Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/TranslucentRendering.cpp
krzysztof narkowicz 29550ed31f Fixed rendering of static light sources inside reflection captures. Translucent view elements were always rendered with ETranslucencyPass::TPT_StandardTranslucency, causing TPT_TranslucencyAfterDOF elements to be filtered out.
#rb Daniel.Wright
#jira UE-74432
#lockdown Cristina.Riveron

#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 6409181 in //UE4/Release-4.22/... via CL 6409275
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 6492002 by krzysztof narkowicz in Dev-VR branch]
2019-05-15 13:30:39 -04:00

989 lines
42 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
TranslucentRendering.cpp: Translucent rendering implementation.
=============================================================================*/
#include "TranslucentRendering.h"
#include "DeferredShadingRenderer.h"
#include "BasePassRendering.h"
#include "DynamicPrimitiveDrawing.h"
#include "RendererModule.h"
#include "LightPropagationVolume.h"
#include "ScenePrivate.h"
#include "ScreenRendering.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PipelineStateCache.h"
#include "MeshPassProcessor.inl"
DECLARE_CYCLE_STAT(TEXT("TranslucencyTimestampQueryFence Wait"), STAT_TranslucencyTimestampQueryFence_Wait, STATGROUP_SceneRendering);
DECLARE_CYCLE_STAT(TEXT("TranslucencyTimestampQuery Wait"), STAT_TranslucencyTimestampQuery_Wait, STATGROUP_SceneRendering);
DECLARE_FLOAT_COUNTER_STAT(TEXT("Translucency GPU Time (MS)"), STAT_TranslucencyGPU, STATGROUP_SceneRendering);
DECLARE_GPU_STAT(Translucency);
static TAutoConsoleVariable<float> CVarSeparateTranslucencyScreenPercentage(
TEXT("r.SeparateTranslucencyScreenPercentage"),
100.0f,
TEXT("Render separate translucency at this percentage of the full resolution.\n")
TEXT("in percent, >0 and <=100, larger numbers are possible (supersampling).")
TEXT("<0 is treated like 100."),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<int32> CVarSeparateTranslucencyAutoDownsample(
TEXT("r.SeparateTranslucencyAutoDownsample"),
0,
TEXT("Whether to automatically downsample separate translucency based on last frame's GPU time.\n")
TEXT("Automatic downsampling is only used when r.SeparateTranslucencyScreenPercentage is 100"),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<float> CVarSeparateTranslucencyDurationDownsampleThreshold(
TEXT("r.SeparateTranslucencyDurationDownsampleThreshold"),
1.5f,
TEXT("When smoothed full-res translucency GPU duration is larger than this value (ms), the entire pass will be downsampled by a factor of 2 in each dimension."),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<float> CVarSeparateTranslucencyDurationUpsampleThreshold(
TEXT("r.SeparateTranslucencyDurationUpsampleThreshold"),
.5f,
TEXT("When smoothed half-res translucency GPU duration is smaller than this value (ms), the entire pass will be restored to full resolution.\n")
TEXT("This should be around 1/4 of r.SeparateTranslucencyDurationDownsampleThreshold to avoid toggling downsampled state constantly."),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<float> CVarSeparateTranslucencyMinDownsampleChangeTime(
TEXT("r.SeparateTranslucencyMinDownsampleChangeTime"),
1.0f,
TEXT("Minimum time in seconds between changes to automatic downsampling state, used to prevent rapid swapping between half and full res."),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<int32> CVarSeparateTranslucencyUpsampleMode(
TEXT("r.SeparateTranslucencyUpsampleMode"),
1,
TEXT("Upsample method to use on separate translucency. These are only used when r.SeparateTranslucencyScreenPercentage is less than 100.\n")
TEXT("0: bilinear 1: Nearest-Depth Neighbor (only when r.SeparateTranslucencyScreenPercentage is 50)"),
ECVF_Scalability | ECVF_Default);
int32 GAllowDownsampledStandardTranslucency = 0;
static FAutoConsoleVariableRef CVarAllowDownsampledStandardTranslucency(
TEXT("r.AllowDownsampledStandardTranslucency"),
GAllowDownsampledStandardTranslucency,
TEXT("Allow standard translucency to be rendered in smaller resolution as an optimization\n")
TEXT("This is incompatible with materials using blend modulate. Use 2 to ignore those. \n")
TEXT(" <0: off\n")
TEXT(" 0: on unless a material using blend modulate is used (default)")
TEXT(" >0: on and ignores any material using blend modulate"),
ECVF_RenderThreadSafe
);
/** Mostly used to know if debug rendering should be drawn in this pass */
FORCEINLINE bool IsMainTranslucencyPass(ETranslucencyPass::Type TranslucencyPass)
{
return TranslucencyPass == ETranslucencyPass::TPT_AllTranslucency || TranslucencyPass == ETranslucencyPass::TPT_StandardTranslucency;
}
EMeshPass::Type TranslucencyPassToMeshPass(ETranslucencyPass::Type TranslucencyPass)
{
EMeshPass::Type TranslucencyMeshPass = EMeshPass::Num;
switch (TranslucencyPass)
{
case ETranslucencyPass::TPT_StandardTranslucency: TranslucencyMeshPass = EMeshPass::TranslucencyStandard; break;
case ETranslucencyPass::TPT_TranslucencyAfterDOF: TranslucencyMeshPass = EMeshPass::TranslucencyAfterDOF; break;
case ETranslucencyPass::TPT_AllTranslucency: TranslucencyMeshPass = EMeshPass::TranslucencyAll; break;
}
check(TranslucencyMeshPass != EMeshPass::Num);
return TranslucencyMeshPass;
}
static bool RenderInSeparateTranslucency(const FSceneRenderTargets& SceneContext, ETranslucencyPass::Type TranslucencyPass, bool bPrimitiveDisablesOffscreenBuffer)
{
// Currently AfterDOF is rendered earlier in the frame and must be rendered in a separate (offscreen) buffer.
