Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessTonemap.cpp
2015-04-28 15:27:19 -04:00

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54 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessTonemap.cpp: Post processing tone mapping implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessTonemap.h"
#include "PostProcessing.h"
#include "PostProcessEyeAdaptation.h"
#include "PostProcessCombineLUTs.h"
#include "SceneUtils.h"
//
// TONEMAPPER PERMUTATION CONTROL
//
// Tonemapper option bitmask.
// Adjusting this requires adjusting TonemapperCostTab[].
typedef enum {
TonemapperGammaOnly = (1<<0),
TonemapperColorMatrix = (1<<1),
TonemapperShadowTint = (1<<2),
TonemapperContrast = (1<<3),
TonemapperGrainJitter = (1<<4),
TonemapperGrainIntensity = (1<<5),
TonemapperGrainQuantization = (1<<6),
TonemapperBloom = (1<<7),
TonemapperDOF = (1<<8),
TonemapperVignette = (1<<9),
TonemapperLightShafts = (1<<10),
TonemapperMosaic = (1<<11),
TonemapperColorFringe = (1<<12),
TonemapperMsaa = (1<<13),
Tonemapper709 = (1<<14),
TonemapperGamma = (1<<15),
} TonemapperOption;
// Tonemapper option cost (0 = no cost, 255 = max cost).
// Suggested cost should be
// These need a 1:1 mapping with TonemapperOption enum,
static uint8 TonemapperCostTab[] = {
1, //TonemapperGammaOnly
1, //TonemapperColorMatrix
1, //TonemapperShadowTint
1, //TonemapperContrast
1, //TonemapperGrainJitter
1, //TonemapperGrainIntensity
1, //TonemapperGrainQuantization
1, //TonemapperBloom
1, //TonemapperDOF
1, //TonemapperVignette
1, //TonemapperLightShafts
1, //TonemapperMosaic
1, //TonemapperColorFringe
1, //TonemapperMsaa
1, //Tonemapper709
1, //TonemapperGamma
};
// Edit the following to add and remove configurations.
// This is a white list of the combinations which are compiled.
// Place most common first (faster when searching in TonemapperFindLeastExpensive()).
// List of configurations compiled for PC.
static uint32 TonemapperConfBitmaskPC[9] = {
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperGrainQuantization +
TonemapperVignette +
TonemapperColorFringe +
Tonemapper709 +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperGrainQuantization +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperGrainQuantization +
0,
// same without TonemapperGrainQuantization
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
TonemapperGrainJitter +
TonemapperGrainIntensity +
TonemapperVignette +
TonemapperColorFringe +
Tonemapper709 +
0,
TonemapperBloom +
TonemapperVignette +
TonemapperColorFringe +
0,
TonemapperBloom +
0,
//
TonemapperGammaOnly +
0,
};
// List of configurations compiled for Mobile.
static uint32 TonemapperConfBitmaskMobile[39] = {
//
// 15 for NON-MOSAIC
//
TonemapperGammaOnly +
0,
// Not supporting grain jitter or grain quantization on mobile.
// Bloom, LightShafts, Vignette all off.
TonemapperContrast +
0,
TonemapperContrast +
TonemapperColorMatrix +
0,
// Bloom, LightShafts, Vignette, and Vignette Color all use the same shader code in the tonemapper.
TonemapperContrast +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
0,
// DOF enabled.
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
0,
// Same with grain.
TonemapperContrast +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperGrainIntensity +
0,
// DOF enabled.
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
TonemapperGrainIntensity +
0,
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperLightShafts +
TonemapperVignette +
TonemapperDOF +
TonemapperGrainIntensity +
0,
//
// 14 for MOSAIC PATH
//
// This is mosaic without film post.
TonemapperMosaic +
TonemapperGammaOnly +
0,
TonemapperMosaic +
0,
TonemapperMosaic +
TonemapperContrast +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperVignette +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperVignette +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperVignette +
0,
// With grain
TonemapperMosaic +
TonemapperContrast +
TonemapperGrainIntensity +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperGrainIntensity +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMosaic +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperVignette +
TonemapperGrainIntensity +
0,
//
// 10 for MSAA
//
TonemapperMsaa +
TonemapperContrast +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperBloom +
TonemapperVignette +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperVignette +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperVignette +
0,
// Same with grain.
TonemapperMsaa +
TonemapperContrast +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
TonemapperMsaa +
TonemapperContrast +
TonemapperColorMatrix +
TonemapperShadowTint +
TonemapperBloom +
TonemapperVignette +
TonemapperGrainIntensity +
0,
};
// Returns 1 if option is defined otherwise 0.
static uint32 TonemapperIsDefined(uint32 ConfigBitmask, TonemapperOption Option)
{
return (ConfigBitmask & Option) ? 1 : 0;
}
// This finds the least expensive configuration which supports all selected options in bitmask.
static uint32 TonemapperFindLeastExpensive(uint32* RESTRICT Table, uint32 TableEntries, uint8* RESTRICT CostTable, uint32 RequiredOptionsBitmask)
{
// Custom logic to insure fail cases do not happen.
uint32 MustNotHaveBitmask = 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperDOF) == 0) ? TonemapperDOF : 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperMosaic) == 0) ? TonemapperMosaic : 0;
MustNotHaveBitmask += ((RequiredOptionsBitmask & TonemapperMsaa) == 0) ? TonemapperMsaa : 0;
// Search for exact match first.
uint32 Index;
for(Index = 0; Index < TableEntries; ++Index)
{
if(Table[Index] == RequiredOptionsBitmask)
{
return Index;
}
}
// Search through list for best entry.
uint32 BestIndex = TableEntries;
uint32 BestCost = ~0;
uint32 NotRequiredOptionsBitmask = ~RequiredOptionsBitmask;
for(Index = 0; Index < TableEntries; ++Index)
{
uint32 Bitmask = Table[Index];
if((Bitmask & MustNotHaveBitmask) != 0)
{
continue;
}
if((Bitmask & RequiredOptionsBitmask) != RequiredOptionsBitmask)
{
// A match requires a minimum set of bits set.
continue;
}
uint32 BitExtra = Bitmask & NotRequiredOptionsBitmask;
uint32 Cost = 0;
while(BitExtra)
{
uint32 Bit = FMath::FloorLog2(BitExtra);
Cost += CostTable[Bit];
if(Cost > BestCost)
{
// Poor match.
goto PoorMatch;
}
BitExtra &= ~(1<<Bit);
}
// Better match.
