You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
1254 lines
46 KiB
C++
1254 lines
46 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
PostProcessMotionBlur.cpp: Post process MotionBlur implementation.
|
|
=============================================================================*/
|
|
|
|
#include "PostProcess/PostProcessMotionBlur.h"
|
|
#include "StaticBoundShaderState.h"
|
|
#include "CanvasTypes.h"
|
|
#include "RenderTargetTemp.h"
|
|
#include "SceneUtils.h"
|
|
#include "PostProcess/SceneRenderTargets.h"
|
|
#include "SceneRenderTargetParameters.h"
|
|
#include "ScenePrivate.h"
|
|
#include "PostProcess/SceneFilterRendering.h"
|
|
#include "CompositionLighting/PostProcessAmbientOcclusion.h"
|
|
#include "PostProcess/PostProcessing.h"
|
|
#include "DeferredShadingRenderer.h"
|
|
#include "ClearQuad.h"
|
|
#include "PipelineStateCache.h"
|
|
#include "SpriteIndexBuffer.h"
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
static TAutoConsoleVariable<int32> CVarMotionBlurFiltering(
|
|
TEXT("r.MotionBlurFiltering"),
|
|
0,
|
|
TEXT("Useful developer variable\n")
|
|
TEXT("0: off (default, expected by the shader for better quality)\n")
|
|
TEXT("1: on"),
|
|
ECVF_Cheat | ECVF_RenderThreadSafe);
|
|
#endif
|
|
|
|
static TAutoConsoleVariable<float> CVarMotionBlur2ndScale(
|
|
TEXT("r.MotionBlur2ndScale"),
|
|
1.0f,
|
|
TEXT(""),
|
|
ECVF_Cheat | ECVF_RenderThreadSafe);
|
|
|
|
const int32 kMotionBlurTileSize = 16;
|
|
|
|
const int32 GMotionBlurComputeTileSizeX = 8;
|
|
const int32 GMotionBlurComputeTileSizeY = 8;
|
|
|
|
FIntPoint GetNumTiles16x16( FIntPoint PixelExtent )
|
|
{
|
|
uint32 TilesX = FMath::DivideAndRoundUp(PixelExtent.X, kMotionBlurTileSize);
|
|
uint32 TilesY = FMath::DivideAndRoundUp(PixelExtent.Y, kMotionBlurTileSize);
|
|
return FIntPoint( TilesX, TilesY );
|
|
}
|
|
|
|
FVector4 GetMotionBlurParameters( const FRenderingCompositePassContext& Context, float Scale = 1.0f )
|
|
{
|
|
const float TileSize = kMotionBlurTileSize;
|
|
|
|
const float SizeX = Context.SceneColorViewRect.Width();
|
|
const float SizeY = Context.SceneColorViewRect.Height();
|
|
const float AspectRatio = SizeY / SizeX;
|
|
|
|
const FSceneViewState* ViewState = (FSceneViewState*) Context.ViewState;
|
|
float MotionBlurTimeScale = ViewState ? ViewState->MotionBlurTimeScale : 1.0f;
|
|
float MotionBlurScale = 0.5f * MotionBlurTimeScale * Context.View.FinalPostProcessSettings.MotionBlurAmount;
|
|
|
|
// 0:no 1:full screen width, percent conversion
|
|
float MaxVelocity = Context.View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
|
|
|
|
// Scale by 0.5 due to blur samples going both ways
|
|
float PixelScale = Scale * SizeX * 0.5f;
|
|
|
|
FVector4 MotionBlurParameters(
|
|
AspectRatio,
|
|
PixelScale * MotionBlurScale, // Scale for pixels
|
|
PixelScale * MotionBlurScale / TileSize,// Scale for tiles
|
|
FMath::Abs( PixelScale ) * MaxVelocity // Max velocity pixels
|
|
);
|
|
|
|
return MotionBlurParameters;
|
|
}
|
|
|
|
FVector4 GetSceneColorBufferUVToViewBufferUV(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
|
|
|
|
FVector2D SceneColorOffset = FVector2D(Context.SceneColorViewRect.Min) / FVector2D(Context.ReferenceBufferSize);
|
|
FVector2D SceneColorExtent = FVector2D(Context.SceneColorViewRect.Size()) / FVector2D(Context.ReferenceBufferSize);
|
|
FVector2D ViewOffset = FVector2D(Context.View.ViewRect.Min) / FVector2D(SceneContext.GetBufferSizeXY());
|
|
FVector2D ViewExtent = FVector2D(Context.View.ViewRect.Size()) / FVector2D(SceneContext.GetBufferSizeXY());
|
|
|
|
FVector4 SceneColorBufferUVToViewBufferUVValue;
|
|
|
|
SceneColorBufferUVToViewBufferUVValue.X = ViewExtent.X / SceneColorExtent.X;
|
|
SceneColorBufferUVToViewBufferUVValue.Y = ViewExtent.Y / SceneColorExtent.Y;
|
|
SceneColorBufferUVToViewBufferUVValue.Z = ViewOffset.X - SceneColorBufferUVToViewBufferUVValue.X * SceneColorOffset.X;
|
|
SceneColorBufferUVToViewBufferUVValue.W = ViewOffset.Y - SceneColorBufferUVToViewBufferUVValue.Y * SceneColorOffset.Y;
|
|
|
|
return SceneColorBufferUVToViewBufferUVValue;
|
|
}
|
|
|
|
class FPostProcessVelocityFlattenCS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVelocityFlattenCS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
}
|
|
|
|
FPostProcessVelocityFlattenCS() {}
|
|
|
|
public:
|
|
FShaderParameter OutVelocityFlat; // UAV
|
|
FShaderParameter OutMaxTileVelocity; // UAV
|
|
|
|
FPostProcessVelocityFlattenCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
OutVelocityFlat.Bind(Initializer.ParameterMap, TEXT("OutVelocityFlat"));
|
|
OutMaxTileVelocity.Bind(Initializer.ParameterMap, TEXT("OutMaxTileVelocity"));
|
|
}
|
|
|
|