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
// If bPrimitiveDisablesOffscreenBuffer, that will trigger an ensure call
return true;
}
// Otherwise it only gets rendered in the separate buffer if it is downsampled
if (bPrimitiveDisablesOffscreenBuffer ? (GAllowDownsampledStandardTranslucency > 0) : (GAllowDownsampledStandardTranslucency >= 0))
{
FIntPoint ScaledSize;
float DownsamplingScale = 1.f;
SceneContext.GetSeparateTranslucencyDimensions(ScaledSize, DownsamplingScale);
if (DownsamplingScale < 1.f)
{
return true;
}
}
return false;
}
void FDeferredShadingSceneRenderer::UpdateTranslucencyTimersAndSeparateTranslucencyBufferSize(FRHICommandListImmediate& RHICmdList)
{
bool bAnyViewWantsDownsampledSeparateTranslucency = false;
bool bCVarSeparateTranslucencyAutoDownsample = CVarSeparateTranslucencyAutoDownsample.GetValueOnRenderThread() != 0;
#if (!STATS)
if (bCVarSeparateTranslucencyAutoDownsample)
#endif
{
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
FSceneViewState* ViewState = View.ViewState;
if (ViewState)
{
//We always tick the separate trans timer but only need the other timer for stats
bool bSeparateTransTimerSuccess = ViewState->SeparateTranslucencyTimer.Tick(RHICmdList);
if (STATS)
{
ViewState->TranslucencyTimer.Tick(RHICmdList);
//Stats are fed the most recent available time and so are lagged a little.
float MostRecentTotalTime = ViewState->TranslucencyTimer.GetTimeMS() + ViewState->SeparateTranslucencyTimer.GetTimeMS();
SET_FLOAT_STAT(STAT_TranslucencyGPU, MostRecentTotalTime);
}
if (bCVarSeparateTranslucencyAutoDownsample && bSeparateTransTimerSuccess)
{
float LastFrameTranslucencyDurationMS = ViewState->SeparateTranslucencyTimer.GetTimeMS();
const bool bOriginalShouldAutoDownsampleTranslucency = ViewState->bShouldAutoDownsampleTranslucency;
if (ViewState->bShouldAutoDownsampleTranslucency)
{
ViewState->SmoothedFullResTranslucencyGPUDuration = 0;
const float LerpAlpha = ViewState->SmoothedHalfResTranslucencyGPUDuration == 0 ? 1.0f : .1f;
ViewState->SmoothedHalfResTranslucencyGPUDuration = FMath::Lerp(ViewState->SmoothedHalfResTranslucencyGPUDuration, LastFrameTranslucencyDurationMS, LerpAlpha);
// Don't re-asses switching for some time after the last switch
if (View.Family->CurrentRealTime - ViewState->LastAutoDownsampleChangeTime > CVarSeparateTranslucencyMinDownsampleChangeTime.GetValueOnRenderThread())
{
// Downsample if the smoothed time is larger than the threshold
ViewState->bShouldAutoDownsampleTranslucency = ViewState->SmoothedHalfResTranslucencyGPUDuration > CVarSeparateTranslucencyDurationUpsampleThreshold.GetValueOnRenderThread();
if (!ViewState->bShouldAutoDownsampleTranslucency)
{
// Do 'log LogRenderer verbose' to get these
UE_LOG(LogRenderer, Verbose, TEXT("Upsample: %.1fms < %.1fms"), ViewState->SmoothedHalfResTranslucencyGPUDuration, CVarSeparateTranslucencyDurationUpsampleThreshold.GetValueOnRenderThread());
}
}
}
else
{
ViewState->SmoothedHalfResTranslucencyGPUDuration = 0;
const float LerpAlpha = ViewState->SmoothedFullResTranslucencyGPUDuration == 0 ? 1.0f : .1f;
ViewState->SmoothedFullResTranslucencyGPUDuration = FMath::Lerp(ViewState->SmoothedFullResTranslucencyGPUDuration, LastFrameTranslucencyDurationMS, LerpAlpha);
if (View.Family->CurrentRealTime - ViewState->LastAutoDownsampleChangeTime > CVarSeparateTranslucencyMinDownsampleChangeTime.GetValueOnRenderThread())
{
// Downsample if the smoothed time is larger than the threshold
ViewState->bShouldAutoDownsampleTranslucency = ViewState->SmoothedFullResTranslucencyGPUDuration > CVarSeparateTranslucencyDurationDownsampleThreshold.GetValueOnRenderThread();
if (ViewState->bShouldAutoDownsampleTranslucency)
{
UE_LOG(LogRenderer, Verbose, TEXT("Downsample: %.1fms > %.1fms"), ViewState->SmoothedFullResTranslucencyGPUDuration, CVarSeparateTranslucencyDurationDownsampleThreshold.GetValueOnRenderThread());
}
}
}
if (bOriginalShouldAutoDownsampleTranslucency != ViewState->bShouldAutoDownsampleTranslucency)