BestCost = Cost;
BestIndex = Index;
PoorMatch:
;
}
// Fail returns 0, the gamma only shader.
if(BestIndex == TableEntries) BestIndex = 0;
return BestIndex;
}
// Common conversion of engine settings into a bitmask which describes the shader options required.
static uint32 TonemapperGenerateBitmask(const FViewInfo* RESTRICT View, bool bGammaOnly, bool bMobile)
{
check(View);
bGammaOnly |= !IsMobileHDR();
const FSceneViewFamily* RESTRICT Family = View->Family;
if(
bGammaOnly ||
(Family->EngineShowFlags.Tonemapper == 0) ||
(Family->EngineShowFlags.PostProcessing == 0))
{
return TonemapperGammaOnly;
}
uint32 Bitmask = 0;
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
FVector MixerR(Settings->FilmChannelMixerRed);
FVector MixerG(Settings->FilmChannelMixerGreen);
FVector MixerB(Settings->FilmChannelMixerBlue);
uint32 useColorMatrix = 0;
if(
(Settings->FilmSaturation != 1.0f) ||
((MixerR - FVector(1.0f,0.0f,0.0f)).GetAbsMax() != 0.0f) ||
((MixerG - FVector(0.0f,1.0f,0.0f)).GetAbsMax() != 0.0f) ||
((MixerB - FVector(0.0f,0.0f,1.0f)).GetAbsMax() != 0.0f))
{
Bitmask += TonemapperColorMatrix;
}
FVector Tint(Settings->FilmWhitePoint);
FVector TintShadow(Settings->FilmShadowTint);
Bitmask += (Settings->FilmShadowTintAmount > 0.0f) ? TonemapperShadowTint : 0;
Bitmask += (Settings->FilmContrast > 0.0f) ? TonemapperContrast : 0;
Bitmask += (Settings->GrainIntensity > 0.0f) ? TonemapperGrainIntensity : 0;
Bitmask += (Settings->VignetteIntensity > 0.0f) ? TonemapperVignette : 0;
return Bitmask;
}
// Common post.
// These are separated because mosiac mode doesn't support them.
static uint32 TonemapperGenerateBitmaskPost(const FViewInfo* RESTRICT View)
{
const FPostProcessSettings* RESTRICT Settings = &(View->FinalPostProcessSettings);
const FSceneViewFamily* RESTRICT Family = View->Family;
uint32 Bitmask = (Settings->GrainJitter > 0.0f) ? TonemapperGrainJitter : 0;
Bitmask += (Settings->BloomIntensity > 0.0f) ? TonemapperBloom : 0;
return Bitmask;
}
// PC only.
static uint32 TonemapperGenerateBitmaskPC(const FViewInfo* RESTRICT View, bool bGammaOnly)
{
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, false);
// Must early exit if gamma only.
if(Bitmask == TonemapperGammaOnly)
{
return Bitmask;
}
{
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperQuality"));
int32 Value = CVar->GetValueOnRenderThread();
if(Value > 0)
{
Bitmask |= TonemapperGrainQuantization;
}
}
{
static TConsoleVariableData<int32>* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Tonemapper709"));
int32 Value = CVar->GetValueOnRenderThread();
if(Value > 0)
{
Bitmask |= Tonemapper709;
}
}
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SceneColorFringeQuality"));
int32 FringeQuality = CVar->GetValueOnRenderThread();
if(View->Family->EngineShowFlags.SceneColorFringe
// Removed this from the camera imperfections toggle because this no longer takes an extra pass.
// && Context->View.Family->EngineShowFlags.CameraImperfections
&& View->FinalPostProcessSettings.SceneFringeIntensity > 0.01f
&& FringeQuality > 0)
{
Bitmask |= TonemapperColorFringe;
}
return Bitmask + TonemapperGenerateBitmaskPost(View);
}
// Mobile only.
static uint32 TonemapperGenerateBitmaskMobile(const FViewInfo* RESTRICT View, bool bGammaOnly)
{
check(View);
uint32 Bitmask = TonemapperGenerateBitmask(View, bGammaOnly, true);
bool bUseMosaic = IsMobileHDR32bpp();
// Must early exit if gamma only.
if(Bitmask == TonemapperGammaOnly)
{
return Bitmask + (bUseMosaic ? TonemapperMosaic : 0);
}
// Check if mosaic mode is on and exit if on.
if(bUseMosaic)
{
return Bitmask + TonemapperMosaic;
}
static const auto CVarMobileMSAA = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MobileMSAA"));
if ((GShaderPlatformForFeatureLevel[View->GetFeatureLevel()] == SP_METAL) && (CVarMobileMSAA ? CVarMobileMSAA->GetValueOnAnyThread() > 1 : false))
{
Bitmask += TonemapperMsaa;
}
// Only add mobile post if FP16 is supported.
if(GSupportsRenderTargetFormat_PF_FloatRGBA)
{
Bitmask += TonemapperGenerateBitmaskPost(View);
Bitmask += (View->FinalPostProcessSettings.DepthOfFieldScale > 0.0f) ? TonemapperDOF : 0;
Bitmask += (View->bLightShaftUse) ? TonemapperLightShafts : 0;
// Mobile is not supporting grain quantization and grain jitter currently.
