void AllocateOrReuseLightShaftRenderTarget(FRHICommandListImmediate& RHICmdList, TRefCountPtr<IPooledRenderTarget>& Target, const TCHAR* Name)
{
	if (!Target)
	{
		EPixelFormat LightShaftFilterBufferFormat = PF_FloatRGB;
		const FIntPoint BufferSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
		FIntPoint LightShaftSize(FMath::Max<uint32>(BufferSize.X / GetLightShaftDownsampleFactor(), 1), FMath::Max<uint32>(BufferSize.Y / GetLightShaftDownsampleFactor(), 1));
		FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(LightShaftSize, LightShaftFilterBufferFormat, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
		GRenderTargetPool.FindFreeElement(Desc, Target, Name);

		SetRenderTarget(RHICmdList, Target->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
		RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());
	}
}
Esempio n. 2
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	void SetParameters(FRHICommandList& RHICmdList, const ShaderRHIParamRef& ShaderRHI, const TRefCountPtr<IPooledRenderTarget>& DynamicBentNormalAO, float SkySpecularOcclusionStrength, float MinOcclusionValue)
	{
		FTextureRHIParamRef BentNormalAO = GWhiteTexture->TextureRHI;
		bool bApplyBentNormalAO = false;

		if (DynamicBentNormalAO)
		{
			BentNormalAO = DynamicBentNormalAO->GetRenderTargetItem().ShaderResourceTexture;
			bApplyBentNormalAO = true;
		}

		SetTextureParameter(RHICmdList, ShaderRHI, BentNormalAOTexture, BentNormalAOSampler, TStaticSamplerState<SF_Point>::GetRHI(), BentNormalAO);
		SetShaderValue(RHICmdList, ShaderRHI, ApplyBentNormalAO, bApplyBentNormalAO ? 1.0f : 0.0f);
		SetShaderValue(RHICmdList, ShaderRHI, InvSkySpecularOcclusionStrength, 1.0f / FMath::Max(SkySpecularOcclusionStrength, .1f));
		SetShaderValue(RHICmdList, ShaderRHI, MinSkySpecularOcclusion, MinOcclusionValue);
	}
void DownsamplePass(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, const FLightSceneInfo* LightSceneInfo, TRefCountPtr<IPooledRenderTarget>& LightShaftsSource, TRefCountPtr<IPooledRenderTarget>& LightShaftsDest)
{
	const FIntPoint BufferSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
	const uint32 DownsampleFactor	= GetLightShaftDownsampleFactor();
	const FIntPoint FilterBufferSize = BufferSize / DownsampleFactor;
	const FIntPoint DownSampledXY = View.ViewRect.Min / DownsampleFactor;
	const uint32 DownsampledSizeX = View.ViewRect.Width() / DownsampleFactor;
	const uint32 DownsampledSizeY = View.ViewRect.Height() / DownsampleFactor;

	SetRenderTarget(RHICmdList, LightShaftsDest->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
	RHICmdList.SetViewport(DownSampledXY.X, DownSampledXY.Y, 0.0f, DownSampledXY.X + DownsampledSizeX, DownSampledXY.Y + DownsampledSizeY, 1.0f);

	// Set shaders and texture
	TShaderMapRef<FDownsampleLightShaftsVertexShader> DownsampleLightShaftsVertexShader(View.ShaderMap);
	TRefCountPtr<IPooledRenderTarget> UnusedRT;

