Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessTonemap.cpp
2025-05-18 13:04:45 +08:00

1191 lines
50 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessTonemap.cpp: Post processing tone mapping implementation.
=============================================================================*/
#include "PostProcess/PostProcessTonemap.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "EngineGlobals.h"
#include "ScenePrivate.h"
#include "RendererModule.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "PostProcess/PostProcessLocalExposure.h"
#include "PostProcess/PostProcessMobile.h"
#include "PostProcess/PostProcessing.h"
#include "ClearQuad.h"
#include "PipelineStateCache.h"
#include "Rendering/Texture2DResource.h"
#include "Math/Halton.h"
#include "SystemTextures.h"
#include "HDRHelper.h"
#include "VariableRateShadingImageManager.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "CommonRenderResources.h"
bool SupportsFilmGrain(EShaderPlatform Platform)
{
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
namespace
{
TAutoConsoleVariable<float> CVarTonemapperSharpen(
TEXT("r.Tonemapper.Sharpen"),
-1,
TEXT("Sharpening in the tonemapper (not for mobile), actual implementation is work in progress, clamped at 10\n")
TEXT(" <0: inherit from PostProcessVolume settings (default)\n")
TEXT(" 0: off\n")
TEXT(" 0.5: half strength\n")
TEXT(" 1: full strength"),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarTonemapperGamma(
TEXT("r.TonemapperGamma"),
0.0f,
TEXT("0: Default behavior\n")
TEXT("#: Use fixed gamma # instead of sRGB or Rec709 transform"),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarGamma(
TEXT("r.Gamma"),
1.0f,
TEXT("Gamma on output"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarFilmGrainSequenceLength(
TEXT("r.FilmGrain.SequenceLength"), 97,
TEXT("Length of the random sequence for film grain (preferably a prime number, default=97)."),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarFilmGrainCacheTextureConstants(
TEXT("r.FilmGrain.CacheTextureConstants"), 1,
TEXT("Wether the constants related to the film grain should be cached."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarBackbufferQuantizationDitheringOverride(
TEXT("r.BackbufferQuantizationDitheringOverride"), 0,
TEXT("Override the bitdepth in bits of each channel of the backbuffer targeted by the quantization dithering. ")
TEXT("Disabled by default. Instead is automatically found out by FSceneViewFamily::RenderTarget's pixel format of the backbuffer."),
ECVF_RenderThreadSafe);
const int32 GTonemapComputeTileSizeX = 8;
const int32 GTonemapComputeTileSizeY = 8;
struct FOutputLuminance
{
FRDGTextureRef Texture = nullptr;
};
namespace TonemapperPermutation
{
// Shared permutation dimensions between deferred and mobile renderer.
class FTonemapperGammaOnlyDim : SHADER_PERMUTATION_BOOL("USE_GAMMA_ONLY");
class FTonemapperLocalExposureDim : SHADER_PERMUTATION_INT("LOCAL_EXPOSURE_MODE", 3);
class FTonemapperSharpenDim : SHADER_PERMUTATION_BOOL("USE_SHARPEN");
class FTonemapperFilmGrainDim : SHADER_PERMUTATION_BOOL("USE_FILM_GRAIN");
class FTonemapperMsaaDim : SHADER_PERMUTATION_BOOL("METAL_MSAA_HDR_DECODE");
class FTonemapperAlphaChannelDim : SHADER_PERMUTATION_BOOL("DIM_ALPHA_CHANNEL");
using FCommonDomain = TShaderPermutationDomain<
FTonemapperGammaOnlyDim,
FTonemapperLocalExposureDim,
FTonemapperSharpenDim,
FTonemapperFilmGrainDim,
FTonemapperMsaaDim,
FTonemapperAlphaChannelDim>;
bool ShouldCompileCommonPermutation(const FGlobalShaderPermutationParameters& Parameters, const FCommonDomain& PermutationVector)
{
// MSAA pre-resolve step only used on iOS atm
if (PermutationVector.Get<FTonemapperMsaaDim>() && !IsMetalMobilePlatform(Parameters.Platform))
{
return false;
}
// If GammaOnly, don't compile any other dimmension == true.
if (PermutationVector.Get<FTonemapperGammaOnlyDim>())
{
return !PermutationVector.Get<FTonemapperLocalExposureDim>() &&
!PermutationVector.Get<FTonemapperSharpenDim>() &&
!PermutationVector.Get<FTonemapperFilmGrainDim>() &&
!PermutationVector.Get<FTonemapperMsaaDim>();
}
return true;
}
static float GetSharpenSetting(const FPostProcessSettings& Settings)
{
float CVarSharpen = CVarTonemapperSharpen.GetValueOnRenderThread();
float Sharpen = CVarSharpen >= 0.0 ? CVarSharpen : Settings.Sharpen;
return FMath::Clamp(Sharpen, 0.0f, 10.0f);
}
// Common conversion of engine settings into.
FCommonDomain BuildCommonPermutationDomain(const FViewInfo& View, bool bGammaOnly, bool bLocalExposure, bool bMetalMSAAHDRDecode)
{
const FSceneViewFamily* Family = View.Family;
FCommonDomain PermutationVector;
PermutationVector.Set<FTonemapperAlphaChannelDim>(IsPostProcessingWithAlphaChannelSupported());
// Gamma
if (bGammaOnly ||
(Family->EngineShowFlags.Tonemapper == 0) ||
(Family->EngineShowFlags.PostProcessing == 0))
{
PermutationVector.Set<FTonemapperGammaOnlyDim>(true);
return PermutationVector;
}
const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
PermutationVector.Set<FTonemapperFilmGrainDim>(View.FilmGrainTexture != nullptr);
PermutationVector.Set<FTonemapperSharpenDim>(GetSharpenSetting(Settings) > 0.0f);
PermutationVector.Set<FTonemapperMsaaDim>(bMetalMSAAHDRDecode);
if (bLocalExposure)
{
PermutationVector.Set<FTonemapperLocalExposureDim>(View.FinalPostProcessSettings.LocalExposureMethod == ELocalExposureMethod::Bilateral ? 1 : 2);
}
else
{
PermutationVector.Set<FTonemapperLocalExposureDim>(0);
}
return PermutationVector;
}
// Desktop renderer permutation dimensions.
class FTonemapperColorFringeDim : SHADER_PERMUTATION_BOOL("USE_COLOR_FRINGE");
class FTonemapperOutputDeviceSRGB : SHADER_PERMUTATION_BOOL("OUTPUT_DEVICE_SRGB");
class FTonemapperOutputLuminance : SHADER_PERMUTATION_BOOL("OUTPUT_LUMINANCE");
using FDesktopDomain = TShaderPermutationDomain<
FCommonDomain,
FTonemapperColorFringeDim,
FTonemapperOutputLuminance,
FTonemapperOutputDeviceSRGB>;
FDesktopDomain RemapPermutation(FDesktopDomain PermutationVector, ERHIFeatureLevel::Type FeatureLevel)
{
FCommonDomain CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
// No remapping if gamma only.
if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
{
return PermutationVector;
}
bool bFallbackToSlowest = CommonPermutationVector.Get<FTonemapperFilmGrainDim>();
if (bFallbackToSlowest)
{
CommonPermutationVector.Set<FTonemapperFilmGrainDim>(true);
CommonPermutationVector.Set<FTonemapperSharpenDim>(true);
PermutationVector.Set<FTonemapperColorFringeDim>(true);
}
if (FeatureLevel < ERHIFeatureLevel::SM5)
{
// Mobile doesn't support film grain.