{
ViewState->LastAutoDownsampleChangeTime = View.Family->CurrentRealTime;
}
bAnyViewWantsDownsampledSeparateTranslucency = bAnyViewWantsDownsampledSeparateTranslucency || ViewState->bShouldAutoDownsampleTranslucency;
}
}
}
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SceneContext.SetSeparateTranslucencyBufferSize(bAnyViewWantsDownsampledSeparateTranslucency);
}
void FDeferredShadingSceneRenderer::BeginTimingSeparateTranslucencyPass(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
if (View.ViewState && GSupportsTimestampRenderQueries
#if !STATS
&& (CVarSeparateTranslucencyAutoDownsample.GetValueOnRenderThread() != 0)
#endif
)
{
View.ViewState->SeparateTranslucencyTimer.Begin(RHICmdList);
}
}
void FDeferredShadingSceneRenderer::EndTimingSeparateTranslucencyPass(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
if (View.ViewState && GSupportsTimestampRenderQueries
#if !STATS
&& (CVarSeparateTranslucencyAutoDownsample.GetValueOnRenderThread() != 0)
#endif
)
{
View.ViewState->SeparateTranslucencyTimer.End(RHICmdList);
}
}
/** Pixel shader used to copy scene color into another texture so that materials can read from scene color with a node. */
class FCopySceneColorPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FCopySceneColorPS, Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4); }
FCopySceneColorPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) :
FGlobalShader(Initializer)
{
SceneTextureParameters.Bind(Initializer);
}
FCopySceneColorPS() {}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
{
SceneTextureParameters.Set(RHICmdList, GetPixelShader(), View.FeatureLevel, ESceneTextureSetupMode::All);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << SceneTextureParameters;
return bShaderHasOutdatedParameters;
}
private:
FSceneTextureShaderParameters SceneTextureParameters;
};
IMPLEMENT_SHADER_TYPE(, FCopySceneColorPS, TEXT("/Engine/Private/TranslucentLightingShaders.usf"), TEXT("CopySceneColorMain"), SF_Pixel);
extern int32 GLightShaftRenderAfterDOF;
bool FSceneRenderer::ShouldRenderTranslucency(ETranslucencyPass::Type TranslucencyPass) const
{
// Change this condition to control where simple elements should be rendered.
if (IsMainTranslucencyPass(TranslucencyPass))
{
if (ViewFamily.EngineShowFlags.VisualizeLPV)
{
return true;
}
for (const FViewInfo& View : Views)
{
if (View.bHasTranslucentViewMeshElements || View.SimpleElementCollector.BatchedElements.HasPrimsToDraw())
{
return true;
}
}
}
// If lightshafts are rendered in low res, we must reset the offscreen buffer in case is was also used in TPT_StandardTranslucency.
if (GLightShaftRenderAfterDOF && TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
return true;
}
for (const FViewInfo& View : Views)
{
if (View.TranslucentPrimCount.Num(TranslucencyPass) > 0)
{
return true;
}
}
return false;
}
DECLARE_CYCLE_STAT(TEXT("Translucency"), STAT_CLP_Translucency, STATGROUP_ParallelCommandListMarkers);
class FTranslucencyPassParallelCommandListSet : public FParallelCommandListSet
{
ETranslucencyPass::Type TranslucencyPass;
bool bRenderInSeparateTranslucency;
public:
FTranslucencyPassParallelCommandListSet(const FViewInfo& InView, const FSceneRenderer* InSceneRenderer, FRHICommandListImmediate& InParentCmdList, bool bInParallelExecute, bool bInCreateSceneContext, const FMeshPassProcessorRenderState& InDrawRenderState, ETranslucencyPass::Type InTranslucencyPass, bool InRenderInSeparateTranslucency)
: FParallelCommandListSet(GET_STATID(STAT_CLP_Translucency), InView, InSceneRenderer, InParentCmdList, bInParallelExecute, bInCreateSceneContext, InDrawRenderState)
, TranslucencyPass(InTranslucencyPass)
, bRenderInSeparateTranslucency(InRenderInSeparateTranslucency)
{
}
virtual ~FTranslucencyPassParallelCommandListSet()
{
Dispatch();
}
virtual void SetStateOnCommandList(FRHICommandList& CmdList) override
{
// Never needs clear here as it is already done in RenderTranslucency.
