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2010 lines
82 KiB
C++
2010 lines
82 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessing.cpp: The center for all post processing activities.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "PostProcessing.h"
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#include "PostProcessAA.h"
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#include "PostProcessTonemap.h"
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#include "PostProcessMaterial.h"
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#include "PostProcessInput.h"
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#include "PostProcessWeightedSampleSum.h"
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#include "PostProcessBloomSetup.h"
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#include "PostProcessMobile.h"
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#include "PostProcessDownsample.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessHistogramReduce.h"
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#include "PostProcessVisualizeHDR.h"
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#include "PostProcessSelectionOutline.h"
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#include "PostProcessGBufferHints.h"
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#include "PostProcessVisualizeBuffer.h"
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#include "PostProcessEyeAdaptation.h"
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#include "PostProcessLensFlares.h"
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#include "PostProcessLensBlur.h"
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#include "PostProcessBokehDOF.h"
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#include "PostProcessBokehDOFRecombine.h"
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#include "PostProcessCombineLUTs.h"
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#include "BatchedElements.h"
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#include "ScreenRendering.h"
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#include "PostProcessTemporalAA.h"
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#include "PostProcessMotionBlur.h"
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#include "PostProcessDOF.h"
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#include "PostProcessUpscale.h"
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#include "PostProcessHMD.h"
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#include "PostProcessVisualizeComplexity.h"
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#include "PostProcessCompositeEditorPrimitives.h"
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#include "PostProcessPassThrough.h"
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#include "PostProcessAmbientOcclusion.h"
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#include "ScreenSpaceReflections.h"
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#include "PostProcessTestImage.h"
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#include "HighResScreenshot.h"
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#include "PostProcessSubsurface.h"
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#include "PostProcessMorpheus.h"
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#include "IHeadMountedDisplay.h"
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#include "BufferVisualizationData.h"
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/** The global center for all post processing activities. */
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FPostProcessing GPostProcessing;
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static TAutoConsoleVariable<int32> CVarUseMobileBloom(
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TEXT("r.UseMobileBloom"),
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0,
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TEXT("HACK: Set to 1 to use mobile bloom."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarDepthOfFieldMaxSize(
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TEXT("r.DepthOfField.MaxSize"),
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100.0f,
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TEXT("Allows to clamp the gaussian depth of field radius (for better performance), default: 100"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarRenderTargetSwitchWorkaround(
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TEXT("r.RenderTargetSwitchWorkaround"),
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0,
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TEXT("Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\n")
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TEXT("Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\n")
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TEXT("still faster as it avoids the many render target switches. (Default: 0)\n")
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TEXT("We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarUpscaleCylinder(
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TEXT("r.Upscale.Cylinder"),
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0,
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TEXT("Allows to apply a cylindrical distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\n")
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TEXT("There is a quality loss that can be compensated by adjusting r.ScreenPercentage (>100).\n")
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TEXT("0: off(default)\n")
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TEXT(">0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n")
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TEXT("1: full effect"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarUpscaleQuality(
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TEXT("r.Upscale.Quality"),
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3,
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TEXT(" 0: Nearest filtering\n")
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TEXT(" 1: Simple Bilinear\n")
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TEXT(" 2: 4 tap bilinear\n")
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TEXT(" 3: Directional blur with unsharp mask upsample. (default)"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
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TEXT("r.MotionBlurSoftEdgeSize"),
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1.0f,
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TEXT("Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\n")
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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")
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TEXT("Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\n")
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TEXT("If needed this can be exposed like the other motionblur settings.\n")
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TEXT(" 0:off (not free and does never completely disable), >0, 1.0 (default)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarBloomCross(
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TEXT("r.Bloom.Cross"),
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0.0f,
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TEXT("Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\n")
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TEXT("Existing bloom get lowered to match the same brightness\n")
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TEXT("<0 for a anisomorphic lens flare look (X only)\n")
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TEXT(" 0 off (default)\n")
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TEXT(">0 for a cross look (X and Y)"),
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ECVF_RenderThreadSafe);
