Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessTonemap.cpp
Gil Gribb e581ead572 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3028958 on 2016/06/27 by Ben.Woodhouse

	Fix for perf issue with GetSingleFinalDataConst

	This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.

	Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)

	#jira UE-26179

Change 3029401 on 2016/06/27 by Rolando.Caloca

	DR - More vk logging

Change 3029549 on 2016/06/27 by Uriel.Doyon

	Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
	New options "r.Streaming.UsePerTextureBias" that assign a  bias between 0 and MipBias to each texture in order to fit in budget.
	Fixed crash when disabling texture streaming.
	Fixed issue when disabling texture streaming that would make current loaded texture low res.
	New logic to prevent retrying to cancel a streaming request more than once.
	Pending load request of one extra mip will not be cancelled anymore.
	Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
	#jira UE-32197
	#jira UE-31102

Change 3029837 on 2016/06/27 by David.Hill

	Fixed Shutter SM4 not working when using compute shader eye-adaptation
	#jira UE-32443

	The default eye adaptation value was missing.

Change 3030039 on 2016/06/27 by Uriel.Doyon

	Fix for crash when landscape materials are used in the Texture Streaming Build.
	#jira UE-32196

Change 3030081 on 2016/06/27 by Uriel.Doyon

	Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.

Change 3030401 on 2016/06/28 by Ben.Woodhouse

	Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
	#jira UE-31238

Change 3030607 on 2016/06/28 by Marc.Olano

	Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.

Change 3030627 on 2016/06/28 by Ben.Woodhouse

	Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).

Change 3030809 on 2016/06/28 by Marc.Olano

	Noise shader function rename & perf improvement.

	Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.

Change 3030850 on 2016/06/28 by Marc.Olano

	Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.

Change 3030981 on 2016/06/28 by Rolando.Caloca

	DR - vk - More logging

Change 3031056 on 2016/06/28 by Marc.Olano

	Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map

Change 3031398 on 2016/06/28 by Benjamin.Hyder

	updating TM-Shadermodels (correcting Mt Rushmore)

Change 3031441 on 2016/06/28 by Marc.Olano

	Use only float version of BBS shader rand function for ES2

Change 3031463 on 2016/06/28 by John.Billon

	Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
	#Jira UE-32020

Change 3031512 on 2016/06/28 by Zabir.Hoque

	Relax clear flags for DX12 RHIs.
	Properly flush pending commands before residency is updated.

Change 3031517 on 2016/06/28 by Rolando.Caloca

	DR - vk logging using r.Vulkan.DumpLayer

Change 3032359 on 2016/06/29 by Allan.Bentham

	Fix mobile shadows crash.

Change 3032431 on 2016/06/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3032757 on 2016/06/29 by Uriel.Doyon

	Fixed global mip bias being applied twice following integration with main.

Change 3033121 on 2016/06/29 by Rolando.Caloca

	DR - vk - Logging

Change 3033529 on 2016/06/29 by Daniel.Wright

	Null world guard on UReflectionCaptureComponent::ReadbackFromGPU

Change 3033668 on 2016/06/29 by Uriel.Doyon

	Grouped texture streaming settings to simplify logic.
	New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
	#jira UE-32118

Change 3034403 on 2016/06/30 by Rolando.Caloca

	DR - Shorten dumped shader debug strings

Change 3034475 on 2016/06/30 by Rolando.Caloca

	DR - Missing logging

Change 3034722 on 2016/06/30 by Uriel.Doyon

	Improved StreamingAccuracy viewmodes with alpha test and translucent materials
	#jira UE-32656

Change 3034797 on 2016/06/30 by Rolando.Caloca

	DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again

Change 3034799 on 2016/06/30 by Rolando.Caloca

	DR - vk - missed file

Change 3034905 on 2016/06/30 by Rolando.Caloca

	DR - vk - Fix for render passes being reused with wrong dimensions

Change 3035503 on 2016/07/01 by Simon.Tovey

	Async compute version of translucency lighting volume clear.

Change 3035577 on 2016/07/01 by Marc.Olano

	Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.

Change 3035587 on 2016/07/01 by Ben.Woodhouse

	Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)

	#jira UE-32709

Change 3035618 on 2016/07/01 by Olaf.Piesche

	Asset fixes

Change 3035692 on 2016/07/01 by Rolando.Caloca

	DR - vk - Deferred deletion queue

Change 3035808 on 2016/07/01 by Rolando.Caloca

	DR - vk - Stat for deletion time, fixed some logging

Change 3036012 on 2016/07/01 by John.Billon

	Alpha Coverage Preservation
	-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
	#Jira UE-31986

Change 3036041 on 2016/07/01 by Rolando.Caloca

	DR - vk - Fix for 32bit

Change 3036433 on 2016/07/01 by Rolando.Caloca

	DR - More vk logging

Change 3036935 on 2016/07/04 by Simon.Tovey

	Removing Data Objects

Change 3036942 on 2016/07/04 by Ben.Woodhouse

	Fix for decal rendering resource leak

	The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.

	The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer

	This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.

	#jira UE-32602

Change 3037563 on 2016/07/05 by Chris.Bunner

	HLOD self-shadowing in baked lighting fix.

Change 3037640 on 2016/07/05 by Marcus.Wassmer

	Fix bug in USE_GPU_OVERWRITE_CHECKING

Change 3037927 on 2016/07/05 by Rolando.Caloca

	DR - Fix touch pads not showing on Vulkan
	#jira UE-32062

Change 3038085 on 2016/07/05 by Chris.Bunner

	HLOD dynamic shadowing support.
	#jira UE-22627

Change 3038209 on 2016/07/05 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3038644 on 2016/07/05 by Uriel.Doyon

	Added LerpRange that allows to lerp between two rotators without taking the sortest path.

Change 3038820 on 2016/07/05 by Uriel.Doyon

	Selecting streaming accuracy view modes will not automatically generate missing visualization data.

Change 3039332 on 2016/07/06 by John.Billon

	-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
	#Jira UE-31710

Change 3039454 on 2016/07/06 by Simon.Tovey

	Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
	Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.

	Plus a few other edits to remove Curves/DataObjects that I missed in last CL.

Change 3039517 on 2016/07/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3039587 on 2016/07/06 by Rolando.Caloca

	DR - vk logging, submit counter

Change 3039603 on 2016/07/06 by Rolando.Caloca

	DR - Allow more samplers on GL4
	#jira UE-32628
	#jira UE-32744

Change 3039661 on 2016/07/06 by Daniel.Wright

	Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
	Skylight occlusion tint now applies to specular
	Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor

Change 3039960 on 2016/07/06 by Daniel.Wright

	Forward renderer initial implementation
	* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
	* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
	* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
	* A full Z Prepass is forced with forward shading.  This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
	* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
	* GBuffer render targets are still allocated
	* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
	* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
	* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures

Change 3040050 on 2016/07/06 by Daniel.Wright

	Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps

Change 3040160 on 2016/07/06 by Daniel.Wright

	Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space

Change 3040163 on 2016/07/06 by Rolando.Caloca

	DR - vk - More logging

Change 3040257 on 2016/07/06 by Daniel.Wright

	Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early

Change 3040316 on 2016/07/06 by Daniel.Wright

	PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection.  Fix from licensee

Change 3040361 on 2016/07/06 by Daniel.Wright

	Fixed TexCreate_UAV being used on translucency volume textures in SM4

Change 3040402 on 2016/07/06 by Rolando.Caloca

	DR - vk - Make host mem accesses coherent

Change 3040486 on 2016/07/06 by Daniel.Wright

	CIS fixes

Change 3041028 on 2016/07/07 by Gil.Gribb

	Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3041235 on 2016/07/07 by Simon.Tovey

	Compile fix for FName conflict on UProperty (hopefully).

