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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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19 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/SceneFilterRendering.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "SceneRendering.h"
#include "PostProcessing.h"
#include "RHIResourceUtils.h"
#include "PostProcess/DrawRectangle.h"
namespace
{
TAutoConsoleVariable<float> CVarUpscaleSoftness(
TEXT("r.Upscale.Softness"),
1.0f,
TEXT("Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible\n")
TEXT(" 1: Normal sharpening (default)\n")
TEXT(" 0: No sharpening (pure Gaussian)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT("r.Upscale.Quality"),
3,
TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
TEXT(" 0: Nearest filtering\n")
TEXT(" 1: Simple Bilinear\n")
TEXT(" 2: Directional blur with unsharp mask upsample.\n")
TEXT(" 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n")
TEXT(" 4: 13-tap Lanczos 3.\n")
TEXT(" 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarUpscaleComputeEnabled(
TEXT("r.Upscale.ComputeEnabled"),
1,
TEXT("Allow running the upscaler as a compute pass. \n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarUpscaleSharpeningQuality(
TEXT("r.Upscale.SharpeningQuality"),
1,
TEXT("0: off\n")
TEXT("1: cheaper\n")
TEXT("2: higher quality"),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscaleSharpening(
TEXT("r.Upscale.Sharpening"),
0.0f,
TEXT("Increase to get more sharpening on the final upscale. Requires ComputeEnabled.\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
} //! namespace
BEGIN_SHADER_PARAMETER_STRUCT(FUpscaleParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DistortingDisplacementTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, DistortingDisplacementSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, UndistortingDisplacementTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, UndistortingDisplacementSampler)
SHADER_PARAMETER(FIntPoint, GridDimensions)
SHADER_PARAMETER(uint32, bInvertAlpha)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PointSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2DArray, PointSceneColorTextureArray)
SHADER_PARAMETER_SAMPLER(SamplerState, PointSceneColorSampler)
SHADER_PARAMETER(float, UpscaleSoftness)
SHADER_PARAMETER(float, Sharpening)
END_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FUpscaleRasterParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FUpscaleParameters, UpscaleParameters)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FUpscalePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FUpscalePS);
SHADER_USE_PARAMETER_STRUCT(FUpscalePS, FGlobalShader);
using FParameters = FUpscaleRasterParameters;
class FAlphaChannelDim : SHADER_PERMUTATION_BOOL("DIM_ALPHA_CHANNEL");
class FMethodDimension : SHADER_PERMUTATION_ENUM_CLASS("DIM_METHOD", EUpscaleMethod);
using FPermutationDomain = TShaderPermutationDomain<FAlphaChannelDim, FMethodDimension>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const FPermutationDomain PermutationVector(Parameters.PermutationId);
const EUpscaleMethod UpscaleMethod = PermutationVector.Get<FMethodDimension>();
if (UpscaleMethod == EUpscaleMethod::None)
{
return false;
}
// Always allow point and bilinear and area upscale. (Provides upscaling for mobile emulation)
if (UpscaleMethod == EUpscaleMethod::Nearest ||
UpscaleMethod == EUpscaleMethod::Bilinear ||
UpscaleMethod == EUpscaleMethod::Area)
{
return true;
}
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscalePS, "/Engine/Private/PostProcessUpscale.usf", "MainPS", SF_Pixel);
class FUpscaleVS : public FScreenPassVS
{
public:
DECLARE_GLOBAL_SHADER(FUpscaleVS);
// FDrawRectangleParameters is filled by DrawScreenPass.