void SetCS( FRHICommandList& RHICmdList, const FRenderingCompositePassContext& Context, const FSceneView& View )
|
|
{
|
|
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context ) );
|
|
}
|
|
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter;
|
|
Ar << MotionBlurParameters;
|
|
Ar << OutVelocityFlat;
|
|
Ar << OutMaxTileVelocity;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
private:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter MotionBlurParameters;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityFlattenCS,TEXT("/Engine/Private/PostProcessVelocityFlatten.usf"),TEXT("VelocityFlattenMain"),SF_Compute);
|
|
|
|
|
|
FRCPassPostProcessVelocityFlatten::FRCPassPostProcessVelocityFlatten()
|
|
{}
|
|
|
|
void FRCPassPostProcessVelocityFlatten::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
const FViewInfo& View = Context.View;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlur, TEXT("VelocityFlattenCS %dx%d"),
|
|
View.ViewRect.Width(), View.ViewRect.Height());
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
|
|
const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);
|
|
|
|
TShaderMapRef< FPostProcessVelocityFlattenCS > ComputeShader( Context.GetShaderMap() );
|
|
|
|
// #todo-renderpasses remove once everything is renderpasses
|
|
UnbindRenderTargets(Context.RHICmdList);
|
|
|
|
Context.SetViewportAndCallRHI( View.ViewRect );
|
|
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
|
|
// set destination
|
|
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), DestRenderTarget0.UAV);
|
|
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), DestRenderTarget1.UAV);
|
|
|
|
ComputeShader->SetCS(Context.RHICmdList, Context, View);
|
|
|
|
FIntPoint ThreadGroupCountValue = GetNumTiles16x16(View.ViewRect.Size());
|
|
DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
|
|
|
|
// void FD3D11DynamicRHI::RHIGraphicsWaitOnAsyncComputeJob( uint32 FenceIndex )
|
|
Context.RHICmdList.FlushComputeShaderCache();
|
|
|
|
// un-set destination
|
|
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), NULL);
|
|
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), NULL);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, FResolveParams());
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVelocityFlatten::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
if( InPassOutputId == ePId_Output0 )
|
|
{
|
|
// Flattened velocity
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
Ret.ClearValue = FClearValueBinding::None;
|
|
Ret.Format = PF_FloatR11G11B10;
|
|
Ret.TargetableFlags |= TexCreate_UAV;
|
|
Ret.TargetableFlags |= TexCreate_RenderTargetable;
|
|
Ret.Flags |= GFastVRamConfig.VelocityFlat;
|
|
Ret.DebugName = TEXT("VelocityFlat");
|
|
|
|
return Ret;
|
|
}
|
|
else
|
|
{
|
|
// Max tile velocity
|
|
FPooledRenderTargetDesc UnmodifiedRet = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
UnmodifiedRet.Reset();
|
|
|
|
FIntPoint PixelExtent = UnmodifiedRet.Extent;
|
|
FIntPoint TileCount = GetNumTiles16x16(PixelExtent);
|
|
|
|
FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(TileCount, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
|
|
Ret.Flags |= GFastVRamConfig.VelocityMax;
|
|
Ret.DebugName = TEXT("MaxVelocity");
|
|
|
|
return Ret;
|
|
}
|
|
}
|
|
|
|
|
|
TGlobalResource< FSpriteIndexBuffer<8> > GScatterQuadIndexBuffer;
|
|
|
|
class FPostProcessVelocityScatterVS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVelocityScatterVS,Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVelocityScatterVS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter DrawMax;
|
|
FShaderParameter MotionBlurParameters;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessVelocityScatterVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
DrawMax.Bind(Initializer.ParameterMap, TEXT("bDrawMax"));
|
|
MotionBlurParameters.Bind( Initializer.ParameterMap, TEXT("MotionBlurParameters") );
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << DrawMax << MotionBlurParameters;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
/** to have a similar interface as all other shaders */
|
|
void SetParameters(const FRenderingCompositePassContext& Context, int32 bDrawMax)
|
|
{
|
|
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, DrawMax, bDrawMax);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context ) );
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("/Engine/Private/PostProcessMotionBlur.usf");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("VelocityScatterVS");
|
|
}
|
|
};
|
|
|
|
class FPostProcessVelocityScatterPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVelocityScatterPS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVelocityScatterPS() {}
