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#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
1075 lines
38 KiB
C++
1075 lines
38 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation.
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=============================================================================*/
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#include "PostProcess/PostProcessSubsurface.h"
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#include "EngineGlobals.h"
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#include "Engine/SubsurfaceProfile.h"
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#include "StaticBoundShaderState.h"
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#include "CanvasTypes.h"
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#include "UnrealEngine.h"
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#include "SceneUtils.h"
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#include "RenderTargetPool.h"
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#include "RenderTargetTemp.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "SceneRenderTargetParameters.h"
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#include "PostProcess/PostProcessing.h"
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#include "CompositionLighting/PostProcessPassThrough.h"
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#include "ClearQuad.h"
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#include "PipelineStateCache.h"
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#include "VisualizeTexture.h"
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ENGINE_API const IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList);
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static TAutoConsoleVariable<int32> CVarSSSQuality(
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TEXT("r.SSS.Quality"),
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0,
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TEXT("Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n")
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TEXT(" 0: low (faster, default)\n")
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TEXT(" 1: high (sharper details but slower)\n")
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TEXT("-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)"),
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ECVF_RenderThreadSafe | ECVF_Scalability);
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static TAutoConsoleVariable<int32> CVarSSSFilter(
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TEXT("r.SSS.Filter"),
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1,
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TEXT("Defines the filter method for Screenspace Subsurface Scattering feature.\n")
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TEXT(" 0: point filter (useful for testing, could be cleaner)\n")
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TEXT(" 1: bilinear filter"),
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ECVF_RenderThreadSafe | ECVF_Scalability);
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static TAutoConsoleVariable<int32> CVarSSSSampleSet(
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TEXT("r.SSS.SampleSet"),
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2,
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TEXT("Defines how many samples we use for Screenspace Subsurface Scattering feature.\n")
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TEXT(" 0: lowest quality (6*2+1)\n")
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TEXT(" 1: medium quality (9*2+1)\n")
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TEXT(" 2: high quality (13*2+1) (default)"),
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ECVF_RenderThreadSafe | ECVF_Scalability);
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static TAutoConsoleVariable<int32> CVarCheckerboardSubsurfaceProfileRendering(
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TEXT("r.SSS.Checkerboard"),
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2,
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TEXT("Enables or disables checkerboard rendering for subsurface profile rendering.\n")
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TEXT("This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n")
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TEXT(" 0: Disabled (high quality) \n")
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TEXT(" 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n")
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TEXT(" 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n"),
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ECVF_RenderThreadSafe
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);
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// -------------------------------------------------------------
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float GetSubsurfaceRadiusScale()
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{
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static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SSS.Scale"));
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check(CVar);
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float Ret = CVar->GetValueOnRenderThread();
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return FMath::Max(0.0f, Ret);
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}
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// -------------------------------------------------------------
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const bool FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering(EPixelFormat SceneColorFormat)
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{
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int CVarValue = CVarCheckerboardSubsurfaceProfileRendering.GetValueOnRenderThread();
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if (CVarValue == 0)
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{
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return false;
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}
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else if ( CVarValue == 1 )
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{
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return true;
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}
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else if (CVarValue == 2)
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{
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switch (SceneColorFormat)
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{
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case PF_A32B32G32R32F:
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case PF_FloatRGBA:
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return false;
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default:
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return true;
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}
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}
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return true;
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}
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// -------------------------------------------------------------
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/** Shared shader parameters needed for screen space subsurface scattering. */
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class FSubsurfaceParameters
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{
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public:
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void Bind(const FShaderParameterMap& ParameterMap)
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{
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SSSParams.Bind(ParameterMap, TEXT("SSSParams"));
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SSProfilesTexture.Bind(ParameterMap, TEXT("SSProfilesTexture"));
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}
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void SetParameters(FRHICommandList& RHICmdList, const FPixelShaderRHIParamRef& ShaderRHI, const FRenderingCompositePassContext& Context) const
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{
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{
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// from Separabale.usf: float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY))
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// can be extracted out of projection matrix
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
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// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window):
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float DistanceToProjectionWindow = Context.View.ViewMatrices.GetProjectionMatrix().M[0][0];
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float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale();
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// * 0.5f: hacked in 0.5 - -1..1 to 0..1 but why this isn't in demo code?
