Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessing.cpp
Bob Tellez b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00

2377 lines
99 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessing.cpp: The center for all post processing activities.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "PostProcessing.h"
#include "PostProcessAA.h"
#include "PostProcessMaterial.h"
#include "PostProcessInput.h"
#include "PostProcessWeightedSampleSum.h"
#include "PostProcessBloomSetup.h"
#include "PostProcessMobile.h"
#include "PostProcessDownsample.h"
#include "PostProcessHistogram.h"
#include "PostProcessHistogramReduce.h"
#include "PostProcessVisualizeHDR.h"
#include "VisualizeShadingModels.h"
#include "PostProcessSelectionOutline.h"
#include "PostProcessGBufferHints.h"
#include "PostProcessVisualizeBuffer.h"
#include "PostProcessEyeAdaptation.h"
#include "PostProcessTonemap.h"
#include "PostProcessLensFlares.h"
#include "PostProcessLensBlur.h"
#include "PostProcessBokehDOF.h"
#include "PostProcessBokehDOFRecombine.h"
#include "PostProcessCombineLUTs.h"
#include "BatchedElements.h"
#include "ScreenRendering.h"
#include "PostProcessTemporalAA.h"
#include "PostProcessMotionBlur.h"
#include "PostProcessDOF.h"
#include "PostProcessCircleDOF.h"
#include "PostProcessUpscale.h"
#include "PostProcessHMD.h"
#include "PostProcessVisualizeComplexity.h"
#include "PostProcessCompositeEditorPrimitives.h"
#include "PostProcessPassThrough.h"
#include "PostProcessAmbientOcclusion.h"
#include "ScreenSpaceReflections.h"
#include "PostProcessTestImage.h"
#include "HighResScreenshot.h"
#include "PostProcessSubsurface.h"
#include "PostProcessMorpheus.h"
#include "IHeadMountedDisplay.h"
#include "BufferVisualizationData.h"
#include "PostProcessLpvIndirect.h"
/** The global center for all post processing activities. */
FPostProcessing GPostProcessing;
int32 GShaderModelDebug = 0;
static FAutoConsoleVariableRef CVarShaderModelDebug(
TEXT("r.ShaderModelDebug"),
GShaderModelDebug,
TEXT("Added logging to each frame that should allow to track down issues with View.ShadingModelMaskInView\n")
TEXT(" 0: off (default)\n")
TEXT(" 1: logging is enabled\n")
TEXT("-1: logging is enabled for one frame only"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarUseMobileBloom(
TEXT("r.UseMobileBloom"),
0,
TEXT("HACK: Set to 1 to use mobile bloom."),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarDepthOfFieldNearBlurSizeThreshold(
TEXT("r.DepthOfField.NearBlurSizeThreshold"),
0.01f,
TEXT("Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n")
TEXT(" (default: 0.01)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarDepthOfFieldMaxSize(
TEXT("r.DepthOfField.MaxSize"),
100.0f,
TEXT("Allows to clamp the gaussian depth of field radius (for better performance), default: 100"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarRenderTargetSwitchWorkaround(
TEXT("r.RenderTargetSwitchWorkaround"),
0,
TEXT("Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\n")
TEXT("Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\n")
TEXT("still faster as it avoids the many render target switches. (Default: 0)\n")
TEXT("We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarUpscalePaniniD(
TEXT("r.Upscale.Panini.D"),
0,
TEXT("Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\n")
TEXT("Implementation from research paper \"Pannini: A New Projection for Rendering Wide Angle Perspective Images\"\n")
TEXT(" 0: off (default)\n")
TEXT(">0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n")
TEXT(" 1: Panini cylindrical stereographic projection"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarUpscalePaniniS(
TEXT("r.Upscale.Panini.S"),
0,
TEXT("Panini projection's hard vertical compression factor.\n")
TEXT(" 0: no vertical compression factor (default)\n")
TEXT(" 1: Hard vertical compression"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarUpscalePaniniScreenFit(
TEXT("r.Upscale.Panini.ScreenFit"),
1.0f,
TEXT("Panini projection screen fit effect factor (lerp).\n")
TEXT(" 0: fit vertically\n")
TEXT(" 1: fit horizontally (default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT("r.Upscale.Quality"),
3,
TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
TEXT(" 0: Nearest filtering\n")
TEXT(" 1: Simple Bilinear\n")
TEXT(" 2: 4 tap bilinear\n")
TEXT(" 3: Directional blur with unsharp mask upsample. (default)"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CDownsampleQuality(
TEXT("r.Downsample.Quality"),
3,
TEXT("Defines the quality in which the Downsample passes. we might add more quality levels later.\n")
TEXT(" 0: low quality\n")
TEXT(">0: high quality (default: 3)\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
TEXT("r.MotionBlurSoftEdgeSize"),
1.0f,
TEXT("Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\n")
TEXT("This scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\n")
TEXT("Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\n")
TEXT("If needed this can be exposed like the other motionblur settings.\n")
TEXT(" 0:off (not free and does never completely disable), >0, 1.0 (default)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<float> CVarBloomCross(
TEXT("r.Bloom.Cross"),
0.0f,
TEXT("Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\n")
TEXT("Existing bloom get lowered to match the same brightness\n")
TEXT("<0 for a anisomorphic lens flare look (X only)\n")
TEXT(" 0 off (default)\n")
TEXT(">0 for a cross look (X and Y)"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarTonemapperScreenPercentage(
TEXT("r.Tonemapper.ScreenPercentage"),
0,
TEXT("Experimental ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply e.g. no FXAA)\n")
TEXT(" if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n")
TEXT(" 0: off, the features run in separate passes (default)\n")
TEXT(" 1: enabled if nothing prevents it which is safe but it might do the two pass method\n")
TEXT(" 2: enabled even if some other feature would prevent it (good for testing, likely rendering artifacts)"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarMotionBlurNew(
TEXT("r.MotionBlurNew"),
0,
TEXT(""),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarMotionBlurScatter(
TEXT("r.MotionBlurScatter"),
0,
TEXT(""),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
TEXT("r.MotionBlurSeparable"),
0,
TEXT(""),
ECVF_RenderThreadSafe
);
IMPLEMENT_SHADER_TYPE(,FPostProcessVS,TEXT("PostProcessBloom"),TEXT("MainPostprocessCommonVS"),SF_Vertex);
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation);
// -------------------------------------------------------
FPostprocessContext::FPostprocessContext(FRHICommandListImmediate& InRHICmdList, FRenderingCompositionGraph& InGraph, const FViewInfo& InView)
: RHICmdList(InRHICmdList)
, Graph(InGraph)
, View(InView)
, SceneColor(0)
, SceneDepth(0)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get_Todo_PassContext();
if(SceneContext.IsSceneColorAllocated())
{
SceneColor = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.GetSceneColor()));
}
SceneDepth = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.SceneDepthZ));
FinalOutput = FRenderingCompositeOutputRef(SceneColor);
}
// Array of downsampled color with optional log2 luminance stored in alpha
template <int32 DownSampleStages>
class TBloomDownSampleArray
{
public:
// Convenience typedefs
typedef FRenderingCompositeOutputRef FRenderingRefArray[DownSampleStages];
typedef TSharedPtr<TBloomDownSampleArray> Ptr;
// Constructor: Generates and registers the downsamples with the Context Graph.
TBloomDownSampleArray(FPostprocessContext& InContext, FRenderingCompositeOutputRef SourceDownsample, bool bGenerateLog2Alpha) :
bHasLog2Alpha(bGenerateLog2Alpha), Context(InContext)
{
// Optionally encode log2 data in the alpha channel. Used for EyeAdaptation.
if (bHasLog2Alpha) {
FRenderingCompositePass* BasicEyeSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptationSetUp());
BasicEyeSetupPass->SetInput(ePId_Input0, SourceDownsample);
PostProcessDownsamples[0] = FRenderingCompositeOutputRef(BasicEyeSetupPass);
}
else
{
// The source becomes the 0th down sample.