CommonPermutationVector.Set<FTonemapperFilmGrainDim>(false);
}
PermutationVector.Set<FCommonDomain>(CommonPermutationVector);
return PermutationVector;
}
bool ShouldCompileDesktopPermutation(const FGlobalShaderPermutationParameters& Parameters, FDesktopDomain PermutationVector)
{
auto CommonPermutationVector = PermutationVector.Get<FCommonDomain>();
if (RemapPermutation(PermutationVector, GetMaxSupportedFeatureLevel(Parameters.Platform)) != PermutationVector)
{
return false;
}
if (!ShouldCompileCommonPermutation(Parameters, CommonPermutationVector))
{
return false;
}
if (CommonPermutationVector.Get<FTonemapperGammaOnlyDim>())
{
return !PermutationVector.Get<FTonemapperColorFringeDim>();
}
return true;
}
} // namespace TonemapperPermutation
} // namespace
RDG_REGISTER_BLACKBOARD_STRUCT(FOutputLuminance);
FTonemapperOutputDeviceParameters GetTonemapperOutputDeviceParameters(const FSceneViewFamily& Family)
{
static TConsoleVariableData<float>* CVarOutputGamma = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.TonemapperGamma"));
EDisplayOutputFormat OutputDeviceValue;
if (Family.SceneCaptureSource == SCS_FinalColorHDR)
{
OutputDeviceValue = EDisplayOutputFormat::HDR_LinearNoToneCurve;
}
else if (Family.SceneCaptureSource == SCS_FinalToneCurveHDR)
{
OutputDeviceValue = EDisplayOutputFormat::HDR_LinearWithToneCurve;
}
else
{
OutputDeviceValue = Family.RenderTarget->GetDisplayOutputFormat();
}
float Gamma = CVarOutputGamma->GetValueOnRenderThread();
// In case gamma is unspecified, fall back to 2.2 which is the most common case
if ((PLATFORM_APPLE || OutputDeviceValue == EDisplayOutputFormat::SDR_ExplicitGammaMapping) && Gamma == 0.0f)
{
Gamma = 2.2f;
}
// Enforce user-controlled ramp over sRGB or Rec709
if (Gamma > 0.0f && (OutputDeviceValue == EDisplayOutputFormat::SDR_sRGB || OutputDeviceValue == EDisplayOutputFormat::SDR_Rec709))
{
OutputDeviceValue = EDisplayOutputFormat::SDR_ExplicitGammaMapping;
}
FVector3f InvDisplayGammaValue;
InvDisplayGammaValue.X = 1.0f / Family.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Y = 2.2f / Family.RenderTarget->GetDisplayGamma();
InvDisplayGammaValue.Z = 1.0f / FMath::Max(Gamma, 1.0f);
FTonemapperOutputDeviceParameters Parameters;
Parameters.InverseGamma = InvDisplayGammaValue;
Parameters.OutputDevice = static_cast<uint32>(OutputDeviceValue);
Parameters.OutputGamut = static_cast<uint32>(Family.RenderTarget->GetDisplayColorGamut());
Parameters.OutputMaxLuminance = HDRGetDisplayMaximumLuminance();
return Parameters;
}
BEGIN_SHADER_PARAMETER_STRUCT(FFilmGrainParameters, )
SHADER_PARAMETER(FVector3f, GrainRandomFull)
SHADER_PARAMETER(float, FilmGrainIntensityShadows)
SHADER_PARAMETER(float, FilmGrainIntensityMidtones)
SHADER_PARAMETER(float, FilmGrainIntensityHighlights)
SHADER_PARAMETER(float, FilmGrainShadowsMax)
SHADER_PARAMETER(float, FilmGrainHighlightsMin)
SHADER_PARAMETER(float, FilmGrainHighlightsMax)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, FilmGrainTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, FilmGrainSampler)
SHADER_PARAMETER(FScreenTransform, ScreenPosToFilmGrainTextureUV)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, FilmGrainTextureConstants)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FTonemapParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_STRUCT_INCLUDE(FFilmGrainParameters, FilmGrain)
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapperOutputDeviceParameters, OutputDevice)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, EyeAdaptation)
SHADER_PARAMETER_STRUCT(FLocalExposureParameters, LocalExposure)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, ColorTexture)
// Parameters to apply to the scene color.
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, SceneColorApplyParamaters)
// Bloom texture
SHADER_PARAMETER(FScreenTransform, ColorToBloom)
SHADER_PARAMETER(FVector2f, BloomUVViewportBilinearMin)
SHADER_PARAMETER(FVector2f, BloomUVViewportBilinearMax)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BloomTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, BloomSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture3D, LumBilateralGrid)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, BlurredLogLum)
SHADER_PARAMETER_SAMPLER(SamplerState, LumBilateralGridSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, BlurredLogLumSampler)
SHADER_PARAMETER(FScreenTransform, ColorToExposureFusion)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, ExposureFusion)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, ExposureFusionTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ExposureFusionSampler)
SHADER_PARAMETER(float, FilmSlope)
SHADER_PARAMETER(float, FilmToe)
SHADER_PARAMETER(float, FilmShoulder)
SHADER_PARAMETER(float, FilmBlackClip)
SHADER_PARAMETER(float, FilmWhiteClip)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<float4>, EyeAdaptationBuffer)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorGradingLUT)
SHADER_PARAMETER_TEXTURE(Texture2D, BloomDirtMaskTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorGradingLUTSampler)
SHADER_PARAMETER_SAMPLER(SamplerState, BloomDirtMaskSampler)
SHADER_PARAMETER(FVector4f, ColorScale0)
SHADER_PARAMETER(FVector4f, BloomDirtMaskTint)
SHADER_PARAMETER(FVector4f, ChromaticAberrationParams)
SHADER_PARAMETER(FVector4f, TonemapperParams)
SHADER_PARAMETER(FVector4f, LensPrincipalPointOffsetScale)
SHADER_PARAMETER(FVector4f, LensPrincipalPointOffsetScaleInverse)
SHADER_PARAMETER(float, LUTSize)
SHADER_PARAMETER(float, InvLUTSize)
SHADER_PARAMETER(float, LUTScale)
SHADER_PARAMETER(float, LUTOffset)
SHADER_PARAMETER(float, EditorNITLevel)
SHADER_PARAMETER(float, BackbufferQuantizationDithering)
END_SHADER_PARAMETER_STRUCT()
class FFilmGrainReduceCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FFilmGrainReduceCS);
SHADER_USE_PARAMETER_STRUCT(FFilmGrainReduceCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntPoint, FilmGrainTextureSize)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, FilmGrainTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, Output)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return SupportsFilmGrain(Parameters.Platform);
}
};
class FFilmGrainPackConstantsCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FFilmGrainPackConstantsCS);
SHADER_USE_PARAMETER_STRUCT(FFilmGrainPackConstantsCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntPoint, OriginalFilmGrainTextureSize)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ReducedFilmGrainTexture)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer<float4>, FilmGrainConstantsOutput)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return SupportsFilmGrain(Parameters.Platform);
}
};
class FTonemapVS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FTonemapVS);
// FDrawRectangleParameters is filled by DrawScreenPass.