|
|
|
|
public:
|
|
/** Initialization constructor. */
|
|
FPostProcessVelocityScatterPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterVS,TEXT("/Engine/Private/PostProcessMotionBlur.usf"),TEXT("VelocityScatterVS"),SF_Vertex);
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityScatterPS,TEXT("/Engine/Private/PostProcessMotionBlur.usf"),TEXT("VelocityScatterPS"),SF_Pixel);
|
|
|
|
|
|
void FRCPassPostProcessVelocityScatter::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
const FViewInfo& View = Context.View;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlur, TEXT("VelocityScatter %dx%d"),
|
|
View.ViewRect.Width(), View.ViewRect.Height());
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DepthTarget;
|
|
FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( DestSize, PF_ShadowDepth, FClearValueBinding::DepthOne, TexCreate_None, TexCreate_DepthStencilTargetable, false ) );
|
|
GRenderTargetPool.FindFreeElement(Context.RHICmdList, Desc, DepthTarget, TEXT("VelocityScatterDepth") );
|
|
|
|
// Set the view family's render target/viewport.
|
|
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::Load_Store);
|
|
RPInfo.DepthStencilRenderTarget.DepthStencilTarget = DepthTarget->GetRenderTargetItem().TargetableTexture;
|
|
RPInfo.DepthStencilRenderTarget.Action = MakeDepthStencilTargetActions(ERenderTargetActions::Clear_Store, ERenderTargetActions::Load_Store);
|
|
RPInfo.DepthStencilRenderTarget.ExclusiveDepthStencil = FExclusiveDepthStencil::DepthWrite_StencilWrite;
|
|
|
|
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("VelocityScatterDepth"));
|
|
{
|
|
// clear depth
|
|
// Max >= Min so no need to clear on second pass
|
|
Context.SetViewportAndCallRHI(0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f);
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
|
|
// Min,Max
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
// min
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask< CW_RGBA >::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState< true, CF_Less >::GetRHI();
|
|
}
|
|
else
|
|
{
|
|
// max
|
|
GraphicsPSOInit.BlendState = TStaticBlendStateWriteMask< CW_BA >::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState< true, CF_Greater >::GetRHI();
|
|
}
|
|
|
|
TShaderMapRef< FPostProcessVelocityScatterVS > VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef< FPostProcessVelocityScatterPS > PixelShader(Context.GetShaderMap());
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GEmptyVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
|
|
|
|
VertexShader->SetParameters(Context, i);
|
|
PixelShader->SetParameters(Context);
|
|
|
|
// needs to be the same on shader side (faster on NVIDIA and AMD)
|
|
int32 QuadsPerInstance = 8;
|
|
|
|
Context.RHICmdList.SetStreamSource(0, NULL, 0);
|
|
Context.RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
|
|
}
|
|
}
|
|
Context.RHICmdList.EndRenderPass();
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVelocityScatter::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
|
|
Ret.DebugName = TEXT("ScatteredMaxVelocity");
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
class FPostProcessVelocityGatherCS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVelocityGatherCS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVelocityGatherCS() {}
|
|
|
|
public:
|
|
FShaderParameter OutScatteredMaxVelocity;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessVelocityGatherCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
OutScatteredMaxVelocity.Bind(Initializer.ParameterMap, TEXT("OutScatteredMaxVelocity"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter;
|
|
Ar << MotionBlurParameters;
|
|
Ar << OutScatteredMaxVelocity;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
|
|
PostprocessParameter.SetCS(ShaderRHI, Context, Context.RHICmdList, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context ) );
|
|
}
|
|
|
|
private:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FShaderParameter MotionBlurParameters;
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FPostProcessVelocityGatherCS,TEXT("/Engine/Private/PostProcessVelocityFlatten.usf"),TEXT("VelocityGatherCS"),SF_Compute);
|
|
|
|
void FRCPassPostProcessVelocityGather::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
const FViewInfo& View = Context.View;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlur, TEXT("VelocityGatherCS %dx%d"),
|
|
View.ViewRect.Width(), View.ViewRect.Height());
|
|
|
|
FIntPoint TileCount = GetNumTiles16x16( View.ViewRect.Size() );
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// #todo-renderpasses remove when everything is renderpasses.