PostProcessDownsamples[0] = SourceDownsample;
}
// Queue the additional down samples. T
for (int i = 1; i < DownSampleStages; i++)
{
static const TCHAR* PassLabels[] =
{ NULL, TEXT("BloomDownsample1"), TEXT("BloomDownsample2"), TEXT("BloomDownsample3"), TEXT("BloomDownsample4"), TEXT("BloomDownsample5") };
static_assert(ARRAY_COUNT(PassLabels) == DownSampleStages, "PassLabel count must be equal to DownSampleStages.");
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 1, PassLabels[i]));
Pass->SetInput(ePId_Input0, PostProcessDownsamples[i - 1]);
PostProcessDownsamples[i] = FRenderingCompositeOutputRef(Pass);
}
}
// The number of elements in the array.
inline static int32 Num() { return DownSampleStages; }
// Member data kept public for simplicity
bool bHasLog2Alpha;
FPostprocessContext& Context;
FRenderingRefArray PostProcessDownsamples;
private:
// no default constructor.
TBloomDownSampleArray() {};
};
// Standard DownsampleArray shared by Bloom, Tint, and Eye-Adaptation.
typedef TBloomDownSampleArray<6/*DownSampleStages*/> FBloomDownSampleArray;
FBloomDownSampleArray::Ptr CreateDownSampleArray(FPostprocessContext& Context, FRenderingCompositeOutputRef SourceToDownSample, bool bAddLog2)
{
return FBloomDownSampleArray::Ptr(new FBloomDownSampleArray(Context, SourceToDownSample, bAddLog2));
}
static FRenderingCompositeOutputRef RenderHalfResBloomThreshold(FPostprocessContext& Context, FRenderingCompositeOutputRef SceneColorHalfRes, FRenderingCompositeOutputRef EyeAdaptation)
{
// with multiple view ports the Setup pass also isolates the view from the others which allows for simpler simpler/faster blur passes.
if(Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
{
// no need for threshold, we don't need this pass
return SceneColorHalfRes;
}
else
{
// todo: optimize later, the missing node causes some wrong behavior
// if(Context.View.FinalPostProcessSettings.BloomIntensity <= 0.0f)
// {
// // this pass is not required
// return FRenderingCompositeOutputRef();
// }
// bloom threshold
FRenderingCompositePass* PostProcessBloomSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetup());
PostProcessBloomSetup->SetInput(ePId_Input0, SceneColorHalfRes);
PostProcessBloomSetup->SetInput(ePId_Input1, EyeAdaptation);
return FRenderingCompositeOutputRef(PostProcessBloomSetup);
}
}
// 2 pass Gaussian blur using uni-linear filtering
// @param CrossCenterWeight see r.Bloom.Cross (positive for X and Y, otherwise for X only)
static FRenderingCompositeOutputRef RenderGaussianBlur(
FPostprocessContext& Context,
const TCHAR* DebugNameX,
const TCHAR* DebugNameY,
const FRenderingCompositeOutputRef& Input,
float SizeScale,
FLinearColor Tint = FLinearColor::White,
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef(),
float CrossCenterWeight = 0.0f)
{
// Gaussian blur in x
FRCPassPostProcessWeightedSampleSum* PostProcessBlurX = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Horiz, EFCM_Weighted, SizeScale, DebugNameX));
PostProcessBlurX->SetInput(ePId_Input0, Input);
if(CrossCenterWeight > 0)
{
PostProcessBlurX->SetCrossCenterWeight(CrossCenterWeight);
}
// Gaussian blur in y
FRCPassPostProcessWeightedSampleSum* PostProcessBlurY = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Vert, EFCM_Weighted, SizeScale, DebugNameY, Tint));
PostProcessBlurY->SetInput(ePId_Input0, FRenderingCompositeOutputRef(PostProcessBlurX));
PostProcessBlurY->SetInput(ePId_Input1, Additive);
PostProcessBlurY->SetCrossCenterWeight(FMath::Abs(CrossCenterWeight));
return FRenderingCompositeOutputRef(PostProcessBlurY);
}
// render one bloom pass and add another optional texture to it
static FRenderingCompositeOutputRef RenderBloom(
FPostprocessContext& Context,
const FRenderingCompositeOutputRef& PreviousBloom,
float Size,
FLinearColor Tint = FLinearColor::White,
const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef())
{
const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
}
// @return bDoScreenPercentageInTonemapper
static bool AddTonemapper(
FPostprocessContext& Context,
const FRenderingCompositeOutputRef& BloomOutputCombined,
const FRenderingCompositeOutputRef& EyeAdaptation,
const EAutoExposureMethod& EyeAdapationMethodId)
{
const FEngineShowFlags& EngineShowFlags = Context.View.Family->EngineShowFlags;
int32 TonemapperScreenPercentage = CVarTonemapperScreenPercentage.GetValueOnRenderThread();
bool bDoScreenPercentageInTonemapper = TonemapperScreenPercentage != 0;
// only check if the feature is requested
if(bDoScreenPercentageInTonemapper)
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// useful only during development
if(TonemapperScreenPercentage != 2)
#endif
{
// some features run after the tone mapper and cannot cope with this optimization
const bool bOverviewModeEnabled = EngineShowFlags.VisualizeBuffer && (Context.View.CurrentBufferVisualizationMode == NAME_None);
if (EngineShowFlags.VisualizeDOF ||
EngineShowFlags.VisualizeSSS ||
EngineShowFlags.HighResScreenshotMask ||
Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_FXAA ||
bOverviewModeEnabled)
{
bDoScreenPercentageInTonemapper = false;
}
// todo: check for Panini projection
if(HasPostProcessMaterial(Context, BL_AfterTonemapping))
{
// Post process materials after the tone mapper should be avoided -
// they would run in 2D resolution (e.g. 1080p) which is often larger than 3D resolution
// Some effects don't work on the data generated by Tonemapper.ScreenPercentage e.g. sharpen
// and fixing the texture size differences depending in which pass we run are extensive.
bDoScreenPercentageInTonemapper = false;
}
}
FRenderingCompositePass* CombinedLUT = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCombineLUTs(Context.View.GetShaderPlatform()));
const bool bDoEyeAdaptation = IsAutoExposureMethodSupported(Context.View.GetFeatureLevel(), EyeAdapationMethodId);
FRCPassPostProcessTonemap* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, false, bDoScreenPercentageInTonemapper, bDoEyeAdaptation));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessTonemap->SetInput(ePId_Input1, BloomOutputCombined);
PostProcessTonemap->SetInput(ePId_Input2, EyeAdaptation);
PostProcessTonemap->SetInput(ePId_Input3, CombinedLUT);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
return bDoScreenPercentageInTonemapper;
}
#if WITH_EDITOR
static void AddSelectionOutline(FPostprocessContext& Context)
{
FRenderingCompositePass* SelectionColorPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutlineColor());
SelectionColorPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutline());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FRenderingCompositeOutputRef(SelectionColorPass)));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#endif
static void AddGammaOnlyTonemapper(FPostprocessContext& Context)
{
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, true, false, false/*eye*/));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
}
static void AddPostProcessAA(FPostprocessContext& Context)
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PostProcessAAQuality"));
uint32 Quality = FMath::Clamp(CVar->GetValueOnRenderThread(), 1, 6);
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAA(Quality));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static FRenderingCompositeOutputRef AddPostProcessBasicEyeAdaptation(FViewInfo& View, FBloomDownSampleArray& BloomAndEyeDownSamples)
{
// Extract the context
FPostprocessContext& Context = BloomAndEyeDownSamples.Context;
// Extract the last (i.e. smallest) down sample
static const int32 FinalDSIdx = FBloomDownSampleArray::Num() - 1;
FRenderingCompositeOutputRef PostProcessPriorReduction = BloomAndEyeDownSamples.PostProcessDownsamples[FinalDSIdx];
// Compute the eye adaptation value based on average luminance from log2 luminance buffer, history, and specific shader parameters.