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTonemapVS, FGlobalShader);
using FParameters = FTonemapParameters;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
};
class FTonemapPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FTonemapPS);
SHADER_USE_PARAMETER_STRUCT(FTonemapPS, FGlobalShader);
using FPermutationDomain = TonemapperPermutation::FDesktopDomain;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1))
{
return false;
}
return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, FPermutationDomain(Parameters.PermutationId));
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
OutEnvironment.SetDefine(TEXT("SUPPORTS_SCENE_COLOR_APPLY_PARAMETERS"), FTonemapInputs::SupportsSceneColorApplyParametersBuffer(Parameters.Platform) ? 1 : 0);
OutEnvironment.SetDefine(TEXT("SUPPORTS_FILM_GRAIN"), SupportsFilmGrain(Parameters.Platform) ? 1 : 0);
}
};
class FTonemapCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FTonemapCS);
SHADER_USE_PARAMETER_STRUCT(FTonemapCS, FGlobalShader);
using FPermutationDomain = TonemapperPermutation::FDesktopDomain;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FTonemapParameters, Tonemap)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, RWOutputTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, RWOutputLuminance)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5))
{
return false;
}
FPermutationDomain PermutationVector(Parameters.PermutationId);
return TonemapperPermutation::ShouldCompileDesktopPermutation(Parameters, PermutationVector);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GTonemapComputeTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GTonemapComputeTileSizeY);
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
OutEnvironment.SetDefine(TEXT("SUPPORTS_SCENE_COLOR_APPLY_PARAMETERS"), FTonemapInputs::SupportsSceneColorApplyParametersBuffer(Parameters.Platform) ? 1 : 0);
OutEnvironment.SetDefine(TEXT("SUPPORTS_FILM_GRAIN"), SupportsFilmGrain(Parameters.Platform) ? 1 : 0);
}
};
IMPLEMENT_GLOBAL_SHADER(FFilmGrainReduceCS, "/Engine/Private/PostProcessing/FilmGrainReduce.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FFilmGrainPackConstantsCS, "/Engine/Private/PostProcessing/FilmGrainPackConstants.usf", "MainCS", SF_Compute);
IMPLEMENT_GLOBAL_SHADER(FTonemapVS, "/Engine/Private/PostProcessTonemap.usf", "MainVS", SF_Vertex);
IMPLEMENT_GLOBAL_SHADER(FTonemapPS, "/Engine/Private/PostProcessTonemap.usf", "MainPS", SF_Pixel);
IMPLEMENT_GLOBAL_SHADER(FTonemapCS, "/Engine/Private/PostProcessTonemap.usf", "MainCS", SF_Compute);
bool FTonemapInputs::SupportsSceneColorApplyParametersBuffer(EShaderPlatform Platform)
{
return FDataDrivenShaderPlatformInfo::GetSupportsFFTBloom(Platform);
}
static
FRDGBufferRef BuildFilmGrainConstants(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef FilmGrainTexture)
{
RDG_EVENT_SCOPE(GraphBuilder, "FilmGrain BuildTextureConstants");
FRDGTextureRef ReducedFilmGrainTexture = FilmGrainTexture;
for (int32 PassId = 0; ReducedFilmGrainTexture->Desc.Extent.X > 1 && ReducedFilmGrainTexture->Desc.Extent.Y > 1; PassId++)
{
FRDGTextureRef NewReducedFilmGrainTexture;
{
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
FIntPoint::DivideAndRoundUp(ReducedFilmGrainTexture->Desc.Extent, 8),
PF_A32B32G32R32F,
FClearValueBinding::None,
TexCreate_ShaderResource | TexCreate_UAV);
NewReducedFilmGrainTexture = GraphBuilder.CreateTexture(Desc, TEXT("FilmGrain.Reduce"));
}
FFilmGrainReduceCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilmGrainReduceCS::FParameters>();
PassParameters->FilmGrainTextureSize = ReducedFilmGrainTexture->Desc.Extent;
PassParameters->FilmGrainTexture = ReducedFilmGrainTexture;
PassParameters->Output = GraphBuilder.CreateUAV(NewReducedFilmGrainTexture);
TShaderMapRef<FFilmGrainReduceCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("FilmGrain Reduce %dx%d -> %dx%d",
ReducedFilmGrainTexture->Desc.Extent.X, ReducedFilmGrainTexture->Desc.Extent.Y,
NewReducedFilmGrainTexture->Desc.Extent.X, NewReducedFilmGrainTexture->Desc.Extent.Y),
ComputeShader,
PassParameters,
FIntVector(NewReducedFilmGrainTexture->Desc.Extent.X, NewReducedFilmGrainTexture->Desc.Extent.Y, 1));
ReducedFilmGrainTexture = NewReducedFilmGrainTexture;
}
FRDGBufferRef FilmGrainConstantsBuffer;
{
FilmGrainConstantsBuffer = GraphBuilder.CreateBuffer(
FRDGBufferDesc::CreateStructuredDesc(sizeof(FLinearColor), /* NumElements = */ 1),
TEXT("FilmGrain.TextureConstants"));
FFilmGrainPackConstantsCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FFilmGrainPackConstantsCS::FParameters>();
PassParameters->OriginalFilmGrainTextureSize = FilmGrainTexture->Desc.Extent;
PassParameters->ReducedFilmGrainTexture = ReducedFilmGrainTexture;
PassParameters->FilmGrainConstantsOutput = GraphBuilder.CreateUAV(FilmGrainConstantsBuffer);
TShaderMapRef<FFilmGrainPackConstantsCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("FilmGrain PackConstants"),
ComputeShader,
PassParameters,
FIntVector(1, 1, 1));
}
return FilmGrainConstantsBuffer;
}
bool ShouldWriteAlphaChannel(const FViewInfo& View, const FTonemapInputs& Inputs, EPixelFormat Format)
{
// If this is a stereo view, there's a good chance we need alpha out of the tonemapper
// @todo: Remove this once Oculus fix the bug in their runtime that requires alpha here.
