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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945755 on 2016/04/15 by Frank.Fella
Sequencer - Fix issues with level visibility.
+ Don't mark sub-levels as dirty when the track evaluates.
+ Fix an issue where sequencer gets into a refresh loop because drawing thumbnails causes levels to be added which was rebuilding the tree, which was redrawing thumbnails.
+ Null check for when an objects world is null but the track is still evaluating.
+ Remove UnrealEd references.
Change 2947197 on 2016/04/18 by Max.Chen
Sequencer: Expose settings sequencer settings in the Editor Preferences page. Note, UMG and Niagara have separate sequencer settings pages.
#jira UE-29516
Change 2948468 on 2016/04/19 by Max.Chen
Sequencer: Fix particles not firing on loop.
#jira UE-27881
Change 2948590 on 2016/04/19 by Max.Chen
Sequencer: Fix spawnables not getting default tracks.
#jira UE-29644
Change 2955993 on 2016/04/26 by Max.Chen
Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording.
#jira UE-29841
Change 2958567 on 2016/04/27 by Max.Preussner
RHI: Made SetReferencedTexture public, so that the referenced texture can be set
Change 2958718 on 2016/04/28 by Max.Chen
Sequencer: Folder colors. Right click on a folder and choose "Set Color"
#jira UE-28669
Change 2960172 on 2016/04/28 by Max.Preussner
Slate: Slate Remote Server (for the iOS touch input app) is now disabled by default, so we don't open up the socket unless desired by the user
Change 2960411 on 2016/04/28 by Max.Chen
Sequencer: Don't remove label if it's not being used.
#jira UE-24283
Change 2960414 on 2016/04/28 by Max.Chen
Matinee: Don't automatically turn frustums on/off when entering and exiting Matinee.
#jira UE-1020
Change 2962784 on 2016/05/02 by Max.Chen
Sequencer: Add master sequence
#jira UE-29799
Change 2964399 on 2016/05/03 by Andrew.Rodham
Sequencer: Added ability to apply cook-time optimization to tracks and objects
- For now, if a spawnable has a spawn track that is disabled, or will never spawn, the entire spawnable object will be removed from a cooked package.
- Possessables also afford the same optimization, although none is currently implemented
- We could, in future, also remove any tracks that are completely disabled
- Deprecated UMovieSceneBoolSection::DefaultValue in favor of the default stored on FIntegralCurve
Change 2967549 on 2016/05/05 by Max.Chen
Sequencer: Fix crash converting possessable to spawnable when the possessable doesn't exist.
#jira UE-30360
Change 2967670 on 2016/05/05 by Max.Chen
Sequencer: Set ui min/max for sequencer settings
#jira UE-30344
Change 2978969 on 2016/05/16 by Max.Chen
Sequencer: Restore state when focusing on a shot level sequence. This fixes issues where tracks in the movie scene that are active before switching to the new movie scene need to return to
their initial state. For example, setting a fade track in the master sequence and switching into a shot should disable the effects of the fade track in the master sequence.
#jira UE-30798
Change 2983237 on 2016/05/19 by Andrew.Rodham
Protocol settings for movie captures are now set up correctly when a capture type is specified on the command line
Thanks to original github author, yuhe00
#pr
#2257
Change 2991115 on 2016/05/26 by Andrew.Rodham
Sequencer: Added {shot} and {shot_frame} format args for movie captures
- Additionally, rendering out movie scenes as videos will now generate a new video for each unique filename it encounters. This allows us to render out a video per shot by using {shot} as
the output format.
- Frame numbers are now zero-padded as per the sequencer setting.
Change 2991920 on 2016/05/26 by Max.Chen
Sequencer: Fix movie scene getting dirtied unnecessarily when the fixed frame interval changes.
#jira UE-31343
Change 2992387 on 2016/05/26 by Max.Chen
Sequencer: Fix crash when getting the color key properties of a collapsed key that doesn't have all channels keyed.
#jira UE-31392
Change 2993553 on 2016/05/27 by Andrew.Rodham
Sequencer: Added the ability to add burn-ins to level sequences
- A default burn-in is provided which hosts a great level of flexibility
- 6 regions (L/C/R + T/B) on a 30% black border allow positioning of a range of frame statistics such as shot name ({ShotName}), frame numbers ({MasterFrame}, {ShotFrame}), and other
information.
- Watermark is provided by default (currently no tiling is exposed)
- Users can use the default built in UMG widget as a guideline for their own custom implementations.
Change 2993554 on 2016/05/27 by Andrew.Rodham
Sequencer: Default level sequence burn ins
- Also made a font asset out of our fixed width font shipped with the engine
Change 2993856 on 2016/05/30 by Max.Chen
Sequencer: Import/Export EDL
- Added a new option in the render movie dialog to export an Edit Decision List (EDL) in cmx and rv formats if there is a shot track. The default is true.
- Added "Import EDL" to shot track right click menu which imports a cmx EDL and conforms the shot order and cut information to it.
- Added "Export EDL" to shot track right click menu which exports EDLs in cmx and rv formats.
- Added "Render Shot" to shot right click menu which loads up the render movie dialog with the start and end frames of the selected shot.
#jira UETOOL-829, UETOOL-830
Change 2994761 on 2016/05/31 by Max.Chen
Sequence Recorder: Add a setting to allow recording of actors that are spawned by sequencer itself.
Change 2995648 on 2016/06/01 by HaarmPieter.Duiker
Sequencer EXR output gamut controls
Change 2996241 on 2016/06/01 by Frank.Fella
Sequencer - Add a small epsilon when "force fixed frame interval" is enabled, to make sure we're in the start of the next frame.
Change 2996244 on 2016/06/01 by Frank.Fella
Sequencer - Set the tick prerequisite for all components, not just the root.
Change 2997865 on 2016/06/02 by Max.Preussner
Sequencer: Fixed Crash in Sequencer play rate track when setting negative play rate (UE-31431)
#jira UE-31431
Change 2999631 on 2016/06/03 by Frank.Fella
Sequencer - At runtime, make sure to stop playing skeletal animations to prevent them from being double updated each frame, once by sequencer, and then again by tick.
Change 3000820 on 2016/06/03 by Max.Chen
Sequencer: Add hotkey (ctrl-T) to toggle between showing frame numbers and time.
#jira UE-31497
Change 3001056 on 2016/06/05 by Max.Chen
Sequencer: Fix fade color section crash by using an inline color picker in the details panel instead of a popup color picker.
#jira UE-31647
Change 3001057 on 2016/06/05 by Max.Chen
Movie Capture: Fix audio getting disabled after recording a movie.
Change 3001690 on 2016/06/06 by Andrew.Rodham
Sequencer: Fixed recording video sequences when not overwriting existing videos
Change 3001823 on 2016/06/06 by Max.Chen
Sequencer: Fix filtered nodes in folders so that other unfiltered children aren't visible.
#jira UE-31499
#lockdown Nick.Penwarden
[CL 3003974 by Max Chen in Main branch]
2448 lines
102 KiB
C++
2448 lines
102 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessing.cpp: The center for all post processing activities.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "PostProcessing.h"
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#include "PostProcessAA.h"
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#if WITH_EDITOR
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#include "PostProcessBufferInspector.h"
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#endif
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#include "PostProcessMaterial.h"
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#include "PostProcessInput.h"
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#include "PostProcessWeightedSampleSum.h"
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#include "PostProcessBloomSetup.h"
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#include "PostProcessMobile.h"
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#include "PostProcessDownsample.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessHistogramReduce.h"
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#include "PostProcessVisualizeHDR.h"
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#include "VisualizeShadingModels.h"
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#include "PostProcessSelectionOutline.h"
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#include "PostProcessGBufferHints.h"
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#include "PostProcessVisualizeBuffer.h"
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#include "PostProcessEyeAdaptation.h"
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#include "PostProcessTonemap.h"
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#include "PostProcessLensFlares.h"
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#include "PostProcessLensBlur.h"
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#include "PostProcessBokehDOF.h"
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#include "PostProcessBokehDOFRecombine.h"
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#include "PostProcessCombineLUTs.h"
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#include "BatchedElements.h"
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#include "ScreenRendering.h"
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#include "PostProcessTemporalAA.h"
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#include "PostProcessMotionBlur.h"
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#include "PostProcessDOF.h"
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#include "PostProcessCircleDOF.h"
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#include "PostProcessUpscale.h"
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#include "PostProcessHMD.h"
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#include "PostProcessVisualizeComplexity.h"
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#include "PostProcessCompositeEditorPrimitives.h"
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#include "PostProcessPassThrough.h"
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#include "PostProcessAmbientOcclusion.h"
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#include "ScreenSpaceReflections.h"
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#include "PostProcessTestImage.h"
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#include "HighResScreenshot.h"
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#include "PostProcessSubsurface.h"
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#include "PostProcessMorpheus.h"
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#include "IHeadMountedDisplay.h"
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#include "BufferVisualizationData.h"
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#include "PostProcessLpvIndirect.h"
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/** The global center for all post processing activities. */
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FPostProcessing GPostProcessing;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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int32 GShaderModelDebug = 0;
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static FAutoConsoleVariableRef CVarShaderModelDebug(
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TEXT("r.ShaderModelDebug"),
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GShaderModelDebug,
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TEXT("Added logging to each frame that should allow to track down issues with View.ShadingModelMaskInView\n")
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TEXT(" 0: off (default)\n")
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TEXT(" 1: logging is enabled\n")
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TEXT("-1: logging is enabled for one frame only"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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#endif
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static TAutoConsoleVariable<int32> CVarUseMobileBloom(
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TEXT("r.UseMobileBloom"),
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0,
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TEXT("HACK: Set to 1 to use mobile bloom."),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarDepthOfFieldNearBlurSizeThreshold(
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TEXT("r.DepthOfField.NearBlurSizeThreshold"),
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0.01f,
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TEXT("Sets the minimum near blur size before the effect is forcably disabled. Currently only affects Gaussian DOF.\n")
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TEXT(" (default: 0.01)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarDepthOfFieldMaxSize(
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TEXT("r.DepthOfField.MaxSize"),
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100.0f,
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TEXT("Allows to clamp the gaussian depth of field radius (for better performance), default: 100"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarRenderTargetSwitchWorkaround(
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TEXT("r.RenderTargetSwitchWorkaround"),
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0,
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TEXT("Workaround needed on some mobile platforms to avoid a performance drop related to switching render targets.\n")
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TEXT("Only enabled on some hardware. This affects the bloom quality a bit. It runs slower than the normal code path but\n")
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TEXT("still faster as it avoids the many render target switches. (Default: 0)\n")
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TEXT("We want this enabled (1) on all 32 bit iOS devices (implemented through DeviceProfiles)."),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarUpscaleQuality(
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TEXT("r.Upscale.Quality"),
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3,
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TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
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TEXT(" 0: Nearest filtering\n")
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TEXT(" 1: Simple Bilinear\n")
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TEXT(" 2: 4 tap bilinear\n")
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TEXT(" 3: Directional blur with unsharp mask upsample. (default)"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CDownsampleQuality(
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TEXT("r.Downsample.Quality"),
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3,
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TEXT("Defines the quality in which the Downsample passes. we might add more quality levels later.\n")
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TEXT(" 0: low quality\n")
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TEXT(">0: high quality (default: 3)\n"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarMotionBlurSoftEdgeSize(
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TEXT("r.MotionBlurSoftEdgeSize"),
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1.0f,
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TEXT("Defines how wide the object motion blur is blurred (percent of screen width) to allow soft edge motion blur.\n")
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TEXT("This scales linearly with the size (up to a maximum of 32 samples, 2.5 is about 18 samples) and with screen resolution\n")
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TEXT("Smaller values are better for performance and provide more accurate motion vectors but the blurring outside the object is reduced.\n")
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TEXT("If needed this can be exposed like the other motionblur settings.\n")
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TEXT(" 0:off (not free and does never completely disable), >0, 1.0 (default)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarBloomCross(
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TEXT("r.Bloom.Cross"),
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0.0f,
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TEXT("Experimental feature to give bloom kernel a more bright center sample (values between 1 and 3 work without causing aliasing)\n")
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TEXT("Existing bloom get lowered to match the same brightness\n")
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TEXT("<0 for a anisomorphic lens flare look (X only)\n")
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TEXT(" 0 off (default)\n")
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TEXT(">0 for a cross look (X and Y)"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarTonemapperMergeMode(
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TEXT("r.Tonemapper.MergeWithUpscale.Mode"),
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0,
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TEXT("ScreenPercentage upscale integrated into tonemapper pass (if certain conditions apply, e.g., no FXAA)\n")
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TEXT(" if enabled both features are done in one pass (faster, affects post process passes after the tonemapper including material post process e.g. sharpen)\n")
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TEXT(" 0: off, the features run in separate passes (default)\n")
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TEXT(" 1: always enabled, try to merge the passes unless something makes it impossible\n")
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TEXT(" 2: merge when the ratio of areas is above the r.Tonemapper.MergeWithUpscale.Threshold and it is otherwise possible"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<float> CVarTonemapperMergeThreshold(
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TEXT("r.Tonemapper.MergeWithUpscale.Threshold"),
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0.49f,
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TEXT("If r.Tonemapper.MergeWithUpscale.Mode is 2, the ratio of the area before upscale/downscale to the area afterwards\n")
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TEXT("is compared to this threshold when deciding whether or not to merge the passes. The reasoning is that if the ratio\n")
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TEXT("is too low, running the tonemapper on the higher number of pixels is more expensive than doing two passes\n")
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TEXT("\n")
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TEXT("Defauls to 0.49 (e.g., if r.ScreenPercentage is 70 or higher, try to merge)"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarMotionBlurNew(
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TEXT("r.MotionBlurNew"),
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1,
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TEXT(""),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarMotionBlurScatter(
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TEXT("r.MotionBlurScatter"),
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0,
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TEXT("Forces scatter based max velocity method (slower)."),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarMotionBlurSeparable(
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TEXT("r.MotionBlurSeparable"),
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0,
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TEXT("Adds a second motion blur pass that smooths noise for a higher quality blur."),
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ECVF_RenderThreadSafe
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);
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IMPLEMENT_SHADER_TYPE(,FPostProcessVS,TEXT("PostProcessBloom"),TEXT("MainPostprocessCommonVS"),SF_Vertex);
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static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation);
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// -------------------------------------------------------
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FPostprocessContext::FPostprocessContext(FRHICommandListImmediate& InRHICmdList, FRenderingCompositionGraph& InGraph, const FViewInfo& InView)
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: RHICmdList(InRHICmdList)
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, Graph(InGraph)
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, View(InView)
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, SceneColor(0)
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, SceneDepth(0)
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{
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FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get_Todo_PassContext();
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if(SceneContext.IsSceneColorAllocated())
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{
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SceneColor = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.GetSceneColor()));
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}
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SceneDepth = Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(SceneContext.SceneDepthZ));
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FinalOutput = FRenderingCompositeOutputRef(SceneColor);
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}
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// Array of downsampled color with optional log2 luminance stored in alpha
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template <int32 DownSampleStages>
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class TBloomDownSampleArray
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{
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public:
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// Convenience typedefs
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typedef FRenderingCompositeOutputRef FRenderingRefArray[DownSampleStages];
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typedef TSharedPtr<TBloomDownSampleArray> Ptr;
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// Constructor: Generates and registers the downsamples with the Context Graph.