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float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f;
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FVector4 ColorScale(SSSScaleX, SSSScaleZ, 0, 0);
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SetShaderValue(Context.RHICmdList, ShaderRHI, SSSParams, ColorScale);
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}
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{
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const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
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if(!PooledRT)
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{
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// no subsurface profile was used yet
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PooledRT = GSystemTextures.BlackDummy;
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}
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const FSceneRenderTargetItem& Item = PooledRT->GetRenderTargetItem();
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SetTextureParameter(Context.RHICmdList, ShaderRHI, SSProfilesTexture, Item.ShaderResourceTexture);
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}
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}
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friend FArchive& operator<<(FArchive& Ar,FSubsurfaceParameters& P)
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{
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Ar << P.SSSParams << P.SSProfilesTexture;
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return Ar;
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}
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private:
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FShaderParameter SSSParams;
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FShaderResourceParameter SSProfilesTexture;
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};
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// ---------------------------------------------
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/**
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* Encapsulates the post processing subsurface scattering pixel shader.
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*/
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class FPostProcessSubsurfaceVisualizePS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessSubsurfaceVisualizePS , Global);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
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OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
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}
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/** Default constructor. */
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FPostProcessSubsurfaceVisualizePS () {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FSceneTextureShaderParameters SceneTextureParameters;
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FShaderResourceParameter MiniFontTexture;
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FSubsurfaceParameters SubsurfaceParameters;
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/** Initialization constructor. */
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FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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SceneTextureParameters.Bind(Initializer);
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MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
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SubsurfaceParameters.Bind(Initializer.ParameterMap);
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}
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template <typename TRHICmdList>
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void SetParameters(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context)
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{
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const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
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PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
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SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
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SetTextureParameter(RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
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SubsurfaceParameters.SetParameters(RHICmdList, ShaderRHI, Context);
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << SceneTextureParameters << MiniFontTexture << SubsurfaceParameters;
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return bShaderHasOutdatedParameters;
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("/Engine/Private/PostProcessSubsurface.usf");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("VisualizePS");
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}
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};
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IMPLEMENT_SHADER_TYPE3(FPostProcessSubsurfaceVisualizePS, SF_Pixel);
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void SetSubsurfaceVisualizeShader(const FRenderingCompositePassContext& Context)
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{
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FGraphicsPipelineStateInitializer GraphicsPSOInit;
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Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
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GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
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GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessSubsurfaceVisualizePS> PixelShader(Context.GetShaderMap());
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
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PixelShader->SetParameters(Context.RHICmdList, Context);
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VertexShader->SetParameters(Context);
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}
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FRCPassPostProcessSubsurfaceVisualize::FRCPassPostProcessSubsurfaceVisualize(FRHICommandList& RHICmdList)
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{
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// we need the GBuffer, we release it Process()
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FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1);
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}
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void FRCPassPostProcessSubsurfaceVisualize::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceVisualize);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FViewInfo& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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uint32 ScaleFactor = SceneContext.GetBufferSizeXY().X / SrcSize.X;
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FIntRect SrcRect = View.ViewRect / ScaleFactor;
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FIntRect DestRect = SrcRect;
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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// #todo-renderpasses Use Clear? Load maintains previous behavior.
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FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::Load_Store);
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Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("SubsurfaceVisualize"));
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{
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// is optimized away if possible (RT size=view size, )
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DrawClearQuad(Context.RHICmdList, true, FLinearColor::Black, false, 0, false, 0, PassOutputs[0].RenderTargetDesc.Extent, DestRect);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);
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SetSubsurfaceVisualizeShader(Context);
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// Draw a quad mapping scene color to the view's render target
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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DrawRectangle(
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Context.RHICmdList,
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DestRect.Min.X, DestRect.Min.Y,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestSize,
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SrcSize,
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*VertexShader,
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EDRF_UseTriangleOptimization);
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}
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Context.RHICmdList.EndRenderPass();
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{
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FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
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FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
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float X = 30;
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float Y = 28;
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const float YStep = 14;
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FString Line;
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Line = FString::Printf(TEXT("Visualize Screen Space Subsurface Scattering"));
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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Y += YStep;
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uint32 Index = 0;
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while (GSubsurfaceProfileTextureObject.GetEntryString(Index++, Line))
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{
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Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
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}
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Canvas.Flush_RenderThread(Context.RHICmdList);
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}
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
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// we no longer need the GBuffer
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SceneContext.AdjustGBufferRefCount(Context.RHICmdList, -1);
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}
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FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceVisualize::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
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Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
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Ret.Reset();
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Ret.DebugName = TEXT("SubsurfaceVisualize");
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// alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering)
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Ret.Format = PF_FloatRGBA;
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return Ret;
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}
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// ---------------------------------------------
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/**
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* Encapsulates the post processing subsurface scattering pixel shader.
