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#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2981877 on 2016/05/18 by Rolando.Caloca
DR - Fix some PVS warnings
- Removed 'uniform' as a keyword on hlslcc as it's ignored/causes issues/doesn't really optimize
#jira UE-30996
Change 2981966 on 2016/05/18 by Rolando.Caloca
DR - Fix OpenGL crash quitting editor
#jira UE-25549
Change 2982072 on 2016/05/18 by Uriel.Doyon
Fixed a "Build Texture Streaming" crash related to custom outputs.
Fixed issue with debug view mode and translucent primitives
Fix bug with visibility that made some texture low res.
Enabled per instance visibility in the texture streaming order (in game only).
Improved InvestigateTexture Logs.
Tweaked the mip computations from screen size.
Change 2982077 on 2016/05/18 by Uriel.Doyon
Removed debug options!
Change 2982108 on 2016/05/18 by Olaf.Piesche
#jira UE-30772
moving AMD hacks to console variables
Change 2982422 on 2016/05/18 by Gil.Gribb
UE4 - Potential crash fix on foliage occlusion queries and reflection captures.
Change 2982547 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
Change 2982548 on 2016/05/18 by Martin.Mittring
Refactored MRT and outer Pixel Shader output to a struct
to allow it passed in/out of functions allowing for a more readable code (less #ifdefs, reducing the boolean hell)
Needed for upcoming MeshDecals
Change 2982601 on 2016/05/18 by Daniel.Wright
Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
Change 2982603 on 2016/05/18 by Daniel.Wright
DrawMaterialToRenderTarget / BeginDrawCanvasToRenderTarget now work correctly with material parameter collections and Time
* FCanvas stores an optional scene to render to, UWorld caches the UCanvas needed for implementing these functions
Change 2982618 on 2016/05/18 by Daniel.Wright
Better categories for some Rendering project settings
Change 2982619 on 2016/05/18 by Daniel.Wright
Scene capture 2d improvements
* Orthographic projection supported
* Opacity is now captured in alpha, allows partial rendering in a scene capture and compositing into another scene later
* Various GBuffer attributes are now available to be captured, including depth
* Changed Blueprint capture function to CaptureScene, which happens immediately (was previously deferred), allowing multiple captures with different parameters
Change 2982664 on 2016/05/18 by Daniel.Wright
Fading out planar reflections based on roughness since they don't have support for variable roughness (fade starts at .2 roughness, ends at .3)
Change 2982684 on 2016/05/18 by Martin.Mittring
polish ImageValidator
Change 2982685 on 2016/05/18 by Martin.Mittring
show testimage on sm4 as well
Change 2982736 on 2016/05/18 by Uriel.Doyon
Improved overbudget retention logic.
Updated ListStreamingTextures stats.
Change 2982854 on 2016/05/18 by Martin.Mittring
ImageValidator can now save/load IVxml file
Change 2982863 on 2016/05/18 by Daniel.Wright
Fixed shader compile error
Change 2982864 on 2016/05/18 by Daniel.Wright
Removed deprecation message
Change 2982927 on 2016/05/18 by Martin.Mittring
ImageValidator is now sorting by time
Change 2983743 on 2016/05/19 by Chris.Bunner
Saturated tri-planar UV function outputs to prevent negative blending
#jira UE-30964
Change 2983747 on 2016/05/19 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected).
Change 2984008 on 2016/05/19 by Brian.Karis
New contact shadows feature.
Hair uses ray cast for nonshadow lights
Change 2984009 on 2016/05/19 by Brian.Karis
changed to ShadowedBits
Change 2984054 on 2016/05/19 by Brian.Karis
Deleted old motion blur
Change 2984420 on 2016/05/19 by Daniel.Wright
Shorter display name for WorldPosition material node
Change 2984423 on 2016/05/19 by Daniel.Wright
Fixed WorldPosition and ScreenPosition for downsampled separate translucency by scaling SvPosition before those computations. The View uniform buffer still contains incorrect buffer sizes for this pass.