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FUpscaleVS, FScreenPassVS);
using FParameters = FUpscaleRasterParameters;
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FScreenPassVS::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscaleVS, "/Engine/Private/PostProcessUpscale.usf", "MainVS", SF_Vertex);
const int32 GUpscaleComputeTileSizeX = 16;
const int32 GUpscaleComputeTileSizeY = 16;
enum class ESharpeningQuality : uint8
{
Off,
Low,
High,
MAX
};
enum class EMethodSet : uint8
{
None,
Simple,
Complex,
MAX
};
EMethodSet GetMethodSet(EUpscaleMethod Method)
{
switch (Method)
{
case EUpscaleMethod::Nearest:
case EUpscaleMethod::Bilinear:
case EUpscaleMethod::SmoothStep:
case EUpscaleMethod::Area:
return EMethodSet::Simple;
case EUpscaleMethod::Directional:
case EUpscaleMethod::CatmullRom:
case EUpscaleMethod::Lanczos:
case EUpscaleMethod::Gaussian:
return EMethodSet::Complex;
default:
return EMethodSet::MAX;
};
}
class FUpscaleCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FUpscaleCS);
SHADER_USE_PARAMETER_STRUCT(FUpscaleCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FUpscaleParameters, UpscaleParameters)
SHADER_PARAMETER(uint32, UpscaleMethod)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, RWOutputTexture)
END_SHADER_PARAMETER_STRUCT()
class FMethodDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_METHOD", EUpscaleMethod);
class FMethodSetDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_METHODSET", EMethodSet);
class FAlphaChannelDim : SHADER_PERMUTATION_BOOL("DIM_ALPHA_CHANNEL");
class FLensDistortionDim : SHADER_PERMUTATION_BOOL("DIM_LENS_DISTORTION");
class FSharpeningQualityDim : SHADER_PERMUTATION_ENUM_CLASS("DIM_SHARPENING_QUALITY", ESharpeningQuality);
using FPermutationDomain = TShaderPermutationDomain<FMethodDim, FMethodSetDim, FAlphaChannelDim, FLensDistortionDim, FSharpeningQualityDim>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const FPermutationDomain PermutationVector(Parameters.PermutationId);
const EUpscaleMethod UpscaleMethod = PermutationVector.Get<FMethodDim>();
const EMethodSet UpscaleMethodSet = PermutationVector.Get<FMethodSetDim>();
if (UpscaleMethodSet != EMethodSet::None && UpscaleMethod != EUpscaleMethod::None)
{
return false;
}
else if (UpscaleMethodSet == EMethodSet::None && UpscaleMethod == EUpscaleMethod::None)
{
return false;
}
if (!IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5))
{
return false;
}
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
const EUpscaleMethod UpscaleMethod = PermutationVector.Get<FMethodDim>();
// Special path for SmoothStep, as that is used in secondary upscaler
if (UpscaleMethod != EUpscaleMethod::SmoothStep)
{
PermutationVector.Set<FMethodDim>(EUpscaleMethod::None);
PermutationVector.Set<FMethodSetDim>(GetMethodSet(UpscaleMethod));
}
return PermutationVector;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GUpscaleComputeTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GUpscaleComputeTileSizeY);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscaleCS, "/Engine/Private/PostProcessUpscale.usf", "MainCS", SF_Compute);
EUpscaleMethod GetUpscaleMethod()
{
const int32 StartIndex = 1; // 0 is EUpscaleMethod::None, methods start at 1
const int32 Value = CVarUpscaleQuality.GetValueOnRenderThread() + StartIndex;
return static_cast<EUpscaleMethod>(FMath::Clamp(Value, StartIndex, static_cast<int32>(EUpscaleMethod::Gaussian)));