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TBloomDownSampleArray(FPostprocessContext& InContext, FRenderingCompositeOutputRef SourceDownsample, bool bGenerateLog2Alpha) :
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bHasLog2Alpha(bGenerateLog2Alpha), Context(InContext)
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{
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static const TCHAR* PassLabels[] =
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{ NULL, TEXT("BloomDownsample1"), TEXT("BloomDownsample2"), TEXT("BloomDownsample3"), TEXT("BloomDownsample4"), TEXT("BloomDownsample5") };
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static_assert(ARRAY_COUNT(PassLabels) == DownSampleStages, "PassLabel count must be equal to DownSampleStages.");
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// The first down sample is the input
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PostProcessDownsamples[0] = SourceDownsample;
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// Queue the down samples.
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for (int i = 1; i < DownSampleStages; i++)
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{
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FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 1, PassLabels[i]));
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Pass->SetInput(ePId_Input0, PostProcessDownsamples[i - 1]);
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PostProcessDownsamples[i] = FRenderingCompositeOutputRef(Pass);
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// Add log2 data to the alpha channel after doing the 1st (i==1) down sample pass
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if (bHasLog2Alpha && i == 1 ) {
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FRenderingCompositePass* BasicEyeSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptationSetUp());
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BasicEyeSetupPass->SetInput(ePId_Input0, PostProcessDownsamples[i]);
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PostProcessDownsamples[i] = FRenderingCompositeOutputRef(BasicEyeSetupPass);
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}
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}
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}
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// The number of elements in the array.
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inline static int32 Num() { return DownSampleStages; }
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// Member data kept public for simplicity
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bool bHasLog2Alpha;
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FPostprocessContext& Context;
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FRenderingRefArray PostProcessDownsamples;
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private:
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// no default constructor.
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TBloomDownSampleArray() {};
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};
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// Standard DownsampleArray shared by Bloom, Tint, and Eye-Adaptation.
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typedef TBloomDownSampleArray<6/*DownSampleStages*/> FBloomDownSampleArray;
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FBloomDownSampleArray::Ptr CreateDownSampleArray(FPostprocessContext& Context, FRenderingCompositeOutputRef SourceToDownSample, bool bAddLog2)
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{
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return FBloomDownSampleArray::Ptr(new FBloomDownSampleArray(Context, SourceToDownSample, bAddLog2));
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}
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static FRenderingCompositeOutputRef RenderHalfResBloomThreshold(FPostprocessContext& Context, FRenderingCompositeOutputRef SceneColorHalfRes, FRenderingCompositeOutputRef EyeAdaptation)
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{
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// with multiple view ports the Setup pass also isolates the view from the others which allows for simpler simpler/faster blur passes.
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if(Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
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{
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// no need for threshold, we don't need this pass
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return SceneColorHalfRes;
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}
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else
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{
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// todo: optimize later, the missing node causes some wrong behavior
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// if(Context.View.FinalPostProcessSettings.BloomIntensity <= 0.0f)
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// {
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// // this pass is not required
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// return FRenderingCompositeOutputRef();
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// }
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// bloom threshold
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FRenderingCompositePass* PostProcessBloomSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetup());
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PostProcessBloomSetup->SetInput(ePId_Input0, SceneColorHalfRes);
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PostProcessBloomSetup->SetInput(ePId_Input1, EyeAdaptation);
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return FRenderingCompositeOutputRef(PostProcessBloomSetup);
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}
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}
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// 2 pass Gaussian blur using uni-linear filtering
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// @param CrossCenterWeight see r.Bloom.Cross (positive for X and Y, otherwise for X only)
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static FRenderingCompositeOutputRef RenderGaussianBlur(
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FPostprocessContext& Context,
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const TCHAR* DebugNameX,
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const TCHAR* DebugNameY,
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const FRenderingCompositeOutputRef& Input,
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float SizeScale,
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FLinearColor Tint = FLinearColor::White,
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const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef(),
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float CrossCenterWeight = 0.0f)
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{
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// Gaussian blur in x
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FRCPassPostProcessWeightedSampleSum* PostProcessBlurX = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Horiz, EFCM_Weighted, SizeScale, DebugNameX));
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PostProcessBlurX->SetInput(ePId_Input0, Input);
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if(CrossCenterWeight > 0)
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{
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PostProcessBlurX->SetCrossCenterWeight(CrossCenterWeight);
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}
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// Gaussian blur in y
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FRCPassPostProcessWeightedSampleSum* PostProcessBlurY = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessWeightedSampleSum(EFS_Vert, EFCM_Weighted, SizeScale, DebugNameY, Tint));
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PostProcessBlurY->SetInput(ePId_Input0, FRenderingCompositeOutputRef(PostProcessBlurX));
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PostProcessBlurY->SetInput(ePId_Input1, Additive);
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PostProcessBlurY->SetCrossCenterWeight(FMath::Abs(CrossCenterWeight));
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return FRenderingCompositeOutputRef(PostProcessBlurY);
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}
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// render one bloom pass and add another optional texture to it
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static FRenderingCompositeOutputRef RenderBloom(
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FPostprocessContext& Context,
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const FRenderingCompositeOutputRef& PreviousBloom,
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float Size,
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FLinearColor Tint = FLinearColor::White,
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const FRenderingCompositeOutputRef Additive = FRenderingCompositeOutputRef())
|
|
{
|
|
const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
|
|
|
|
return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
|
|
}
|
|
|
|
static FRCPassPostProcessTonemap* AddTonemapper(
|
|
FPostprocessContext& Context,
|
|
const FRenderingCompositeOutputRef& BloomOutputCombined,
|
|
const FRenderingCompositeOutputRef& EyeAdaptation,
|
|
const EAutoExposureMethod& EyeAdapationMethodId,
|
|
const bool bDoGammaOnly,
|
|
const bool bHDRTonemapperOutput)
|
|
{
|
|
const FEngineShowFlags& EngineShowFlags = Context.View.Family->EngineShowFlags;
|
|
|
|
FRenderingCompositePass* CombinedLUT = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCombineLUTs(Context.View.GetShaderPlatform()));
|
|
const bool bDoEyeAdaptation = IsAutoExposureMethodSupported(Context.View.GetFeatureLevel(), EyeAdapationMethodId);
|
|
FRCPassPostProcessTonemap* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, bDoGammaOnly, bDoEyeAdaptation, bHDRTonemapperOutput));
|
|
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input1, BloomOutputCombined);
|
|
PostProcessTonemap->SetInput(ePId_Input2, EyeAdaptation);
|
|
PostProcessTonemap->SetInput(ePId_Input3, CombinedLUT);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
|
|
return PostProcessTonemap;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
static void AddSelectionOutline(FPostprocessContext& Context)
|
|
{
|
|
FRenderingCompositePass* SelectionColorPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutlineColor());
|
|
SelectionColorPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSelectionOutline());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(FRenderingCompositeOutputRef(SelectionColorPass)));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif
|
|
|
|
static void AddGammaOnlyTonemapper(FPostprocessContext& Context)
|
|
{
|
|
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemap(Context.View, true, false/*eye*/, false));
|
|
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
}
|
|
|
|
static void AddPostProcessAA(FPostprocessContext& Context)
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.PostProcessAAQuality"));
|
|
|
|
uint32 Quality = FMath::Clamp(CVar->GetValueOnRenderThread(), 1, 6);
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAA(Quality));
|
|
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
|
|
static FRenderingCompositeOutputRef AddPostProcessBasicEyeAdaptation(const FViewInfo& View, FBloomDownSampleArray& BloomAndEyeDownSamples)
|
|
{
|
|
// Extract the context
|
|
FPostprocessContext& Context = BloomAndEyeDownSamples.Context;
|
|
|
|
// Extract the last (i.e. smallest) down sample
|
|
static const int32 FinalDSIdx = FBloomDownSampleArray::Num() - 1;
|
|
FRenderingCompositeOutputRef PostProcessPriorReduction = BloomAndEyeDownSamples.PostProcessDownsamples[FinalDSIdx];
|
|
|
|
// Compute the eye adaptation value based on average luminance from log2 luminance buffer, history, and specific shader parameters.