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptation());
Node->SetInput(ePId_Input0, PostProcessPriorReduction);
return FRenderingCompositeOutputRef(Node);
}
static FRenderingCompositeOutputRef AddPostProcessHistogramEyeAdaptation(FPostprocessContext& Context, FRenderingCompositeOutputRef& Histogram)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessEyeAdaptation());
Node->SetInput(ePId_Input0, Histogram);
return FRenderingCompositeOutputRef(Node);
}
static void AddVisualizeBloomSetup(FPostprocessContext& Context)
{
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomSetup());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static void AddVisualizeBloomOverlay(FPostprocessContext& Context, FRenderingCompositeOutputRef& HDRColor, FRenderingCompositeOutputRef& BloomOutputCombined)
{
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomOverlay());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Node->SetInput(ePId_Input1, HDRColor);
Node->SetInput(ePId_Input2, BloomOutputCombined);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
static void AddPostProcessDepthOfFieldBokeh(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucency, FRenderingCompositeOutputRef& VelocityInput)
{
// downsample, mask out the in focus part, depth in alpha
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFSetup());
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositePass* DOFInputPass = DOFSetup;
if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
{
FRenderingCompositePass* HistoryInput;
if( ViewState->DOFHistoryRT && ViewState->bDOFHistory && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = DOFSetup;
}
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
DOFInputPass = NodeTemporalAA;
ViewState->bDOFHistory = true;
}
FRenderingCompositePass* NodeBlurred = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOF());
NodeBlurred->SetInput(ePId_Input0, DOFInputPass);
NodeBlurred->SetInput(ePId_Input1, Context.SceneColor);
NodeBlurred->SetInput(ePId_Input2, Context.SceneDepth);
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input1, NodeBlurred);
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
static bool AddPostProcessDepthOfFieldGaussian(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput, FRenderingCompositeOutputRef& SeparateTranslucency)
{
bool bSepTransWasApplied = false;
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
FarSize = FMath::Min(FarSize, MaxSize);
NearSize = FMath::Min(NearSize, MaxSize);
Out.bFar = FarSize >= 0.01f;
{
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
Out.bNear = (NearSize >= CVarThreshold);
}
if(Context.View.Family->EngineShowFlags.VisualizeDOF)
{
// no need for this pass
Out.bFar = false;
Out.bNear = false;
}
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(Out.bFar)
{
FRenderingCompositePass* DOFSetupFar = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(Out.bFar, false));
DOFSetupFar->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
DOFSetupFar->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FRenderingCompositePass* DOFInputPassFar = DOFSetupFar;
if(Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState)
{
// If no history use current as history
FRenderingCompositePass* HistoryInput = DOFSetupFar;
if(ViewState->DOFHistoryRT && !ViewState->bDOFHistory && !Context.View.bCameraCut)
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->DOFHistoryRT));
}
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
NodeTemporalAA->SetInput( ePId_Input0, DOFSetupFar );
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
DOFInputPassFar = NodeTemporalAA;
ViewState->bDOFHistory = false;
}
FRenderingCompositeOutputRef Far = RenderGaussianBlur(Context, TEXT("FarDOFBlurX"), TEXT("FarDOFBlurY"), FRenderingCompositeOutputRef(DOFInputPassFar, ePId_Output0), FarSize);
FRenderingCompositePass* NodeAllButNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine());
NodeAllButNear->SetInput(ePId_Input0, Context.FinalOutput);
NodeAllButNear->SetInput(ePId_Input1, Far);
NodeAllButNear->SetInput(ePId_Input3, SeparateTranslucency);
bSepTransWasApplied = true;
Context.FinalOutput = FRenderingCompositeOutputRef(NodeAllButNear);
}
// near
if(Out.bNear)
{
FRenderingCompositePass* DOFSetupNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(false, Out.bNear));
DOFSetupNear->SetInput(ePId_Input0, Context.FinalOutput);
DOFSetupNear->SetInput(ePId_Input1, Context.SceneDepth);
FRenderingCompositePass* DOFInputPassNear = DOFSetupNear;
if(Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState)
{
// If no history use current as history
FRenderingCompositePass* HistoryInput = DOFSetupNear;
if(ViewState->DOFHistoryRT2 && !ViewState->bDOFHistory2 && !Context.View.bCameraCut)
{
HistoryInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->DOFHistoryRT2));
}
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAANear);
NodeTemporalAA->SetInput( ePId_Input0, DOFSetupNear );
NodeTemporalAA->SetInput( ePId_Input1, HistoryInput);
NodeTemporalAA->SetInput( ePId_Input2, HistoryInput);
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
DOFInputPassNear = NodeTemporalAA;
ViewState->bDOFHistory2 = false;
}
FRenderingCompositeOutputRef Near = RenderGaussianBlur(Context, TEXT("NearDOFBlurX"), TEXT("NearDOFBlurY"), FRenderingCompositeOutputRef(DOFInputPassNear, ePId_Output0), NearSize);
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine());
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input2, Near);
if(!bSepTransWasApplied)
{
NodeRecombined->SetInput(ePId_Input3, SeparateTranslucency);
bSepTransWasApplied = true;
}
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
return bSepTransWasApplied;
}
static void AddPostProcessDepthOfFieldCircle(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput)
{
if(Context.View.Family->EngineShowFlags.VisualizeDOF)
{
// no need for this pass
return;
}
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFSetup(false));
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositePass* DOFInputPass = DOFSetup;
if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
{
FRenderingCompositePass* HistoryInput;
if( ViewState->DOFHistoryRT && !ViewState->bDOFHistory && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = DOFSetup;
}
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
DOFInputPass = NodeTemporalAA;
ViewState->bDOFHistory = false;
}
FRenderingCompositeOutputRef Far;
FRenderingCompositeOutputRef Near;
FRenderingCompositePass* DOFNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFDilate());
DOFNear->SetInput(ePId_Input0, FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0));
Near = FRenderingCompositeOutputRef(DOFNear, ePId_Output0);
FRenderingCompositePass* DOFApply = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOF(false));
DOFApply->SetInput(ePId_Input0, FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0));
DOFApply->SetInput(ePId_Input1, Near);
Far = FRenderingCompositeOutputRef(DOFApply, ePId_Output0);
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFRecombine(false));
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input1, Far);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
static FRenderingCompositeOutputRef AddBloom(FBloomDownSampleArray& BloomDownSampleArray, bool bVisualizeBloom)
{
// Quality level to bloom stages table. Note: 0 is omitted, ensure element count tallys with the range documented with 'r.BloomQuality' definition.
const static uint32 BloomQualityStages[] =
{
3,// Q1
3,// Q2
4,// Q3
5,// Q4
6,// Q5
};
int32 BloomQuality;
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BloomQuality"));
BloomQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, (int32)ARRAY_COUNT(BloomQualityStages));
}
// Extract the Context
FPostprocessContext& Context = BloomDownSampleArray.Context;
// Extract the downsample array.
FBloomDownSampleArray::FRenderingRefArray& PostProcessDownsamples = BloomDownSampleArray.PostProcessDownsamples;
FRenderingCompositeOutputRef BloomOutput;
if (BloomQuality == 0)
{
// No bloom, provide substitute source for lens flare.
BloomOutput = PostProcessDownsamples[0];
}
else
{
// Perform bloom blur + accumulate.