Bitmask &= ~(TonemapperGrainQuantization | TonemapperGrainJitter);
}
return Bitmask;
}
void GrainPostSettings(FVector* RESTRICT const Constant, const FPostProcessSettings* RESTRICT const Settings)
{
float GrainJitter = Settings->GrainJitter;
float GrainIntensity = Settings->GrainIntensity;
Constant->X = GrainIntensity;
Constant->Y = 1.0f + (-0.5f * GrainIntensity);
Constant->Z = GrainJitter;
}
// This code is shared by PostProcessTonemap and VisualizeHDR.
void FilmPostSetConstants(FVector4* RESTRICT const Constants, const uint32 ConfigBitmask, const FPostProcessSettings* RESTRICT const FinalPostProcessSettings, bool bMobile)
{
uint32 UseColorMatrix = TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix);
uint32 UseShadowTint = TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint);
uint32 UseContrast = TonemapperIsDefined(ConfigBitmask, TonemapperContrast);
// Must insure inputs are in correct range (else possible generation of NaNs).
float InExposure = 1.0f;
FVector InWhitePoint(FinalPostProcessSettings->FilmWhitePoint);
float InSaturation = FMath::Clamp(FinalPostProcessSettings->FilmSaturation, 0.0f, 2.0f);
FVector InLuma = FVector(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f);
FVector InMatrixR(FinalPostProcessSettings->FilmChannelMixerRed);
FVector InMatrixG(FinalPostProcessSettings->FilmChannelMixerGreen);
FVector InMatrixB(FinalPostProcessSettings->FilmChannelMixerBlue);
float InContrast = FMath::Clamp(FinalPostProcessSettings->FilmContrast, 0.0f, 1.0f) + 1.0f;
float InDynamicRange = powf(2.0f, FMath::Clamp(FinalPostProcessSettings->FilmDynamicRange, 1.0f, 4.0f));
float InToe = (1.0f - FMath::Clamp(FinalPostProcessSettings->FilmToeAmount, 0.0f, 1.0f)) * 0.18f;
InToe = FMath::Clamp(InToe, 0.18f/8.0f, 0.18f * (15.0f/16.0f));
float InHeal = 1.0f - (FMath::Max(1.0f/32.0f, 1.0f - FMath::Clamp(FinalPostProcessSettings->FilmHealAmount, 0.0f, 1.0f)) * (1.0f - 0.18f));
FVector InShadowTint(FinalPostProcessSettings->FilmShadowTint);
float InShadowTintBlend = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintBlend, 0.0f, 1.0f) * 64.0f;
// Shadow tint amount enables turning off shadow tinting.
float InShadowTintAmount = FMath::Clamp(FinalPostProcessSettings->FilmShadowTintAmount, 0.0f, 1.0f);
InShadowTint = InWhitePoint + (InShadowTint - InWhitePoint) * InShadowTintAmount;
// Make sure channel mixer inputs sum to 1 (+ smart dealing with all zeros).
InMatrixR.X += 1.0f / (256.0f*256.0f*32.0f);
InMatrixG.Y += 1.0f / (256.0f*256.0f*32.0f);
InMatrixB.Z += 1.0f / (256.0f*256.0f*32.0f);
InMatrixR *= 1.0f / FVector::DotProduct(InMatrixR, FVector(1.0f));
InMatrixG *= 1.0f / FVector::DotProduct(InMatrixG, FVector(1.0f));
InMatrixB *= 1.0f / FVector::DotProduct(InMatrixB, FVector(1.0f));
// Conversion from linear rgb to luma (using HDTV coef).
FVector LumaWeights = FVector(0.2126f, 0.7152f, 0.0722f);
// Make sure white point has 1.0 as luma (so adjusting white point doesn't change exposure).
// Make sure {0.0,0.0,0.0} inputs do something sane (default to white).
InWhitePoint += FVector(1.0f / (256.0f*256.0f*32.0f));
InWhitePoint *= 1.0f / FVector::DotProduct(InWhitePoint, LumaWeights);
InShadowTint += FVector(1.0f / (256.0f*256.0f*32.0f));
InShadowTint *= 1.0f / FVector::DotProduct(InShadowTint, LumaWeights);
// Grey after color matrix is applied.
FVector ColorMatrixLuma = FVector(
FVector::DotProduct(InLuma.X * FVector(InMatrixR.X, InMatrixG.X, InMatrixB.X), FVector(1.0f)),
FVector::DotProduct(InLuma.Y * FVector(InMatrixR.Y, InMatrixG.Y, InMatrixB.Y), FVector(1.0f)),
FVector::DotProduct(InLuma.Z * FVector(InMatrixR.Z, InMatrixG.Z, InMatrixB.Z), FVector(1.0f)));
FVector OutMatrixR = FVector(0.0f);
FVector OutMatrixG = FVector(0.0f);
FVector OutMatrixB = FVector(0.0f);
FVector OutColorShadow_Luma = LumaWeights * InShadowTintBlend;
FVector OutColorShadow_Tint1 = InWhitePoint;
FVector OutColorShadow_Tint2 = InShadowTint - InWhitePoint;
if(UseColorMatrix)
{
// Final color matrix effected by saturation and exposure.
OutMatrixR = (ColorMatrixLuma + ((InMatrixR - ColorMatrixLuma) * InSaturation)) * InExposure;
OutMatrixG = (ColorMatrixLuma + ((InMatrixG - ColorMatrixLuma) * InSaturation)) * InExposure;
OutMatrixB = (ColorMatrixLuma + ((InMatrixB - ColorMatrixLuma) * InSaturation)) * InExposure;
if(UseShadowTint == 0)
{
OutMatrixR = OutMatrixR * InWhitePoint.X;
OutMatrixG = OutMatrixG * InWhitePoint.Y;
OutMatrixB = OutMatrixB * InWhitePoint.Z;
}
}
else
{
// No color matrix fast path.
if(UseShadowTint == 0)
{
OutMatrixB = InExposure * InWhitePoint;
}
else
{
// Need to drop exposure in.