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBasicEyeAdaptation());
|
|
Node->SetInput(ePId_Input0, PostProcessPriorReduction);
|
|
return FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static FRenderingCompositeOutputRef AddPostProcessHistogramEyeAdaptation(FPostprocessContext& Context, FRenderingCompositeOutputRef& Histogram)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessEyeAdaptation());
|
|
|
|
Node->SetInput(ePId_Input0, Histogram);
|
|
return FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddVisualizeBloomSetup(FPostprocessContext& Context)
|
|
{
|
|
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomSetup());
|
|
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddVisualizeBloomOverlay(FPostprocessContext& Context, FRenderingCompositeOutputRef& HDRColor, FRenderingCompositeOutputRef& BloomOutputCombined)
|
|
{
|
|
auto Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBloomOverlay());
|
|
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Node->SetInput(ePId_Input1, HDRColor);
|
|
Node->SetInput(ePId_Input2, BloomOutputCombined);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
static void AddPostProcessDepthOfFieldBokeh(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucency, FRenderingCompositeOutputRef& VelocityInput)
|
|
{
|
|
// downsample, mask out the in focus part, depth in alpha
|
|
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFSetup());
|
|
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* DOFInputPass = DOFSetup;
|
|
if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
|
|
{
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState->DOFHistoryRT && ViewState->bDOFHistory && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = DOFSetup;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
|
|
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
|
|
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
|
|
|
|
DOFInputPass = NodeTemporalAA;
|
|
ViewState->bDOFHistory = true;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeBlurred = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOF());
|
|
NodeBlurred->SetInput(ePId_Input0, DOFInputPass);
|
|
NodeBlurred->SetInput(ePId_Input1, Context.SceneColor);
|
|
NodeBlurred->SetInput(ePId_Input2, Context.SceneDepth);
|
|
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input1, NodeBlurred);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
static bool AddPostProcessDepthOfFieldGaussian(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput, FRenderingCompositeOutputRef& SeparateTranslucencyRef)
|
|
{
|
|
// GaussianDOFPass performs Gaussian setup, blur and recombine.
|
|
auto GaussianDOFPass = [&Context, &Out, &VelocityInput](FRenderingCompositeOutputRef& SeparateTranslucency, float FarSize, float NearSize)
|
|
{
|
|
// GenerateGaussianDOFBlur produces a blurred image from setup or potentially from taa result.
|
|
auto GenerateGaussianDOFBlur = [&Context, &VelocityInput](FRenderingCompositeOutputRef& DOFSetup, bool bFarPass, float BlurSize)
|
|
{
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositeOutputRef DOFInputPass = DOFSetup;
|
|
const bool bMobileQuality = (Context.View.GetFeatureLevel() <= ERHIFeatureLevel::ES3_1);
|
|
if (Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState && !bMobileQuality)
|
|
{
|
|
// If no history use current as history
|
|
FRenderingCompositeOutputRef HistoryInput = DOFSetup;
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DOFHistoryRT = bFarPass ? ViewState->DOFHistoryRT : ViewState->DOFHistoryRT2;
|
|
bool& bDOFHistory = bFarPass ? ViewState->bDOFHistory : ViewState->bDOFHistory2;
|
|
|
|
if (DOFHistoryRT && !bDOFHistory && !Context.View.bCameraCut)
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(DOFHistoryRT));
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = bFarPass ?
|
|
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAA) :
|
|
(FRenderingCompositePass*)Context.Graph.RegisterPass(new (FMemStack::Get()) FRCPassPostProcessDOFTemporalAANear);
|
|
|
|
NodeTemporalAA->SetInput(ePId_Input0, DOFSetup);
|
|
NodeTemporalAA->SetInput(ePId_Input1, HistoryInput);
|
|
NodeTemporalAA->SetInput(ePId_Input2, HistoryInput);
|
|
NodeTemporalAA->SetInput(ePId_Input3, VelocityInput);
|
|
|
|
DOFInputPass = FRenderingCompositeOutputRef(NodeTemporalAA);
|
|
bDOFHistory = false;
|
|
}
|
|
|
|
const TCHAR* BlurDebugX = bFarPass ? TEXT("FarDOFBlurX") : TEXT("NearDOFBlurX");
|
|
const TCHAR* BlurDebugY = bFarPass ? TEXT("FarDOFBlurY") : TEXT("NearDOFBlurY");
|
|
|
|
return RenderGaussianBlur(Context, BlurDebugX, BlurDebugY, DOFInputPass, BlurSize);
|
|
};
|
|
|
|
const bool bFar = FarSize > 0.0f;
|
|
const bool bNear = NearSize > 0.0f;
|
|
const bool bCombinedNearFarPass = bFar && bNear;
|
|
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
|
|
|
|
FRenderingCompositeOutputRef SetupInput(Context.FinalOutput);
|
|
if (bMobileQuality)
|
|
{
|
|
FRenderingCompositePass* HalfResFar = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGBA, 1, TEXT("GausSetupHalfRes")));
|
|
HalfResFar->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
|
|
SetupInput = HalfResFar;
|
|
}
|
|
|
|
FRenderingCompositePass* DOFSetupPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFSetup(bFar, bNear));
|
|
DOFSetupPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(SetupInput));
|
|
DOFSetupPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
FRenderingCompositeOutputRef DOFSetupFar(DOFSetupPass);
|
|
FRenderingCompositeOutputRef DOFSetupNear(DOFSetupPass, bCombinedNearFarPass ? ePId_Output1 : ePId_Output0);
|
|
|
|
FRenderingCompositeOutputRef DOFFarBlur, DOFNearBlur;
|
|
if (bFar)
|
|
{
|
|
DOFFarBlur = GenerateGaussianDOFBlur(DOFSetupFar, true, FarSize);
|
|
}
|
|
|
|
if (bNear)
|
|
{
|
|
DOFNearBlur = GenerateGaussianDOFBlur(DOFSetupNear, false, NearSize);
|
|
}
|
|
|
|
FRenderingCompositePass* GaussianDOFRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDOFRecombine());
|
|
GaussianDOFRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
GaussianDOFRecombined->SetInput(ePId_Input1, DOFFarBlur);
|
|
GaussianDOFRecombined->SetInput(ePId_Input2, DOFNearBlur);
|
|
GaussianDOFRecombined->SetInput(ePId_Input3, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(GaussianDOFRecombined);
|
|
};
|
|
|
|
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
|
|
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
|
|
const float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
|
|
FarSize = FMath::Min(FarSize, MaxSize);
|
|
NearSize = FMath::Min(NearSize, MaxSize);
|
|
Out.bFar = FarSize >= 0.01f;
|
|
|
|
{
|
|
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
|
|
Out.bNear = (NearSize >= CVarThreshold);
|
|
}
|
|
|
|
if (Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
// no need for this pass
|
|
Out.bFar = false;
|
|
Out.bNear = false;
|
|
}
|
|
|
|
const bool bMobileQuality = Context.View.FeatureLevel < ERHIFeatureLevel::SM4;
|
|
const bool bShouldApplySepTrans = SeparateTranslucencyRef.IsValid() && !bMobileQuality;
|
|
const bool bCombineNearFarPass = !bShouldApplySepTrans && Out.bFar && Out.bNear;
|
|
|
|
if (bCombineNearFarPass)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucencyRef, FarSize, NearSize);
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositeOutputRef SeparateTranslucency = SeparateTranslucencyRef;
|
|
if (Out.bFar)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucency, FarSize, 0.0f);
|
|
SeparateTranslucency = FRenderingCompositeOutputRef();
|
|
}
|
|
if (Out.bNear)
|
|
{
|
|
GaussianDOFPass(SeparateTranslucency, 0.0f, NearSize);
|
|
}
|
|
}
|
|
|
|
return bShouldApplySepTrans && (Out.bFar || Out.bNear);
|
|
}
|
|
|
|
static void AddPostProcessDepthOfFieldCircle(FPostprocessContext& Context, FDepthOfFieldStats& Out, FRenderingCompositeOutputRef& VelocityInput)
|
|
{
|
|
if(Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
// no need for this pass
|
|
return;
|
|
}
|
|
|
|
FRenderingCompositePass* DOFSetup = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFSetup(false));
|
|
DOFSetup->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
DOFSetup->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneDepth));
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* DOFInputPass = DOFSetup;
|
|
if( Context.View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA && ViewState )
|
|
{
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState->DOFHistoryRT && !ViewState->bDOFHistory && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->DOFHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = DOFSetup;
|
|
}
|
|
|
|
FRenderingCompositePass* NodeTemporalAA = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessDOFTemporalAA );
|
|
NodeTemporalAA->SetInput( ePId_Input0, DOFSetup );
|
|
NodeTemporalAA->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
NodeTemporalAA->SetInput( ePId_Input3, VelocityInput );
|
|
|
|
DOFInputPass = NodeTemporalAA;
|
|
ViewState->bDOFHistory = false;
|
|
}
|
|
|
|
FRenderingCompositeOutputRef Far;
|
|
FRenderingCompositeOutputRef Near;
|
|
|
|
FRenderingCompositePass* DOFNear = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFDilate());
|
|
DOFNear->SetInput(ePId_Input0, FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0));
|
|
Near = FRenderingCompositeOutputRef(DOFNear, ePId_Output0);
|
|
|
|
FRenderingCompositePass* DOFApply = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOF(false));
|
|
DOFApply->SetInput(ePId_Input0, FRenderingCompositeOutputRef(DOFInputPass, ePId_Output0));
|
|
DOFApply->SetInput(ePId_Input1, Near);
|
|
Far = FRenderingCompositeOutputRef(DOFApply, ePId_Output0);
|
|
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCircleDOFRecombine(false));
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input1, Far);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
|
|
static FRenderingCompositeOutputRef AddBloom(FBloomDownSampleArray& BloomDownSampleArray, bool bVisualizeBloom)
|
|
{
|
|
|
|
// Quality level to bloom stages table. Note: 0 is omitted, ensure element count tallys with the range documented with 'r.BloomQuality' definition.
|
|
const static uint32 BloomQualityStages[] =
|
|
{
|
|
3,// Q1
|
|
3,// Q2
|
|
4,// Q3
|
|
5,// Q4
|
|
6,// Q5
|
|
};
|
|
|
|
int32 BloomQuality;
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BloomQuality"));
|
|
BloomQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, (int32)ARRAY_COUNT(BloomQualityStages));
|
|
}
|
|
|
|
// Extract the Context
|
|
FPostprocessContext& Context = BloomDownSampleArray.Context;
|
|
|
|
// Extract the downsample array.
|
|
FBloomDownSampleArray::FRenderingRefArray& PostProcessDownsamples = BloomDownSampleArray.PostProcessDownsamples;
|
|
|
|
FRenderingCompositeOutputRef BloomOutput;
|
|
if (BloomQuality == 0)
|
|
{
|
|
// No bloom, provide substitute source for lens flare.
|
|
BloomOutput = PostProcessDownsamples[0];
|
|
}
|
|
else
|
|
{
|
|
// Perform bloom blur + accumulate.
