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#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change2998480on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change3000422on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
756 lines
28 KiB
C++
756 lines
28 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessCombineLUTs.cpp: Post processing tone mapping implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessCombineLUTs.h"
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#include "PostProcessing.h"
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#include "ScreenRendering.h"
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#include "SceneUtils.h"
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// CVars
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static TAutoConsoleVariable<float> CVarColorMin(
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TEXT("r.Color.Min"),
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0.0f,
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TEXT("Allows to define where the value 0 in the color channels is mapped to after color grading.\n")
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TEXT("The value should be around 0, positive: a gray scale is added to the darks, negative: more dark values become black, Default: 0"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarColorMid(
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TEXT("r.Color.Mid"),
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0.5f,
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TEXT("Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction).\n")
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TEXT("Value should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones, Default: 0.5"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarColorMax(
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TEXT("r.Color.Max"),
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1.0f,
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TEXT("Allows to define where the value 1.0 in the color channels is mapped to after color grading.\n")
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TEXT("Value should be around 1, smaller values darken the highlights, larger values move more colors towards white, Default: 1"),
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ECVF_RenderThreadSafe);
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int32 GLUTSize = 32;
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static FAutoConsoleVariableRef CVarLUTSize(
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TEXT("r.LUT.Size"),
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GLUTSize,
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TEXT("Size of film LUT"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarTonemapperFilm(
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TEXT("r.TonemapperFilm"),
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0,
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TEXT("Use new film tone mapper"),
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ECVF_RenderThreadSafe
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);
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// false:use 256x16 texture / true:use volume texture (faster, requires geometry shader)
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// USE_VOLUME_LUT: needs to be the same for C++ and HLSL
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bool UseVolumeTextureLUT(EShaderPlatform Platform)
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{
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// @todo Mac OS X: in order to share precompiled shaders between GL 3.3 & GL 4.1 devices we mustn't use volume-texture rendering as it isn't universally supported.
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return (IsFeatureLevelSupported(Platform,ERHIFeatureLevel::SM4) && GSupportsVolumeTextureRendering && Platform != EShaderPlatform::SP_OPENGL_SM4_MAC && RHISupportsGeometryShaders(Platform));
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}
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// including the neutral one at index 0
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const uint32 GMaxLUTBlendCount = 5;
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struct FColorTransform
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{
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FColorTransform()
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{
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Reset();
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}
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float MinValue;
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float MidValue;
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float MaxValue;
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void Reset()
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{
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MinValue = 0.0f;
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MidValue = 0.5f;
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MaxValue = 1.0f;
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}
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};
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/*-----------------------------------------------------------------------------
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FColorRemapShaderParameters
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-----------------------------------------------------------------------------*/
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FColorRemapShaderParameters::FColorRemapShaderParameters(const FShaderParameterMap& ParameterMap)
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{
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MappingPolynomial.Bind(ParameterMap, TEXT("MappingPolynomial"));
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}
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void FColorRemapShaderParameters::Set(FRHICommandList& RHICmdList, const FPixelShaderRHIParamRef ShaderRHI)
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{
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FColorTransform ColorTransform;
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ColorTransform.MinValue = FMath::Clamp(CVarColorMin.GetValueOnRenderThread(), -10.0f, 10.0f);
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ColorTransform.MidValue = FMath::Clamp(CVarColorMid.GetValueOnRenderThread(), -10.0f, 10.0f);
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ColorTransform.MaxValue = FMath::Clamp(CVarColorMax.GetValueOnRenderThread(), -10.0f, 10.0f);
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{
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// x is the input value, y the output value
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// RGB = a, b, c where y = a * x*x + b * x + c
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float c = ColorTransform.MinValue;
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float b = 4 * ColorTransform.MidValue - 3 * ColorTransform.MinValue - ColorTransform.MaxValue;
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float a = ColorTransform.MaxValue - ColorTransform.MinValue - b;
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SetShaderValue(RHICmdList, ShaderRHI, MappingPolynomial, FVector(a, b, c));
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}
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}
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FArchive& operator<<(FArchive& Ar, FColorRemapShaderParameters& P)
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{
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Ar << P.MappingPolynomial;
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return Ar;
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}
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/**
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* A pixel shader for blending multiple LUT to one
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*
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* @param BlendCount >0
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*/
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template<uint32 BlendCount>
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class FLUTBlenderPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FLUTBlenderPS,Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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FLUTBlenderPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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, ColorRemapShaderParameters(Initializer.ParameterMap)
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{
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// Suppress static code analysis warnings about a potentially ill-defined loop. BlendCount > 0 is valid.