struct FBloomStage
{
float BloomSize;
const FLinearColor* Tint;
};
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
FBloomStage BloomStages[] =
{
{ Settings.Bloom6Size, &Settings.Bloom6Tint },
{ Settings.Bloom5Size, &Settings.Bloom5Tint },
{ Settings.Bloom4Size, &Settings.Bloom4Tint },
{ Settings.Bloom3Size, &Settings.Bloom3Tint },
{ Settings.Bloom2Size, &Settings.Bloom2Tint },
{ Settings.Bloom1Size, &Settings.Bloom1Tint },
};
static const uint32 NumBloomStages = ARRAY_COUNT(BloomStages);
const uint32 BloomStageCount = BloomQualityStages[BloomQuality - 1];
check(BloomStageCount <= NumBloomStages);
float TintScale = 1.0f / NumBloomStages;
for (uint32 i = 0, SourceIndex = NumBloomStages - 1; i < BloomStageCount; i++, SourceIndex--)
{
FBloomStage& Op = BloomStages[i];
FLinearColor Tint = (*Op.Tint) * TintScale;
if (bVisualizeBloom)
{
float LumScale = Tint.ComputeLuminance();
// R is used to pass down the reference, G is the emulated bloom
Tint.R = 0;
Tint.G = LumScale;
Tint.B = 0;
}
BloomOutput = RenderBloom(Context, PostProcessDownsamples[SourceIndex], Op.BloomSize * Settings.BloomSizeScale, Tint, BloomOutput);
}
}
// Lens Flares
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
static const int32 MaxLensFlareQuality = 3;
int32 LensFlareQuality;
{
// console variable override
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.LensFlareQuality"));
LensFlareQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, MaxLensFlareQuality);
}
if (!LensFlareHDRColor.IsAlmostBlack() && LensFlareQuality > 0 && !bVisualizeBloom)
{
float PercentKernelSize = Context.View.FinalPostProcessSettings.LensFlareBokehSize;
bool bLensBlur = PercentKernelSize > 0.3f;
FRenderingCompositePass* PostProcessFlares = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensFlares(bLensBlur ? 2.0f : 1.0f));
PostProcessFlares->SetInput(ePId_Input0, BloomOutput);
FRenderingCompositeOutputRef LensFlareInput = PostProcessDownsamples[MaxLensFlareQuality - LensFlareQuality];
if (bLensBlur)
{
float Threshold = Context.View.FinalPostProcessSettings.LensFlareThreshold;
FRenderingCompositePass* PostProcessLensBlur = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensBlur(PercentKernelSize, Threshold));
PostProcessLensBlur->SetInput(ePId_Input0, LensFlareInput);
PostProcessFlares->SetInput(ePId_Input1, FRenderingCompositeOutputRef(PostProcessLensBlur));
}
else
{
// fast: no blurring or blurring shared from bloom
PostProcessFlares->SetInput(ePId_Input1, LensFlareInput);
}
BloomOutput = FRenderingCompositeOutputRef(PostProcessFlares);
}
return BloomOutput;
}
static void AddTemporalAA( FPostprocessContext& Context, FRenderingCompositeOutputRef& VelocityInput )
{
check(VelocityInput.IsValid());
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
FRenderingCompositePass* HistoryInput;
if( ViewState && ViewState->TemporalAAHistoryRT && !Context.View.bCameraCut )
{
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->TemporalAAHistoryRT ) );
}
else
{
// No history so use current as history
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( FSceneRenderTargets::Get_Todo_PassContext().GetSceneColor() ) );
}
FRenderingCompositePass* TemporalAAPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessTemporalAA );
TemporalAAPass->SetInput( ePId_Input0, Context.FinalOutput );
TemporalAAPass->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
TemporalAAPass->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
TemporalAAPass->SetInput( ePId_Input3, VelocityInput );
Context.FinalOutput = FRenderingCompositeOutputRef( TemporalAAPass );
}
FPostProcessMaterialNode* IteratePostProcessMaterialNodes(const FFinalPostProcessSettings& Dest, EBlendableLocation InLocation, FBlendableEntry*& Iterator)
{
for(;;)
{
FPostProcessMaterialNode* DataPtr = Dest.BlendableManager.IterateBlendables<FPostProcessMaterialNode>(Iterator);
if(!DataPtr || DataPtr->GetLocation() == InLocation)
{
return DataPtr;
}
}
}
static FRenderingCompositePass* AddSinglePostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
{
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
{
return 0;
}
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode PPNode;
while(FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator))
{
check(Data->GetMaterialInterface());
if(PPNode.IsValid())
{
FPostProcessMaterialNode::FCompare Dummy;
// take the one with the highest priority
if(!Dummy.operator()(PPNode, *Data))
{
continue;
}
}
PPNode = *Data;
}
if(UMaterialInterface* MaterialInterface = PPNode.GetMaterialInterface())
{
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
check(Proxy);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
check(Material);
if(Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
}
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface, Context.View.GetFeatureLevel()));
return Node;
}
return 0;
}
// simplied version of AddPostProcessMaterial(), side effect free
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
{
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
{
return false;
}
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
{
// Apply requested material to the full screen
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
if(Material && Material->BlendableLocation == InLocation)
{
return true;
}
}
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
if(Data)
{
return true;
}
return false;
}
static void AddPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation, FRenderingCompositeOutputRef SeparateTranslucency, FRenderingCompositeOutputRef HDRColor = FRenderingCompositeOutputRef())
{
if( !Context.View.Family->EngineShowFlags.PostProcessing ||
!Context.View.Family->EngineShowFlags.PostProcessMaterial ||
Context.View.Family->EngineShowFlags.VisualizeShadingModels) // we should add more
{
return;
}
// hard coded - this should be a reasonable limit
const uint32 MAX_PPMATERIALNODES = 10;
FBlendableEntry* Iterator = 0;
FPostProcessMaterialNode PPNodes[MAX_PPMATERIALNODES];
uint32 PPNodeCount = 0;
bool bVisualizingBuffer = false;
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
{
// Apply requested material to the full screen
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
if(Material && Material->BlendableLocation == InLocation)
{
PPNodes[0] = FPostProcessMaterialNode(Material, InLocation, Material->BlendablePriority);
++PPNodeCount;
bVisualizingBuffer = true;
}
}
for(;PPNodeCount < MAX_PPMATERIALNODES; ++PPNodeCount)
{
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
if(!Data)
{
break;
}
check(Data->GetMaterialInterface());
PPNodes[PPNodeCount] = *Data;
}
::Sort(PPNodes, PPNodeCount, FPostProcessMaterialNode::FCompare());
ERHIFeatureLevel::Type FeatureLevel = Context.View.GetFeatureLevel();
for(uint32 i = 0; i < PPNodeCount; ++i)
{
UMaterialInterface* MaterialInterface = PPNodes[i].GetMaterialInterface();
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
check(Proxy);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
check(Material);
if(Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
}
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface,FeatureLevel));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
// We are binding separate translucency here because the post process SceneTexture node can reference
// the separate translucency buffers through ePId_Input1.
// TODO: Check if material actually uses this texture and only bind if needed.
Node->SetInput(ePId_Input1, SeparateTranslucency);
// This input is only needed for visualization and frame dumping
if (bVisualizingBuffer)
{
Node->SetInput(ePId_Input2, HDRColor);
}
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
static void AddHighResScreenshotMask(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput)
{
if (Context.View.Family->EngineShowFlags.HighResScreenshotMask != 0)
{
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial);
FRenderingCompositeOutputRef Input = Context.FinalOutput;
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial, Context.View.GetFeatureLevel()));
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
if (GIsHighResScreenshot)
{
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial);
FRenderingCompositePass* MaskPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial, Context.View.GetFeatureLevel()));
MaskPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
CompositePass->AddDependency(MaskPass);
FString BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
MaskPass->SetOutputColorArray(ePId_Output0, FScreenshotRequest::GetHighresScreenshotMaskColorArray());
}
}
// Draw the capture region if a material was supplied
if (Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial)
{
auto Material = Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial;
FRenderingCompositePass* CaptureRegionVisualizationPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Material, Context.View.GetFeatureLevel()));
CaptureRegionVisualizationPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(CaptureRegionVisualizationPass);
auto Proxy = Material->GetRenderProxy(false);
const FMaterial* RendererMaterial = Proxy->GetMaterial(Context.View.GetFeatureLevel());
if (RendererMaterial->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
}
}
}
static void AddGBufferVisualizationOverview(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput, FRenderingCompositeOutputRef& HDRColorInput)
{
static const auto CVarDumpFrames = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFrames"));
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
bool bVisualizationEnabled = Context.View.Family->EngineShowFlags.VisualizeBuffer;
bool bOverviewModeEnabled = bVisualizationEnabled && (Context.View.CurrentBufferVisualizationMode == NAME_None);
bool bHighResBufferVisualizationDumpRequried = GIsHighResScreenshot && GetHighResScreenshotConfig().bDumpBufferVisualizationTargets;
bool bDumpFrames = Context.View.FinalPostProcessSettings.bBufferVisualizationDumpRequired && (CVarDumpFrames->GetValueOnRenderThread() || bHighResBufferVisualizationDumpRequried);
bool bCaptureAsHDR = CVarDumpFramesAsHDR->GetValueOnRenderThread() || GetHighResScreenshotConfig().bCaptureHDR;
FString BaseFilename;
if (bDumpFrames)
{
BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
}
if (bDumpFrames || bVisualizationEnabled)
{
FRenderingCompositeOutputRef IncomingStage = Context.FinalOutput;
if (bDumpFrames || bOverviewModeEnabled)
{
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBuffer());
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
EPixelFormat OutputFormat = bCaptureAsHDR ? PF_FloatRGBA : PF_Unknown;
// Loop over materials, creating stages for generation and downsampling of the tiles.