|
|
UnbindRenderTargets(Context.RHICmdList);
|
|
Context.SetViewportAndCallRHI( 0, 0, 0.0f, TileCount.X, TileCount.Y, 1.0f );
|
|
|
|
TShaderMapRef< FPostProcessVelocityGatherCS > ComputeShader( Context.GetShaderMap() );
|
|
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
|
|
// set destination
|
|
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), DestRenderTarget.UAV );
|
|
|
|
ComputeShader->SetParameters( Context );
|
|
|
|
FIntPoint GroupCount = GetNumTiles16x16( TileCount );
|
|
DispatchComputeShader(Context.RHICmdList, *ComputeShader, GroupCount.X, GroupCount.Y, 1);
|
|
|
|
// un-set destination
|
|
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutScatteredMaxVelocity.GetBaseIndex(), NULL );
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVelocityGather::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
|
|
Ret.TargetableFlags |= TexCreate_UAV;
|
|
Ret.TargetableFlags |= TexCreate_RenderTargetable;
|
|
Ret.Flags |= GFastVRamConfig.MotionBlur;
|
|
Ret.DebugName = TEXT("ScatteredMaxVelocity");
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
/**
|
|
* @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
|
|
* @param InnerLoopConfig 0: fastest, 1: clamp uv, 2: clamp uv and handle different viewport res between scene color and depth.
|
|
*/
|
|
template< uint32 Quality, uint32 InnerLoopConfig >
|
|
class FPostProcessMotionBlurPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessMotionBlurPS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_QUALITY"), Quality);
|
|
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_INNER_LOOP_CONFIG"), InnerLoopConfig);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessMotionBlurPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FSceneTextureShaderParameters SceneTextureParameters;
|
|
FShaderParameter MotionBlurParameters;
|
|
FShaderParameter SceneColorBufferUVToViewBufferUV;
|
|
FShaderParameter TileUVMax;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
SceneTextureParameters.Bind(Initializer);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
SceneColorBufferUVToViewBufferUV.Bind(Initializer.ParameterMap, TEXT("SceneColorBufferUVToViewBufferUV"));
|
|
TileUVMax.Bind(Initializer.ParameterMap, TEXT("TileUVMax"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << SceneTextureParameters << MotionBlurParameters << SceneColorBufferUVToViewBufferUV << TileUVMax;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context, float Scale)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
|
|
SceneTextureParameters.Set(Context.RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
|
|
|
|
{
|
|
bool bFiltered = false;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
if(bFiltered)
|
|
{
|
|
//PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
|
|
FSamplerStateRHIParamRef Filters[] =
|
|
{
|
|
TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
};
|
|
|
|
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, 0, eFC_0000, Filters);
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
}
|
|
}
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters( Context, Scale ) );
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, SceneColorBufferUVToViewBufferUV, GetSceneColorBufferUVToViewBufferUV(Context));
|
|
|
|
if (TileUVMax.IsBound())
|
|
{
|
|
FIntPoint VelocityBufferSize = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY();
|
|
|
|
FIntPoint TileBufferSize = GetNumTiles16x16(VelocityBufferSize);
|
|
FIntPoint TileCount = GetNumTiles16x16(Context.View.ViewRect.Size());
|
|
FVector2D TileUVMaxValue(
|
|
(TileCount.X - 0.5f) / float(TileBufferSize.X),
|
|
(TileCount.Y - 0.5f) / float(TileBufferSize.Y));
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TileUVMax, TileUVMaxValue);
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("/Engine/Private/PostProcessMotionBlur.usf");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainPS");
|
|
}
|
|
};
|
|
|
|
#define VARIATION2(A, B) typedef FPostProcessMotionBlurPS<A, B> FPostProcessMotionBlurPS##A##B; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessMotionBlurPS##A##B, SF_Pixel);
|
|
|
|
#define VARIATION1(A) VARIATION2(A, 0) VARIATION2(A, 1) VARIATION2(A, 2)
|
|
|
|
VARIATION1(1)
|
|
VARIATION1(2)
|
|
VARIATION1(3)
|
|
VARIATION1(4)
|
|
|
|
#undef VARIATION1
|
|
#undef VARIATION2
|
|
|
|
/**
|
|
* @param Quality 0: visualize, 1:low, 2:medium, 3:high, 4:very high
|
|
* @param InnerLoopConfig 0: fastest, 1: clamp uv, 2: clamp uv and handle different viewport res between scene color and depth.
