityParameters);
ColorToVelocityTileTransform = GetScreenPassTextureViewportTransform(ColorParameters, VelocityTileParameters);
}
FScreenPassTextureViewport Color;
FScreenPassTextureViewport Velocity;
FScreenPassTextureViewport VelocityTile;
FScreenPassTextureViewportParameters ColorParameters;
FScreenPassTextureViewportParameters VelocityParameters;
FScreenPassTextureViewportParameters VelocityTileParameters;
FScreenPassTextureViewportTransform ColorToVelocityTransform;
FScreenPassTextureViewportTransform ColorToVelocityTileTransform;
};
void ComputeMotionBlurVelocity(
FRDGBuilder& GraphBuilder,
const FScreenPassViewInfo& ScreenPassView,
const FMotionBlurViewports& Viewports,
FRDGTextureRef ColorTexture,
FRDGTextureRef DepthTexture,
FRDGTextureRef VelocityTexture,
FRDGTextureRef* VelocityFlatTextureOutput,
FRDGTextureRef* VelocityTileTextureOutput)
{
check(ColorTexture);
check(DepthTexture);
check(VelocityTexture);
check(VelocityFlatTextureOutput);
check(VelocityTileTextureOutput);
const FViewInfo& View = ScreenPassView.View;
const FIntPoint VelocityTileCount = Viewports.VelocityTile.Extent;
FRDGTextureRef VelocityFlatTexture =
GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2DDesc(
Viewports.Velocity.Extent,
PF_FloatR11G11B10,
FClearValueBinding::None,
GFastVRamConfig.VelocityFlat,
TexCreate_ShaderResource | TexCreate_UAV,
false),
TEXT("VelocityFlat"));
FRDGTextureRef VelocityTileTextureSetup =
GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2DDesc(
VelocityTileCount,
PF_FloatRGBA,
FClearValueBinding::None,
GFastVRamConfig.VelocityMax,
TexCreate_ShaderResource | TexCreate_UAV,
false),
TEXT("VelocityTile"));
const FMotionBlurParameters MotionBlurParametersNoScale = GetMotionBlurParameters(View, Viewports.Color.Extent, 1.0f);
// Velocity flatten pass: combines depth / velocity into a single target for sampling efficiency.
{
FMotionBlurVelocityFlattenCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityFlattenCS::FParameters>();
PassParameters->MotionBlur = MotionBlurParametersNoScale;
PassParameters->View = View.ViewUniformBuffer;
PassParameters->Velocity = Viewports.VelocityParameters;
PassParameters->DepthTexture = DepthTexture;
PassParameters->VelocityTexture = VelocityTexture;
PassParameters->OutVelocityFlatTexture = GraphBuilder.CreateUAV(VelocityFlatTexture);
PassParameters->OutVelocityTileTexture = GraphBuilder.CreateUAV(VelocityTileTextureSetup);
TShaderMapRef<FMotionBlurVelocityFlattenCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Velocity Flatten"),
*ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(Viewports.Velocity.Extent, FComputeShaderUtils::kGolden2DGroupSize));
}
FRDGTextureRef VelocityTileTexture =
GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2DDesc(
VelocityTileCount,
PF_FloatRGBA,
FClearValueBinding::None,
GFastVRamConfig.MotionBlur,
TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable,
false),
TEXT("DilatedVelocityTile"));
FMotionBlurVelocityDilateParameters VelocityDilateParameters;
VelocityDilateParameters.MotionBlur = MotionBlurParametersNoScale;
VelocityDilateParameters.VelocityTile = Viewports.VelocityTileParameters;
VelocityDilateParameters.VelocityTileTexture = VelocityTileTextureSetup;
if (IsMotionBlurScatterRequired(View, Viewports.Color))
{
FRDGTextureRef VelocityTileDepthTexture =
GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2DDesc(
VelocityTileCount,
PF_ShadowDepth,
FClearValueBinding::DepthOne,
TexCreate_None,
TexCreate_DepthStencilTargetable,
false),
TEXT("DilatedVelocityDepth"));
FMotionBlurVelocityDilateScatterParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityDilateScatterParameters>();