for (TArray<UMaterialInterface*>::TConstIterator It = Context.View.FinalPostProcessSettings.BufferVisualizationOverviewMaterials.CreateConstIterator(); It; ++It)
{
auto MaterialInterface = *It;
if (MaterialInterface)
{
// Apply requested material
FRenderingCompositePass* MaterialPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(*It, Context.View.GetFeatureLevel(), OutputFormat));
MaterialPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
MaterialPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(SeparateTranslucencyInput));
MaterialPass->SetInput(ePId_Input2, FRenderingCompositeOutputRef(HDRColorInput));
auto Proxy = MaterialInterface->GetRenderProxy(false);
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
if (Material->NeedsGBuffer())
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
}
if (BaseFilename.Len())
{
FString MaterialFilename = BaseFilename + TEXT("_") + (*It)->GetName() + TEXT(".png");
MaterialPass->SetOutputDumpFilename(ePId_Output0, *MaterialFilename);
}
// If the overview mode is activated, downsample the material pass to quarter size
if (bOverviewModeEnabled)
{
// Down-sample to 1/2 size
FRenderingCompositePass* HalfSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialHalfSize")));
HalfSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(MaterialPass));
// Down-sample to 1/4 size
FRenderingCompositePass* QuarterSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialQuarterSize")));
QuarterSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(HalfSize));
// Mark the quarter size target as the dependency for the composite pass
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(QuarterSize), (*It)->GetName());
}
else
{
// We are just dumping the frames, so the material pass is the dependency of the composite
CompositePass->AddDependency(MaterialPass);
}
}
else
{
if (bOverviewModeEnabled)
{
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(), FString());
}
}
}
}
}
}
// could be moved into the graph
// allows for Framebuffer blending optimization with the composition graph
void OverrideRenderTarget(FRenderingCompositeOutputRef It, TRefCountPtr<IPooledRenderTarget>& RT, FPooledRenderTargetDesc& Desc)
{
for(;;)
{
It.GetOutput()->PooledRenderTarget = RT;
It.GetOutput()->RenderTargetDesc = Desc;
if(!It.GetPass()->FrameBufferBlendingWithInput0())
{
break;
}
It = *It.GetPass()->GetInput(ePId_Input0);
}
}
bool FPostProcessing::AllowFullPostProcessing(const FViewInfo& View, ERHIFeatureLevel::Type FeatureLevel)
{
return View.Family->EngineShowFlags.PostProcessing
&& FeatureLevel >= ERHIFeatureLevel::SM4
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldAO
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldGI
&& !View.Family->EngineShowFlags.VisualizeShadingModels
&& !View.Family->EngineShowFlags.VisualizeMeshDistanceFields;
}
void FPostProcessing::Process(FRHICommandListImmediate& RHICmdList, FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT)
{
QUICK_SCOPE_CYCLE_COUNTER( STAT_PostProcessing_Process );
check(IsInRenderingThread());
const auto FeatureLevel = View.GetFeatureLevel();
GRenderTargetPool.AddPhaseEvent(TEXT("PostProcessing"));
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
// describes what state a pass can expect and to what state it need to be set back.
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
// view settings. Those are copies for the RT then never get access by the main thread again.
// Pointers to other structures might be unsafe to touch.
// so that the passes can register themselves to the graph
{
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
// not always valid
FRenderingCompositeOutputRef HDRColor;
// not always valid
FRenderingCompositeOutputRef HistogramOverScreen;
// not always valid
FRenderingCompositeOutputRef Histogram;
class FAutoExposure
{
public:
FAutoExposure(const FViewInfo& InView) :
MethodId(GetAutoExposureMethod(InView))
{}
// distinguish between Basic and Histogram-based
EAutoExposureMethod MethodId;
// not always valid
FRenderingCompositeOutputRef EyeAdaptation;
} AutoExposure(View);
// not always valid
FRenderingCompositeOutputRef SeparateTranslucency;
// optional
FRenderingCompositeOutputRef BloomOutputCombined;
// not always valid
FRenderingCompositePass* VelocityFlattenPass = 0;
// in the following code some feature might set this to false
bool bAllowTonemapper = FeatureLevel >= ERHIFeatureLevel::SM4;
EStereoscopicPass StereoPass = View.StereoPass;
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
{
if (FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT)
{
FRenderingCompositePass* NodeSeparateTranslucency = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT));
SeparateTranslucency = FRenderingCompositeOutputRef(NodeSeparateTranslucency);
// make sure we only release if this is the last view we're rendering
int32 LastView = View.Family->Views.Num() - 1;
if (View.Family->Views[LastView] == &View)
{
// the node keeps another reference so the RT will not be release too early
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucency();
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
}
}
}
bool bVisualizeHDR = View.Family->EngineShowFlags.VisualizeHDR && FeatureLevel >= ERHIFeatureLevel::SM5;
bool bVisualizeBloom = View.Family->EngineShowFlags.VisualizeBloom && FeatureLevel >= ERHIFeatureLevel::SM4;
if(bVisualizeHDR || bVisualizeBloom)
{
bAllowTonemapper = false;
}
// if ScreenPercentage (render 3d in different resolution and upscale later) is already done
bool bScreenPercentageIsDone = false;
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
if (AllowFullPostProcessing(View, FeatureLevel))
{
FRenderingCompositeOutputRef VelocityInput;
if(VelocityRT)
{
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
}
if( Context.View.FinalPostProcessSettings.AntiAliasingMethod != AAM_TemporalAA && ViewState )
{
if(ViewState->DOFHistoryRT)
{
ViewState->DOFHistoryRT.SafeRelease();
}
if(ViewState->TemporalAAHistoryRT)
{
ViewState->TemporalAAHistoryRT.SafeRelease();
}
}
AddPostProcessMaterial(Context, BL_BeforeTranslucency, SeparateTranslucency);
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
check(CVar)
bool bDepthOfField = View.Family->EngineShowFlags.DepthOfField && CVar->GetValueOnRenderThread() > 0;
FDepthOfFieldStats DepthOfFieldStat;
bool bSepTransWasApplied = false;
if(bDepthOfField && View.FinalPostProcessSettings.DepthOfFieldMethod != DOFM_BokehDOF)
{
bool bCircleDOF = View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF;
if(!bCircleDOF)
{
if(VelocityInput.IsValid())
{
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, VelocityInput, SeparateTranslucency);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, SeparateTranslucency);
}
}
else
{
if(VelocityInput.IsValid())
{
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, VelocityInput);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, NoVelocityRef);
}
}
}
bool bBokehDOF = bDepthOfField
&& View.FinalPostProcessSettings.DepthOfFieldScale > 0
&& View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_BokehDOF
&& !Context.View.Family->EngineShowFlags.VisualizeDOF;
if(bBokehDOF)
{
if(VelocityInput.IsValid())
{
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, VelocityInput);
}
else
{
// todo: black/white default is a compositing graph feature, no need to hook up a node
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, NoVelocityRef);
}
bSepTransWasApplied = true;
}
if(SeparateTranslucency.IsValid() && !bSepTransWasApplied)
{
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
}
AddPostProcessMaterial(Context, BL_BeforeTonemapping, SeparateTranslucency);
EAntiAliasingMethod AntiAliasingMethod = Context.View.FinalPostProcessSettings.AntiAliasingMethod;
if( AntiAliasingMethod == AAM_TemporalAA && ViewState)
{
if(VelocityInput.IsValid())
{
AddTemporalAA( Context, VelocityInput );
}
else
{
// black is how we clear the velocity buffer so this means no velocity
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
AddTemporalAA( Context, NoVelocityRef );
}
}
if(IsMotionBlurEnabled(View) && VelocityInput.IsValid())
{
// Motion blur
if( CVarMotionBlurNew.GetValueOnRenderThread() && FeatureLevel >= ERHIFeatureLevel::SM5 )
{
FRenderingCompositeOutputRef MaxTileVelocity;
FRenderingCompositeOutputRef SceneDepth( Context.SceneDepth );
{
check(!VelocityFlattenPass);
VelocityFlattenPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityFlatten() );
VelocityFlattenPass->SetInput( ePId_Input0, VelocityInput );
VelocityFlattenPass->SetInput( ePId_Input1, SceneDepth );
VelocityInput = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output0 );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output1 );
}
const float SizeX = View.ViewRect.Width();
// 0:no 1:full screen width, percent conversion
float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
float MaxVelocityTiles = MaxVelocity * SizeX * (0.5f / 16.0f);