OutColorShadow_Luma *= InExposure;
OutColorShadow_Tint1 *= InExposure;
OutColorShadow_Tint2 *= InExposure;
}
}
// Curve constants.
float OutColorCurveCh3;
float OutColorCurveCh0Cm1;
float OutColorCurveCd2;
float OutColorCurveCm0Cd0;
float OutColorCurveCh1;
float OutColorCurveCh2;
float OutColorCurveCd1;
float OutColorCurveCd3Cm3;
float OutColorCurveCm2;
// Line for linear section.
float FilmLineOffset = 0.18f - 0.18f*InContrast;
float FilmXAtY0 = -FilmLineOffset/InContrast;
float FilmXAtY1 = (1.0f - FilmLineOffset) / InContrast;
float FilmXS = FilmXAtY1 - FilmXAtY0;
// Coordinates of linear section.
float FilmHiX = FilmXAtY0 + InHeal*FilmXS;
float FilmHiY = FilmHiX*InContrast + FilmLineOffset;
float FilmLoX = FilmXAtY0 + InToe*FilmXS;
float FilmLoY = FilmLoX*InContrast + FilmLineOffset;
// Supported exposure range before clipping.
float FilmHeal = InDynamicRange - FilmHiX;
// Intermediates.
float FilmMidXS = FilmHiX - FilmLoX;
float FilmMidYS = FilmHiY - FilmLoY;
float FilmSlope = FilmMidYS / (FilmMidXS);
float FilmHiYS = 1.0f - FilmHiY;
float FilmLoYS = FilmLoY;
float FilmToe = FilmLoX;
float FilmHiG = (-FilmHiYS + (FilmSlope*FilmHeal)) / (FilmSlope*FilmHeal);
float FilmLoG = (-FilmLoYS + (FilmSlope*FilmToe)) / (FilmSlope*FilmToe);
if(UseContrast)
{
// Constants.
OutColorCurveCh1 = FilmHiYS/FilmHiG;
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
OutColorCurveCh0Cm1 = FilmHiX;
OutColorCurveCm2 = FilmSlope;
OutColorCurveCm0Cd0 = FilmLoX;
OutColorCurveCd3Cm3 = FilmLoY - FilmLoX*FilmSlope;
// Handle these separate in case of FilmLoG being 0.
if(FilmLoG != 0.0f)
{
OutColorCurveCd1 = -FilmLoYS/FilmLoG;
OutColorCurveCd2 = FilmLoYS/(FilmSlope*FilmLoG);
}
else
{
// FilmLoG being zero means dark region is a linear segment (so just continue the middle section).
OutColorCurveCd1 = 0.0f;
OutColorCurveCd2 = 1.0f;
OutColorCurveCm0Cd0 = 0.0f;
OutColorCurveCd3Cm3 = 0.0f;
}
}
else
{
// Simplified for no dark segment.
OutColorCurveCh1 = FilmHiYS/FilmHiG;
OutColorCurveCh2 = -FilmHiX*(FilmHiYS/FilmHiG);
OutColorCurveCh3 = FilmHiYS/(FilmSlope*FilmHiG) - FilmHiX;
OutColorCurveCh0Cm1 = FilmHiX;
// Not used.
OutColorCurveCm2 = 0.0f;
OutColorCurveCm0Cd0 = 0.0f;
OutColorCurveCd3Cm3 = 0.0f;
OutColorCurveCd1 = 0.0f;
OutColorCurveCd2 = 0.0f;
}
Constants[0] = FVector4(OutMatrixR, OutColorCurveCd1);
Constants[1] = FVector4(OutMatrixG, OutColorCurveCd3Cm3);
Constants[2] = FVector4(OutMatrixB, OutColorCurveCm2);
Constants[3] = FVector4(OutColorCurveCm0Cd0, OutColorCurveCd2, OutColorCurveCh0Cm1, OutColorCurveCh3);
Constants[4] = FVector4(OutColorCurveCh1, OutColorCurveCh2, 0.0f, 0.0f);
Constants[5] = FVector4(OutColorShadow_Luma, 0.0f);
Constants[6] = FVector4(OutColorShadow_Tint1, 0.0f);
Constants[7] = FVector4(OutColorShadow_Tint2, 0.0f);
}
BEGIN_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER(FVector4,Tint)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_TEXTURE(Texture2D,Mask)
DECLARE_UNIFORM_BUFFER_STRUCT_MEMBER_SAMPLER(SamplerState,MaskSampler)
END_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters)
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FBloomDirtMaskParameters,TEXT("BloomDirtMask"));
static TAutoConsoleVariable<float> CVarGamma(
TEXT("r.Gamma"),
1.0f,
TEXT("Gamma on output"),
ECVF_RenderThreadSafe);
/**
* Encapsulates the post processing tonemapper pixel shader.
*/
template<uint32 ConfigIndex>
class FPostProcessTonemapPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
uint32 ConfigBitmask = TonemapperConfBitmaskPC[ConfigIndex];
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
OutEnvironment.SetDefine(TEXT("USE_COLOR_FRINGE"), TonemapperIsDefined(ConfigBitmask, TonemapperColorFringe));
// @todo Mac OS X: in order to share precompiled shaders between GL 3.3 & GL 4.1 devices we mustn't use volume-texture rendering as it isn't universally supported.