|
|
struct FBloomStage
|
|
{
|
|
float BloomSize;
|
|
const FLinearColor* Tint;
|
|
};
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
FBloomStage BloomStages[] =
|
|
{
|
|
{ Settings.Bloom6Size, &Settings.Bloom6Tint },
|
|
{ Settings.Bloom5Size, &Settings.Bloom5Tint },
|
|
{ Settings.Bloom4Size, &Settings.Bloom4Tint },
|
|
{ Settings.Bloom3Size, &Settings.Bloom3Tint },
|
|
{ Settings.Bloom2Size, &Settings.Bloom2Tint },
|
|
{ Settings.Bloom1Size, &Settings.Bloom1Tint },
|
|
};
|
|
static const uint32 NumBloomStages = ARRAY_COUNT(BloomStages);
|
|
|
|
const uint32 BloomStageCount = BloomQualityStages[BloomQuality - 1];
|
|
check(BloomStageCount <= NumBloomStages);
|
|
float TintScale = 1.0f / NumBloomStages;
|
|
for (uint32 i = 0, SourceIndex = NumBloomStages - 1; i < BloomStageCount; i++, SourceIndex--)
|
|
{
|
|
FBloomStage& Op = BloomStages[i];
|
|
|
|
FLinearColor Tint = (*Op.Tint) * TintScale;
|
|
|
|
if (bVisualizeBloom)
|
|
{
|
|
float LumScale = Tint.ComputeLuminance();
|
|
|
|
// R is used to pass down the reference, G is the emulated bloom
|
|
Tint.R = 0;
|
|
Tint.G = LumScale;
|
|
Tint.B = 0;
|
|
}
|
|
|
|
BloomOutput = RenderBloom(Context, PostProcessDownsamples[SourceIndex], Op.BloomSize * Settings.BloomSizeScale, Tint, BloomOutput);
|
|
}
|
|
}
|
|
|
|
// Lens Flares
|
|
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
|
|
static const int32 MaxLensFlareQuality = 3;
|
|
int32 LensFlareQuality;
|
|
{
|
|
// console variable override
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.LensFlareQuality"));
|
|
LensFlareQuality = FMath::Clamp(CVar->GetValueOnRenderThread(), 0, MaxLensFlareQuality);
|
|
}
|
|
|
|
if (!LensFlareHDRColor.IsAlmostBlack() && LensFlareQuality > 0 && !bVisualizeBloom)
|
|
{
|
|
float PercentKernelSize = Context.View.FinalPostProcessSettings.LensFlareBokehSize;
|
|
|
|
bool bLensBlur = PercentKernelSize > 0.3f;
|
|
|
|
FRenderingCompositePass* PostProcessFlares = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensFlares(bLensBlur ? 2.0f : 1.0f));
|
|
|
|
PostProcessFlares->SetInput(ePId_Input0, BloomOutput);
|
|
|
|
FRenderingCompositeOutputRef LensFlareInput = PostProcessDownsamples[MaxLensFlareQuality - LensFlareQuality];
|
|
|
|
if (bLensBlur)
|
|
{
|
|
float Threshold = Context.View.FinalPostProcessSettings.LensFlareThreshold;
|
|
|
|
FRenderingCompositePass* PostProcessLensBlur = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessLensBlur(PercentKernelSize, Threshold));
|
|
PostProcessLensBlur->SetInput(ePId_Input0, LensFlareInput);
|
|
PostProcessFlares->SetInput(ePId_Input1, FRenderingCompositeOutputRef(PostProcessLensBlur));
|
|
}
|
|
else
|
|
{
|
|
// fast: no blurring or blurring shared from bloom
|
|
PostProcessFlares->SetInput(ePId_Input1, LensFlareInput);
|
|
}
|
|
|
|
BloomOutput = FRenderingCompositeOutputRef(PostProcessFlares);
|
|
}
|
|
|
|
return BloomOutput;
|
|
}
|
|
|
|
static void AddTemporalAA( FPostprocessContext& Context, FRenderingCompositeOutputRef& VelocityInput )
|
|
{
|
|
check(VelocityInput.IsValid());
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
|
|
FRenderingCompositePass* HistoryInput;
|
|
if( ViewState && ViewState->TemporalAAHistoryRT && !Context.View.bCameraCut )
|
|
{
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( ViewState->TemporalAAHistoryRT ) );
|
|
}
|
|
else
|
|
{
|
|
// No history so use current as history
|
|
HistoryInput = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessInput( FSceneRenderTargets::Get_Todo_PassContext().GetSceneColor() ) );
|
|
}
|
|
|
|
FRenderingCompositePass* TemporalAAPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessTemporalAA );
|
|
TemporalAAPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
TemporalAAPass->SetInput( ePId_Input1, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
TemporalAAPass->SetInput( ePId_Input2, FRenderingCompositeOutputRef( HistoryInput ) );
|
|
TemporalAAPass->SetInput( ePId_Input3, VelocityInput );
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( TemporalAAPass );
|
|
}
|
|
|
|
FPostProcessMaterialNode* IteratePostProcessMaterialNodes(const FFinalPostProcessSettings& Dest, EBlendableLocation InLocation, FBlendableEntry*& Iterator)
|
|
{
|
|
for(;;)
|
|
{
|
|
FPostProcessMaterialNode* DataPtr = Dest.BlendableManager.IterateBlendables<FPostProcessMaterialNode>(Iterator);
|
|
|
|
if(!DataPtr || DataPtr->GetLocation() == InLocation)
|
|
{
|
|
return DataPtr;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static FRenderingCompositePass* AddSinglePostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
|
|
{
|
|
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode PPNode;
|
|
|
|
while(FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator))
|
|
{
|
|
check(Data->GetMaterialInterface());
|
|
|
|
if(PPNode.IsValid())
|
|
{
|
|
FPostProcessMaterialNode::FCompare Dummy;
|
|
|
|
// take the one with the highest priority
|
|
if(!Dummy.operator()(PPNode, *Data))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
PPNode = *Data;
|
|
}
|
|
|
|
if(UMaterialInterface* MaterialInterface = PPNode.GetMaterialInterface())
|
|
{
|
|
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
|
|
|
|
check(Proxy);
|
|
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
|
|
check(Material);
|
|
|
|
if(Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface, Context.View.GetFeatureLevel()));
|
|
|
|
return Node;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// simplied version of AddPostProcessMaterial(), side effect free
|
|
static bool HasPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation)
|
|
{
|
|
if(!Context.View.Family->EngineShowFlags.PostProcessing || !Context.View.Family->EngineShowFlags.PostProcessMaterial)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
|
|
{
|
|
// Apply requested material to the full screen
|
|
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
|
|
|
|
if(Material && Material->BlendableLocation == InLocation)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
|
|
|
|
if(Data)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void AddPostProcessMaterial(FPostprocessContext& Context, EBlendableLocation InLocation, FRenderingCompositeOutputRef SeparateTranslucency, FRenderingCompositeOutputRef PostTonemapHDRColor = FRenderingCompositeOutputRef())
|
|
{
|
|
if( !Context.View.Family->EngineShowFlags.PostProcessing ||
|
|
!Context.View.Family->EngineShowFlags.PostProcessMaterial ||
|
|
Context.View.Family->EngineShowFlags.VisualizeShadingModels) // we should add more
|
|
{
|
|
return;
|
|
}
|
|
|
|
// hard coded - this should be a reasonable limit
|
|
const uint32 MAX_PPMATERIALNODES = 10;
|
|
FBlendableEntry* Iterator = 0;
|
|
FPostProcessMaterialNode PPNodes[MAX_PPMATERIALNODES];
|
|
uint32 PPNodeCount = 0;
|
|
bool bVisualizingBuffer = false;
|
|
|
|
if(Context.View.Family->EngineShowFlags.VisualizeBuffer)
|
|
{
|
|
// Apply requested material to the full screen
|
|
UMaterial* Material = GetBufferVisualizationData().GetMaterial(Context.View.CurrentBufferVisualizationMode);
|
|
|
|
if(Material && Material->BlendableLocation == InLocation)
|
|
{
|
|
PPNodes[0] = FPostProcessMaterialNode(Material, InLocation, Material->BlendablePriority);
|
|
++PPNodeCount;
|
|
bVisualizingBuffer = true;
|
|
}
|
|
}
|
|
for(;PPNodeCount < MAX_PPMATERIALNODES; ++PPNodeCount)
|
|
{
|
|
FPostProcessMaterialNode* Data = IteratePostProcessMaterialNodes(Context.View.FinalPostProcessSettings, InLocation, Iterator);
|
|
|
|
if(!Data)
|
|
{
|
|
break;
|
|
}
|
|
|
|
check(Data->GetMaterialInterface());
|
|
|
|
PPNodes[PPNodeCount] = *Data;
|
|
}
|
|
|
|
::Sort(PPNodes, PPNodeCount, FPostProcessMaterialNode::FCompare());
|
|
|
|
ERHIFeatureLevel::Type FeatureLevel = Context.View.GetFeatureLevel();
|
|
|
|
for(uint32 i = 0; i < PPNodeCount; ++i)
|
|
{
|
|
UMaterialInterface* MaterialInterface = PPNodes[i].GetMaterialInterface();
|
|
|
|
FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);
|
|
|
|
check(Proxy);
|
|
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
|
|
check(Material);
|
|
|
|
if(Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(MaterialInterface,FeatureLevel));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
// We are binding separate translucency here because the post process SceneTexture node can reference
|
|
// the separate translucency buffers through ePId_Input1.
|
|
// TODO: Check if material actually uses this texture and only bind if needed.
|
|
Node->SetInput(ePId_Input1, SeparateTranslucency);
|
|
|
|
// This input is only needed for visualization and frame dumping
|
|
if (bVisualizingBuffer)
|
|
{
|
|
Node->SetInput(ePId_Input2, PostTonemapHDRColor);
|
|
}
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
static void AddHighResScreenshotMask(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput)
|
|
{
|
|
if (Context.View.Family->EngineShowFlags.HighResScreenshotMask != 0)
|
|
{
|
|
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial);
|
|
|
|
FRenderingCompositeOutputRef Input = Context.FinalOutput;
|
|
|
|
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaterial, Context.View.GetFeatureLevel()));
|
|
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
|
|
|
|
if (GIsHighResScreenshot)
|
|
{
|
|
check(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial);
|
|
|
|
FRenderingCompositePass* MaskPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Context.View.FinalPostProcessSettings.HighResScreenshotMaskMaterial, Context.View.GetFeatureLevel()));
|
|
MaskPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Input));
|
|
CompositePass->AddDependency(MaskPass);
|
|
|
|
FString BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
|
|
MaskPass->SetOutputColorArray(ePId_Output0, FScreenshotRequest::GetHighresScreenshotMaskColorArray());
|
|
}
|
|
}
|
|
|
|
// Draw the capture region if a material was supplied
|
|
if (Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial)
|
|
{
|
|
auto Material = Context.View.FinalPostProcessSettings.HighResScreenshotCaptureRegionMaterial;
|
|
|
|
FRenderingCompositePass* CaptureRegionVisualizationPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(Material, Context.View.GetFeatureLevel()));
|
|
CaptureRegionVisualizationPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CaptureRegionVisualizationPass);
|
|
|
|
auto Proxy = Material->GetRenderProxy(false);
|
|
const FMaterial* RendererMaterial = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
if (RendererMaterial->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void AddGBufferVisualizationOverview(FPostprocessContext& Context, FRenderingCompositeOutputRef& SeparateTranslucencyInput, FRenderingCompositeOutputRef& PostTonemapHDRColorInput)
|
|
{
|
|
static const auto CVarDumpFrames = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFrames"));
|
|
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
|
|
|
|
bool bVisualizationEnabled = Context.View.Family->EngineShowFlags.VisualizeBuffer;
|
|
bool bOverviewModeEnabled = bVisualizationEnabled && (Context.View.CurrentBufferVisualizationMode == NAME_None);
|
|
bool bHighResBufferVisualizationDumpRequried = GIsHighResScreenshot && GetHighResScreenshotConfig().bDumpBufferVisualizationTargets;
|
|
bool bDumpFrames = Context.View.FinalPostProcessSettings.bBufferVisualizationDumpRequired && (CVarDumpFrames->GetValueOnRenderThread() || bHighResBufferVisualizationDumpRequried);
|
|
bool bCaptureAsHDR = CVarDumpFramesAsHDR->GetValueOnRenderThread() || GetHighResScreenshotConfig().bCaptureHDR;
|
|
FString BaseFilename;
|
|
|
|
if (bDumpFrames)
|
|
{
|
|
BaseFilename = FString(Context.View.FinalPostProcessSettings.BufferVisualizationDumpBaseFilename);
|
|
}
|
|
|
|
if (bDumpFrames || bVisualizationEnabled)
|
|
{
|
|
FRenderingCompositeOutputRef IncomingStage = Context.FinalOutput;
|
|
|
|
if (bDumpFrames || bOverviewModeEnabled)
|
|
{
|
|
FRenderingCompositePass* CompositePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeBuffer());
|
|
CompositePass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(CompositePass);
|
|
EPixelFormat OutputFormat = bCaptureAsHDR ? PF_FloatRGBA : PF_Unknown;
|
|
|
|
// Loop over materials, creating stages for generation and downsampling of the tiles.