	switch(LightSceneInfo->Proxy->GetLightType())
	{
	case LightType_Directional:
		{
			TShaderMapRef<TDownsampleLightShaftsPixelShader<LightType_Directional, bDownsampleOcclusion> > DownsampleLightShaftsPixelShader(View.ShaderMap);
			SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), DownsampleDirectionalLightShaftsBoundShaderState[bDownsampleOcclusion], GFilterVertexDeclaration.VertexDeclarationRHI, *DownsampleLightShaftsVertexShader, *DownsampleLightShaftsPixelShader);
			DownsampleLightShaftsPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, UnusedRT);
		}
		break;
	case LightType_Spot:
		{
			TShaderMapRef<TDownsampleLightShaftsPixelShader<LightType_Spot, bDownsampleOcclusion> > DownsampleLightShaftsPixelShader(View.ShaderMap);
			SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), DownsampleSpotLightShaftsBoundShaderState[bDownsampleOcclusion], GFilterVertexDeclaration.VertexDeclarationRHI, *DownsampleLightShaftsVertexShader, *DownsampleLightShaftsPixelShader);
			DownsampleLightShaftsPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, UnusedRT);
		}
		break;
	default:
	case LightType_Point:
		{
			TShaderMapRef<TDownsampleLightShaftsPixelShader<LightType_Point, bDownsampleOcclusion> > DownsampleLightShaftsPixelShader(View.ShaderMap);
			SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), DownsamplePointLightShaftsBoundShaderState[bDownsampleOcclusion], GFilterVertexDeclaration.VertexDeclarationRHI, *DownsampleLightShaftsVertexShader, *DownsampleLightShaftsPixelShader);
			DownsampleLightShaftsPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, UnusedRT);
		}
		break;
	}

	DownsampleLightShaftsVertexShader->SetParameters(RHICmdList, View);

	// No depth tests, no backface culling.
	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	// Downsample scene color and depth, and convert them into a bloom term and an occlusion masking term
	DrawRectangle( 
		RHICmdList,
		0, 0, 
		DownsampledSizeX, DownsampledSizeY,
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		FIntPoint(DownsampledSizeX, DownsampledSizeY), 
		BufferSize,
		*DownsampleLightShaftsVertexShader,
		EDRF_UseTriangleOptimization);

	RHICmdList.CopyToResolveTarget(LightShaftsDest->GetRenderTargetItem().TargetableTexture, LightShaftsDest->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());

	Swap(LightShaftsSource, LightShaftsDest);
}
	void SetParameters(FRHICommandList& RHICmdList, const ShaderRHIParamRef Shader, const FLightSceneInfo* LightSceneInfo, const FSceneView& View, TRefCountPtr<IPooledRenderTarget>& PassSource)
	{
		FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
		const uint32 DownsampleFactor = GetLightShaftDownsampleFactor();
		FIntPoint DownSampledViewSize(FMath::FloorToInt(View.ViewRect.Width() / DownsampleFactor), FMath::FloorToInt(View.ViewRect.Height() / DownsampleFactor));
		const FIntPoint FilterBufferSize = SceneContext.GetBufferSizeXY() / DownsampleFactor;

		const FVector2D ViewRatioOfBuffer((float)DownSampledViewSize.X / FilterBufferSize.X, (float)DownSampledViewSize.Y / FilterBufferSize.Y);
		const FVector4 AspectRatioAndInvAspectRatio(
			ViewRatioOfBuffer.X, 
			(float)FilterBufferSize.X * ViewRatioOfBuffer.Y / FilterBufferSize.Y, 
			1.0f / ViewRatioOfBuffer.X, 
			(float)FilterBufferSize.Y / (FilterBufferSize.X * ViewRatioOfBuffer.Y));

		SetShaderValue(RHICmdList, Shader, AspectRatioAndInvAspectRatioParameter, AspectRatioAndInvAspectRatio);

		const FVector WorldSpaceBlurOrigin = LightSceneInfo->Proxy->GetLightPositionForLightShafts(View.ViewMatrices.ViewOrigin);
		// Transform into texture coordinates
		FVector4 ProjectedBlurOrigin = View.WorldToScreen(WorldSpaceBlurOrigin);

		const FIntPoint BufferSize = SceneContext.GetBufferSizeXY();
		const float InvBufferSizeX = 1.0f / BufferSize.X;
		const float InvBufferSizeY = 1.0f / BufferSize.Y;

		FVector2D ScreenSpaceBlurOrigin;
		{
			verify(ProjectedBlurOrigin.W > 0.0f); 
			float InvW = 1.0f / ProjectedBlurOrigin.W;
			float Y = (GProjectionSignY > 0.0f) ? ProjectedBlurOrigin.Y : 1.0f - ProjectedBlurOrigin.Y;
			ScreenSpaceBlurOrigin = FVector2D(
				View.ViewRect.Min.X + (0.5f + ProjectedBlurOrigin.X * 0.5f * InvW) * View.ViewRect.Width(),
				View.ViewRect.Min.Y + (0.5f - Y * 0.5f * InvW) * View.ViewRect.Height()
				);
		}
		
