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202 lines
6.0 KiB
C++
202 lines
6.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessUpscale.cpp: Post processing Upscale implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessUpscale.h"
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#include "PostProcessing.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessEyeAdaptation.h"
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#include "SceneUtils.h"
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static TAutoConsoleVariable<float> CVarScreenPercentageSoftness(
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TEXT("r.ScreenPercentageSoftness"),
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0.3f,
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TEXT("To scale up with higher quality loosing some sharpness\n")
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TEXT(" 0..1 (0.3 is good for ScreenPercentage 90"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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/** Encapsulates the post processing eye adaptation pixel shader. */
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template <uint32 Method>
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class FPostProcessUpscalePS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessUpscalePS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM3);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("METHOD"), Method);
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}
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/** Default constructor. */
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FPostProcessUpscalePS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter UpscaleSoftness;
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/** Initialization constructor. */
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FPostProcessUpscalePS(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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DeferredParameters.Bind(Initializer.ParameterMap);
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UpscaleSoftness.Bind(Initializer.ParameterMap,TEXT("UpscaleSoftness"));
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}
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void SetPS(const FRenderingCompositePassContext& Context)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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FSamplerStateRHIParamRef FilterTable[2];
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FilterTable[0] = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
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FilterTable[1] = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
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PostprocessParameter.SetPS(ShaderRHI, Context, 0, false, FilterTable);
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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// If the method needs softness value
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if(Method == 2)
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{
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float UpscaleSoftnessValue = FMath::Clamp(CVarScreenPercentageSoftness.GetValueOnRenderThread(), 0.0f, 1.0f);
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SetShaderValue(Context.RHICmdList, ShaderRHI, UpscaleSoftness, UpscaleSoftnessValue);
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}
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar)
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << UpscaleSoftness;
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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("PostProcessUpscale");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("MainPS");
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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) typedef FPostProcessUpscalePS<A> FPostProcessUpscalePS##A; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessUpscalePS##A, SF_Pixel);
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VARIATION1(0)
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VARIATION1(1)
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VARIATION1(2)
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VARIATION1(3)
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#undef VARIATION1
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FRCPassPostProcessUpscale::FRCPassPostProcessUpscale(uint32 InUpscaleMethod)
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: UpscaleMethod(InUpscaleMethod)
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{
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}
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template <uint32 Method>
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void FRCPassPostProcessUpscale::SetShader(const FRenderingCompositePassContext& Context)
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{
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TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
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TShaderMapRef<FPostProcessUpscalePS<Method> > PixelShader(GetGlobalShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetPS(Context);
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}
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void FRCPassPostProcessUpscale::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(PostProcessUpscale, DEC_SCENE_ITEMS);
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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 FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntRect SrcRect = View.ViewRect;
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FIntRect DestRect = View.UnscaledViewRect;
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FIntPoint SrcSize = InputDesc->Extent;
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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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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
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Context.SetViewportAndCallRHI(DestRect);
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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switch (UpscaleMethod)
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{
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case 0:
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SetShader<0>(Context);
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break;
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case 1:
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SetShader<1>(Context);
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break;
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case 2:
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SetShader<2>(Context);
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break;
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case 3:
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SetShader<3>(Context);
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break;
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default:
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checkNoEntry();
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break;
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}
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// Draw a quad mapping scene color to the view's render target
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TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
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DrawRectangle(
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Context.RHICmdList,
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0, 0,
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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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DestRect.Size(),
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SrcSize,
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*VertexShader,
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EDRF_UseTriangleOptimization);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessUpscale::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.DebugName = TEXT("Upscale");
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return Ret;
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}
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