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), (IsFeatureLevelSupported(Platform,ERHIFeatureLevel::SM4) && GSupportsVolumeTextureRendering && Platform != EShaderPlatform::SP_OPENGL_SM4_MAC));
OutEnvironment.SetDefine(TEXT("USE_709"), TonemapperIsDefined(ConfigBitmask, Tonemapper709));
OutEnvironment.SetDefine(TEXT("USE_GAMMA"), TonemapperIsDefined(ConfigBitmask, TonemapperGamma));
if( !IsFeatureLevelSupported(Platform,ERHIFeatureLevel::SM5) )
{
//Need to hack in exposure scale for < SM5
OutEnvironment.SetDefine(TEXT("NO_EYEADAPTATION_EXPOSURE_FIX"), 1);
}
}
/** Default constructor. */
FPostProcessTonemapPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter ColorScale0;
FShaderParameter ColorScale1;
FShaderResourceParameter NoiseTexture;
FShaderResourceParameter NoiseTextureSampler;
FShaderParameter TexScale;
FShaderParameter VignetteIntensity;
FShaderParameter GrainScaleBiasJitter;
FShaderResourceParameter ColorGradingLUT;
FShaderResourceParameter ColorGradingLUTSampler;
FShaderParameter InverseGamma;
FShaderParameter ColorMatrixR_ColorCurveCd1;
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
FShaderParameter ColorMatrixB_ColorCurveCm2;
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
FShaderParameter ColorCurve_Ch1_Ch2;
FShaderParameter ColorShadow_Luma;
FShaderParameter ColorShadow_Tint1;
FShaderParameter ColorShadow_Tint2;
//@HACK
FShaderParameter OverlayColor;
/** Initialization constructor. */
FPostProcessTonemapPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
NoiseTexture.Bind(Initializer.ParameterMap,TEXT("NoiseTexture"));
NoiseTextureSampler.Bind(Initializer.ParameterMap,TEXT("NoiseTextureSampler"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
VignetteIntensity.Bind(Initializer.ParameterMap, TEXT("VignetteIntensity"));
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
ColorGradingLUT.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUT"));
ColorGradingLUTSampler.Bind(Initializer.ParameterMap, TEXT("ColorGradingLUTSampler"));
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma << NoiseTexture << NoiseTextureSampler
<< TexScale << VignetteIntensity << GrainScaleBiasJitter
<< ColorGradingLUT << ColorGradingLUTSampler
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
<< OverlayColor;
return bShaderHasOutdatedParameters;
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
{
FLinearColor Col = Settings.SceneColorTint;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
}
{
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
}
{
UTexture2D* NoiseTextureValue = GEngine->HighFrequencyNoiseTexture;
SetTextureParameter(Context.RHICmdList, ShaderRHI, NoiseTexture, NoiseTextureSampler, TStaticSamplerState<SF_Point, AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI(), NoiseTextureValue->Resource->TextureRHI);
}
{
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
// we assume the this pass runs in 1:1 pixel
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
SetShaderValue(Context.RHICmdList, ShaderRHI, VignetteIntensity, Settings.VignetteIntensity);
FVector GrainValue;
GrainPostSettings(&GrainValue, &Settings);
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
const TShaderUniformBufferParameter<FBloomDirtMaskParameters>& BloomDirtMaskParam = GetUniformBufferParameter<FBloomDirtMaskParameters>();
if (BloomDirtMaskParam.IsBound())
{
FBloomDirtMaskParameters BloomDirtMaskParams;
float ExposureScale = FRCPassPostProcessEyeAdaptation::ComputeExposureScaleValue(Context.View);
FLinearColor Col = Settings.BloomDirtMaskTint * Settings.BloomDirtMaskIntensity;
BloomDirtMaskParams.Tint = FVector4(Col.R, Col.G, Col.B, ExposureScale);
BloomDirtMaskParams.Mask = GSystemTextures.BlackDummy->GetRenderTargetItem().TargetableTexture;
if(Settings.BloomDirtMask && Settings.BloomDirtMask->Resource)
{
BloomDirtMaskParams.Mask = Settings.BloomDirtMask->Resource->TextureRHI;
}
BloomDirtMaskParams.MaskSampler = TStaticSamplerState<SF_Bilinear,AM_Wrap,AM_Wrap,AM_Wrap>::GetRHI();
FUniformBufferRHIRef BloomDirtMaskUB = TUniformBufferRef<FBloomDirtMaskParameters>::CreateUniformBufferImmediate(BloomDirtMaskParams, UniformBuffer_SingleDraw);
SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, BloomDirtMaskParam, BloomDirtMaskUB);
}
// volume texture LUT
{
FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input3);
if(OutputRef)
{
FRenderingCompositeOutput* Input = OutputRef->GetOutput();
if(Input)
{
TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();
if(InputPooledElement)
{
check(!InputPooledElement->IsFree());
const FTextureRHIRef& SrcTexture = InputPooledElement->GetRenderTargetItem().ShaderResourceTexture;
SetTextureParameter(Context.RHICmdList, ShaderRHI, ColorGradingLUT, ColorGradingLUTSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), SrcTexture);
}
}
}
}
{
FVector InvDisplayGammaValue;
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
{
static TConsoleVariableData<float>* CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
float Value = CVar->GetValueOnRenderThread();
if(Value < 1.0f)
{
Value = 1.0f;
}
InvDisplayGammaValue.Z = 1.0f / Value;
}
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
}
{
FVector4 Constants[8];