Change 3041666 on 2016/07/07 by Daniel.Wright

	Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume

Change 3041731 on 2016/07/07 by Olaf.Piesche

	Adding Niagara to dynamically loaded module list; should fix UE-32915

Change 3042181 on 2016/07/07 by Daniel.Wright

	CIS fix

[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00

1855 lines
65 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessTonemap.cpp: Post processing tone mapping implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessEyeAdaptation.h"
#include "PostProcessUpscale.h"
#include "PostProcessTonemap.h"
#include "PostProcessing.h"
#include "PostProcessCombineLUTs.h"
#include "SceneUtils.h"
static TAutoConsoleVariable<float> CVarTonemapperSharpen(
TEXT("r.Tonemapper.Sharpen"),
0,
TEXT("Sharpening in the tonemapper (not for ES2), actual implementation is work in progress, clamped at 10\n")
TEXT(" 0: off(default)\n")
TEXT(" 0.5: half strength\n")
TEXT(" 1: full strength"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarTonemapperGamut(
TEXT("r.TonemapperOutputGamut"),
0,
TEXT("0: use Rec.709/sRGB, D65\n")
TEXT("1: use P3, D65\n")
TEXT("2: use Rec.2020, D65\n")
TEXT("3: use ACES, D60\n")
TEXT("4: use ACEScg, D60"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarTonemapper2084(
TEXT("r.Tonemapper2084"),
0,
TEXT("0: use sRGB on PC monitor output\n")
TEXT("1: use ACES 2000 nit ST-2084 (Dolby PQ) for HDR monitor/projectors\n")
TEXT("2: use SMPTE ST-2084 (Dolby PQ) for HDR monitor/projectors\n")
TEXT("3: use Unreal Filmic Tonemapping with for ST-2084 (Dolby PQ) for HDR displays"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarTonemapperACESInversion(
TEXT("r.TonemapperACESInversion"),
0,
TEXT("0: use an approximation of the invese ACES sRGB D65 Output Transform\n")
TEXT("1: use an exact implementation of the invese ACES sRGB D65 Output Transform"),
ECVF_Scalability | ECVF_RenderThreadSafe);
//
// TONEMAPPER PERMUTATION CONTROL
//
// Tonemapper option bitmask.
// Adjusting this requires adjusting TonemapperCostTab[].
typedef enum {
TonemapperGammaOnly = (1<<0),
TonemapperColorMatrix = (1<<1),
TonemapperShadowTint = (1<<2),
TonemapperContrast = (1<<3),
TonemapperGrainJitter = (1<<4),
TonemapperGrainIntensity = (1<<5),
TonemapperGrainQuantization = (1<<6),
TonemapperBloom = (1<<7),
TonemapperDOF = (1<<8),
TonemapperVignette = (1<<9),
TonemapperLightShafts = (1<<10),
Tonemapper32BPPHDR = (1<<11),
TonemapperColorFringe = (1<<12),
TonemapperMsaa = (1<<13),
TonemapperSharpen = (1<<14),
TonemapperInverseTonemapping = (1 << 15),
} TonemapperOption;
// Tonemapper option cost (0 = no cost, 255 = max cost).
// Suggested cost should be
// These need a 1:1 mapping with TonemapperOption enum,
static uint8 TonemapperCostTab[] = {
1, //TonemapperGammaOnly
1, //TonemapperColorMatrix
1, //TonemapperShadowTint
1, //TonemapperContrast
1, //TonemapperGrainJitter
1, //TonemapperGrainIntensity
1, //TonemapperGrainQuantization
1, //TonemapperBloom
1, //TonemapperDOF
1, //TonemapperVignette
1, //TonemapperLightShafts
1, //TonemapperMosaic
1, //TonemapperColorFringe
1, //TonemapperMsaa
1, //TonemapperSharpen
1, //TonemapperInverseTonemapping
};
// Edit the following to add and remove configurations.
// This is a white list of the combinations which are compiled.
// Place most common first (faster when searching in TonemapperFindLeastExpensive()).
// List of configurations compiled for PC.
static uint32 TonemapperConfBitmaskPC[15] = {
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
TonemapperSharpen +
0,
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperSharpen +
0,
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperGrainQuantization +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperGrainQuantization +
0,
TonemapperBloom +
TonemapperSharpen +
0,
// same without TonemapperGrainQuantization
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperVignette +
0,
// with TonemapperInverseTonemapping
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
TonemapperSharpen +
TonemapperInverseTonemapping +
0,
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
TonemapperInverseTonemapping +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperGrainQuantization +
TonemapperColorFringe +
TonemapperInverseTonemapping +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperGrainQuantization +
TonemapperInverseTonemapping +
0,
TonemapperBloom +
TonemapperSharpen +
TonemapperInverseTonemapping +
0,
//
TonemapperGammaOnly +
0,
};
// List of configurations compiled for Mobile.
static uint32 TonemapperConfBitmaskMobile[39] = {
//
// 15 for NON-MOSAIC
//
TonemapperGammaOnly +
0,
// Not supporting grain jitter or grain quantization on mobile.
// Bloom, LightShafts, Vignette all off.
TonemapperContrast +
0,
TonemapperContrast +
TonemapperColorMatrix +
0,
// Bloom, LightShafts, Vignette, and Vignette Color all use the same shader code in the tonemapper.
TonemapperContrast +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
// DOF enabled.
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
0,
// Same with grain.
TonemapperContrast +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
// DOF enabled.
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
TonemapperGrainIntensity +
0,
//
// 14 for 32 bit HDR PATH
//
// This is 32bpp hdr without film post.
Tonemapper32BPPHDR +
TonemapperGammaOnly +
0,
Tonemapper32BPPHDR +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperVignette +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperVignette +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperVignette +
TonemapperBloom +
0,
// With grain
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperGrainIntensity +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperGrainIntensity +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperVignette +
TonemapperGrainIntensity +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperVignette +
TonemapperGrainIntensity +
TonemapperBloom +
0,
Tonemapper32BPPHDR +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperVignette +
TonemapperGrainIntensity +
TonemapperBloom +
0,
//
// 10 for MSAA
//
TonemapperMsaa +
TonemapperContrast +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperBloom +
TonemapperVignette +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperVignette +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperVignette +
0,
// Same with grain.
TonemapperMsaa +
TonemapperContrast +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
};
// Returns 1 if option is defined otherwise 0.
static uint32 TonemapperIsDefined(uint32 ConfigBitmask, TonemapperOption Option)
{
return (ConfigBitmask & Option) ? 1 : 0;
}
// This finds the least expensive configuration which supports all selected options in bitmask.
