Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBokehDOF.cpp
Marcus Wassmer edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00

833 lines
33 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessBokehDOF.cpp: Post processing lens blur implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessPassThrough.h"
#include "PostProcessing.h"
#include "PostProcessBokehDOF.h"
#include "PostProcessCircleDOF.h"
#include "SceneUtils.h"
/**
* Index buffer for drawing an individual sprite.
*/
class FBokehIndexBuffer : public FIndexBuffer
{
public:
virtual void InitRHI() override
{
const uint32 Size = sizeof(uint16) * 6 * 8;
const uint32 Stride = sizeof(uint16);
FRHIResourceCreateInfo CreateInfo;
void* Buffer = nullptr;
IndexBufferRHI = RHICreateAndLockIndexBuffer(Stride, Size, BUF_Static, CreateInfo, Buffer);
uint16* Indices = (uint16*)Buffer;
for (uint32 SpriteIndex = 0; SpriteIndex < 8; ++SpriteIndex)
{
Indices[SpriteIndex*6 + 0] = SpriteIndex*4 + 0;
Indices[SpriteIndex*6 + 1] = SpriteIndex*4 + 3;
Indices[SpriteIndex*6 + 2] = SpriteIndex*4 + 2;
Indices[SpriteIndex*6 + 3] = SpriteIndex*4 + 0;
Indices[SpriteIndex*6 + 4] = SpriteIndex*4 + 1;
Indices[SpriteIndex*6 + 5] = SpriteIndex*4 + 3;
}
RHIUnlockIndexBuffer( IndexBufferRHI );
}
};
/** Global Bokeh index buffer. */
TGlobalResource< FBokehIndexBuffer > GBokehIndexBuffer;
/** Encapsulates the post processing depth of field setup pixel shader. */
class PostProcessVisualizeDOFPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(PostProcessVisualizeDOFPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
}
/** Default constructor. */
PostProcessVisualizeDOFPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter DepthOfFieldParams;
FShaderParameter VisualizeColors;
FShaderParameter CursorPos;
FShaderResourceParameter MiniFontTexture;
/** Initialization constructor. */
PostProcessVisualizeDOFPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
DepthOfFieldParams.Bind(Initializer.ParameterMap, TEXT("DepthOfFieldParams"));
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
VisualizeColors.Bind(Initializer.ParameterMap, TEXT("VisualizeColors"));
CursorPos.Bind(Initializer.ParameterMap, TEXT("CursorPos"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << MiniFontTexture << DepthOfFieldParams << VisualizeColors << CursorPos;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context, const FDepthOfFieldStats& DepthOfFieldStats)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
{
FVector4 DepthOfFieldParamValues[2];
// in rendertarget pixels (half res to scene color)
FRenderingCompositeOutput* Output = Context.Pass->GetOutput(ePId_Output0);
FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
}
{
// a negative values disables the cross hair feature
FIntPoint CursorPosValue(-100,-100);
if(Context.View.FinalPostProcessSettings.DepthOfFieldMethod == DOFM_CircleDOF)
{
CursorPosValue = Context.View.CursorPos;
}
SetShaderValue(Context.RHICmdList, ShaderRHI, CursorPos, CursorPosValue);
}
{
FLinearColor Colors[2] = { FLinearColor(0.1f, 0.1f, 0.1f, 0), FLinearColor(0.1f, 0.1f, 0.1f, 0) };
if(DepthOfFieldStats.bNear)
{
Colors[0] = FLinearColor(0, 0.8f, 0, 0);
}
if(DepthOfFieldStats.bFar)
{
Colors[1] = FLinearColor(0, 0, 0.8f, 0);
}
SetShaderValueArray(Context.RHICmdList, ShaderRHI, VisualizeColors, Colors, 2);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessVisualizeDOF");
}
static const TCHAR* GetFunctionName()
{
return TEXT("VisualizeDOFPS");
}
};
IMPLEMENT_SHADER_TYPE3(PostProcessVisualizeDOFPS, SF_Pixel);
void FRCPassPostProcessVisualizeDOF::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeDOF);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// can be optimized (don't clear areas we overwrite, don't clear when full screen),
// needed when a camera (matinee) has black borders or with multiple viewports
// focal distance depth is stored in the alpha channel to avoid DOF artifacts
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, View.FinalPostProcessSettings.DepthOfFieldFocalDistance), false, 0.0f, false, 0, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
// setup shader
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
{