}
// static
FScreenPassTexture ISpatialUpscaler::AddDefaultUpscalePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FInputs& Inputs,
EUpscaleMethod Method,
FLensDistortionLUT LensDistortionLUT)
{
check(Inputs.SceneColor.IsValid());
check(Method != EUpscaleMethod::None);
check(Method != EUpscaleMethod::MAX);
check(Inputs.Stage != EUpscaleStage::MAX);
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
FRDGTextureDesc OutputDesc = FRDGTextureDesc::Create2D(
Inputs.SceneColor.Texture->Desc.Extent,
Inputs.SceneColor.Texture->Desc.Format,
FClearValueBinding::Black,
TexCreate_ShaderResource | TexCreate_RenderTargetable | GFastVRamConfig.Upscale);
if (Inputs.Stage == EUpscaleStage::PrimaryToSecondary)
{
const FIntPoint SecondaryViewRectSize = View.GetSecondaryViewRectSize();
QuantizeSceneBufferSize(SecondaryViewRectSize, OutputDesc.Extent);
Output.ViewRect.Min = FIntPoint::ZeroValue;
Output.ViewRect.Max = SecondaryViewRectSize;
}
else
{
OutputDesc.Extent = View.UnscaledViewRect.Max;
Output.ViewRect = View.UnscaledViewRect;
}
Output.Texture = GraphBuilder.CreateTexture(OutputDesc, TEXT("Upscale"));
Output.LoadAction = ERenderTargetLoadAction::EClear;
Output.UpdateVisualizeTextureExtent();
}
const FIntRect InputRect = Inputs.Stage == EUpscaleStage::SecondaryToOutput ? View.GetSecondaryViewCropRect() : Inputs.SceneColor.ViewRect;
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor.Texture, InputRect);
const FScreenPassTextureViewport OutputViewport(Output);
const bool bApplyLensDistortion = LensDistortionLUT.IsEnabled();
bool bIsUpscaleToOutput = Inputs.Stage == EUpscaleStage::PrimaryToOutput || Inputs.Stage == EUpscaleStage::SecondaryToOutput;
float Sharpening = bIsUpscaleToOutput ? CVarUpscaleSharpening.GetValueOnRenderThread() : 0.0f;
FUpscaleParameters PassParameters;
PassParameters.Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters.Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters.DistortingDisplacementTexture = LensDistortionLUT.DistortingDisplacementTexture;
PassParameters.DistortingDisplacementSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters.UndistortingDisplacementTexture = LensDistortionLUT.UndistortingDisplacementTexture;
PassParameters.UndistortingDisplacementSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters.GridDimensions = LensDistortionLUT.DistortionGridDimensions;
PassParameters.bInvertAlpha = View.Family->EngineShowFlags.AlphaInvert;
PassParameters.SceneColorTexture = Inputs.SceneColor.Texture;
PassParameters.SceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters.PointSceneColorTexture = Inputs.SceneColor.Texture;
PassParameters.PointSceneColorTextureArray = Inputs.SceneColor.Texture;
PassParameters.PointSceneColorSampler = TStaticSamplerState<SF_Point, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters.UpscaleSoftness = FMath::Clamp(CVarUpscaleSoftness.GetValueOnRenderThread(), 0.0f, 1.0f);
PassParameters.Sharpening = Sharpening;
PassParameters.View = View.GetShaderParameters();
const TCHAR* const StageNames[] = { TEXT("PrimaryToSecondary"), TEXT("PrimaryToOutput"), TEXT("SecondaryToOutput") };
static_assert(UE_ARRAY_COUNT(StageNames) == static_cast<uint32>(EUpscaleStage::MAX), "StageNames does not match EUpscaleStage");
const TCHAR* StageName = StageNames[static_cast<uint32>(Inputs.Stage)];