static uint32 TonemapperFindLeastExpensive(uint32* RESTRICT Table, uint32 TableEntries, uint8* RESTRICT CostTable, uint32 RequiredOptionsBitmask)
{
// Custom logic to insure fail cases do not happen.
uint32 MustNotHaveBitmask = 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperDOF) == 0) ? TonemapperDOF : 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & Tonemapper32BPPHDR) == 0) ? Tonemapper32BPPHDR : 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperMsaa) == 0) ? TonemapperMsaa : 0;
// Search for exact match first.
uint32 Index;
for(Index = 0; Index < TableEntries; ++Index)
{
if(Table[Index] == RequiredOptionsBitmask)
{
return Index;
}
}
// Search through list for best entry.
uint32 BestIndex = TableEntries;
uint32 BestCost = ~0;
uint32 NotRequiredOptionsBitmask = ~RequiredOptionsBitmask;
for(Index = 0; Index < TableEntries; ++Index)
{
uint32 Bitmask = Table[Index];
if((Bitmask & MustNotHaveBitmask) != 0)
{
continue;
}
if((Bitmask & RequiredOptionsBitmask) != RequiredOptionsBitmask)
{
// A match requires a minimum set of bits set.
continue;
}
uint32 BitExtra = Bitmask & NotRequiredOptionsBitmask;
uint32 Cost = 0;
while(BitExtra)
{
uint32 Bit = FMath::FloorLog2(BitExtra);
Cost += CostTable[Bit];
if(Cost > BestCost)
{
// Poor match.
goto PoorMatch;
}
BitExtra &= ~(1<<Bit);
}
// Better match.
BestCost = Cost;
BestIndex = Index;
PoorMatch:
;
}
// Fail returns 0, the gamma only shader.
if(BestIndex == TableEntries) BestIndex = 0;
return BestIndex;
}
// Common conversion of engine settings into a bitmask which describes the shader options required.
static uint32 TonemapperGenerateBitmask(const FViewInfo* RESTRICT View, bool bGammaOnly, bool bMobile)
{
check(View);
bGammaOnly |= !IsMobileHDR();
const FSceneViewFamily* RESTRICT Family = View->Family;
if(
bGammaOnly ||
(Family->EngineShowFlags.Tonemapper == 0) ||
(Family->EngineShowFlags.PostProcessing == 0))
{
return TonemapperGammaOnly;
}
uint32 Bitmask = 0;
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
FVector MixerR(Settings->FilmChannelMixerRed);
FVector MixerG(Settings->FilmChannelMixerGreen);
FVector MixerB(Settings->FilmChannelMixerBlue);
uint32 useColorMatrix = 0;
if(
(Settings->FilmSaturation != 1.0f) ||
((MixerR - FVector(1.0f,0.0f,0.0f)).GetAbsMax() != 0.0f) ||
((MixerG - FVector(0.0f,1.0f,0.0f)).GetAbsMax() != 0.0f) ||
((MixerB - FVector(0.0f,0.0f,1.0f)).GetAbsMax() != 0.0f))
{
Bitmask += TonemapperColorMatrix;
}
FVector Tint(Settings->FilmWhitePoint);
FVector TintShadow(Settings->FilmShadowTint);
float Sharpen = CVarTonemapperSharpen.GetValueOnRenderThread();
Bitmask += (Settings->FilmShadowTintAmount > 0.0f) ? TonemapperShadowTint : 0;
Bitmask += (Settings->FilmContrast > 0.0f) ? TonemapperContrast : 0;
Bitmask += (Settings->GrainIntensity > 0.0f) ? TonemapperGrainIntensity : 0;
Bitmask += (Settings->VignetteIntensity > 0.0f) ? TonemapperVignette : 0;
Bitmask += (Sharpen > 0.0f) ? TonemapperSharpen : 0;
return Bitmask;
}
// Common post.
// These are separated because mosiac mode doesn't support them.
static uint32 TonemapperGenerateBitmaskPost(const FViewInfo* RESTRICT View)
{
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
const FSceneViewFamily* RESTRICT Family = View->Family;
uint32 Bitmask = (Settings->GrainJitter > 0.0f) ? TonemapperGrainJitter : 0;
Bitmask += (Settings->BloomIntensity > 0.0f) ? TonemapperBloom : 0;
return Bitmask;
}
// PC only.
static uint32 TonemapperGenerateBitmaskPC(const FViewInfo* RESTRICT View, bool bGammaOnly)
{
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, false);
// PC doesn't support these
Bitmask &= ~TonemapperContrast;
Bitmask &= ~TonemapperColorMatrix;
Bitmask &= ~TonemapperShadowTint;
// Must early exit if gamma only.
if(Bitmask == TonemapperGammaOnly)
{
return Bitmask;
}
// Grain Quantization
{
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper.GrainQuantization"));
int32 Value = CVar->GetValueOnRenderThread();
if(Value > 0)
{
Bitmask |= TonemapperGrainQuantization;
}
}
// Inverse Tonemapping
{
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
int32 Value = CVar->GetValueOnRenderThread();
if (Value > 0)
{
Bitmask |= TonemapperInverseTonemapping;
}
}
if( View->FinalPostProcessSettings.SceneFringeIntensity > 0.01f)
{
Bitmask |= TonemapperColorFringe;
}
return Bitmask + TonemapperGenerateBitmaskPost(View);
}
// Mobile only.
static uint32 TonemapperGenerateBitmaskMobile(const FViewInfo* RESTRICT View, bool bGammaOnly)
{
check(View);
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, true);
bool bUse32BPPHDR = IsMobileHDR32bpp();
bool bUseMosaic = IsMobileHDRMosaic();
// Must early exit if gamma only.
if(Bitmask == TonemapperGammaOnly)
{
return Bitmask + (bUse32BPPHDR ? Tonemapper32BPPHDR : 0);
}
if (bUseMosaic)
{
return Bitmask + Tonemapper32BPPHDR;
}
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[View->GetFeatureLevel()];
if ((GSupportsShaderFramebufferFetch && (ShaderPlatform == SP_METAL || ShaderPlatform == SP_VULKAN_PCES3_1)) && (CVarMobileMSAA ? CVarMobileMSAA->GetValueOnAnyThread() > 1 : false))
{
Bitmask += TonemapperMsaa;
}
if (bUse32BPPHDR)
{
// add limited post for 32 bit encoded hdr.
Bitmask += Tonemapper32BPPHDR;
Bitmask += TonemapperGenerateBitmaskPost(View);
}
else if (GSupportsRenderTargetFormat_PF_FloatRGBA)
{
// add full mobile post if FP16 is supported.
Bitmask += TonemapperGenerateBitmaskPost(View);
bool bUseDof = View->FinalPostProcessSettings.DepthOfFieldScale > 0.0f && (!View->FinalPostProcessSettings.bMobileHQGaussian || (View->GetFeatureLevel() < ERHIFeatureLevel::ES3_1));
Bitmask += (bUseDof) ? TonemapperDOF : 0;
Bitmask += (View->bLightShaftUse) ? TonemapperLightShafts : 0;
}
// Mobile is not supporting grain quantization and grain jitter currently.
Bitmask &= ~(TonemapperGrainQuantization | TonemapperGrainJitter);
return Bitmask;
}
void GrainPostSettings(FVector* RESTRICT const Constant, const FPostProcessSettings* RESTRICT const Settings)
{
float GrainJitter = Settings->GrainJitter;
float GrainIntensity = Settings->GrainIntensity;
Constant->X = GrainIntensity;
Constant->Y = 1.0f + (-0.5f * GrainIntensity);
Constant->Z = GrainJitter;
}
// This code is shared by PostProcessTonemap and VisualizeHDR.
void FilmPostSetConstants(FVector4* RESTRICT const Constants, const uint32 ConfigBitmask, const FPostProcessSettings* RESTRICT const FinalPostProcessSettings, bool bMobile)
{
uint32 UseColorMatrix = TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix);
uint32 UseShadowTint = TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint);
uint32 UseContrast = TonemapperIsDefined(ConfigBitmask, TonemapperContrast);
// Must insure inputs are in correct range (else possible generation of NaNs).
float InExposure = 1.0f;
FVector InWhitePoint(FinalPostProcessSettings->FilmWhitePoint);