TShaderMapRef<PostProcessVisualizeDOFPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context, DepthOfFieldStats);
}
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
{
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
float X = 30;
float Y = 18;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Line = FString::Printf(TEXT("Visualize Depth of Field"));
Canvas.DrawShadowedString(20, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 0));
Y += YStep;
EDepthOfFieldMethod MethodId = View.FinalPostProcessSettings.DepthOfFieldMethod;
if(MethodId == DOFM_BokehDOF)
{
Line = FString::Printf(TEXT("Method: BokehDOF (blue is far, green is near, black is in focus)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("FocalDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalDistance);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("FocalRegion (Artificial, avoid): %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("Scale: %.2f"), View.FinalPostProcessSettings.DepthOfFieldScale);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("MaxBokehSize: %.2f"), View.FinalPostProcessSettings.DepthOfFieldMaxBokehSize);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("NearTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldNearTransitionRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("FarTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFarTransitionRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("ColorThreshold: %.2f"), View.FinalPostProcessSettings.DepthOfFieldColorThreshold);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("SizeThreshold: %.2f"), View.FinalPostProcessSettings.DepthOfFieldSizeThreshold);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Occlusion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldOcclusion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
else if(MethodId == DOFM_Gaussian)
{
Line = FString::Printf(TEXT("Method: GaussianDOF (blue is far, green is near, grey is disabled, black is in focus)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("FocalDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalDistance);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("FocalRegion (Artificial, avoid): %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("NearTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldNearTransitionRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("FarTransitionRegion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFarTransitionRegion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("NearBlurSize: %.2f"), View.FinalPostProcessSettings.DepthOfFieldNearBlurSize);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("FarBlurSize: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFarBlurSize);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Occlusion: %.2f"), View.FinalPostProcessSettings.DepthOfFieldOcclusion);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("SkyFocusDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldSkyFocusDistance);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("VignetteRadius: %.2f"), View.FinalPostProcessSettings.DepthOfFieldVignetteSize);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("Near:%d Far:%d"), DepthOfFieldStats.bNear ? 1 : 0, DepthOfFieldStats.bFar ? 1 : 0);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
}
else if(MethodId == DOFM_CircleDOF)
{
Line = FString::Printf(TEXT("Method: CircleDOF (blue is far, green is near, black is in focus, cross hair shows Depth and CoC radius in pixel)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("FocalDistance: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFocalDistance);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Aperture F-stop: %.2f"), View.FinalPostProcessSettings.DepthOfFieldFstop);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Aperture: f/%.2f"), View.FinalPostProcessSettings.DepthOfFieldFstop);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
Line = FString::Printf(TEXT("DepthBlur (not related to Depth of Field, due to light traveling long distances in atmosphere)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" km for 50%: %.2f"), View.FinalPostProcessSettings.DepthOfFieldDepthBlurAmount);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Radius (pixels in 1920x): %.2f"), View.FinalPostProcessSettings.DepthOfFieldDepthBlurRadius);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Y += YStep;