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IMPLEMENT_SHADER_TYPE(,FPostProcessVS,TEXT("PostProcessBloom"),TEXT("MainPostprocessCommonVS"),SF_Vertex);
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// -------------------------------------------------------
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FPostprocessContext::FPostprocessContext(class FRenderingCompositionGraph& InGraph, const FViewInfo& InView)
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: Graph(InGraph)
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, View(InView)
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, SceneColor(0)
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, SceneDepth(0)
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{
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if(GSceneRenderTargets.IsSceneColorAllocated())
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{
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SceneColor = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSceneRenderTargets.GetSceneColor()));
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}
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SceneDepth = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSceneRenderTargets.SceneDepthZ));
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FinalOutput = FRenderingCompositeOutputRef(SceneColor);
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}
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static FRenderingCompositeOutputRef RenderHalfResBloomThreshold(FPostprocessContext& Context, FRenderingCompositeOutputRef SceneColorHalfRes, FRenderingCompositeOutputRef EyeAdaptation)
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{
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// todo: optimize later, the missing node causes some wrong behavior
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// if(Context.View.FinalPostProcessSettings.BloomIntensity <= 0.0f)
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// {
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// // this pass is not required
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// return FRenderingCompositeOutputRef();
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// }
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// bloom threshold
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FRenderingCompositePass* PostProcessBloomSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetup());
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PostProcessBloomSetup->SetInput(ePId_Input0, SceneColorHalfRes);
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PostProcessBloomSetup->SetInput(ePId_Input1, EyeAdaptation);
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return FRenderingCompositeOutputRef(PostProcessBloomSetup);
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}
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// 2 pass Gaussian blur using uni-linear filtering
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// @param CrossCenterWeight see r.Bloom.Cross (positive for X and Y, otherwise for X only)
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static FRenderingCompositeOutputRef RenderGaussianBlur(
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FPostprocessContext& Context,
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const TCHAR* DebugNameX,
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const TCHAR* DebugNameY,
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const FRenderingCompositeOutputRef& Input,
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float SizeScale,
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FLinearColor Tint = FLinearColor::White,
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const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef(),
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float CrossCenterWeight = 0.0f)
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{
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// Gaussian blur in x
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FRCPassPostProcessWeightedSampleSum* PostProcessBlurX = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Horiz, EFCM_Weighted, SizeScale, DebugNameX));
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PostProcessBlurX->SetInput(ePId_Input0, Input);
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if(CrossCenterWeight > 0)
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{
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PostProcessBlurX->SetCrossCenterWeight(CrossCenterWeight);
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}
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// Gaussian blur in y
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FRCPassPostProcessWeightedSampleSum* PostProcessBlurY = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Vert, EFCM_Weighted, SizeScale, DebugNameY, Tint));
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PostProcessBlurY->SetInput(ePId_Input0, FRenderingCompositeOutputRef(PostProcessBlurX));
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PostProcessBlurY->SetInput(ePId_Input1, Additive);
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PostProcessBlurY->SetCrossCenterWeight(FMath::Abs(CrossCenterWeight));
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return FRenderingCompositeOutputRef(PostProcessBlurY);
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}
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// render one bloom pass and add another optional texture to it
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static FRenderingCompositeOutputRef RenderBloom(
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FPostprocessContext& Context,
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const FRenderingCompositeOutputRef& PreviousBloom,
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float Size,
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FLinearColor Tint = FLinearColor::White,
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const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef())
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{
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const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
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return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
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}
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static void AddTonemapper(
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FPostprocessContext& Context,
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const FRenderingCompositeOutputRef& BloomOutputCombined,
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const FRenderingCompositeOutputRef& EyeAdaptation)
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{
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FRenderingCompositePass* CombinedLUT = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCombineLUTs(Context.View.GetShaderPlatform()));
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FRCPassPostProcessTonemap* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View));
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PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
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PostProcessTonemap->SetInput(ePId_Input1, BloomOutputCombined);
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PostProcessTonemap->SetInput(ePId_Input2, EyeAdaptation);
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PostProcessTonemap->SetInput(ePId_Input3, CombinedLUT);
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Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
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}
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static void AddSelectionOutline(FPostprocessContext& Context)
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{