const bool bIsStereo = IStereoRendering::IsStereoEyeView(View);
const bool bFormatNeedsAlphaWrite = Format == PF_R9G9B9EXP5;
return (Inputs.bWriteAlphaChannel || bIsStereo || bFormatNeedsAlphaWrite);
}
bool ShouldOverrideOutputLoadActionToFastClear(const FScreenPassRenderTarget& Output, bool bShouldWriteAlphaChannel)
{
bool bShouldOverride = false;
EPixelFormatChannelFlags OutputFlags = GetPixelFormatValidChannels(Output.Texture->Desc.Format);
// If we do not write through alpha channel but the output texture has alpha channel
// need to override to fast clear load action ERenderTargetLoadAction::Clear, otherwise,
// the alpha channel can be garbage data in terms of different driver implementation.
if ( (!bShouldWriteAlphaChannel) && EnumHasAnyFlags(OutputFlags, EPixelFormatChannelFlags::A))
{
bShouldOverride = true;
}
// If the load action is already load, there should be content in the texture. Disable clear overriding.
if (Output.LoadAction == ERenderTargetLoadAction::ELoad)
{
bShouldOverride = false;
}
return bShouldOverride;
}
FScreenPassTexture AddTonemapPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FTonemapInputs& Inputs)
{
if (!Inputs.bGammaOnly)
{
check(Inputs.ColorGradingTexture);
}
check(Inputs.SceneColor.IsValid());
const FSceneViewFamily& ViewFamily = *(View.Family);
const FPostProcessSettings& PostProcessSettings = View.FinalPostProcessSettings;
const bool bIsEyeAdaptationResource = Inputs.EyeAdaptationBuffer != nullptr;
const bool bEyeAdaptation = ViewFamily.EngineShowFlags.EyeAdaptation && bIsEyeAdaptationResource;
FRDGBufferRef EyeAdaptationBuffer = Inputs.EyeAdaptationBuffer;
if (!bEyeAdaptation)
{
const float DefaultEyeAdaptation = GetEyeAdaptationFixedExposure(View);
const FVector4f DefaultEyeAdaptationData(DefaultEyeAdaptation, 0, 0, DefaultEyeAdaptation);
EyeAdaptationBuffer = CreateStructuredBuffer(GraphBuilder, TEXT("DefaultEyeAdaptationBuffer"), sizeof(DefaultEyeAdaptationData), 1, &DefaultEyeAdaptationData, sizeof(DefaultEyeAdaptationData), ERDGInitialDataFlags::None);
}
const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
FRDGTextureDesc OutputDesc = FRDGTextureDesc::Create2D(
SceneColorViewport.Extent,
Inputs.SceneColor.TextureSRV->Desc.Texture->Desc.Format,
FClearValueBinding(FLinearColor(0, 0, 0, 0)),
GFastVRamConfig.Tonemap | TexCreate_ShaderResource | TexCreate_RenderTargetable | (View.bUseComputePasses ? TexCreate_UAV : TexCreate_None));;
const FTonemapperOutputDeviceParameters OutputDeviceParameters = GetTonemapperOutputDeviceParameters(*View.Family);
const EDisplayOutputFormat OutputDevice = static_cast<EDisplayOutputFormat>(OutputDeviceParameters.OutputDevice);
const bool bPostProcessingAlpha = IsPostProcessingWithAlphaChannelSupported();
// If scene color is high-precision and alpha is supported, we make sure to preserve at least half precision in the alpha channel until the end of post-processing.
const bool bPreserveHalfPrecisionAlpha = bPostProcessingAlpha && IsHDR(OutputDesc.Format);
if (OutputDevice == EDisplayOutputFormat::HDR_LinearEXR)
{
OutputDesc.Format = PF_A32B32G32R32F;
}
else if (OutputDevice == EDisplayOutputFormat::HDR_LinearNoToneCurve || OutputDevice == EDisplayOutputFormat::HDR_LinearWithToneCurve || bPreserveHalfPrecisionAlpha)
{
OutputDesc.Format = PF_FloatRGBA;
}
else if (View.Family->RenderTarget && View.Family->RenderTarget->GetRenderTargetTexture())
{
// Render into a pixel format that do not loose bit depth precision for the view family.
OutputDesc.Format = View.Family->RenderTarget->GetRenderTargetTexture()->GetFormat();
}
else if (bPostProcessingAlpha)
{
// Make sure there is no loss for a 10bit bit-depth using the 10bit of mantissa of halfs
OutputDesc.Format = PF_FloatRGBA;
}
else
{
// Make sure there is no loss for a 10bit bit-depth
OutputDesc.Format = PF_A2B10G10R10;
}
if (
(OutputDesc.Format == PF_R8G8B8A8 || OutputDesc.Format == PF_B8G8R8A8) &&
!ShouldWriteAlphaChannel(View, Inputs, OutputDesc.Format) &&
GPixelFormats[PF_R8G8B8].Supported &&
!!(GPixelFormats[PF_R8G8B8].Capabilities & EPixelFormatCapabilities::RenderTarget)
)
{
OutputDesc.Format = PF_R8G8B8;
}
Output = FScreenPassRenderTarget(
GraphBuilder.CreateTexture(OutputDesc, TEXT("Tonemap")),
Inputs.SceneColor.ViewRect,
View.GetOverwriteLoadAction());
}
const bool bShouldWriteAlphaChannel = ShouldWriteAlphaChannel(View, Inputs, Output.Texture->Desc.Format);
if (ShouldOverrideOutputLoadActionToFastClear(Output, bShouldWriteAlphaChannel))
{
Output.LoadAction = ERenderTargetLoadAction::EClear;
}
const FScreenPassTextureViewport OutputViewport(Output);
FRHISamplerState* BilinearClampSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
const float SharpenDiv6 = TonemapperPermutation::GetSharpenSetting(View.FinalPostProcessSettings) / 6.0f;
FVector4f ChromaticAberrationParams;
{
// for scene color fringe
// from percent to fraction
float Offset = 0.0f;
float StartOffset = 0.0f;
float Multiplier = 1.0f;
if (PostProcessSettings.ChromaticAberrationStartOffset < 1.0f - KINDA_SMALL_NUMBER)
{
Offset = PostProcessSettings.SceneFringeIntensity * 0.01f;
StartOffset = PostProcessSettings.ChromaticAberrationStartOffset;
Multiplier = 1.0f / (1.0f - StartOffset);
}
// Wavelength of primaries in nm
const float PrimaryR = 611.3f;
const float PrimaryG = 549.1f;
const float PrimaryB = 464.3f;
// Simple lens chromatic aberration is roughly linear in wavelength
float ScaleR = 0.007f * (PrimaryR - PrimaryB);
float ScaleG = 0.007f * (PrimaryG - PrimaryB);
ChromaticAberrationParams = FVector4f(Offset * ScaleR * Multiplier, Offset * ScaleG * Multiplier, StartOffset, 0.f);
}
float EditorNITLevel = 160.0f;
#if WITH_EDITOR
{
static auto CVarHDRNITLevel = IConsoleManager::Get().FindConsoleVariable(TEXT("Editor.HDRNITLevel"));
if (CVarHDRNITLevel)
{
EditorNITLevel = CVarHDRNITLevel->GetFloat();
}
}
#endif
FTonemapParameters CommonParameters;
CommonParameters.View = View.GetShaderParameters();
{
uint8 OutputFrameIndexMod8 = 0;
if (View.ViewState)
{
// Grain should be temporally stable when accumulating multiple samples per output frame, so we use OutputFrameIndex instead of FrameIndex.