|
|
*/
|
|
template< uint32 Quality, uint32 InnerLoopConfig >
|
|
class FPostProcessMotionBlurCS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessMotionBlurCS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
// CS Params
|
|
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GMotionBlurComputeTileSizeX);
|
|
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GMotionBlurComputeTileSizeY);
|
|
|
|
// PS params
|
|
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_QUALITY"), Quality);
|
|
OutEnvironment.SetDefine(TEXT("MOTION_BLUR_INNER_LOOP_CONFIG"), InnerLoopConfig);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessMotionBlurCS() {}
|
|
|
|
public:
|
|
// CS params
|
|
FRWShaderParameter OutComputeTex;
|
|
FShaderParameter MotionBlurComputeParams;
|
|
|
|
// PS params
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FSceneTextureShaderParameters SceneTextureParameters;
|
|
FShaderParameter MotionBlurParameters;
|
|
FShaderParameter SceneColorBufferUVToViewBufferUV;
|
|
FShaderParameter TileUVMax;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessMotionBlurCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
// CS params
|
|
OutComputeTex.Bind(Initializer.ParameterMap, TEXT("OutComputeTex"));
|
|
MotionBlurComputeParams.Bind(Initializer.ParameterMap, TEXT("MotionBlurComputeParams"));
|
|
|
|
// PS params
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
SceneTextureParameters.Bind(Initializer);
|
|
MotionBlurParameters.Bind(Initializer.ParameterMap, TEXT("MotionBlurParameters"));
|
|
SceneColorBufferUVToViewBufferUV.Bind(Initializer.ParameterMap, TEXT("SceneColorBufferUVToViewBufferUV"));
|
|
TileUVMax.Bind(Initializer.ParameterMap, TEXT("TileUVMax"));
|
|
}
|
|
|
|
template <typename TRHICmdList>
|
|
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context, const FIntPoint& DestSize, FUnorderedAccessViewRHIParamRef DestUAV, float Scale)
|
|
{
|
|
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
|
|
|
|
// CS params
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
OutComputeTex.SetTexture(RHICmdList, ShaderRHI, nullptr, DestUAV);
|
|
|
|
FVector4 MotionBlurComputeValues(0, 0, 1.f / (float)DestSize.X, 1.f / (float)DestSize.Y);
|
|
SetShaderValue(RHICmdList, ShaderRHI, MotionBlurComputeParams, MotionBlurComputeValues);
|
|
|
|
// PS params
|
|
SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
|
|
|
|
{
|
|
bool bFiltered = false;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
if(bFiltered)
|
|
{
|
|
FSamplerStateRHIParamRef Filters[] =
|
|
{
|
|
TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
};
|
|
|
|
PostprocessParameter.SetCS( ShaderRHI, Context, RHICmdList, 0, eFC_0000, Filters );
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetCS(ShaderRHI, Context, RHICmdList, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
}
|
|
}
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, MotionBlurParameters, GetMotionBlurParameters(Context, Scale));
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, SceneColorBufferUVToViewBufferUV, GetSceneColorBufferUVToViewBufferUV(Context));
|
|
|
|
if (TileUVMax.IsBound())
|
|
{
|
|
FIntPoint VelocityBufferSize = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY();
|
|
|
|
FIntPoint TileBufferSize = GetNumTiles16x16(VelocityBufferSize);
|
|
FIntPoint TileCount = GetNumTiles16x16(Context.View.ViewRect.Size());
|
|
FVector2D TileUVMaxValue(
|
|
(TileCount.X - 0.5f) / float(TileBufferSize.X),
|
|
(TileCount.Y - 0.5f) / float(TileBufferSize.Y));
|
|
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, TileUVMax, TileUVMaxValue);
|
|
}
|
|
}
|
|
|
|
template <typename TRHICmdList>
|
|
void UnsetParameters(TRHICmdList& RHICmdList)
|
|
{
|
|
const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
|
|
OutComputeTex.UnsetUAV(RHICmdList, ShaderRHI);
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
// CS params
|
|
Ar << OutComputeTex << MotionBlurComputeParams;
|
|
// PS params
|
|
Ar << PostprocessParameter << SceneTextureParameters << MotionBlurParameters << SceneColorBufferUVToViewBufferUV << TileUVMax;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("/Engine/Private/PostProcessMotionBlur.usf");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainCS");
|
|
}
|
|
};
|
|
|
|
#define VARIATION2(A, B) typedef FPostProcessMotionBlurCS<A, B> FPostProcessMotionBlurCS##A##B; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessMotionBlurCS##A##B, SF_Compute);
|
|
|
|
#define VARIATION1(A) VARIATION2(A, 0) VARIATION2(A, 1) VARIATION2(A, 2)
|
|
|
|
VARIATION1(1)
|
|
VARIATION1(2)
|
|
VARIATION1(3)
|