		ScreenSpaceBlurOrigin.X *= InvBufferSizeX;
		ScreenSpaceBlurOrigin.Y *= InvBufferSizeY;
		FVector2D TextureSpaceBlurOrigin(ScreenSpaceBlurOrigin * FVector2D(AspectRatioAndInvAspectRatio.Z, AspectRatioAndInvAspectRatio.W));

		SetShaderValue(RHICmdList, Shader, TextureSpaceBlurOriginParameter, TextureSpaceBlurOrigin);

		SetShaderValue(RHICmdList, Shader, WorldSpaceBlurOriginAndRadiusParameter, FVector4(WorldSpaceBlurOrigin, LightSceneInfo->Proxy->GetRadius()));
		SetShaderValue(RHICmdList, Shader, LightSourceRadius, LightSceneInfo->Proxy->GetSourceRadius());

		const bool bIsSpotLight = LightSceneInfo->Proxy->GetLightType() == LightType_Spot;
		if (bIsSpotLight)
		{
			SetShaderValue(RHICmdList, Shader, WorldSpaceSpotDirectionParameter, LightSceneInfo->Proxy->GetDirection());
			SetShaderValue(RHICmdList, Shader, SpotAnglesParameter, LightSceneInfo->Proxy->GetLightShaftConeParams());
		}

		const float DistanceFromLight = (View.ViewMatrices.ViewOrigin - WorldSpaceBlurOrigin).Size() + PointLightFadeDistanceIncrease;
		SetShaderValue(RHICmdList, Shader, WorldSpaceCameraPositionParameter, FVector4(View.ViewMatrices.ViewOrigin, DistanceFromLight));

		const FIntPoint DownSampledXY = View.ViewRect.Min / DownsampleFactor;
		const uint32 DownsampledSizeX = View.ViewRect.Width() / DownsampleFactor;
		const uint32 DownsampledSizeY = View.ViewRect.Height() / DownsampleFactor;

		// Limits for where the pixel shader is allowed to sample
		// Prevents reading from outside the valid region of a render target
		// Clamp to 1 less than the actual max, 
		// Since the bottom-right row/column of texels will contain some unwanted values if the size of scene color is not a factor of the downsample factor
		float MinU, MinV, MaxU, MaxV;
		{
			MinU = DownSampledXY.X / (float)FilterBufferSize.X;
			MinV = DownSampledXY.Y / (float)FilterBufferSize.Y;
			MaxU = (float(DownSampledXY.X) + DownsampledSizeX - 1) / (float)FilterBufferSize.X;
			MaxV = (float(DownSampledXY.Y) + DownsampledSizeY - 1) / (float)FilterBufferSize.Y;
		}

		FVector4 UVMinMax( MinU, MinV, MaxU, MaxV );
		SetShaderValue(RHICmdList, Shader, UVMinMaxParameter, UVMinMax);

		const FLinearColor BloomTint = LightSceneInfo->BloomTint;
		SetShaderValue(RHICmdList, Shader, BloomTintAndThresholdParameter, FVector4(BloomTint.R, BloomTint.G, BloomTint.B, LightSceneInfo->BloomThreshold));

		float OcclusionMaskDarkness;
		float OcclusionDepthRange;
		LightSceneInfo->Proxy->GetLightShaftOcclusionParameters(OcclusionMaskDarkness, OcclusionDepthRange);

		const FVector4 LightShaftParameterValues(1.0f / OcclusionDepthRange, LightSceneInfo->BloomScale, 1, OcclusionMaskDarkness);
		SetShaderValue(RHICmdList, Shader, LightShaftParameters, LightShaftParameterValues);

		float DistanceFade = 0.0f;
		if (LightSceneInfo->Proxy->GetLightType() != LightType_Directional)
		{
			DistanceFade = FMath::Clamp(DistanceFromLight / (LightSceneInfo->Proxy->GetRadius() * PointLightRadiusFadeFactor), 0.0f, 1.0f);
		}