|
|
for (TArray<UMaterialInterface*>::TConstIterator It = Context.View.FinalPostProcessSettings.BufferVisualizationOverviewMaterials.CreateConstIterator(); It; ++It)
|
|
{
|
|
auto MaterialInterface = *It;
|
|
if (MaterialInterface)
|
|
{
|
|
// Apply requested material
|
|
FRenderingCompositePass* MaterialPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessMaterial(*It, Context.View.GetFeatureLevel(), OutputFormat));
|
|
MaterialPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(IncomingStage));
|
|
MaterialPass->SetInput(ePId_Input1, FRenderingCompositeOutputRef(SeparateTranslucencyInput));
|
|
MaterialPass->SetInput(ePId_Input2, FRenderingCompositeOutputRef(PostTonemapHDRColorInput));
|
|
|
|
auto Proxy = MaterialInterface->GetRenderProxy(false);
|
|
const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
|
|
if (Material->NeedsGBuffer())
|
|
{
|
|
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
|
|
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(Context.RHICmdList, 1);
|
|
}
|
|
|
|
if (BaseFilename.Len())
|
|
{
|
|
// First off, allow the user to specify the pass as a format arg (using {material})
|
|
TMap<FString, FStringFormatArg> FormatMappings;
|
|
FormatMappings.Add(TEXT("material"), (*It)->GetName());
|
|
|
|
FString MaterialFilename = FString::Format(*BaseFilename, FormatMappings);
|
|
|
|
// If the format made no change to the string, we add the name of the material to ensure uniqueness
|
|
if (MaterialFilename == BaseFilename)
|
|
{
|
|
MaterialFilename = BaseFilename + TEXT("_") + (*It)->GetName();
|
|
}
|
|
|
|
MaterialFilename.Append(TEXT(".png"));
|
|
MaterialPass->SetOutputDumpFilename(ePId_Output0, *MaterialFilename);
|
|
}
|
|
|
|
// If the overview mode is activated, downsample the material pass to quarter size
|
|
if (bOverviewModeEnabled)
|
|
{
|
|
// Down-sample to 1/2 size
|
|
FRenderingCompositePass* HalfSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialHalfSize")));
|
|
HalfSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(MaterialPass));
|
|
|
|
// Down-sample to 1/4 size
|
|
FRenderingCompositePass* QuarterSize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_Unknown, 0, TEXT("MaterialQuarterSize")));
|
|
QuarterSize->SetInput(ePId_Input0, FRenderingCompositeOutputRef(HalfSize));
|
|
|
|
// Mark the quarter size target as the dependency for the composite pass
|
|
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(QuarterSize), (*It)->GetName());
|
|
}
|
|
else
|
|
{
|
|
// We are just dumping the frames, so the material pass is the dependency of the composite
|
|
CompositePass->AddDependency(MaterialPass);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bOverviewModeEnabled)
|
|
{
|
|
((FRCPassPostProcessVisualizeBuffer*)CompositePass)->AddVisualizationBuffer(FRenderingCompositeOutputRef(), FString());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// could be moved into the graph
|
|
// allows for Framebuffer blending optimization with the composition graph
|
|
void OverrideRenderTarget(FRenderingCompositeOutputRef It, TRefCountPtr<IPooledRenderTarget>& RT, FPooledRenderTargetDesc& Desc)
|
|
{
|
|
for(;;)
|
|
{
|
|
It.GetOutput()->PooledRenderTarget = RT;
|
|
It.GetOutput()->RenderTargetDesc = Desc;
|
|
|
|
if(!It.GetPass()->FrameBufferBlendingWithInput0())
|
|
{
|
|
break;
|
|
}
|
|
|
|
It = *It.GetPass()->GetInput(ePId_Input0);
|
|
}
|
|
}
|
|
|
|
bool FPostProcessing::AllowFullPostProcessing(const FViewInfo& View, ERHIFeatureLevel::Type FeatureLevel)
|
|
{
|
|
return View.Family->EngineShowFlags.PostProcessing
|
|
&& FeatureLevel >= ERHIFeatureLevel::SM4
|
|
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldAO
|
|
&& !View.Family->EngineShowFlags.VisualizeDistanceFieldGI
|
|
&& !View.Family->EngineShowFlags.VisualizeShadingModels
|
|
&& !View.Family->EngineShowFlags.VisualizeMeshDistanceFields;
|
|
}
|
|
|
|
void FPostProcessing::Process(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER( STAT_PostProcessing_Process );
|
|
|
|
check(IsInRenderingThread());
|
|
|
|
const auto FeatureLevel = View.GetFeatureLevel();
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("PostProcessing"));
|
|
|
|
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
|
|
// describes what state a pass can expect and to what state it need to be set back.
|
|
|
|
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
|
|
// view settings. Those are copies for the RT then never get access by the main thread again.
|
|
// Pointers to other structures might be unsafe to touch.
|
|
|
|
|
|
// so that the passes can register themselves to the graph
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
|
|
// not always valid
|
|
FRenderingCompositeOutputRef HDRColor;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef HistogramOverScreen;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef Histogram;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef PostTonemapHDRColor;
|
|
|
|
class FAutoExposure
|
|
{
|
|
public:
|
|
FAutoExposure(const FViewInfo& InView) :
|
|
MethodId(GetAutoExposureMethod(InView))
|
|
{}
|
|
// distinguish between Basic and Histogram-based
|
|
EAutoExposureMethod MethodId;
|
|
// not always valid
|
|
FRenderingCompositeOutputRef EyeAdaptation;
|
|
} AutoExposure(View);
|
|
|
|
// not always valid
|
|
FRenderingCompositeOutputRef SeparateTranslucency;
|
|
// optional
|
|
FRenderingCompositeOutputRef BloomOutputCombined;
|
|
// not always valid
|
|
FRenderingCompositePass* VelocityFlattenPass = 0;
|
|
// in the following code some feature might set this to false
|
|
bool bAllowTonemapper = FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
//
|
|
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
|
|
//
|
|
FRCPassPostProcessUpscale::PaniniParams PaniniConfig(View);
|
|
//
|
|
EStereoscopicPass StereoPass = View.StereoPass;
|
|
//
|
|
FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;
|
|
//
|
|
bool bDoScreenPercentage;
|
|
{
|
|
//
|
|
bool bHMDWantsUpscale = bStereoRenderingAndHMD && GEngine->HMDDevice->NeedsUpscalePostProcessPass();
|
|
// Do not use upscale if SeparateRenderTarget is in use! (stereo rendering wants to control this)
|
|
bool bAllowScreenPercentage = bHMDWantsUpscale || !View.Family->EngineShowFlags.StereoRendering || (!View.Family->EngineShowFlags.HMDDistortion && !View.Family->bUseSeparateRenderTarget);
|
|
// is Upscale from a lower resolution needed and allowed
|
|
bDoScreenPercentage = bAllowScreenPercentage && (View.UnscaledViewRect != View.ViewRect);
|
|
}
|
|
|
|
{
|
|
if (FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT)
|
|
{
|
|
FRenderingCompositePass* NodeSeparateTranslucency = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT));
|
|
SeparateTranslucency = FRenderingCompositeOutputRef(NodeSeparateTranslucency);
|
|
|
|
// make sure we only release if this is the last view we're rendering
|
|
int32 LastView = View.Family->Views.Num() - 1;
|
|
if (View.Family->Views[LastView] == &View)
|
|
{
|
|
// the node keeps another reference so the RT will not be release too early
|
|
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucency();
|
|
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bVisualizeHDR = View.Family->EngineShowFlags.VisualizeHDR && FeatureLevel >= ERHIFeatureLevel::SM5;
|
|
bool bVisualizeBloom = View.Family->EngineShowFlags.VisualizeBloom && FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
bool bVisualizeMotionBlur = View.Family->EngineShowFlags.VisualizeMotionBlur && FeatureLevel >= ERHIFeatureLevel::SM4;
|
|
|
|
if(bVisualizeHDR || bVisualizeBloom || bVisualizeMotionBlur)
|
|
{
|
|
bAllowTonemapper = false;
|
|
}
|
|
|
|
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
|
|
const bool bHDRTonemapperOutput = bAllowTonemapper && (GetHighResScreenshotConfig().bCaptureHDR || CVarDumpFramesAsHDR->GetValueOnRenderThread());
|
|
|
|
FRCPassPostProcessTonemap* Tonemapper = 0;
|
|
|
|
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
|
|
|
|
if (AllowFullPostProcessing(View, FeatureLevel))
|
|
{
|
|
FRenderingCompositeOutputRef VelocityInput;
|
|
if(VelocityRT)
|
|
{
|
|
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_BeforeTranslucency, SeparateTranslucency);
|
|
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
|
|
check(CVar)
|
|
bool bDepthOfField = View.Family->EngineShowFlags.DepthOfField && CVar->GetValueOnRenderThread() > 0;
|
|
|
|
FDepthOfFieldStats DepthOfFieldStat;
|
|
|
|
bool bSepTransWasApplied = false;
|
|
|
|
if(bDepthOfField && View.FinalPostProcessSettings.DepthOfFieldMethod != DOFM_BokehDOF)
|
|
{
|
|
bool bCircleDOF = View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF;
|
|
if(!bCircleDOF)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, VelocityInput, SeparateTranslucency);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
bSepTransWasApplied = AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, SeparateTranslucency);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, VelocityInput);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddPostProcessDepthOfFieldCircle(Context, DepthOfFieldStat, NoVelocityRef);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bBokehDOF = bDepthOfField
|
|
&& View.FinalPostProcessSettings.DepthOfFieldScale > 0
|
|
&& View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_BokehDOF
|
|
&& !Context.View.Family->EngineShowFlags.VisualizeDOF;
|
|
|
|
if(bBokehDOF)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, VelocityInput);
|
|
}
|
|
else
|
|
{
|
|
// todo: black/white default is a compositing graph feature, no need to hook up a node
|
|
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddPostProcessDepthOfFieldBokeh(Context, SeparateTranslucency, NoVelocityRef);
|
|
}
|
|
bSepTransWasApplied = true;
|
|
}
|
|
|
|
if(SeparateTranslucency.IsValid() && !bSepTransWasApplied)
|
|
{
|
|
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_BeforeTonemapping, SeparateTranslucency);
|
|
|
|
EAntiAliasingMethod AntiAliasingMethod = Context.View.FinalPostProcessSettings.AntiAliasingMethod;
|
|
|
|
if( AntiAliasingMethod == AAM_TemporalAA && ViewState)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddTemporalAA( Context, VelocityInput );
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddTemporalAA( Context, NoVelocityRef );
|
|
}
|
|
}
|
|
|
|
if(IsMotionBlurEnabled(View) && VelocityInput.IsValid() && !bVisualizeMotionBlur)
|
|
{
|
|
// Motion blur
|
|
|
|
FRenderingCompositeOutputRef MaxTileVelocity;
|
|
|
|
{
|
|
check(!VelocityFlattenPass);
|
|
VelocityFlattenPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityFlatten() );
|
|
VelocityFlattenPass->SetInput( ePId_Input0, VelocityInput );
|
|
VelocityFlattenPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
|
|
VelocityInput = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output0 );
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityFlattenPass, ePId_Output1 );
|
|
}
|
|
|
|
const float SizeX = View.ViewRect.Width();
|
|
|
|
// 0:no 1:full screen width, percent conversion
|
|
float MaxVelocity = View.FinalPostProcessSettings.MotionBlurMax / 100.0f;
|
|
float MaxVelocityTiles = MaxVelocity * SizeX * (0.5f / 16.0f);
|
|
float MaxTileDistGathered = 3.0f;
|
|
if( MaxVelocityTiles > MaxTileDistGathered || CVarMotionBlurScatter.GetValueOnRenderThread() || (ViewState && ViewState->bSequencerIsPaused) )
|
|
{
|
|
FRenderingCompositePass* VelocityScatterPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityScatter() );
|
|
VelocityScatterPass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityScatterPass );
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* VelocityGatherPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessVelocityGather() );
|
|
VelocityGatherPass->SetInput( ePId_Input0, MaxTileVelocity );
|
|
|
|
MaxTileVelocity = FRenderingCompositeOutputRef( VelocityGatherPass );
|
|
}
|
|
|
|
bool bTwoPass = CVarMotionBlurSeparable.GetValueOnRenderThread() != 0;
|
|
{
|
|
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), bTwoPass ? 0 : -1 ) );
|
|
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
|
|
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
|
|
}
|
|
|
|
if( bTwoPass )
|
|
{
|
|
FRenderingCompositePass* MotionBlurPass = Context.Graph.RegisterPass( new(FMemStack::Get()) FRCPassPostProcessMotionBlur( GetMotionBlurQualityFromCVar(), 1 ) );
|
|
MotionBlurPass->SetInput( ePId_Input0, Context.FinalOutput );
|
|
MotionBlurPass->SetInput( ePId_Input1, Context.SceneDepth );
|
|
MotionBlurPass->SetInput( ePId_Input2, VelocityInput );
|
|
MotionBlurPass->SetInput( ePId_Input3, MaxTileVelocity );
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef( MotionBlurPass );
|
|
}
|
|
}
|
|
|
|
if(VelocityInput.IsValid() && bVisualizeMotionBlur)
|
|
{
|
|
auto VisualizePass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeMotionBlur());
|
|
VisualizePass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
VisualizePass->SetInput(ePId_Input1, Context.SceneDepth);
|
|
VisualizePass->SetInput(ePId_Input2, VelocityInput);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizePass);
|
|
}
|
|
|
|
if(bVisualizeBloom)
|
|
{
|
|
AddVisualizeBloomSetup(Context);
|
|
}
|
|
|
|
// down sample Scene color from full to half res
|
|
FRenderingCompositeOutputRef SceneColorHalfRes;
|
|
{
|
|
int32 DownsampleQuality = FMath::Clamp(CDownsampleQuality.GetValueOnRenderThread(), 0, 1);
|
|
|
|
// doesn't have to be as high quality as the Scene color
|
|
FRenderingCompositePass* HalfResPass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDownsample(PF_FloatRGB, DownsampleQuality, TEXT("SceneColorHalfRes")));
|
|
HalfResPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
SceneColorHalfRes = FRenderingCompositeOutputRef(HalfResPass);
|
|
}
|
|
|
|
{
|
|
bool bHistogramNeeded = false;
|
|
|
|
if (View.Family->EngineShowFlags.EyeAdaptation && (AutoExposure.MethodId == EAutoExposureMethod::AEM_Histogram)
|
|
&& View.FinalPostProcessSettings.AutoExposureMinBrightness < View.FinalPostProcessSettings.AutoExposureMaxBrightness
|
|
&& !View.bIsSceneCapture // Eye adaption is not available for scene captures.