FParallelCommandListSet::SetStateOnCommandList(CmdList);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(CmdList);
if (bRenderInSeparateTranslucency)
{
SceneContext.BeginRenderingSeparateTranslucency(CmdList, View, *SceneRenderer, false);
}
else
{
SceneContext.BeginRenderingTranslucency(CmdList, View, *SceneRenderer, false);
}
}
};
static TAutoConsoleVariable<int32> CVarRHICmdTranslucencyPassDeferredContexts(
TEXT("r.RHICmdTranslucencyPassDeferredContexts"),
1,
TEXT("True to use deferred contexts to parallelize base pass command list execution."));
static TAutoConsoleVariable<int32> CVarRHICmdFlushRenderThreadTasksTranslucentPass(
TEXT("r.RHICmdFlushRenderThreadTasksTranslucentPass"),
0,
TEXT("Wait for completion of parallel render thread tasks at the end of the translucent pass. A more granular version of r.RHICmdFlushRenderThreadTasks. If either r.RHICmdFlushRenderThreadTasks or r.RHICmdFlushRenderThreadTasksTranslucentPass is > 0 we will flush."));
static TAutoConsoleVariable<int32> CVarParallelTranslucency(
TEXT("r.ParallelTranslucency"),
1,
TEXT("Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect."),
ECVF_RenderThreadSafe
);
void RenderViewTranslucencyInner(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const FMeshPassProcessorRenderState& DrawRenderState, ETranslucencyPass::Type TranslucencyPass, FTranslucencyPassParallelCommandListSet* ParallelCommandListSet)
{
SCOPED_GPU_MASK(RHICmdList, View.GPUMask);
// Draw translucent prims
if (!View.Family->UseDebugViewPS())
{
QUICK_SCOPE_CYCLE_COUNTER(RenderTranslucencyParallel_Start_FDrawSortedTransAnyThreadTask);
const EMeshPass::Type MeshPass = TranslucencyPassToMeshPass(TranslucencyPass);
View.ParallelMeshDrawCommandPasses[MeshPass].DispatchDraw(ParallelCommandListSet, RHICmdList);
}
if (IsMainTranslucencyPass(TranslucencyPass))
{
View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::Translucent, SDPG_World);
View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::Translucent, SDPG_Foreground);
// editor and debug rendering
if (View.bHasTranslucentViewMeshElements)
{
{
QUICK_SCOPE_CYCLE_COUNTER(RenderTranslucencyParallel_SDPG_World);
DrawDynamicMeshPass(View, RHICmdList,
[&View, &DrawRenderState, TranslucencyPass](FDynamicPassMeshDrawListContext* DynamicMeshPassContext)
{
FBasePassMeshProcessor PassMeshProcessor(
View.Family->Scene->GetRenderScene(),
View.GetFeatureLevel(),
&View,
DrawRenderState,
DynamicMeshPassContext,
FBasePassMeshProcessor::EFlags::CanUseDepthStencil,
TranslucencyPass);
const uint64 DefaultBatchElementMask = ~0ull;
for (int32 MeshIndex = 0; MeshIndex < View.ViewMeshElements.Num(); MeshIndex++)
{
const FMeshBatch& MeshBatch = View.ViewMeshElements[MeshIndex];
PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr);
}
});
}
{
QUICK_SCOPE_CYCLE_COUNTER(RenderTranslucencyParallel_SDPG_Foreground);
DrawDynamicMeshPass(View, RHICmdList,
[&View, &DrawRenderState, TranslucencyPass](FDynamicPassMeshDrawListContext* DynamicMeshPassContext)
{
FBasePassMeshProcessor PassMeshProcessor(
View.Family->Scene->GetRenderScene(),
View.GetFeatureLevel(),
&View,
DrawRenderState,
DynamicMeshPassContext,
FBasePassMeshProcessor::EFlags::CanUseDepthStencil,
TranslucencyPass);
const uint64 DefaultBatchElementMask = ~0ull;
for (int32 MeshIndex = 0; MeshIndex < View.TopViewMeshElements.Num(); MeshIndex++)
{
const FMeshBatch& MeshBatch = View.TopViewMeshElements[MeshIndex];
PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr);
}
});
}
}
const FSceneViewState* ViewState = (const FSceneViewState*)View.State;
if (ViewState && View.Family->EngineShowFlags.VisualizeLPV)
{
FLightPropagationVolume* LightPropagationVolume = ViewState->GetLightPropagationVolume(View.GetFeatureLevel());
if (LightPropagationVolume)
{
LightPropagationVolume->Visualise(RHICmdList, View);
}
}
}
}
void FDeferredShadingSceneRenderer::RenderViewTranslucency(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const FMeshPassProcessorRenderState& DrawRenderState, ETranslucencyPass::Type TranslucencyPass)
{
check(RHICmdList.IsInsideRenderPass());
RenderViewTranslucencyInner(RHICmdList, View, DrawRenderState, TranslucencyPass, nullptr);
}
void FDeferredShadingSceneRenderer::RenderViewTranslucencyParallel(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const FMeshPassProcessorRenderState& DrawRenderState, ETranslucencyPass::Type TranslucencyPass)
{
check(RHICmdList.IsOutsideRenderPass());
FTranslucencyPassParallelCommandListSet ParallelCommandListSet(
View,
this,
RHICmdList,
CVarRHICmdTranslucencyPassDeferredContexts.GetValueOnRenderThread() > 0,
CVarRHICmdFlushRenderThreadTasksTranslucentPass.GetValueOnRenderThread() == 0 && CVarRHICmdFlushRenderThreadTasks.GetValueOnRenderThread() == 0,
DrawRenderState,
TranslucencyPass,
FSceneRenderTargets::Get(RHICmdList).IsSeparateTranslucencyPass()
);
RenderViewTranslucencyInner(RHICmdList, View, DrawRenderState, TranslucencyPass, &ParallelCommandListSet);