float MaxTileDistGathered = 3.0f;
if( MaxVelocityTiles > MaxTileDistGathered || CVarMotionBlurScatter.GetValueOnRenderThread() )
{
FRenderingCompositePass* VelocityScatterPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityScatter() );
VelocityScatterPass->SetInput( ePId_Input0, MaxTileVelocity );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityScatterPass );
}
else
{
FRenderingCompositePass* VelocityGatherPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityGather() );
VelocityGatherPass->SetInput( ePId_Input0, MaxTileVelocity );
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityGatherPass );
}
bool bTwoPass = CVarMotionBlurSeparable.GetValueOnRenderThread() != 0;
{
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlurNew( GetMotionBlurQualityFromCVar(), bTwoPass ? 0 : -1 ) );
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
MotionBlurPass->SetInput( ePId_Input1, SceneDepth );
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
}
if( bTwoPass )
{
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlurNew( GetMotionBlurQualityFromCVar(), 1 ) );
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
MotionBlurPass->SetInput( ePId_Input1, SceneDepth );
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
}
}
else
{
FRenderingCompositeOutputRef SoftEdgeVelocity;
FRenderingCompositeOutputRef MotionBlurHalfVelocity;
FRenderingCompositeOutputRef MotionBlurColorDepth;
// down sample screen space velocity and extend outside of borders to allows soft edge motion blur
{
// Down sample and prepare for soft masked blurring
FRenderingCompositePass* HalfResVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMotionBlurSetup());
HalfResVelocity->SetInput(ePId_Input0, VelocityInput);
HalfResVelocity->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput));
// only for Depth of Field we need the depth in the alpha channel
HalfResVelocity->SetInput(ePId_Input2, FRenderingCompositeOutputRef(Context.SceneDepth));
MotionBlurHalfVelocity = FRenderingCompositeOutputRef(HalfResVelocity, ePId_Output0);
MotionBlurColorDepth = FRenderingCompositeOutputRef(HalfResVelocity, ePId_Output1);
FRenderingCompositePass* QuarterResVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("QuarterResVelocity")));
QuarterResVelocity->SetInput(ePId_Input0, HalfResVelocity);
SoftEdgeVelocity = FRenderingCompositeOutputRef(QuarterResVelocity);
float MotionBlurSoftEdgeSize = CVarMotionBlurSoftEdgeSize.GetValueOnRenderThread();
if(MotionBlurSoftEdgeSize > 0.01f)
{
SoftEdgeVelocity = RenderGaussianBlur(Context, TEXT("VelocityBlurX"), TEXT("VelocityBlurY"), QuarterResVelocity, MotionBlurSoftEdgeSize);
}
}
// doing the actual motion blur sampling, alpha to mask out the blurred areas
FRenderingCompositePass* MotionBlurPass;
if(View.Family->EngineShowFlags.VisualizeMotionBlur)
{
MotionBlurPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeMotionBlur());
bAllowTonemapper = false;
}
else
{
int32 MotionBlurQuality = GetMotionBlurQualityFromCVar();
MotionBlurPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMotionBlur(MotionBlurQuality));
}
MotionBlurPass->SetInput(ePId_Input0, MotionBlurColorDepth);
if(VelocityInput.IsValid())
{
// blurred screen space velocity for soft masked motion blur
MotionBlurPass->SetInput(ePId_Input1, SoftEdgeVelocity);
// screen space velocity input from per object velocity rendering
MotionBlurPass->SetInput(ePId_Input2, MotionBlurHalfVelocity);
}
FRenderingCompositePass* MotionBlurRecombinePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMotionBlurRecombine());
MotionBlurRecombinePass->SetInput(ePId_Input0, Context.FinalOutput);
MotionBlurRecombinePass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(MotionBlurPass));
Context.FinalOutput = FRenderingCompositeOutputRef(MotionBlurRecombinePass);
}
}
if(bVisualizeBloom)
{
AddVisualizeBloomSetup(Context);
}
// down sample Scene color from full to half res
FRenderingCompositeOutputRef SceneColorHalfRes;
{
int32 DownsampleQuality = FMath::Clamp(CDownsampleQuality.GetValueOnRenderThread(), 0, 1);
// doesn't have to be as high quality as the Scene color
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, DownsampleQuality, TEXT("SceneColorHalfRes")));
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);
}
{
bool bHistogramNeeded = false;
if (View.Family->EngineShowFlags.EyeAdaptation && (AutoExposure.MethodId == EAutoExposureMethod::AEM_Histogram)
&& View.FinalPostProcessSettings.AutoExposureMinBrightness < View.FinalPostProcessSettings.AutoExposureMaxBrightness
&& !View.bIsSceneCapture // Eye adaption is not available for scene captures.
&& !bVisualizeBloom)
{
bHistogramNeeded = true;
}
if(!bAllowTonemapper)
{
bHistogramNeeded = false;
}
if(View.Family->EngineShowFlags.VisualizeHDR)
{
bHistogramNeeded = true;
}
if (!GIsHighResScreenshot && bHistogramNeeded && FeatureLevel >= ERHIFeatureLevel::SM5 && StereoPass != eSSP_RIGHT_EYE)
{
FRenderingCompositePass* NodeHistogram = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogram());
NodeHistogram->SetInput(ePId_Input0, SceneColorHalfRes);
HistogramOverScreen = FRenderingCompositeOutputRef(NodeHistogram);
FRenderingCompositePass* NodeHistogramReduce = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogramReduce());
NodeHistogramReduce->SetInput(ePId_Input0, NodeHistogram);
Histogram = FRenderingCompositeOutputRef(NodeHistogramReduce);
}
}
// Compute DownSamples passes used by bloom, tint and eye-adaptation if possible.
FBloomDownSampleArray::Ptr BloomAndEyeDownSamplesPtr;
if (View.FinalPostProcessSettings.BloomIntensity > 0.f) // do bloom
{
// No Threshold: We can share with Eye-Adaptation.
if (Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
{
if (!GIsHighResScreenshot && View.State &&
(StereoPass != eSSP_RIGHT_EYE) &&
(AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic))
{
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
}
}
}
// some views don't have a state (thumbnail rendering)
if(!GIsHighResScreenshot && View.State && (StereoPass != eSSP_RIGHT_EYE))
{
const bool bUseBasicEyeAdaptation = (AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic);
if (bUseBasicEyeAdaptation) // log average ps reduction ( non histogram )
{
if (!BloomAndEyeDownSamplesPtr.IsValid())
{
// need downsamples for eye-adaptation.
FBloomDownSampleArray::Ptr EyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *EyeDownSamplesPtr);
}
else
{
// Use the alpha channel in the last downsample (smallest) to compute eye adaptations values.
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *BloomAndEyeDownSamplesPtr);
}
}
else // Use histogram version version
{
// we always add eye adaptation, if the engine show flag is disabled we set the ExposureScale in the texture to a fixed value
AutoExposure.EyeAdaptation = AddPostProcessHistogramEyeAdaptation(Context, Histogram);
}
}
if(View.FinalPostProcessSettings.BloomIntensity > 0.0f)
{
if (CVarUseMobileBloom.GetValueOnRenderThread() == 0)
{
if (!BloomAndEyeDownSamplesPtr.IsValid())
{
FRenderingCompositeOutputRef HalfResBloomThreshold = RenderHalfResBloomThreshold(Context, SceneColorHalfRes, AutoExposure.EyeAdaptation);
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, HalfResBloomThreshold, false /*bGenerateLog2Alpha*/);
}
BloomOutputCombined = AddBloom(*BloomAndEyeDownSamplesPtr, bVisualizeBloom);
}
else
{
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
// Bloom.
FRenderingCompositeOutputRef PostProcessDownsample2;
FRenderingCompositeOutputRef PostProcessDownsample3;
FRenderingCompositeOutputRef PostProcessDownsample4;
FRenderingCompositeOutputRef PostProcessDownsample5;
FRenderingCompositeOutputRef PostProcessUpsample4;
FRenderingCompositeOutputRef PostProcessUpsample3;
FRenderingCompositeOutputRef PostProcessUpsample2;
FRenderingCompositeOutputRef PostProcessSunMerge;
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
Pass->SetInput(ePId_Input0, SceneColorHalfRes);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
}
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
float UpScale = 0.66f * 2.0f;
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
TintB *= View.FinalPostProcessSettings.BloomIntensity;
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
TintA *= 0.5;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
}
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input1, SceneColorHalfRes);
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutputCombined = PostProcessSunMerge;
}
}
}
HDRColor = Context.FinalOutput;
if(bAllowTonemapper)
{
auto Node = AddSinglePostProcessMaterial(Context, BL_ReplacingTonemapper);
if(Node)
{
// a custom tonemapper is provided
Node->SetInput(ePId_Input0, Context.FinalOutput);
// We are binding separate translucency here because the post process SceneTexture node can reference
// the separate translucency buffers through ePId_Input1.
// TODO: Check if material actually uses this texture and only bind if needed.