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CA_SUPPRESS(6294)
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// starts as 1 as 0 is the neutral one
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for(uint32 i = 1; i < BlendCount; ++i)
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{
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FString Name = FString::Printf(TEXT("Texture%d"), i);
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TextureParameter[i].Bind(Initializer.ParameterMap, *Name);
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TextureParameterSampler[i].Bind(Initializer.ParameterMap, *(Name + TEXT("Sampler")));
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}
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WeightsParameter.Bind(Initializer.ParameterMap, TEXT("LUTWeights"));
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ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale"));
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OverlayColor.Bind(Initializer.ParameterMap,TEXT("OverlayColor"));
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InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
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WhiteTemp.Bind( Initializer.ParameterMap,TEXT("WhiteTemp") );
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WhiteTint.Bind( Initializer.ParameterMap,TEXT("WhiteTint") );
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ColorSaturation.Bind( Initializer.ParameterMap,TEXT("ColorSaturation") );
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ColorContrast.Bind( Initializer.ParameterMap,TEXT("ColorContrast") );
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ColorGamma.Bind( Initializer.ParameterMap,TEXT("ColorGamma") );
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ColorGain.Bind( Initializer.ParameterMap,TEXT("ColorGain") );
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ColorOffset.Bind( Initializer.ParameterMap,TEXT("ColorOffset") );
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FilmSlope.Bind( Initializer.ParameterMap,TEXT("FilmSlope") );
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FilmToe.Bind( Initializer.ParameterMap,TEXT("FilmToe") );
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FilmShoulder.Bind( Initializer.ParameterMap,TEXT("FilmShoulder") );
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FilmBlackClip.Bind( Initializer.ParameterMap,TEXT("FilmBlackClip") );
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FilmWhiteClip.Bind( Initializer.ParameterMap,TEXT("FilmWhiteClip") );
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OutputDevice.Bind(Initializer.ParameterMap, TEXT("OutputDevice"));
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OutputGamut.Bind(Initializer.ParameterMap, TEXT("OutputGamut"));
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ACESInversion.Bind(Initializer.ParameterMap, TEXT("ACESInversion"));
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ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
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ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
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ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
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ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
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ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
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ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
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ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
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ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
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}
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FLUTBlenderPS() {}
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void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, FTexture* Texture[BlendCount], float Weights[BlendCount])
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{
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const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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for(uint32 i = 0; i < BlendCount; ++i)
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{
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// we don't need to set the neutral one
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if(i != 0)
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{
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// don't use texture asset sampler as it might have anisotropic filtering enabled
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FSamplerStateRHIParamRef Sampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI();
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SetTextureParameter(RHICmdList, ShaderRHI, TextureParameter[i], TextureParameterSampler[i], Sampler, Texture[i]->TextureRHI);
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}
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SetShaderValue(RHICmdList, ShaderRHI, WeightsParameter, Weights[i], i);
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}
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SetShaderValue(RHICmdList, ShaderRHI, ColorScale, View.ColorScale);
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SetShaderValue(RHICmdList, ShaderRHI, OverlayColor, View.OverlayColor);
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ColorRemapShaderParameters.Set(RHICmdList, ShaderRHI);
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// White balance
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SetShaderValue( RHICmdList, ShaderRHI, WhiteTemp, Settings.WhiteTemp );
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SetShaderValue( RHICmdList, ShaderRHI, WhiteTint, Settings.WhiteTint );
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// Color grade
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SetShaderValue( RHICmdList, ShaderRHI, ColorSaturation, Settings.ColorSaturation );
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SetShaderValue( RHICmdList, ShaderRHI, ColorContrast, Settings.ColorContrast );
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SetShaderValue( RHICmdList, ShaderRHI, ColorGamma, Settings.ColorGamma );