Change 2984432 on 2016/05/19 by Rolando.Caloca
DR - Disable PPCombineLUT for Vulkan to work around glslang issue (will need to be reenabled when adding SM4/5 path)
Change 2985415 on 2016/05/20 by Daniel.Wright
Added a Texture2D exporter for .hdr
Texture2D exporters now implement SupportsObject properly, so you only see extensions that are valid based on the format
Change 2985439 on 2016/05/20 by Daniel.Wright
Scene color alpha clear value validation
Change 2987173 on 2016/05/23 by Martin.Mittring
ImageValidator Report with Thumbnail (cannot be copied and pasted into email), non Thumbnail version could be.
Change 2987248 on 2016/05/23 by Martin.Mittring
ImageValidator: added Summary, removed timer hack
Change 2987369 on 2016/05/23 by Martin.Mittring
ImageValidator polish
Change 2987390 on 2016/05/23 by Brian.Karis
Improvement to temporal aa sharpness and speed.
Change 2988038 on 2016/05/24 by Gil.Gribb
Merging //UE4/Dev-Main@2987977 to Dev-Rendering (//UE4/Dev-Rendering)
Change 2988304 on 2016/05/24 by Martin.Mittring
added const to prevent coding errors
Change 2988332 on 2016/05/24 by Brian.Karis
Fixed motion blur crash on SM4
Change 2988446 on 2016/05/24 by Martin.Mittring
nicer UI
Change 2988990 on 2016/05/24 by Martin.Mittring
fixed UE-31227 Building lighting produces bad results
#jira:UE-31227
Change 2989729 on 2016/05/25 by Uriel.Doyon
Fixed lightmaps and shadowmaps having low resolutions after building the lighting.
#jira UE-31254
Change 2989752 on 2016/05/25 by Olaf.Piesche
CVar to disable/freeze GPU particle simulation
Change 2989811 on 2016/05/25 by Daniel.Wright
Making use of MATERIALBLENDING_ANY_TRANSLUCENT
Change 2989812 on 2016/05/25 by Daniel.Wright
Hide DFGI show flags from UI
Change 2989901 on 2016/05/25 by Daniel.Wright
Height fog now works properly in planar reflections
* The ray used for computing fog is first clipped by the reflection plane
Change 2989904 on 2016/05/25 by Daniel.Wright
Always use PF_FloatRGBA for LightAccumulation to guarantee alpha channel and negative range
Change 2989991 on 2016/05/25 by Daniel.Wright
Improved usability for DBuffer Decals
* 'Show Decals' works correctly, previously would fetch from uninitialized textures
* DBuffer being enabled forces a full prepass, previously decals would render incorrectly unless correct settings of r.EarlyZPass were used
* Improved the PrePass draw event to indicate whether it's full or partial
* Materials using DBuffer blend modes will fail to compile when the DBuffer project setting is disabled, instead of just being invisible
* r.EarlyZPass can now be changed at runtime, which is useful for profiling
Change 2990008 on 2016/05/25 by Daniel.Wright
Fixed capsule shadows on skeletal meshes with scaling
Change 2990274 on 2016/05/25 by Daniel.Wright
Fixed DFAO (from cl 2961310)
Change 2990304 on 2016/05/25 by Martin.Mittring
OR-22233 GPU Sprites invisible unless solo'd
#jira:OR-22233
Change 2990309 on 2016/05/25 by Martin.Mittring
Added SubDSurface actor (using CPU code of OpenSubDiv), component, asset as starting point for more work in that direction,
(Early work in progress)
Change 2990363 on 2016/05/25 by Daniel.Wright
Spreading precomputed visibility to neighbors now uses a 2d grid to find neighbors, speeds up the process for 800k cells from 40 mins to 20s
Change 2990392 on 2016/05/25 by Daniel.Wright
Added r.AOSpecularOcclusionMode, which determines how specular should be occluded by DFAO
0: Apply non-directional AO to specular.
1: (default) Intersect the reflection cone with the unoccluded cone produced by DFAO. This gives more accurate occlusion than 0, but can bring out DFAO sampling artifacts.
2: (experimental) Cone trace through distance fields along the reflection vector. Costs about the same as DFAO again because more cone tracing is done, but produces more accurate occlusion.
Change 2990454 on 2016/05/25 by Martin.Mittring
polish readme
Change 2990610 on 2016/05/25 by Martin.Mittring
fixed building with VS2015, the right OpenSubDiv .lib files are missing, temporarily disabled the relevant code
#code_review:Shane.Caudle
Change 2990754 on 2016/05/25 by Zabir.Hoque
Fix compiler warning: C4456: declaration of 'NewStaticMesh' hides previous local declaration.