// Without this, the effect of grain is softened which goes against artistic intent after they tune it to the real-time viewport.
OutputFrameIndexMod8 = View.ViewState->GetOutputFrameIndex(8);
}
GrainRandomFromFrame(&CommonParameters.FilmGrain.GrainRandomFull, OutputFrameIndexMod8);
}
if (View.FilmGrainTexture)
{
check(SupportsFilmGrain(View.GetShaderPlatform()));
FRHITexture* FilmGrainTextureRHI = View.FilmGrainTexture->GetTexture2DRHI();
FRDGTextureRef FilmGrainTexture = RegisterExternalTexture(GraphBuilder, FilmGrainTextureRHI, TEXT("FilmGrain.OriginalTexture"));
FRDGBufferRef FilmGrainConstantsBuffer;
if (View.ViewState && View.ViewState->FilmGrainCache.TextureRHI == FilmGrainTextureRHI && CVarFilmGrainCacheTextureConstants.GetValueOnRenderThread() != 0)
{
FilmGrainConstantsBuffer = GraphBuilder.RegisterExternalBuffer(View.ViewState->FilmGrainCache.ConstantsBuffer, TEXT("FilmGrain.TextureConstants"));
}
else
{
FilmGrainConstantsBuffer = BuildFilmGrainConstants(GraphBuilder, View, FilmGrainTexture);
if (View.ViewState)
{
View.ViewState->FilmGrainCache.TextureRHI = FilmGrainTextureRHI;
GraphBuilder.QueueBufferExtraction(FilmGrainConstantsBuffer, &View.ViewState->FilmGrainCache.ConstantsBuffer);
}
}
// (FilmGrainTexture * FilmGrainDecodeMultiply + FilmGrainDecodeAdd)
CommonParameters.FilmGrain.FilmGrainIntensityShadows = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityShadows;
CommonParameters.FilmGrain.FilmGrainIntensityMidtones = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityMidtones;
CommonParameters.FilmGrain.FilmGrainIntensityHighlights = View.FinalPostProcessSettings.FilmGrainIntensity * View.FinalPostProcessSettings.FilmGrainIntensityHighlights;
CommonParameters.FilmGrain.FilmGrainShadowsMax = View.FinalPostProcessSettings.FilmGrainShadowsMax;
CommonParameters.FilmGrain.FilmGrainHighlightsMin = View.FinalPostProcessSettings.FilmGrainHighlightsMin;
CommonParameters.FilmGrain.FilmGrainHighlightsMax = View.FinalPostProcessSettings.FilmGrainHighlightsMax;
CommonParameters.FilmGrain.FilmGrainTexture = FilmGrainTexture;
CommonParameters.FilmGrain.FilmGrainSampler = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Wrap>::GetRHI();
// Grain should be temporally stable when accumulating multiple samples per output frame, so we use OutputFrameIndex instead of FrameIndex.
int32 RandomSequenceLength = CVarFilmGrainSequenceLength.GetValueOnRenderThread();
int32 RandomSequenceIndex = (View.ViewState ? View.ViewState->GetOutputFrameIndex() : 0) % RandomSequenceLength;
FVector2f RandomGrainTextureUVOffset;
RandomGrainTextureUVOffset.X = Halton(RandomSequenceIndex + 1, 2);
RandomGrainTextureUVOffset.Y = Halton(RandomSequenceIndex + 1, 3);
FVector2f TextureSize(View.FilmGrainTexture->GetSizeX(), View.FilmGrainTexture->GetSizeY());
FVector2f OutputSizeF(1920.0f, 1920.0f * float(OutputViewport.Rect.Height()) / float(OutputViewport.Rect.Width()));
CommonParameters.FilmGrain.ScreenPosToFilmGrainTextureUV =
FScreenTransform::ScreenPosToViewportUV *
((OutputSizeF / TextureSize) * (1.0f / View.FinalPostProcessSettings.FilmGrainTexelSize)) + RandomGrainTextureUVOffset;
CommonParameters.FilmGrain.FilmGrainTextureConstants = GraphBuilder.CreateSRV(FilmGrainConstantsBuffer);
}
else
{
// Release the film grain cache
if (View.ViewState)
{
View.ViewState->FilmGrainCache.SafeRelease();
}
CommonParameters.FilmGrain.FilmGrainIntensityShadows = 0.0f;
CommonParameters.FilmGrain.FilmGrainIntensityMidtones = 0.0f;
CommonParameters.FilmGrain.FilmGrainIntensityHighlights = 0.0f;
CommonParameters.FilmGrain.FilmGrainShadowsMax = 0.09f;
CommonParameters.FilmGrain.FilmGrainHighlightsMin = 0.5f;
CommonParameters.FilmGrain.FilmGrainHighlightsMax = 1.0f;
CommonParameters.FilmGrain.FilmGrainTexture = GSystemTextures.GetWhiteDummy(GraphBuilder);
CommonParameters.FilmGrain.FilmGrainSampler = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Wrap>::GetRHI();
CommonParameters.FilmGrain.ScreenPosToFilmGrainTextureUV = FScreenTransform::ScreenPosToViewportUV;
// Set a dummy texture constants
if (SupportsFilmGrain(View.GetShaderPlatform()))
{
FRDGBufferRef DummyFilmGrainTextureConstants = GSystemTextures.GetDefaultStructuredBuffer(
GraphBuilder, sizeof(FVector4f), FVector4f(FLinearColor::White));
CommonParameters.FilmGrain.FilmGrainTextureConstants = GraphBuilder.CreateSRV(DummyFilmGrainTextureConstants);
}
else
{
CommonParameters.FilmGrain.FilmGrainTextureConstants = nullptr;
}
}
const float LUTSize = Inputs.ColorGradingTexture ? (float)Inputs.ColorGradingTexture->Desc.Extent.Y : /* unused (default): */ 32.0f;
const bool bBilateralLocalExposureEnabled = Inputs.LocalExposureBilateralGridTexture != nullptr;
const bool bExposureFusionEnabled = Inputs.ExposureFusion.IsValid();
const bool bLocalExposureEnabled = bBilateralLocalExposureEnabled || bExposureFusionEnabled;
if (bLocalExposureEnabled)
{
checkf(Inputs.LocalExposureParameters != nullptr, TEXT("When Local Exposure is enabled, corresponding parameters must be provided"));
CommonParameters.LocalExposure = *Inputs.LocalExposureParameters;
}
CommonParameters.OutputDevice = GetTonemapperOutputDeviceParameters(ViewFamily);
CommonParameters.Color = GetScreenPassTextureViewportParameters(SceneColorViewport);
CommonParameters.Output = GetScreenPassTextureViewportParameters(OutputViewport);