FilmPostSetConstants(Constants, TonemapperConfBitmaskPC[ConfigIndex], &Context.View.FinalPostProcessSettings, false);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessTonemap");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessTonemapPS<A> FPostProcessTonemapPS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS##A, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5)
VARIATION1(6) VARIATION1(7) VARIATION1(8)
#undef VARIATION1
IMPLEMENT_SHADER_TYPE(,FPostProcessTonemapVS,TEXT("PostProcessTonemap"),TEXT("MainVS"),SF_Vertex);
FRCPassPostProcessTonemap::FRCPassPostProcessTonemap(const FViewInfo& View, bool bInDoGammaOnly)
: bDoGammaOnly(bInDoGammaOnly)
{
uint32 ConfigBitmask = TonemapperGenerateBitmaskPC(&View, bDoGammaOnly);
ConfigIndexPC = TonemapperFindLeastExpensive(TonemapperConfBitmaskPC, sizeof(TonemapperConfBitmaskPC)/4, TonemapperCostTab, ConfigBitmask);
}
template <uint32 ConfigIndex>
static void SetShaderTempl(const FRenderingCompositePassContext& Context)
{
TShaderMapRef<FPostProcessTonemapVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessTonemapPS<ConfigIndex> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
void FRCPassPostProcessTonemap::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d%s"), ConfigIndexPC, bDoGammaOnly ? TEXT(" GammaOnly") : TEXT(""));
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);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.ViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());
if( ViewFamily.RenderTarget->GetRenderTargetTexture() != DestRenderTarget.TargetableTexture )
{
// needed to not have PostProcessAA leaking in content (e.g. Matinee black borders), is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);
}
Context.SetViewportAndCallRHI(View.ViewRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
switch(ConfigIndexPC)
{
case 0: SetShaderTempl<0>(Context); break;
case 1: SetShaderTempl<1>(Context); break;
case 2: SetShaderTempl<2>(Context); break;
case 3: SetShaderTempl<3>(Context); break;
case 4: SetShaderTempl<4>(Context); break;
case 5: SetShaderTempl<5>(Context); break;
case 6: SetShaderTempl<6>(Context); break;
case 7: SetShaderTempl<7>(Context); break;
case 8: SetShaderTempl<8>(Context); break;
default:
check(0);
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessTonemapVS> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Size(),
GSceneRenderTargets.GetBufferSizeXY(),
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// We only release the SceneColor after the last view was processed (SplitScreen)
if(Context.View.Family->Views[Context.View.Family->Views.Num() - 1] == &Context.View && !GIsEditor)
{
// The RT should be released as early as possible to allow sharing of that memory for other purposes.
// This becomes even more important with some limited VRam (XBoxOne).
GSceneRenderTargets.SetSceneColor(0);
}
}
FPooledRenderTargetDesc FRCPassPostProcessTonemap::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
// RGB is the color in LDR, A is the luminance for PostprocessAA
Ret.Format = PF_B8G8R8A8;
Ret.DebugName = TEXT("Tonemap");
return Ret;
}
// ES2 version
/**
* Encapsulates the post processing tonemapper pixel shader.
*/
template<uint32 ConfigIndex>
class FPostProcessTonemapPS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapPS_ES2, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
// This is only used on ES2.
// TODO: Make this only compile on PC/Mobile (and not console).
return true;
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
OutEnvironment.SetDefine(TEXT("USE_GAMMA_ONLY"), TonemapperIsDefined(ConfigBitmask, TonemapperGammaOnly));
OutEnvironment.SetDefine(TEXT("USE_COLOR_MATRIX"), TonemapperIsDefined(ConfigBitmask, TonemapperColorMatrix));
OutEnvironment.SetDefine(TEXT("USE_SHADOW_TINT"), TonemapperIsDefined(ConfigBitmask, TonemapperShadowTint));
OutEnvironment.SetDefine(TEXT("USE_CONTRAST"), TonemapperIsDefined(ConfigBitmask, TonemapperContrast));
OutEnvironment.SetDefine(TEXT("USE_HDR_MOSAIC"), TonemapperIsDefined(ConfigBitmask, TonemapperMosaic));
OutEnvironment.SetDefine(TEXT("USE_BLOOM"), TonemapperIsDefined(ConfigBitmask, TonemapperBloom));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_JITTER"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainJitter));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_INTENSITY"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainIntensity));
OutEnvironment.SetDefine(TEXT("USE_GRAIN_QUANTIZATION"), TonemapperIsDefined(ConfigBitmask, TonemapperGrainQuantization));
OutEnvironment.SetDefine(TEXT("USE_VIGNETTE"), TonemapperIsDefined(ConfigBitmask, TonemapperVignette));
OutEnvironment.SetDefine(TEXT("USE_LIGHT_SHAFTS"), TonemapperIsDefined(ConfigBitmask, TonemapperLightShafts));
OutEnvironment.SetDefine(TEXT("USE_DOF"), TonemapperIsDefined(ConfigBitmask, TonemapperDOF));
OutEnvironment.SetDefine(TEXT("USE_MSAA"), TonemapperIsDefined(ConfigBitmask, TonemapperMsaa));
//Need to hack in exposure scale for < SM5
OutEnvironment.SetDefine(TEXT("NO_EYEADAPTATION_EXPOSURE_FIX"), 1);
}
/** Default constructor. */
FPostProcessTonemapPS_ES2() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter ColorScale0;
FShaderParameter ColorScale1;
FShaderParameter TexScale;
FShaderParameter GrainScaleBiasJitter;
FShaderParameter InverseGamma;
FShaderParameter VignetteIntensity;
FShaderParameter ColorMatrixR_ColorCurveCd1;
FShaderParameter ColorMatrixG_ColorCurveCd3Cm3;
FShaderParameter ColorMatrixB_ColorCurveCm2;
FShaderParameter ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3;