float InSaturation = FMath::Clamp(FinalPostProcessSettings->FilmSaturation, 0.0f, 2.0f);
FVector InLuma = FVector(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f);
FVector InMatrixR(FinalPostProcessSettings->FilmChannelMixerRed);
FVector InMatrixG(FinalPostProcessSettings->FilmChannelMixerGreen);
FVector InMatrixB(FinalPostProcessSettings->FilmChannelMixerBlue);
float InContrast = FMath::Clamp(FinalPostProcessSettings->FilmContrast, 0.0f, 1.0f) + 1.0f;
float InDynamicRange = powf(2.0f, FMath::Clamp(FinalPostProcessSettings->FilmDynamicRange, 1.0f, 4.0f));
float InToe = (1.0f - FMath::Clamp(FinalPostProcessSettings->FilmToeAmount, 0.0f, 1.0f)) * 0.18f;
InToe = FMath::Clamp(InToe, 0.18f/8.0f, 0.18f * (15.0f/16.0f));
float InHeal = 1.0f - (FMath::Max(1.0f/32.0f, 1.0f - FMath::Clamp(FinalPostProcessSettings->FilmHealAmount, 0.0f, 1.0f)) * (1.0f - 0.18f));
FVector InShadowTint(FinalPostProcessSettings->FilmShadowTint);
float InShadowTintBlend = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintBlend, 0.0f, 1.0f) * 64.0f;
// Shadow tint amount enables turning off shadow tinting.
float InShadowTintAmount = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintAmount, 0.0f, 1.0f);
InShadowTint = InWhitePoint + (InShadowTint - InWhitePoint) * InShadowTintAmount;
// Make sure channel mixer inputs sum to 1 (+ smart dealing with all zeros).
InMatrixR.X += 1.0f / (256.0f*256.0f*32.0f);
InMatrixG.Y += 1.0f / (256.0f*256.0f*32.0f);
InMatrixB.Z += 1.0f / (256.0f*256.0f*32.0f);
InMatrixR *= 1.0f / FVector::DotProduct(InMatrixR, FVector(1.0f));
InMatrixG *= 1.0f / FVector::DotProduct(InMatrixG, FVector(1.0f));
InMatrixB *= 1.0f / FVector::DotProduct(InMatrixB, FVector(1.0f));
// Conversion from linear rgb to luma (using HDTV coef).
FVector LumaWeights = FVector(0.2126f, 0.7152f, 0.0722f);
// Make sure white point has 1.0 as luma (so adjusting white point doesn't change exposure).
// Make sure {0.0,0.0,0.0} inputs do something sane (default to white).
InWhitePoint += FVector(1.0f / (256.0f*256.0f*32.0f));
InWhitePoint *= 1.0f / FVector::DotProduct(InWhitePoint, LumaWeights);
InShadowTint += FVector(1.0f / (256.0f*256.0f*32.0f));
InShadowTint *= 1.0f / FVector::DotProduct(InShadowTint, LumaWeights);
// Grey after color matrix is applied.
FVector ColorMatrixLuma = FVector(
FVector::DotProduct(InLuma.X * FVector(InMatrixR.X, InMatrixG.X, InMatrixB.X), FVector(1.0f)),
FVector::DotProduct(InLuma.Y * FVector(InMatrixR.Y, InMatrixG.Y, InMatrixB.Y), FVector(1.0f)),
FVector::DotProduct(InLuma.Z * FVector(InMatrixR.Z, InMatrixG.Z, InMatrixB.Z), FVector(1.0f)));
FVector OutMatrixR = FVector(0.0f);
FVector OutMatrixG = FVector(0.0f);
FVector OutMatrixB = FVector(0.0f);
FVector OutColorShadow_Luma = LumaWeights * InShadowTintBlend;
FVector OutColorShadow_Tint1 = InWhitePoint;
FVector OutColorShadow_Tint2 = InShadowTint - InWhitePoint;
if(UseColorMatrix)
{
// Final color matrix effected by saturation and exposure.
OutMatrixR = (ColorMatrixLuma + ((InMatrixR - ColorMatrixLuma) * InSaturation)) * InExposure;
OutMatrixG = (ColorMatrixLuma + ((InMatrixG - ColorMatrixLuma) * InSaturation)) * InExposure;
OutMatrixB = (ColorMatrixLuma + ((InMatrixB - ColorMatrixLuma) * InSaturation)) * InExposure;
if(UseShadowTint == 0)
{
OutMatrixR = OutMatrixR * InWhitePoint.X;
OutMatrixG = OutMatrixG * InWhitePoint.Y;
OutMatrixB = OutMatrixB * InWhitePoint.Z;
}
}
else
{
// No color matrix fast path.
if(UseShadowTint == 0)
{
OutMatrixB = InExposure * InWhitePoint;
}
else
{
// Need to drop exposure in.
OutColorShadow_Luma *= InExposure;
OutColorShadow_Tint1 *= InExposure;
OutColorShadow_Tint2 *= InExposure;
}
}
// Curve constants.
float OutColorCurveCh3;
float OutColorCurveCh0Cm1;
float OutColorCurveCd2;
float OutColorCurveCm0Cd0;
float OutColorCurveCh1;
float OutColorCurveCh2;
float OutColorCurveCd1;
float OutColorCurveCd3Cm3;
float OutColorCurveCm2;
// Line for linear section.
float FilmLineOffset = 0.18f - 0.18f*InContrast;
float FilmXAtY0 = -FilmLineOffset/InContrast;
float FilmXAtY1 = (1.0f - FilmLineOffset) / InContrast;
float FilmXS = FilmXAtY1 - FilmXAtY0;
// Coordinates of linear section.
float FilmHiX = FilmXAtY0 + InHeal*FilmXS;
float FilmHiY = FilmHiX*InContrast + FilmLineOffset;
float FilmLoX = FilmXAtY0 + InToe*FilmXS;
float FilmLoY = FilmLoX*InContrast + FilmLineOffset;
// Supported exposure range before clipping.
float FilmHeal = InDynamicRange - FilmHiX;
// Intermediates.
float FilmMidXS = FilmHiX - FilmLoX;
float FilmMidYS = FilmHiY - FilmLoY;
float FilmSlope = FilmMidYS / (FilmMidXS);
float FilmHiYS = 1.0f - FilmHiY;
float FilmLoYS = FilmLoY;
float FilmToe = FilmLoX;
float FilmHiG = (-FilmHiYS + (FilmSlope*FilmHeal)) / (FilmSlope*FilmHeal);
float FilmLoG = (-FilmLoYS + (FilmSlope*FilmToe)) / (FilmSlope*FilmToe);
if(UseContrast)
{
// Constants.
OutColorCurveCh1 = FilmHiYS/FilmHiG;
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
OutColorCurveCh0Cm1 = FilmHiX;
OutColorCurveCm2 = FilmSlope;
OutColorCurveCm0Cd0 = FilmLoX;
OutColorCurveCd3Cm3 = FilmLoY - FilmLoX*FilmSlope;
// Handle these separate in case of FilmLoG being 0.
if(FilmLoG != 0.0f)
{
OutColorCurveCd1 = -FilmLoYS/FilmLoG;
OutColorCurveCd2 = FilmLoYS/(FilmSlope*FilmLoG);
}
else
{
// FilmLoG being zero means dark region is a linear segment (so just continue the middle section).
OutColorCurveCd1 = 0.0f;
OutColorCurveCd2 = 1.0f;
OutColorCurveCm0Cd0 = 0.0f;
OutColorCurveCd3Cm3 = 0.0f;
}
}
else
{
// Simplified for no dark segment.
OutColorCurveCh1 = FilmHiYS/FilmHiG;
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
OutColorCurveCh0Cm1 = FilmHiX;
// Not used.
OutColorCurveCm2 = 0.0f;
OutColorCurveCm0Cd0 = 0.0f;
OutColorCurveCd3Cm3 = 0.0f;
OutColorCurveCd1 = 0.0f;
OutColorCurveCd2 = 0.0f;
}
Constants[0] = FVector4(OutMatrixR, OutColorCurveCd1);
Constants[1] = FVector4(OutMatrixG, OutColorCurveCd3Cm3);
Constants[2] = FVector4(OutMatrixB, OutColorCurveCm2);
Constants[3] = FVector4(OutColorCurveCm0Cd0, OutColorCurveCd2, OutColorCurveCh0Cm1, OutColorCurveCh3);
Constants[4] = FVector4(OutColorCurveCh1, OutColorCurveCh2, 0.0f, 0.0f);
Constants[5] = FVector4(OutColorShadow_Luma, 0.0f);
Constants[6] = FVector4(OutColorShadow_Tint1, 0.0f);
Constants[7] = FVector4(OutColorShadow_Tint2, 0.0f);
}
BEGIN_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER(FVector4,Tint)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE(Texture2D,Mask)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_SAMPLER(SamplerState,MaskSampler)
END_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters)
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,TEXT("BloomDirtMask"));
static TAutoConsoleVariable<float> CVarGamma(
TEXT("r.Gamma"),
1.0f,
TEXT("Gamma on output"),
ECVF_RenderThreadSafe);
/**