CommonParameters.ColorTexture = Inputs.SceneColor.TextureSRV;
CommonParameters.LumBilateralGrid = Inputs.LocalExposureBilateralGridTexture;
CommonParameters.BlurredLogLum = Inputs.BlurredLogLuminanceTexture;
CommonParameters.LumBilateralGridSampler = BilinearClampSampler;
CommonParameters.BlurredLogLumSampler = BilinearClampSampler;
if(Inputs.ExposureFusion.IsValid())
{
const FScreenPassTextureViewport ExposureFusionViewport(Inputs.ExposureFusion);
CommonParameters.ColorToExposureFusion = FScreenTransform::ChangeTextureUVCoordinateFromTo(SceneColorViewport, ExposureFusionViewport);
CommonParameters.ExposureFusion = GetScreenPassTextureViewportParameters(ExposureFusionViewport);
CommonParameters.ExposureFusionTexture = Inputs.ExposureFusion.TextureSRV;
CommonParameters.ExposureFusionSampler = BilinearClampSampler;
}
CommonParameters.EyeAdaptationBuffer = GraphBuilder.CreateSRV(EyeAdaptationBuffer);
CommonParameters.EyeAdaptation = *Inputs.EyeAdaptationParameters;
CommonParameters.ColorGradingLUT = Inputs.ColorGradingTexture;
CommonParameters.ColorSampler = BilinearClampSampler;
CommonParameters.ColorGradingLUTSampler = BilinearClampSampler;
CommonParameters.ColorScale0 = PostProcessSettings.SceneColorTint;
CommonParameters.ChromaticAberrationParams = ChromaticAberrationParams;
CommonParameters.TonemapperParams = FVector4f(PostProcessSettings.VignetteIntensity, SharpenDiv6, 0.0f, 0.0f);
CommonParameters.EditorNITLevel = EditorNITLevel;
CommonParameters.FilmSlope = PostProcessSettings.FilmSlope;
CommonParameters.FilmToe = PostProcessSettings.FilmToe;
CommonParameters.FilmShoulder = PostProcessSettings.FilmShoulder;
CommonParameters.FilmBlackClip = PostProcessSettings.FilmBlackClip;
CommonParameters.FilmWhiteClip = PostProcessSettings.FilmWhiteClip;
{
const bool bSupportsBackbufferQuantizationDithering = EDisplayOutputFormat(CommonParameters.OutputDevice.OutputDevice) != EDisplayOutputFormat::HDR_LinearNoToneCurve && EDisplayOutputFormat(CommonParameters.OutputDevice.OutputDevice) != EDisplayOutputFormat::HDR_LinearWithToneCurve;
const int32 BitdepthOverride = CVarBackbufferQuantizationDitheringOverride.GetValueOnRenderThread();
if (!bSupportsBackbufferQuantizationDithering)
{
CommonParameters.BackbufferQuantizationDithering = 0.0f;
}
else if (BitdepthOverride > 0)
{
CommonParameters.BackbufferQuantizationDithering = 1.0f / (FMath::Pow(2.0f, float(BitdepthOverride)) - 1.0f);
}
else
{
CommonParameters.BackbufferQuantizationDithering = 1.0f / 1023.0f;
if (View.Family->RenderTarget && View.Family->RenderTarget->GetRenderTargetTexture())
{
EPixelFormat BackbufferPixelFormat = View.Family->RenderTarget->GetRenderTargetTexture()->GetFormat();
if (BackbufferPixelFormat == PF_B8G8R8A8 || BackbufferPixelFormat == PF_R8G8B8A8)
{
CommonParameters.BackbufferQuantizationDithering = 1.0f / 255.0f;
}
}
}
}
CommonParameters.LUTSize = LUTSize;
CommonParameters.InvLUTSize = 1.0f / LUTSize;
CommonParameters.LUTScale = (LUTSize - 1.0f) / LUTSize;
CommonParameters.LUTOffset = 0.5f / LUTSize;
CommonParameters.LensPrincipalPointOffsetScale = View.LensPrincipalPointOffsetScale;
// Bloom parameters
{
const bool bUseBloom = Inputs.Bloom.Texture != nullptr;
if (bUseBloom)
{
const FScreenPassTextureViewport BloomViewport(Inputs.Bloom);
CommonParameters.ColorToBloom = FScreenTransform::ChangeTextureUVCoordinateFromTo(SceneColorViewport, BloomViewport);
CommonParameters.BloomUVViewportBilinearMin = GetScreenPassTextureViewportParameters(BloomViewport).UVViewportBilinearMin;
CommonParameters.BloomUVViewportBilinearMax = GetScreenPassTextureViewportParameters(BloomViewport).UVViewportBilinearMax;
CommonParameters.BloomTexture = Inputs.Bloom.Texture;
CommonParameters.BloomSampler = BilinearClampSampler;
}
else
{
CommonParameters.ColorToBloom = FScreenTransform::Identity;
CommonParameters.BloomUVViewportBilinearMin = FVector2f::ZeroVector;
CommonParameters.BloomUVViewportBilinearMax = FVector2f::UnitVector;
CommonParameters.BloomTexture = GSystemTextures.GetBlackDummy(GraphBuilder);
CommonParameters.BloomSampler = BilinearClampSampler;
}
if (!FTonemapInputs::SupportsSceneColorApplyParametersBuffer(View.GetShaderPlatform()))
{
check(Inputs.SceneColorApplyParamaters == nullptr);
}
else if (Inputs.SceneColorApplyParamaters)
{
CommonParameters.SceneColorApplyParamaters = GraphBuilder.CreateSRV(Inputs.SceneColorApplyParamaters);
}
else
{
FRDGBufferRef ApplyParametersBuffer = GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f), FVector4f(1.0f, 1.0f, 1.0f, 1.0f));
CommonParameters.SceneColorApplyParamaters = GraphBuilder.CreateSRV(ApplyParametersBuffer);
}
// TODO: PostProcessSettings.BloomDirtMask->GetResource() is not thread safe
if (bUseBloom && PostProcessSettings.BloomDirtMask && PostProcessSettings.BloomDirtMask->GetResource() && PostProcessSettings.BloomDirtMaskIntensity > 0 && PostProcessSettings.BloomIntensity > 0.0)
{
CommonParameters.BloomDirtMaskTint = PostProcessSettings.BloomDirtMaskTint * PostProcessSettings.BloomDirtMaskIntensity / PostProcessSettings.BloomIntensity;
CommonParameters.BloomDirtMaskTexture = PostProcessSettings.BloomDirtMask->GetResource()->TextureRHI;
CommonParameters.BloomDirtMaskSampler = BilinearClampSampler;
}
else
{
CommonParameters.BloomDirtMaskTint = FLinearColor::Black;
CommonParameters.BloomDirtMaskTexture = GBlackTexture->TextureRHI;
