void FMediaTextureResource::UpdateDeferredResource(FRHICommandListImmediate& RHICmdList, bool bClearRenderTarget/*=true*/)
{
	FTimespan CurrentFrameTime = VideoBuffer->GetCurrentSampleTime();
	TSharedPtr<TArray<uint8>, ESPMode::ThreadSafe> CurrentFrame = VideoBuffer->GetCurrentSample();

	if (CurrentFrame.IsValid())
	{
		// draw the latest video frame
		if (CurrentFrameTime != LastFrameTime)
		{
			uint32 Stride = 0;
			FRHITexture2D* Texture2D = TextureRHI->GetTexture2D();
			uint8* TextureBuffer = (uint8*)RHILockTexture2D(Texture2D, 0, RLM_WriteOnly, Stride, false);

			FMemory::Memcpy(TextureBuffer, CurrentFrame->GetData(), CurrentFrame->Num());
			RHIUnlockTexture2D(Texture2D, 0, false);

			LastFrameTime = CurrentFrameTime;
			Cleared = false;
		}
	}
	else if (!Cleared || (LastClearColor != Owner->ClearColor))
	{
		// clear texture if video track selected
		FRHICommandListImmediate& CommandList = FRHICommandListExecutor::GetImmediateCommandList();

 		SetRenderTarget(CommandList, RenderTargetTextureRHI, FTextureRHIRef());
 		CommandList.SetViewport(0, 0, 0.0f, Owner->GetSurfaceWidth(), Owner->GetSurfaceHeight(), 1.0f);
 		CommandList.Clear(true, Owner->ClearColor, false, 0.f, false, 0, FIntRect());
		CommandList.CopyToResolveTarget(Texture2DRHI, TextureRHI, true, FResolveParams());

		LastClearColor = Owner->ClearColor;
		Cleared = true;
	}
}
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(VisualizeMotionBlur, DEC_SCENE_ITEMS);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint TexSize = InputDesc->Extent;

	// we assume the input and output is full resolution

	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);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
	
	// is optimized away if possible (RT size=view size, )
	RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);

	Context.SetViewportAndCallRHI(SrcRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	// Quality 0: visualize
	SetMotionBlurShaderTempl<0>(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		SrcRect.Width(), SrcRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y, 
		SrcRect.Width(), SrcRect.Height(),
		SrcRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);

	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
예제 #3
0
void FRCPassPostProcessDOFRecombine::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, DOFRecombine);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input1);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	const auto FeatureLevel = Context.GetFeatureLevel();
	auto ShaderMap = Context.GetShaderMap();

	FIntPoint TexSize = InputDesc->Extent;

	// usually 1, 2, 4 or 8
	uint32 ScaleToFullRes = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / TexSize.X;

	FIntRect HalfResViewRect = View.ViewRect / ScaleToFullRes;

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

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

	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);

	Context.SetViewportAndCallRHI(View.ViewRect);

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

	TShaderMapRef<FPostProcessVS> VertexShader(ShaderMap);

	if (bNearBlurEnabled)
	{
		static FGlobalBoundShaderState BoundShaderState;
		
		TShaderMapRef< FPostProcessDOFRecombinePS<1> > PixelShader(ShaderMap);
		SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
		PixelShader->SetParameters(Context);
	}
	else
	{
		static FGlobalBoundShaderState BoundShaderState;
		
		TShaderMapRef< FPostProcessDOFRecombinePS<0> > PixelShader(ShaderMap);
		SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
		PixelShader->SetParameters(Context);
	}

	VertexShader->SetParameters(Context);

	DrawPostProcessPass(
		Context.RHICmdList,
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		HalfResViewRect.Min.X, HalfResViewRect.Min.Y,
		HalfResViewRect.Width(), HalfResViewRect.Height(),
		View.ViewRect.Size(),
		TexSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeShadingModels);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	const FSceneView& View = Context.View;
	const FViewInfo& ViewInfo = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

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

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

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessVisualizeShadingModelsPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;	

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

	PixelShader->SetPS(Context, ((FViewInfo&)View).ShadingModelMaskInView);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
	FCanvas Canvas(&TempRenderTarget, NULL, 0, 0, 0, Context.GetFeatureLevel());

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

	FString Line;

	Canvas.DrawShadowedString( X, Y += YStep, TEXT("Visualize ShadingModels (mostly to track down bugs)"), GetStatsFont(), FLinearColor(1, 1, 1));

	Y = 160 - YStep - 4;
	
	uint32 Value = ((FViewInfo&)View).ShadingModelMaskInView;

	Line = FString::Printf(TEXT("View.ShadingModelMaskInView = 0x%x"), Value);
	Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
	Y += YStep;

	UEnum* Enum = FindObject<UEnum>(NULL, TEXT("Engine.EMaterialShadingModel"));
	check(Enum);

	Y += 5;

	for(uint32 i = 0; i < MSM_MAX; ++i)
	{
		FString Name = Enum->GetEnumName(i);
		Line = FString::Printf(TEXT("%d.  %s"), i, *Name);

		bool bThere = (Value & (1 << i)) != 0;

		Canvas.DrawShadowedString(X + 30, Y, *Line, GetStatsFont(), bThere ? FLinearColor(1, 1, 1) : FLinearColor(0, 0, 0) );
		Y += 20;
	}

	Line = FString::Printf(TEXT("(On CPU, based on what gets rendered)"));
	Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Y += YStep;

	Canvas.Flush_RenderThread(Context.RHICmdList);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());

	// AdjustGBufferRefCount(1) call is done in constructor
	FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, -1);
}
void FinishOcclusionTerm(FRHICommandList& RHICmdList, const FViewInfo& View, const FLightSceneInfo* const LightSceneInfo, TRefCountPtr<IPooledRenderTarget>& LightShaftsSource, TRefCountPtr<IPooledRenderTarget>& LightShaftsDest)
{
	TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);

	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(0, 0, 0.0f, FilterBufferSize.X, FilterBufferSize.Y, 1.0f);

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

	TShaderMapRef<FFinishOcclusionPixelShader> MaskOcclusionTermPixelShader(View.ShaderMap);
	SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), AccumulateTermBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *MaskOcclusionTermPixelShader);
	/// ?
	MaskOcclusionTermPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, LightShaftsSource);

	{
		// Apply a radial blur to the bloom and occlusion mask
		DrawRectangle( 
			RHICmdList,
			DownSampledXY.X, DownSampledXY.Y, 
			DownsampledSizeX, DownsampledSizeY,
			DownSampledXY.X, DownSampledXY.Y, 
			DownsampledSizeX, DownsampledSizeY,
			FilterBufferSize, FilterBufferSize,
			*ScreenVertexShader,
			EDRF_UseTriangleOptimization);
	}

	RHICmdList.CopyToResolveTarget(LightShaftsDest->GetRenderTargetItem().TargetableTexture, LightShaftsDest->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());
}
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 FRCPassPostProcessTestImage::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, TestImage, DEC_SCENE_ITEMS);

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;

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

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

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessTestImagePS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

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

	PixelShader->SetPS(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		GSceneRenderTargets.GetBufferSizeXY(),
		*VertexShader,
		EDRF_UseTriangleOptimization);

	{
		// 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, Context.GetFeatureLevel());

		float X = 30;
		float Y = 8;
		const float YStep = 14;
		const float ColumnWidth = 250;

		FString Line;

		Line = FString::Printf(TEXT("Top bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Moving bars using FrameTime"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Black and white raster, Pixel sized, Watch for Moire pattern"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Black and white raster, 2x2 block sized"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Bottom bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   8 bars near white, 4 right bars should appear as one (HDTV)"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   8 bars near black, 4 left bars should appear as one (HDTV)"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Linear Greyscale in sRGB from 0 to 255"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Color bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Red, Green, Blue"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Outside:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Moving bars using FrameNumber, Tearing without VSync"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Circles:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Should be round and centered"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Border:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   4 white pixel sized lines (only visible without overscan)"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));