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FRenderingCompositePass* SelectionColorPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutlineColor());
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SelectionColorPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
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FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutline());
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Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
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Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FRenderingCompositeOutputRef(SelectionColorPass)));
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Context.FinalOutput = FRenderingCompositeOutputRef(Node);
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}
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static void AddGammaOnlyTonemapper(FPostprocessContext& Context)
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{
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FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, true));
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PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
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Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
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}
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static void AddPostProcessAA(FPostprocessContext& Context)
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{
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// console variable override
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static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PostProcessAAQuality"));
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uint32 Quality = FMath::Clamp(CVar->GetValueOnRenderThread(), 1, 6);
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FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAA(Quality));
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Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
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Context.FinalOutput = FRenderingCompositeOutputRef(Node);
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}
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static FRenderingCompositeOutputRef AddPostProcessEyeAdaptation(FPostprocessContext& Context, FRenderingCompositeOutputRef& Histogram)
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{
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FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessEyeAdaptation());
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Node->SetInput(ePId_Input0, Histogram);
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return FRenderingCompositeOutputRef(Node);
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}
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static void AddVisualizeBloomSetup(FPostprocessContext& Context)
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{
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auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomSetup());
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Node->SetInput(ePId_Input0, Context.FinalOutput);
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Context.FinalOutput = FRenderingCompositeOutputRef(Node);
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}
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static void AddVisualizeBloomOverlay(FPostprocessContext& Context, FRenderingCompositeOutputRef& HDRColor, FRenderingCompositeOutputRef& BloomOutputCombined)
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{
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auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomOverlay());
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Node->SetInput(ePId_Input0, Context.FinalOutput);
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Node->SetInput(ePId_Input1, HDRColor);
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Node->SetInput(ePId_Input2, BloomOutputCombined);
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Context.FinalOutput = FRenderingCompositeOutputRef(Node);
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}
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static void AddPostProcessDepthOfFieldBokeh(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucency, FRenderingCompositeOutputRef& VelocityInput)
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{
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// downsample, mask out the in focus part, depth in alpha
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FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFSetup());
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DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
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DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
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FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
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FRenderingCompositePass* DOFInputPass = DOFSetup;
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if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
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{
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FRenderingCompositePass* HistoryInput;
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if( ViewState->DOFHistoryRT && ViewState->bBokehDOFHistory && !Context.View.bCameraCut )
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{
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HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
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}
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else
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{
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// No history so use current as history
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HistoryInput = DOFSetup;
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}
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FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
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NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
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NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
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NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
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NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
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DOFInputPass = NodeTemporalAA;
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ViewState->bBokehDOFHistory = true;
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}
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FRenderingCompositePass* NodeBlurred = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOF());
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NodeBlurred->SetInput(ePId_Input0, DOFInputPass);
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NodeBlurred->SetInput(ePId_Input1, Context.SceneColor);
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NodeBlurred->SetInput(ePId_Input2, Context.SceneDepth);
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FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
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NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
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NodeRecombined->SetInput(ePId_Input1, NodeBlurred);
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NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
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Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
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}
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static void AddPostProcessDepthOfFieldGaussian(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput)