FShaderParameter ColorCurve_Ch1_Ch2;
FShaderParameter ColorShadow_Luma;
FShaderParameter ColorShadow_Tint1;
FShaderParameter ColorShadow_Tint2;
FShaderParameter OverlayColor;
/** Initialization constructor. */
FPostProcessTonemapPS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
ColorScale0.Bind(Initializer.ParameterMap, TEXT("ColorScale0"));
ColorScale1.Bind(Initializer.ParameterMap, TEXT("ColorScale1"));
TexScale.Bind(Initializer.ParameterMap, TEXT("TexScale"));
VignetteIntensity.Bind(Initializer.ParameterMap, TEXT("VignetteIntensity"));
GrainScaleBiasJitter.Bind(Initializer.ParameterMap, TEXT("GrainScaleBiasJitter"));
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
ColorMatrixR_ColorCurveCd1.Bind(Initializer.ParameterMap, TEXT("ColorMatrixR_ColorCurveCd1"));
ColorMatrixG_ColorCurveCd3Cm3.Bind(Initializer.ParameterMap, TEXT("ColorMatrixG_ColorCurveCd3Cm3"));
ColorMatrixB_ColorCurveCm2.Bind(Initializer.ParameterMap, TEXT("ColorMatrixB_ColorCurveCm2"));
ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3"));
ColorCurve_Ch1_Ch2.Bind(Initializer.ParameterMap, TEXT("ColorCurve_Ch1_Ch2"));
ColorShadow_Luma.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Luma"));
ColorShadow_Tint1.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint1"));
ColorShadow_Tint2.Bind(Initializer.ParameterMap, TEXT("ColorShadow_Tint2"));
OverlayColor.Bind(Initializer.ParameterMap, TEXT("OverlayColor"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << ColorScale0 << ColorScale1 << InverseGamma
<< TexScale << GrainScaleBiasJitter << VignetteIntensity
<< ColorMatrixR_ColorCurveCd1 << ColorMatrixG_ColorCurveCd3Cm3 << ColorMatrixB_ColorCurveCm2 << ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3 << ColorCurve_Ch1_Ch2 << ColorShadow_Luma << ColorShadow_Tint1 << ColorShadow_Tint2
<< OverlayColor;
return bShaderHasOutdatedParameters;
}
void SetPS(const FRenderingCompositePassContext& Context)
{
const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FSceneViewFamily& ViewFamily = *(Context.View.Family);
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
const uint32 ConfigBitmask = TonemapperConfBitmaskMobile[ConfigIndex];
if (TonemapperIsDefined(ConfigBitmask, TonemapperMosaic))
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
else
{
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
}
SetShaderValue(Context.RHICmdList, ShaderRHI, OverlayColor, Context.View.OverlayColor);
{
FLinearColor Col = Settings.SceneColorTint;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale0, ColorScale);
}
{
FLinearColor Col = FLinearColor::White * Settings.BloomIntensity;
FVector4 ColorScale(Col.R, Col.G, Col.B, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorScale1, ColorScale);
}
{
const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
// we assume the this pass runs in 1:1 pixel
FVector2D TexScaleValue = FVector2D(InputDesc->Extent) / FVector2D(Context.View.ViewRect.Size());
SetShaderValue(Context.RHICmdList, ShaderRHI, TexScale, TexScaleValue);
}
SetShaderValue(Context.RHICmdList, ShaderRHI, VignetteIntensity, Settings.VignetteIntensity);
FVector GrainValue;
GrainPostSettings(&GrainValue, &Settings);
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainScaleBiasJitter, GrainValue);
{
FVector InvDisplayGammaValue;
InvDisplayGammaValue.X = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Y = 2.2f / ViewFamily.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Z = 1.0; // Unused on mobile.
SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
}
{
FVector4 Constants[8];
FilmPostSetConstants(Constants, TonemapperConfBitmaskMobile[ConfigIndex], &Context.View.FinalPostProcessSettings, true);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessTonemap");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS_ES2");
}
};
// #define avoids a lot of code duplication
#define VARIATION2(A) typedef FPostProcessTonemapPS_ES2<A> FPostProcessTonemapPS_ES2##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessTonemapPS_ES2##A, SF_Pixel);
VARIATION2(0) VARIATION2(1) VARIATION2(2) VARIATION2(3) VARIATION2(4) VARIATION2(5) VARIATION2(6) VARIATION2(7) VARIATION2(8) VARIATION2(9)
VARIATION2(10) VARIATION2(11) VARIATION2(12) VARIATION2(13) VARIATION2(14) VARIATION2(15) VARIATION2(16) VARIATION2(17) VARIATION2(18) VARIATION2(19)
VARIATION2(20) VARIATION2(21) VARIATION2(22) VARIATION2(23) VARIATION2(24) VARIATION2(25) VARIATION2(26) VARIATION2(27) VARIATION2(28) VARIATION2(29)
VARIATION2(30) VARIATION2(31) VARIATION2(32) VARIATION2(33) VARIATION2(34) VARIATION2(35) VARIATION2(36) VARIATION2(37) VARIATION2(38)
#undef VARIATION2
class FPostProcessTonemapVS_ES2 : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessTonemapVS_ES2,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return true;
}
FPostProcessTonemapVS_ES2() { }
public:
FPostProcessPassParameters PostprocessParameter;
FShaderResourceParameter EyeAdaptation;
FShaderParameter GrainRandomFull;
bool bUsedFramebufferFetch;
FPostProcessTonemapVS_ES2(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
GrainRandomFull.Bind(Initializer.ParameterMap, TEXT("GrainRandomFull"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
FVector GrainRandomFullValue;
GrainRandomFromFrame(&GrainRandomFullValue, Context.View.Family->FrameNumber);
// TODO: Don't use full on mobile with framebuffer fetch.