#CodeReview: Martin.Mittring
Change 2990801 on 2016/05/25 by Zabir.Hoque
Only allocate reflection capture cubemaps if we are actually doing a reflection capture. The old approach always allocated based on CVar and worked with a warning on D3D since if SRC was larger than the DST, the extra SRC area was dropped. New approach only allocates when necessary and is correctly sized everytime. Also hardened access to CVar and what users are allowed to set.
#CodeReview Marcus.Wassmer, Rolando.Caloca, Daniel.Wright, Martin.Mittring
Change 2991169 on 2016/05/26 by Martin.Mittring
fixed compiler warning
WARNING: Non-editor build cannot depend on non-redistributable modules. Details:
#lockdown: gil.gribb
Change 2991238 on 2016/05/26 by Martin.Mittring
fixed build
fatal error C1083: Cannot open include file: 'RawMesh.h': No such file or directory (when RawMesh is not part of PrivateDependencyModuleNames in Engine.Build.cs)
#lockdown:Gil.Gribb
Change 2991726 on 2016/05/26 by Daniel.Wright
Subsurface materials are now handled with simple forward shading
#jira OR-22237
#lockdown gil.gribb
Change 2991727 on 2016/05/26 by Daniel.Wright
Emissive decals are now supported with simple forward shading
#jira OR-22282
#lockdown Gil.Gribb
Change 2994849 on 2016/05/31 by Daniel.Wright
Disabled fix for WorldPosition and ScreenPosition in downsampled separate translucency, since it breaks GetScreenAlignedUV (used in DepthFade), since the uniform buffer still contains full res buffer sizes
#lockdown Gil.Gribb
Change 2997243 on 2016/06/01 by Gil.Gribb
Merging //UE4/Dev-Main@2996565 to Dev-Rendering (//UE4/Dev-Rendering)
#lockdown nick.penwarden
[CL 2998067 by Gil Gribb in Main branch]
963 lines
34 KiB
C++
963 lines
34 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMotionBlur.cpp: Post process MotionBlur 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 "PostProcessAmbientOcclusion.h"
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#include "PostProcessMotionBlur.h"
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#include "PostProcessAmbientOcclusion.h"
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#include "PostProcessing.h"
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#include "SceneUtils.h"
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#include "GPUSkinVertexFactory.h"
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#include "../../Engine/Private/SkeletalRenderGPUSkin.h"
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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static TAutoConsoleVariable<int32> CVarMotionBlurFiltering(
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TEXT("r.MotionBlurFiltering"),
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0,
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TEXT("Useful developer variable\n")
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TEXT("0: off (default, expected by the shader for better quality)\n")
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TEXT("1: on"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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#endif
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static TAutoConsoleVariable<float> CVarMotionBlur2ndScale(
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TEXT("r.MotionBlur2ndScale"),
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1.0f,
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TEXT(""),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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FIntPoint GetNumTiles16x16( FIntPoint PixelExtent )
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{
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uint32 TilesX = (PixelExtent.X + 15) / 16;
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uint32 TilesY = (PixelExtent.Y + 15) / 16;
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return FIntPoint( TilesX, TilesY );
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}
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FVector4 GetMotionBlurParameters( const FViewInfo& View, float Scale = 1.0f )
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{
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const float TileSize = 16.0f;
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const float SizeX = View.ViewRect.Width();
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const float SizeY = View.ViewRect.Height();
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const float AspectRatio = SizeY / SizeX;
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const FSceneViewState* ViewState = (FSceneViewState*) View.State;
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float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;
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float MotionBlurScale = 0.5f * MotionBlurTimeScale * View.FinalPostProcessSettings.MotionBlurAmount;
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// 0:no 1:full screen width, percent conversion
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float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
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// Scale by 0.5 due to blur samples going both ways
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float PixelScale = Scale * SizeX * 0.5f;
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FVector4 MotionBlurParameters(
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AspectRatio,
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PixelScale * MotionBlurScale, // Scale for pixels
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PixelScale * MotionBlurScale / TileSize,// Scale for tiles
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FMath::Abs( PixelScale ) * MaxVelocity // Max velocity pixels
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);
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return MotionBlurParameters;
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}
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class FPostProcessVelocityFlattenCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessVelocityFlattenCS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