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{
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float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
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float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
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float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
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FarSize = FMath::Min(FarSize, MaxSize);
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NearSize = FMath::Min(NearSize, MaxSize);
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Out.bFar = FarSize >= 0.01f;
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Out.bNear = NearSize >= GetCachedScalabilityCVars().GaussianDOFNearThreshold;
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if(!Out.bFar && !Out.bNear)
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{
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return;
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}
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if(Context.View.Family->EngineShowFlags.VisualizeDOF)
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{
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// no need for this pass
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return;
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}
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FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(Out.bNear));
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DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
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// We need the depth to create the near and far mask
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DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
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FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
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FRenderingCompositePass* DOFInputPass = DOFSetup;
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if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
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{
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FRenderingCompositePass* HistoryInput;
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if( ViewState->DOFHistoryRT && !ViewState->bBokehDOFHistory && !Context.View.bCameraCut )
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{
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HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
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}
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else
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{
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// No history so use current as history
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HistoryInput = DOFSetup;
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}
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FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
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NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
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NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
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NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
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NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
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DOFInputPass = NodeTemporalAA;
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ViewState->bBokehDOFHistory = false;
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}
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FRenderingCompositePass* DOFInputPass2 = DOFSetup;
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EPassOutputId DOFInputPassId = ePId_Output1;
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if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
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{
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FRenderingCompositePass* HistoryInput;
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EPassOutputId DOFInputPassId2 = ePId_Output1;
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if( ViewState->DOFHistoryRT2 && !ViewState->bBokehDOFHistory2 && !Context.View.bCameraCut )
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{
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HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT2 ) );
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DOFInputPassId2 = ePId_Output0;
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}
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else
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{
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// No history so use current as history
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HistoryInput = DOFSetup;
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DOFInputPassId2 = ePId_Output1;
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}
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FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAANear );
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NodeTemporalAA->SetInput( ePId_Input0, FRenderingCompositeOutputRef( DOFSetup, ePId_Output1 ) );
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NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput, DOFInputPassId2 ) );
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NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput, DOFInputPassId2 ) );
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NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
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DOFInputPass2 = NodeTemporalAA;
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ViewState->bBokehDOFHistory2 = false;
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DOFInputPassId = ePId_Output0;
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}
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FRenderingCompositeOutputRef Far(DOFInputPass, ePId_Output0);
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FRenderingCompositeOutputRef Near; // Don't need to bind a dummy here as we use a different permutation which doesn't read from this input when near DOF is disabled
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// far
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if (Out.bFar)
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{
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Far = RenderGaussianBlur(Context, TEXT("FarDOFBlurX"), TEXT("FarDOFBlurY"), FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0), FarSize);
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}
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// near
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if (Out.bNear)
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{
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Near = RenderGaussianBlur(Context, TEXT("NearDOFBlurX"), TEXT("NearDOFBlurY"), FRenderingCompositeOutputRef(DOFInputPass2, DOFInputPassId), NearSize);
|
|
}
|
|
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine(Out.bNear));
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input1, Far);
|
|
NodeRecombined->SetInput(ePId_Input2, Near);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
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->bBokehDOFHistory && !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->bBokehDOFHistory = 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(FPostprocessContext Context, FRenderingCompositeOutputRef PostProcessDownsample0)
|
|
{
|
|
// 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));
|
|
}
|
|
|
|
// Perform down sample. Used by both bloom and lens flares.
