Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessHMD.cpp
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

240 lines
8.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessHMD.cpp: Post processing for HMD devices.
=============================================================================*/
#include "PostProcess/PostProcessHMD.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#include "SceneUtils.h"
#include "StaticBoundShaderState.h"
#include "SceneRenderTargetParameters.h"
#include "SceneRendering.h"
#include "PipelineStateCache.h"
#include "ClearQuad.h"
/** The filter vertex declaration resource type. */
class FDistortionVertexDeclaration : public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
/** Destructor. */
virtual ~FDistortionVertexDeclaration() {}
virtual void InitRHI() override
{
uint16 Stride = sizeof(FDistortionVertex);
FVertexDeclarationElementList Elements;
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, Position),VET_Float2,0, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexR), VET_Float2, 1, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexG), VET_Float2, 2, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexB), VET_Float2, 3, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, VignetteFactor), VET_Float1, 4, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TimewarpFactor), VET_Float1, 5, Stride));
VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI() override
{
VertexDeclarationRHI.SafeRelease();
}
};
/** The Distortion vertex declaration. */
TGlobalResource<FDistortionVertexDeclaration> GDistortionVertexDeclaration;
/** Encapsulates the post processing vertex shader. */
class FPostProcessHMDVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessHMDVS, Global);
// Distortion parameter values
FShaderParameter EyeToSrcUVScale;
FShaderParameter EyeToSrcUVOffset;
// Timewarp-related params
FShaderParameter EyeRotationStart;
FShaderParameter EyeRotationEnd;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
/** Default constructor. */
FPostProcessHMDVS() {}
public:
/** Initialization constructor. */
FPostProcessHMDVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
EyeToSrcUVScale.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVScale"));
EyeToSrcUVOffset.Bind(Initializer.ParameterMap, TEXT("EyeToSrcUVOffset"));
}
void SetVS(const FRenderingCompositePassContext& Context)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
check(GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice());
FVector2D EyeToSrcUVScaleValue;
FVector2D EyeToSrcUVOffsetValue;
GEngine->XRSystem->GetHMDDevice()->GetEyeRenderParams_RenderThread(Context, EyeToSrcUVScaleValue, EyeToSrcUVOffsetValue);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVScale, EyeToSrcUVScaleValue);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeToSrcUVOffset, EyeToSrcUVOffsetValue);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << EyeToSrcUVScale << EyeToSrcUVOffset;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(, FPostProcessHMDVS, TEXT("/Engine/Private/PostProcessHMD.usf"), TEXT("MainVS"), SF_Vertex);
/** Encapsulates the post processing HMD distortion and correction pixel shader. */
class FPostProcessHMDPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessHMDPS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
/** Default constructor. */
FPostProcessHMDPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
/** Initialization constructor. */
FPostProcessHMDPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
}
template <typename TRHICmdList>
void SetPS(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context, FIntRect SrcRect, FIntPoint SrcBufferSize, EStereoscopicPass StereoPass, FMatrix& QuadTexTransform)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(, FPostProcessHMDPS, TEXT("/Engine/Private/PostProcessHMD.usf"), TEXT("MainPS"), SF_Pixel);
void FRCPassPostProcessHMD::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHMD);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
bool bUseClearQuad = !(!ensure(DestRenderTarget.TargetableTexture.IsValid()) || DestRenderTarget.TargetableTexture->GetClearColor() == FLinearColor::Black);
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::EClear;
if (bUseClearQuad)
{
LoadAction = ERenderTargetLoadAction::ENoAction;
}
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore));
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("PostProcessHMD"));
{
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FIntRect SrcRect = View.ViewRect;
const FIntRect DestRect = View.UnscaledViewRect;
const FIntPoint SrcSize = InputDesc->Extent;
Context.SetViewportAndCallRHI(DestRect);
if (bUseClearQuad)
{
DrawClearQuad(Context.RHICmdList, FLinearColor::Black);
}
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
FMatrix QuadTexTransform = FMatrix::Identity;
FMatrix QuadPosTransform = FMatrix::Identity;
check(GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice());
{
TShaderMapRef<FPostProcessHMDVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessHMDPS> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GDistortionVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
VertexShader->SetVS(Context);
PixelShader->SetPS(Context.RHICmdList, Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
}
GEngine->XRSystem->GetHMDDevice()->DrawDistortionMesh_RenderThread(Context, SrcSize);
}
Context.RHICmdList.EndRenderPass();
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessHMD::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;
if (const FRenderingCompositeOutputRef* InputPass0 = GetInput(ePId_Input0))
{
if (const FRenderingCompositeOutput* PassInput = InputPass0->GetOutput())
{
Ret = PassInput->RenderTargetDesc;
}
}
Ret.Reset();
Ret.DebugName = TEXT("HMD");
return Ret;
}