Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessSubsurface.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

1075 lines
38 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation.
=============================================================================*/
#include "PostProcess/PostProcessSubsurface.h"
#include "EngineGlobals.h"
#include "Engine/SubsurfaceProfile.h"
#include "StaticBoundShaderState.h"
#include "CanvasTypes.h"
#include "UnrealEngine.h"
#include "SceneUtils.h"
#include "RenderTargetPool.h"
#include "RenderTargetTemp.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/SceneFilterRendering.h"
#include "SceneRenderTargetParameters.h"
#include "PostProcess/PostProcessing.h"
#include "CompositionLighting/PostProcessPassThrough.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
#include "VisualizeTexture.h"
ENGINE_API const IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList);
static TAutoConsoleVariable<int32> CVarSSSQuality(
TEXT("r.SSS.Quality"),
0,
TEXT("Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n")
TEXT(" 0: low (faster, default)\n")
TEXT(" 1: high (sharper details but slower)\n")
TEXT("-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarSSSFilter(
TEXT("r.SSS.Filter"),
1,
TEXT("Defines the filter method for Screenspace Subsurface Scattering feature.\n")
TEXT(" 0: point filter (useful for testing, could be cleaner)\n")
TEXT(" 1: bilinear filter"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarSSSSampleSet(
TEXT("r.SSS.SampleSet"),
2,
TEXT("Defines how many samples we use for Screenspace Subsurface Scattering feature.\n")
TEXT(" 0: lowest quality (6*2+1)\n")
TEXT(" 1: medium quality (9*2+1)\n")
TEXT(" 2: high quality (13*2+1) (default)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
static TAutoConsoleVariable<int32> CVarCheckerboardSubsurfaceProfileRendering(
TEXT("r.SSS.Checkerboard"),
2,
TEXT("Enables or disables checkerboard rendering for subsurface profile rendering.\n")
TEXT("This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n")
TEXT(" 0: Disabled (high quality) \n")
TEXT(" 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n")
TEXT(" 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n"),
ECVF_RenderThreadSafe
);
// -------------------------------------------------------------
float GetSubsurfaceRadiusScale()
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SSS.Scale"));
check(CVar);
float Ret = CVar->GetValueOnRenderThread();
return FMath::Max(0.0f, Ret);
}
// -------------------------------------------------------------
const bool FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering(EPixelFormat SceneColorFormat)
{
int CVarValue = CVarCheckerboardSubsurfaceProfileRendering.GetValueOnRenderThread();
if (CVarValue == 0)
{
return false;
}
else if ( CVarValue == 1 )
{
return true;
}
else if (CVarValue == 2)
{
switch (SceneColorFormat)
{
case PF_A32B32G32R32F:
case PF_FloatRGBA:
return false;
default:
return true;
}
}
return true;
}
// -------------------------------------------------------------
/** Shared shader parameters needed for screen space subsurface scattering. */
class FSubsurfaceParameters
{
public:
void Bind(const FShaderParameterMap& ParameterMap)
{
SSSParams.Bind(ParameterMap, TEXT("SSSParams"));
SSProfilesTexture.Bind(ParameterMap, TEXT("SSProfilesTexture"));
}
void SetParameters(FRHICommandList& RHICmdList, const FPixelShaderRHIParamRef& ShaderRHI, const FRenderingCompositePassContext& Context) const
{
{
// from Separabale.usf: float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY))
// can be extracted out of projection matrix
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window):
float DistanceToProjectionWindow = Context.View.ViewMatrices.GetProjectionMatrix().M[0][0];
float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale();
// * 0.5f: hacked in 0.5 - -1..1 to 0..1 but why this isn't in demo code?
float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f;
FVector4 ColorScale(SSSScaleX, SSSScaleZ, 0, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, SSSParams, ColorScale);
}
{
const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
if(!PooledRT)
{
// no subsurface profile was used yet
PooledRT = GSystemTextures.BlackDummy;
}
const FSceneRenderTargetItem& Item = PooledRT->GetRenderTargetItem();
SetTextureParameter(Context.RHICmdList, ShaderRHI, SSProfilesTexture, Item.ShaderResourceTexture);
}
}
friend FArchive& operator<<(FArchive& Ar,FSubsurfaceParameters& P)
{
Ar << P.SSSParams << P.SSProfilesTexture;
return Ar;
}
private:
FShaderParameter SSSParams;
FShaderResourceParameter SSProfilesTexture;
};
// ---------------------------------------------
/**
* Encapsulates the post processing subsurface scattering pixel shader.