CommonParameters.BloomDirtMaskSampler = BilinearClampSampler;
}
}
// forward transformation from shader:
//return LensPrincipalPointOffsetScale.xy + UV * LensPrincipalPointOffsetScale.zw;
// reverse transformation from shader:
//return UV*(1.0f/LensPrincipalPointOffsetScale.zw) - LensPrincipalPointOffsetScale.xy/LensPrincipalPointOffsetScale.zw;
CommonParameters.LensPrincipalPointOffsetScaleInverse.X = -View.LensPrincipalPointOffsetScale.X / View.LensPrincipalPointOffsetScale.Z;
CommonParameters.LensPrincipalPointOffsetScaleInverse.Y = -View.LensPrincipalPointOffsetScale.Y / View.LensPrincipalPointOffsetScale.W;
CommonParameters.LensPrincipalPointOffsetScaleInverse.Z = 1.0f / View.LensPrincipalPointOffsetScale.Z;
CommonParameters.LensPrincipalPointOffsetScaleInverse.W = 1.0f / View.LensPrincipalPointOffsetScale.W;
// Generate permutation vector for the desktop tonemapper.
TonemapperPermutation::FDesktopDomain DesktopPermutationVector;
{
TonemapperPermutation::FCommonDomain CommonDomain = TonemapperPermutation::BuildCommonPermutationDomain(View, Inputs.bGammaOnly, bLocalExposureEnabled, Inputs.bMetalMSAAHDRDecode);
DesktopPermutationVector.Set<TonemapperPermutation::FCommonDomain>(CommonDomain);
if (!CommonDomain.Get<TonemapperPermutation::FTonemapperGammaOnlyDim>())
{
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperColorFringeDim>(PostProcessSettings.SceneFringeIntensity > 0.01f);
}
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperOutputLuminance>(!View.bIsMobileMultiViewEnabled && GVRSImageManager.IsVRSEnabledForFrame() && FVariableRateShadingImageManager::IsVRSCompatibleWithView(View));
const bool bOutputDeviceSRGB = (CommonParameters.OutputDevice.OutputDevice == (uint32)EDisplayOutputFormat::SDR_sRGB);
DesktopPermutationVector.Set<TonemapperPermutation::FTonemapperOutputDeviceSRGB>(bOutputDeviceSRGB);
DesktopPermutationVector = TonemapperPermutation::RemapPermutation(DesktopPermutationVector, View.GetFeatureLevel());
}
// Override output might not support UAVs.
const bool bComputePass = (Output.Texture->Desc.Flags & TexCreate_UAV) == TexCreate_UAV ? View.bUseComputePasses : false;
FRDGTextureRef OutputLuminance = {};
const bool bOutputLuminance = DesktopPermutationVector.Get<TonemapperPermutation::FTonemapperOutputLuminance>();
if (bOutputLuminance)
{
// Due to the way split-screen shares the same render target for all views, make sure
// that we use the same texture for saving out the luminance as well to keep the memory
// footprint small - but only if we're outputting directly to the final render target for both views
// (that is, neither view has any post-processing steps after tonemapping)
const FOutputLuminance* CachedOutputLuminance = GraphBuilder.Blackboard.Get<FOutputLuminance>();
if (CachedOutputLuminance && Inputs.OverrideOutput.IsValid() &&
CachedOutputLuminance->Texture->Desc.Extent == Output.Texture->Desc.Extent)
{
OutputLuminance = CachedOutputLuminance->Texture;
}
else
{
FIntPoint OutputSize = Output.Texture->Desc.Extent;
const FIntPoint SDROutputSize = FIntPoint(OutputSize.X, OutputSize.Y);
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
SDROutputSize,
PF_R8,
FClearValueBinding::Black,
bComputePass ? TexCreate_UAV : TexCreate_RenderTargetable);
OutputLuminance = GraphBuilder.CreateTexture(Desc, TEXT("Final Luminance"));
if (CachedOutputLuminance == nullptr)
{
FOutputLuminance* NewOutputLuminance = &GraphBuilder.Blackboard.Create<FOutputLuminance>();
NewOutputLuminance->Texture = OutputLuminance;
}
}
}
if (bComputePass)
{
FTonemapCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapCS::FParameters>();
PassParameters->Tonemap = CommonParameters;
PassParameters->RWOutputTexture = GraphBuilder.CreateUAV(Output.Texture);
if (OutputLuminance)
{
PassParameters->RWOutputLuminance = GraphBuilder.CreateUAV(OutputLuminance);
}
else
{
check(DesktopPermutationVector.Get<TonemapperPermutation::FTonemapperOutputLuminance>() == false);
}
TShaderMapRef<FTonemapCS> ComputeShader(View.ShaderMap, DesktopPermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Tonemap %dx%d (CS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(OutputViewport.Rect.Size(), FIntPoint(GTonemapComputeTileSizeX, GTonemapComputeTileSizeY)));
}
else
{
FTonemapPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTonemapPS::FParameters>();
PassParameters->Tonemap = CommonParameters;
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->RenderTargets.MultiViewCount = View.bIsMobileMultiViewEnabled ? 2 : 0;
if (OutputLuminance)
{
PassParameters->RenderTargets[1] = FRenderTargetBinding(OutputLuminance, ERenderTargetLoadAction::ELoad);
}
TShaderMapRef<FTonemapVS> VertexShader(View.ShaderMap);
TShaderMapRef<FTonemapPS> PixelShader(View.ShaderMap, DesktopPermutationVector);
FRHIBlendState* BlendState = bShouldWriteAlphaChannel ? FScreenPassPipelineState::FDefaultBlendState::GetRHI() : TStaticBlendStateWriteMask<CW_RGB>::GetRHI();
FRHIDepthStencilState* DepthStencilState = FScreenPassPipelineState::FDefaultDepthStencilState::GetRHI();
EScreenPassDrawFlags DrawFlags = EScreenPassDrawFlags::AllowHMDHiddenAreaMask;
AddDrawScreenPass(
GraphBuilder,
RDG_EVENT_NAME("Tonemap %dx%d (PS GammaOnly=%d)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height(), Inputs.bGammaOnly),
View,
OutputViewport,
SceneColorViewport,