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SetShaderValue( RHICmdList, ShaderRHI, ColorGain, Settings.ColorGain );
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SetShaderValue( RHICmdList, ShaderRHI, ColorOffset, Settings.ColorOffset );
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// Film
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SetShaderValue( RHICmdList, ShaderRHI, FilmSlope, Settings.FilmSlope );
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SetShaderValue( RHICmdList, ShaderRHI, FilmToe, Settings.FilmToe );
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SetShaderValue( RHICmdList, ShaderRHI, FilmShoulder, Settings.FilmShoulder );
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SetShaderValue( RHICmdList, ShaderRHI, FilmBlackClip, Settings.FilmBlackClip );
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SetShaderValue( RHICmdList, ShaderRHI, FilmWhiteClip, Settings.FilmWhiteClip );
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{
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static TConsoleVariableData<int32>* CVar709 = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper709"));
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static TConsoleVariableData<float>* CVarGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
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static TConsoleVariableData<int32>* CVar2084 = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper2084"));
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int32 Rec709 = CVar709->GetValueOnRenderThread();
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int32 ST2084 = CVar2084->GetValueOnRenderThread();
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float Gamma = CVarGamma->GetValueOnRenderThread();
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if (PLATFORM_APPLE && Gamma == 0.0f)
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{
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Gamma = 2.2f;
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}
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int32 Value = 0; // sRGB
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Value = Rec709 ? 1 : Value; // Rec709
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Value = Gamma != 0.0f ? 2 : Value; // Explicit gamma
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// ST-2084 (Dolby PQ) options
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// 1 = ACES
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// 2 = Vanilla PQ for 200 nit input
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// 3 = Unreal FilmToneMap + Inverted ACES + PQ
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Value = ST2084 >= 1 ? ST2084 + 2 : Value;
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SetShaderValue(RHICmdList, ShaderRHI, OutputDevice, Value);
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static TConsoleVariableData<int32>* CVarOutputGamut = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperOutputGamut"));
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int32 OutputGamutValue = CVarOutputGamut->GetValueOnRenderThread();
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SetShaderValue(RHICmdList, ShaderRHI, OutputGamut, OutputGamutValue);
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// The approach to use when applying the inverse ACES Output Transform
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static TConsoleVariableData<int32>* CVarACESInversion = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperACESInversion"));
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int32 ACESInversionValue = CVarACESInversion->GetValueOnRenderThread();
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SetShaderValue(RHICmdList, ShaderRHI, ACESInversion, ACESInversionValue);
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FVector InvDisplayGammaValue;
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InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
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InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
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InvDisplayGammaValue.Z = 1.0f / FMath::Max(Gamma, 1.0f);
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SetShaderValue(RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
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}
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{
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// Legacy tone mapper
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// TODO remove
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// Must insure inputs are in correct range (else possible generation of NaNs).
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float InExposure = 1.0f;
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FVector InWhitePoint(Settings.FilmWhitePoint);
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float InSaturation = FMath::Clamp(Settings.FilmSaturation, 0.0f, 2.0f);
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FVector InLuma = FVector(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f);
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FVector InMatrixR(Settings.FilmChannelMixerRed);
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FVector InMatrixG(Settings.FilmChannelMixerGreen);
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FVector InMatrixB(Settings.FilmChannelMixerBlue);
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float InContrast = FMath::Clamp(Settings.FilmContrast, 0.0f, 1.0f) + 1.0f;
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float InDynamicRange = powf(2.0f, FMath::Clamp(Settings.FilmDynamicRange, 1.0f, 4.0f));
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float InToe = (1.0f - FMath::Clamp(Settings.FilmToeAmount, 0.0f, 1.0f)) * 0.18f;
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InToe = FMath::Clamp(InToe, 0.18f/8.0f, 0.18f * (15.0f/16.0f));
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float InHeal = 1.0f - (FMath::Max(1.0f/32.0f, 1.0f - FMath::Clamp(Settings.FilmHealAmount, 0.0f, 1.0f)) * (1.0f - 0.18f));
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FVector InShadowTint(Settings.FilmShadowTint);
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float InShadowTintBlend = FMath::Clamp(Settings.FilmShadowTintBlend, 0.0f, 1.0f) * 64.0f;
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// Shadow tint amount enables turning off shadow tinting.
