Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessNoiseBlur.cpp
Mike Fricker 114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00

199 lines
6.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessNoiseBlur.cpp: Post processing down sample implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessNoiseBlur.h"
#include "PostProcessing.h"
#include "SceneUtils.h"
/** Encapsulates the post processing noise blur shader. */
template <uint32 Method>
class FPostProcessNoiseBlurPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessNoiseBlurPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("METHOD"), Method);
}
/** Default constructor. */
FPostProcessNoiseBlurPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter NoiseParams;
/** Initialization constructor. */
FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << NoiseParams;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context, float InRadius)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
{
FVector4 ColorScale(InRadius, 0, 0, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, NoiseParams, ColorScale);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessNoiseBlur");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessNoiseBlurPS<A> FPostProcessNoiseBlurPS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessNoiseBlurPS##A, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
FRCPassPostProcessNoiseBlur::FRCPassPostProcessNoiseBlur(float InRadius, EPixelFormat InOverrideFormat, uint32 InQuality)
: Radius(InRadius)
, Quality(InQuality)
, OverrideFormat(InOverrideFormat)
{
}
template <uint32 Method>
void SetNoiseBlurShader(const FRenderingCompositePassContext& Context, float InRadius)
{
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessNoiseBlurPS<Method> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(Context, InRadius);
VertexShader->SetParameters(Context);
}
void FRCPassPostProcessNoiseBlur::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, NoiseBlur);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = View.ViewRect / ScaleFactor;
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
if(Quality == 0)
{
SetNoiseBlurShader<0>(Context, Radius);
}
else if(Quality == 1)
{
SetNoiseBlurShader<1>(Context, Radius);
}
else
{
SetNoiseBlurShader<2>(Context, Radius);
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessNoiseBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
if(OverrideFormat != PF_Unknown)
{
Ret.Format = OverrideFormat;
}
Ret.TargetableFlags &= ~TexCreate_UAV;
Ret.TargetableFlags |= TexCreate_RenderTargetable;
Ret.DebugName = TEXT("NoiseBlur");
return Ret;
}