		Canvas.Flush_RenderThread(Context.RHICmdList);
	}


	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FShotThumbnail::CopyTextureIn(FSlateRenderTargetRHI* InTexture)
{
	ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER( ReadTexture,
		FSlateRenderTargetRHI*, RenderTarget, InTexture,
		FSlateTexture2DRHIRef*, TargetTexture, Texture,
	{
		RHICopyToResolveTarget(RenderTarget->GetRHIRef(), TargetTexture->GetTypedResource(), false, FResolveParams());
	});
예제 #9
0
void RendererGPUBenchmark(FSynthBenchmarkResults& InOut, const FSceneView& View, uint32 WorkScale, bool bDebugOut)
{
	check(IsInRenderingThread());
	
	// two RT to ping pong so we force the GPU to flush it's pipeline
	TRefCountPtr<IPooledRenderTarget> RTItems[3];
	{
		FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(GBenchmarkResolution, GBenchmarkResolution), PF_B8G8R8A8, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false));
		GRenderTargetPool.FindFreeElement(Desc, RTItems[0], TEXT("Benchmark0"));
		GRenderTargetPool.FindFreeElement(Desc, RTItems[1], TEXT("Benchmark1"));

		Desc.Extent = FIntPoint(1, 1);
		Desc.Flags = TexCreate_CPUReadback;	// needs TexCreate_ResolveTargetable?
		Desc.TargetableFlags = TexCreate_None;

		GRenderTargetPool.FindFreeElement(Desc, RTItems[2], TEXT("BenchmarkReadback"));
	}

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	{
		// larger number means more accuracy but slower, some slower GPUs might timeout with a number to large
		const uint32 IterationCount = 70;
		const uint32 MethodCount = ARRAY_COUNT(InOut.GPUStats);

		// 0 / 1
		uint32 DestRTIndex = 0;

		const uint32 TimerSampleCount = IterationCount * MethodCount + 1;

		static FRenderQueryRHIRef TimerQueries[TimerSampleCount];
		static uint32 PassCount[IterationCount];

		for(uint32  i = 0; i < TimerSampleCount; ++i)
		{
			TimerQueries[i] = GTimerQueryPool.AllocateQuery();
		}

		if(!TimerQueries[0])
		{
			UE_LOG(LogSynthBenchmark, Warning, TEXT("GPU driver does not support timer queries."));
		}

		// TimingValues are in Seconds per GPixel
		FTimingSeries TimingSeries[MethodCount];
		
		for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator)
		{
			TimingSeries[MethodIterator].Init(IterationCount);
		}

		check(MethodCount == 5);
		InOut.GPUStats[0] = FSynthBenchmarkStat(TEXT("ALUHeavyNoise"), 1.0f / 4.601f, TEXT("s/GigaPix"));
		InOut.GPUStats[1] = FSynthBenchmarkStat(TEXT("TexHeavy"), 1.0f / 7.447f, TEXT("s/GigaPix"));
		InOut.GPUStats[2] = FSynthBenchmarkStat(TEXT("DepTexHeavy"), 1.0f / 3.847f, TEXT("s/GigaPix"));
		InOut.GPUStats[3] = FSynthBenchmarkStat(TEXT("FillOnly"), 1.0f / 25.463f, TEXT("s/GigaPix"));
		InOut.GPUStats[4] = FSynthBenchmarkStat(TEXT("Bandwidth"), 1.0f / 1.072f, TEXT("s/GigaPix"));

		// e.g. on NV670: Method3 (mostly fill rate )-> 26GP/s (seems realistic)
		// reference: http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units theoretical: 29.3G/s

		RHIEndRenderQuery(TimerQueries[0]);

		// multiple iterations to see how trust able the values are
		for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration)
		{
			for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator)
			{
				// alternate between forward and backward (should give the same number)
				//			uint32 MethodId = (Iteration % 2) ? MethodIterator : (MethodCount - 1 - MethodIterator);
				uint32 MethodId = MethodIterator;

				uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId;

				// 0 / 1
				const uint32 SrcRTIndex = 1 - DestRTIndex;

				GRenderTargetPool.VisualizeTexture.SetCheckPoint(RTItems[DestRTIndex]);

				RHISetRenderTarget(RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());	

				// decide how much work we do in this pass
				PassCount[Iteration] = (Iteration / 10 + 1) * WorkScale;

				RunBenchmarkShader(View, MethodId, RTItems[SrcRTIndex], PassCount[Iteration]);

				RHICopyToResolveTarget(RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, RTItems[DestRTIndex]->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());

				/*if(bGPUCPUSync)
				{
					// more consistent timing but strangely much faster to the level that is unrealistic

					FResolveParams Param;

					Param.Rect = FResolveRect(0, 0, 1, 1);
					RHICopyToResolveTarget(
						RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture,
						RTItems[2]->GetRenderTargetItem().ShaderResourceTexture,
						false,
						Param);

					void* Data = 0;
					int Width = 0;
					int Height = 0;

					RHIMapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture, Data, Width, Height);
					RHIUnmapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture);
				}*/

				RHIEndRenderQuery(TimerQueries[QueryIndex]);

				// ping pong
				DestRTIndex = 1 - DestRTIndex;
			}
		}

		{
			uint64 OldAbsTime = 0;
			RHIGetRenderQueryResult(TimerQueries[0], OldAbsTime, true);
			GTimerQueryPool.ReleaseQuery(TimerQueries[0]);

#if !UE_BUILD_SHIPPING
			FBenchmarkGraph BenchmarkGraph(IterationCount, IterationCount, *(FPaths::ScreenShotDir() + TEXT("GPUSynthBenchmarkGraph.bmp")));
#endif

			for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration)
			{
				uint32 Results[MethodCount];

				for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId)
				{
					uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId;

					uint64 AbsTime;
					RHIGetRenderQueryResult(TimerQueries[QueryIndex], AbsTime, true);
					GTimerQueryPool.ReleaseQuery(TimerQueries[QueryIndex]);

					Results[MethodId] = AbsTime - OldAbsTime;
					OldAbsTime = AbsTime;
				}

				double SamplesInGPix = PassCount[Iteration] * GBenchmarkResolution * GBenchmarkResolution / 1000000000.0;

				for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId)
				{
					double TimeInSec = Results[MethodId] / 1000000.0;
					double TimingValue = TimeInSec / SamplesInGPix;

					// TimingValue in Seconds per GPixel
					TimingSeries[MethodId].SetEntry(Iteration, (float)TimingValue);
				}

#if !UE_BUILD_SHIPPING
				{
					// This is for debugging and we don't want to change the output but we still use "InOut".
					// That shouldn't hurt, as we override the values after that anyway.

					for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId)
					{
						InOut.GPUStats[MethodId].SetMeasuredTime(TimingSeries[MethodId].GetEntry(Iteration));
					}

					float LocalGPUIndex = InOut.ComputeGPUPerfIndex();

					// * 0.01 to get it in 0..1 range
					// * 0.5f to have 100 is the middle
					BenchmarkGraph.DrawBar(Iteration, LocalGPUIndex * 0.01f * 0.5f);
				}
#endif
			}

			for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId)
			{
				float Confidence = 0.0f;
				
				float TimingValue = TimingSeries[MethodId].ComputeValue(Confidence);

				if(Confidence > 0)
				{
					InOut.GPUStats[MethodId].SetMeasuredTime(TimingValue, Confidence);
				}

				UE_LOG(LogSynthBenchmark, Display, TEXT("         ... %.3f GigaPix/s, Confidence=%.0f%% '%s'"),
					1.0f / InOut.GPUStats[MethodId].GetMeasuredTime(), Confidence, InOut.GPUStats[MethodId].GetDesc());
			}

			UE_LOG(LogSynthBenchmark, Display, TEXT(""));
			
#if !UE_BUILD_SHIPPING
			if(bDebugOut)
			{
				BenchmarkGraph.Save();
			}
#endif
		}
	}
}
void FRCPassPostProcessSubsurfaceRecombine::Process(FRenderingCompositePassContext& Context)
{
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	check(InputDesc);

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

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = SceneContext.GetBufferSizeXY();

	check(DestSize.X);
	check(DestSize.Y);
	check(SrcSize.X);
	check(SrcSize.Y);