		SetShaderValue(RHICmdList, Shader, DistanceFadeParameter, DistanceFade);

		if (IsValidRef(PassSource))
		{
			SetTextureParameter(
				RHICmdList, 
				Shader,
				SourceTextureParameter, SourceTextureSamplerParameter,
				TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
				PassSource->GetRenderTargetItem().ShaderResourceTexture
				);
		}
	}
void FRCPassPostProcessWeightedSampleSum::Process(FRenderingCompositePassContext& Context)
{
	const FSceneView& View = Context.View;

	FRenderingCompositeOutput *Input = PassInputs[0].GetOutput();

	// input is not hooked up correctly
	check(Input);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	// input is not hooked up correctly
	check(InputDesc);

	const FSceneViewFamily& ViewFamily = *(View.Family);

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	// e.g. 4 means the input texture is 4x smaller than the buffer size
	FIntPoint SrcScaleFactor = GSceneRenderTargets.GetBufferSizeXY() / SrcSize;
	FIntPoint DstScaleFactor = GSceneRenderTargets.GetBufferSizeXY() / DestSize;

	TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();

	check(!InputPooledElement->IsFree());

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	FVector2D InvSrcSize(1.0f / SrcSize.X, 1.0f / SrcSize.Y);
	// we scale by width because FOV is defined horizontally
	float SrcSizeForThisAxis = View.ViewRect.Width() / (float)SrcScaleFactor.X;

	// in texel (input resolution), /2 as we use the diameter, 100 as we use percent
	float EffectiveBlurRadius = SizeScale * SrcSizeForThisAxis  / 2 / 100.0f;

	FVector2D BlurOffsets[MAX_FILTER_SAMPLES];
	FLinearColor BlurWeights[MAX_FILTER_SAMPLES];
	FVector2D OffsetAndWeight[MAX_FILTER_SAMPLES];

	const auto FeatureLevel = Context.View.GetFeatureLevel();

	// compute 1D filtered samples
	uint32 MaxNumSamples = GetMaxNumSamples(FeatureLevel);

	uint32 NumSamples = Compute1DGaussianFilterKernel(FeatureLevel, EffectiveBlurRadius, OffsetAndWeight, MaxNumSamples, FilterShape, CrossCenterWeight);

	SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessWeightedSampleSum, TEXT("PostProcessWeightedSampleSum#%d"), NumSamples);

	// compute weights as weighted contributions of the TintValue
	for(uint32 i = 0; i < NumSamples; ++i)
	{
		BlurWeights[i] = TintValue * OffsetAndWeight[i].Y;
	}

	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	const FTextureRHIRef& FilterTexture = InputPooledElement->GetRenderTargetItem().ShaderResourceTexture;

	FRenderingCompositeOutput *Input1 = PassInputs[1].GetOutput();

	uint32 CombineMethodInt = 0;

	if(CombineMethod == EFCM_MaxMagnitude)
	{
		CombineMethodInt = 2;
	}

	// can be optimized
	FTextureRHIRef AdditiveTexture;

	if(Input1)
	{
		TRefCountPtr<IPooledRenderTarget> InputPooledElement1 = Input1->RequestInput();
		AdditiveTexture = InputPooledElement1->GetRenderTargetItem().ShaderResourceTexture;

		check(CombineMethod == EFCM_Weighted);

		CombineMethodInt = 1;
	}

	bool bDoFastBlur = DoFastBlur();

	if (FilterShape == EFS_Horiz)
	{
		float YOffset = bDoFastBlur ? (InvSrcSize.Y * 0.5f) : 0.0f;
		for (uint32 i = 0; i < NumSamples; ++i)
		{
			BlurOffsets[i] = FVector2D(InvSrcSize.X * OffsetAndWeight[i].X, YOffset);
		}
	}
	else
	{
		float YOffset = bDoFastBlur ? -(InvSrcSize.Y * 0.5f) : 0.0f;
		for (uint32 i = 0; i < NumSamples; ++i)
		{
			BlurOffsets[i] = FVector2D(0, InvSrcSize.Y * OffsetAndWeight[i].X + YOffset);
		}
	}