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float InShadowTintAmount = FMath::Clamp(Settings.FilmShadowTintAmount, 0.0f, 1.0f);
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InShadowTint = InWhitePoint + (InShadowTint - InWhitePoint) * InShadowTintAmount;
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// Make sure channel mixer inputs sum to 1 (+ smart dealing with all zeros).
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InMatrixR.X += 1.0f / (256.0f*256.0f*32.0f);
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InMatrixG.Y += 1.0f / (256.0f*256.0f*32.0f);
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InMatrixB.Z += 1.0f / (256.0f*256.0f*32.0f);
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InMatrixR *= 1.0f / FVector::DotProduct(InMatrixR, FVector(1.0f));
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InMatrixG *= 1.0f / FVector::DotProduct(InMatrixG, FVector(1.0f));
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InMatrixB *= 1.0f / FVector::DotProduct(InMatrixB, FVector(1.0f));
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// Conversion from linear rgb to luma (using HDTV coef).
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FVector LumaWeights = FVector(0.2126f, 0.7152f, 0.0722f);
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// Make sure white point has 1.0 as luma (so adjusting white point doesn't change exposure).
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// 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;
|
|
|
|
// 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;
|
|
|
|
// 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 FilmSlopeS = FilmMidYS / (FilmMidXS);
|
|
float FilmHiYS = 1.0f - FilmHiY;
|
|
float FilmLoYS = FilmLoY;
|
|
float FilmToeVal = FilmLoX;
|
|
float FilmHiG = (-FilmHiYS + (FilmSlopeS*FilmHeal)) / (FilmSlopeS*FilmHeal);
|
|
float FilmLoG = (-FilmLoYS + (FilmSlopeS*FilmToeVal)) / (FilmSlopeS*FilmToeVal);
|
|
|
|
// Constants.
|
|
float OutColorCurveCh1 = FilmHiYS/FilmHiG;
|
|
float OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
|
|
float OutColorCurveCh3 = FilmHiYS/(FilmSlopeS*FilmHiG) - FilmHiX;
|
|
float OutColorCurveCh0Cm1 = FilmHiX;
|
|
float OutColorCurveCm2 = FilmSlopeS;
|
|
float OutColorCurveCm0Cd0 = FilmLoX;
|
|
float OutColorCurveCd3Cm3 = FilmLoY - FilmLoX*FilmSlopeS;
|
|
float OutColorCurveCd1 = 0.0f;
|
|
float OutColorCurveCd2 = 1.0f;
|
|
// Handle these separate in case of FilmLoG being 0.
|
|
if(FilmLoG != 0.0f)
|
|
{
|
|
OutColorCurveCd1 = -FilmLoYS/FilmLoG;
|
|
OutColorCurveCd2 = FilmLoYS/(FilmSlopeS*FilmLoG);
|
|
}
|
|
else
|
|
{
|
|
// FilmLoG being zero means dark region is a linear segment (so just continue the middle section).
|
|
OutColorCurveCm0Cd0 = 0.0f;
|
|
OutColorCurveCd3Cm3 = 0.0f;
|
|
}
|
|
|
|
FVector4 Constants[8];
|
|
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, CVarTonemapperFilm.GetValueOnRenderThread());
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
|
|
SetShaderValue(RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
|
|
}
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
|
|
OutEnvironment.SetDefine(TEXT("BLENDCOUNT"), BlendCount);