*/
class FPostProcessSubsurfaceVisualizePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSubsurfaceVisualizePS , Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
}
/** Default constructor. */
FPostProcessSubsurfaceVisualizePS () {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
FShaderResourceParameter MiniFontTexture;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
template <typename TRHICmdList>
void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
{
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
SetTextureParameter(RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
SubsurfaceParameters.SetParameters(RHICmdList, ShaderRHI, Context);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters << MiniFontTexture << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
static const TCHAR* GetSourceFilename()
{
return TEXT("/Engine/Private/PostProcessSubsurface.usf");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VisualizePS");
}
};
IMPLEMENT_SHADER_TYPE3(FPostProcessSubsurfaceVisualizePS, SF_Pixel);
void SetSubsurfaceVisualizeShader(const FRenderingCompositePassContext& Context)
{
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<FPostProcessSubsurfaceVisualizePS> 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);
PixelShader->SetParameters(Context.RHICmdList, Context);
VertexShader->SetParameters(Context);
}
FRCPassPostProcessSubsurfaceVisualize::FRCPassPostProcessSubsurfaceVisualize(FRHICommandList& RHICmdList)
{
// we need the GBuffer, we release it Process()
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1);
}
void FRCPassPostProcessSubsurfaceVisualize::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceVisualize);
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 SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = SceneContext.GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = View.ViewRect / ScaleFactor;
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
// #todo-renderpasses Use Clear? Load maintains previous behavior.
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::Load_Store);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("SubsurfaceVisualize"));
{
// is optimized away if possible (RT size=view size, )
DrawClearQuad(Context.RHICmdList, true, FLinearColor::Black, false, 0, false, 0, PassOutputs[0].RenderTargetDesc.Extent, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);
SetSubsurfaceVisualizeShader(Context);
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
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 = 30;
float Y = 28;
const float YStep = 14;
FString Line;
Line = FString::Printf(TEXT("Visualize Screen Space Subsurface Scattering"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
uint32 Index = 0;
while (GSubsurfaceProfileTextureObject.GetEntryString(Index++, Line))
{
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
Canvas.Flush_RenderThread(Context.RHICmdList);
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
// we no longer need the GBuffer
SceneContext.AdjustGBufferRefCount(Context.RHICmdList, -1);
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceVisualize::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceVisualize");
// alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering)
Ret.Format = PF_FloatRGBA;
return Ret;
}
// ---------------------------------------------
/**
* Encapsulates the post processing subsurface scattering pixel shader.