PassParameters->Dilate = VelocityDilateParameters;
PassParameters->RenderTargets.DepthStencil =
FDepthStencilBinding(
VelocityTileDepthTexture,
ERenderTargetLoadAction::ENoAction,
ERenderTargetStoreAction::EStore,
ERenderTargetLoadAction::ENoAction,
ERenderTargetStoreAction::ENoAction,
FExclusiveDepthStencil::DepthWrite_StencilNop);
PassParameters->RenderTargets[0] =
FRenderTargetBinding(
VelocityTileTexture,
ERenderTargetLoadAction::ENoAction,
ERenderTargetStoreAction::EStore);
TShaderMapRef<FMotionBlurVelocityDilateScatterVS> VertexShader(View.ShaderMap);
TShaderMapRef<FMotionBlurVelocityDilateScatterPS> PixelShader(View.ShaderMap);
ValidateShaderParameters(*VertexShader, *PassParameters);
ValidateShaderParameters(*PixelShader, *PassParameters);
GraphBuilder.AddPass(
RDG_EVENT_NAME("VelocityTileScatter %dx%d", VelocityTileCount.X, VelocityTileCount.Y),
PassParameters,
ERenderGraphPassFlags::None,
[VertexShader, PixelShader, VelocityTileCount, PassParameters](FRHICommandListImmediate& RHICmdList)
{
FRHIVertexShader* RHIVertexShader = GETSAFERHISHADER_VERTEX(*VertexShader);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GEmptyVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = RHIVertexShader;
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
// Max >= Min so no need to clear on second pass
RHICmdList.SetViewport(0, 0, 0.0f, VelocityTileCount.X, VelocityTileCount.Y, 1.0f);
// Min, Max
for (uint32 ScatterPassIndex = 0; ScatterPassIndex < static_cast<uint32>(EMotionBlurVelocityScatterPass::MAX); ScatterPassIndex++)
{
const EMotionBlurVelocityScatterPass ScatterPass = static_cast<EMotionBlurVelocityScatterPass>(ScatterPassIndex);
if (ScatterPass == EMotionBlurVelocityScatterPass::DrawMin)
{
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_RGBA>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Less>::GetRHI();
}
else
{
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask<CW_BA>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<true, CF_Greater>::GetRHI();
}
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
PassParameters->ScatterPass = ScatterPassIndex;
SetShaderParameters(RHICmdList, *VertexShader, RHIVertexShader, *PassParameters);
// Needs to be the same on shader side (faster on NVIDIA and AMD)
const int32 QuadsPerInstance = 8;
RHICmdList.SetStreamSource(0, nullptr, 0);
RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(VelocityTileCount.X * VelocityTileCount.Y, QuadsPerInstance));
}
});
}
else
{
FMotionBlurVelocityDilateGatherCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVelocityDilateGatherCS::FParameters>();
PassParameters->Dilate = VelocityDilateParameters;
PassParameters->OutVelocityTileTexture = GraphBuilder.CreateUAV(VelocityTileTexture);
TShaderMapRef<FMotionBlurVelocityDilateGatherCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("VelocityTileGatherCS %dx%d", VelocityTileCount.X, VelocityTileCount.Y),
*ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(VelocityTileCount, FComputeShaderUtils::kGolden2DGroupSize));
}
*VelocityFlatTextureOutput = VelocityFlatTexture;
*VelocityTileTextureOutput = VelocityTileTexture;
}
FRDGTextureRef ComputeMotionBlurFilter(
FRDGBuilder& GraphBuilder,
const FScreenPassViewInfo& ScreenPassView,
const FMotionBlurViewports& Viewports,
FRDGTextureRef ColorTexture,
FRDGTextureRef VelocityFlatTexture,
FRDGTextureRef VelocityTileTexture,
EMotionBlurFilterPass MotionBlurFilterPass,
EMotionBlurQuality MotionBlurQuality)
{
check(ColorTexture);
check(VelocityFlatTexture);
check(VelocityTileTexture);
