Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessAA.cpp
Marcus Wassmer a084868df7 Remove SM4
#rb rolando.caloca

[CL 7993270 by Marcus Wassmer in Dev-Rendering branch]
2019-08-13 13:51:12 -04:00

307 lines
10 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessAA.cpp: Post processing anti aliasing implementation.
=============================================================================*/
#include "PostProcess/PostProcessAA.h"
#include "StaticBoundShaderState.h"
#include "SceneUtils.h"
#include "PostProcess/SceneFilterRendering.h"
#include "SceneRendering.h"
#include "PipelineStateCache.h"
/** Encapsulates the post processing anti aliasing pixel shader. */
// Quality 1..6
template<uint32 Quality>
class FPostProcessAntiAliasingPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessAntiAliasingPS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("FXAA_PRESET"), Quality - 1);
}
/** Default constructor. */
FPostProcessAntiAliasingPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter fxaaQualityRcpFrame;
FShaderParameter fxaaConsoleRcpFrameOpt;
FShaderParameter fxaaConsoleRcpFrameOpt2;
FShaderParameter fxaaQualitySubpix;
FShaderParameter fxaaQualityEdgeThreshold;
FShaderParameter fxaaQualityEdgeThresholdMin;
FShaderParameter fxaaConsoleEdgeSharpness;
FShaderParameter fxaaConsoleEdgeThreshold;
FShaderParameter fxaaConsoleEdgeThresholdMin;
/** Initialization constructor. */
FPostProcessAntiAliasingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
fxaaQualityRcpFrame.Bind(Initializer.ParameterMap, TEXT("fxaaQualityRcpFrame"));
fxaaConsoleRcpFrameOpt.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleRcpFrameOpt"));
fxaaConsoleRcpFrameOpt2.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleRcpFrameOpt2"));
fxaaQualitySubpix.Bind(Initializer.ParameterMap, TEXT("fxaaQualitySubpix"));
fxaaQualityEdgeThreshold.Bind(Initializer.ParameterMap, TEXT("fxaaQualityEdgeThreshold"));
fxaaQualityEdgeThresholdMin.Bind(Initializer.ParameterMap, TEXT("fxaaQualityEdgeThresholdMin"));
fxaaConsoleEdgeSharpness.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeSharpness"));
fxaaConsoleEdgeThreshold.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeThreshold"));
fxaaConsoleEdgeThresholdMin.Bind(Initializer.ParameterMap, TEXT("fxaaConsoleEdgeThresholdMin"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << fxaaQualityRcpFrame
<< fxaaConsoleRcpFrameOpt << fxaaConsoleRcpFrameOpt2
<< fxaaQualitySubpix << fxaaQualityEdgeThreshold << fxaaQualityEdgeThresholdMin
<< fxaaConsoleEdgeSharpness << fxaaConsoleEdgeThreshold << fxaaConsoleEdgeThresholdMin;
return bShaderHasOutdatedParameters;
}
template <typename TRHICmdList>
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
{
FRHIPixelShader* ShaderRHI = GetPixelShader();
const FViewInfo& View = Context.View;
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
FVector2D InvExtent = FVector2D(1.0f / InputDesc->Extent.X, 1.0f / InputDesc->Extent.Y);
SetShaderValue(RHICmdList, ShaderRHI, fxaaQualityRcpFrame, InvExtent);
{
float N = 0.5f;
FVector4 Value(-N * InvExtent.X, -N * InvExtent.Y, N * InvExtent.X, N * InvExtent.Y);
SetShaderValue(RHICmdList, ShaderRHI, fxaaConsoleRcpFrameOpt, Value);
}
{
float N = 2.0f;
FVector4 Value(-N * InvExtent.X, -N * InvExtent.Y, N * InvExtent.X, N * InvExtent.Y);
SetShaderValue(RHICmdList, ShaderRHI, fxaaConsoleRcpFrameOpt2, Value);
}
{
float Value = 0.75f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaQualitySubpix, Value);
}
{
float Value = 0.166f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaQualityEdgeThreshold, Value);
}
{
float Value = 0.0833f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaQualityEdgeThresholdMin, Value);
}
{
float Value = 8.0f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaConsoleEdgeSharpness, Value);
}
{
float Value = 0.125f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaConsoleEdgeThreshold, Value);
}
{
float Value = 0.05f;
SetShaderValue(RHICmdList, ShaderRHI, fxaaConsoleEdgeThresholdMin, Value);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("/Engine/Private/FXAAShader.usf");
}
static const TCHAR* GetFunctionName()
{
return TEXT("FxaaPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessAntiAliasingPS<A> FPostProcessAntiAliasingPS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessAntiAliasingPS##A, SF_Pixel);
VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5) VARIATION1(6)
#undef VARIATION1
/*-----------------------------------------------------------------------------
FFXAAVertexShader
-----------------------------------------------------------------------------*/
class FFXAAVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FFXAAVS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
/** Default constructor. */
FFXAAVS() {}
/** Initialization constructor. */
FFXAAVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
fxaaQualityRcpFrame.Bind(Initializer.ParameterMap, TEXT("fxaaQualityRcpFrame"));
}
/** Serializer */
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << fxaaQualityRcpFrame;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
FRHIVertexShader* ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
FVector2D InvExtent = FVector2D(1.0f / InputDesc->Extent.X, 1.0f / InputDesc->Extent.Y);
SetShaderValue(Context.RHICmdList, ShaderRHI, fxaaQualityRcpFrame, InvExtent);
}
FShaderParameter fxaaQualityRcpFrame;
};
IMPLEMENT_SHADER_TYPE(,FFXAAVS,TEXT("/Engine/Private/FXAAShader.usf"),TEXT("FxaaVS"),SF_Vertex);
// @param Quality 1..6
template <uint32 Quality, typename TRHICmdList>
static void SetShaderTemplAA(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
{
static_assert(Quality >= 1 && Quality <= 6, "Quality should be 1..6!");
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<FFXAAVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessAntiAliasingPS<Quality> > PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(RHICmdList, Context);
VertexShader->SetParameters(Context);
}
void FRCPassPostProcessAA::Process(FRenderingCompositePassContext& Context)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
FIntRect SrcRect = Context.SceneColorViewRect;
FIntRect DestRect = Context.GetSceneColorDestRect(DestRenderTarget);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessFXAA, TEXT("PostProcessFXAA %dx%d"), DestRect.Width(), DestRect.Height());
// Set the view family's render target/viewport.
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::Load_Store);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("PostProcessAA"));
{
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);
switch (Quality)
{
case 1: SetShaderTemplAA<1>(Context.RHICmdList, Context); break;
case 2: SetShaderTemplAA<2>(Context.RHICmdList, Context); break;
case 3: SetShaderTemplAA<3>(Context.RHICmdList, Context); break;
case 4: SetShaderTemplAA<4>(Context.RHICmdList, Context); break;
case 5: SetShaderTemplAA<5>(Context.RHICmdList, Context); break;
default: SetShaderTemplAA<6>(Context.RHICmdList, Context); break;
}
TShaderMapRef<FFXAAVS> VertexShader(Context.GetShaderMap());
DrawPostProcessPass(Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_Default);
}
Context.RHICmdList.EndRenderPass();
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessAA::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("PostProcessFXAA");
return Ret;
}