|
|
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeTextureLUT(Platform));
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
|
|
for(uint32 i = 0; i < BlendCount; ++i)
|
|
{
|
|
Ar << TextureParameter[i];
|
|
Ar << TextureParameterSampler[i];
|
|
}
|
|
Ar << WeightsParameter << ColorScale << OverlayColor;
|
|
Ar << ColorRemapShaderParameters;
|
|
Ar << InverseGamma;
|
|
|
|
Ar << WhiteTemp;
|
|
Ar << WhiteTint;
|
|
|
|
Ar << ColorSaturation;
|
|
Ar << ColorContrast;
|
|
Ar << ColorGamma;
|
|
Ar << ColorGain;
|
|
Ar << ColorOffset;
|
|
|
|
Ar << OutputDevice;
|
|
Ar << OutputGamut;
|
|
Ar << ACESInversion;
|
|
|
|
Ar << FilmSlope;
|
|
Ar << FilmToe;
|
|
Ar << FilmShoulder;
|
|
Ar << FilmBlackClip;
|
|
Ar << FilmWhiteClip;
|
|
|
|
Ar << ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2
|
|
<< ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2;
|
|
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private: // ---------------------------------------------------
|
|
|
|
// [0] is not used as it's the neutral one we do in the shader
|
|
FShaderResourceParameter TextureParameter[GMaxLUTBlendCount];
|
|
FShaderResourceParameter TextureParameterSampler[GMaxLUTBlendCount];
|
|
FShaderParameter WeightsParameter;
|
|
FShaderParameter ColorScale;
|
|
FShaderParameter OverlayColor;
|
|
FShaderParameter InverseGamma;
|
|
FColorRemapShaderParameters ColorRemapShaderParameters;
|
|
|
|
FShaderParameter WhiteTemp;
|
|
FShaderParameter WhiteTint;
|
|
|
|
FShaderParameter ColorSaturation;
|
|
FShaderParameter ColorContrast;
|
|
FShaderParameter ColorGamma;
|
|
FShaderParameter ColorGain;
|
|
FShaderParameter ColorOffset;
|
|
|
|
FShaderParameter FilmSlope;
|
|
FShaderParameter FilmToe;
|
|
FShaderParameter FilmShoulder;
|
|
FShaderParameter FilmBlackClip;
|
|
FShaderParameter FilmWhiteClip;
|
|
|
|
FShaderParameter OutputDevice;
|
|
FShaderParameter OutputGamut;
|
|
FShaderParameter ACESInversion;
|
|
|
|
// Legacy
|
|
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;
|
|
};
|
|
|
|
|
|
IMPLEMENT_SHADER_TYPE(template<>,FLUTBlenderPS<1>,TEXT("PostProcessCombineLUTs"),TEXT("MainPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(template<>,FLUTBlenderPS<2>,TEXT("PostProcessCombineLUTs"),TEXT("MainPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(template<>,FLUTBlenderPS<3>,TEXT("PostProcessCombineLUTs"),TEXT("MainPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(template<>,FLUTBlenderPS<4>,TEXT("PostProcessCombineLUTs"),TEXT("MainPS"),SF_Pixel);
|
|
IMPLEMENT_SHADER_TYPE(template<>,FLUTBlenderPS<5>,TEXT("PostProcessCombineLUTs"),TEXT("MainPS"),SF_Pixel);
|
|
|
|
void SetLUTBlenderShader(FRenderingCompositePassContext& Context, uint32 BlendCount, FTexture* Texture[], float Weights[], const FVolumeBounds& VolumeBounds)
|
|
{
|
|
check(BlendCount > 0);
|
|
|
|
FShader* LocalPixelShader = 0;
|
|
FGlobalBoundShaderState* LocalBoundShaderState = 0;
|
|
const FSceneView& View = Context.View;
|
|
|
|
const auto FeatureLevel = Context.GetFeatureLevel();
|
|
auto ShaderMap = Context.GetShaderMap();
|
|
|
|
// A macro to handle setting the filter shader for a specific number of samples.