	FShader* VertexShader = nullptr;
	SetFilterShaders(
		Context.RHICmdList,
		FeatureLevel,
		TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Clamp>::GetRHI(),
		FilterTexture,
		AdditiveTexture,
		CombineMethodInt,
		BlurOffsets,
		BlurWeights,
		NumSamples,
		&VertexShader
		);

	bool bRequiresClear = true;
	// check if we have to clear the whole surface.
	// Otherwise perform the clear when the dest rectangle has been computed.
	if (FeatureLevel == ERHIFeatureLevel::ES2 || FeatureLevel == ERHIFeatureLevel::ES3_1)
	{
		Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());
		bRequiresClear = false;
	}

	FIntRect SrcRect =  FIntRect::DivideAndRoundUp(View.ViewRect, SrcScaleFactor);
	FIntRect DestRect = FIntRect::DivideAndRoundUp(View.ViewRect, DstScaleFactor);

	DrawQuad(Context.RHICmdList, bDoFastBlur, SrcRect, DestRect, bRequiresClear, DestSize, SrcSize, VertexShader);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
Esempio n. 6
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	void SetParameters(const FSceneView& View, TRefCountPtr<IPooledRenderTarget>& Src)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(ShaderRHI, View);

		SetTextureParameter(ShaderRHI, InputTexture, InputTextureSampler, TStaticSamplerState<>::GetRHI(), Src->GetRenderTargetItem().ShaderResourceTexture);
	}
void FRCPassPostProcessVisualizeLPV::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeLPV);

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
//	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
	const TRefCountPtr<IPooledRenderTarget> RenderTarget = GetInput(ePId_Input0)->GetOutput()->PooledRenderTarget;
	const FSceneRenderTargetItem& DestRenderTarget = RenderTarget->GetRenderTargetItem();

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());

	{
		// this is a helper class for FCanvas to be able to get screen size
		class FRenderTargetTemp : public FRenderTarget
		{
		public:
			const FSceneView& View;
			const FTexture2DRHIRef Texture;

			FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
				: View(InView), Texture(InTexture)
			{
			}
			virtual FIntPoint GetSizeXY() const
			{
				return View.ViewRect.Size();
			};
			virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
			{
				return Texture;
			}
		} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);

		FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel());

		float X = 30;
		float Y = 28;
		const float YStep = 14;
		const float ColumnWidth = 250;

		Canvas.DrawShadowedString( X, Y += YStep, TEXT("VisualizeLightPropagationVolume"), GetStatsFont(), FLinearColor(0.2f, 0.2f, 1));

		Y += YStep;

		const FLightPropagationVolumeSettings& Dest = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();

#define ENTRY(name)\
		Canvas.DrawShadowedString( X, Y += YStep, TEXT(#name) TEXT(":"), GetStatsFont(), FLinearColor(1, 1, 1));\
		Canvas.DrawShadowedString( X + ColumnWidth, Y, *FString::Printf(TEXT("%g"), Dest.name), GetStatsFont(), FLinearColor(1, 1, 1));

		ENTRY(LPVIntensity)
		ENTRY(LPVVplInjectionBias)
		ENTRY(LPVSize)
		ENTRY(LPVSecondaryOcclusionIntensity)
		ENTRY(LPVSecondaryBounceIntensity)
		ENTRY(LPVGeometryVolumeBias)
		ENTRY(LPVEmissiveInjectionIntensity)
		ENTRY(LPVDirectionalOcclusionIntensity)
		ENTRY(LPVDirectionalOcclusionRadius)
		ENTRY(LPVDiffuseOcclusionExponent)
		ENTRY(LPVSpecularOcclusionExponent)
		ENTRY(LPVDiffuseOcclusionIntensity)
		ENTRY(LPVSpecularOcclusionIntensity)
#undef ENTRY

		Canvas.Flush_RenderThread(Context.RHICmdList);
	}

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
	
	// to satify following passws
	FRenderingCompositeOutput* Output = GetOutput(ePId_Output0);
	
	Output->PooledRenderTarget = RenderTarget;
}
void FRCPassPostProcessVelocityScatter::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessVelocityScatter);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
	
	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	// e.g. 4 means the input texture is 4x smaller than the buffer size
	uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;

	FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
	FIntRect DestRect = SrcRect;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	TRefCountPtr<IPooledRenderTarget> DepthTarget;
	
	FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( DestRect.Size(), PF_ShadowDepth, TexCreate_None, TexCreate_DepthStencilTargetable, false ) );
	GRenderTargetPool.FindFreeElement( Desc, DepthTarget, TEXT("VelocityScatterDepth") );

	// Set the view family's render target/viewport.
	SetRenderTarget( Context.RHICmdList, DestRenderTarget.TargetableTexture, DepthTarget->GetRenderTargetItem().TargetableTexture );

	Context.RHICmdList.Clear( true, FLinearColor::Black, true, 0.0f, false, 0, FIntRect() );

	Context.SetViewportAndCallRHI(SrcRect);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<true, CF_Greater>::GetRHI());

	TShaderMapRef< FPostProcessVelocityScatterVS > VertexShader(Context.GetShaderMap());
	TShaderMapRef< FPostProcessVelocityScatterPS > PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	FIntPoint TileCount = SrcRect.Size();

	VertexShader->SetParameters( Context, TileCount );
	PixelShader->SetParameters( Context );

	// needs to be the same on shader side (faster on NVIDIA and AMD)
	int32 QuadsPerInstance = 8;

	Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
	Context.RHICmdList.DrawIndexedPrimitive(GScatterQuadIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 32, 0, 2 * QuadsPerInstance, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FHZBOcclusionTester::Submit(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
{
	SCOPED_DRAW_EVENT(RHICmdList, SubmitHZB);

	FSceneViewState* ViewState = (FSceneViewState*)View.State;
	if( !ViewState )
	{
		return;
	}

	TRefCountPtr< IPooledRenderTarget >	BoundsCenterTexture;
	TRefCountPtr< IPooledRenderTarget >	BoundsExtentTexture;
	{
		uint32 Flags = TexCreate_ShaderResource | TexCreate_Dynamic;
		FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( FIntPoint( SizeX, SizeY ), PF_A32B32G32R32F, FClearValueBinding::None, Flags, TexCreate_None, false ) );

		GRenderTargetPool.FindFreeElement(RHICmdList, Desc, BoundsCenterTexture, TEXT("HZBBoundsCenter") );
		GRenderTargetPool.FindFreeElement(RHICmdList, Desc, BoundsExtentTexture, TEXT("HZBBoundsExtent") );
	}

	TRefCountPtr< IPooledRenderTarget >	ResultsTextureGPU;
	{
		FPooledRenderTargetDesc Desc( FPooledRenderTargetDesc::Create2DDesc( FIntPoint( SizeX, SizeY ), PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false ) );
		GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ResultsTextureGPU, TEXT("HZBResultsGPU") );
	}

	{
#if 0
		static float CenterBuffer[ SizeX * SizeY ][4];
		static float ExtentBuffer[ SizeX * SizeY ][4];

		FMemory::Memset( CenterBuffer, 0, sizeof( CenterBuffer ) );
		FMemory::Memset( ExtentBuffer, 0, sizeof( ExtentBuffer ) );

		const uint32 NumPrimitives = Primitives.Num();
		for( uint32 i = 0; i < NumPrimitives; i++ )
		{
			const FOcclusionPrimitive& Primitive = Primitives[i];

			CenterBuffer[i][0] = Primitive.Center.X;
			CenterBuffer[i][1] = Primitive.Center.Y;
			CenterBuffer[i][2] = Primitive.Center.Z;
			CenterBuffer[i][3] = 0.0f;

			ExtentBuffer[i][0] = Primitive.Extent.X;
			ExtentBuffer[i][1] = Primitive.Extent.Y;
			ExtentBuffer[i][2] = Primitive.Extent.Z;
			ExtentBuffer[i][3] = 1.0f;
		}

		FUpdateTextureRegion2D Region( 0, 0, 0, 0, SizeX, SizeY );
		RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsCenterTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, SizeX * 4 * sizeof( float ), (uint8*)CenterBuffer );
		RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsExtentTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, SizeX * 4 * sizeof( float ), (uint8*)ExtentBuffer );
#elif 0
		static float CenterBuffer[ SizeX * SizeY ][4];
		static float ExtentBuffer[ SizeX * SizeY ][4];