FVector2D Fov = View.ViewMatrices.GetHalfFieldOfViewPerAxis();
float FocalLength = ComputeFocalLengthFromFov(View);
Line = FString::Printf(TEXT("Field Of View in deg. (computed): %.1f x %.1f"), FMath::RadiansToDegrees(Fov.X) * 2.0f, FMath::RadiansToDegrees(Fov.Y) * 2.0f);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(0.5, 0.5, 1));
Line = FString::Printf(TEXT("Focal Length (computed): %.1f"), FocalLength);
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(0.5, 0.5, 10));
Line = FString::Printf(TEXT("Sensor: APS-C 24.576 mm sensor, crop-factor 1.61x"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(0.5, 0.5, 1));
}
Canvas.Flush_RenderThread(Context.RHICmdList);
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVisualizeDOF::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Format = PF_B8G8R8A8;
Ret.DebugName = TEXT("VisualizeDOF");
return Ret;
}
/** Encapsulates the post processing depth of field setup pixel shader. */
class PostProcessBokehDOFSetupPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(PostProcessBokehDOFSetupPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
}
/** Default constructor. */
PostProcessBokehDOFSetupPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FDeferredPixelShaderParameters DeferredParameters;
FShaderParameter DepthOfFieldParams;
/** Initialization constructor. */
PostProcessBokehDOFSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << DeferredParameters << DepthOfFieldParams;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
{
FVector4 DepthOfFieldParamValues[2];
// in rendertarget pixels (half res to scene color)
FRenderingCompositeOutput* Output = Context.Pass->GetOutput(ePId_Output0);
FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessBokehDOF");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainSetupPS");
}
};
IMPLEMENT_SHADER_TYPE3(PostProcessBokehDOFSetupPS, SF_Pixel);
void FRCPassPostProcessBokehDOFSetup::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, BokehDOFSetup);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// can be optimized (don't clear areas we overwrite, don't clear when full screen),
// needed when a camera (matinee) has black borders or with multiple viewports
// focal distance depth is stored in the alpha channel to avoid DOF artifacts
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, View.FinalPostProcessSettings.DepthOfFieldFocalDistance), false, 0.0f, false, 0, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
// setup shader
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
{
TShaderMapRef<PostProcessBokehDOFSetupPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
}
DrawPostProcessPass(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBokehDOFSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.Extent /= 2;
Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);
Ret.Format = PF_FloatRGBA;
Ret.DebugName = TEXT("BokehDOFSetup");
return Ret;
}
/** Encapsulates the post processing vertex shader. */
template <uint32 DOFMethod>
class FPostProcessBokehDOFVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBokehDOFVS,Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
OutEnvironment.SetDefine(TEXT("DOF_METHOD"), DOFMethod);
}
/** Default constructor. */
FPostProcessBokehDOFVS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderParameter TileCountAndSize;
FShaderParameter KernelSize;
FShaderParameter DepthOfFieldParams;
FShaderParameter DepthOfFieldThresholds;
FDeferredPixelShaderParameters DeferredParameters;
/** Initialization constructor. */
FPostProcessBokehDOFVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
TileCountAndSize.Bind(Initializer.ParameterMap, TEXT("TileCountAndSize"));
KernelSize.Bind(Initializer.ParameterMap, TEXT("KernelSize"));
DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
DepthOfFieldThresholds.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldThresholds"));
DeferredParameters.Bind(Initializer.ParameterMap);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << TileCountAndSize << KernelSize << DepthOfFieldParams << DepthOfFieldThresholds << DeferredParameters;