|
|
static const int32 DownSampleStages = 6;
|
|
FRenderingCompositeOutputRef PostProcessDownsamples[DownSampleStages] = {PostProcessDownsample0};
|
|
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);
|
|
}
|
|
|
|
const bool bVisualizeBloom = Context.View.Family->EngineShowFlags.VisualizeBloom;
|
|
|
|
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( GSceneRenderTargets.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
|
|
GSceneRenderTargets.AdjustGBufferRefCount(1);
|
|
}
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface, Context.View.GetFeatureLevel()));
|
|
|
|
return Node;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void AddPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation, FRenderingCompositeOutputRef SeparateTranslucency)
|
|
{
|
|
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// hard coded - this should be a reasonable limit
|
|
const uint32 MAX_PPMATERIALNODES = 10;
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode PPNodes[MAX_PPMATERIALNODES];
|
|
uint32 PPNodeCount = 0;
|
|
|
|
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;
|
|
}
|
|
}
|
|
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
|
|
GSceneRenderTargets.AdjustGBufferRefCount(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);
|
|
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
|
|
GSceneRenderTargets.AdjustGBufferRefCount(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AddGBufferVisualizationOverview(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput)
|
|
{
|
|
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));
|
|
|
|
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
|
|
GSceneRenderTargets.AdjustGBufferRefCount(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.VisualizeMeshDistanceFields;
|
|
}
|
|
|
|
static TAutoConsoleVariable<int32> CVarMotionBlurNew(
|
|
TEXT("r.MotionBlurNew"),
|
|
0,
|
|
TEXT(""),
|
|
ECVF_RenderThreadSafe
|
|
);
|
|
|
|
static TAutoConsoleVariable<int32> CVarMotionBlurScatter(
|
|
TEXT("r.MotionBlurScatter"),
|
|
1,
|
|
TEXT(""),
|
|
ECVF_RenderThreadSafe
|
|
);
|
|
|
|
static TAutoConsoleVariable<int32> CVarMotionBlurDilate(
|
|
TEXT("r.MotionBlurDilate"),
|
|
0,
|
|
TEXT(""),
|
|
ECVF_RenderThreadSafe
|
|
);
|
|
|
|
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(CompositeContext.Graph, View);
|
|
|
|
// not always valid
|
|
FRenderingCompositeOutputRef HDRColor;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef HistogramOverScreen;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef Histogram;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef EyeAdaptation;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef SeparateTranslucency;
|
|
// optional
|
|
FRenderingCompositeOutputRef BloomOutputCombined;
|
|
|
|
bool bAllowTonemapper = true;
|
|
EStereoscopicPass StereoPass = View.StereoPass;
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
{
|
|
if(ViewState && ViewState->SeparateTranslucencyRT)
|
|
{
|
|
FRenderingCompositePass* NodeSeparateTranslucency = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->SeparateTranslucencyRT));
|
|
|
|
SeparateTranslucency = FRenderingCompositeOutputRef(NodeSeparateTranslucency);
|
|
// the node keeps another reference so the RT will not be release too early
|
|
ViewState->FreeSeparateTranslucency();
|
|
|
|
check(!ViewState->SeparateTranslucencyRT);
|
|
}
|
|
}
|
|
|
|
bool bVisualizeHDR = View.Family->EngineShowFlags.VisualizeHDR && FeatureLevel >= ERHIFeatureLevel::SM5;
|
|
bool bVisualizeBloom = View.Family->EngineShowFlags.VisualizeBloom && FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
|
|
if(bVisualizeHDR)
|
|
{
|
|
bAllowTonemapper = 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;
|
|
|
|
if(bDepthOfField && View.FinalPostProcessSettings.DepthOfFieldMethod != DOFM_BokehDOF)
|
|
{
|
|
bool bCircleDOF = View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF;
|
|
if(!bCircleDOF)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, 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);
|
|
AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, 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);
|
|
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
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(SeparateTranslucency.IsValid())
|
|
{
|
|
// 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 );
|
|
|
|
{
|
|
FRenderingCompositePass* 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 );
|
|
}
|
|
|
|
if( CVarMotionBlurScatter.GetValueOnRenderThread() )
|
|
{
|
|
FRenderingCompositePass* VelocityScatterPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityScatter() );
|
|
VelocityScatterPass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityScatterPass );
|
|
}
|
|
|
|
if( CVarMotionBlurDilate.GetValueOnRenderThread() )
|
|
{
|
|
FRenderingCompositePass* VelocityDilatePass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityDilate() );
|
|
VelocityDilatePass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityDilatePass );
|
|
}
|
|
|
|
{
|
|
