void FDeferredShadingSceneRenderer::PropagateLPVs()
{
	for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
	{
		FViewInfo& View = Views[ViewIndex];

		FSceneViewState* ViewState = (FSceneViewState*)Views[ViewIndex].State;
		if(ViewState)
		{
			FLightPropagationVolume* LightPropagationVolume = ViewState->GetLightPropagationVolume();

			if(LightPropagationVolume)
			{
				SCOPED_DRAW_EVENT(UpdateLPVs, DEC_SCENE_ITEMS);
				SCOPE_CYCLE_COUNTER(STAT_UpdateLPVs);
				LightPropagationVolume->Propagate();
			}
		}
	}
}
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 FRCPassPostProcessLpvIndirect::DoDirectionalOcclusionPass(FRenderingCompositePassContext& Context) const
{
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);

	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessLpvDirectionalOcclusion );
	const FSceneRenderTargetItem& DestDirectionalOcclusionRenderTarget = SceneContext.DirectionalOcclusion->GetRenderTargetItem();
	const FViewInfo& View = Context.View;
	FSceneViewState* ViewState = (FSceneViewState*)View.State;

	if(!ViewState)
	{
		return;
	}

	const FFinalPostProcessSettings& PostprocessSettings = Context.View.FinalPostProcessSettings;
	const FLightPropagationVolumeSettings& LPVSettings = PostprocessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();
	
	FLightPropagationVolume* Lpv = ViewState->GetLightPropagationVolume(Context.GetFeatureLevel());

	if(!Lpv || LPVSettings.LPVIntensity == 0.0f)
	{
		return;
	}

	FTextureRHIParamRef RenderTarget = DestDirectionalOcclusionRenderTarget.TargetableTexture;

	SetRenderTargets(Context.RHICmdList, 1, &RenderTarget, NULL, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilNop);

	Context.SetViewportAndCallRHI(View.ViewRect);
	Context.RHICmdList.SetBlendState( TStaticBlendState<>::GetRHI() );
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
	TShaderMapRef<FPostProcessVS> VertexShader(View.ShaderMap);

	FLpvReadUniformBufferParameters	LpvReadUniformBufferParams;
	FLpvReadUniformBufferRef LpvReadUniformBuffer;

	TShaderMapRef< FPostProcessLpvDirectionalOcclusionPS > PixelShader(View.ShaderMap);

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

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

	PixelShader->SetParameters( Lpv->GetAOVolumeTextureSRV(), LpvReadUniformBuffer, Context );

	DrawPostProcessPass(
		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, 
		View.StereoPass, 
		Context.HasHmdMesh());
}
void FRCPassPostProcessLpvIndirect::Process(FRenderingCompositePassContext& Context)
{
	FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);

	{
		FRenderingCompositeOutput* OutputOfMyInput = GetInput(ePId_Input0)->GetOutput();
		PassOutputs[0].PooledRenderTarget = OutputOfMyInput->PooledRenderTarget;
		OutputOfMyInput->RenderTargetDesc.DebugName = PassOutputs[0].RenderTargetDesc.DebugName;
		PassOutputs[0].RenderTargetDesc = OutputOfMyInput->RenderTargetDesc;

		check(PassOutputs[0].RenderTargetDesc.Extent.X);
		check(PassOutputs[0].RenderTargetDesc.Extent.Y);
	}

	const FFinalPostProcessSettings& PostprocessSettings = Context.View.FinalPostProcessSettings;
	const FSceneView& View = Context.View;