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}
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FPostProcessVelocityFlattenCS() {}
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public:
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FShaderParameter OutVelocityFlat; // UAV
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FShaderParameter OutMaxTileVelocity; // UAV
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FPostProcessVelocityFlattenCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
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OutVelocityFlat.Bind(Initializer.ParameterMap, TEXT("OutVelocityFlat"));
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OutMaxTileVelocity.Bind(Initializer.ParameterMap, TEXT("OutMaxTileVelocity"));
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}
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void SetCS( FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, const FSceneView& View )
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{
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const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters(RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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SetUniformBufferParameter(RHICmdList, ShaderRHI, GetUniformBufferParameter<FCameraMotionParameters>(), CreateCameraMotionParametersUniformBuffer(Context.View));
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SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter;
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Ar << MotionBlurParameters;
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Ar << OutVelocityFlat;
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Ar << OutMaxTileVelocity;
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return bShaderHasOutdatedParameters;
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}
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private:
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FPostProcessPassParameters PostprocessParameter;
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FShaderParameter MotionBlurParameters;
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};
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IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityFlattenCS,TEXT("PostProcessVelocityFlatten"),TEXT("VelocityFlattenMain"),SF_Compute);
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FRCPassPostProcessVelocityFlatten::FRCPassPostProcessVelocityFlatten()
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{}
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void FRCPassPostProcessVelocityFlatten::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityFlatten);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
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const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);
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TShaderMapRef< FPostProcessVelocityFlattenCS > ComputeShader( Context.GetShaderMap() );
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SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
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Context.SetViewportAndCallRHI( View.ViewRect );
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Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
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// set destination
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Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), DestRenderTarget0.UAV);
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Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), DestRenderTarget1.UAV);
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ComputeShader->SetCS(Context.RHICmdList, Context, View);
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FIntPoint ThreadGroupCountValue = GetNumTiles16x16(View.ViewRect.Size());
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DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
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// void FD3D11DynamicRHI::RHIGraphicsWaitOnAsyncComputeJob( uint32 FenceIndex )
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Context.RHICmdList.FlushComputeShaderCache();
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// un-set destination
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Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), NULL);
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Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), NULL);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessVelocityFlatten::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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if( InPassOutputId == ePId_Output0 )
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{
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// Flattened velocity
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FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.ClearValue = FClearValueBinding::None;
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Ret.Format = PF_FloatR11G11B10;
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Ret.TargetableFlags |= TexCreate_UAV;
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Ret.TargetableFlags |= TexCreate_RenderTargetable;
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Ret.DebugName = TEXT("VelocityFlat");
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return Ret;
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}
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else
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{
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// Max tile velocity
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FPooledRenderTargetDesc UnmodifiedRet = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
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UnmodifiedRet.Reset();
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FIntPoint PixelExtent = UnmodifiedRet.Extent;