* Encapsulates the post processing tonemapper pixel shader.
*/
template<uint32 ConfigIndex>
class FPostProcessTonemapPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::ES2);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
uint32 ConfigBitmask = TonemapperConfBitmaskPC[ConfigIndex];
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
OutEnvironment.SetDefine(TEXT("USE_COLOR_FRINGE"), TonemapperIsDefined(ConfigBitmask, TonemapperColorFringe));
OutEnvironment.SetDefine(TEXT("USE_SHARPEN"), TonemapperIsDefined(ConfigBitmask, TonemapperSharpen));
OutEnvironment.SetDefine(TEXT("USE_INVERSE_TONEMAPPING"), TonemapperIsDefined(ConfigBitmask, TonemapperInverseTonemapping));
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeTextureLUT(Platform));
}
/** Default constructor. */
FPostProcessTonemapPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter ColorScale0;
FShaderParameter ColorScale1;
FShaderResourceParameter NoiseTexture;
FShaderResourceParameter NoiseTextureSampler;
FShaderParameter TexScale;
FShaderParameter TonemapperParams;
FShaderParameter GrainScaleBiasJitter;
FShaderResourceParameter ColorGradingLUT;
FShaderResourceParameter ColorGradingLUTSampler;
FShaderParameter InverseGamma;
FShaderParameter ColorMatrixR_ColorCurveCd1;
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
FShaderParameter ColorMatrixB_ColorCurveCm2;
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
FShaderParameter ColorCurve_Ch1_Ch2;
FShaderParameter ColorShadow_Luma;
FShaderParameter ColorShadow_Tint1;
FShaderParameter ColorShadow_Tint2;
//@HACK
FShaderParameter OverlayColor;
FShaderParameter OutputDevice;
FShaderParameter OutputGamut;
FShaderParameter InvertTonemapping;
FShaderParameter ACESInversion;
/** Initialization constructor. */
FPostProcessTonemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
NoiseTexture.Bind(Initializer.ParameterMap,TEXT("NoiseTexture"));
NoiseTextureSampler.Bind(Initializer.ParameterMap,TEXT("NoiseTextureSampler"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
TonemapperParams.Bind(Initializer.ParameterMap, TEXT("TonemapperParams"));
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
ColorGradingLUT.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUT"));
ColorGradingLUTSampler.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUTSampler"));
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
OutputDevice.Bind(Initializer.ParameterMap, TEXT("OutputDevice"));
OutputGamut.Bind(Initializer.ParameterMap, TEXT("OutputGamut"));
InvertTonemapping.Bind(Initializer.ParameterMap, TEXT("InvertTonemapping"));
ACESInversion.Bind(Initializer.ParameterMap, TEXT("ACESInversion"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma << NoiseTexture << NoiseTextureSampler
<< TexScale << TonemapperParams << GrainScaleBiasJitter
<< ColorGradingLUT << ColorGradingLUTSampler
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
<< OverlayColor
<< OutputDevice << OutputGamut << InvertTonemapping << ACESInversion;
return bShaderHasOutdatedParameters;
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
{
// filtering can cost performance so we use point where possible, we don't want anisotropic sampling
FSamplerStateRHIParamRef Filters[] =
{
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(), // todo: could be SF_Point if fringe is disabled
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp, 0, 1>::GetRHI(),
};
PostprocessParameter.SetPS(ShaderRHI, Context, 0, eFC_0000, Filters);
}
// Invert tonemapping to produce linear output-referred imagery
static TConsoleVariableData<int32>* CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
int32 DumpFramesAsHDRValue = CVarDumpFramesAsHDR->GetValueOnRenderThread();
SetShaderValue(Context.RHICmdList, ShaderRHI, InvertTonemapping, DumpFramesAsHDRValue);
// The approach to use when applying the inverse ACES Output Transform
static TConsoleVariableData<int32>* CVarACESInversion = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperACESInversion"));
int32 ACESInversionValue = CVarACESInversion->GetValueOnRenderThread();
SetShaderValue(Context.RHICmdList, ShaderRHI, ACESInversion, ACESInversionValue);
// The gamut for output
static TConsoleVariableData<int32>* CVarOutputGamut = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperOutputGamut"));
int32 OutputGamutValue = CVarOutputGamut->GetValueOnRenderThread();
SetShaderValue(Context.RHICmdList, ShaderRHI, OutputGamut, OutputGamutValue);
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
{
FLinearColor Col = Settings.SceneColorTint;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
}
{
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
}
{
UTexture2D* NoiseTextureValue = GEngine->HighFrequencyNoiseTexture;
SetTextureParameter(Context.RHICmdList, ShaderRHI, NoiseTexture, NoiseTextureSampler, TStaticSamplerState<SF_Point, AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI(), NoiseTextureValue->Resource->TextureRHI);
}
{
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
// we assume the this pass runs in 1:1 pixel
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
{
float Sharpen = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f);
// /6.0 is to save one shader instruction
FVector2D Value(Settings.VignetteIntensity, Sharpen / 6.0f);
SetShaderValue(Context.RHICmdList, ShaderRHI, TonemapperParams, Value);
}
{
static TConsoleVariableData<int32>* CVar709 = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper709"));
static TConsoleVariableData<float>* CVarTonemapperGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
static TConsoleVariableData<int32>* CVar2084 = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper2084"));
int32 Rec709 = CVar709->GetValueOnRenderThread();
int32 ST2084 = CVar2084->GetValueOnRenderThread();
float Gamma = CVarTonemapperGamma->GetValueOnRenderThread();
if (PLATFORM_APPLE && Gamma == 0.0f)
{
Gamma = 2.2f;
}
int32 Value = 0; // sRGB
Value = Rec709 ? 1 : Value; // Rec709
Value = Gamma != 0.0f ? 2 : Value; // Explicit gamma
Value = ST2084 ? 3 : Value; // ST-2084 (Dolby PQ)
SetShaderValue(Context.RHICmdList, ShaderRHI, OutputDevice, Value);
}
FVector GrainValue;
GrainPostSettings(&GrainValue, &Settings);
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
const TShaderUniformBufferParameter<FBloomDirtMaskParameters>& BloomDirtMaskParam = GetUniformBufferParameter<FBloomDirtMaskParameters>();
if (BloomDirtMaskParam.IsBound())
{
FBloomDirtMaskParameters BloomDirtMaskParams;
FLinearColor Col = Settings.BloomDirtMaskTint * Settings.BloomDirtMaskIntensity;
BloomDirtMaskParams.Tint = FVector4(Col.R, Col.G, Col.B, 0.f /*unused*/);
BloomDirtMaskParams.Mask = GSystemTextures.BlackDummy->GetRenderTargetItem().TargetableTexture;
if(Settings.BloomDirtMask && Settings.BloomDirtMask->Resource)
{