FScreenPassPipelineState(VertexShader, PixelShader, BlendState, DepthStencilState),
PassParameters,
DrawFlags,
[VertexShader, PixelShader, PassParameters](FRHICommandList& RHICmdList)
{
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), PassParameters->Tonemap);
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
});
}
if (OutputLuminance && View.ViewState)
{
View.ViewState->PrevFrameViewInfo.LuminanceViewRectHistory = OutputViewport.Rect;
GraphBuilder.QueueTextureExtraction(OutputLuminance, &View.ViewState->PrevFrameViewInfo.LuminanceHistory);
}
return MoveTemp(Output);
}
// MSAA custom resolve shader that does tonemapping
class FMobileCustomResolvePS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FMobileCustomResolvePS);
SHADER_USE_PARAMETER_STRUCT(FMobileCustomResolvePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER(FVector4f, ColorScale0)
SHADER_PARAMETER_TEXTURE(Texture2D, ColorGradingLUT)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorGradingLUTSampler)
SHADER_PARAMETER(float, LUTSize)
SHADER_PARAMETER(float, InvLUTSize)
SHADER_PARAMETER(float, LUTScale)
SHADER_PARAMETER(float, LUTOffset)
END_SHADER_PARAMETER_STRUCT()
class FTonemapperSubpassMsaaDim : SHADER_PERMUTATION_SPARSE_INT("SUBPASS_MSAA_SAMPLES", 0, 1, 2, 4, 8);
using FPermutationDomain = TShaderPermutationDomain<FTonemapperSubpassMsaaDim>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsMobilePlatform(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
const int UseVolumeLut = PipelineVolumeTextureLUTSupportGuaranteedAtRuntime(Parameters.Platform) ? 1 : 0;
OutEnvironment.SetDefine(TEXT("USE_VOLUME_LUT"), UseVolumeLut);
OutEnvironment.SetDefine(TEXT("OUTPUT_DEVICE_SRGB"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FMobileCustomResolvePS, "/Engine/Private/PostProcessTonemap.usf", "MobileCustomResolve_MainPS", SF_Pixel);
void RenderMobileCustomResolve(FRHICommandList& RHICmdList, const FViewInfo& View, const int32 SubpassMSAASamples, FSceneTextures& SceneTextures)
{
// Part of scene rendering pass
check(RHICmdList.IsInsideRenderPass());
SCOPED_DRAW_EVENT(RHICmdList, MobileTonemapSubpass);
IPooledRenderTarget* ColorGradingLUT = View.GetTonemappingLUT();
const FIntPoint TargetSize = SceneTextures.Color.Target->Desc.Extent;
const float LUTSize = ColorGradingLUT ? (float)ColorGradingLUT->GetDesc().GetSize().Y : /* unused (default): */ 32.0f;
const FPostProcessSettings& Settings = View.FinalPostProcessSettings;
TShaderMapRef<FMobileMultiViewVertexShaderVS> VertexShader(View.ShaderMap);
FMobileCustomResolvePS::FPermutationDomain PermutationVector;
PermutationVector.Set<FMobileCustomResolvePS::FTonemapperSubpassMsaaDim>(SubpassMSAASamples);
TShaderMapRef<FMobileCustomResolvePS> PixelShader(View.ShaderMap, PermutationVector);
FMobileCustomResolvePS::FParameters PSShaderParameters;
PSShaderParameters.View = View.GetShaderParameters();
PSShaderParameters.ColorScale0 = FVector4f(Settings.SceneColorTint.R, Settings.SceneColorTint.G, Settings.SceneColorTint.B, 0);
PSShaderParameters.ColorGradingLUT = ColorGradingLUT ? ColorGradingLUT->GetRHI() : GBlackTexture->TextureRHI.GetReference();
PSShaderParameters.ColorGradingLUTSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PSShaderParameters.LUTSize = LUTSize;
PSShaderParameters.InvLUTSize = 1.0f / LUTSize;
PSShaderParameters.LUTScale = (LUTSize - 1.0f) / LUTSize;
PSShaderParameters.LUTOffset = 0.5f / LUTSize;
if (SubpassMSAASamples == 0u)
{
PSShaderParameters.ColorTexture = SceneTextures.Color.Resolve;
PSShaderParameters.ColorSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
}
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, 0);
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), PSShaderParameters);
RHICmdList.SetViewport(0, 0, 0.0f, TargetSize.X, TargetSize.Y, 1.0f);
DrawRectangle(
RHICmdList,
0, 0,
TargetSize.X, TargetSize.Y,
0, 0,
TargetSize.X, TargetSize.Y,
TargetSize,
TargetSize,
VertexShader,
EDRF_UseTriangleOptimization,
View.GetStereoPassInstanceFactor());
}
BEGIN_SHADER_PARAMETER_STRUCT(FMobileCustomResolveParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
RDG_TEXTURE_ACCESS(ColorGradingLUT, ERHIAccess::SRVGraphics)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
void AddMobileCustomResolvePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FSceneTextures& SceneTextures, FRDGTextureRef ViewFamilyTexture)
{
FRDGTextureRef ColorGradingLUT = AddCombineLUTPass(GraphBuilder, View);
FMobileCustomResolveParameters* PassParameters = GraphBuilder.AllocParameters<FMobileCustomResolveParameters>();
PassParameters->View = View.GetShaderParameters();
PassParameters->ColorTexture = SceneTextures.Color.Resolve;
PassParameters->ColorGradingLUT = ColorGradingLUT;
PassParameters->RenderTargets[0] = FRenderTargetBinding(ViewFamilyTexture, ERenderTargetLoadAction::EClear);
// Need to specify multi view count for when the custom resolve pass is a separate pass and is not within the main pass.
PassParameters->RenderTargets.MultiViewCount = View.bIsMobileMultiViewEnabled ? 2 : 0;
GraphBuilder.AddPass(
RDG_EVENT_NAME("MobileCustomResolvePass"),
PassParameters,
ERDGPassFlags::Raster,
[&View, &SceneTextures](FRHICommandListImmediate& RHICmdList)
{
const uint32 SubpassMSAASamples = 0u; // not using subpass resolve
RenderMobileCustomResolve(RHICmdList, View, SubpassMSAASamples, SceneTextures);
});
}