check(MotionBlurFilterPass != EMotionBlurFilterPass::MAX);
check(MotionBlurQuality != EMotionBlurQuality::MAX);
const FViewInfo& View = ScreenPassView.View;
const float MotionBlur2ndScale = CVarMotionBlur2ndScale.GetValueOnRenderThread();
const bool bUseCompute = ScreenPassView.bUseComputePasses;
const float BlurScaleLUT[static_cast<uint32>(EMotionBlurFilterPass::MAX)][static_cast<uint32>(EMotionBlurQuality::MAX)] =
{
// Separable0
{
1.0f - 0.5f / 4.0f,
1.0f - 0.5f / 6.0f,
1.0f - 0.5f / 8.0f,
1.0f - 0.5f / 16.0f
},
// Separable1
{
1.0f / 4.0f * MotionBlur2ndScale,
1.0f / 6.0f * MotionBlur2ndScale,
1.0f / 8.0f * MotionBlur2ndScale,
1.0f / 16.0f * MotionBlur2ndScale
},
// Unified
{
1.0f,
1.0f,
1.0f,
1.0f
}
};
const float BlurScale = BlurScaleLUT[static_cast<uint32>(MotionBlurFilterPass)][static_cast<uint32>(MotionBlurQuality)];
FMotionBlurFilterParameters MotionBlurFilterParameters;
MotionBlurFilterParameters.MotionBlur = GetMotionBlurParameters(View, Viewports.Color.Extent, BlurScale);
MotionBlurFilterParameters.Color = Viewports.ColorParameters;
MotionBlurFilterParameters.Velocity = Viewports.VelocityParameters;
MotionBlurFilterParameters.VelocityTile = Viewports.VelocityTileParameters;
MotionBlurFilterParameters.ColorToVelocity = Viewports.ColorToVelocityTransform;
MotionBlurFilterParameters.ColorToVelocityTile = Viewports.ColorToVelocityTileTransform;
MotionBlurFilterParameters.ColorTexture = ColorTexture;
MotionBlurFilterParameters.VelocityFlatTexture = VelocityFlatTexture;
MotionBlurFilterParameters.VelocityTileTexture = VelocityTileTexture;
MotionBlurFilterParameters.ColorSampler = GetMotionBlurColorSampler();
MotionBlurFilterParameters.VelocitySampler = GetMotionBlurVelocitySampler();
MotionBlurFilterParameters.VelocityTileSampler = GetMotionBlurVelocitySampler();
MotionBlurFilterParameters.VelocityFlatSampler = GetMotionBlurVelocitySampler();
FRDGTextureDesc OutColorDesc = ColorTexture->Desc;
OutColorDesc.Reset();
OutColorDesc.TargetableFlags &= ~(TexCreate_RenderTargetable | TexCreate_UAV);
OutColorDesc.TargetableFlags |= bUseCompute ? TexCreate_UAV : TexCreate_RenderTargetable;
OutColorDesc.Flags |= GFastVRamConfig.MotionBlur;
OutColorDesc.AutoWritable = false;
OutColorDesc.Format = FPostProcessing::HasAlphaChannelSupport() ? PF_FloatRGBA : PF_FloatRGB;
FRDGTextureRef ColorTextureOutput = GraphBuilder.CreateTexture(OutColorDesc, TEXT("MotionBlur"));
FMotionBlurFilterPermutationDomain PermutationVector;
PermutationVector.Set<FMotionBlurQualityDimension>(MotionBlurQuality);
if (bUseCompute)
{
FMotionBlurFilterCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurFilterCS::FParameters>();
PassParameters->Filter = MotionBlurFilterParameters;
PassParameters->OutColorTexture = GraphBuilder.CreateUAV(ColorTextureOutput);
TShaderMapRef<FMotionBlurFilterCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Motion Blur %dx%d (CS)", Viewports.Color.Rect.Width(), Viewports.Color.Rect.Height()),
*ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(Viewports.Color.Extent, FComputeShaderUtils::kGolden2DGroupSize));
}
else
{
FMotionBlurFilterPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurFilterPS::FParameters>();
PassParameters->Filter = MotionBlurFilterParameters;
PassParameters->RenderTargets[0] = FRenderTargetBinding(ColorTextureOutput, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
TShaderMapRef<FMotionBlurFilterPS> PixelShader(View.ShaderMap, PermutationVector);
AddDrawScreenPass(
GraphBuilder,
RDG_EVENT_NAME("Motion Blur %dx%d (PS)", Viewports.Color.Rect.Width(), Viewports.Color.Rect.Height()),
ScreenPassView,
Viewports.Color,