}
void FDeferredShadingSceneRenderer::SetupDownsampledTranslucencyViewParameters(
FRHICommandListImmediate& RHICmdList,
const FViewInfo& View,
FViewUniformShaderParameters& DownsampledTranslucencyViewParameters)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
FIntPoint ScaledSize;
float DownsamplingScale = 1.f;
SceneContext.GetSeparateTranslucencyDimensions(ScaledSize, DownsamplingScale);
ensure(DownsamplingScale < 1.f);
SceneContext.GetDownsampledTranslucencyDepth(RHICmdList, ScaledSize);
DownsampleDepthSurface(RHICmdList, SceneContext.GetDownsampledTranslucencyDepthSurface(), View, DownsamplingScale, false);
DownsampledTranslucencyViewParameters = *View.CachedViewUniformShaderParameters;
// Update the parts of DownsampledTranslucencyParameters which are dependent on the buffer size and view rect
View.SetupViewRectUniformBufferParameters(
DownsampledTranslucencyViewParameters,
ScaledSize,
FIntRect(View.ViewRect.Min.X * DownsamplingScale, View.ViewRect.Min.Y * DownsamplingScale, View.ViewRect.Max.X * DownsamplingScale, View.ViewRect.Max.Y * DownsamplingScale),
View.ViewMatrices,
View.PrevViewInfo.ViewMatrices
);
}
void FDeferredShadingSceneRenderer::ConditionalResolveSceneColorForTranslucentMaterials(FRHICommandListImmediate& RHICmdList, TRefCountPtr<IPooledRenderTarget>& SceneColorCopy)
{
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
bool bNeedsResolve = false;
for (int32 TranslucencyPass = 0; TranslucencyPass < ETranslucencyPass::TPT_MAX && !bNeedsResolve; ++TranslucencyPass)
{
bNeedsResolve |= View.TranslucentPrimCount.UseSceneColorCopy((ETranslucencyPass::Type)TranslucencyPass);
}
if (bNeedsResolve)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SCOPED_DRAW_EVENTF(RHICmdList, EventCopy, TEXT("CopySceneColor from SceneColor for translucency"));
RHICmdList.CopyToResolveTarget(SceneContext.GetSceneColorSurface(), SceneContext.GetSceneColorTexture(), FResolveRect(View.ViewRect.Min.X, View.ViewRect.Min.Y, View.ViewRect.Max.X, View.ViewRect.Max.Y));
if (!SceneColorCopy)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(SceneContext.GetBufferSizeXY(), PF_B8G8R8A8, FClearValueBinding::White, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneColorCopy, TEXT("SceneColorCopy"));
}
FRHIRenderPassInfo RPInfo(SceneColorCopy->GetRenderTargetItem().TargetableTexture, ERenderTargetActions::DontLoad_Store);
TransitionRenderPassTargets(RHICmdList, RPInfo);
RHICmdList.BeginRenderPass(RPInfo, TEXT("ResolveColorForTranslucentMaterials"));
{
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);
TShaderMapRef<FCopySceneColorPS> PixelShader(View.ShaderMap);
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*ScreenVertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(RHICmdList, View);
DrawRectangle(
RHICmdList,
0, 0,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
SceneContext.GetBufferSizeXY(),
*ScreenVertexShader,
EDRF_UseTriangleOptimization);
}
RHICmdList.EndRenderPass();
RHICmdList.CopyToResolveTarget(SceneColorCopy->GetRenderTargetItem().TargetableTexture, SceneColorCopy->GetRenderTargetItem().ShaderResourceTexture, FResolveParams());
}
}
}
void CreateTranslucentBasePassUniformBuffer(
FRHICommandListImmediate& RHICmdList,
const FViewInfo& View,
IPooledRenderTarget* SceneColorCopy,
ESceneTextureSetupMode SceneTextureSetupMode,
TUniformBufferRef<FTranslucentBasePassUniformParameters>& BasePassUniformBuffer,
const int32 ViewIndex)
{
FSceneRenderTargets& SceneRenderTargets = FSceneRenderTargets::Get(RHICmdList);
FTranslucentBasePassUniformParameters BasePassParameters;
SetupSharedBasePassParameters(RHICmdList, View, SceneRenderTargets, BasePassParameters.Shared);
{
SetupSceneTextureUniformParameters(SceneRenderTargets, View.FeatureLevel, SceneTextureSetupMode, BasePassParameters.SceneTextures);
BasePassParameters.SceneTextures.EyeAdaptation = GetEyeAdaptation(View);
}
// Material SSR
{
float PrevSceneColorPreExposureInvValue = 1.0f / View.PreExposure;
if (View.HZB)
{
BasePassParameters.HZBTexture = View.HZB->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.HZBSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
const TRefCountPtr<IPooledRenderTarget>* PrevSceneColorRT = &GSystemTextures.BlackDummy;
if (View.PrevViewInfo.CustomSSRInput.IsValid())
{
PrevSceneColorRT = &View.PrevViewInfo.CustomSSRInput;
PrevSceneColorPreExposureInvValue = 1.0f / View.PrevViewInfo.TemporalAAHistory.SceneColorPreExposure;
}
else if (View.PrevViewInfo.TemporalAAHistory.IsValid())
{
PrevSceneColorRT = &View.PrevViewInfo.TemporalAAHistory.RT[0];
PrevSceneColorPreExposureInvValue = 1.0f / View.PrevViewInfo.TemporalAAHistory.SceneColorPreExposure;
}
BasePassParameters.PrevSceneColor = (*PrevSceneColorRT)->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.PrevSceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
const FVector2D HZBUvFactor(
float(View.ViewRect.Width()) / float(2 * View.HZBMipmap0Size.X),