|
|
&& !bVisualizeBloom)
|
|
{
|
|
bHistogramNeeded = true;
|
|
}
|
|
|
|
if(!bAllowTonemapper)
|
|
{
|
|
bHistogramNeeded = false;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
bHistogramNeeded = true;
|
|
}
|
|
|
|
if (!GIsHighResScreenshot && bHistogramNeeded && FeatureLevel >= ERHIFeatureLevel::SM5 && StereoPass != eSSP_RIGHT_EYE)
|
|
{
|
|
FRenderingCompositePass* NodeHistogram = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogram());
|
|
|
|
NodeHistogram->SetInput(ePId_Input0, SceneColorHalfRes);
|
|
|
|
HistogramOverScreen = FRenderingCompositeOutputRef(NodeHistogram);
|
|
|
|
FRenderingCompositePass* NodeHistogramReduce = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessHistogramReduce());
|
|
|
|
NodeHistogramReduce->SetInput(ePId_Input0, NodeHistogram);
|
|
|
|
Histogram = FRenderingCompositeOutputRef(NodeHistogramReduce);
|
|
}
|
|
}
|
|
|
|
// Compute DownSamples passes used by bloom, tint and eye-adaptation if possible.
|
|
FBloomDownSampleArray::Ptr BloomAndEyeDownSamplesPtr;
|
|
if (View.FinalPostProcessSettings.BloomIntensity > 0.f) // do bloom
|
|
{
|
|
// No Threshold: We can share with Eye-Adaptation.
|
|
if (Context.View.FinalPostProcessSettings.BloomThreshold <= -1 && Context.View.Family->Views.Num() == 1)
|
|
{
|
|
if (!GIsHighResScreenshot && View.State &&
|
|
(StereoPass != eSSP_RIGHT_EYE) &&
|
|
(AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic))
|
|
{
|
|
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
|
|
}
|
|
}
|
|
}
|
|
|
|
// some views don't have a state (thumbnail rendering)
|
|
if(!GIsHighResScreenshot && View.State && (StereoPass != eSSP_RIGHT_EYE))
|
|
{
|
|
|
|
const bool bUseBasicEyeAdaptation = (AutoExposure.MethodId == EAutoExposureMethod::AEM_Basic);
|
|
|
|
if (bUseBasicEyeAdaptation) // log average ps reduction ( non histogram )
|
|
{
|
|
|
|
if (!BloomAndEyeDownSamplesPtr.IsValid())
|
|
{
|
|
// need downsamples for eye-adaptation.
|
|
FBloomDownSampleArray::Ptr EyeDownSamplesPtr = CreateDownSampleArray(Context, SceneColorHalfRes, true /*bGenerateLog2Alpha*/);
|
|
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *EyeDownSamplesPtr);
|
|
}
|
|
else
|
|
{
|
|
// Use the alpha channel in the last downsample (smallest) to compute eye adaptations values.
|
|
AutoExposure.EyeAdaptation = AddPostProcessBasicEyeAdaptation(View, *BloomAndEyeDownSamplesPtr);
|
|
}
|
|
}
|
|
else // Use histogram version version
|
|
{
|
|
// we always add eye adaptation, if the engine show flag is disabled we set the ExposureScale in the texture to a fixed value
|
|
AutoExposure.EyeAdaptation = AddPostProcessHistogramEyeAdaptation(Context, Histogram);
|
|
}
|
|
}
|
|
|
|
if(View.FinalPostProcessSettings.BloomIntensity > 0.0f)
|
|
{
|
|
if (CVarUseMobileBloom.GetValueOnRenderThread() == 0)
|
|
{
|
|
if (!BloomAndEyeDownSamplesPtr.IsValid())
|
|
{
|
|
FRenderingCompositeOutputRef HalfResBloomThreshold = RenderHalfResBloomThreshold(Context, SceneColorHalfRes, AutoExposure.EyeAdaptation);
|
|
BloomAndEyeDownSamplesPtr = CreateDownSampleArray(Context, HalfResBloomThreshold, false /*bGenerateLog2Alpha*/);
|
|
}
|
|
BloomOutputCombined = AddBloom(*BloomAndEyeDownSamplesPtr, bVisualizeBloom);
|
|
}
|
|
else
|
|
{
|
|
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
|
|
|
|
// Bloom.
|
|
FRenderingCompositeOutputRef PostProcessDownsample2;
|
|
FRenderingCompositeOutputRef PostProcessDownsample3;
|
|
FRenderingCompositeOutputRef PostProcessDownsample4;
|
|
FRenderingCompositeOutputRef PostProcessDownsample5;
|
|
FRenderingCompositeOutputRef PostProcessUpsample4;
|
|
FRenderingCompositeOutputRef PostProcessUpsample3;
|
|
FRenderingCompositeOutputRef PostProcessUpsample2;
|
|
FRenderingCompositeOutputRef PostProcessSunMerge;
|
|
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
|
|
Pass->SetInput(ePId_Input0, SceneColorHalfRes);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
float UpScale = 0.66f * 2.0f;
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
|
|
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
TintB *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
|
|
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
|
|
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
|
|
TintA *= 0.5;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
|
|
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input1, SceneColorHalfRes);
|
|
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutputCombined = PostProcessSunMerge;
|
|
}
|
|
}
|
|
}
|
|
|
|
HDRColor = Context.FinalOutput;
|
|
|
|
if(bAllowTonemapper)
|
|
{
|
|
auto Node = AddSinglePostProcessMaterial(Context, BL_ReplacingTonemapper);
|
|
|
|
if(Node)
|
|
{
|
|
// a custom tonemapper is provided
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
|
|
// We are binding separate translucency here because the post process SceneTexture node can reference
|
|
// the separate translucency buffers through ePId_Input1.
|
|
// TODO: Check if material actually uses this texture and only bind if needed.
|
|
Node->SetInput(ePId_Input1, SeparateTranslucency);
|
|
Node->SetInput(ePId_Input2, BloomOutputCombined);
|
|
Context.FinalOutput = Node;
|
|
}
|
|
else
|
|
{
|
|
Tonemapper = AddTonemapper(Context, BloomOutputCombined, AutoExposure.EyeAdaptation, AutoExposure.MethodId, false, bHDRTonemapperOutput);
|
|
}
|
|
|
|
PostTonemapHDRColor = Context.FinalOutput;
|
|
|
|
// Add a pass-through as tonemapper will be forced LDR if final pass in chain
|
|
if (bHDRTonemapperOutput)
|
|
{
|
|
FRenderingCompositePass* PassthroughNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(nullptr));
|
|
PassthroughNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PassthroughNode);
|
|
}
|
|
}
|
|
|
|
if(AntiAliasingMethod == AAM_FXAA)
|
|
{
|
|
AddPostProcessAA(Context);
|
|
}
|
|
|
|
if(bDepthOfField && Context.View.Family->EngineShowFlags.VisualizeDOF)
|
|
{
|
|
FRenderingCompositePass* VisualizeNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeDOF(DepthOfFieldStat));
|
|
VisualizeNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(VisualizeNode);
|
|
bAllowTonemapper = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
check(!FSceneRenderTargets::Get(RHICmdList).SeparateTranslucencyRT);
|
|
|
|
if (SeparateTranslucency.IsValid())
|
|
{
|
|
// separate translucency is done here or in AddPostProcessDepthOfFieldBokeh()
|
|
FRenderingCompositePass* NodeRecombined = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBokehDOFRecombine());
|
|
NodeRecombined->SetInput(ePId_Input0, Context.FinalOutput);
|
|
NodeRecombined->SetInput(ePId_Input2, SeparateTranslucency);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(NodeRecombined);
|
|
}
|
|
|
|
// Shader complexity does not actually output a color
|
|
if (!View.Family->EngineShowFlags.ShaderComplexity)
|
|
{
|
|
AddGammaOnlyTonemapper(Context);
|
|
}
|
|
}
|
|
|
|
bool bResultsUpsampled = false;
|
|
if(View.Family->EngineShowFlags.StationaryLightOverlap)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->StationaryLightOverlapColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
|
|
if(DebugViewShaderMode == DVSM_QuadComplexity)
|
|
{
|
|
float ComplexityScale = 1.f / (float)(GEngine->QuadComplexityColors.Num() - 1) / NormalizedQuadComplexityValue; // .1f comes from the values used in LightAccumulator_GetResult
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, ComplexityScale, true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeLightCulling)
|
|
{
|
|
float ComplexityScale = 1.f / (float)(GEngine->LightComplexityColors.Num() - 1) / .1f; // .1f comes from the values used in LightAccumulator_GetResult
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->LightComplexityColors, FVisualizeComplexityApplyPS::CS_LINEAR, ComplexityScale, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.VisualizeLPV && !View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeLPV());
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
bResultsUpsampled = true;
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
// Show the selection outline if it is in the editor and we aren't in wireframe
|
|
// If the engine is in demo mode and game view is on we also do not show the selection outline
|
|
if ( GIsEditor
|
|
&& View.Family->EngineShowFlags.SelectionOutline
|
|
&& !(View.Family->EngineShowFlags.Wireframe)
|
|
&& ( !GIsDemoMode || ( GIsDemoMode && !View.Family->EngineShowFlags.Game ) )
|
|
&& !bVisualizeBloom
|
|
&& !View.Family->EngineShowFlags.VisualizeHDR)
|
|
{
|
|
// Selection outline is after bloom, but before AA
|
|
AddSelectionOutline(Context);
|
|
}
|
|
|
|
// Composite editor primitives if we had any to draw and compositing is enabled
|
|
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) && !bVisualizeBloom)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(true));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif
|
|
if(View.Family->EngineShowFlags.VisualizeShadingModels && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeShadingModels(RHICmdList));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if (View.Family->EngineShowFlags.GBufferHints && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessGBufferHints(RHICmdList));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
// Ideally without lighting as we want the emissive, we should do that later.