		{
			QUICK_SCOPE_CYCLE_COUNTER(STAT_HZBPackPrimitiveData);
			
			FMemory::Memset( CenterBuffer, 0, sizeof( CenterBuffer ) );
			FMemory::Memset( ExtentBuffer, 0, sizeof( ExtentBuffer ) );

			const uint32 NumPrimitives = Primitives.Num();
			for( uint32 i = 0; i < NumPrimitives; i++ )
			{
				const FOcclusionPrimitive& Primitive = Primitives[i];

				uint32 x = FMath::ReverseMortonCode2( i >> 0 );
				uint32 y = FMath::ReverseMortonCode2( i >> 1 );
				uint32 m = x + y * SizeX;

				CenterBuffer[m][0] = Primitive.Center.X;
				CenterBuffer[m][1] = Primitive.Center.Y;
				CenterBuffer[m][2] = Primitive.Center.Z;
				CenterBuffer[m][3] = 0.0f;

				ExtentBuffer[m][0] = Primitive.Extent.X;
				ExtentBuffer[m][1] = Primitive.Extent.Y;
				ExtentBuffer[m][2] = Primitive.Extent.Z;
				ExtentBuffer[m][3] = 1.0f;
			}
		}
		
		QUICK_SCOPE_CYCLE_COUNTER(STAT_HZBUpdateTextures);
		FUpdateTextureRegion2D Region( 0, 0, 0, 0, SizeX, SizeY );
		RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsCenterTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, SizeX * 4 * sizeof( float ), (uint8*)CenterBuffer );
		RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsExtentTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, SizeX * 4 * sizeof( float ), (uint8*)ExtentBuffer );
#else
		// Update in blocks to avoid large update
		const uint32 BlockSize = 8;
		const uint32 SizeInBlocksX = SizeX / BlockSize;
		const uint32 SizeInBlocksY = SizeY / BlockSize;
		const uint32 BlockStride = BlockSize * 4 * sizeof( float );

		float CenterBuffer[ BlockSize * BlockSize ][4];
		float ExtentBuffer[ BlockSize * BlockSize ][4];

		const uint32 NumPrimitives = Primitives.Num();
		for( uint32 i = 0; i < NumPrimitives; i += BlockSize * BlockSize )
		{
			const uint32 BlockEnd = FMath::Min( BlockSize * BlockSize, NumPrimitives - i );
			for( uint32 b = 0; b < BlockEnd; b++ )
			{
				const FOcclusionPrimitive& Primitive = Primitives[ i + b ];

				CenterBuffer[b][0] = Primitive.Center.X;
				CenterBuffer[b][1] = Primitive.Center.Y;
				CenterBuffer[b][2] = Primitive.Center.Z;
				CenterBuffer[b][3] = 0.0f;

				ExtentBuffer[b][0] = Primitive.Extent.X;
				ExtentBuffer[b][1] = Primitive.Extent.Y;
				ExtentBuffer[b][2] = Primitive.Extent.Z;
				ExtentBuffer[b][3] = 1.0f;
			}

			// Clear rest of block
			if( BlockEnd < BlockSize * BlockSize )
			{
				FMemory::Memset( (float*)CenterBuffer + BlockEnd * 4, 0, sizeof( CenterBuffer ) - BlockEnd * 4 * sizeof(float) );
				FMemory::Memset( (float*)ExtentBuffer + BlockEnd * 4, 0, sizeof( ExtentBuffer ) - BlockEnd * 4 * sizeof(float) );
			}

			const int32 BlockIndex = i / (BlockSize * BlockSize);
			const int32 BlockX = BlockIndex % SizeInBlocksX;
			const int32 BlockY = BlockIndex / SizeInBlocksY;

			FUpdateTextureRegion2D Region( BlockX * BlockSize, BlockY * BlockSize, 0, 0, BlockSize, BlockSize );
			RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsCenterTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, BlockStride, (uint8*)CenterBuffer );
			RHIUpdateTexture2D( (FTexture2DRHIRef&)BoundsExtentTexture->GetRenderTargetItem().ShaderResourceTexture, 0, Region, BlockStride, (uint8*)ExtentBuffer );
		}
#endif
		Primitives.Empty();
	}