	FIntRect SrcRect = FIntRect(0, 0, InputDesc->Extent.X, InputDesc->Extent.Y);
	FIntRect DestRect = View.ViewRect;

	TRefCountPtr<IPooledRenderTarget>& SceneColor = SceneContext.GetSceneColor();

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

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

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

	CopyOverOtherViewportsIfNeeded(Context, View);

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());

	if(GetInput(ePId_Input1))
	{
		if(bHalfRes)
		{
			SetSubsurfaceRecombineShader<1>(Context, VertexShader);
		}
		else
		{
			SetSubsurfaceRecombineShader<0>(Context, VertexShader);
		}
	}
	else
	{
		// needed for Scalability
		SetSubsurfaceRecombineShader<2>(Context, VertexShader);
	}

	DrawPostProcessPass(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());

	// replace the current SceneColor with this one
	SceneContext.SetSceneColor(PassOutputs[0].PooledRenderTarget);
	PassOutputs[0].PooledRenderTarget.SafeRelease();
}
void FRCPassPostProcessSubsurface::Process(FRenderingCompositePassContext& Context)
{
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	check(InputDesc);

	{
		const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList);

		check(PooledRT);

		// for debugging
		GRenderTargetPool.VisualizeTexture.SetCheckPoint(Context.RHICmdList, PooledRT);
	}

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

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

	check(DestSize.X);
	check(DestSize.Y);
	check(SrcSize.X);
	check(SrcSize.Y);

	FIntRect SrcRect = FIntRect(0, 0, DestSize.X, DestSize.Y);
	FIntRect DestRect = SrcRect;

	TRefCountPtr<IPooledRenderTarget> NewSceneColor;

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

		check(DestRenderTarget);
	}

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

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

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());

	SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePass, TEXT("SubsurfaceDirection#%d"), Direction);

	uint32 SampleSet = FMath::Clamp(CVarSSSSampleSet.GetValueOnRenderThread(), 0, 2);

	if (Direction == 0)
	{
		SetSubsurfaceShaderSampleSet<0>(Context, VertexShader, SampleSet);
	}
	else
	{
		SetSubsurfaceShaderSampleSet<1>(Context, VertexShader, SampleSet);
	}

	DrawPostProcessPass(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget->TargetableTexture, DestRenderTarget->ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessSubsurfaceSetup::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

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

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

	FIntRect DestRect = FIntRect(0, 0, DestSize.X, DestSize.Y);
	FIntRect SrcRect = View.ViewRect;
	
	if(bHalfRes)
	{
		// upscale rectangle to not slightly scale (might miss a pixel)
		SrcRect = DestRect * 2 + View.ViewRect.Min;
	}

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

	// Set the view family's render target/viewport.
	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());

	if(bHalfRes)
	{
		SetSubsurfaceSetupShader<1>(Context);
	}
	else
	{
		SetSubsurfaceSetupShader<0>(Context);
	}

	// Draw a quad mapping scene color to the view's render target
	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());

	DrawPostProcessPass(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessSubsurfaceVisualize::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

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

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

	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
	// e.g. 4 means the input texture is 4x smaller than the buffer size
	uint32 ScaleFactor = SceneContext.GetBufferSizeXY().X / SrcSize.X;

	FIntRect SrcRect = View.ViewRect / ScaleFactor;
	FIntRect DestRect = SrcRect;

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

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

	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, DestRect);

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

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

	SetSubsurfaceVisualizeShader(Context);

	// Draw a quad mapping scene color to the view's render target
	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	DrawRectangle(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	{
		// 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, Context.GetFeatureLevel());

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

		FString Line;

		Line = FString::Printf(TEXT("Visualize Screen Space Subsurface Scattering"));
		Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));

		Y += YStep;

		uint32 Index = 0;
		while (GSubsurfaceProfileTextureObject.GetEntryString(Index++, Line))
		{
			Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		}

		Canvas.Flush_RenderThread(Context.RHICmdList);
	}

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());

	// we no longer need the GBuffer
	SceneContext.AdjustGBufferRefCount(-1);
}
void FRCPassPostProcessScreenSpaceReflections::Process(FRenderingCompositePassContext& Context)
{
	auto& RHICmdList = Context.RHICmdList;
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);

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

	int32 SSRQuality = ComputeSSRQuality(View.FinalPostProcessSettings.ScreenSpaceReflectionQuality);
	uint32 iPreFrame = bPrevFrame ? 1 : 0;

	SSRQuality = FMath::Clamp(SSRQuality, 1, 4);
	
	const bool VisualizeSSR = View.Family->EngineShowFlags.VisualizeSSR;
	const bool SSRStencilPrePass = CVarSSRStencil.GetValueOnRenderThread() != 0 && !VisualizeSSR;

	FRenderingCompositeOutputRef* Input2 = GetInput(ePId_Input2);

	const bool SSRConeTracing = Input2 && Input2->GetOutput();
	
	if (VisualizeSSR)
	{
		iPreFrame = 0;
		SSRQuality = 0;
	}
	else if (SSRConeTracing)
	{
		SSRQuality = SSRConeQuality;
	}
	
	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
	
	if (SSRStencilPrePass)
	{ // ScreenSpaceReflectionsStencil draw event
		SCOPED_DRAW_EVENT(RHICmdList, ScreenSpaceReflectionsStencil);

		TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());
		TShaderMapRef< FPostProcessScreenSpaceReflectionsStencilPS > PixelShader(Context.GetShaderMap());
		
		// bind the dest render target and the depth stencil render target
		SetRenderTarget(RHICmdList, DestRenderTarget.TargetableTexture, SceneContext.GetSceneDepthSurface(), ESimpleRenderTargetMode::EUninitializedColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
		Context.SetViewportAndCallRHI(View.ViewRect);

		// Clear stencil to 0
		RHICmdList.Clear(false, FLinearColor::White, false, (float)ERHIZBuffer::FarPlane, true, 0, View.ViewRect);
		
		// bind shader
		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
		VertexShader->SetParameters(Context);
		PixelShader->SetParameters(Context, SSRQuality, true);
		
		// Clobers the stencil to pixel that should not compute SSR
		RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always, true, CF_Always, SO_Replace, SO_Replace, SO_Replace>::GetRHI(), 0x80);

		// Set rasterizer state to solid
		RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());

		// disable blend mode
		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	
		// Draw a quad mapping scene color to the view's render target to set stencil to set the stencil mask where it needs to be
		DrawRectangle( 
			Context.RHICmdList,
			0, 0,
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Min.X, View.ViewRect.Min.Y, 
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Size(),
			SceneContext.GetBufferSizeXY(),
			*VertexShader,
			EDRF_UseTriangleOptimization);
	} // ScreenSpaceReflectionsStencil draw event

	{ // ScreenSpaceReflections draw event
		SCOPED_DRAW_EVENT(Context.RHICmdList, ScreenSpaceReflections);

		if (SSRStencilPrePass)
		{
			// set up the stencil test to match 0, meaning FPostProcessScreenSpaceReflectionsStencilPS has been discarded
			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always, true, CF_Equal, SO_Keep, SO_Keep, SO_Keep>::GetRHI(), 0);
		}
		else
		{
			// bind only the dest render target
			SetRenderTarget(RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
			Context.SetViewportAndCallRHI(View.ViewRect);

			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
		}

		// clear DestRenderTarget only outside of the view's rectangle
		RHICmdList.Clear(true, FLinearColor::Black, false, (float)ERHIZBuffer::FarPlane, false, 0, View.ViewRect);
		
		// set the state
		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
		RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());

		TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());

		#define CASE(A, B) \
			case (A + 2 * (B + 3 * 0 )): \
			{ \
				TShaderMapRef< FPostProcessScreenSpaceReflectionsPS<A, B> > PixelShader(Context.GetShaderMap()); \
				static FGlobalBoundShaderState BoundShaderState; \
				SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); \
				VertexShader->SetParameters(Context); \
				PixelShader->SetParameters(Context); \
			}; \
			break

		switch (iPreFrame + 2 * (SSRQuality + 3 * 0))
		{
			CASE(0,0);
			CASE(0,1);	CASE(1,1);
			CASE(0,2);	CASE(1,2);
			CASE(0,3);	CASE(1,3);
			CASE(0,4);	CASE(1,4);
			CASE(0,5);	CASE(1,5); //SSRConeQuality
			default:
				check(!"Missing case in FRCPassPostProcessScreenSpaceReflections");
		}
		#undef CASE