BloomDirtMaskParams.Mask = Settings.BloomDirtMask->Resource->TextureRHI;
}
BloomDirtMaskParams.MaskSampler = TStaticSamplerState<SF_Bilinear,AM_Wrap,AM_Wrap,AM_Wrap>::GetRHI();
FUniformBufferRHIRef BloomDirtMaskUB = TUniformBufferRef<FBloomDirtMaskParameters>::CreateUniformBufferImmediate(BloomDirtMaskParams, UniformBuffer_SingleDraw);
SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, BloomDirtMaskParam, BloomDirtMaskUB);
}
// volume texture LUT
{
FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input3);
if(OutputRef)
{
FRenderingCompositeOutput* Input = OutputRef->GetOutput();
if(Input)
{
TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();
if(InputPooledElement)
{
check(!InputPooledElement->IsFree());
const FTextureRHIRef& SrcTexture = InputPooledElement->GetRenderTargetItem().ShaderResourceTexture;
SetTextureParameter(Context.RHICmdList, ShaderRHI, ColorGradingLUT, ColorGradingLUTSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), SrcTexture);
}
}
}
}
{
FVector InvDisplayGammaValue;
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
{
static TConsoleVariableData<float>* CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
float Value = CVar->GetValueOnRenderThread();
if(Value < 1.0f)
{
Value = 1.0f;
}
InvDisplayGammaValue.Z = 1.0f / Value;
}
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
}
{
FVector4 Constants[8];
FilmPostSetConstants(Constants, TonemapperConfBitmaskPC[ConfigIndex], &Context.View.FinalPostProcessSettings, false);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessTonemap");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessTonemapPS<A> FPostProcessTonemapPS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS##A, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5) VARIATION1(6) VARIATION1(7) VARIATION1(8)
VARIATION1(9) VARIATION1(10) VARIATION1(11) VARIATION1(12) VARIATION1(13) VARIATION1(14)
#undef VARIATION1
// Vertex Shader permutations based on bool AutoExposure.
IMPLEMENT_SHADER_TYPE(template<>, TPostProcessTonemapVS<true>, TEXT("PostProcessTonemap"), TEXT("MainVS"), SF_Vertex);
IMPLEMENT_SHADER_TYPE(template<>, TPostProcessTonemapVS<false>, TEXT("PostProcessTonemap"), TEXT("MainVS"), SF_Vertex);
FRCPassPostProcessTonemap::FRCPassPostProcessTonemap(const FViewInfo& InView, bool bInDoGammaOnly, bool bInDoEyeAdaptation, bool bInHDROutput)
: bDoGammaOnly(bInDoGammaOnly)
, bDoScreenPercentageInTonemapper(false)
, bDoEyeAdaptation(bInDoEyeAdaptation)
, bHDROutput(bInHDROutput)
, View(InView)
{
uint32 ConfigBitmask = TonemapperGenerateBitmaskPC(&InView, bDoGammaOnly);
ConfigIndexPC = TonemapperFindLeastExpensive(TonemapperConfBitmaskPC, sizeof(TonemapperConfBitmaskPC)/4, TonemapperCostTab, ConfigBitmask);;
}
namespace PostProcessTonemapUtil
{
// Template implementation supports unique static BoundShaderState for each permutation of Vertex/Pixel Shaders
template <uint32 ConfigIndex, bool bDoEyeAdaptation>
static inline void SetShaderTempl(const FRenderingCompositePassContext& Context)
{
typedef TPostProcessTonemapVS<bDoEyeAdaptation> VertexShaderType;
typedef FPostProcessTonemapPS<ConfigIndex> PixelShaderType;
TShaderMapRef<PixelShaderType> PixelShader(Context.GetShaderMap());
TShaderMapRef<VertexShaderType> VertexShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
template <uint32 ConfigIndex>
static inline void SetShaderTempl(const FRenderingCompositePassContext& Context, bool bDoEyeAdaptation)
{
if (bDoEyeAdaptation)
{
SetShaderTempl<ConfigIndex, true>(Context);
}
else
{
SetShaderTempl<ConfigIndex, false>(Context);
}
}
}
static TAutoConsoleVariable<int32> CVarTonemapperOverride(
TEXT("r.Tonemapper.ConfigIndexOverride"),
-1,
TEXT("direct configindex override. Ignores all other tonemapper configuration cvars"),
ECVF_RenderThreadSafe);
void FRCPassPostProcessTonemap::Process(FRenderingCompositePassContext& Context)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = bDoScreenPercentageInTonemapper ? View.UnscaledViewRect : View.ViewRect;
FIntPoint SrcSize = InputDesc->Extent;
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d GammaOnly=%d HandleScreenPercentage=%d %dx%d"),
ConfigIndexPC, bDoGammaOnly, bDoScreenPercentageInTonemapper, DestRect.Width(), DestRect.Height());
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
if (IsVulkanPlatform(ShaderPlatform))
{
//@HACK: needs to set the framebuffer to clear/ignore in vulkan (doesn't support RHIClear)
// Clearing for letterbox mode. We could ENoAction if View.ViewRect == RT dims.
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
FRHISetRenderTargetsInfo Info(1, &ColorView, FRHIDepthRenderTargetView());
Context.RHICmdList.SetRenderTargetsAndClear(Info);
}
else
{
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef(), ESimpleRenderTargetMode::EUninitializedColorAndDepth);
if (Context.HasHmdMesh() && View.StereoPass == eSSP_LEFT_EYE)
{
// needed when using an hmd mesh instead of a full screen quad because we don't touch all of the pixels in the render target
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
}
else if (ViewFamily.RenderTarget->GetRenderTargetTexture() != DestRenderTarget.TargetableTexture)
{
// needed to not have PostProcessAA leaking in content (e.g. Matinee black borders), is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, DestRect);
}
}
Context.SetViewportAndCallRHI(DestRect, 0.0f, 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
const int32 ConfigOverride = CVarTonemapperOverride->GetInt();
const uint32 FinalConfigIndex = ConfigOverride == -1 ? ConfigIndexPC : (int32)ConfigOverride;
switch (FinalConfigIndex)
{
using namespace PostProcessTonemapUtil;
case 0: SetShaderTempl<0>(Context, bDoEyeAdaptation); break;
case 1: SetShaderTempl<1>(Context, bDoEyeAdaptation); break;
case 2: SetShaderTempl<2>(Context, bDoEyeAdaptation); break;
case 3: SetShaderTempl<3>(Context, bDoEyeAdaptation); break;
case 4: SetShaderTempl<4>(Context, bDoEyeAdaptation); break;
case 5: SetShaderTempl<5>(Context, bDoEyeAdaptation); break;
case 6: SetShaderTempl<6>(Context, bDoEyeAdaptation); break;
case 7: SetShaderTempl<7>(Context, bDoEyeAdaptation); break;
case 8: SetShaderTempl<8>(Context, bDoEyeAdaptation); break;
case 9: SetShaderTempl<9>(Context, bDoEyeAdaptation); break;
case 10: SetShaderTempl<10>(Context, bDoEyeAdaptation); break;
case 11: SetShaderTempl<11>(Context, bDoEyeAdaptation); break;
case 12: SetShaderTempl<12>(Context, bDoEyeAdaptation); break;
case 13: SetShaderTempl<13>(Context, bDoEyeAdaptation); break;
case 14: SetShaderTempl<14>(Context, bDoEyeAdaptation); break;
default:
check(0);
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
FShader* VertexShader;
if (bDoEyeAdaptation)
{
// Use the vertex shader that passes on eye-adaptation values to the pixel shader