	// Draw test
	{
		SCOPED_DRAW_EVENT(RHICmdList, TestHZB);

		SetRenderTarget(RHICmdList, ResultsTextureGPU->GetRenderTargetItem().TargetableTexture, NULL);

		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
		RHICmdList.SetDepthStencilState(TStaticDepthStencilState< false, CF_Always >::GetRHI());

		TShaderMapRef< FScreenVS >	VertexShader(View.ShaderMap);
		TShaderMapRef< FHZBTestPS >	PixelShader(View.ShaderMap);

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

		PixelShader->SetParameters(RHICmdList, View, BoundsCenterTexture->GetRenderTargetItem().ShaderResourceTexture, BoundsExtentTexture->GetRenderTargetItem().ShaderResourceTexture );

		RHICmdList.SetViewport(0, 0, 0.0f, SizeX, SizeY, 1.0f);

		// TODO draw quads covering blocks added above
		DrawRectangle(
			RHICmdList,
			0, 0,
			SizeX, SizeY,
			0, 0,
			SizeX, SizeY,
			FIntPoint( SizeX, SizeY ),
			FIntPoint( SizeX, SizeY ),
			*VertexShader,
			EDRF_UseTriangleOptimization);
	}

	GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, ResultsTextureGPU);

	// Transfer memory GPU -> CPU
	RHICmdList.CopyToResolveTarget(ResultsTextureGPU->GetRenderTargetItem().TargetableTexture, ResultsTextureCPU->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());
}
	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
		const FSceneViewFamily& ViewFamily = *(Context.View.Family);
		FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		// PostprocessInput1MS and EditorPrimitivesStencil
		{
			FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input1);

			check(OutputRef);

			FRenderingCompositeOutput* Input = OutputRef->GetOutput();

			check(Input);

			TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();

			check(InputPooledElement);

			FTexture2DRHIRef& TargetableTexture = (FTexture2DRHIRef&)InputPooledElement->GetRenderTargetItem().TargetableTexture;

			SetTextureParameter(Context.RHICmdList, ShaderRHI, PostprocessInput1MS, TargetableTexture);

			if(EditorPrimitivesStencil.IsBound())
			{
				// cache the stencil SRV to avoid create calls each frame (the cache element is stored in the state)
				if(ViewState->SelectionOutlineCacheKey != TargetableTexture)
				{
					// release if not the right one (as the internally SRV stores a pointer to the texture we cannot get a false positive)
					ViewState->SelectionOutlineCacheKey.SafeRelease();
					ViewState->SelectionOutlineCacheValue.SafeRelease();
				}

				if(!ViewState->SelectionOutlineCacheValue)
				{
					// create if needed
					ViewState->SelectionOutlineCacheKey = TargetableTexture;
					ViewState->SelectionOutlineCacheValue = RHICreateShaderResourceView(TargetableTexture, 0, 1, PF_X24_G8);
				}

				SetSRVParameter(Context.RHICmdList, ShaderRHI, EditorPrimitivesStencil, ViewState->SelectionOutlineCacheValue);
		}
		}

#if WITH_EDITOR
		{
			FLinearColor OutlineColorValue = Context.View.SelectionOutlineColor;
			FLinearColor SubduedOutlineColorValue = Context.View.SubduedSelectionOutlineColor;
			OutlineColorValue.A = GEngine->SelectionHighlightIntensity;

			SetShaderValue(Context.RHICmdList, ShaderRHI, OutlineColor, OutlineColorValue);
			SetShaderValue(Context.RHICmdList, ShaderRHI, SubduedOutlineColor, SubduedOutlineColorValue);
			SetShaderValue(Context.RHICmdList, ShaderRHI, BSPSelectionIntensity, GEngine->BSPSelectionHighlightIntensity);
		}
#else
		check(!"This shader is not used outside of the Editor.");
#endif

		{
			static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Editor.MovingPattern"));
		
			FLinearColor Value(0, CVar->GetValueOnRenderThread(), 0, 0);

			if(!ViewFamily.bRealtimeUpdate)
			{
				// no animation if realtime update is disabled
				Value.G = 0;
			}

			SetShaderValue(Context.RHICmdList, ShaderRHI, EditorRenderParams, Value);
		}
	}