		// Draw a quad mapping scene color to the view's render target
		DrawRectangle( 
			RHICmdList,
			0, 0,
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Min.X, View.ViewRect.Min.Y, 
			View.ViewRect.Width(), View.ViewRect.Height(),
			View.ViewRect.Size(),
			FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY(),
			*VertexShader,
			EDRF_UseTriangleOptimization);

		RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
	} // ScreenSpaceReflections
}
void FRCPassPostProcessMotionBlurSetup::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(MotionBlurSetup, DEC_SCENE_ITEMS);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

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

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

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

	FIntRect SrcRect = View.ViewRect / ScaleFactor;

	// Viewport size not even also causes issue
	FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);

	const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
	const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);

	// Set the view family's render target/viewport.
	FTextureRHIParamRef RenderTargets[] =
	{
		DestRenderTarget0.TargetableTexture,
		DestRenderTarget1.TargetableTexture
	};
	RHISetRenderTargets( ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIParamRef(), 0, NULL );

	// is optimized away if possible (RT size=view size, )
	FLinearColor ClearColors[2] = {FLinearColor(0,0,0,0), FLinearColor(0,0,0,0)};
	RHIClearMRT(true, 2, ClearColors, false, 1.0f, false, 0, DestRect);

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

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	{
		TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
		TShaderMapRef<FPostProcessMotionBlurSetupPS > PixelShader(GetGlobalShaderMap());

		static FGlobalBoundShaderState BoundShaderState;

		SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

		PixelShader->SetParameters(Context);
		VertexShader->SetParameters(Context);
	}

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		EDRF_UseTriangleOptimization);

	RHICopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
	RHICopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogramReduce);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

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

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

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

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

	// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
	FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;

	uint32 LoopSizeValue = ComputeLoopSize(GatherExtent);

	PixelShader->SetPS(Context, LoopSizeValue);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		DestSize.X, DestSize.Y,
		0, 0,
		SrcSize.X, 0,
		DestSize,
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessScreenSpaceReflections::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, ScreenSpaceReflections, DEC_SCENE_ITEMS);

	const FSceneView& View = Context.View;
	const auto FeatureLevel = Context.GetFeatureLevel();
	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
	Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());
	Context.SetViewportAndCallRHI(View.ViewRect);

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

	int SSRQuality = ComputeSSRQuality(View.FinalPostProcessSettings.ScreenSpaceReflectionQuality);

	SSRQuality = FMath::Clamp(SSRQuality, 1, 4);
	

	uint32 iPreFrame = bPrevFrame ? 1 : 0;

	if (View.Family->EngineShowFlags.VisualizeSSR)
	{
		iPreFrame = 0;
		SSRQuality = 0;
	}

	TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());

	#define CASE(A, B) \
		case (A + 2 * (B + 3 * 0 )): \
		{ \
			TShaderMapRef< FPostProcessScreenSpaceReflectionsPS<A, B> > PixelShader(Context.GetShaderMap()); \
			static FGlobalBoundShaderState BoundShaderState; \
			SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); \
			VertexShader->SetParameters(Context); \
			PixelShader->SetParameters(Context); \
		}; \
		break

	switch (iPreFrame + 2 * (SSRQuality + 3 * 0))
	{
		CASE(0,0);
		CASE(0,1);	CASE(1,1);
		CASE(0,2);	CASE(1,2);
		CASE(0,3);	CASE(1,3);
		CASE(0,4);	CASE(1,4);
		default:
			check(!"Missing case in FRCPassPostProcessScreenSpaceReflections");
	}
	#undef CASE


	// Draw a quad mapping scene color to the view's render target
	DrawRectangle( 
		Context.RHICmdList,
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Size(),
		GSceneRenderTargets.GetBufferSizeXY(),
		*VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessSceneColorFringe::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, SceneColorFringe);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

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

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

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

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
	
	TShaderMapRef<FPostProcessSceneColorFringeVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessSceneColorFringePS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

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

	PixelShader->SetParameters(Context);
	VertexShader->SetParameters(Context);
	
	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Size(),
		FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY(),
		*VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
예제 #19
0
void FAtmosphereTextures::InitDynamicRHI()
{
	check(PrecomputeParams != NULL);
	// Allocate atmosphere precompute textures...
	{
		// todo: Expose
		// Transmittance
		FIntPoint GTransmittanceTexSize(PrecomputeParams->TransmittanceTexWidth, PrecomputeParams->TransmittanceTexHeight);
		FPooledRenderTargetDesc TransmittanceDesc(FPooledRenderTargetDesc::Create2DDesc(GTransmittanceTexSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
		GRenderTargetPool.FindFreeElement(TransmittanceDesc, AtmosphereTransmittance, TEXT("AtmosphereTransmittance"));

		FRHICommandListImmediate& RHICmdList = FRHICommandListExecutor::GetImmediateCommandList();

		SetRenderTarget(RHICmdList, AtmosphereTransmittance->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
		RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 0, false, 0, FIntRect());
		RHICmdList.CopyToResolveTarget(AtmosphereTransmittance->GetRenderTargetItem().TargetableTexture, AtmosphereTransmittance->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());

		// Irradiance
		FIntPoint GIrradianceTexSize(PrecomputeParams->IrradianceTexWidth, PrecomputeParams->IrradianceTexHeight);
		FPooledRenderTargetDesc IrradianceDesc(FPooledRenderTargetDesc::Create2DDesc(GIrradianceTexSize, PF_FloatRGBA, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
		GRenderTargetPool.FindFreeElement(IrradianceDesc, AtmosphereIrradiance, TEXT("AtmosphereIrradiance"));

		SetRenderTarget(RHICmdList, AtmosphereIrradiance->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
		RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 0, false, 0, FIntRect());
		RHICmdList.CopyToResolveTarget(AtmosphereIrradiance->GetRenderTargetItem().TargetableTexture, AtmosphereIrradiance->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());

		// DeltaE
		GRenderTargetPool.FindFreeElement(IrradianceDesc, AtmosphereDeltaE, TEXT("AtmosphereDeltaE"));

		// 3D Texture
		// Inscatter
		FPooledRenderTargetDesc InscatterDesc(FPooledRenderTargetDesc::CreateVolumeDesc(PrecomputeParams->InscatterMuSNum * PrecomputeParams->InscatterNuNum, PrecomputeParams->InscatterMuNum, PrecomputeParams->InscatterAltitudeSampleNum, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_ShaderResource | TexCreate_RenderTargetable, false));
		GRenderTargetPool.FindFreeElement(InscatterDesc, AtmosphereInscatter, TEXT("AtmosphereInscatter"));

		// DeltaSR
		GRenderTargetPool.FindFreeElement(InscatterDesc, AtmosphereDeltaSR, TEXT("AtmosphereDeltaSR"));

		// DeltaSM
		GRenderTargetPool.FindFreeElement(InscatterDesc, AtmosphereDeltaSM, TEXT("AtmosphereDeltaSM"));

		// DeltaJ
		GRenderTargetPool.FindFreeElement(InscatterDesc, AtmosphereDeltaJ, TEXT("AtmosphereDeltaJ"));
	}
}
void FRCPassPostProcessLpvIndirect::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(PostProcessLpvIndirect, DEC_SCENE_ITEMS);

	const FPostProcessSettings& PostprocessSettings = Context.View.FinalPostProcessSettings;
	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);

	FIntRect SrcRect = View.ViewRect;
	// todo: view size should scale with input texture size so we can do SSAO in half resolution as well
	FIntRect DestRect = View.ViewRect;
	FIntPoint DestSize = DestRect.Size();

	uint32 NumReflectionCaptures = ViewFamily.Scene->GetRenderScene()->ReflectionSceneData.RegisteredReflectionCaptures.Num();

	const FSceneRenderTargetItem& DestColorRenderTarget = GSceneRenderTargets.SceneColor->GetRenderTargetItem();