* @param HalfRes 0:to full res, 1:to half res
*/
template <uint32 HalfRes, uint32 Checkerboard>
class FPostProcessSubsurfaceSetupPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessSubsurfaceSetupPS , Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("HALF_RES"), HalfRes);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_PROFILE_CHECKERBOARD"), Checkerboard);
}
/** Default constructor. */
FPostProcessSubsurfaceSetupPS () {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
FShaderResourceParameter MiniFontTexture;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
FPostProcessSubsurfaceSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SceneTextureParameters.Set(Context.RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
static const TCHAR* GetSourceFilename()
{
return TEXT("/Engine/Private/PostProcessSubsurface.usf");
}
static const TCHAR* GetFunctionName()
{
return TEXT("SetupPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1)
#define VARIATION2(A,B) typedef FPostProcessSubsurfaceSetupPS<A,B> FPostProcessSubsurfaceSetupPS##A##B; \
IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfaceSetupPS##A##B, SF_Pixel);
VARIATION1(0) VARIATION1(1)
#undef VARIATION1
#undef VARIATION2
template <uint32 HalfRes, uint32 Checkerboard>
void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context)
{
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<FPostProcessSubsurfaceSetupPS<HalfRes, Checkerboard> > 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);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
// --------------------------------------
FRCPassPostProcessSubsurfaceSetup::FRCPassPostProcessSubsurfaceSetup(FViewInfo& View, bool bInHalfRes)
: ViewRect(View.ViewRect)
, bHalfRes(bInHalfRes)
{
}
void FRCPassPostProcessSubsurfaceSetup::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
const bool bCheckerboard = FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering( SceneContext.GetSceneColorFormat() );
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
int32 ScaleFactor = bHalfRes ? 2 : 1;
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect;
DestRect.Min = View.ViewRect.Min / ScaleFactor;
ensure(DestRect.Min * ScaleFactor == View.ViewRect.Min);
DestRect.Max.X = FMath::DivideAndRoundUp(View.ViewRect.Max.X, ScaleFactor);
DestRect.Max.Y = FMath::DivideAndRoundUp(View.ViewRect.Max.Y, ScaleFactor);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget);
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore), DestRenderTarget.ShaderResourceTexture);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("SubsurfaceSetup"));
{
Context.SetViewportAndCallRHI(DestRect);
if (bHalfRes)
{
if (bCheckerboard)
{
SetSubsurfaceSetupShader<1, 1>(Context);
}
else
{
SetSubsurfaceSetupShader<1, 0>(Context);
}
}
else
{
if (bCheckerboard)
{
SetSubsurfaceSetupShader<0, 1>(Context);
}
else
{
SetSubsurfaceSetupShader<0, 0>(Context);
}
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
// Align up, so downsample always pickups correct pixel from the full-res buffer.
FIntPoint TargetSize = SrcRect.Size();
TargetSize.X = Align(TargetSize.X, ScaleFactor);
TargetSize.Y = Align(TargetSize.Y, ScaleFactor);
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
TargetSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
}
Context.RHICmdList.EndRenderPass();
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceSetup");
// alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering)
Ret.Format = PF_FloatRGBA;
if(bHalfRes)
{
Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2);
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
}
return Ret;
}
/** Encapsulates the post processing subsurface pixel shader. */
// @param Direction 0: horizontal, 1:vertical
// @param SampleSet 0:low, 1:med, 2:high
template <uint32 Direction, uint32 SampleSet, uint32 ManuallyClampUV>
class TPostProcessSubsurfacePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessSubsurfacePS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction);
OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
OutEnvironment.SetDefine(TEXT("MANUALLY_CLAMP_UV"), ManuallyClampUV);
}
/** Default constructor. */
TPostProcessSubsurfacePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
TPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
SceneTextureParameters.Set(Context.RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
if(CVarSSSFilter.GetValueOnRenderThread())
{
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI());
}
else
{
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Border>::GetRHI());
}
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
static const TCHAR* GetSourceFilename()
{