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FIntPoint TileCount = GetNumTiles16x16(PixelExtent);
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FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(TileCount, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
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Ret.DebugName = TEXT("MaxVelocity");
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return Ret;
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}
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}
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class FScatterQuadIndexBuffer : public FIndexBuffer
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{
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public:
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virtual void InitRHI() override
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{
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const uint32 Size = sizeof(uint16) * 6 * 8;
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const uint32 Stride = sizeof(uint16);
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FRHIResourceCreateInfo CreateInfo;
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void* Buffer = nullptr;
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IndexBufferRHI = RHICreateAndLockIndexBuffer( Stride, Size, BUF_Static, CreateInfo, Buffer );
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uint16* Indices = (uint16*)Buffer;
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for (uint32 SpriteIndex = 0; SpriteIndex < 8; ++SpriteIndex)
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{
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Indices[SpriteIndex*6 + 0] = SpriteIndex*4 + 0;
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Indices[SpriteIndex*6 + 1] = SpriteIndex*4 + 3;
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Indices[SpriteIndex*6 + 2] = SpriteIndex*4 + 2;
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Indices[SpriteIndex*6 + 3] = SpriteIndex*4 + 0;
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Indices[SpriteIndex*6 + 4] = SpriteIndex*4 + 1;
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Indices[SpriteIndex*6 + 5] = SpriteIndex*4 + 3;
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}
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RHIUnlockIndexBuffer( IndexBufferRHI );
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}
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};
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TGlobalResource< FScatterQuadIndexBuffer > GScatterQuadIndexBuffer;
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class FPostProcessVelocityScatterVS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessVelocityScatterVS,Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
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}
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/** Default constructor. */
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FPostProcessVelocityScatterVS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FShaderParameter DrawMax;
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FShaderParameter MotionBlurParameters;
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/** Initialization constructor. */
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FPostProcessVelocityScatterVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DrawMax.Bind(Initializer.ParameterMap, TEXT("bDrawMax"));
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MotionBlurParameters.Bind( Initializer.ParameterMap, TEXT("MotionBlurParameters") );
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DrawMax << MotionBlurParameters;
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return bShaderHasOutdatedParameters;
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}
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/** to have a similar interface as all other shaders */
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void SetParameters(const FRenderingCompositePassContext& Context, int32 bDrawMax)
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{
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const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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SetShaderValue(Context.RHICmdList, ShaderRHI, DrawMax, bDrawMax);
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SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessMotionBlur");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("VelocityScatterVS");
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}
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};
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class FPostProcessVelocityScatterPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessVelocityScatterPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVelocityScatterPS() {}
|
|
|
|
public:
|
|
/** Initialization constructor. */
|
|
FPostProcessVelocityScatterPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterVS,TEXT("PostProcessMotionBlur"),TEXT("VelocityScatterVS"),SF_Vertex);
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterPS,TEXT("PostProcessMotionBlur"),TEXT("VelocityScatterPS"),SF_Pixel);
|
|
|
|
|
|
void FRCPassPostProcessVelocityScatter::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityScatter);
|
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DepthTarget;
|
|
FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( DestSize, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false ) );
|
|
GRenderTargetPool.FindFreeElement(Context.RHICmdList, Desc, DepthTarget, TEXT("VelocityScatterDepth") );
|
|
|
|
// Set the view family's render target/viewport.
|
|
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
|
|
FRHIDepthRenderTargetView DepthView(DepthTarget->GetRenderTargetItem().TargetableTexture, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
|
|
FRHISetRenderTargetsInfo RTInfo(1, &ColorView, DepthView);
|
|
|
|
// clear depth
|
|
// Max >= Min so no need to clear on second pass
|
|
Context.RHICmdList.SetRenderTargetsAndClear(RTInfo);
|
|