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlurNew( GetMotionBlurQualityFromCVar() ) );
|
|
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;
|
|
{
|
|
// doesn't have to be as high quality as the Scene color
|
|
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, 1, TEXT("SceneColorHalfRes")));
|
|
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);
|
|
}
|
|
|
|
{
|
|
bool bHistogramNeeded = false;
|
|
|
|
if(View.Family->EngineShowFlags.EyeAdaptation
|
|
&& 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);
|
|
}
|
|
}
|
|
|
|
// some views don't have a state (thumbnail rendering)
|
|
if(!GIsHighResScreenshot && View.State && (StereoPass != eSSP_RIGHT_EYE))
|
|
{
|
|
// we always add eye adaptation, if the engine show flag is disabled we set the ExposureScale in the texture to a fixed value
|
|
EyeAdaptation = AddPostProcessEyeAdaptation(Context, Histogram);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.Bloom)
|
|
{
|
|
if (CVarUseMobileBloom.GetValueOnRenderThread() == 0)
|
|
{
|
|
FRenderingCompositeOutputRef HalfResBloomThreshold = RenderHalfResBloomThreshold(Context, SceneColorHalfRes, EyeAdaptation);
|
|
BloomOutputCombined = AddBloom(Context, HalfResBloomThreshold);
|
|
}
|
|
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 && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
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
|
|
{
|
|
AddTonemapper(Context, BloomOutputCombined, EyeAdaptation);
|
|
}
|
|
}
|
|
|
|
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));
|
|
|
|
// PassThrough is needed to upscale the half res texture
|
|
FPooledRenderTargetDesc Desc = GSceneRenderTargets.GetSceneColor()->GetDesc();
|
|
Desc.Format = PF_B8G8R8A8;
|
|
FRenderingCompositePass* NullPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(Desc));
|
|
NullPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(VisualizeNode));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NullPass);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(ViewState)
|
|
{
|
|
check(!ViewState->SeparateTranslucencyRT);
|
|
}
|
|
|
|
AddGammaOnlyTonemapper(Context);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.StationaryLightOverlap)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->StationaryLightOverlapColors));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.ShaderComplexity)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
|
|
// Show the selection outline if it is in the editor and we arent 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));
|
|
//Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if (View.Family->EngineShowFlags.GBufferHints && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessGBufferHints());
|
|
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);
|
|
|
|
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());
|
|
PassVisualize->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PassVisualize);
|
|
}
|
|
|
|
AddGBufferVisualizationOverview(Context, SeparateTranslucency);
|
|
|
|
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(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);
|
|
|
|
// 0=none..1=full
|
|
float Cylinder = 0.0f;
|
|
|
|
if(View.IsPerspectiveProjection() && !GEngine->StereoRenderingDevice.IsValid())
|
|
{
|
|
Cylinder = FMath::Clamp(CVarUpscaleCylinder.GetValueOnRenderThread(), 0.0f, 1.0f);
|
|
}
|
|
|
|
// Do not use upscale if SeparateRenderTarget is in use!
|
|
if ((Cylinder > 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, Cylinder));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
// 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
|
|
GSceneRenderTargets.AdjustGBufferRefCount(-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);
|
|
|
|
// you can add multiple dependencies
|
|
CompositeContext.Root->AddDependency(Context.FinalOutput);
|
|
|
|
CompositeContext.Process(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(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 || GSceneRenderTargets.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 bUseSun = View.bLightShaftUse;
|
|
bool bUseDof = 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 only supported on ES2 devices with FP16.
|
|
bUsePost &= GSupportsRenderTargetFormat_PF_FloatRGBA;
|
|
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 (FSceneRenderer::ShouldCompositeEditorPrimitives(View) )
|
|
{
|
|
FRenderingCompositePass* EditorCompNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(false));
|
|
EditorCompNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
//Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(EditorCompNode);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.ShaderComplexity)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors));
|
|
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;
|
|
|
|
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);
|
|
|
|
// you can add multiple dependencies
|
|
CompositeContext.Root->AddDependency(Context.FinalOutput);
|
|
|
|
CompositeContext.Process(TEXT("PostProcessingES2"));
|
|
}
|
|
}
|
|
}
|