	// Set the view family's render target/viewport.
	FTextureRHIParamRef RenderTargets[] =
	{
		DestColorRenderTarget.TargetableTexture,
	};

	// Set the view family's render target/viewport.
	RHISetRenderTargets(1, RenderTargets, GSceneRenderTargets.GetSceneDepthSurface(), 0, NULL);

	Context.SetViewportAndCallRHI(View.ViewRect);

	// set the state
	if ( ViewFamily.EngineShowFlags.LpvLightingOnly )
	{
		RHISetBlendState( TStaticBlendState<>::GetRHI() );
	}
	else
	{
		// additive blending
		RHISetBlendState(TStaticBlendState<CW_RGB,BO_Add,BF_One,BF_One>::GetRHI());
	}
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());

	FSceneViewState* ViewState = (FSceneViewState*)View.State;
	FLightPropagationVolume* Lpv = NULL;
	bool bUseLpv = false;
	if ( ViewState )
	{
		Lpv = ViewState->GetLightPropagationVolume();

		bUseLpv = Lpv && PostprocessSettings.LPVIntensity > 0.0f;
	}

	if ( !bUseLpv )
	{
		return;
	}

	TShaderMapRef<FPostProcessLpvIndirectPS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	// call it once after setting up the shader data to avoid the warnings in the function
	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	FLpvReadUniformBufferParameters	LpvReadUniformBufferParams;
	FLpvReadUniformBufferRef LpvReadUniformBuffer;

	LpvReadUniformBufferParams = Lpv->GetReadUniformBufferParams();
	LpvReadUniformBuffer = FLpvReadUniformBufferRef::CreateUniformBufferImmediate( LpvReadUniformBufferParams, UniformBuffer_SingleUse ); 

#if LPV_VOLUME_TEXTURE
	FTextureRHIParamRef LpvBufferSrvs[7];
	for ( int i = 0; i < 7; i++ ) 
	{
		LpvBufferSrvs[i] = Lpv->GetLpvBufferSrv(i);
	}
	PixelShader->SetParameters(LpvBufferSrvs, LpvReadUniformBuffer, Context );
#else
	FShaderResourceViewRHIParamRef LpvBufferSrv = Lpv->GetLpvBufferSrv();
	PixelShader->SetParameters(LpvBufferSrv, LpvReadUniformBuffer, Context );
#endif

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle( 
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Size(),
		GSceneRenderTargets.SceneColor->GetDesc().Extent);

	RHICopyToResolveTarget(DestColorRenderTarget.TargetableTexture, DestColorRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(VisualizeBuffer, DEC_SCENE_ITEMS);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

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

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	SetShaderTempl<false>(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);

	// Now draw the requested tiles into the grid
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap());

	RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI());
	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Track the name and position of each tile we draw so we can write text labels over them
	struct LabelRecord
	{
		FString Label;
		int32 LocationX;
		int32 LocationY;
	};

	TArray<LabelRecord> Labels;

	const int32 MaxTilesX = 4;
	const int32 MaxTilesY = 4;
	const int32 TileWidth = DestRect.Width() / MaxTilesX;
	const int32 TileHeight = DestRect.Height() / MaxTilesY;
	int32 CurrentTileIndex = 0; 

	for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex)
	{
		FRenderingCompositeOutputRef Tile = It->Source;

		if (Tile.IsValid())
		{
			FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture;

			int32 TileX = CurrentTileIndex % MaxTilesX;
			int32 TileY = CurrentTileIndex / MaxTilesX;

			PixelShader->SetSourceTexture(Texture);

			DrawRectangle(
				TileX * TileWidth, TileY * TileHeight,
				TileWidth, TileHeight,
				SrcRect.Min.X, SrcRect.Min.Y,
				SrcRect.Width(), SrcRect.Height(),
				DestRect.Size(),
				SrcSize,
				EDRF_Default);

			Labels.Add(LabelRecord());
			Labels.Last().Label = It->Name;
			Labels.Last().LocationX = 8 + TileX * TileWidth;
			Labels.Last().LocationY = (TileY + 1) * TileHeight - 19;
		}
	}

	// Draw tile labels

	// 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);
	FLinearColor LabelColor(1, 1, 0);
	for (auto It = Labels.CreateConstIterator(); It; ++It)
	{
		Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor);
	}
	Canvas.Flush();


	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
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());
}
예제 #23
0
/** Applies screen space radial blur passes. */
void ApplyRadialBlurPasses(
	FRHICommandListImmediate& RHICmdList,
	const FViewInfo& View, 
	const FLightSceneInfo* const LightSceneInfo, 
	/** First pass source - this will not be overwritten. */
	TRefCountPtr<IPooledRenderTarget>& FirstPassSource, 
	/** Subsequent pass source, will also contain the final result. */
	TRefCountPtr<IPooledRenderTarget>& LightShaftsSource, 
	/** First pass dest. */
	TRefCountPtr<IPooledRenderTarget>& LightShaftsDest)
{
	TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);

	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;
	const uint32 NumPasses = FMath::Max(GLightShaftBlurPasses, 0);

	for (uint32 PassIndex = 0; PassIndex < NumPasses; PassIndex++)
	{
		SetRenderTarget(RHICmdList, LightShaftsDest->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
		RHICmdList.SetViewport(0, 0, 0.0f, FilterBufferSize.X, FilterBufferSize.Y, 1.0f);

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

		TShaderMapRef<FBlurLightShaftsPixelShader> BlurLightShaftsPixelShader(View.ShaderMap);
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BlurLightShaftsBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *BlurLightShaftsPixelShader);

		TRefCountPtr<IPooledRenderTarget>& EffectiveSource = PassIndex == 0 ? FirstPassSource : LightShaftsSource;
		/// ?
		BlurLightShaftsPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, PassIndex, EffectiveSource);

		{
			// Apply a radial blur to the bloom and occlusion mask
			DrawRectangle( 
				RHICmdList,
				DownSampledXY.X, DownSampledXY.Y, 
				DownsampledSizeX, DownsampledSizeY,
				DownSampledXY.X, DownSampledXY.Y, 
				DownsampledSizeX, DownsampledSizeY,
				FilterBufferSize, FilterBufferSize,
				*ScreenVertexShader,
				EDRF_UseTriangleOptimization);
		}

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

		// Swap input and output for the next pass
		Swap(LightShaftsSource, LightShaftsDest);
	}
}
void FRCPassPostProcessBokehDOFRecombine::Process(FRenderingCompositePassContext& Context)
{
	uint32 Method = 2;

	FRenderingCompositeOutputRef* Input1 = GetInput(ePId_Input1);

	if(Input1 && Input1->GetPass())
	{
		if(GetInput(ePId_Input2)->GetPass())
		{
			Method = 3;
		}
		else
		{
			Method = 1;
		}
	}
	else
	{
		check(GetInput(ePId_Input2)->GetPass());
	}

	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
	FIntPoint OutScaledSize;
	float OutScale;
	SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);

	const bool bUseNearestDepthNeighborUpsample = 
		CVarSeparateTranslucencyUpsampleMode.GetValueOnRenderThread() != 0
		&& FMath::Abs(OutScale - .5f) < .001f;

	if (Method != 1 && bUseNearestDepthNeighborUpsample)
	{
		Method += 2;
	}

	const FSceneView& View = Context.View;

	SCOPED_DRAW_EVENTF(Context.RHICmdList, BokehDOFRecombine, TEXT("BokehDOFRecombine#%d %dx%d"), Method, View.ViewRect.Width(), View.ViewRect.Height());

	const FPooledRenderTargetDesc* InputDesc0 = GetInputDesc(ePId_Input0);
	const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input1);


	FIntPoint TexSize = InputDesc1 ? InputDesc1->Extent : InputDesc0->Extent;

	// usually 1, 2, 4 or 8
	uint32 ScaleToFullRes = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / TexSize.X;

	FIntRect HalfResViewRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes);

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

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

	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);

	Context.SetViewportAndCallRHI(View.ViewRect);