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.SceneColor));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
AddPostProcessMaterial(Context, BL_AfterTonemapping, SeparateTranslucency, PostTonemapHDRColor);
|
|
|
|
#if WITH_EDITOR
|
|
//Inspect the Final color, GBuffer and HDR
|
|
//No more postprocess Final color should be the real one
|
|
//The HDR was save before the tonemapping
|
|
//GBuffer should not be change during post process
|
|
if (View.bUsePixelInspector && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBufferInspector(RHICmdList));
|
|
Node->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Node->SetInput(ePId_Input1, HDRColor);
|
|
Node->SetInput(ePId_Input2, Context.SceneColor);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
#endif //WITH_EDITOR
|
|
|
|
if(bVisualizeBloom)
|
|
{
|
|
AddVisualizeBloomOverlay(Context, HDRColor, BloomOutputCombined);
|
|
}
|
|
|
|
if (View.Family->EngineShowFlags.VisualizeSSS)
|
|
{
|
|
// the setup pass also does visualization, based on EngineShowFlags.VisualizeSSS
|
|
FRenderingCompositePass* PassVisualize = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSubsurfaceVisualize(RHICmdList));
|
|
PassVisualize->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PassVisualize);
|
|
}
|
|
|
|
AddGBufferVisualizationOverview(Context, SeparateTranslucency, PostTonemapHDRColor);
|
|
|
|
if (bStereoRenderingAndHMD)
|
|
{
|
|
FRenderingCompositePass* Node = NULL;
|
|
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
|
|
if(DeviceType == EHMDDeviceType::DT_OculusRift)
|
|
{
|
|
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
|
|
}
|
|
else if(DeviceType == EHMDDeviceType::DT_Morpheus)
|
|
{
|
|
|
|
#if MORPHEUS_ENGINE_DISTORTION
|
|
FRCPassPostProcessMorpheus* MorpheusPass = new FRCPassPostProcessMorpheus();
|
|
MorpheusPass->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node = Context.Graph.RegisterPass(MorpheusPass);
|
|
#endif
|
|
}
|
|
|
|
if(Node)
|
|
{
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
if(bVisualizeHDR)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeHDR());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Node->SetInput(ePId_Input1, Histogram);
|
|
Node->SetInput(ePId_Input2, HDRColor);
|
|
Node->SetInput(ePId_Input3, HistogramOverScreen);
|
|
Node->AddDependency(AutoExposure.EyeAdaptation);
|
|
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if(View.Family->EngineShowFlags.TestImage && FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTestImage());
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
AddHighResScreenshotMask(Context, SeparateTranslucency);
|
|
|
|
if(bDoScreenPercentage && !bResultsUpsampled)
|
|
{
|
|
// Check if we can save the Upscale pass and do it in the Tonemapper to save performance
|
|
if(Tonemapper && !PaniniConfig.IsEnabled() && !Tonemapper->bDoGammaOnly)
|
|
{
|
|
if (Context.FinalOutput.GetPass() == Tonemapper)
|
|
{
|
|
const int32 TonemapperMergeMode = CVarTonemapperMergeMode.GetValueOnRenderThread();
|
|
bool bCombineTonemapperAndUpsample = false;
|
|
|
|
if (TonemapperMergeMode == 1)
|
|
{
|
|
bCombineTonemapperAndUpsample = true;
|
|
}
|
|
else if (TonemapperMergeMode == 2)
|
|
{
|
|
const float TonemapperMergeThreshold = CVarTonemapperMergeThreshold.GetValueOnRenderThread();
|
|
const float AreaRatio = View.ViewRect.Area() / (float)View.UnscaledViewRect.Area();
|
|
bCombineTonemapperAndUpsample = AreaRatio > TonemapperMergeThreshold;
|
|
}
|
|
|
|
if (bCombineTonemapperAndUpsample)
|
|
{
|
|
Tonemapper->bDoScreenPercentageInTonemapper = true;
|
|
// the following pass is no longer needed
|
|
bDoScreenPercentage = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PaniniConfig.IsEnabled() || bDoScreenPercentage)
|
|
{
|
|
int32 UpscaleQuality = CVarUpscaleQuality.GetValueOnRenderThread();
|
|
UpscaleQuality = FMath::Clamp(UpscaleQuality, 0, 3);
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(UpscaleQuality, PaniniConfig));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
|
|
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
// After the graph is built but before the graph is processed.
|
|
// If a postprocess material is using a GBuffer it adds the refcount int FRCPassPostProcessMaterial::Process()
|
|
// and when it gets processed it removes the refcount
|
|
// We only release the GBuffers after the last view was processed (SplitScreen)
|
|
if(View.Family->Views[View.Family->Views.Num() - 1] == &View)
|
|
{
|
|
// Generally we no longer need the GBuffers, anyone that wants to keep the GBuffers for longer should have called AdjustGBufferRefCount(1) to keep it for longer
|
|
// and call AdjustGBufferRefCount(-1) once it's consumed. This needs to happen each frame. PostProcessMaterial do that automatically
|
|
FSceneRenderTargets::Get_Todo_PassContext().AdjustGBufferRefCount(RHICmdList, -1);
|
|
}
|
|
|
|
// The graph setup should be finished before this line ----------------------------------------
|
|
{
|
|
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
|
|
TRefCountPtr<IPooledRenderTarget> Temp;
|
|
FSceneRenderTargetItem Item;
|
|
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
|
|
FPooledRenderTargetDesc Desc;
|
|
|
|
// Texture could be bigger than viewport
|
|
if (View.Family->RenderTarget->GetRenderTargetTexture())
|
|
{
|
|
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
|
|
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
|
|
}
|
|
else
|
|
{
|
|
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
|
|
}
|
|
// todo: this should come from View.Family->RenderTarget
|
|
Desc.Format = PF_B8G8R8A8;
|
|
Desc.NumMips = 1;
|
|
Desc.DebugName = TEXT("FinalPostProcessColor");
|
|
|
|
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
|
|
|
|
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
|
|
|
|
// execute the graph/DAG
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessing"));
|
|
}
|
|
}
|
|
|
|
GRenderTargetPool.AddPhaseEvent(TEXT("AfterPostprocessing"));
|
|
|
|
// End of frame, we don't need it anymore
|
|
FSceneRenderTargets::Get(RHICmdList).FreeSeparateTranslucencyDepth();
|
|
}
|
|
|
|
static bool IsGaussianActive(FPostprocessContext& Context)
|
|
{
|
|
|
|
float FarSize = Context.View.FinalPostProcessSettings.DepthOfFieldFarBlurSize;
|
|
float NearSize = Context.View.FinalPostProcessSettings.DepthOfFieldNearBlurSize;
|
|
|
|
float MaxSize = CVarDepthOfFieldMaxSize.GetValueOnRenderThread();
|
|
|
|
FarSize = FMath::Min(FarSize, MaxSize);
|
|
NearSize = FMath::Min(NearSize, MaxSize);
|
|
const float CVarThreshold = CVarDepthOfFieldNearBlurSizeThreshold.GetValueOnRenderThread();
|
|
|
|
if ((FarSize < 0.01f) && (NearSize < CVarThreshold))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void FPostProcessing::ProcessES2(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, bool bUsedFramebufferFetch)
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
// This page: https://udn.epicgames.com/Three/RenderingOverview#Rendering%20state%20defaults
|
|
// describes what state a pass can expect and to what state it need to be set back.
|
|
|
|
// All post processing is happening on the render thread side. All passes can access FinalPostProcessSettings and all
|
|
// view settings. Those are copies for the RT then never get access by the main thread again.
|
|
// Pointers to other structures might be unsafe to touch.
|
|
|
|
|
|
// so that the passes can register themselves to the graph
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
FRenderingCompositeOutputRef BloomOutput;
|
|
FRenderingCompositeOutputRef DofOutput;
|
|
|
|
bool bUseAa = View.FinalPostProcessSettings.AntiAliasingMethod == AAM_TemporalAA;
|
|
|
|
// AA with Mobile32bpp mode requires this outside of bUsePost.
|
|
if(bUseAa)
|
|
{
|
|
// Handle pointer swap for double buffering.
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
if(ViewState)
|
|
{
|
|
// Note that this drops references to the render targets from two frames ago. This
|
|
// causes them to be added back to the pool where we can grab them again.
|
|
ViewState->MobileAaBloomSunVignette1 = ViewState->MobileAaBloomSunVignette0;
|
|
ViewState->MobileAaColor1 = ViewState->MobileAaColor0;
|
|
}
|
|
}
|
|
|
|
const FIntPoint FinalTargetSize = View.Family->RenderTarget->GetSizeXY();
|
|
FIntRect FinalOutputViewRect = View.ViewRect;
|
|
FIntPoint PrePostSourceViewportSize = View.ViewRect.Size();
|
|
// ES2 preview uses a subsection of the scene RT, bUsedFramebufferFetch == true deals with this case.
|
|
FIntPoint SceneColorSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
|
|
bool bViewRectSource = bUsedFramebufferFetch || SceneColorSize != PrePostSourceViewportSize;
|
|
|
|
// add the passes we want to add to the graph (commenting a line means the pass is not inserted into the graph) ---------
|
|
if( View.Family->EngineShowFlags.PostProcessing )
|
|
{
|
|
bool bUseMosaic = IsMobileHDRMosaic();
|
|
bool bUseEncodedHDR = IsMobileHDR32bpp() && !bUseMosaic;
|
|
|
|
bool bUseSun = !bUseEncodedHDR && View.bLightShaftUse;
|
|
bool bUseDof = !bUseEncodedHDR && View.FinalPostProcessSettings.DepthOfFieldScale > 0.0f && !Context.View.Family->EngineShowFlags.VisualizeDOF;
|
|
bool bUseBloom = View.FinalPostProcessSettings.BloomIntensity > 0.0f;
|
|
bool bUseVignette = View.FinalPostProcessSettings.VignetteIntensity > 0.0f;
|
|
|
|
bool bWorkaround = CVarRenderTargetSwitchWorkaround.GetValueOnRenderThread() != 0;
|
|
|
|
// Use original mobile Dof on ES2 devices regardless of bMobileHQGaussian.
|
|
// HQ gaussian
|
|
bool bUseMobileDof = bUseDof && (!View.FinalPostProcessSettings.bMobileHQGaussian || (Context.View.GetFeatureLevel() < ERHIFeatureLevel::ES3_1));
|
|
|
|
// This is a workaround to avoid a performance cliff when using many render targets.
|
|
bool bUseBloomSmall = bUseBloom && !bUseSun && !bUseDof && bWorkaround;
|
|
|
|
bool bUsePost = bUseSun | bUseDof | bUseBloom | bUseVignette;
|
|
|
|
// Post is not supported on ES2 devices using mosaic.
|
|
bUsePost &= !bUseMosaic;
|
|
bUsePost &= IsMobileHDR();
|
|
|
|
if(bUsePost)
|
|
{
|
|
// Skip this pass if the pass was done prior before resolve.
|
|
if ((!bUsedFramebufferFetch) && (bUseSun || bUseDof))
|
|
{
|
|
// Convert depth to {circle of confusion, sun shaft intensity} before resolve.
|
|
// FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(PrePostSourceViewportSize, false));
|
|
FRenderingCompositePass* PostProcessSunMask = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMaskES2(SceneColorSize, false));
|
|
PostProcessSunMask->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessSunMask);
|
|
//@todo Ronin sunmask pass isnt clipping to image only.