bool bUseCompute = bIsUpscaleToOutput && CVarUpscaleComputeEnabled.GetValueOnRenderThread() > 0 && View.bUseComputePasses;
if (bUseCompute)
{
FRDGTextureRef ComputeRenderTarget{};
bool bOutputSupportsUAV = (Output.Texture->Desc.Flags & TexCreate_UAV) == TexCreate_UAV;
if (bOutputSupportsUAV)
{
ComputeRenderTarget = Output.Texture;
}
else
{
const FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(Output.Texture->Desc.Extent, Output.Texture->Desc.Format, FClearValueBinding::None, ETextureCreateFlags::UAV | ETextureCreateFlags::ShaderResource));
ComputeRenderTarget = GraphBuilder.CreateTexture(Desc, TEXT("SecondaryUpscalerOutput"));
}
FUpscaleCS::FParameters* ComputePassParameters = GraphBuilder.AllocParameters<FUpscaleCS::FParameters>();
ComputePassParameters->UpscaleParameters = PassParameters;
ComputePassParameters->RWOutputTexture = GraphBuilder.CreateUAV(ComputeRenderTarget);
ComputePassParameters->UpscaleMethod = (uint32)Method;
ESharpeningQuality SharpeningQuality = (ESharpeningQuality)FMath::Clamp(CVarUpscaleSharpeningQuality.GetValueOnRenderThread(), 0, static_cast<int32>(ESharpeningQuality::MAX) - 1);
SharpeningQuality = Sharpening != 0.0f ? SharpeningQuality : ESharpeningQuality::Off;
FUpscaleCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FUpscaleCS::FAlphaChannelDim>(IsPostProcessingWithAlphaChannelSupported());
PermutationVector.Set<FUpscaleCS::FLensDistortionDim>(bApplyLensDistortion);
PermutationVector.Set<FUpscaleCS::FMethodDim>(Method);
PermutationVector.Set<FUpscaleCS::FMethodSetDim>(EMethodSet::None); // RemapPermutation sets this to the correct one.
PermutationVector.Set<FUpscaleCS::FSharpeningQualityDim>(SharpeningQuality);
TShaderMapRef<FUpscaleCS> ComputeShader(View.ShaderMap, PermutationVector);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Upscale(CS %s Method=%d%s%s) %dx%d -> %dx%d",
StageName,
int32(Method),
PermutationVector.Get<FUpscaleCS::FAlphaChannelDim>() ? TEXT(" Alpha") : TEXT(""),
bApplyLensDistortion ? TEXT(" LensDistortion") : TEXT(""),
Inputs.SceneColor.ViewRect.Width(), Inputs.SceneColor.ViewRect.Height(),
Output.ViewRect.Width(), Output.ViewRect.Height()),
ComputeShader,
ComputePassParameters,
FComputeShaderUtils::GetGroupCount(OutputViewport.Rect.Size(), FIntPoint(GUpscaleComputeTileSizeX, GUpscaleComputeTileSizeY)));
FRHICopyTextureInfo CopyInfo {};
CopyInfo.SourcePosition = FIntVector{ OutputViewport.Rect.Min.X, OutputViewport.Rect.Min.Y, 0 };
CopyInfo.DestPosition = CopyInfo.SourcePosition;
CopyInfo.Size = FIntVector{ OutputViewport.Rect.Size().X, OutputViewport.Rect.Size().Y, 1 };
AddCopyTexturePass(GraphBuilder, ComputeRenderTarget, Output.Texture, CopyInfo);
}
else
{
FUpscaleRasterParameters* RasterPassParameters = GraphBuilder.AllocParameters<FUpscaleRasterParameters>();
RasterPassParameters->UpscaleParameters = PassParameters;
RasterPassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
FUpscalePS::FPermutationDomain PixelPermutationVector;
PixelPermutationVector.Set<FUpscalePS::FAlphaChannelDim>(IsPostProcessingWithAlphaChannelSupported());
PixelPermutationVector.Set<FUpscalePS::FMethodDimension>(Method);
TShaderMapRef<FUpscalePS> PixelShader(View.ShaderMap, PixelPermutationVector);
GraphBuilder.AddPass(
RDG_EVENT_NAME("Upscale(%s Method=%d%s%s) %dx%d -> %dx%d",
StageName,
int32(Method),
PixelPermutationVector.Get<FUpscalePS::FAlphaChannelDim>() ? TEXT(" Alpha") : TEXT(""),