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

	switch(Method)
	{
		case 1: SetShader<1>(Context); break;
		case 2: SetShader<2>(Context); break;
		case 3: SetShader<3>(Context); break;
		case 4: SetShader<4>(Context); break;
		case 5: SetShader<5>(Context); break;
		default:
			check(0);
	}

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());

	DrawPostProcessPass(
		Context.RHICmdList,
		0, 0,
		View.ViewRect.Width(), View.ViewRect.Height(),
		HalfResViewRect.Min.X, HalfResViewRect.Min.Y,
		HalfResViewRect.Width(), HalfResViewRect.Height(),
		View.ViewRect.Size(),
		TexSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FScene::UpdateSceneCaptureContents(USceneCaptureComponent2D* CaptureComponent)
{
	check(CaptureComponent);

	if (CaptureComponent->TextureTarget)
	{
		const FTransform& Transform = CaptureComponent->GetComponentToWorld();
		FMatrix ViewMatrix = Transform.ToInverseMatrixWithScale();
		FVector ViewLocation = Transform.GetTranslation();
		// swap axis st. x=z,y=x,z=y (unreal coord space) so that z is up
		ViewMatrix = ViewMatrix * FMatrix(
			FPlane(0,	0,	1,	0),
			FPlane(1,	0,	0,	0),
			FPlane(0,	1,	0,	0),
			FPlane(0,	0,	0,	1));
		const float FOV = CaptureComponent->FOVAngle * (float)PI / 360.0f;
		const bool bUseSceneColorTexture = CaptureComponent->CaptureSource == SCS_SceneColorHDR;
		FSceneRenderer* SceneRenderer = CreateSceneRenderer(CaptureComponent, CaptureComponent->TextureTarget, ViewMatrix , ViewLocation, FOV, CaptureComponent->MaxViewDistanceOverride, bUseSceneColorTexture, &CaptureComponent->PostProcessSettings, CaptureComponent->PostProcessBlendWeight);

		FTextureRenderTargetResource* TextureRenderTarget = CaptureComponent->TextureTarget->GameThread_GetRenderTargetResource();
		const FName OwnerName = CaptureComponent->GetOwner() ? CaptureComponent->GetOwner()->GetFName() : NAME_None;

		ENQUEUE_UNIQUE_RENDER_COMMAND_FOURPARAMETER( 
			CaptureCommand,
			FSceneRenderer*, SceneRenderer, SceneRenderer,
			FTextureRenderTargetResource*, TextureRenderTarget, TextureRenderTarget,
			FName, OwnerName, OwnerName,
			bool, bUseSceneColorTexture, bUseSceneColorTexture,
		{
			UpdateSceneCaptureContent_RenderThread(RHICmdList, SceneRenderer, TextureRenderTarget, OwnerName, FResolveParams(), bUseSceneColorTexture);
		});
	}
void FRCPassPostProcessVisualizeHDR::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(PostProcessVisualizeHDR, DEC_SCENE_ITEMS);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

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

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessVisualizeHDRPS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);


	// 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);

	float X = 30;
	float Y = 8;
	const float YStep = 14;
	const float ColumnWidth = 250;

	FString Line;

	Line = FString::Printf(TEXT("HDR Histogram (Logarithmic, max of RGB)"));
	Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
	
	Y += 160;

	float MinX = 64 + 10;
	float MaxY = View.ViewRect.Max.Y - 64;
	float SizeX = View.ViewRect.Size().X - 64 * 2 - 20;

	for(uint32 i = 0; i <= 4; ++i)
	{
		int XAdd = (int)(i * SizeX / 4);
		float HistogramPosition =  i / 4.0f;
		float LogValue = FMath::Lerp(View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax, HistogramPosition);

		Line = FString::Printf(TEXT("%.2g"), LogValue);
		Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
		Line = LogToString(LogValue);
		Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY + YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));
	}
	Y += 3 * YStep;
	
	Line = FString::Printf(TEXT("%g%% .. %g%%"), View.FinalPostProcessSettings.AutoExposureLowPercent, View.FinalPostProcessSettings.AutoExposureHighPercent);
	Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationPercent Low/High:"), GetStatsFont(), FLinearColor(1, 1, 1));
	Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));

	Line = FString::Printf(TEXT("%g .. %g"), View.FinalPostProcessSettings.AutoExposureMinBrightness, View.FinalPostProcessSettings.AutoExposureMaxBrightness);
	Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationBrightness Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1));
	Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));

	Line = FString::Printf(TEXT("%g / %g"), View.FinalPostProcessSettings.AutoExposureSpeedUp, View.FinalPostProcessSettings.AutoExposureSpeedDown);
	Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptionSpeed Up/Down:"), GetStatsFont(), FLinearColor(1, 1, 1));
	Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1));

	Line = FString::Printf(TEXT("%g"), View.FinalPostProcessSettings.AutoExposureBias);
	Canvas.DrawShadowedString( X, Y += YStep, TEXT("Exposure Offset: "), GetStatsFont(), FLinearColor(1, 1, 1));
	Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));

	Line = FString::Printf(TEXT("%g .. %g (log2)"),
		View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax);
	Canvas.DrawShadowedString( X, Y += YStep, TEXT("HistogramLog Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1));
	Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f));
	Line = FString::Printf(TEXT("%s .. %s (Value)"),
		*LogToString(View.FinalPostProcessSettings.HistogramLogMin), *LogToString(View.FinalPostProcessSettings.HistogramLogMax));
	Canvas.DrawShadowedString( X + ColumnWidth, Y+= YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1));

	Canvas.Flush();

	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessPassThrough::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(PassThrough, DEC_SCENE_ITEMS);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint TexSize = InputDesc->Extent;

	// we assume the input and output is full resolution

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = Dest ? Dest->GetDesc().Extent : PassOutputs[0].RenderTargetDesc.Extent;

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

	FIntRect SrcRect = View.ViewRect / InputScaleFactor;
	FIntRect DestRect = View.ViewRect / OutputScaleFactor;

	const FSceneRenderTargetItem& DestRenderTarget = Dest ? Dest->GetRenderTargetItem() : PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);

	// set the state
	if(bAdditiveBlend)
	{
		RHISetBlendState(TStaticBlendState<CW_RGB,BO_Add,BF_One,BF_One,BO_Add,BF_One,BF_One>::GetRHI());
	}
	else
	{
		RHISetBlendState(TStaticBlendState<>::GetRHI());
	}

	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessPassThroughPS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

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

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		EDRF_UseTriangleOptimization);


	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
예제 #28
0
void FRCPassPostProcessLensFlares::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, LensFlares);

	const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input0);
	const FPooledRenderTargetDesc* InputDesc2 = GetInputDesc(ePId_Input1);
	
	if(!InputDesc1 || !InputDesc2)
	{
		// input is not hooked up correctly
		return;
	}

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

	FIntPoint TexSize1 = InputDesc1->Extent;
	FIntPoint TexSize2 = InputDesc2->Extent;

	uint32 ScaleToFullRes1 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize1.X;
	uint32 ScaleToFullRes2 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize2.X;

	FIntRect ViewRect1 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes1);
	FIntRect ViewRect2 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes2);

	FIntPoint ViewSize1 = ViewRect1.Size();
	FIntPoint ViewSize2 = ViewRect2.Size();

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

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
		
	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, ViewRect1);

	Context.SetViewportAndCallRHI(ViewRect1);

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

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());

	
	// setup background (bloom), can be implemented to use additive blending to avoid the read here
	{
		TShaderMapRef<FPostProcessLensFlareBasePS> PixelShader(Context.GetShaderMap());

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

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

		// Draw a quad mapping scene color to the view's render target
		DrawRectangle(
			Context.RHICmdList,
			0, 0,
			ViewSize1.X, ViewSize1.Y,
			ViewRect1.Min.X, ViewRect1.Min.Y,
			ViewSize1.X, ViewSize1.Y,
			ViewSize1,
			TexSize1,
			*VertexShader,
			EDRF_UseTriangleOptimization);
	}

	// additive blend
	Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());

	// add lens flares on top of that
	{
		TShaderMapRef<FPostProcessLensFlaresPS> PixelShader(Context.GetShaderMap());

