Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHierarchical.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

275 lines
10 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessHierarchical.cpp: Post processing Screen Space Reflections implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessing.h"
#include "PostProcessHierarchical.h"
#include "SceneUtils.h"
template< uint32 Stage >
class TPostProcessBuildHCBPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessBuildHCBPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
OutEnvironment.SetDefine( TEXT("STAGE"), Stage );
OutEnvironment.SetRenderTargetOutputFormat(0, PF_FloatRGBA);
}
TPostProcessBuildHCBPS() {}
public:
FShaderParameter InvSize;
FShaderParameter InputUvFactorAndOffset;
FShaderParameter InputUvBundaries;
FPostProcessPassParameters PostprocessParameter;
FShaderResourceParameter ColorMip;
FShaderResourceParameter ColorMipSampler;
TPostProcessBuildHCBPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
InvSize.Bind( Initializer.ParameterMap, TEXT("InvSize") );
InputUvFactorAndOffset.Bind( Initializer.ParameterMap, TEXT("InputUvFactorAndOffset") );
InputUvBundaries.Bind( Initializer.ParameterMap, TEXT("InputUvBundaries") );
PostprocessParameter.Bind( Initializer.ParameterMap );
ColorMip.Bind( Initializer.ParameterMap, TEXT("ColorMip") );
ColorMipSampler.Bind( Initializer.ParameterMap, TEXT("ColorMipSampler") );
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
const FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View );
const FIntPoint GBufferSize = SceneContext.GetBufferSizeXY();
const FVector InvSizeValue( 1.0f / float(GBufferSize.X), 1.0f / float(GBufferSize.Y), 0.0 );
const FVector4 InputUvFactorAndOffsetValue (
float(2 * Context.View.HZBMipmap0Size.X) / float(GBufferSize.X),
float(2 * Context.View.HZBMipmap0Size.Y) / float(GBufferSize.Y),
float(Context.View.ViewRect.Min.X) / float(GBufferSize.X),
float(Context.View.ViewRect.Min.Y) / float(GBufferSize.Y)
);
const FVector4 InputUvBundariesValue (
float(Context.View.ViewRect.Min.X) / float(GBufferSize.X) + 0.5f * InvSizeValue.X,
float(Context.View.ViewRect.Min.Y) / float(GBufferSize.Y) + 0.5f * InvSizeValue.Y,
float(Context.View.ViewRect.Max.X) / float(GBufferSize.X) - 0.5f * InvSizeValue.X,
float(Context.View.ViewRect.Max.Y) / float(GBufferSize.Y) - 0.5f * InvSizeValue.Y
);
SetShaderValue(Context.RHICmdList, ShaderRHI, InvSize, InvSizeValue );
SetShaderValue(Context.RHICmdList, ShaderRHI, InputUvFactorAndOffset, InputUvFactorAndOffsetValue );
SetShaderValue(Context.RHICmdList, ShaderRHI, InputUvBundaries, InputUvBundariesValue );
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, const FIntPoint& Size, FShaderResourceViewRHIParamRef ShaderResourceView )
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View );
const FVector2D InvSizeValue( 1.0f / Size.X, 1.0f / Size.Y );
const FVector4 InputUvBundariesValue (
0.0f,
0.0f,
float(View.ViewRect.Size().X) / float(2 * View.HZBMipmap0Size.X) - 0.5f * InvSizeValue.X,
float(View.ViewRect.Size().Y) / float(2 * View.HZBMipmap0Size.Y) - 0.5f * InvSizeValue.Y
);
SetShaderValue(RHICmdList, ShaderRHI, InvSize, InvSizeValue );
SetShaderValue(RHICmdList, ShaderRHI, InputUvBundaries, InputUvBundariesValue );
SetSRVParameter(RHICmdList, ShaderRHI, ColorMip, ShaderResourceView );
SetSamplerParameter(RHICmdList, ShaderRHI, ColorMipSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI() );
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << InvSize;
Ar << InputUvFactorAndOffset;
Ar << InputUvBundaries;
Ar << PostprocessParameter;
Ar << ColorMip;
Ar << ColorMipSampler;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(template<>,TPostProcessBuildHCBPS<0>,TEXT("PostProcessHierarchical"),TEXT("BuildHCB"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,TPostProcessBuildHCBPS<1>,TEXT("PostProcessHierarchical"),TEXT("BuildHCB"),SF_Pixel);
static void HierarchycalSizeAndMips(const FIntPoint& BufferSize, uint32 Mip0Downsample, uint32& OutNumMips, FIntPoint& OutHierachicalSize)