bApplyLensDistortion ? TEXT(" LensDistortion") : TEXT(""),
Inputs.SceneColor.ViewRect.Width(), Inputs.SceneColor.ViewRect.Height(),
Output.ViewRect.Width(), Output.ViewRect.Height()),
RasterPassParameters,
ERDGPassFlags::Raster,
[&View, bApplyLensDistortion, PixelShader, RasterPassParameters, InputViewport, OutputViewport](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
RHICmdList.SetViewport(OutputViewport.Rect.Min.X, OutputViewport.Rect.Min.Y, 0.0f, OutputViewport.Rect.Max.X, OutputViewport.Rect.Max.Y, 1.0f);
TShaderRef<FShader> VertexShader;
if (bApplyLensDistortion)
{
TShaderMapRef<FUpscaleVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
SetShaderParameters(RHICmdList, TypedVertexShader, TypedVertexShader.GetVertexShader(), *RasterPassParameters);
VertexShader = TypedVertexShader;
}
else
{
TShaderMapRef<FScreenPassVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
VertexShader = TypedVertexShader;
}
check(VertexShader.IsValid());
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *RasterPassParameters);
if (bApplyLensDistortion)
{
TArray<uint32> IndexBuffer;
const uint32 Width = RasterPassParameters->UpscaleParameters.GridDimensions.X;
const uint32 Height = RasterPassParameters->UpscaleParameters.GridDimensions.Y;
const uint32 NumVertices = (Width + 1) * (Height + 1);
const uint32 NumTriangles = Width * Height * 2;
const uint32 NumIndices = NumTriangles * 3;
IndexBuffer.AddUninitialized(NumIndices);
uint32* Out = (uint32*)IndexBuffer.GetData();
for(uint32 y = 0; y < Height; ++y)
{
for(uint32 x = 0; x < Width; ++x)
{
// left top to bottom right in reading order
uint32 Index00 = x + y * (Width + 1);
uint32 Index10 = Index00 + 1;
uint32 Index01 = Index00 + (Width + 1);
uint32 Index11 = Index01 + 1;
// triangle A
*Out++ = Index00; *Out++ = Index01; *Out++ = Index10;
// triangle B
*Out++ = Index11; *Out++ = Index10; *Out++ = Index01;
}
}
// Create index buffer. Fill buffer with initial data upon creation
FBufferRHIRef IndexBufferRHI = UE::RHIResourceUtils::CreateIndexBufferFromArray(RHICmdList, TEXT("LensDistortionIndexBuffer"), EBufferUsageFlags::Static, MakeConstArrayView(IndexBuffer));
FRHIBatchedShaderParameters& BatchedParameters = RHICmdList.GetScratchShaderParameters();
UE::Renderer::PostProcess::SetDrawRectangleParameters(BatchedParameters, VertexShader.GetShader(),
0, 0, OutputViewport.Rect.Width(), OutputViewport.Rect.Height(),
InputViewport.Rect.Min.X, InputViewport.Rect.Min.Y, InputViewport.Rect.Width(), InputViewport.Rect.Height(),
OutputViewport.Rect.Size(),
InputViewport.Extent);
RHICmdList.SetBatchedShaderParameters(VertexShader.GetVertexShader(), BatchedParameters);
// no vertex buffer needed as we compute it in VS
RHICmdList.SetStreamSource(0, nullptr, 0);
RHICmdList.DrawIndexedPrimitive(
IndexBufferRHI,
/*BaseVertexIndex=*/ 0,
/*MinIndex=*/ 0,
/*NumVertices=*/ NumVertices,
/*StartIndex=*/ 0,
/*NumPrimitives=*/ NumTriangles,
/*NumInstances=*/ 1
);
}
else
{
DrawRectangle(
RHICmdList,
// Output Rect (RHI viewport relative).
0, 0, OutputViewport.Rect.Width(), OutputViewport.Rect.Height(),
// Input Rect
InputViewport.Rect.Min.X, InputViewport.Rect.Min.Y, InputViewport.Rect.Width(), InputViewport.Rect.Height(),
OutputViewport.Rect.Size(),
InputViewport.Extent,
VertexShader,
EDRF_UseTriangleOptimization);
}
});
}
return MoveTemp(Output);
}