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

		FVector2D TexScaleValue = FVector2D(TexSize2) / ViewSize2;

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

		// todo: expose
		const uint32 Count = 8;

		// we assume the center of the view is the center of the lens (would not be correct for tiled rendering)
		FVector2D Center = FVector2D(ViewSize1) * 0.5f;

		FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
	
		// to get the same brightness with 4x more quads (TileSize=1 in LensBlur)
		LensFlareHDRColor.R *= 0.25f;
		LensFlareHDRColor.G *= 0.25f;
		LensFlareHDRColor.B *= 0.25f;

		for(uint32 i = 0; i < Count; ++i)
		{
			FLinearColor FlareColor = Context.View.FinalPostProcessSettings.LensFlareTints[i % 8];
			float NormalizedAlpha = FlareColor.A;
			float Alpha = NormalizedAlpha * 7.0f - 3.5f; 

			// scale to blur outside of the view (only if we use LensBlur)
			Alpha *= SizeScale;
			
			// set the individual flare color
			SetShaderValue(Context.RHICmdList, PixelShader->GetPixelShader(), PixelShader->FlareColor, FlareColor * LensFlareHDRColor);

			// Draw a quad mapping scene color to the view's render target
			DrawRectangle(
				Context.RHICmdList,
				Center.X - 0.5f * ViewSize1.X * Alpha, Center.Y - 0.5f * ViewSize1.Y * Alpha,
				ViewSize1.X * Alpha, ViewSize1.Y * Alpha,
				ViewRect2.Min.X, ViewRect2.Min.Y,
				ViewSize2.X, ViewSize2.Y,
				ViewSize1,
				TexSize2,
				*VertexShader,
				EDRF_Default);
		}
	}

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
예제 #29
0
void FRCPassPostProcessDOFSetup::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, DOFSetup);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	uint32 NumRenderTargets = bNearBlurEnabled ? 2 : 1;

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

	const auto FeatureLevel = Context.GetFeatureLevel();
	auto ShaderMap = Context.GetShaderMap();

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

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

	FIntRect SrcRect = View.ViewRect / ScaleFactor;
	FIntRect DestRect = SrcRect / 2;

	const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
	const FSceneRenderTargetItem& DestRenderTarget1 = bNearBlurEnabled ? PassOutputs[1].RequestSurface(Context) : FSceneRenderTargetItem();

	// Set the view family's render target/viewport.
	FTextureRHIParamRef RenderTargets[2] =
	{
		DestRenderTarget0.TargetableTexture,
		DestRenderTarget1.TargetableTexture
	};
	SetRenderTargets(Context.RHICmdList, NumRenderTargets, RenderTargets, FTextureRHIParamRef(), 0, NULL);
	
	FLinearColor ClearColors[2] = 
	{
		FLinearColor(0, 0, 0, 0),
		FLinearColor(0, 0, 0, 0)
	};
	// is optimized away if possible (RT size=view size, )
	Context.RHICmdList.ClearMRT(true, NumRenderTargets, ClearColors, false, 1.0f, false, 0, DestRect);

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

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

	if (bNearBlurEnabled)
	{
		static FGlobalBoundShaderState BoundShaderState;
		

		TShaderMapRef< FPostProcessDOFSetupPS<1> > PixelShader(ShaderMap);
		SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
		
		PixelShader->SetParameters(Context);
	}
	else
	{
		static FGlobalBoundShaderState BoundShaderState;
		
		TShaderMapRef< FPostProcessDOFSetupPS<0> > PixelShader(ShaderMap);
		SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

		PixelShader->SetParameters(Context);
	}

	VertexShader->SetParameters(Context);

	DrawPostProcessPass(
		Context.RHICmdList,
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width() + 1, DestRect.Height() + 1,
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width() + 1, SrcRect.Height() + 1,
		DestSize,
		SrcSize,
		*VertexShader,
		View.StereoPass,
		Context.HasHmdMesh(),
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
}
void FRCPassPostProcessDeferredDecals::Process(FRenderingCompositePassContext& Context)
{
	FRHICommandListImmediate& RHICmdList = Context.RHICmdList;
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);

	const bool bShaderComplexity = Context.View.Family->EngineShowFlags.ShaderComplexity;
	const bool bDBuffer = IsDBufferEnabled();
	const bool bStencilSizeThreshold = CVarStencilSizeThreshold.GetValueOnRenderThread() >= 0;

	SCOPED_DRAW_EVENTF(RHICmdList, DeferredDecals, TEXT("DeferredDecals %s"), GetStageName(CurrentStage));

	if (CurrentStage == DRS_BeforeBasePass)
	{
		// before BasePass, only if DBuffer is enabled

		check(bDBuffer);

		FPooledRenderTargetDesc GBufferADesc;
		SceneContext.GetGBufferADesc(GBufferADesc);

		// DBuffer: Decal buffer
		FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(GBufferADesc.Extent,
			PF_B8G8R8A8,
			FClearValueBinding::None,
			TexCreate_None,
			TexCreate_ShaderResource | TexCreate_RenderTargetable,
			false,
			1, 
			true, 
			true));

		if (!SceneContext.DBufferA)
		{
			Desc.ClearValue = FClearValueBinding::Black;
			GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneContext.DBufferA, TEXT("DBufferA"));
		}

		if (!SceneContext.DBufferB)
		{
			Desc.ClearValue = FClearValueBinding(FLinearColor(128.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f, 1));
			GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneContext.DBufferB, TEXT("DBufferB"));
		}

		Desc.Format = PF_R8G8;

		if (!SceneContext.DBufferC)
		{
			Desc.ClearValue = FClearValueBinding(FLinearColor(0, 1, 0, 1));
			GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneContext.DBufferC, TEXT("DBufferC"));
		}

		// we assume views are non overlapping, then we need to clear only once in the beginning, otherwise we would need to set scissor rects
		// and don't get FastClear any more.
		bool bFirstView = Context.View.Family->Views[0] == &Context.View;

		if (bFirstView)
		{
			SCOPED_DRAW_EVENT(RHICmdList, DBufferClear);

			FRHIRenderTargetView RenderTargets[3];
			RenderTargets[0] = FRHIRenderTargetView(SceneContext.DBufferA->GetRenderTargetItem().TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
			RenderTargets[1] = FRHIRenderTargetView(SceneContext.DBufferB->GetRenderTargetItem().TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
			RenderTargets[2] = FRHIRenderTargetView(SceneContext.DBufferC->GetRenderTargetItem().TargetableTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);

			FRHIDepthRenderTargetView DepthView(SceneContext.GetSceneDepthTexture(), ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::ENoAction, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::ENoAction, FExclusiveDepthStencil(FExclusiveDepthStencil::DepthRead_StencilWrite));

			FRHISetRenderTargetsInfo Info(3, RenderTargets, DepthView);
			RHICmdList.SetRenderTargetsAndClear(Info);
		}
	}

	// this cast is safe as only the dedicated server implements this differently and this pass should not be executed on the dedicated server
	const FViewInfo& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);

	bool bHasValidDBufferMask = false;

	if(ViewFamily.EngineShowFlags.Decals)
	{
		if(CurrentStage == DRS_BeforeBasePass || CurrentStage == DRS_BeforeLighting)
		{
			RenderMeshDecals(Context, CurrentStage);
		}

		FScene& Scene = *(FScene*)ViewFamily.Scene;

		//don't early return.  Resolves must be run for fast clears to work.
		if (Scene.Decals.Num())
		{
			FDecalRenderTargetManager RenderTargetManager(RHICmdList, Context.GetShaderPlatform(), CurrentStage);

			// Build a list of decals that need to be rendered for this view
			FTransientDecalRenderDataList SortedDecals;
			FDecalRendering::BuildVisibleDecalList(Scene, View, CurrentStage, SortedDecals);

			if (SortedDecals.Num() > 0)
			{
				SCOPED_DRAW_EVENTF(RHICmdList, DeferredDecalsInner, TEXT("DeferredDecalsInner %d/%d"), SortedDecals.Num(), Scene.Decals.Num());