return TEXT("/Engine/Private/PostProcessSubsurface.usf");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainPS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1) VARIATION2(A,2)
#define VARIATION2(A, B) VARIATION3(A,B,0) VARIATION3(A,B,1)
#define VARIATION3(A, B, C) typedef TPostProcessSubsurfacePS<A, B, C> TPostProcessSubsurfacePS##A##B##C; \
IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfacePS##A##B##C, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
#undef VARIATION2
#undef VARIATION3
FRCPassPostProcessSubsurface::FRCPassPostProcessSubsurface(uint32 InDirection, bool bInHalfRes)
: Direction(InDirection)
, bHalfRes(bInHalfRes)
{
check(InDirection < 2);
}
template <uint32 Direction, uint32 SampleSet, uint32 ManuallyClampUV>
void SetSubsurfaceShader(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<TPostProcessSubsurfacePS<Direction, SampleSet, ManuallyClampUV> > 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);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
// 0:horizontal, 1: vertical
template <uint32 Direction>
void SetSubsurfaceShaderSampleSet(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader, uint32 SampleSet)
{
FIntRect SrcRect = Context.View.ViewRect;
FIntPoint SrcSize = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY();
if (SrcRect.Min == FIntPoint::ZeroValue && SrcRect.Max == SrcSize)
{
switch (SampleSet)
{
case 0: SetSubsurfaceShader<Direction, 0, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceShader<Direction, 1, 0>(Context, VertexShader); break;
case 2: SetSubsurfaceShader<Direction, 2, 0>(Context, VertexShader); break;
default: check(0);
}
}
else
{
switch (SampleSet)
{
case 0: SetSubsurfaceShader<Direction, 0, 1>(Context, VertexShader); break;
case 1: SetSubsurfaceShader<Direction, 1, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceShader<Direction, 2, 1>(Context, VertexShader); break;
default: check(0);
}
}
}
void FRCPassPostProcessSubsurface::Process(FRenderingCompositePassContext& Context)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
check(InputDesc);
{
const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
check(PooledRT);
// for debugging
GVisualizeTexture.SetCheckPoint(Context.RHICmdList, PooledRT);
}
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
check(DestSize.X);
check(DestSize.Y);
check(SrcSize.X);
check(SrcSize.Y);
int32 ScaleFactor = bHalfRes ? 2 : 1;
FIntRect SrcRect;
SrcRect.Min = View.ViewRect.Min / ScaleFactor;
ensure(SrcRect.Min * ScaleFactor == View.ViewRect.Min);
SrcRect.Max.X = FMath::DivideAndRoundUp(View.ViewRect.Max.X, ScaleFactor);
SrcRect.Max.Y = FMath::DivideAndRoundUp(View.ViewRect.Max.Y, ScaleFactor);
FIntRect DestRect = SrcRect;
TRefCountPtr<IPooledRenderTarget> NewSceneColor;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget);
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore), DestRenderTarget.ShaderResourceTexture);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("Subsurface"));
{
Context.SetViewportAndCallRHI(DestRect);
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePass, TEXT("SubsurfaceDirection#%d"), Direction);
uint32 SampleSet = FMath::Clamp(CVarSSSSampleSet.GetValueOnRenderThread(), 0, 2);
if (Direction == 0)
{
SetSubsurfaceShaderSampleSet<0>(Context, VertexShader, SampleSet);
}
else
{
SetSubsurfaceShaderSampleSet<1>(Context, VertexShader, SampleSet);
}
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
}
Context.RHICmdList.EndRenderPass();
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurface::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = (Direction == 0) ? TEXT("SubsurfaceX") : TEXT("SubsurfaceY");
return Ret;
}
/** Encapsulates the post processing subsurface recombine pixel shader. */
// @param RecombineMode 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
// @param RecombineQuality 0:low..1:high
template <uint32 RecombineMode, uint32 RecombineQuality, uint32 Checkerboard>
class TPostProcessSubsurfaceRecombinePS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TPostProcessSubsurfaceRecombinePS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("RECOMBINE_QUALITY"), RecombineQuality);
OutEnvironment.SetDefine(TEXT("HALF_RES"), (uint32)(RecombineMode == 1));
OutEnvironment.SetDefine(TEXT("RECOMBINE_SUBSURFACESCATTER"), (uint32)(RecombineMode != 2));
OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
OutEnvironment.SetDefine(TEXT("SUBSURFACE_PROFILE_CHECKERBOARD"), Checkerboard);
}
/** Default constructor. */
TPostProcessSubsurfaceRecombinePS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
FSubsurfaceParameters SubsurfaceParameters;
/** Initialization constructor. */
TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters << SubsurfaceParameters;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
