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#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]
2456 lines
103 KiB
C++
2456 lines
103 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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#include "PostProcessStreamingAccuracyLegend.h"
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/** The global center for all post processing activities. */
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FPostProcessing GPostProcessing;
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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())
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{
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const float CrossBloom = CVarBloomCross.GetValueOnRenderThread();
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return RenderGaussianBlur(Context, TEXT("BloomBlurX"), TEXT("BloomBlurY"), PreviousBloom, Size, Tint, Additive,CrossBloom);
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}
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static FRCPassPostProcessTonemap* AddTonemapper(
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FPostprocessContext& Context,
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|
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.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.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.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.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 (DebugViewShaderMode == DVSM_PrimitiveDistanceAccuracy || DebugViewShaderMode == DVSM_MeshTexCoordSizeAccuracy || DebugViewShaderMode == DVSM_MaterialTexCoordScalesAccuracy)
|
|
{
|
|
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessStreamingAccuracyLegend(GEngine->StreamingAccuracyColors));
|
|
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"));
|
|
}
|
|
|
|
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.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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bUseMosaic && IsMobileHDR())
|
|
{
|
|
AddPostProcessMaterial(Context, BL_BeforeTranslucency, nullptr);
|
|
AddPostProcessMaterial(Context, BL_BeforeTonemapping, nullptr);
|
|
}
|
|
}
|
|
|
|
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 (View.Family->EngineShowFlags.PostProcessing)
|
|
{
|
|
if (bUseAa)
|
|
{
|
|
// 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 (IsMobileHDR() && !IsMobileHDRMosaic())
|
|
{
|
|
AddPostProcessMaterial(Context, BL_AfterTonemapping, nullptr);
|
|
}
|
|
}
|
|
|
|
#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.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 );
|
|
}
|
|
}
|
|
|
|
CompositeContext.Process(Context.FinalOutput.GetPass(), TEXT("ProcessPlanarReflection"));
|
|
|
|
OutFilteredSceneColor = Context.FinalOutput.GetOutput()->PooledRenderTarget;
|
|
}
|
|
} |