GrainRandomFullValue.Z = bUsedFramebufferFetch ? 0.0f : 1.0f;
SetShaderValue(Context.RHICmdList, ShaderRHI, GrainRandomFull, GrainRandomFullValue);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << GrainRandomFull;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessTonemapVS_ES2,TEXT("PostProcessTonemap"),TEXT("MainVS_ES2"),SF_Vertex);
template <uint32 ConfigIndex>
static void SetShaderTemplES2(const FRenderingCompositePassContext& Context, bool bUsedFramebufferFetch)
{
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessTonemapPS_ES2<ConfigIndex> > PixelShader(Context.GetShaderMap());
VertexShader->bUsedFramebufferFetch = bUsedFramebufferFetch;
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context);
}
FRCPassPostProcessTonemapES2::FRCPassPostProcessTonemapES2(const FViewInfo& View, FIntRect InViewRect, FIntPoint InDestSize, bool bInUsedFramebufferFetch)
:
ViewRect(InViewRect),
DestSize(InDestSize),
bUsedFramebufferFetch(bInUsedFramebufferFetch)
{
uint32 ConfigBitmask = TonemapperGenerateBitmaskMobile(&View, false);
ConfigIndexMobile = TonemapperFindLeastExpensive(TonemapperConfBitmaskMobile, sizeof(TonemapperConfBitmaskMobile)/4, TonemapperCostTab, ConfigBitmask);
}
void FRCPassPostProcessTonemapES2::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessTonemap, TEXT("Tonemapper#%d%s"), ConfigIndexMobile, bUsedFramebufferFetch ? TEXT(" FramebufferFetch=0") : TEXT("FramebufferFetch=1"));
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);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
const FPooledRenderTargetDesc& OutputDesc = PassOutputs[0].RenderTargetDesc;
FIntRect SrcRect = ViewRect;
FIntRect DestRect = View.UnscaledViewRect; // Simple upscaling, ES2 post process does not currently have a specific upscaling pass.
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DstSize = OutputDesc.Extent;
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());
// Full clear to avoid restore
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
Context.SetViewportAndCallRHI(DestRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
switch(ConfigIndexMobile)
{
case 0: SetShaderTemplES2<0>(Context, bUsedFramebufferFetch); break;
case 1: SetShaderTemplES2<1>(Context, bUsedFramebufferFetch); break;
case 2: SetShaderTemplES2<2>(Context, bUsedFramebufferFetch); break;
case 3: SetShaderTemplES2<3>(Context, bUsedFramebufferFetch); break;
case 4: SetShaderTemplES2<4>(Context, bUsedFramebufferFetch); break;
case 5: SetShaderTemplES2<5>(Context, bUsedFramebufferFetch); break;
case 6: SetShaderTemplES2<6>(Context, bUsedFramebufferFetch); break;
case 7: SetShaderTemplES2<7>(Context, bUsedFramebufferFetch); break;
case 8: SetShaderTemplES2<8>(Context, bUsedFramebufferFetch); break;
case 9: SetShaderTemplES2<9>(Context, bUsedFramebufferFetch); break;
case 10: SetShaderTemplES2<10>(Context, bUsedFramebufferFetch); break;
case 11: SetShaderTemplES2<11>(Context, bUsedFramebufferFetch); break;
case 12: SetShaderTemplES2<12>(Context, bUsedFramebufferFetch); break;
case 13: SetShaderTemplES2<13>(Context, bUsedFramebufferFetch); break;
case 14: SetShaderTemplES2<14>(Context, bUsedFramebufferFetch); break;
case 15: SetShaderTemplES2<15>(Context, bUsedFramebufferFetch); break;
case 16: SetShaderTemplES2<16>(Context, bUsedFramebufferFetch); break;
case 17: SetShaderTemplES2<17>(Context, bUsedFramebufferFetch); break;
case 18: SetShaderTemplES2<18>(Context, bUsedFramebufferFetch); break;
case 19: SetShaderTemplES2<19>(Context, bUsedFramebufferFetch); break;
case 20: SetShaderTemplES2<20>(Context, bUsedFramebufferFetch); break;
case 21: SetShaderTemplES2<21>(Context, bUsedFramebufferFetch); break;
case 22: SetShaderTemplES2<22>(Context, bUsedFramebufferFetch); break;
case 23: SetShaderTemplES2<23>(Context, bUsedFramebufferFetch); break;
case 24: SetShaderTemplES2<24>(Context, bUsedFramebufferFetch); break;
case 25: SetShaderTemplES2<25>(Context, bUsedFramebufferFetch); break;
case 26: SetShaderTemplES2<26>(Context, bUsedFramebufferFetch); break;
case 27: SetShaderTemplES2<27>(Context, bUsedFramebufferFetch); break;
case 28: SetShaderTemplES2<28>(Context, bUsedFramebufferFetch); break;
case 29: SetShaderTemplES2<29>(Context, bUsedFramebufferFetch); break;
case 30: SetShaderTemplES2<30>(Context, bUsedFramebufferFetch); break;
case 31: SetShaderTemplES2<31>(Context, bUsedFramebufferFetch); break;
case 32: SetShaderTemplES2<32>(Context, bUsedFramebufferFetch); break;
case 33: SetShaderTemplES2<33>(Context, bUsedFramebufferFetch); break;
case 34: SetShaderTemplES2<34>(Context, bUsedFramebufferFetch); break;
case 35: SetShaderTemplES2<35>(Context, bUsedFramebufferFetch); break;
case 36: SetShaderTemplES2<36>(Context, bUsedFramebufferFetch); break;
case 37: SetShaderTemplES2<37>(Context, bUsedFramebufferFetch); break;
case 38: SetShaderTemplES2<38>(Context, bUsedFramebufferFetch); break;
default:
check(0);
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessTonemapVS_ES2> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
0, 0,
DstSize.X, DstSize.Y,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DstSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// Double buffer tonemapper output for temporal AA.
if(Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA)
{
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
if(ViewState)
{
ViewState->MobileAaColor0 = PassOutputs[0].PooledRenderTarget;
}
}
}
FPooledRenderTargetDesc FRCPassPostProcessTonemapES2::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Format = PF_B8G8R8A8;
Ret.DebugName = TEXT("Tonemap");
Ret.Extent = DestSize;
return Ret;
}