|
VARIATION1(4)
|
|
|
|
#undef VARIATION1
|
|
#undef VARIATION2
|
|
|
|
|
|
template< uint32 Quality, uint32 InnerLoopConfig >
|
|
static void SetMotionBlurShaderNewTempl( const FRenderingCompositePassContext& Context, float Scale )
|
|
{
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
|
|
TShaderMapRef< FPostProcessVS > VertexShader( Context.GetShaderMap() );
|
|
TShaderMapRef< FPostProcessMotionBlurPS< Quality, InnerLoopConfig > > PixelShader( Context.GetShaderMap() );
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
|
|
|
|
VertexShader->SetParameters(Context);
|
|
PixelShader->SetParameters(Context, Scale);
|
|
}
|
|
|
|
|
|
template< uint32 Quality >
|
|
static void SetMotionBlurShaderNewTempl(const FRenderingCompositePassContext& Context, float Scale, uint32 InnerLoopConfig)
|
|
{
|
|
switch (InnerLoopConfig)
|
|
{
|
|
case 0: SetMotionBlurShaderNewTempl<Quality, 0>(Context, Scale); break;
|
|
case 1: SetMotionBlurShaderNewTempl<Quality, 1>(Context, Scale); break;
|
|
case 2: SetMotionBlurShaderNewTempl<Quality, 2>(Context, Scale); break;
|
|
default: check(0);
|
|
}
|
|
}
|
|
|
|
|
|
void FRCPassPostProcessMotionBlur::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
AsyncEndFence = FComputeFenceRHIRef();
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FViewInfo& View = Context.View;
|
|
|
|
// we assume the input and output is full resolution
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
FIntRect SrcRect = Context.SceneColorViewRect;
|
|
FIntRect DestRect = SrcRect;
|
|
|
|
float BlurScaleLUT[] =
|
|
{
|
|
1.0f - 0.5f / 4.0f,
|
|
1.0f - 0.5f / 6.0f,
|
|
1.0f - 0.5f / 8.0f,
|
|
1.0f - 0.5f / 16.0f,
|
|
1.0f / 4.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 6.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 8.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
1.0f / 16.0f * CVarMotionBlur2ndScale.GetValueOnRenderThread(),
|
|
};
|
|
float Scale = Pass >= 0 ? BlurScaleLUT[ (Pass * 4) + (Quality - 1) ] : 1.0f;
|
|
|
|
SCOPED_DRAW_EVENTF(Context.RHICmdList, MotionBlur, TEXT("MotionBlur%s %dx%d"),
|
|
bIsComputePass?TEXT("Compute"):TEXT(""), SrcRect.Width(), SrcRect.Height());
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
uint32 InnerLoopConfig = 1;
|
|
if (Context.View.PrimaryScreenPercentageMethod == EPrimaryScreenPercentageMethod::TemporalUpscale)
|
|
{
|
|
InnerLoopConfig = 2;
|
|
}
|
|
else if (DestSize == SrcRect.Size() && SrcRect.Min.X == 0 && SrcRect.Min.Y == 0)
|
|
{
|
|
InnerLoopConfig = 0;
|
|
}
|
|
|
|
if (bIsComputePass)
|
|
{
|
|
// Common setup
|
|
// #todo-renderpasses remove once everything is renderpasses.
|
|
UnbindRenderTargets(Context.RHICmdList);
|
|
Context.SetViewportAndCallRHI(DestRect, 0.0f, 1.0f);
|
|
|
|
static FName AsyncEndFenceName(TEXT("AsyncMotionBlurEndFence"));
|
|
AsyncEndFence = Context.RHICmdList.CreateComputeFence(AsyncEndFenceName);
|
|
|
|
if (IsAsyncComputePass())
|
|
{
|
|
// Async path
|
|
FRHIAsyncComputeCommandListImmediate& RHICmdListComputeImmediate = FRHICommandListExecutor::GetImmediateAsyncComputeCommandList();
|
|
{
|
|
SCOPED_COMPUTE_EVENT(RHICmdListComputeImmediate, AsyncMotionBlur);
|
|
WaitForInputPassComputeFences(RHICmdListComputeImmediate);
|
|
RHICmdListComputeImmediate.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, DestRenderTarget.UAV);
|
|
DispatchCS(RHICmdListComputeImmediate, Context, DestSize, DestRect, DestRenderTarget.UAV, Scale, InnerLoopConfig);
|
|
RHICmdListComputeImmediate.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, DestRenderTarget.UAV, AsyncEndFence);
|
|
}
|
|
FRHIAsyncComputeCommandListImmediate::ImmediateDispatch(RHICmdListComputeImmediate);
|
|
}
|
|
else
|
|
{
|
|
// Direct path
|
|
WaitForInputPassComputeFences(Context.RHICmdList);
|
|
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, DestRenderTarget.UAV);
|
|
DispatchCS(Context.RHICmdList, Context, DestSize, DestRect, DestRenderTarget.UAV, Scale, InnerLoopConfig);
|
|
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, DestRenderTarget.UAV, AsyncEndFence);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WaitForInputPassComputeFences(Context.RHICmdList);
|
|
|
|
ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget);
|
|
|
|
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore));
|
|
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("MotionBlur"));
|
|
{
|
|
Context.SetViewportAndCallRHI(SrcRect);
|
|
|
|
if (Quality == 1)
|
|
{
|
|
SetMotionBlurShaderNewTempl<1>(Context, Scale, InnerLoopConfig);
|
|
}
|
|
else if (Quality == 2)
|
|
{
|
|
SetMotionBlurShaderNewTempl<2>(Context, Scale, InnerLoopConfig);