{
const uint32 NumMipsX = FPlatformMath::CeilLogTwo(BufferSize.X) - Mip0Downsample;
const uint32 NumMipsY = FPlatformMath::CeilLogTwo(BufferSize.Y) - Mip0Downsample;
OutNumMips = FMath::Max(NumMipsX, NumMipsY);
OutHierachicalSize = FIntPoint(1 << NumMipsX, 1 << NumMipsY);
}
void FRCPassPostProcessBuildHCB::Process(FRenderingCompositePassContext& Context)
{
FIntPoint HCBSize;
uint32 HCBMipCount;
HierarchycalSizeAndMips(FSceneRenderTargets::Get_FrameConstantsOnly().GetBufferSizeXY(), 1, HCBMipCount, HCBSize);
auto& RHICmdList = Context.RHICmdList;
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
const FViewInfo& View = Context.View;
const auto FeatureLevel = Context.GetFeatureLevel();
SCOPED_DRAW_EVENT(RHICmdList, BuildHCB);
FSceneRenderTargetItem HCBRenderTarget = PassOutputs[0].RequestSurface(Context);
const FVector2D HCBUsedPercentage (
float(View.ViewRect.Size().X) / float(2 * HCBSize.X),
float(View.ViewRect.Size().Y) / float(2 * HCBSize.Y)
);
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
{ // mip 0
TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());
TShaderMapRef< TPostProcessBuildHCBPS<0> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
SetRenderTarget(RHICmdList, HCBRenderTarget.TargetableTexture, 0, NULL);
#if 0
const FIntPoint DstDrawSize (
FMath::Min(FMath::CeilToInt(HCBUsedPercentage.X * float(HCBSize.X)) + 1, HCBSize.X),
FMath::Min(FMath::CeilToInt(HCBUsedPercentage.Y * float(HCBSize.Y)) + 1, HCBSize.Y)
);
RHICmdList.SetViewport(0, 0, 0.0f, DstDrawSize.X, DstDrawSize.Y, 1.0f);
DrawPostProcessPass(
RHICmdList,
0, 0,
HCBSize.X, HCBSize.Y,
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
DstDrawSize,
SceneContext.GetBufferSizeXY(),
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
#else
RHICmdList.SetViewport(0, 0, 0.0f, HCBSize.X, HCBSize.Y, 1.0f);
DrawPostProcessPass(
RHICmdList,
0, 0,
HCBSize.X, HCBSize.Y,
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
HCBSize,
SceneContext.GetBufferSizeXY(),
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
#endif
RHICmdList.CopyToResolveTarget(HCBRenderTarget.TargetableTexture, HCBRenderTarget.ShaderResourceTexture, false, FResolveParams(FResolveRect(), CubeFace_PosX, 0));
}
FIntPoint SrcSize = HCBSize;
FIntPoint DstSize = SrcSize / 2;
// Downsampling...
for( uint8 MipIndex = 1; MipIndex < HCBMipCount; MipIndex++ )
{
DstSize.X = FMath::Max(DstSize.X, 1);
DstSize.Y = FMath::Max(DstSize.Y, 1);
SetRenderTarget(RHICmdList, HCBRenderTarget.TargetableTexture, MipIndex, NULL);
TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());
TShaderMapRef< TPostProcessBuildHCBPS<1> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, View, SrcSize, HCBRenderTarget.MipSRVs[ MipIndex - 1 ] );
#if 0
const FIntPoint DstDrawSize (
FMath::Min(FMath::CeilToInt(HCBUsedPercentage.X * float(DstSize.X)) + 1, DstSize.X),
FMath::Min(FMath::CeilToInt(HCBUsedPercentage.Y * float(DstSize.Y)) + 1, DstSize.Y)
);
RHICmdList.SetViewport(0, 0, 0.0f, DstDrawSize.X, DstDrawSize.Y, 1.0f);
DrawPostProcessPass(
RHICmdList,
0, 0,
DstSize.X, DstSize.Y,
0, 0,
SrcSize.X, SrcSize.Y,
DstDrawSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
#else
RHICmdList.SetViewport(0, 0, 0.0f, DstSize.X, DstSize.Y, 1.0f);
DrawPostProcessPass(
RHICmdList,
0, 0,
DstSize.X, DstSize.Y,
0, 0,
SrcSize.X, SrcSize.Y,
DstSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
#endif
RHICmdList.CopyToResolveTarget(HCBRenderTarget.TargetableTexture, HCBRenderTarget.ShaderResourceTexture, false, FResolveParams(FResolveRect(), CubeFace_PosX, MipIndex));
SrcSize /= 2;
DstSize /= 2;
}
}
FPooledRenderTargetDesc FRCPassPostProcessBuildHCB::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FIntPoint HCBSize;
uint32 HCBMipCount;
HierarchycalSizeAndMips(FSceneRenderTargets::Get_FrameConstantsOnly().GetBufferSizeXY(), 1, HCBMipCount, HCBSize);
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(HCBSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_NoFastClear, false, HCBMipCount));
Ret.DebugName = TEXT("HCB");
return Ret;
}