Node->SetInput(ePId_Input1, SeparateTranslucency);
Node->SetInput(ePId_Input2, BloomOutputCombined);
Context.FinalOutput = Node;
}
else
{
bScreenPercentageIsDone = AddTonemapper(Context, BloomOutputCombined, AutoExposure.EyeAdaptation, AutoExposure.MethodId);
}
}
if(AntiAliasingMethod == AAM_FXAA)
{
AddPostProcessAA(Context);
}
if(bDepthOfField && Context.View.Family->EngineShowFlags.VisualizeDOF)
{
FRenderingCompositePass* VisualizeNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeDOF(DepthOfFieldStat));
VisualizeNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizeNode);
bAllowTonemapper = false;
}
}
else
{
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
AddGammaOnlyTonemapper(Context);
}
if(View.Family->EngineShowFlags.StationaryLightOverlap)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->StationaryLightOverlapColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
if(DebugViewShaderMode == DVSM_QuadComplexity)
{
float ComplexityScale = 1.f / (float)(GEngine->QuadComplexityColors.Num() - 1) / NormalizedQuadComplexityValue; // .1f comes from the values used in LightAccumulator_GetResult
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, ComplexityScale, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(View.Family->EngineShowFlags.VisualizeLightCulling)
{
float ComplexityScale = 1.f / (float)(GEngine->LightComplexityColors.Num() - 1) / .1f; // .1f comes from the values used in LightAccumulator_GetResult
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->LightComplexityColors, FVisualizeComplexityApplyPS::CS_LINEAR, ComplexityScale, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(View.Family->EngineShowFlags.VisualizeLPV && !View.Family->EngineShowFlags.VisualizeHDR)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeLPV());
Node->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#if WITH_EDITOR
// Show the selection outline if it is in the editor and we aren't in wireframe
// If the engine is in demo mode and game view is on we also do not show the selection outline
if ( GIsEditor
&& View.Family->EngineShowFlags.SelectionOutline
&& !(View.Family->EngineShowFlags.Wireframe)
&& ( !GIsDemoMode || ( GIsDemoMode && !View.Family->EngineShowFlags.Game ) )
&& !bVisualizeBloom
&& !View.Family->EngineShowFlags.VisualizeHDR)
{
// Selection outline is after bloom, but before AA
AddSelectionOutline(Context);
}
// Composite editor primitives if we had any to draw and compositing is enabled
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) && !bVisualizeBloom)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
#endif
if(View.Family->EngineShowFlags.VisualizeShadingModels && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeShadingModels(RHICmdList));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if (View.Family->EngineShowFlags.GBufferHints && FeatureLevel >= ERHIFeatureLevel::SM4)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessGBufferHints(RHICmdList));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
// Ideally without lighting as we want the emissive, we should do that later.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneColor));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
AddPostProcessMaterial(Context, BL_AfterTonemapping, SeparateTranslucency, HDRColor);
if(bVisualizeBloom)
{
AddVisualizeBloomOverlay(Context, HDRColor, BloomOutputCombined);
}
if (View.Family->EngineShowFlags.VisualizeSSS)
{
// the setup pass also does visualization, based on EngineShowFlags.VisualizeSSS
FRenderingCompositePass* PassVisualize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceVisualize(RHICmdList));
PassVisualize->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PassVisualize);
}
AddGBufferVisualizationOverview(Context, SeparateTranslucency, HDRColor);
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
bool bHMDWantsUpscale = false;
if (bStereoRenderingAndHMD)
{
FRenderingCompositePass* Node = NULL;
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
if(DeviceType == EHMDDeviceType::DT_OculusRift)
{
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
}
else if(DeviceType == EHMDDeviceType::DT_Morpheus)
{
#if MORPHEUS_ENGINE_DISTORTION
FRCPassPostProcessMorpheus* MorpheusPass = new FRCPassPostProcessMorpheus();
MorpheusPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node = Context.Graph.RegisterPass(MorpheusPass);
#endif
}
bHMDWantsUpscale = GEngine->HMDDevice->NeedsUpscalePostProcessPass();
if(Node)
{
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
if(bVisualizeHDR)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeHDR());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node->SetInput(ePId_Input1, Histogram);
Node->SetInput(ePId_Input2, HDRColor);
Node->SetInput(ePId_Input3, HistogramOverScreen);
Node->AddDependency(AutoExposure.EyeAdaptation);
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(View.Family->EngineShowFlags.TestImage && FeatureLevel >= ERHIFeatureLevel::SM5)
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTestImage());
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
AddHighResScreenshotMask(Context, SeparateTranslucency);
if(!bScreenPercentageIsDone)
{
// 0=none..1=full
FRCPassPostProcessUpscale::PaniniParams PaniniConfig;
if (View.IsPerspectiveProjection() && !GEngine->StereoRenderingDevice.IsValid())
{
PaniniConfig.D = FMath::Max(CVarUpscalePaniniD.GetValueOnRenderThread(), 0.0f);
PaniniConfig.S = CVarUpscalePaniniS.GetValueOnRenderThread();
PaniniConfig.ScreenFit = FMath::Max(CVarUpscalePaniniScreenFit.GetValueOnRenderThread(), 0.0f);
}
// Do not use upscale if SeparateRenderTarget is in use!
if ((PaniniConfig.D > 0.01f || View.UnscaledViewRect != View.ViewRect) &&
(bHMDWantsUpscale || !View.Family->EngineShowFlags.StereoRendering || (!View.Family->EngineShowFlags.HMDDistortion && !View.Family->bUseSeparateRenderTarget)))
{
int32 UpscaleQuality = CVarUpscaleQuality.GetValueOnRenderThread();
UpscaleQuality = FMath::Clamp(UpscaleQuality, 0, 3);
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(UpscaleQuality, PaniniConfig));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
// not needed but more correct
bScreenPercentageIsDone = true;
}
// After the graph is built but before the graph is processed.
// If a postprocess material is using a GBuffer it adds the refcount int FRCPassPostProcessMaterial::Process()
// and when it gets processed it removes the refcount
// We only release the GBuffers after the last view was processed (SplitScreen)
if(View.Family->Views[View.Family->Views.Num() - 1] == &View)
{
// Generally we no longer need the GBuffers, anyone that wants to keep the GBuffers for longer should have called AdjustGBufferRefCount(1) to keep it for longer
// and call AdjustGBufferRefCount(-1) once it's consumed. This needs to happen each frame. PostProcessMaterial do that automatically
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(RHICmdList, -1);
}
// The graph setup should be finished before this line ----------------------------------------
{
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
TRefCountPtr<IPooledRenderTarget> Temp;
FSceneRenderTargetItem Item;
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
FPooledRenderTargetDesc Desc;
// Texture could be bigger than viewport
if (View.Family->RenderTarget->GetRenderTargetTexture())
{
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
}
else
{
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
}
// todo: this should come from View.Family->RenderTarget
Desc.Format = PF_B8G8R8A8;
Desc.NumMips = 1;
Desc.DebugName = TEXT("FinalPostProcessColor");
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
// execute the graph/DAG
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessing"));
}
}
GRenderTargetPool.AddPhaseEvent(TEXT("AfterPostprocessing"));
}
void FPostProcessing::ProcessES2(FRHICommandListImmediate& RHICmdList, FViewInfo& View, bool bUsedFramebufferFetch)
{
check(IsInRenderingThread());
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
// describes what state a pass can expect and to what state it need to be set back.
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
// view settings. Those are copies for the RT then never get access by the main thread again.
// Pointers to other structures might be unsafe to touch.
// so that the passes can register themselves to the graph
{
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
FRenderingCompositeOutputRef BloomOutput;
FRenderingCompositeOutputRef DofOutput;
bool bUseAa = View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA;
// AA with Mobile32bpp mode requires this outside of bUsePost.
if(bUseAa)
{
// Handle pointer swap for double buffering.
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if(ViewState)
{
// Note that this drops references to the render targets from two frames ago. This
// causes them to be added back to the pool where we can grab them again.