Context.SetViewportAndCallRHI(0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f);
|
|
|
|
// Min,Max
|
|
for( int i = 0; i < 2; i++ )
|
|
{
|
|
if( i == 0 )
|
|
{
|
|
// min
|
|
Context.RHICmdList.SetBlendState( TStaticBlendStateWriteMask< CW_RGBA >::GetRHI() );
|
|
Context.RHICmdList.SetRasterizerState( TStaticRasterizerState<>::GetRHI() );
|
|
Context.RHICmdList.SetDepthStencilState( TStaticDepthStencilState< true, CF_Less >::GetRHI() );
|
|
}
|
|
else
|
|
{
|
|
// max
|
|
Context.RHICmdList.SetBlendState( TStaticBlendStateWriteMask< CW_BA >::GetRHI() );
|
|
Context.RHICmdList.SetRasterizerState( TStaticRasterizerState<>::GetRHI() );
|
|
Context.RHICmdList.SetDepthStencilState( TStaticDepthStencilState< true, CF_Greater >::GetRHI() );
|
|
}
|
|
|
|
TShaderMapRef< FPostProcessVelocityScatterVS > VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef< FPostProcessVelocityScatterPS > PixelShader(Context.GetShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters( Context, i );
|
|
PixelShader->SetParameters( Context );
|
|
|
|
// needs to be the same on shader side (faster on NVIDIA and AMD)
|
|
int32 QuadsPerInstance = 8;
|
|
|
|
Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
|
|
Context.RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
|
|
}
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVelocityScatter::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
|
|
Ret.DebugName = TEXT("ScatteredMaxVelocity");
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
class FPostProcessVelocityGatherCS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVelocityGatherCS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVelocityGatherCS() {}
|
|
|
|
public:
|
|
FShaderParameter OutScatteredMaxVelocity;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessVelocityGatherCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
OutScatteredMaxVelocity.Bind(Initializer.ParameterMap, TEXT("OutScatteredMaxVelocity"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter;
|
|
Ar << MotionBlurParameters;
|
|
Ar << OutScatteredMaxVelocity;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View ) );
|
|
}
|
|
|
|
private:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter MotionBlurParameters;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityGatherCS,TEXT("PostProcessVelocityFlatten"),TEXT("VelocityGatherCS"),SF_Compute);
|
|
|
|
void FRCPassPostProcessVelocityGather::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, VelocityDilate);
|
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
|
|
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
|
|
Context.SetViewportAndCallRHI( 0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f );
|
|
|
|
TShaderMapRef< FPostProcessVelocityGatherCS > ComputeShader( Context.GetShaderMap() );
|
|
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
|
|
// set destination
|
|
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), DestRenderTarget.UAV );
|
|
|
|
ComputeShader->SetParameters( Context );
|
|
|
|
FIntPoint GroupCount = GetNumTiles16x16( TileCount );
|
|
DispatchComputeShader(Context.RHICmdList, *ComputeShader, GroupCount.X, GroupCount.Y, 1);
|
|
|
|
// un-set destination
|
|
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), NULL );
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVelocityGather::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
|
|
Ret.TargetableFlags |= TexCreate_UAV;
|
|
Ret.TargetableFlags |= TexCreate_RenderTargetable;
|
|
Ret.DebugName = TEXT("ScatteredMaxVelocity");
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
/**
|
|
* @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
|
|
*/
|
|
template< uint32 Quality >
|
|
class FPostProcessMotionBlurPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessMotionBlurPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_QUALITY"), Quality);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessMotionBlurPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderParameter MotionBlurParameters;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << DeferredParameters << MotionBlurParameters;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context, float Scale)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
{
|
|
bool bFiltered = false;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
if(bFiltered)
|
|
{
|
|
//PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
|
|
FSamplerStateRHIParamRef Filters[] =
|
|
{
|
|
TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
};
|
|
|
|
PostprocessParameter.SetPS( ShaderRHI, Context, 0, eFC_0000, Filters );
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
}
|
|
}
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context.View, Scale ) );
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessMotionBlur");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainPS");
|
|
}
|
|
};
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION1(A) typedef FPostProcessMotionBlurPS<A> FPostProcessMotionBlurPS##A; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessMotionBlurPS##A, SF_Pixel);
|
|
|
|
VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4)
|
|
#undef VARIATION1
|
|
|
|
|
|
|
|
// @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
|
|
template< uint32 Quality >
|
|
static void SetMotionBlurShaderNewTempl( const FRenderingCompositePassContext& Context, float Scale )
|
|
{
|
|
TShaderMapRef< FPostProcessVS > VertexShader( Context.GetShaderMap() );
|
|
TShaderMapRef< FPostProcessMotionBlurPS< Quality > > PixelShader( Context.GetShaderMap() );
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(Context);
|
|
PixelShader->SetParameters(Context, Scale);
|
|
}
|
|
|
|
void FRCPassPostProcessMotionBlur::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FSceneView& View = Context.View;
|
|
|
|
// we assume the input and output is full resolution
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
// e.g. 4 means the input texture is 4x smaller than the buffer size
|
|
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
|
|
|
|
FIntRect SrcRect = View.ViewRect / ScaleFactor;
|
|
FIntRect DestRect = SrcRect;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlurNew, TEXT("MotionBlur %dx%d"), SrcRect.Width(), SrcRect.Height());