Viewports.Color,
*PixelShader,
PassParameters);
}
return ColorTextureOutput;
}
FRDGTextureRef ComputeMotionBlur(
FRDGBuilder& GraphBuilder,
const FScreenPassViewInfo& ScreenPassView,
FIntRect ColorViewportRect,
FIntRect VelocityViewportRect,
FRDGTextureRef ColorTexture,
FRDGTextureRef DepthTexture,
FRDGTextureRef VelocityTexture)
{
check(ColorTexture);
check(DepthTexture);
check(VelocityTexture);
const FMotionBlurViewports Viewports(
FScreenPassTextureViewport(ColorViewportRect, ColorTexture),
FScreenPassTextureViewport(VelocityViewportRect, VelocityTexture));
FRDGTextureRef VelocityFlatTexture = nullptr;
FRDGTextureRef VelocityTileTexture = nullptr;
ComputeMotionBlurVelocity(
GraphBuilder,
ScreenPassView,
Viewports,
ColorTexture,
DepthTexture,
VelocityTexture,
&VelocityFlatTexture,
&VelocityTileTexture);
const EMotionBlurQuality MotionBlurQuality = GetMotionBlurQuality();
const bool bUseSeparableFilter = CVarMotionBlurSeparable.GetValueOnRenderThread() != 0;
if (bUseSeparableFilter)
{
FRDGTextureRef MotionBlurFilterTexture = ComputeMotionBlurFilter(
GraphBuilder,
ScreenPassView,
Viewports,
ColorTexture,
VelocityFlatTexture,
VelocityTileTexture,
EMotionBlurFilterPass::Separable0,
MotionBlurQuality);
return ComputeMotionBlurFilter(
GraphBuilder,
ScreenPassView,
Viewports,
MotionBlurFilterTexture,
VelocityFlatTexture,
VelocityTileTexture,
EMotionBlurFilterPass::Separable1,
MotionBlurQuality);
}
else
{
return ComputeMotionBlurFilter(
GraphBuilder,
ScreenPassView,
Viewports,
ColorTexture,
VelocityFlatTexture,
VelocityTileTexture,
EMotionBlurFilterPass::Unified,
MotionBlurQuality);
}
}
FRDGTextureRef VisualizeMotionBlur(
FRDGBuilder& GraphBuilder,
const FScreenPassViewInfo& ScreenPassView,
FIntRect ColorViewportRect,
FIntRect VelocityViewportRect,
FRDGTextureRef ColorTexture,
FRDGTextureRef DepthTexture,
FRDGTextureRef VelocityTexture)
{
check(ColorTexture);
check(DepthTexture);
check(VelocityTexture);
const FViewInfo& View = ScreenPassView.View;
const FScreenPassTextureViewport ColorViewport(ColorViewportRect, ColorTexture);
const FScreenPassTextureViewport VelocityViewport(VelocityViewportRect, VelocityTexture);
const FMotionBlurViewports Viewports(ColorViewport, VelocityViewport);
FRDGTextureRef ColorTextureOutput = GraphBuilder.CreateTexture(ColorTexture->Desc, TEXT("MotionBlurVisualize"));
FMotionBlurVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMotionBlurVisualizePS::FParameters>();
PassParameters->WorldToClipPrev = GetPreviousWorldToClipMatrix(View);
PassParameters->View = View.ViewUniformBuffer;
PassParameters->ColorTexture = ColorTexture;
PassParameters->DepthTexture = DepthTexture;
PassParameters->VelocityTexture = VelocityTexture;
PassParameters->Color = Viewports.ColorParameters;
PassParameters->Velocity = Viewports.VelocityParameters;
PassParameters->ColorToVelocity = Viewports.ColorToVelocityTransform;
PassParameters->ColorSampler = GetMotionBlurColorSampler();
PassParameters->VelocitySampler = GetMotionBlurVelocitySampler();
PassParameters->DepthSampler = GetMotionBlurVelocitySampler();
PassParameters->RenderTargets[0] = FRenderTargetBinding(ColorTextureOutput, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
TShaderMapRef<FMotionBlurVisualizePS> PixelShader(View.ShaderMap);
GraphBuilder.AddPass(
RDG_EVENT_NAME("MotionBlurVisualize"),
PassParameters,
ERenderGraphPassFlags::None,
[ScreenPassView, ColorTextureOutput, ColorViewport, PixelShader, PassParameters](FRHICommandListImmediate& RHICmdList)
{
DrawScreenPass(RHICmdList, ScreenPassView, ColorViewport, ColorViewport, *PixelShader, *PassParameters);
// Draw debug text.