float(View.ViewRect.Height()) / float(2 * View.HZBMipmap0Size.Y)
);
const FVector4 HZBUvFactorAndInvFactorValue(
HZBUvFactor.X,
HZBUvFactor.Y,
1.0f / HZBUvFactor.X,
1.0f / HZBUvFactor.Y
);
BasePassParameters.HZBUvFactorAndInvFactor = HZBUvFactorAndInvFactorValue;
}
else
{
BasePassParameters.HZBTexture = GBlackTexture->TextureRHI;
BasePassParameters.HZBSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.PrevSceneColor = GBlackTexture->TextureRHI;
BasePassParameters.PrevSceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
FIntPoint ViewportOffset = View.ViewRect.Min;
FIntPoint ViewportExtent = View.ViewRect.Size();
FIntPoint BufferSize = SceneRenderTargets.GetBufferSizeXY();
if (View.PrevViewInfo.TemporalAAHistory.IsValid())
{
ViewportOffset = View.PrevViewInfo.TemporalAAHistory.ViewportRect.Min;
ViewportExtent = View.PrevViewInfo.TemporalAAHistory.ViewportRect.Size();
BufferSize = View.PrevViewInfo.TemporalAAHistory.RT[0]->GetDesc().Extent;
}
FVector2D InvBufferSize(1.0f / float(BufferSize.X), 1.0f / float(BufferSize.Y));
FVector4 ScreenPosToPixelValue(
ViewportExtent.X * 0.5f * InvBufferSize.X,
-ViewportExtent.Y * 0.5f * InvBufferSize.Y,
(ViewportExtent.X * 0.5f + ViewportOffset.X) * InvBufferSize.X,
(ViewportExtent.Y * 0.5f + ViewportOffset.Y) * InvBufferSize.Y);
BasePassParameters.PrevScreenPositionScaleBias = ScreenPosToPixelValue;
BasePassParameters.PrevSceneColorPreExposureInv = PrevSceneColorPreExposureInvValue;
}
// Translucency Lighting Volume
{
if (SceneRenderTargets.GetTranslucencyVolumeAmbient(TVC_Inner) != nullptr)
{
BasePassParameters.TranslucencyLightingVolumeAmbientInner = SceneRenderTargets.GetTranslucencyVolumeAmbient(TVC_Inner, ViewIndex)->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.TranslucencyLightingVolumeAmbientOuter = SceneRenderTargets.GetTranslucencyVolumeAmbient(TVC_Outer, ViewIndex)->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.TranslucencyLightingVolumeDirectionalInner = SceneRenderTargets.GetTranslucencyVolumeDirectional(TVC_Inner, ViewIndex)->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.TranslucencyLightingVolumeDirectionalOuter = SceneRenderTargets.GetTranslucencyVolumeDirectional(TVC_Outer, ViewIndex)->GetRenderTargetItem().ShaderResourceTexture;
}
else
{
const FTextureRHIRef DummyTLV = GSystemTextures.BlackDummy->GetRenderTargetItem().ShaderResourceTexture;
BasePassParameters.TranslucencyLightingVolumeAmbientInner = DummyTLV;
BasePassParameters.TranslucencyLightingVolumeAmbientOuter = DummyTLV;
BasePassParameters.TranslucencyLightingVolumeDirectionalInner = DummyTLV;
BasePassParameters.TranslucencyLightingVolumeDirectionalOuter = DummyTLV;
}
BasePassParameters.TranslucencyLightingVolumeAmbientInnerSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.TranslucencyLightingVolumeAmbientOuterSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.TranslucencyLightingVolumeDirectionalInnerSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.TranslucencyLightingVolumeDirectionalOuterSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
BasePassParameters.SceneTextures.SceneColorCopyTexture = SceneColorCopy ? SceneColorCopy->GetRenderTargetItem().ShaderResourceTexture : GBlackTexture->TextureRHI;
FScene* Scene = View.Family->Scene ? View.Family->Scene->GetRenderScene() : nullptr;
if (Scene)
{
Scene->UniformBuffers.TranslucentBasePassUniformBuffer.UpdateUniformBufferImmediate(BasePassParameters);
BasePassUniformBuffer = Scene->UniformBuffers.TranslucentBasePassUniformBuffer;
}
else
{
BasePassUniformBuffer = TUniformBufferRef<FTranslucentBasePassUniformParameters>::CreateUniformBufferImmediate(BasePassParameters, UniformBuffer_SingleFrame);
}
}
class FTranslucencyUpsamplingPS : public FGlobalShader
{
protected:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FTranslucencyUpsamplingPS(bool InbUseNearestDepthNeighborUpsample)
: bUseNearestDepthNeighborUpsample(InbUseNearestDepthNeighborUpsample)
{
}
FSceneTextureShaderParameters SceneTextureParameters;
FShaderParameter LowResColorTexelSize;
FShaderResourceParameter LowResDepthTexture;
FShaderResourceParameter LowResColorTexture;
FShaderResourceParameter BilinearClampedSampler;
FShaderResourceParameter PointClampedSampler;
public:
/** Initialization constructor. */
FTranslucencyUpsamplingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer, bool InbUseNearestDepthNeighborUpsample)
: FGlobalShader(Initializer)
, bUseNearestDepthNeighborUpsample(InbUseNearestDepthNeighborUpsample)
{
SceneTextureParameters.Bind(Initializer);
LowResColorTexelSize.Bind(Initializer.ParameterMap, TEXT("LowResColorTexelSize"));
LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture"));
LowResColorTexture.Bind(Initializer.ParameterMap, TEXT("LowResColorTexture"));
BilinearClampedSampler.Bind(Initializer.ParameterMap, TEXT("BilinearClampedSampler"));
PointClampedSampler.Bind(Initializer.ParameterMap, TEXT("PointClampedSampler"));