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* @param HalfRes 0:to full res, 1:to half res
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*/
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template <uint32 HalfRes, uint32 Checkerboard>
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class FPostProcessSubsurfaceSetupPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessSubsurfaceSetupPS , Global);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("HALF_RES"), HalfRes);
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OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE);
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OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE);
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OutEnvironment.SetDefine(TEXT("SUBSURFACE_PROFILE_CHECKERBOARD"), Checkerboard);
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}
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/** Default constructor. */
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FPostProcessSubsurfaceSetupPS () {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FSceneTextureShaderParameters SceneTextureParameters;
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FShaderResourceParameter MiniFontTexture;
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FSubsurfaceParameters SubsurfaceParameters;
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/** Initialization constructor. */
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FPostProcessSubsurfaceSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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SceneTextureParameters.Bind(Initializer);
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SubsurfaceParameters.Bind(Initializer.ParameterMap);
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}
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void SetParameters(const FRenderingCompositePassContext& Context)
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{
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const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters<FViewUniformShaderParameters>(Context.RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
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PostprocessParameter.SetPS(Context.RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
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SceneTextureParameters.Set(Context.RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
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SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context);
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << SceneTextureParameters << SubsurfaceParameters;
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return bShaderHasOutdatedParameters;
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("/Engine/Private/PostProcessSubsurface.usf");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("SetupPS");
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}
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};
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// #define avoids a lot of code duplication
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#define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1)
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#define VARIATION2(A,B) typedef FPostProcessSubsurfaceSetupPS<A,B> FPostProcessSubsurfaceSetupPS##A##B; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfaceSetupPS##A##B, SF_Pixel);
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VARIATION1(0) VARIATION1(1)
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#undef VARIATION1
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#undef VARIATION2
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template <uint32 HalfRes, uint32 Checkerboard>
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void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context)
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{
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FGraphicsPipelineStateInitializer GraphicsPSOInit;
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Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
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GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
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GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
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GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessSubsurfaceSetupPS<HalfRes, Checkerboard> > PixelShader(Context.GetShaderMap());
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GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
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GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
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GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
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GraphicsPSOInit.PrimitiveType = PT_TriangleList;
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SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
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|
|
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)
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, bSingleViewportMode(bInSingleViewportMode)
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{
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}
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|
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void FRCPassPostProcessSubsurfaceRecombine::Process(FRenderingCompositePassContext& Context)
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{
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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|
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check(InputDesc);
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|
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const FViewInfo& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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|
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = SceneContext.GetBufferSizeXY();
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|
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check(DestSize.X);
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check(DestSize.Y);
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check(SrcSize.X);
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check(SrcSize.Y);
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|
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FIntRect SrcRect = View.ViewRect;
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FIntRect DestRect = SrcRect;
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|
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TRefCountPtr<IPooledRenderTarget>& SceneColor = SceneContext.GetSceneColor();
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|
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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|
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ERenderTargetLoadAction LoadAction = Context.GetLoadActionForRenderTarget(DestRenderTarget);
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|
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FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, MakeRenderTargetActions(LoadAction, ERenderTargetStoreAction::EStore), DestRenderTarget.ShaderResourceTexture);
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Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("SubsurfaceRecombine"));
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|
{
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|
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|
CopyOverOtherViewportsIfNeeded(Context, View);
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|
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|
Context.SetViewportAndCallRHI(DestRect);
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|
|
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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|
|
|
uint32 QualityCVar = CVarSSSQuality.GetValueOnRenderThread();
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const bool bCheckerboard = FRCPassPostProcessSubsurface::RequiresCheckerboardSubsurfaceRendering(SceneContext.GetSceneColorFormat());
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|
|
|
// 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;
|
|
}
|
|
|