|
|
#define CASE_COUNT(BlendCount) \
|
|
case BlendCount: \
|
|
{ \
|
|
TShaderMapRef<FLUTBlenderPS<BlendCount> > PixelShader(ShaderMap); \
|
|
static FGlobalBoundShaderState BoundShaderState; \
|
|
LocalBoundShaderState = &BoundShaderState;\
|
|
LocalPixelShader = *PixelShader;\
|
|
}; \
|
|
break;
|
|
|
|
switch(BlendCount)
|
|
{
|
|
// starts at 1 as we always have at least the neutral one
|
|
CASE_COUNT(1);
|
|
CASE_COUNT(2);
|
|
CASE_COUNT(3);
|
|
CASE_COUNT(4);
|
|
CASE_COUNT(5);
|
|
// default:
|
|
// UE_LOG(LogRenderer, Fatal,TEXT("Invalid number of samples: %u"),BlendCount);
|
|
}
|
|
#undef CASE_COUNT
|
|
check(LocalBoundShaderState != NULL);
|
|
if(UseVolumeTextureLUT(Context.View.GetShaderPlatform()))
|
|
{
|
|
TShaderMapRef<FWriteToSliceVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FWriteToSliceGS> GeometryShader(ShaderMap);
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, *LocalBoundShaderState, GScreenVertexDeclaration.VertexDeclarationRHI, *VertexShader, LocalPixelShader, *GeometryShader);
|
|
|
|
VertexShader->SetParameters(Context.RHICmdList, VolumeBounds, VolumeBounds.MaxX - VolumeBounds.MinX);
|
|
GeometryShader->SetParameters(Context.RHICmdList, VolumeBounds);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<FPostProcessVS> VertexShader(ShaderMap);
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, *LocalBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, LocalPixelShader);
|
|
|
|
VertexShader->SetParameters(Context);
|
|
}
|
|
#define CASE_COUNT(BlendCount) \
|
|
case BlendCount: \
|
|
{ \
|
|
TShaderMapRef<FLUTBlenderPS<BlendCount> > PixelShader(ShaderMap); \
|
|
PixelShader->SetParameters(Context.RHICmdList, View, Texture, Weights); \
|
|
}; \
|
|
break;
|
|
|
|
switch(BlendCount)
|
|
{
|
|
// starts at 1 as we always have at least the neutral one
|
|
CASE_COUNT(1);
|
|
CASE_COUNT(2);
|
|
CASE_COUNT(3);
|
|
CASE_COUNT(4);
|
|
CASE_COUNT(5);
|
|
// default:
|
|
// UE_LOG(LogRenderer, Fatal,TEXT("Invalid number of samples: %u"),BlendCount);
|
|
}
|
|
#undef CASE_COUNT
|
|
}
|
|
|
|
|
|
uint32 FRCPassPostProcessCombineLUTs::FindIndex(const FFinalPostProcessSettings& Settings, UTexture* Tex) const
|
|
{
|
|
for(uint32 i = 0; i < (uint32)Settings.ContributingLUTs.Num(); ++i)
|
|
{
|
|
if(Settings.ContributingLUTs[i].LUTTexture == Tex)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0xffffffff;
|
|
}
|
|
|
|
uint32 FRCPassPostProcessCombineLUTs::GenerateFinalTable(const FFinalPostProcessSettings& Settings, FTexture* OutTextures[], float OutWeights[], uint32 MaxCount) const
|
|
{
|
|
// find the n strongest contributors, drop small contributors
|
|
// (inefficient implementation for many items but count should be small)
|
|
|
|
uint32 LocalCount = 1;
|
|
|
|
// add the neutral one (done in the shader) as it should be the first and always there
|
|
OutTextures[0] = 0;
|
|
{
|
|
uint32 NeutralIndex = FindIndex(Settings, 0);
|
|
|
|
OutWeights[0] = NeutralIndex == 0xffffffff ? 0.0f : Settings.ContributingLUTs[NeutralIndex].Weight;
|
|
}
|
|
|
|
float OutWeightsSum = OutWeights[0];
|
|
for(; LocalCount < MaxCount; ++LocalCount)
|
|
{
|
|
uint32 BestIndex = 0xffffffff;
|
|
// find the one with the strongest weight, add until full
|
|
for(uint32 i = 0; i < (uint32)Settings.ContributingLUTs.Num(); ++i)
|
|
{
|
|
bool AlreadyInArray = false;
|
|
{
|
|
UTexture* LUTTexture = Settings.ContributingLUTs[i].LUTTexture;
|
|
FTexture* Internal = LUTTexture ? LUTTexture->Resource : 0;
|
|
for(uint32 e = 0; e < LocalCount; ++e)
|
|
{
|
|
if(Internal == OutTextures[e])
|
|
{
|
|
AlreadyInArray = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(AlreadyInArray)