return bShaderHasOutdatedParameters;
}
/** to have a similar interface as all other shaders */
void SetParameters(const FRenderingCompositePassContext& Context, FIntPoint TileCountValue, uint32 TileSize, float PixelKernelSize, FIntPoint LeftTop)
{
const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
// PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
{
FIntRect TileCountAndSizeValue(TileCountValue, FIntPoint(TileSize, TileSize));
SetShaderValue(Context.RHICmdList, ShaderRHI, TileCountAndSize, TileCountAndSizeValue);
}
{
FVector4 KernelSizeValue(PixelKernelSize, PixelKernelSize, LeftTop.X, LeftTop.Y);
SetShaderValue(Context.RHICmdList, ShaderRHI, KernelSize, KernelSizeValue);
}
{
FVector4 Value(
Context.View.FinalPostProcessSettings.DepthOfFieldColorThreshold,
Context.View.FinalPostProcessSettings.DepthOfFieldSizeThreshold,0);
SetShaderValue(Context.RHICmdList, ShaderRHI, DepthOfFieldThresholds, Value);
}
{
FVector4 DepthOfFieldParamValues[2];
FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);
SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
}
}
static const TCHAR* GetSourceFilename()
{
return TEXT("PostProcessBokehDOF");
}
static const TCHAR* GetFunctionName()
{
return TEXT("MainVS");
}
};
/** Encapsulates a simple copy pixel shader. */
class FPostProcessBokehDOFPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessBokehDOFPS, Global);
static bool ShouldCache(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FPostProcessBokehDOFPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FShaderResourceParameter LensTexture;
FShaderResourceParameter LensTextureSampler;
/** Initialization constructor. */
FPostProcessBokehDOFPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LensTexture.Bind(Initializer.ParameterMap,TEXT("LensTexture"));
LensTextureSampler.Bind(Initializer.ParameterMap,TEXT("LensTextureSampler"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << LensTexture << LensTextureSampler;
return bShaderHasOutdatedParameters;
}
void SetParameters(const FRenderingCompositePassContext& Context, float PixelKernelSize)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
// PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
{
FTextureRHIParamRef TextureRHI = GWhiteTexture->TextureRHI;
if(GEngine->DefaultBokehTexture)
{
TextureRHI = GEngine->DefaultBokehTexture->Resource->TextureRHI;
}
if(Context.View.FinalPostProcessSettings.DepthOfFieldBokehShape)
{
TextureRHI = Context.View.FinalPostProcessSettings.DepthOfFieldBokehShape->Resource->TextureRHI;
}
SetTextureParameter(Context.RHICmdList, ShaderRHI, LensTexture, LensTextureSampler, TStaticSamplerState<SF_Trilinear, AM_Border, AM_Border, AM_Clamp>::GetRHI(), TextureRHI);
}
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessBokehDOFPS,TEXT("PostProcessBokehDOF"),TEXT("MainPS"),SF_Pixel);
// #define avoids a lot of code duplication
#define VARIATION1(A) typedef FPostProcessBokehDOFVS<A> FPostProcessBokehDOFVS##A; \
IMPLEMENT_SHADER_TYPE2(FPostProcessBokehDOFVS##A, SF_Vertex);
VARIATION1(0) VARIATION1(1) VARIATION1(2)
#undef VARIATION1
template <uint32 DOFMethod>
void FRCPassPostProcessBokehDOF::SetShaderTempl(const FRenderingCompositePassContext& Context, FIntPoint LeftTop, FIntPoint TileCount, uint32 TileSize, float PixelKernelSize)
{
TShaderMapRef<FPostProcessBokehDOFVS<DOFMethod> > VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessBokehDOFPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GEmptyVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context, TileCount, TileSize, PixelKernelSize, LeftTop);
PixelShader->SetParameters(Context, PixelKernelSize);
}
void FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(const FRenderingCompositePassContext& Context, FVector4 Out[2])
{
uint32 FullRes = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().Y;
uint32 HalfRes = FMath::DivideAndRoundUp(FullRes, (uint32)2);
uint32 BokehLayerSizeY = HalfRes * 2 + SafetyBorder;
float SkyFocusDistance = Context.View.FinalPostProcessSettings.DepthOfFieldSkyFocusDistance;
// *2 to go to account for Radius/Diameter, 100 for percent