{
const FViewInfo& LocalView = ScreenPassView.View;
const FSceneViewFamily& ViewFamily = *LocalView.Family;
FRenderTargetTemp TempRenderTarget(static_cast<FRHITexture2D*>(ColorTextureOutput->GetRHI()), ColorViewport.Extent);
FCanvas Canvas(&TempRenderTarget, nullptr, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, LocalView.GetFeatureLevel());
float X = 20;
float Y = 38;
const float YStep = 14;
const float ColumnWidth = 200;
FString Line;
Line = FString::Printf(TEXT("Visualize MotionBlur"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
static const auto MotionBlurDebugVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurDebug"));
const int32 MotionBlurDebug = MotionBlurDebugVar ? MotionBlurDebugVar->GetValueOnRenderThread() : 0;
Line = FString::Printf(TEXT("%d, %d"), ViewFamily.FrameNumber, MotionBlurDebug);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("FrameNo, r.MotionBlurDebug:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
static const auto VelocityTestVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VelocityTest"));
const int32 VelocityTest = VelocityTestVar ? VelocityTestVar->GetValueOnRenderThread() : 0;
extern bool IsParallelVelocity();
Line = FString::Printf(TEXT("%d, %d, %d"), ViewFamily.bWorldIsPaused, VelocityTest, IsParallelVelocity());
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Paused, r.VelocityTest, Parallel:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
const FScene* Scene = (const FScene*)LocalView.Family->Scene;
const FSceneViewState *SceneViewState = (const FSceneViewState*)LocalView.State;
Line = FString::Printf(TEXT("View=%.4x PrevView=%.4x"),
LocalView.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff,
LocalView.PrevViewInfo.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff);
Canvas.DrawShadowedString(X, Y += YStep, TEXT("ViewMatrix:"), GetStatsFont(), FLinearColor(1, 1, 0));
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
const bool bForce = false;
const bool bInsideRenderThread = true;
Canvas.Flush_RenderThread(RHICmdList, bForce, bInsideRenderThread);
}
});
return ColorTextureOutput;
}
//////////////////////////////////////////////////////////////////////////
//! Shim methods to hook into the legacy pipeline until the full RDG conversion is complete.
FRenderingCompositeOutputRef ComputeMotionBlurShim(
FRenderingCompositionGraph& Graph,
FRenderingCompositeOutputRef ColorInput,
FRenderingCompositeOutputRef DepthInput,
FRenderingCompositeOutputRef VelocityInput,
bool bVisualizeMotionBlur)
{
FRenderingCompositePass* MotionBlurPass = Graph.RegisterPass(new(FMemStack::Get()) TRCPassForRDG<3, 1>(
[bVisualizeMotionBlur](FRenderingCompositePass* Pass, FRenderingCompositePassContext& InContext)
{
FRDGBuilder GraphBuilder(InContext.RHICmdList);
FRDGTextureRef ColorTexture = Pass->CreateRDGTextureForRequiredInput(GraphBuilder, ePId_Input0, TEXT("SceneColor"));
FRDGTextureRef DepthTexture = Pass->CreateRDGTextureForRequiredInput(GraphBuilder, ePId_Input1, TEXT("SceneDepth"));
FRDGTextureRef VelocityTexture = Pass->CreateRDGTextureForRequiredInput(GraphBuilder, ePId_Input2, TEXT("SceneVelocity"));
const FIntRect ColorViewportRect(InContext.SceneColorViewRect);
const FIntRect VelocityViewportRect(InContext.View.ViewRect);
const FScreenPassViewInfo ScreenPassView(InContext.View);
FRDGTextureRef ColorTextureOutput;
if (bVisualizeMotionBlur)
{
ColorTextureOutput = VisualizeMotionBlur(
GraphBuilder,
ScreenPassView,
ColorViewportRect,
VelocityViewportRect,
ColorTexture,
DepthTexture,
VelocityTexture);
}
else
{
ColorTextureOutput = ComputeMotionBlur(
GraphBuilder,
ScreenPassView,
ColorViewportRect,
VelocityViewportRect,
ColorTexture,
DepthTexture,
VelocityTexture);
}
Pass->ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, ColorTextureOutput);
GraphBuilder.Execute();
}));
MotionBlurPass->SetInput(ePId_Input0, ColorInput);
MotionBlurPass->SetInput(ePId_Input1, DepthInput);
MotionBlurPass->SetInput(ePId_Input2, VelocityInput);
return FRenderingCompositeOutputRef(MotionBlurPass);
}
//////////////////////////////////////////////////////////////////////////