	FSceneViewState* ViewState = (FSceneViewState*)View.State;

	if(!ViewState)
	{
		return;
	}

	// This check should be inclusive to stereo views
	const bool bIncludeStereoViews = true;
	FLightPropagationVolume* Lpv = ViewState->GetLightPropagationVolume(Context.GetFeatureLevel(), bIncludeStereoViews);

	const FLightPropagationVolumeSettings& LPVSettings = PostprocessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();

	if(!Lpv || LPVSettings.LPVIntensity == 0.0f)
	{
		return;
	}

	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();

	const bool bMixing = CVarLPVMixing.GetValueOnRenderThread() != 0;
	// Apply specular separately if we're mixing reflection environment with indirect lighting
	const bool bApplySeparateSpecularRT = View.Family->EngineShowFlags.ReflectionEnvironment && bMixing;

	const FSceneRenderTargetItem& DestColorRenderTarget = SceneContext.GetSceneColor()->GetRenderTargetItem();
	const FSceneRenderTargetItem& DestSpecularRenderTarget = SceneContext.LightAccumulation->GetRenderTargetItem();

	const FSceneRenderTargetItem& DestDirectionalOcclusionRenderTarget = SceneContext.DirectionalOcclusion->GetRenderTargetItem();

	// Make sure the LPV Update has completed
	Lpv->InsertGPUWaitForAsyncUpdate(Context.RHICmdList);

	if ( LPVSettings.LPVDirectionalOcclusionIntensity > 0.0001f )
	{
		DoDirectionalOcclusionPass(Context);
	}

	FTextureRHIParamRef RenderTargets[2];
	RenderTargets[0] = DestColorRenderTarget.TargetableTexture;
	RenderTargets[1] = DestSpecularRenderTarget.TargetableTexture;

	// Set the view family's render target/viewport.
	// If specular not applied: set only color target
	uint32 NumRenderTargets = 1; 
	if ( bApplySeparateSpecularRT ) 
	{
		NumRenderTargets = 2;
	}

	SetRenderTargets(Context.RHICmdList, NumRenderTargets, RenderTargets, 0, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilNop);

	Context.SetViewportAndCallRHI(View.ViewRect);

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

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

	TShaderMapRef< TPostProcessLpvIndirectPS<false> >	  PixelShaderNoSpecular(Context.GetShaderMap());
	TShaderMapRef< TPostProcessLpvIndirectPS<true> >	  PixelShaderWithSpecular(Context.GetShaderMap());

	FPostProcessLpvIndirectPS* PixelShader = NULL;
	int BoundShaderIndex = -1;
	if ( bApplySeparateSpecularRT )
	{
		PixelShader = (FPostProcessLpvIndirectPS*)*PixelShaderWithSpecular;
		BoundShaderIndex = 0;
	}
	else
	{
		PixelShader = (FPostProcessLpvIndirectPS*)*PixelShaderNoSpecular;
		BoundShaderIndex = 1;
	}
	static FGlobalBoundShaderState BoundShaderState[2];

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

	FLpvReadUniformBufferParameters	LpvReadUniformBufferParams;
	FLpvReadUniformBufferRef LpvReadUniformBuffer;

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

	FTextureRHIParamRef LpvBufferSrvs[7];
	for ( int i = 0; i < 7; i++ ) 
	{
		LpvBufferSrvs[i] = Lpv->GetLpvBufferSrv(i);
	}

	PixelShader->SetParameters( LpvBufferSrvs, Lpv->GetAOVolumeTextureSRV(), LpvReadUniformBuffer, Context );

	{
		SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessLpvIndirect );

		DrawPostProcessPass(
			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,
			View.StereoPass,
			Context.HasHmdMesh());

		Context.RHICmdList.CopyToResolveTarget(DestColorRenderTarget.TargetableTexture, DestColorRenderTarget.ShaderResourceTexture, false, FResolveParams());
		if(bApplySeparateSpecularRT)
		{
			Context.RHICmdList.CopyToResolveTarget(DestSpecularRenderTarget.TargetableTexture, DestSpecularRenderTarget.ShaderResourceTexture, false, FResolveParams());
		}
	}

	if ( LPVSettings.LPVDirectionalOcclusionIntensity > 0.0001f )
	{
		GRenderTargetPool.VisualizeTexture.SetCheckPoint(Context.RHICmdList, SceneContext.DirectionalOcclusion);
	}
}