void FRCPassPostProcessAA::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessAA); 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; 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()); 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()); switch(Quality) { case 1: SetShaderTemplAA<1>(Context); break; case 2: SetShaderTemplAA<2>(Context); break; case 3: SetShaderTemplAA<3>(Context); break; case 4: SetShaderTemplAA<4>(Context); break; case 5: SetShaderTemplAA<5>(Context); break; default: SetShaderTemplAA<6>(Context); break; } // Draw a quad mapping scene color to the view's render target TShaderMapRef<FFXAAVS> 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_Default); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessLensBlur::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessLensBlur); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; FIntPoint TexSize = InputDesc->Extent; // usually 1, 2, 4 or 8 uint32 ScaleToFullRes = GSceneRenderTargets.GetBufferSizeXY().X / TexSize.X; FIntRect ViewRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes); FIntPoint ViewSize = ViewRect.Size(); const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorToBlack); Context.SetViewportAndCallRHI(ViewRect); // set the state (additive blending) Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); TShaderMapRef<FPostProcessLensBlurVS> VertexShader(Context.GetShaderMap()); TShaderMapRef<FPostProcessLensBlurPS> PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GEmptyVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); uint32 TileSize = 1; FIntPoint TileCount = ViewSize / TileSize; float PixelKernelSize = PercentKernelSize / 100.0f * ViewSize.X; VertexShader->SetParameters(Context, TileCount, TileSize, PixelKernelSize, Threshold); PixelShader->SetParameters(Context, PixelKernelSize); Context.RHICmdList.SetStreamSource(0, NULL, 0, 0); // needs to be the same on shader side (faster on NVIDIA and AMD) int32 QuadsPerInstance = 4; Context.RHICmdList.DrawPrimitive(PT_TriangleList, 0, 2, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance)); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessMorpheus); 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.UnscaledViewRect; 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<FPostProcessMorpheusVS> VertexShader(Context.GetShaderMap()); TShaderMapRef<FPostProcessMorpheusPS> PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); FMatrix QuadTexTransform; FMatrix QuadPosTransform = FMatrix::Identity; PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform); // Draw a quad mapping scene color to the view's render target DrawTransformedRectangle( Context.RHICmdList, 0, 0, DestRect.Width(), DestRect.Height(), QuadPosTransform, SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), QuadTexTransform, DestRect.Size(), SrcSize ); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessVisualizeBloomOverlay::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeBloomOverlay); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); check(InputDesc && "Input is not hooked up correctly"); 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; FIntRect DestRect = SrcRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestRect.Width(), DestRect.Height(), 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(Context.GetShaderMap()); TShaderMapRef<FPostProcessVisualizeBloomOverlayPS> 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, 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); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
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()); }
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); DrawPostProcessPass( Context.RHICmdList, 0, 0, DestSize.X, DestSize.Y, 0, 0, SrcSize.X, 0, DestSize, SrcSize, *VertexShader, View.StereoPass, Context.HasHmdMesh(), EDRF_UseTriangleOptimization); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessVisualizeComplexity::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeComplexity); 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.UnscaledViewRect; 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); // turn off culling and blending Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI()); Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); // turn off depth reads/writes Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); //reuse this generic vertex shader TShaderMapRef<FShaderComplexityApplyVS> VertexShader(Context.GetShaderMap()); TShaderMapRef<FShaderComplexityApplyPS> PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState ShaderComplexityBoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), ShaderComplexityBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context, Colors); DrawRectangle( Context.RHICmdList, 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, *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()); }
void FRCPassPostProcessHMD::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHMD, 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); const FIntRect SrcRect = View.ViewRect; const FIntRect DestRect = View.UnscaledViewRect; const 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); Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect()); // set the state Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); FMatrix QuadTexTransform = FMatrix::Identity; FMatrix QuadPosTransform = FMatrix::Identity; check(GEngine->HMDDevice.IsValid()); { TShaderMapRef<FPostProcessHMDVS<false> > VertexShader(Context.GetShaderMap()); TShaderMapRef<FPostProcessHMDPS<false> > PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GDistortionVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); VertexShader->SetVS(Context, View.StereoPass); PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform); } GEngine->HMDDevice->DrawDistortionMesh_RenderThread(Context, View, SrcSize); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
bool FRCPassPostProcessWeightedSampleSum::DoFastBlur() const { bool bRet = false; // only do the fast blur only with bilinear filtering if(CombineMethod == EFCM_Weighted) { const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); // input is not hooked up correctly check(InputDesc); if(FilterShape == EFS_Horiz) { FIntPoint SrcSize = InputDesc->Extent; int32 SrcSizeForThisAxis = SrcSize.X; // in texel (input resolution), *2 as we use the diameter // we scale by width because FOV is defined horizontally float EffectiveBlurRadius = SizeScale * SrcSizeForThisAxis * 2 / 100.0f; #if PLATFORM_HTML5 float FastBlurThreshold = CVarFastBlurThreshold.GetValueOnGameThread(); #else float FastBlurThreshold = CVarFastBlurThreshold.GetValueOnRenderThread(); #endif // small radius look too different with this optimization so we only to it for larger radius bRet = EffectiveBlurRadius >= FastBlurThreshold; } else { FIntPoint SrcSize = InputDesc->Extent; FIntPoint BufferSize = GSceneRenderTargets.GetBufferSizeXY(); float InputRatio = SrcSize.X / (float)SrcSize.Y; float BufferRatio = BufferSize.X / (float)BufferSize.Y; // Half res input detected bRet = InputRatio < BufferRatio * 0.75f; } } return bRet; }