TShaderMapRef<TPostProcessTonemapVS<true>> VertexShaderMapRef(Context.GetShaderMap());
VertexShader = *VertexShaderMapRef;
}
else
{
TShaderMapRef<TPostProcessTonemapVS<false>> VertexShaderMapRef(Context.GetShaderMap());
VertexShader = *VertexShaderMapRef;
}
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
DestRect.Size(),
SceneContext.GetBufferSizeXY(),
VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// We only release the SceneColor after the last view was processed (SplitScreen)
if(Context.View.Family->Views[Context.View.Family->Views.Num() - 1] == &Context.View && !GIsEditor)
{
// The RT should be released as early as possible to allow sharing of that memory for other purposes.
// This becomes even more important with some limited VRam (XBoxOne).
SceneContext.SetSceneColor(0);
}
if (ViewFamily.Scene && ViewFamily.Scene->GetShadingPath() == EShadingPath::Mobile)
{
// Double buffer tonemapper output for temporal AA.
if(View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA)
{
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if(ViewState)
{
ViewState->MobileAaColor0 = PassOutputs[0].PooledRenderTarget;
}
}
}
}
FPooledRenderTargetDesc FRCPassPostProcessTonemap::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
// RGB is the color in LDR, A is the luminance for PostprocessAA
Ret.Format = bHDROutput ? PF_FloatRGBA : PF_B8G8R8A8;
Ret.DebugName = TEXT("Tonemap");
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
return Ret;
}
// ES2 version
/**
* Encapsulates the post processing tonemapper pixel shader.
*/
template<uint32 ConfigIndex>
class FPostProcessTonemapPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// This is only used on ES2.
// TODO: Make this only compile on PC/Mobile (and not console).
return !IsConsolePlatform(Platform);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
OutEnvironment.SetDefine(TEXT("USE_32BPP_HDR"), TonemapperIsDefined(ConfigBitmask, Tonemapper32BPPHDR));
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
OutEnvironment.SetDefine(TEXT("USE_LIGHT_SHAFTS"), TonemapperIsDefined(ConfigBitmask, TonemapperLightShafts));
OutEnvironment.SetDefine(TEXT("USE_DOF"), TonemapperIsDefined(ConfigBitmask, TonemapperDOF));
OutEnvironment.SetDefine(TEXT("USE_MSAA"), TonemapperIsDefined(ConfigBitmask, TonemapperMsaa));
//Need to hack in exposure scale for < SM5
OutEnvironment.SetDefine(TEXT("NO_EYEADAPTATION_EXPOSURE_FIX"), 1);
}
/** Default constructor. */
FPostProcessTonemapPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter ColorScale0;
FShaderParameter ColorScale1;
FShaderParameter TexScale;
FShaderParameter GrainScaleBiasJitter;
FShaderParameter InverseGamma;
FShaderParameter TonemapperParams;
FShaderParameter ColorMatrixR_ColorCurveCd1;
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
FShaderParameter ColorMatrixB_ColorCurveCm2;
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
FShaderParameter ColorCurve_Ch1_Ch2;
FShaderParameter ColorShadow_Luma;
FShaderParameter ColorShadow_Tint1;
FShaderParameter ColorShadow_Tint2;
FShaderParameter OverlayColor;
FShaderParameter FringeIntensity;
/** Initialization constructor. */
FPostProcessTonemapPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
TonemapperParams.Bind(Initializer.ParameterMap, TEXT("TonemapperParams"));
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
FringeIntensity.Bind(Initializer.ParameterMap, TEXT("FringeIntensity"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma
<< TexScale << GrainScaleBiasJitter << TonemapperParams
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
<< OverlayColor
<< FringeIntensity;
return bShaderHasOutdatedParameters;
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
const uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
if (TonemapperIsDefined(ConfigBitmask, Tonemapper32BPPHDR) && IsMobileHDRMosaic())
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
else
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
SetShaderValue(Context.RHICmdList, ShaderRHI, FringeIntensity, fabsf(Settings.SceneFringeIntensity) * 0.01f); // Interpreted as [0-1] percentage
{
FLinearColor Col = Settings.SceneColorTint;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
}
{
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
}
{
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
// we assume the this pass runs in 1:1 pixel
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
{
float Sharpen = FMath::Clamp(CVarTonemapperSharpen.GetValueOnRenderThread(), 0.0f, 10.0f);
FVector2D Value(Settings.VignetteIntensity, Sharpen);
SetShaderValue(Context.RHICmdList, ShaderRHI, TonemapperParams, Value);
}
FVector GrainValue;
GrainPostSettings(&GrainValue, &Settings);
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
{
FVector InvDisplayGammaValue;
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Z = 1.0; // Unused on mobile.
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
}
{
FVector4 Constants[8];
FilmPostSetConstants(Constants, TonemapperConfBitmaskMobile[ConfigIndex], &Context.View.FinalPostProcessSettings, true);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessTonemap");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS_ES2");
}
};
// #define avoids a lot of code duplication
#define VARIATION2(A) typedef FPostProcessTonemapPS_ES2<A> FPostProcessTonemapPS_ES2##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS_ES2##A, SF_Pixel);
VARIATION2(0) VARIATION2(1) VARIATION2(2) VARIATION2(3) VARIATION2(4) VARIATION2(5) VARIATION2(6) VARIATION2(7) VARIATION2(8) VARIATION2(9)
VARIATION2(10) VARIATION2(11) VARIATION2(12) VARIATION2(13) VARIATION2(14) VARIATION2(15) VARIATION2(16) VARIATION2(17) VARIATION2(18) VARIATION2(19)
VARIATION2(20) VARIATION2(21) VARIATION2(22) VARIATION2(23) VARIATION2(24) VARIATION2(25) VARIATION2(26) VARIATION2(27) VARIATION2(28) VARIATION2(29)
VARIATION2(30) VARIATION2(31) VARIATION2(32) VARIATION2(33) VARIATION2(34) VARIATION2(35) VARIATION2(36) VARIATION2(37) VARIATION2(38)
#undef VARIATION2
class FPostProcessTonemapVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return !IsConsolePlatform(Platform);
}
FPostProcessTonemapVS_ES2() { }
public:
FPostProcessPassParameters PostprocessParameter;
FShaderResourceParameter EyeAdaptation;
FShaderParameter GrainRandomFull;
FShaderParameter FringeIntensity;
bool bUsedFramebufferFetch;
FPostProcessTonemapVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
GrainRandomFull.Bind(Initializer.ParameterMap, TEXT("GrainRandomFull"));
FringeIntensity.Bind(Initializer.ParameterMap, TEXT("FringeIntensity"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
FVector GrainRandomFullValue;
{
uint8 FrameIndexMod8 = 0;
if (Context.View.State)
{
FrameIndexMod8 = Context.View.State->GetFrameIndexMod8();
}
GrainRandomFromFrame(&GrainRandomFullValue, FrameIndexMod8);