|
|
}
|
|
else if (Quality == 3 || Pass > 0)
|
|
{
|
|
SetMotionBlurShaderNewTempl<3>(Context, Scale, InnerLoopConfig);
|
|
}
|
|
else
|
|
{
|
|
check(Quality == 4);
|
|
SetMotionBlurShaderNewTempl<4>(Context, Scale, InnerLoopConfig);
|
|
}
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
|
|
|
DrawPostProcessPass(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Size(),
|
|
SrcSize,
|
|
*VertexShader,
|
|
View.StereoPass,
|
|
Context.HasHmdMesh(),
|
|
EDRF_UseTriangleOptimization);
|
|
}
|
|
Context.RHICmdList.EndRenderPass();
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
|
|
}
|
|
}
|
|
|
|
template <typename TRHICmdList>
|
|
void FRCPassPostProcessMotionBlur::DispatchCS(TRHICmdList& RHICmdList, FRenderingCompositePassContext& Context, const FIntPoint& DestSize, const FIntRect& DestRect, FUnorderedAccessViewRHIParamRef DestUAV, float Scale, uint32 InnerLoopConfig)
|
|
{
|
|
auto ShaderMap = Context.GetShaderMap();
|
|
|
|
uint32 GroupSizeX = FMath::DivideAndRoundUp(DestSize.X, GMotionBlurComputeTileSizeX);
|
|
uint32 GroupSizeY = FMath::DivideAndRoundUp(DestSize.Y, GMotionBlurComputeTileSizeY);
|
|
|
|
#define DISPATCH_CASE(A, B) \
|
|
case A: \
|
|
{ \
|
|
TShaderMapRef<FPostProcessMotionBlurCS<A, B>> ComputeShader(ShaderMap); \
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader()); \
|
|
ComputeShader->SetParameters(RHICmdList, Context, DestSize, DestUAV, Scale); \
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1); \
|
|
ComputeShader->UnsetParameters(RHICmdList); \
|
|
} \
|
|
break;
|
|
|
|
const uint32 CSQuality = (Pass > 0) ? 3 : Quality;
|
|
|
|
if (InnerLoopConfig == 0)
|
|
{
|
|
switch (CSQuality)
|
|
{
|
|
DISPATCH_CASE(1, 0)
|
|
DISPATCH_CASE(2, 0)
|
|
DISPATCH_CASE(3, 0)
|
|
DISPATCH_CASE(4, 0)
|
|
default:
|
|
check(0);
|
|
}
|
|
}
|
|
else if (InnerLoopConfig == 1)
|
|
{
|
|
switch (CSQuality)
|
|
{
|
|
DISPATCH_CASE(1, 1)
|
|
DISPATCH_CASE(2, 1)
|
|
DISPATCH_CASE(3, 1)
|
|
DISPATCH_CASE(4, 1)
|
|
default:
|
|
check(0);
|
|
}
|
|
}
|
|
else if (InnerLoopConfig == 2)
|
|
{
|
|
switch (CSQuality)
|
|
{
|
|
DISPATCH_CASE(1, 2)
|
|
DISPATCH_CASE(2, 2)
|
|
DISPATCH_CASE(3, 2)
|
|
DISPATCH_CASE(4, 2)
|
|
default:
|
|
check(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
check(0);
|
|
}
|
|
|
|
#undef DISPATCH_CASE
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
Ret.Reset();
|
|
|
|
Ret.TargetableFlags &= ~(TexCreate_RenderTargetable | TexCreate_UAV);
|
|
Ret.TargetableFlags |= bIsComputePass ? TexCreate_UAV : TexCreate_RenderTargetable;
|
|
|
|
if (!FPostProcessing::HasAlphaChannelSupport())
|
|
{
|
|
Ret.Format = PF_FloatRGB;
|
|
}
|
|
Ret.Flags |= GFastVRamConfig.MotionBlur;
|
|
Ret.DebugName = TEXT("MotionBlur");
|
|
Ret.AutoWritable = false;
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
|
|
|
|
class FPostProcessVisualizeMotionBlurPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessVisualizeMotionBlurPS, Global);
|
|
|
|
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
|
|
{
|
|
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessVisualizeMotionBlurPS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FSceneTextureShaderParameters SceneTextureParameters;
|
|
FShaderParameter PrevViewProjMatrix;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessVisualizeMotionBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
SceneTextureParameters.Bind(Initializer);
|
|
PrevViewProjMatrix.Bind(Initializer.ParameterMap, TEXT("PrevViewProjMatrix"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << SceneTextureParameters << PrevViewProjMatrix;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
template <typename TRHICmdList>
|
|
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
|
|
|
|
SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
|
|
|
|
{
|
|
bool bFiltered = false;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
bFiltered = CVarMotionBlurFiltering.GetValueOnRenderThread() != 0;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
if(bFiltered)
|
|
{
|
|
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Clamp>::GetRHI());
|
|
}
|
|
}
|
|
|
|
if( Context.View.Family->EngineShowFlags.CameraInterpolation )
|
|
{
|
|
// Instead of finding the world space position of the current pixel, calculate the world space position offset by the camera position,
|
|
// then translate by the difference between last frame's camera position and this frame's camera position,
|
|
// then apply the rest of the transforms. This effectively avoids precision issues near the extents of large levels whose world space position is very large.