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessBloomSetup;
|
|
if (bUseSun || bUseMobileDof || bUseBloom)
|
|
{
|
|
if(bUseBloomSmall)
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupSmallES2(PrePostSourceViewportSize, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomSetupES2(FinalOutputViewRect, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessBloomSetup = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if (bUseDof)
|
|
{
|
|
if (bUseMobileDof)
|
|
{
|
|
// Near dilation circle of confusion size.
|
|
// Samples at 1/16 area, writes to 1/16 area.
|
|
FRenderingCompositeOutputRef PostProcessNear;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofNearES2(FinalOutputViewRect.Size()));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessNear = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// DOF downsample pass.
|
|
// Samples at full resolution, writes to 1/4 area.
|
|
FRenderingCompositeOutputRef PostProcessDofDown;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofDownES2(FinalOutputViewRect, bViewRectSource));
|
|
Pass->SetInput(ePId_Input0, Context.FinalOutput);
|
|
Pass->SetInput(ePId_Input1, PostProcessNear);
|
|
PostProcessDofDown = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// DOF blur pass.
|
|
// Samples at 1/4 area, writes to 1/4 area.
|
|
FRenderingCompositeOutputRef PostProcessDofBlur;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessDofBlurES2(FinalOutputViewRect.Size()));
|
|
Pass->SetInput(ePId_Input0, PostProcessDofDown);
|
|
Pass->SetInput(ePId_Input1, PostProcessNear);
|
|
PostProcessDofBlur = FRenderingCompositeOutputRef(Pass);
|
|
DofOutput = PostProcessDofBlur;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
if(View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_Gaussian && IsGaussianActive(Context))
|
|
{
|
|
FDepthOfFieldStats DepthOfFieldStat;
|
|
FRenderingCompositeOutputRef DummySeparateTranslucency;
|
|
AddPostProcessDepthOfFieldGaussian(Context, DepthOfFieldStat, NoVelocityRef, DummySeparateTranslucency);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Bloom.
|
|
FRenderingCompositeOutputRef PostProcessDownsample2;
|
|
FRenderingCompositeOutputRef PostProcessDownsample3;
|
|
FRenderingCompositeOutputRef PostProcessDownsample4;
|
|
FRenderingCompositeOutputRef PostProcessDownsample5;
|
|
FRenderingCompositeOutputRef PostProcessUpsample4;
|
|
FRenderingCompositeOutputRef PostProcessUpsample3;
|
|
FRenderingCompositeOutputRef PostProcessUpsample2;
|
|
|
|
if(bUseBloomSmall)
|
|
{
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale * 2.0f));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if(bUseBloom && (!bUseBloomSmall))
|
|
{
|
|
float DownScale = 0.66f * 4.0f;
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/4, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessDownsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/8, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
PostProcessDownsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/16, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
PostProcessDownsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Downsample by 2
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomDownES2(PrePostSourceViewportSize/32, DownScale));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
PostProcessDownsample5 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
|
|
|
|
float UpScale = 0.66f * 2.0f;
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom4Tint.R, Settings.Bloom4Tint.G, Settings.Bloom4Tint.B, 0.0f);
|
|
FVector4 TintB = FVector4(Settings.Bloom5Tint.R, Settings.Bloom5Tint.G, Settings.Bloom5Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
TintB *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/32, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample4);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample5);
|
|
PostProcessUpsample4 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom3Tint.R, Settings.Bloom3Tint.G, Settings.Bloom3Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/16, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample3);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample4);
|
|
PostProcessUpsample3 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Upsample by 2
|
|
{
|
|
FVector4 TintA = FVector4(Settings.Bloom2Tint.R, Settings.Bloom2Tint.G, Settings.Bloom2Tint.B, 0.0f);
|
|
TintA *= View.FinalPostProcessSettings.BloomIntensity;
|
|
// Scaling Bloom2 by extra factor to match filter area difference between PC default and mobile.
|
|
TintA *= 0.5;
|
|
FVector4 TintB = FVector4(1.0f, 1.0f, 1.0f, 0.0f);
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessBloomUpES2(PrePostSourceViewportSize/8, FVector2D(UpScale, UpScale), TintA, TintB));
|
|
Pass->SetInput(ePId_Input0, PostProcessDownsample2);
|
|
Pass->SetInput(ePId_Input1, PostProcessUpsample3);
|
|
PostProcessUpsample2 = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessSunBlur;
|
|
if(bUseSun)
|
|
{
|
|
// Sunshaft depth blur using downsampled alpha.
|
|
FRenderingCompositeOutputRef PostProcessSunAlpha;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAlphaES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
PostProcessSunAlpha = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
|
|
// Sunshaft blur number two.
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunBlurES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessSunAlpha);
|
|
PostProcessSunBlur = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
}
|
|
|
|
if(bUseSun | bUseVignette | bUseBloom)
|
|
{
|
|
FRenderingCompositeOutputRef PostProcessSunMerge;
|
|
if(bUseBloomSmall)
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeSmallES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessBloomSetup);
|
|
Pass->SetInput(ePId_Input1, PostProcessDownsample2);
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutput = PostProcessSunMerge;
|
|
}
|
|
else
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunMergeES2(PrePostSourceViewportSize));
|
|
if(bUseSun)
|
|
{
|
|
Pass->SetInput(ePId_Input0, PostProcessSunBlur);
|
|
}
|
|
if(bUseBloom)
|
|
{
|
|
Pass->SetInput(ePId_Input1, PostProcessBloomSetup);
|
|
Pass->SetInput(ePId_Input2, PostProcessUpsample2);
|
|
}
|
|
PostProcessSunMerge = FRenderingCompositeOutputRef(Pass);
|
|
BloomOutput = PostProcessSunMerge;
|
|
}
|
|
|
|
// Mobile temporal AA requires a composite of two of these frames.
|
|
if(bUseAa && (bUseBloom || bUseSun))
|
|
{
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
FRenderingCompositeOutputRef PostProcessSunMerge2;
|
|
if(ViewState && ViewState->MobileAaBloomSunVignette1)
|
|
{
|
|
FRenderingCompositePass* History;
|
|
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaBloomSunVignette1));
|
|
PostProcessSunMerge2 = FRenderingCompositeOutputRef(History);
|
|
}
|
|
else
|
|
{
|
|
PostProcessSunMerge2 = PostProcessSunMerge;
|
|
}
|
|
|
|
FRenderingCompositeOutputRef PostProcessSunAvg;
|
|
{
|
|
FRenderingCompositePass* Pass = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessSunAvgES2(PrePostSourceViewportSize));
|
|
Pass->SetInput(ePId_Input0, PostProcessSunMerge);
|
|
Pass->SetInput(ePId_Input1, PostProcessSunMerge2);
|
|
PostProcessSunAvg = FRenderingCompositeOutputRef(Pass);
|
|
}
|
|
BloomOutput = PostProcessSunAvg;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static const auto VarTonemapperFilm = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.TonemapperFilm"));
|
|
const bool bUseTonemapperFilm = IsMobileHDR() && GSupportsRenderTargetFormat_PF_FloatRGBA && (VarTonemapperFilm && VarTonemapperFilm->GetValueOnRenderThread());
|
|
if ( bUseTonemapperFilm)
|
|
{
|
|
//@todo Ronin Set to EAutoExposureMethod::AEM_Basic for PC vk crash.
|
|
AddTonemapper(Context, BloomOutput, nullptr, EAutoExposureMethod::AEM_Histogram, false, false);
|
|
}
|
|
else
|
|
{
|
|
// Must run to blit to back buffer even if post processing is off.
|
|
FRenderingCompositePass* PostProcessTonemap = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessTonemapES2(Context.View, FinalOutputViewRect, FinalTargetSize, bViewRectSource));
|
|
PostProcessTonemap->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input1, BloomOutput);
|
|
PostProcessTonemap->SetInput(ePId_Input2, DofOutput);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessTonemap);
|
|
}
|
|
|
|
// if Context.FinalOutput was the clipped result of sunmask stage then this stage also restores Context.FinalOutput back original target size.
|
|
FinalOutputViewRect = View.UnscaledViewRect;
|
|
|
|
if(bUseAa && View.Family->EngineShowFlags.PostProcessing)
|
|
{
|
|
// Double buffer post output.
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
|
|
FRenderingCompositeOutputRef PostProcessPrior = Context.FinalOutput;
|
|
if(ViewState && ViewState->MobileAaColor1)
|
|
{
|
|
FRenderingCompositePass* History;
|
|
History = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(ViewState->MobileAaColor1));
|
|
PostProcessPrior = FRenderingCompositeOutputRef(History);
|
|
}
|
|
|
|
// Mobile temporal AA is done after tonemapping.
|
|
FRenderingCompositePass* PostProcessAa = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessAaES2());
|
|
PostProcessAa->SetInput(ePId_Input0, Context.FinalOutput);
|
|
PostProcessAa->SetInput(ePId_Input1, PostProcessPrior);
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(PostProcessAa);
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if (FSceneRenderer::ShouldCompositeEditorPrimitives(View) )
|
|
{
|
|
FRenderingCompositePass* EditorCompNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessCompositeEditorPrimitives(false));
|
|
EditorCompNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(EditorCompNode);
|
|
}
|
|
#endif
|
|
|
|
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
|
|
if(DebugViewShaderMode == DVSM_QuadComplexity)
|
|
{
|
|
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
if(DebugViewShaderMode == DVSM_ShaderComplexity || DebugViewShaderMode == DVSM_ShaderComplexityContainedQuadOverhead || DebugViewShaderMode == DVSM_ShaderComplexityBleedingQuadOverhead)
|
|
{
|
|
// Legend is costly so we don't do it for ES2, ideally we make a shader permutation
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, false));
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
|
|
bool bStereoRenderingAndHMD = View.Family->EngineShowFlags.StereoRendering && View.Family->EngineShowFlags.HMDDistortion;
|
|
if (bStereoRenderingAndHMD)
|
|
{
|
|
FRenderingCompositePass* Node = NULL;
|
|
const EHMDDeviceType::Type DeviceType = GEngine->HMDDevice->GetHMDDeviceType();
|
|
if (DeviceType == EHMDDeviceType::DT_ES2GenericStereoMesh)
|
|
{
|
|
Node = Context.Graph.RegisterPass(new FRCPassPostProcessHMD());
|
|
}
|
|
|
|
if (Node)
|
|
{
|
|
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
|
|
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
|
|
}
|
|
}
|
|
|
|
// The graph setup should be finished before this line ----------------------------------------
|
|
|
|
{
|
|
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
|
|
TRefCountPtr<IPooledRenderTarget> Temp;
|
|
FSceneRenderTargetItem Item;
|
|
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
|
|
|
|
FPooledRenderTargetDesc Desc;
|
|
|
|
if (View.Family->RenderTarget->GetRenderTargetTexture())
|
|
{
|
|
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
|
|
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
|
|
}
|
|
else
|
|
{
|
|
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
|
|
}
|
|
|
|
// todo: this should come from View.Family->RenderTarget
|
|
Desc.Format = PF_B8G8R8A8;
|
|
Desc.NumMips = 1;
|
|
|
|
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
|
|
|
|
OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
|
|
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("PostProcessingES2"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FPostProcessing::ProcessPlanarReflection(FRHICommandListImmediate& RHICmdList, FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT, TRefCountPtr<IPooledRenderTarget>& OutFilteredSceneColor)
|
|
{
|
|
{
|
|
FMemMark Mark(FMemStack::Get());
|
|
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
|
|
|
|
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get_Todo_PassContext();
|
|
|
|
FRenderingCompositeOutputRef VelocityInput;
|
|
if(VelocityRT)
|
|
{
|
|
VelocityInput = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(VelocityRT));
|
|
}
|
|
|
|
FSceneViewState* ViewState = Context.View.ViewState;
|
|
EAntiAliasingMethod AntiAliasingMethod = Context.View.FinalPostProcessSettings.AntiAliasingMethod;
|
|
|
|
if (AntiAliasingMethod == AAM_TemporalAA && ViewState)
|
|
{
|
|
if(VelocityInput.IsValid())
|
|
{
|
|
AddTemporalAA( Context, VelocityInput );
|
|
}
|
|
else
|
|
{
|
|
// black is how we clear the velocity buffer so this means no velocity
|
|
FRenderingCompositePass* NoVelocity = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessInput(GSystemTextures.BlackDummy));
|
|
FRenderingCompositeOutputRef NoVelocityRef(NoVelocity);
|
|
AddTemporalAA( Context, NoVelocityRef );
|
|
}
|
|
}
|
|
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CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("ProcessPlanarReflection"));
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OutFilteredSceneColor = Context.FinalOutput.GetOutput()->PooledRenderTarget;
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}
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} |