SceneTextureParameters.Set(Context.RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI());
SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
}
static const TCHAR* GetSourceFilename()
{
return TEXT("/Engine/Private/PostProcessSubsurface.usf");
}
static const TCHAR* GetFunctionName()
{
return TEXT("SubsurfaceRecombinePS");
}
};
// #define avoids a lot of code duplication
#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1)
#define VARIATION2(A, B) VARIATION3(A,B,0) VARIATION3(A,B,1)
#define VARIATION3(A, B, C) typedef TPostProcessSubsurfaceRecombinePS<A, B, C> TPostProcessSubsurfaceRecombinePS##A##B##C; \
IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfaceRecombinePS##A##B##C, SF_Pixel);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
#undef VARIATION2
#undef VARIATION3
// @param RecombineMode 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
// @param RecombineQuality 0:low..1:high
template <uint32 RecombineMode, uint32 RecombineQuality, uint32 Checkerboard>
void SetSubsurfaceRecombineShader(const FRenderingCompositePassContext& Context, TShaderMapRef<FPostProcessVS> &VertexShader)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<TPostProcessSubsurfaceRecombinePS<RecombineMode, RecombineQuality, Checkerboard> > 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);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
}
FRCPassPostProcessSubsurfaceRecombine::FRCPassPostProcessSubsurfaceRecombine(bool bInHalfRes, bool bInSingleViewportMode)
: bHalfRes(bInHalfRes)
, bSingleViewportMode(bInSingleViewportMode)
{
}
void FRCPassPostProcessSubsurfaceRecombine::Process(FRenderingCompositePassContext& Context)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
check(InputDesc);
const FViewInfo& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = SceneContext.GetBufferSizeXY();
check(DestSize.X);
check(DestSize.Y);
check(SrcSize.X);
check(SrcSize.Y);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = SrcRect;
TRefCountPtr<IPooledRenderTarget>& SceneColor = SceneContext.GetSceneColor();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget);
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore), DestRenderTarget.ShaderResourceTexture);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("SubsurfaceRecombine"));
{
CopyOverOtherViewportsIfNeeded(Context, View);
Context.SetViewportAndCallRHI(DestRect);
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
uint32 QualityCVar = CVarSSSQuality.GetValueOnRenderThread();
const bool bCheckerboard = FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering(SceneContext.GetSceneColorFormat());
// 0:low / 1:high
uint32 RecombineQuality = 0;
{
if (QualityCVar == -1)
{
RecombineQuality = (View.AntiAliasingMethod == AAM_TemporalAA) ? 0 : 1;
}
else if (QualityCVar == 1)
{
RecombineQuality = 1;
}
}
// needed for Scalability
// 0:fullres, 1: halfres, 2:no scattering, just reconstruct the lighting (needed for scalability)
uint32 RecombineMode = 2;
if (GetInput(ePId_Input1)->IsValid())
{
RecombineMode = bHalfRes ? 1 : 0;
}
SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePassRecombine, TEXT("SubsurfacePassRecombine Mode:%d Quality:%d"), RecombineMode, RecombineQuality);
{
if (bCheckerboard)
{
if (RecombineQuality == 0)
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 0, 1>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 0, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 0, 1>(Context, VertexShader); break;
default: check(0);
}
}
else
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 1, 1>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 1, 1>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 1, 1>(Context, VertexShader); break;
default: check(0);
}
}
}
else
{
if (RecombineQuality == 0)
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 0, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 0, 0>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 0, 0>(Context, VertexShader); break;
default: check(0);
}
}
else
{
switch (RecombineMode)
{
case 0: SetSubsurfaceRecombineShader<0, 1, 0>(Context, VertexShader); break;
case 1: SetSubsurfaceRecombineShader<1, 1, 0>(Context, VertexShader); break;
case 2: SetSubsurfaceRecombineShader<2, 1, 0>(Context, VertexShader); break;
default: check(0);
}
}
}
}
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
}
Context.RHICmdList.EndRenderPass();
// replace the current SceneColor with this one
SceneContext.SetSceneColor(PassOutputs[0].PooledRenderTarget);
PassOutputs[0].PooledRenderTarget.SafeRelease();
}
FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("SceneColorSubsurface");
// we replace the HDR SceneColor with this one
return Ret;
}