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << SceneTextureParameters << LowResColorTexelSize << LowResDepthTexture << LowResColorTexture << BilinearClampedSampler << PointClampedSampler;
return bShaderHasOutdatedParameters;
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
TRefCountPtr<IPooledRenderTarget>& DownsampledTranslucency = SceneContext.SeparateTranslucencyRT;
float Width = DownsampledTranslucency->GetDesc().Extent.X;
float Height = DownsampledTranslucency->GetDesc().Extent.Y;
SetShaderValue(RHICmdList, ShaderRHI, LowResColorTexelSize, FVector4(Width, Height, 1.0f / Width, 1.0f / Height));
SetTextureParameter(RHICmdList, ShaderRHI, LowResColorTexture, DownsampledTranslucency->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, LowResDepthTexture, SceneContext.GetDownsampledTranslucencyDepthSurface());
SetSamplerParameter(RHICmdList, ShaderRHI, BilinearClampedSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SetSamplerParameter(RHICmdList, ShaderRHI, PointClampedSampler, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SceneTextureParameters.Set(RHICmdList, GetPixelShader(), View.FeatureLevel, ESceneTextureSetupMode::All);
}
const bool bUseNearestDepthNeighborUpsample;
};
class FTranslucencySimpleUpsamplingPS : public FTranslucencyUpsamplingPS
{
protected:
DECLARE_SHADER_TYPE(FTranslucencySimpleUpsamplingPS, Global);
FTranslucencySimpleUpsamplingPS() : FTranslucencyUpsamplingPS(false) {}
public:
FTranslucencySimpleUpsamplingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FTranslucencyUpsamplingPS(Initializer, false) {}
};
IMPLEMENT_SHADER_TYPE(, FTranslucencySimpleUpsamplingPS, TEXT("/Engine/Private/TranslucencyUpsampling.usf"), TEXT("SimpleUpsamplingPS"), SF_Pixel);
class FTranslucencyNearestDepthNeighborUpsamplingPS : public FTranslucencyUpsamplingPS
{
protected:
DECLARE_SHADER_TYPE(FTranslucencyNearestDepthNeighborUpsamplingPS, Global);
FTranslucencyNearestDepthNeighborUpsamplingPS() : FTranslucencyUpsamplingPS(true) {}
public:
FTranslucencyNearestDepthNeighborUpsamplingPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FTranslucencyUpsamplingPS(Initializer, true) {}
};
IMPLEMENT_SHADER_TYPE(, FTranslucencyNearestDepthNeighborUpsamplingPS, TEXT("/Engine/Private/TranslucencyUpsampling.usf"), TEXT("NearestDepthNeighborUpsamplingPS"), SF_Pixel);
bool UseNearestDepthNeighborUpsampleForSeparateTranslucency(const FSceneRenderTargets& SceneContext)
{
FIntPoint OutScaledSize;
float OutScale;
SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);
return CVarSeparateTranslucencyUpsampleMode.GetValueOnRenderThread() != 0 && FMath::Abs(OutScale - .5f) < .001f;
}
void UpsampleTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View, bool bOverwrite)
{
SCOPED_DRAW_EVENTF(RHICmdList, EventUpsampleCopy, TEXT("Upsample translucency"));
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
SceneContext.BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
if (bOverwrite) // When overwriting, we also need to set the alpha as other translucent primitive could accumulate into the buffer.
{
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
}
else
{
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
}
TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);
FTranslucencyUpsamplingPS* UpsamplingPixelShader = nullptr;
if (UseNearestDepthNeighborUpsampleForSeparateTranslucency(SceneContext))
{
TShaderMapRef<FTranslucencyNearestDepthNeighborUpsamplingPS> PixelShader(View.ShaderMap);
UpsamplingPixelShader = *PixelShader;
}
else
{
TShaderMapRef<FTranslucencySimpleUpsamplingPS> PixelShader(View.ShaderMap);
UpsamplingPixelShader = *PixelShader;
}
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*ScreenVertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(UpsamplingPixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
UpsamplingPixelShader->SetParameters(RHICmdList, View);
FIntPoint OutScaledSize;
float OutScale;
SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);
TRefCountPtr<IPooledRenderTarget>& DownsampledTranslucency = SceneContext.SeparateTranslucencyRT;
int32 TextureWidth = DownsampledTranslucency->GetDesc().Extent.X;
int32 TextureHeight = DownsampledTranslucency->GetDesc().Extent.Y;
DrawRectangle(
RHICmdList,
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Min.X * OutScale, View.ViewRect.Min.Y * OutScale,
View.ViewRect.Width() * OutScale, View.ViewRect.Height() * OutScale,
View.ViewRect.Size(),
FIntPoint(TextureWidth, TextureHeight),
*ScreenVertexShader,
EDRF_UseTriangleOptimization);
SceneContext.FinishRenderingSceneColor(RHICmdList);
}
void FDeferredShadingSceneRenderer::RenderTranslucency(FRHICommandListImmediate& RHICmdList, ETranslucencyPass::Type TranslucencyPass, IPooledRenderTarget* SceneColorCopy)
{
check(RHICmdList.IsOutsideRenderPass());
if (!ShouldRenderTranslucency(TranslucencyPass))
{
return; // Early exit if nothing needs to be done.