				// optimization to have less state changes
				EDecalRasterizerState LastDecalRasterizerState = DRS_Undefined;
				FDecalDepthState LastDecalDepthState;
				int32 LastDecalBlendMode = -1;
				int32 LastDecalHasNormal = -1; // Decal state can change based on its normal property.(SM5)
			
				FDecalRenderingCommon::ERenderTargetMode LastRenderTargetMode = FDecalRenderingCommon::RTM_Unknown;
				const ERHIFeatureLevel::Type SMFeatureLevel = Context.GetFeatureLevel();

				SCOPED_DRAW_EVENT(RHICmdList, Decals);
				INC_DWORD_STAT_BY(STAT_Decals, SortedDecals.Num());

				for (int32 DecalIndex = 0, DecalCount = SortedDecals.Num(); DecalIndex < DecalCount; DecalIndex++)
				{
					const FTransientDecalRenderData& DecalData = SortedDecals[DecalIndex];
					const FDeferredDecalProxy& DecalProxy = *DecalData.DecalProxy;
					const FMatrix ComponentToWorldMatrix = DecalProxy.ComponentTrans.ToMatrixWithScale();
					const FMatrix FrustumComponentToClip = FDecalRendering::ComputeComponentToClipMatrix(View, ComponentToWorldMatrix);

					EDecalBlendMode DecalBlendMode = DecalData.DecalBlendMode;
					EDecalRenderStage LocalDecalStage = FDecalRenderingCommon::ComputeRenderStage(View.GetShaderPlatform(), DecalBlendMode);
					bool bStencilThisDecal = IsStencilOptimizationAvailable(LocalDecalStage);

					FDecalRenderingCommon::ERenderTargetMode CurrentRenderTargetMode = FDecalRenderingCommon::ComputeRenderTargetMode(View.GetShaderPlatform(), DecalBlendMode, DecalData.bHasNormal);

					if (bShaderComplexity)
					{
						CurrentRenderTargetMode = FDecalRenderingCommon::RTM_SceneColor;
						// we want additive blending for the ShaderComplexity mode
						DecalBlendMode = DBM_Emissive;
					}

					// Here we assume that GBuffer can only be WorldNormal since it is the only GBufferTarget handled correctly.
					if (RenderTargetManager.bGufferADirty && DecalData.MaterialResource->NeedsGBuffer())
					{ 
						RHICmdList.CopyToResolveTarget(SceneContext.GBufferA->GetRenderTargetItem().TargetableTexture, SceneContext.GBufferA->GetRenderTargetItem().TargetableTexture, true, FResolveParams());
						RenderTargetManager.TargetsToResolve[FDecalRenderTargetManager::GBufferAIndex] =  nullptr;
						RenderTargetManager.bGufferADirty = false;
					}

					// fewer rendertarget switches if possible
					if (CurrentRenderTargetMode != LastRenderTargetMode)
					{
						LastRenderTargetMode = CurrentRenderTargetMode;

						RenderTargetManager.SetRenderTargetMode(CurrentRenderTargetMode, DecalData.bHasNormal);
						Context.SetViewportAndCallRHI(Context.View.ViewRect);
					}

					bool bThisDecalUsesStencil = false;

					if (bStencilThisDecal && bStencilSizeThreshold)
					{
						// note this is after a SetStreamSource (in if CurrentRenderTargetMode != LastRenderTargetMode) call as it needs to get the VB input
						bThisDecalUsesStencil = RenderPreStencil(Context, ComponentToWorldMatrix, FrustumComponentToClip);

						LastDecalRasterizerState = DRS_Undefined;
						LastDecalDepthState = FDecalDepthState();
						LastDecalBlendMode = -1;
					}

					const bool bBlendStateChange = DecalBlendMode != LastDecalBlendMode;// Has decal mode changed.
					const bool bDecalNormalChanged = GSupportsSeparateRenderTargetBlendState && // has normal changed for SM5 stain/translucent decals?
						(DecalBlendMode == DBM_Translucent || DecalBlendMode == DBM_Stain) &&
						(int32)DecalData.bHasNormal != LastDecalHasNormal;

					// fewer blend state changes if possible
					if (bBlendStateChange || bDecalNormalChanged)
					{
						LastDecalBlendMode = DecalBlendMode;
						LastDecalHasNormal = (int32)DecalData.bHasNormal;

						SetDecalBlendState(RHICmdList, SMFeatureLevel, CurrentStage, (EDecalBlendMode)LastDecalBlendMode, DecalData.bHasNormal);
					}

					// todo
					const float ConservativeRadius = DecalData.ConservativeRadius;
					//			const int32 IsInsideDecal = ((FVector)View.ViewMatrices.ViewOrigin - ComponentToWorldMatrix.GetOrigin()).SizeSquared() < FMath::Square(ConservativeRadius * 1.05f + View.NearClippingDistance * 2.0f) + ( bThisDecalUsesStencil ) ? 2 : 0;
					const bool bInsideDecal = ((FVector)View.ViewMatrices.ViewOrigin - ComponentToWorldMatrix.GetOrigin()).SizeSquared() < FMath::Square(ConservativeRadius * 1.05f + View.NearClippingDistance * 2.0f);
					//			const bool bInsideDecal =  !(IsInsideDecal & 1);

					// update rasterizer state if needed
					{
						bool bReverseHanded = false;
						{
							// Account for the reversal of handedness caused by negative scale on the decal
							const auto& Scale3d = DecalProxy.ComponentTrans.GetScale3D();
							bReverseHanded =  Scale3d[0] * Scale3d[1] * Scale3d[2] < 0.f;
						}
						EDecalRasterizerState DecalRasterizerState = ComputeDecalRasterizerState(bInsideDecal, bReverseHanded, View);

						if (LastDecalRasterizerState != DecalRasterizerState)
						{
							LastDecalRasterizerState = DecalRasterizerState;
							SetDecalRasterizerState(DecalRasterizerState, RHICmdList);
						}
					}

					// update DepthStencil state if needed
					{
						FDecalDepthState DecalDepthState = ComputeDecalDepthState(LocalDecalStage, bInsideDecal, bThisDecalUsesStencil);

						if (LastDecalDepthState != DecalDepthState)
						{
							LastDecalDepthState = DecalDepthState;
							SetDecalDepthState(DecalDepthState, RHICmdList);
						}
					}

					FDecalRendering::SetShader(RHICmdList, View, DecalData, FrustumComponentToClip);

					RHICmdList.DrawIndexedPrimitive(GetUnitCubeIndexBuffer(), PT_TriangleList, 0, 0, 8, 0, ARRAY_COUNT(GCubeIndices) / 3, 1);
					RenderTargetManager.bGufferADirty |= (RenderTargetManager.TargetsToResolve[FDecalRenderTargetManager::GBufferAIndex] != nullptr);
				}

				// we don't modify stencil but if out input was having stencil for us (after base pass - we need to clear)
				// Clear stencil to 0, which is the assumed default by other passes
				RHICmdList.Clear(false, FLinearColor::White, false, (float)ERHIZBuffer::FarPlane, true, 0, FIntRect());
			}

			if (CurrentStage == DRS_BeforeBasePass)
			{
				// combine DBuffer RTWriteMasks; will end up in one texture we can load from in the base pass PS and decide whether to do the actual work or not
				RenderTargetManager.FlushMetaData();

				if (GSupportsRenderTargetWriteMask)
				{
					DecodeRTWriteMask(Context);
					bHasValidDBufferMask = true;
				}
			}

			RenderTargetManager.ResolveTargets();
		}

		if (CurrentStage == DRS_BeforeBasePass)
		{
			// before BasePass
			GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.DBufferA);
			GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.DBufferB);
			GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneContext.DBufferC);
		}
	}

	if (CurrentStage == DRS_BeforeBasePass && !bHasValidDBufferMask)
	{
		// Return the DBufferMask to the render target pool.
		// FDeferredPixelShaderParameters will fall back to setting a white dummy mask texture.
		// This allows us to ignore the DBufferMask on frames without decals, without having to explicitly clear the texture.
		SceneContext.DBufferMask = nullptr;
	}
}