float DepthOfFieldVignetteSize = FMath::Max(0.0f, Context.View.FinalPostProcessSettings.DepthOfFieldVignetteSize / 100.0f * 2);
// doesn't make much sense to expose this property as the effect is very non linear and it would cost some performance to fix that
float DepthOfFieldVignetteFeather = 10.0f / 100.0f;
float DepthOfFieldVignetteMul = 1.0f / DepthOfFieldVignetteFeather;
float DepthOfFieldVignetteAdd = (0.5f - DepthOfFieldVignetteSize) * DepthOfFieldVignetteMul;
Out[0] = FVector4(
(SkyFocusDistance > 0) ? SkyFocusDistance : 100000000.0f, // very large if <0 to not mask out skybox, can be optimized to disable feature completely
DepthOfFieldVignetteMul,
DepthOfFieldVignetteAdd,
Context.View.FinalPostProcessSettings.DepthOfFieldOcclusion);
FIntPoint ViewSize = Context.View.ViewRect.Size();
float MaxBokehSizeInPixel = FMath::Max(0.0f, Context.View.FinalPostProcessSettings.DepthOfFieldMaxBokehSize) / 100.0f * ViewSize.X;
// Scale and offset to put two views in one texture with safety border
float UsedYDivTextureY = HalfRes / (float)BokehLayerSizeY;
float YOffsetInPixel = HalfRes + SafetyBorder;
float YOffsetInUV = (HalfRes + SafetyBorder) / (float)BokehLayerSizeY;
Out[1] = FVector4(MaxBokehSizeInPixel, YOffsetInUV, UsedYDivTextureY, YOffsetInPixel);
}
void FRCPassPostProcessBokehDOF::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessBokehDOF);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint TexSize = InputDesc->Extent;
// usually 1, 2, 4 or 8
uint32 ScaleToFullRes = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / TexSize.X;
// don't use DivideAndRoundUp as this could cause cause lookups into areas we don't have setup
FIntRect LocalViewRect = View.ViewRect / ScaleToFullRes;
// contract by one half res pixel to avoid using samples outside of the input (SV runs at quarter resolution with 4 quads at once)
// this can lead to missing content - if needed this can be made less conservative
LocalViewRect.InflateRect(-2);
FIntPoint LocalViewSize = LocalViewRect.Size();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// This clean is required to make the accumulation working
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());
// we need to output to the whole rendertarget
Context.SetViewportAndCallRHI(0, 0, 0.0f, PassOutputs[0].RenderTargetDesc.Extent.X, PassOutputs[0].RenderTargetDesc.Extent.Y, 1.0f);
// set the state (additive blending)
Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_One, BF_One>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
check(CVar);
int32 DOFQuality = CVar->GetValueOnRenderThread();
check( DOFQuality > 0 );
bool bHighQuality = DOFQuality > 1;
// 1: one quad per 1 half res texel
// 2: one quad per 4 half res texel (faster, can alias - need to verify that with bilinear filtering)
uint32 TileSize = bHighQuality ? 1 : 2;
// input is half res, don't process last pixel line where we don't have input
LocalViewSize.X &= ~1;
LocalViewSize.Y &= ~1;
FIntPoint TileCount = LocalViewSize / TileSize;
float PixelKernelSize = Context.View.FinalPostProcessSettings.DepthOfFieldMaxBokehSize / 100.0f * LocalViewSize.X;
FIntPoint LeftTop = LocalViewRect.Min;
if(bHighQuality)
{
if(View.Family->EngineShowFlags.VisualizeAdaptiveDOF)
{
// high quality, visualize in red and green where we spend more performance
SetShaderTempl<2>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
}
else
{
// high quality
SetShaderTempl<1>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
}
}
else
{
// low quality
SetShaderTempl<0>(Context, LeftTop, TileCount, TileSize, PixelKernelSize);
}
// needs to be the same on shader side (faster on NVIDIA and AMD)
int32 QuadsPerInstance = 8;
Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
Context.RHICmdList.DrawIndexedPrimitive(GBokehIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessBokehDOF::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
// more precision for additive blending
Ret.Format = PF_FloatRGBA;
uint32 FullRes = FSceneRenderTargets::Get_FrameConstantsOnly().GetBufferSizeXY().Y;
uint32 HalfRes = FMath::DivideAndRoundUp(FullRes, (uint32)2);
// we need space for the front part and the back part
Ret.Extent.Y = HalfRes * 2 + SafetyBorder;
Ret.DebugName = TEXT("BokehDOF");
return Ret;
}