}
// TODO: Don't use full on mobile with framebuffer fetch.
GrainRandomFullValue.Z = bUsedFramebufferFetch ? 0.0f : 1.0f;
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainRandomFull, GrainRandomFullValue);
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
SetShaderValue(Context.RHICmdList, ShaderRHI, FringeIntensity, fabsf(Settings.SceneFringeIntensity) * 0.01f); // Interpreted as [0-1] percentage
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << GrainRandomFull << FringeIntensity;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessTonemapVS_ES2,TEXT("PostProcessTonemap"),TEXT("MainVS_ES2"),SF_Vertex);
namespace PostProcessTonemap_ES2Util
{
// Template implementation supports unique static BoundShaderState for each permutation of Pixel Shaders
template <uint32 ConfigIndex>
static inline void SetShaderTemplES2(const FRenderingCompositePassContext& Context, bool bUsedFramebufferFetch)
{
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessTonemapPS_ES2<ConfigIndex> > PixelShader(Context.GetShaderMap());
VertexShader->bUsedFramebufferFetch = bUsedFramebufferFetch;
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
}
FRCPassPostProcessTonemapES2::FRCPassPostProcessTonemapES2(const FViewInfo& View, FIntRect InViewRect, FIntPoint InDestSize, bool bInUsedFramebufferFetch)
:
ViewRect(InViewRect),
DestSize(InDestSize),
bUsedFramebufferFetch(bInUsedFramebufferFetch)
{
uint32 ConfigBitmask = TonemapperGenerateBitmaskMobile(&View, false);
ConfigIndexMobile = TonemapperFindLeastExpensive(TonemapperConfBitmaskMobile, sizeof(TonemapperConfBitmaskMobile)/4, TonemapperCostTab, ConfigBitmask);
}
void FRCPassPostProcessTonemapES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d%s"), ConfigIndexMobile, bUsedFramebufferFetch ? TEXT(" FramebufferFetch=0") : TEXT("FramebufferFetch=1"));
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
const FPooledRenderTargetDesc& OutputDesc = PassOutputs[0].RenderTargetDesc;
FIntRect SrcRect = ViewRect;
// no upscale if separate ren target is used.
FIntRect DestRect = (ViewFamily.bUseSeparateRenderTarget) ? ViewRect : View.UnscaledViewRect; // Simple upscaling, ES2 post process does not currently have a specific upscaling pass.
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DstSize = OutputDesc.Extent;
// Set the view family's render target/viewport.
//@todo Ronin find a way to use the same codepath for all platforms.
const EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[Context.GetFeatureLevel()];
if (IsVulkanMobilePlatform(ShaderPlatform))
{
//@HACK: gets around an uneccessary load in Vulkan. NOT FOR MAIN as it'll probably kill GearVR
//@HACK: needs to set the framebuffer to clear/ignore in vulkan (doesn't support RHIClear)
FRHIRenderTargetView ColorView(DestRenderTarget.TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
FRHISetRenderTargetsInfo Info(1, &ColorView, FRHIDepthRenderTargetView());
Context.RHICmdList.SetRenderTargetsAndClear(Info);
}
else
{
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());
// Full clear to avoid restore
if (View.StereoPass == eSSP_FULL || View.StereoPass == eSSP_LEFT_EYE)
{
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
}
}
Context.SetViewportAndCallRHI(DestRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
switch(ConfigIndexMobile)
{
using namespace PostProcessTonemap_ES2Util;
case 0: SetShaderTemplES2<0>(Context, bUsedFramebufferFetch); break;
case 1: SetShaderTemplES2<1>(Context, bUsedFramebufferFetch); break;
case 2: SetShaderTemplES2<2>(Context, bUsedFramebufferFetch); break;
case 3: SetShaderTemplES2<3>(Context, bUsedFramebufferFetch); break;
case 4: SetShaderTemplES2<4>(Context, bUsedFramebufferFetch); break;
case 5: SetShaderTemplES2<5>(Context, bUsedFramebufferFetch); break;
case 6: SetShaderTemplES2<6>(Context, bUsedFramebufferFetch); break;
case 7: SetShaderTemplES2<7>(Context, bUsedFramebufferFetch); break;
case 8: SetShaderTemplES2<8>(Context, bUsedFramebufferFetch); break;
case 9: SetShaderTemplES2<9>(Context, bUsedFramebufferFetch); break;
case 10: SetShaderTemplES2<10>(Context, bUsedFramebufferFetch); break;
case 11: SetShaderTemplES2<11>(Context, bUsedFramebufferFetch); break;
case 12: SetShaderTemplES2<12>(Context, bUsedFramebufferFetch); break;
case 13: SetShaderTemplES2<13>(Context, bUsedFramebufferFetch); break;
case 14: SetShaderTemplES2<14>(Context, bUsedFramebufferFetch); break;
case 15: SetShaderTemplES2<15>(Context, bUsedFramebufferFetch); break;
case 16: SetShaderTemplES2<16>(Context, bUsedFramebufferFetch); break;
case 17: SetShaderTemplES2<17>(Context, bUsedFramebufferFetch); break;
case 18: SetShaderTemplES2<18>(Context, bUsedFramebufferFetch); break;
case 19: SetShaderTemplES2<19>(Context, bUsedFramebufferFetch); break;
case 20: SetShaderTemplES2<20>(Context, bUsedFramebufferFetch); break;
case 21: SetShaderTemplES2<21>(Context, bUsedFramebufferFetch); break;
case 22: SetShaderTemplES2<22>(Context, bUsedFramebufferFetch); break;
case 23: SetShaderTemplES2<23>(Context, bUsedFramebufferFetch); break;
case 24: SetShaderTemplES2<24>(Context, bUsedFramebufferFetch); break;
case 25: SetShaderTemplES2<25>(Context, bUsedFramebufferFetch); break;
case 26: SetShaderTemplES2<26>(Context, bUsedFramebufferFetch); break;
case 27: SetShaderTemplES2<27>(Context, bUsedFramebufferFetch); break;
case 28: SetShaderTemplES2<28>(Context, bUsedFramebufferFetch); break;
case 29: SetShaderTemplES2<29>(Context, bUsedFramebufferFetch); break;
case 30: SetShaderTemplES2<30>(Context, bUsedFramebufferFetch); break;
case 31: SetShaderTemplES2<31>(Context, bUsedFramebufferFetch); break;
case 32: SetShaderTemplES2<32>(Context, bUsedFramebufferFetch); break;
case 33: SetShaderTemplES2<33>(Context, bUsedFramebufferFetch); break;
case 34: SetShaderTemplES2<34>(Context, bUsedFramebufferFetch); break;
case 35: SetShaderTemplES2<35>(Context, bUsedFramebufferFetch); break;
case 36: SetShaderTemplES2<36>(Context, bUsedFramebufferFetch); break;
case 37: SetShaderTemplES2<37>(Context, bUsedFramebufferFetch); break;
case 38: SetShaderTemplES2<38>(Context, bUsedFramebufferFetch); break;
default:
check(0);
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstSize.X, DstSize.Y,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// Double buffer tonemapper output for temporal AA.
if(Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA)
{
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(ViewState)
{
ViewState->MobileAaColor0 = PassOutputs[0].PooledRenderTarget;
}
}
}
FPooledRenderTargetDesc FRCPassPostProcessTonemapES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Format = PF_B8G8R8A8;
Ret.DebugName = TEXT("Tonemap");
Ret.Extent = DestSize;
Ret.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 0));
return Ret;
}