}
SCOPED_DRAW_EVENT(RHICmdList, Translucency);
SCOPED_GPU_STAT(RHICmdList, Translucency);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// Support for parallel rendering.
const bool bUseParallel = GRHICommandList.UseParallelAlgorithms() && CVarParallelTranslucency.GetValueOnRenderThread();
if (bUseParallel)
{
SceneContext.AllocLightAttenuation(RHICmdList); // materials will attempt to get this texture before the deferred command to set it up executes
}
FScopedCommandListWaitForTasks Flusher(bUseParallel && (CVarRHICmdFlushRenderThreadTasksTranslucentPass.GetValueOnRenderThread() > 0 || CVarRHICmdFlushRenderThreadTasks.GetValueOnRenderThread() > 0), RHICmdList);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
checkSlow(RHICmdList.IsOutsideRenderPass());
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
FViewInfo& View = Views[ViewIndex];
if (!View.ShouldRenderView())
{
continue;
}
#if STATS
if (View.ViewState && IsMainTranslucencyPass(TranslucencyPass))
{
View.ViewState->TranslucencyTimer.Begin(RHICmdList);
}
#endif
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
TUniformBufferRef<FTranslucentBasePassUniformParameters> BasePassUniformBuffer;
CreateTranslucentBasePassUniformBuffer(RHICmdList, View, SceneColorCopy, ESceneTextureSetupMode::All, BasePassUniformBuffer, ViewIndex);
FMeshPassProcessorRenderState DrawRenderState(View, BasePassUniformBuffer);
// If downsampling we need to render in the separate buffer. Otherwise we also need to render offscreen to apply TPT_TranslucencyAfterDOF
if (RenderInSeparateTranslucency(SceneContext, TranslucencyPass, View.TranslucentPrimCount.DisableOffscreenRendering(TranslucencyPass)))
{
checkSlow(RHICmdList.IsOutsideRenderPass());
FIntPoint ScaledSize;
float DownsamplingScale = 1.f;
SceneContext.GetSeparateTranslucencyDimensions(ScaledSize, DownsamplingScale);
if (DownsamplingScale < 1.f)
{
FViewUniformShaderParameters DownsampledTranslucencyViewParameters;
SetupDownsampledTranslucencyViewParameters(RHICmdList, View, DownsampledTranslucencyViewParameters);
Scene->UniformBuffers.ViewUniformBuffer.UpdateUniformBufferImmediate(DownsampledTranslucencyViewParameters);
DrawRenderState.SetViewUniformBuffer(Scene->UniformBuffers.ViewUniformBuffer);
if ((View.IsInstancedStereoPass() || View.bIsMobileMultiViewEnabled) && View.Family->Views.Num() > 0)
{
// When drawing the left eye in a stereo scene, copy the right eye view values into the instanced view uniform buffer.
const EStereoscopicPass StereoPassIndex = (View.StereoPass != eSSP_FULL) ? eSSP_RIGHT_EYE : eSSP_FULL;
const FViewInfo& InstancedView = static_cast<const FViewInfo&>(View.Family->GetStereoEyeView(StereoPassIndex));
SetupDownsampledTranslucencyViewParameters(RHICmdList, InstancedView, DownsampledTranslucencyViewParameters);
Scene->UniformBuffers.InstancedViewUniformBuffer.UpdateUniformBufferImmediate(reinterpret_cast<FInstancedViewUniformShaderParameters&>(DownsampledTranslucencyViewParameters));
DrawRenderState.SetInstancedViewUniformBuffer(Scene->UniformBuffers.InstancedViewUniformBuffer);
}
}
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
BeginTimingSeparateTranslucencyPass(RHICmdList, View);
}
SceneContext.BeginRenderingSeparateTranslucency(RHICmdList, View, *this, ViewIndex == 0 || View.Family->bMultiGPUForkAndJoin);
// Draw only translucent prims that are in the SeparateTranslucency pass
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
if (bUseParallel)
{
RHICmdList.EndRenderPass();
RenderViewTranslucencyParallel(RHICmdList, View, DrawRenderState, TranslucencyPass);
}
else
{
RenderViewTranslucency(RHICmdList, View, DrawRenderState, TranslucencyPass);
RHICmdList.EndRenderPass();
}
SceneContext.ResolveSeparateTranslucency(RHICmdList, View);
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
EndTimingSeparateTranslucencyPass(RHICmdList, View);
}
if (TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
UpsampleTranslucency(RHICmdList, View, false);
}
checkSlow(RHICmdList.IsOutsideRenderPass());
}
else
{
SceneContext.BeginRenderingTranslucency(RHICmdList, View, *this, ViewIndex == 0 || View.Family->bMultiGPUForkAndJoin);
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
if (bUseParallel && !ViewFamily.UseDebugViewPS())
{
RHICmdList.EndRenderPass();
RenderViewTranslucencyParallel(RHICmdList, View, DrawRenderState, TranslucencyPass);
}
else
{
RenderViewTranslucency(RHICmdList, View, DrawRenderState, TranslucencyPass);
RHICmdList.EndRenderPass();
}
SceneContext.FinishRenderingTranslucency(RHICmdList);
}
#if STATS
if (View.ViewState && IsMainTranslucencyPass(TranslucencyPass))
{
STAT(View.ViewState->TranslucencyTimer.End(RHICmdList));
}
#endif
}
checkSlow(RHICmdList.IsOutsideRenderPass());
}