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
|
|
Context.SetViewportAndCallRHI(SrcRect);
|
|
|
|
// is optimized away if possible (RT size=view size, )
|
|
//Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
float BlurScaleLUT[] =
|
|
{
|
|
1.0f - 0.5f / 4.0f,
|
|
1.0f - 0.5f / 6.0f,
|
|
1.0f - 0.5f / 8.0f,
|
|
1.0f - 0.5f / 16.0f,
|
|
1.0f / 4.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 6.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 8.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 16.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
};
|
|
float Scale = Pass >= 0 ? BlurScaleLUT[ (Pass * 4) + (Quality - 1) ] : 1.0f;
|
|
|
|
if(Quality == 1)
|
|
{
|
|
SetMotionBlurShaderNewTempl<1>( Context, Scale );
|
|
}
|
|
else if(Quality == 2)
|
|
{
|
|
SetMotionBlurShaderNewTempl<2>( Context, Scale );
|
|
}
|
|
else if(Quality == 3 || Pass > 0 )
|
|
{
|
|
SetMotionBlurShaderNewTempl<3>( Context, Scale );
|
|
}
|
|
else
|
|
{
|
|
check(Quality == 4);
|
|
SetMotionBlurShaderNewTempl<4>( Context, Scale );
|
|
}
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
|
|
|
|
|
DrawPostProcessPass(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Size(),
|
|
SrcSize,
|
|
*VertexShader,
|
|
View.StereoPass,
|
|
Context.HasHmdMesh(),
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.Format = PF_FloatRGB;
|
|
Ret.DebugName = TEXT("MotionBlur");
|
|
Ret.AutoWritable = false;
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
|
|
|
|
class FPostProcessVisualizeMotionBlurPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVisualizeMotionBlurPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVisualizeMotionBlurPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderParameter PrevViewProjMatrix;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessVisualizeMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << DeferredParameters << PrevViewProjMatrix;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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|
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SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, GetUniformBufferParameter<FCameraMotionParameters>(), CreateCameraMotionParametersUniformBuffer(Context.View));
|
|
|
|
{
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|
bool bFiltered = false;
|
|
|
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
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#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
if(bFiltered)
|
|
{
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|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
}
|
|
}
|
|
|
|
if( Context.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 = Context.View.ViewMatrices.ViewOrigin - Context.View.PrevViewMatrices.ViewOrigin;
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SetShaderValue(Context.RHICmdList, ShaderRHI, PrevViewProjMatrix, FTranslationMatrix(ViewOriginDelta) * Context.View.PrevViewRotationProjMatrix);
|
|
}
|
|
else
|
|
{
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, PrevViewProjMatrix, Context.View.ViewMatrices.GetViewRotationProjMatrix());
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessMotionBlur");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("VisualizeMotionBlurPS");
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE3(FPostProcessVisualizeMotionBlurPS, SF_Pixel);
|
|
|
|
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeMotionBlur);
|
|
|
|
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);
|
|
|
|
FIntPoint TexSize = InputDesc->Extent;
|
|
|
|
// we assume the input and output is full resolution
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
// e.g. 4 means the input texture is 4x smaller than the buffer size
|
|
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
|
|
|
|
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
|
|
FIntRect DestRect = SrcRect;
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
|
|
|
|
// is optimized away if possible (RT size=view size, )
|
|
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);
|
|
|
|
Context.SetViewportAndCallRHI(SrcRect);
|
|
|
|
// set the state
|
|
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef<FPostProcessVisualizeMotionBlurPS> PixelShader(Context.GetShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(Context);
|
|
PixelShader->SetParameters(Context);
|
|
|
|
// Draw a quad mapping scene color to the view's render target
|
|
DrawRectangle(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Size(),
|
|
SrcSize,
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
|
|
// this is a helper class for FCanvas to be able to get screen size
|
|
class FRenderTargetTemp : public FRenderTarget
|
|
{
|
|
public:
|
|
const FSceneView& View;
|
|
const FTexture2DRHIRef Texture;
|
|
|
|
FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
|
|
: View(InView), Texture(InTexture)
|
|
{
|
|
}
|
|
virtual FIntPoint GetSizeXY() const
|
|
{
|
|
return View.ViewRect.Size();
|
|
};
|
|
virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
|
|
{
|
|
return Texture;
|
|
}
|
|
} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
|
|
|
|
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.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*)View.Family->Scene;
|
|
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("MotionBlurInfoData (per object):"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Scene->MotionBlurInfoData.GetDebugString(), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
const FSceneViewState *SceneViewState = (const FSceneViewState*)View.State;
|
|
|
|
Line = FString::Printf(TEXT("View=%.4x PrevView=%.4x"),
|
|
View.ViewMatrices.ViewMatrix.ComputeHash() & 0xffff,
|
|
SceneViewState->PrevViewMatrices.ViewMatrix.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));
|
|
|
|
Canvas.Flush_RenderThread(Context.RHICmdList);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVisualizeMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.DebugName = TEXT("MotionBlur");
|
|
Ret.AutoWritable = false;
|
|
|
|
return Ret;
|
|
}
|