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PostProcessHistogram, 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; FIntRect DestRect = View.ViewRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); TShaderMapRef<FPostProcessHistogramCS> ComputeShader(GetGlobalShaderMap()); RHISetComputeShader(ComputeShader->GetComputeShader()); RHISetRenderTarget(FTextureRHIRef(), FTextureRHIRef()); // set destination check(DestRenderTarget.UAV); RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV); // we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input FIntPoint GatherExtent = (DestRect.Size() - FIntPoint(1, 1)) / 2; FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent); ComputeShader->SetCS(Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent); DispatchComputeShader(*ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1); // un-set destination RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogram); 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; FIntRect DestRect = View.ViewRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); TShaderMapRef<FPostProcessHistogramCS> ComputeShader(Context.GetShaderMap()); SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef()); Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader()); // set destination check(DestRenderTarget.UAV); Context.RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, DestRenderTarget.UAV); Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV); FIntPoint GatherExtent = ComputeGatherExtent(View); FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent); ComputeShader->SetCS(Context.RHICmdList, Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent); DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1); // un-set destination Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL); Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, DestRenderTarget.UAV); ensureMsgf(DestRenderTarget.TargetableTexture == DestRenderTarget.ShaderResourceTexture, TEXT("%s should be resolved to a separate SRV"), *DestRenderTarget.TargetableTexture->GetName().ToString()); }
void FRCPassPostProcessVelocityFlatten::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVelocityFlatten); 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& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context); const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context); //const FSceneRenderTargetItem& DestRenderTarget2 = PassOutputs[2].RequestSurface(Context); TShaderMapRef< FPostProcessVelocityFlattenCS > ComputeShader( Context.GetShaderMap() ); Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader()); SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef()); // set destination Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), DestRenderTarget0.UAV ); //Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutPackedVelocityDepth.GetBaseIndex(), DestRenderTarget1.UAV ); Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), DestRenderTarget1.UAV ); ComputeShader->SetCS(Context.RHICmdList, Context, View ); FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount( View.ViewRect.Size() ); DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1); // un-set destination Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), NULL ); //Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutPackedVelocityDepth.GetBaseIndex(), NULL ); Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), NULL ); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams()); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams()); //Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget2.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()); }
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 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 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()); }
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 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 FRCPassPostProcessDownsample::Process(FRenderingCompositePassContext& Context) { 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 = FMath::DivideAndRoundUp(FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().Y, SrcSize.Y); FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2); SrcRect = DestRect * 2; SCOPED_DRAW_EVENTF(Context.RHICmdList, Downsample, TEXT("Downsample %dx%d"), DestRect.Width(), DestRect.Height()); const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // check if we have to clear the whole surface. // Otherwise perform the clear when the dest rectangle has been computed. auto FeatureLevel = Context.View.GetFeatureLevel(); if (FeatureLevel == ERHIFeatureLevel::ES2 || FeatureLevel == ERHIFeatureLevel::ES3_1) { // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorAndDepth); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); } else { // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EExistingColorAndDepth); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); DrawClearQuad(Context.RHICmdList, Context.GetFeatureLevel(), true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestSize, DestRect); } // set the state Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); // InflateSize increases the size of the source/dest rectangle to compensate for bilinear reads and UIBlur pass requirements. int32 InflateSize; // if second input is hooked up if (IsDepthInputAvailable()) { // also put depth in alpha InflateSize = 2; SetShader<2>(Context, InputDesc); } else { if (Quality == 0) { SetShader<0>(Context, InputDesc); InflateSize = 1; } else { SetShader<1>(Context, InputDesc); InflateSize = 2; } } TShaderMapRef<FPostProcessDownsampleVS> 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, false, // This pass is input for passes that can't use the hmd mask, so we need to disable it to ensure valid input data EDRF_UseTriangleOptimization); Context.RHICmdList.CopyToResolveTarget(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()); }
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 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 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 FRCPassPostProcessGBufferHints::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, GBufferHints); 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. 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<FPostProcessGBufferHintsPS> 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(), 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, View.GetFeatureLevel()); float X = 30; float Y = 8; const float YStep = 14; const float ColumnWidth = 250; FString Line; Line = FString::Printf(TEXT("GBufferHints")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Y += YStep; Line = FString::Printf(TEXT("Yellow: Unrealistic material (In nature even black materials reflect quite some light)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(0.8f, 0.8f, 0)); Line = FString::Printf(TEXT("Red: Impossive material (this material emits more light than it receives)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 0, 0)); 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(-1); }
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 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 FRCPassPostProcessNoiseBlur::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, NoiseBlur); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = 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(0, 0, 0, 0), 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()); if(Quality == 0) { SetNoiseBlurShader<0>(Context, Radius); } else if(Quality == 1) { SetNoiseBlurShader<1>(Context, Radius); } else { SetNoiseBlurShader<2>(Context, Radius); } // 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); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
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 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); }