ViewState->MobileAaBloomSunVignette1 = ViewState->MobileAaBloomSunVignette0;
ViewState->MobileAaColor1 = ViewState->MobileAaColor0;
}
}
const FIntPoint FinalTargetSize = View.Family->RenderTarget->GetSizeXY();
FIntRect FinalOutputViewRect = View.ViewRect;
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
// ES2 preview uses a subsection of the scene RT, bUsedFramebufferFetch == true deals with this case.
bool bViewRectSource = bUsedFramebufferFetch || FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY() != PrePostSourceViewportSize;
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
if( View.Family->EngineShowFlags.PostProcessing )
{
bool bUseMosaic = IsMobileHDRMosaic();
bool bUseEncodedHDR = IsMobileHDR32bpp() && !bUseMosaic;
bool bUseSun = !bUseEncodedHDR && View.bLightShaftUse;
bool bUseDof = !bUseEncodedHDR && View.FinalPostProcessSettings.DepthOfFieldScale > 0.0f;
bool bUseBloom = View.FinalPostProcessSettings.BloomIntensity > 0.0f;
bool bUseVignette = View.FinalPostProcessSettings.VignetteIntensity > 0.0f;
bool bWorkaround = CVarRenderTargetSwitchWorkaround.GetValueOnRenderThread() != 0;
// This is a workaround to avoid a performance cliff when using many render targets.
bool bUseBloomSmall = bUseBloom && !bUseSun && !bUseDof && bWorkaround;
bool bUsePost = bUseSun | bUseDof | bUseBloom | bUseVignette;
// Post is not supported on ES2 devices using mosaic.
bUsePost &= !bUseMosaic;
bUsePost &= IsMobileHDR();
if(bUsePost)
{
// Skip this pass if the pass was done prior before resolve.
if((!bUsedFramebufferFetch) && (bUseSun || bUseDof))
{
// Convert depth to {circle of confusion, sun shaft intensity} before resolve.
FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(PrePostSourceViewportSize, false));
PostProcessSunMask->SetInput(ePId_Input0, Context.FinalOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessSunMask);
// Context.FinalOutput now contains entire image.
// (potentially clipped to content of View.ViewRect.)
FinalOutputViewRect = FIntRect(FIntPoint(0, 0), PrePostSourceViewportSize);
}
FRenderingCompositeOutputRef PostProcessBloomSetup;
if(bUseSun || bUseDof || bUseBloom)
{
if(bUseBloomSmall)
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupSmallES2(PrePostSourceViewportSize, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
}
else
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupES2(FinalOutputViewRect, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
}
}
if(bUseDof)
{
// Near dilation circle of confusion size.
// Samples at 1/16 area, writes to 1/16 area.
FRenderingCompositeOutputRef PostProcessNear;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofNearES2(FinalOutputViewRect.Size()));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessNear = FRenderingCompositeOutputRef(Pass);
}
// DOF downsample pass.
// Samples at full resolution, writes to 1/4 area.
FRenderingCompositeOutputRef PostProcessDofDown;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofDownES2(FinalOutputViewRect, bViewRectSource));
Pass->SetInput(ePId_Input0, Context.FinalOutput);
Pass->SetInput(ePId_Input1, PostProcessNear);
PostProcessDofDown = FRenderingCompositeOutputRef(Pass);
}
// DOF blur pass.
// Samples at 1/4 area, writes to 1/4 area.
FRenderingCompositeOutputRef PostProcessDofBlur;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofBlurES2(FinalOutputViewRect.Size()));
Pass->SetInput(ePId_Input0, PostProcessDofDown);
Pass->SetInput(ePId_Input1, PostProcessNear);
PostProcessDofBlur = FRenderingCompositeOutputRef(Pass);
DofOutput = PostProcessDofBlur;
}
}
// Bloom.
FRenderingCompositeOutputRef PostProcessDownsample2;
FRenderingCompositeOutputRef PostProcessDownsample3;
FRenderingCompositeOutputRef PostProcessDownsample4;
FRenderingCompositeOutputRef PostProcessDownsample5;
FRenderingCompositeOutputRef PostProcessUpsample4;
FRenderingCompositeOutputRef PostProcessUpsample3;
FRenderingCompositeOutputRef PostProcessUpsample2;
if(bUseBloomSmall)
{
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale * 2.0f));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
}
if(bUseBloom && (!bUseBloomSmall))
{
float DownScale = 0.66f * 4.0f;
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
}
// Downsample by 2
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
}
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
float UpScale = 0.66f * 2.0f;
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
TintB *= View.FinalPostProcessSettings.BloomIntensity;
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
}
// Upsample by 2
{
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
TintA *= View.FinalPostProcessSettings.BloomIntensity;
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
TintA *= 0.5;
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
}
}
FRenderingCompositeOutputRef PostProcessSunBlur;
if(bUseSun)
{
// Sunshaft depth blur using downsampled alpha.
FRenderingCompositeOutputRef PostProcessSunAlpha;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAlphaES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
PostProcessSunAlpha = FRenderingCompositeOutputRef(Pass);
}
// Sunshaft blur number two.
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunBlurES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessSunAlpha);
PostProcessSunBlur = FRenderingCompositeOutputRef(Pass);
}
}
if(bUseSun | bUseVignette | bUseBloom)
{
FRenderingCompositeOutputRef PostProcessSunMerge;
if(bUseBloomSmall)
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeSmallES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
Pass->SetInput(ePId_Input1, PostProcessDownsample2);
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutput = PostProcessSunMerge;
}
else
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
if(bUseSun)
{
Pass->SetInput(ePId_Input0, PostProcessSunBlur);
}
if(bUseBloom)
{
Pass->SetInput(ePId_Input1, PostProcessBloomSetup);
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
}
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
BloomOutput = PostProcessSunMerge;
}
// Mobile temporal AA requires a composite of two of these frames.
if(bUseAa && (bUseBloom || bUseSun))
{
FSceneViewState* ViewState = (FSceneViewState*)View.State;
FRenderingCompositeOutputRef PostProcessSunMerge2;
if(ViewState && ViewState->MobileAaBloomSunVignette1)
{
FRenderingCompositePass* History;
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaBloomSunVignette1));
PostProcessSunMerge2 = FRenderingCompositeOutputRef(History);
}
else
{
PostProcessSunMerge2 = PostProcessSunMerge;
}
FRenderingCompositeOutputRef PostProcessSunAvg;
{
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAvgES2(PrePostSourceViewportSize));
Pass->SetInput(ePId_Input0, PostProcessSunMerge);
Pass->SetInput(ePId_Input1, PostProcessSunMerge2);
PostProcessSunAvg = FRenderingCompositeOutputRef(Pass);
}
BloomOutput = PostProcessSunAvg;
}
}
}
}
// Must run to blit to back buffer even if post processing is off.
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemapES2(Context.View, FinalOutputViewRect, FinalTargetSize, bViewRectSource));
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessTonemap->SetInput(ePId_Input1, BloomOutput);
PostProcessTonemap->SetInput(ePId_Input2, DofOutput);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
// if Context.FinalOutput was the clipped result of sunmask stage then this stage also restores Context.FinalOutput back original target size.
FinalOutputViewRect = View.UnscaledViewRect;
if(bUseAa && View.Family->EngineShowFlags.PostProcessing)
{
// Double buffer post output.
FSceneViewState* ViewState = (FSceneViewState*)View.State;
FRenderingCompositeOutputRef PostProcessPrior = Context.FinalOutput;
if(ViewState && ViewState->MobileAaColor1)
{
FRenderingCompositePass* History;
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaColor1));
PostProcessPrior = FRenderingCompositeOutputRef(History);
}
// Mobile temporal AA is done after tonemapping.
FRenderingCompositePass* PostProcessAa = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAaES2());
PostProcessAa->SetInput(ePId_Input0, Context.FinalOutput);
PostProcessAa->SetInput(ePId_Input1, PostProcessPrior);
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessAa);
}
#if WITH_EDITOR
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) )
{
FRenderingCompositePass* EditorCompNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(false));
EditorCompNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(EditorCompNode);
}
#endif
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
if(DebugViewShaderMode == DVSM_QuadComplexity)
{
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
{
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
if (bStereoRenderingAndHMD)
{
FRenderingCompositePass* Node = NULL;
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
if (DeviceType == EHMDDeviceType::DT_ES2GenericStereoMesh)
{
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
}
if (Node)
{
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
}
// The graph setup should be finished before this line ----------------------------------------
{
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
TRefCountPtr<IPooledRenderTarget> Temp;
FSceneRenderTargetItem Item;
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
FPooledRenderTargetDesc Desc;
if (View.Family->RenderTarget->GetRenderTargetTexture())
{
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
}
else
{
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
}
// todo: this should come from View.Family->RenderTarget
Desc.Format = PF_B8G8R8A8;
Desc.NumMips = 1;
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessingES2"));
}
}
}