|
|
{
|
|
// we already have this one
|
|
continue;
|
|
}
|
|
|
|
if(BestIndex != 0xffffffff
|
|
&& Settings.ContributingLUTs[BestIndex].Weight > Settings.ContributingLUTs[i].Weight)
|
|
{
|
|
// we have a better ones, maybe add next time
|
|
continue;
|
|
}
|
|
|
|
BestIndex = i;
|
|
}
|
|
|
|
if(BestIndex == 0xffffffff)
|
|
{
|
|
// no more elements to process
|
|
break;
|
|
}
|
|
|
|
float BestWeight = Settings.ContributingLUTs[BestIndex].Weight;
|
|
|
|
if(BestWeight < 1.0f / 512.0f)
|
|
{
|
|
// drop small contributor
|
|
break;
|
|
}
|
|
|
|
UTexture* BestLUTTexture = Settings.ContributingLUTs[BestIndex].LUTTexture;
|
|
FTexture* BestInternal = BestLUTTexture ? BestLUTTexture->Resource : 0;
|
|
|
|
OutTextures[LocalCount] = BestInternal;
|
|
OutWeights[LocalCount] = BestWeight;
|
|
OutWeightsSum += BestWeight;
|
|
}
|
|
|
|
// normalize
|
|
if(OutWeightsSum > 0.001f)
|
|
{
|
|
float InvOutWeightsSum = 1.0f / OutWeightsSum;
|
|
|
|
for(uint32 i = 0; i < LocalCount; ++i)
|
|
{
|
|
OutWeights[i] *= InvOutWeightsSum;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// neutral only is fully utilized
|
|
OutWeights[0] = 1.0f;
|
|
LocalCount = 1;
|
|
}
|
|
|
|
return LocalCount;
|
|
}
|
|
|
|
void FRCPassPostProcessCombineLUTs::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessCombineLUTs, TEXT("PostProcessCombineLUTs %dx%dx%d"), GLUTSize, GLUTSize, GLUTSize);
|
|
|
|
FTexture* LocalTextures[GMaxLUTBlendCount];
|
|
float LocalWeights[GMaxLUTBlendCount];
|
|
|
|
const FSceneView& View = Context.View;
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
|
|
uint32 LocalCount = 1;
|
|
|
|
// set defaults for no LUT
|
|
LocalTextures[0] = 0;
|
|
LocalWeights[0] = 1.0f;
|
|
|
|
if(ViewFamily.EngineShowFlags.ColorGrading)
|
|
{
|
|
LocalCount = GenerateFinalTable(Context.View.FinalPostProcessSettings, LocalTextures, LocalWeights, GMaxLUTBlendCount);
|
|
}
|
|
|
|
// for a 3D texture, the viewport is 16x16 (per slice), for a 2D texture, it's unwrapped to 256x16
|
|
FIntPoint DestSize(UseVolumeTextureLUT(ShaderPlatform) ? GLUTSize : GLUTSize * GLUTSize, GLUTSize);
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EUninitializedColorAndDepth);
|
|
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
const FVolumeBounds VolumeBounds(GLUTSize);
|
|
|
|
SetLUTBlenderShader(Context, LocalCount, LocalTextures, LocalWeights, VolumeBounds);
|
|
|
|
if (UseVolumeTextureLUT(ShaderPlatform))
|
|
{
|
|
// use volume texture 16x16x16
|
|
RasterizeToVolumeTexture(Context.RHICmdList, VolumeBounds);
|
|
}
|
|
else
|
|
{
|
|
// use unwrapped 2d texture 256x16
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
|
|
|
DrawRectangle(
|
|
Context.RHICmdList,
|
|
0, 0, // XY
|
|
GLUTSize * GLUTSize, GLUTSize, // SizeXY
|
|
0, 0, // UV
|
|
GLUTSize * GLUTSize, GLUTSize, // SizeUV
|
|
FIntPoint(GLUTSize * GLUTSize, GLUTSize), // TargetSize
|
|
FIntPoint(GLUTSize * GLUTSize, GLUTSize), // TextureSize
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
}
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessCombineLUTs::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
EPixelFormat LUTPixelFormat = PF_A2B10G10R10;
|
|
if (!GPixelFormats[LUTPixelFormat].Supported)
|
|
{
|
|
LUTPixelFormat = PF_R8G8B8A8;
|
|
}
|
|
|
|
FPooledRenderTargetDesc Ret = FPooledRenderTargetDesc::Create2DDesc(FIntPoint(GLUTSize * GLUTSize, GLUTSize), LUTPixelFormat, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false);
|
|
|
|
if(UseVolumeTextureLUT(ShaderPlatform))
|
|
{
|
|
Ret.Extent = FIntPoint(GLUTSize, GLUTSize);
|
|
Ret.Depth = GLUTSize;
|
|
}
|
|
|
|
Ret.DebugName = TEXT("CombineLUTs");
|
|
|
|
return Ret;
|
|
}
|