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#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango PS4Tracker Submit call now assigning the appropriate memory type read mode Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream Fixed analytics event for VRPIE to have a description #jira UE-28562 Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations. #jira UE-28816 Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Merging CL 2922134, fix for culling because of stale view matrices Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Oculus 1.3 Engine support, merged from 4.11 stream Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Removing redundant libraries for Oculus LibOVRMobile Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Merging updated license files for Oculus libraries Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr Fixing bloom offset in stereo. Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch. Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex. Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr #jira UE-26722 Updating ISR related code for debug view to fix tesselation. Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Explicit order prioritization for ISceneViewExtensions for proper sampling order Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Initial stereo layer implementation sans editor wireframe visualization Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Stereo layer compionent visualizer [CL 2940449 by Nick Whiting in Main branch]
292 lines
9.1 KiB
C++
292 lines
9.1 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessDownsample.cpp: Post processing down sample implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessDownsample.h"
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#include "PostProcessing.h"
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#include "PostProcessWeightedSampleSum.h"
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#include "SceneUtils.h"
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/** Encapsulates the post processing down sample pixel shader. */
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template <uint32 Method>
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class FPostProcessDownsamplePS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessDownsamplePS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return Method != 2 || IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("METHOD"), Method);
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}
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/** Default constructor. */
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FPostProcessDownsamplePS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderParameter DownsampleParams;
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/** Initialization constructor. */
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FPostProcessDownsamplePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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DownsampleParams.Bind(Initializer.ParameterMap, TEXT("DownsampleParams"));
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << DownsampleParams;
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(const FRenderingCompositePassContext& Context, const FPooledRenderTargetDesc* InputDesc)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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// filter only if needed for better performance
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FSamplerStateRHIParamRef Filter = (Method == 2) ?
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TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI():
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TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
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{
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float PixelScale = (Method == 2) ? 0.5f : 1.0f;
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FVector4 DownsampleParamsValue(PixelScale / InputDesc->Extent.X, PixelScale / InputDesc->Extent.Y, 0, 0);
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SetShaderValue(Context.RHICmdList, ShaderRHI, DownsampleParams, DownsampleParamsValue);
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}
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PostprocessParameter.SetPS(ShaderRHI, Context, Filter);
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessDownsample");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("MainPS");
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}
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};
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// #define avoids a lot of code duplication
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#define VARIATION1(A) typedef FPostProcessDownsamplePS<A> FPostProcessDownsamplePS##A; \
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IMPLEMENT_SHADER_TYPE2(FPostProcessDownsamplePS##A, SF_Pixel);
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VARIATION1(0) VARIATION1(1) VARIATION1(2)
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#undef VARIATION1
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/** Encapsulates the post processing down sample vertex shader. */
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class FPostProcessDownsampleVS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessDownsampleVS,Global);
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public:
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return true;
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}
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/** Default constructor. */
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FPostProcessDownsampleVS() {}
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/** Initialization constructor. */
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FPostProcessDownsampleVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
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FGlobalShader(Initializer)
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{
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}
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/** Serializer */
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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return bShaderHasOutdatedParameters;
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}
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void SetParameters(const FRenderingCompositePassContext& Context)
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{
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const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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const FPooledRenderTargetDesc* InputDesc = Context.Pass->GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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}
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};
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IMPLEMENT_SHADER_TYPE(,FPostProcessDownsampleVS,TEXT("PostProcessDownsample"),TEXT("MainDownsampleVS"),SF_Vertex);
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FRCPassPostProcessDownsample::FRCPassPostProcessDownsample(EPixelFormat InOverrideFormat, uint32 InQuality, const TCHAR *InDebugName)
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: OverrideFormat(InOverrideFormat)
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, Quality(InQuality)
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, DebugName(InDebugName)
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{
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}
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template <uint32 Method>
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void FRCPassPostProcessDownsample::SetShader(const FRenderingCompositePassContext& Context, const FPooledRenderTargetDesc* InputDesc)
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{
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auto ShaderMap = Context.GetShaderMap();
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TShaderMapRef<FPostProcessDownsampleVS> VertexShader(ShaderMap);
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TShaderMapRef<FPostProcessDownsamplePS<Method> > PixelShader(ShaderMap);
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetParameters(Context, InputDesc);
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VertexShader->SetParameters(Context);
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}
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void FRCPassPostProcessDownsample::Process(FRenderingCompositePassContext& Context)
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{
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntPoint SrcSize = InputDesc->Extent;
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FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
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// e.g. 4 means the input texture is 4x smaller than the buffer size
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uint32 ScaleFactor = FMath::DivideAndRoundUp(FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().Y, SrcSize.Y);
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FIntRect SrcRect = View.ViewRect / ScaleFactor;
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FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);
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SrcRect = DestRect * 2;
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SCOPED_DRAW_EVENTF(Context.RHICmdList, Downsample, TEXT("Downsample %dx%d"), DestRect.Width(), DestRect.Height());
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// check if we have to clear the whole surface.
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// Otherwise perform the clear when the dest rectangle has been computed.
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auto FeatureLevel = Context.View.GetFeatureLevel();
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if (FeatureLevel == ERHIFeatureLevel::ES2 || FeatureLevel == ERHIFeatureLevel::ES3_1)
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{
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorAndDepth);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
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}
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else
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{
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EExistingColorAndDepth);
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Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
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DrawClearQuad(Context.RHICmdList, Context.GetFeatureLevel(), true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestSize, DestRect);
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}
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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// InflateSize increases the size of the source/dest rectangle to compensate for bilinear reads and UIBlur pass requirements.
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int32 InflateSize;
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// if second input is hooked up
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if (IsDepthInputAvailable())
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{
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// also put depth in alpha
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InflateSize = 2;
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SetShader<2>(Context, InputDesc);
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}
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else
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{
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if (Quality == 0)
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{
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SetShader<0>(Context, InputDesc);
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InflateSize = 1;
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}
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else
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{
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SetShader<1>(Context, InputDesc);
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InflateSize = 2;
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}
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}
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TShaderMapRef<FPostProcessDownsampleVS> VertexShader(Context.GetShaderMap());
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DrawPostProcessPass(
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Context.RHICmdList,
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DestRect.Min.X, DestRect.Min.Y,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestSize,
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SrcSize,
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*VertexShader,
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View.StereoPass,
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Context.HasHmdMesh(),
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EDRF_UseTriangleOptimization);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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bool FRCPassPostProcessDownsample::IsDepthInputAvailable() const
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{
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// remove const
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FRCPassPostProcessDownsample *This = (FRCPassPostProcessDownsample*)this;
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return This->GetInputDesc(ePId_Input1) != 0;
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}
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FPooledRenderTargetDesc FRCPassPostProcessDownsample::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2);
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Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
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Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
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if(OverrideFormat != PF_Unknown)
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{
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Ret.Format = OverrideFormat;
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}
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Ret.TargetableFlags &= ~TexCreate_UAV;
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Ret.TargetableFlags |= TexCreate_RenderTargetable;
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Ret.AutoWritable = false;
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Ret.DebugName = DebugName;
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Ret.ClearValue = FClearValueBinding(FLinearColor(0,0,0,0));
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return Ret;
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}
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