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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
199 lines
6.0 KiB
C++
199 lines
6.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessNoiseBlur.cpp: Post processing down sample implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessNoiseBlur.h"
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#include "PostProcessing.h"
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#include "SceneUtils.h"
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/** Encapsulates the post processing noise blur shader. */
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template <uint32 Method>
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class FPostProcessNoiseBlurPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessNoiseBlurPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("METHOD"), Method);
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}
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/** Default constructor. */
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FPostProcessNoiseBlurPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter NoiseParams;
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/** Initialization constructor. */
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FPostProcessNoiseBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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NoiseParams.Bind(Initializer.ParameterMap, TEXT("NoiseParams"));
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << NoiseParams;
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(const FRenderingCompositePassContext& Context, float InRadius)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
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{
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FVector4 ColorScale(InRadius, 0, 0, 0);
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SetShaderValue(Context.RHICmdList, ShaderRHI, NoiseParams, ColorScale);
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}
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessNoiseBlur");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("MainPS");
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}
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};
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// #define avoids a lot of code duplication
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#define VARIATION1(A) typedef FPostProcessNoiseBlurPS<A> FPostProcessNoiseBlurPS##A; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessNoiseBlurPS##A, SF_Pixel);
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VARIATION1(0) VARIATION1(1) VARIATION1(2)
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#undef VARIATION1
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FRCPassPostProcessNoiseBlur::FRCPassPostProcessNoiseBlur(float InRadius, EPixelFormat InOverrideFormat, uint32 InQuality)
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: Radius(InRadius)
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, Quality(InQuality)
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, OverrideFormat(InOverrideFormat)
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{
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}
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template <uint32 Method>
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void SetNoiseBlurShader(const FRenderingCompositePassContext& Context, float InRadius)
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{
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessNoiseBlurPS<Method> > PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetParameters(Context, InRadius);
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VertexShader->SetParameters(Context);
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}
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void FRCPassPostProcessNoiseBlur::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, NoiseBlur);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
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FIntRect SrcRect = View.ViewRect / ScaleFactor;
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FIntRect DestRect = SrcRect;
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
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// is optimized away if possible (RT size=view size, )
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Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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if(Quality == 0)
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{
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SetNoiseBlurShader<0>(Context, Radius);
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}
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else if(Quality == 1)
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{
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SetNoiseBlurShader<1>(Context, Radius);
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}
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else
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{
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SetNoiseBlurShader<2>(Context, Radius);
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}
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// Draw a quad mapping scene color to the view's render target
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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DrawRectangle(
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Context.RHICmdList,
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DestRect.Min.X, DestRect.Min.Y,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestSize,
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SrcSize,
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*VertexShader,
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EDRF_UseTriangleOptimization);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessNoiseBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
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Ret.Reset();
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if(OverrideFormat != PF_Unknown)
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{
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Ret.Format = OverrideFormat;
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}
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Ret.TargetableFlags &= ~TexCreate_UAV;
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Ret.TargetableFlags |= TexCreate_RenderTargetable;
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Ret.DebugName = TEXT("NoiseBlur");
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return Ret;
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}
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