|
|
FVector ViewOriginDelta = Context.View.ViewMatrices.GetViewOrigin() - Context.View.PrevViewInfo.ViewMatrices.GetViewOrigin();
|
|
SetShaderValue(RHICmdList, ShaderRHI, PrevViewProjMatrix, FTranslationMatrix(ViewOriginDelta) * Context.View.PrevViewInfo.ViewMatrices.ComputeViewRotationProjectionMatrix());
|
|
}
|
|
else
|
|
{
|
|
SetShaderValue(RHICmdList, ShaderRHI, PrevViewProjMatrix, Context.View.ViewMatrices.ComputeViewRotationProjectionMatrix());
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("/Engine/Private/PostProcessMotionBlur.usf");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("VisualizeMotionBlurPS");
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE3(FPostProcessVisualizeMotionBlurPS, SF_Pixel);
|
|
|
|
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeMotionBlur);
|
|
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
|
|
|
|
if(!InputDesc)
|
|
{
|
|
// input is not hooked up correctly
|
|
return;
|
|
}
|
|
|
|
const FViewInfo& View = Context.View;
|
|
const FSceneViewFamily& ViewFamily = *(View.Family);
|
|
|
|
FIntPoint TexSize = InputDesc->Extent;
|
|
|
|
// we assume the input and output is full resolution
|
|
|
|
FIntPoint SrcSize = InputDesc->Extent;
|
|
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
|
|
|
|
// e.g. 4 means the input texture is 4x smaller than the buffer size
|
|
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
|
|
|
|
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
|
|
FIntRect DestRect = SrcRect;
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
|
|
|
|
// Set the view family's render target/viewport.
|
|
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::DontLoad_Store);
|
|
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("VisualizeMotionBlur"));
|
|
{
|
|
Context.SetViewportAndCallRHI(SrcRect);
|
|
|
|
FGraphicsPipelineStateInitializer GraphicsPSOInit;
|
|
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
|
|
TShaderMapRef<FPostProcessVisualizeMotionBlurPS> PixelShader(Context.GetShaderMap());
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
|
|
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
|
|
|
|
VertexShader->SetParameters(Context);
|
|
PixelShader->SetParameters(Context.RHICmdList, Context);
|
|
|
|
// Draw a quad mapping scene color to the view's render target
|
|
DrawRectangle(
|
|
Context.RHICmdList,
|
|
0, 0,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Min.X, SrcRect.Min.Y,
|
|
SrcRect.Width(), SrcRect.Height(),
|
|
SrcRect.Size(),
|
|
SrcSize,
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
}
|
|
Context.RHICmdList.EndRenderPass();
|
|
|
|
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
|
|
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
|
|
|
|
float X = 20;
|
|
float Y = 38;
|
|
const float YStep = 14;
|
|
const float ColumnWidth = 200;
|
|
|
|
FString Line;
|
|
|
|
Line = FString::Printf(TEXT("Visualize MotionBlur"));
|
|
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
static const auto MotionBlurDebugVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MotionBlurDebug"));
|
|
const int32 MotionBlurDebug = MotionBlurDebugVar ? MotionBlurDebugVar->GetValueOnRenderThread() : 0;
|
|
|
|
Line = FString::Printf(TEXT("%d, %d"), ViewFamily.FrameNumber, MotionBlurDebug);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("FrameNo, r.MotionBlurDebug:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
static const auto VelocityTestVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VelocityTest"));
|
|
const int32 VelocityTest = VelocityTestVar ? VelocityTestVar->GetValueOnRenderThread() : 0;
|
|
|
|
extern bool IsParallelVelocity();
|
|
|
|
Line = FString::Printf(TEXT("%d, %d, %d"), ViewFamily.bWorldIsPaused, VelocityTest, IsParallelVelocity());
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Paused, r.VelocityTest, Parallel:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
const FScene* Scene = (const FScene*)View.Family->Scene;
|
|
const FSceneViewState *SceneViewState = (const FSceneViewState*)View.State;
|
|
|
|
Line = FString::Printf(TEXT("View=%.4x PrevView=%.4x"),
|
|
View.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff,
|
|
View.PrevViewInfo.ViewMatrices.GetViewMatrix().ComputeHash() & 0xffff);
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("ViewMatrix:"), GetStatsFont(), FLinearColor(1, 1, 0));
|
|
Canvas.DrawShadowedString(X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
|
|
|
|
Canvas.Flush_RenderThread(Context.RHICmdList);
|
|
|
|
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
|
|
}
|
|
|
|
FPooledRenderTargetDesc FRCPassPostProcessVisualizeMotionBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
|
|
{
|
|
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.DebugName = TEXT("MotionBlur");
|
|
Ret.AutoWritable = false;
|
|
|
|
return Ret;
|
|
}
|