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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/Strata/Strata.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Strata.h"
#include "HAL/IConsoleManager.h"
#include "PixelShaderUtils.h"
#include "SceneView.h"
#include "ScenePrivate.h"
#include "SceneRendering.h"
#include "RendererInterface.h"
#include "UniformBuffer.h"
#include "SceneTextureParameters.h"
#include "ScreenPass.h"
#include "ShaderCompiler.h"
//PRAGMA_DISABLE_OPTIMIZATION
// The project setting for Strata
static TAutoConsoleVariable<int32> CVarStrata(
TEXT("r.Strata"),
0,
TEXT("Enable Strata materials (Beta)."),
ECVF_ReadOnly | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataBackCompatibility(
TEXT("r.StrataBackCompatibility"),
0,
TEXT("Disables Strata multiple scattering and replaces Chan diffuse by Lambert."),
ECVF_ReadOnly | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataBytePerPixel(
TEXT("r.Strata.BytesPerPixel"),
80,
TEXT("Strata allocated byte per pixel to store materials data. Higher value means more complex material can be represented."),
ECVF_ReadOnly | ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataClassificationDebug(
TEXT("r.Strata.Classification.Debug"),
0,
TEXT("Enable strata classification visualization: 1 shows simple material tiles in green and complex material tiles in red."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataRoughDiffuse(
TEXT("r.Strata.RoughDiffuse"),
1,
TEXT("Enable Strata rough diffuse model (works only if r.Material.RoughDiffuse is enabled in the project settings). Togglable at runtime"),
ECVF_RenderThreadSafe);
// Transition render settings that will disapear when strata gets enabled
static TAutoConsoleVariable<int32> CVarMaterialRoughDiffuse(
TEXT("r.Material.RoughDiffuse"),
0,
TEXT("Enable rough diffuse material."),
ECVF_ReadOnly | ECVF_RenderThreadSafe);
// STRATA_TODO we keep this for now and can remove it once battletested.
static TAutoConsoleVariable<int32> CVarClearDuringCategorization(
TEXT("r.Strata.ClearDuringCategorization"),
1,
TEXT("TEST."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataTileOverflow(
TEXT("r.Strata.TileOverflow"),
1.f,
TEXT("Scale the number of Strata tile for overflowing tiles containing multi-BSDFs pixels. (0: 0%, 1: 100%. Default 1.0f)."),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarStrataDebugMode(
TEXT("r.Strata.DebugMode"),
1,
TEXT("Strata debug view mode."),
ECVF_RenderThreadSafe);
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FStrataGlobalUniformParameters, "Strata");
void FStrataViewData::Reset()
{
*this = FStrataViewData();
for (uint32 i = 0; i < EStrataTileType::ECount; ++i)
{
ClassificationTileListBuffer[i] = nullptr;
ClassificationTileListBufferUAV[i] = nullptr;
ClassificationTileListBufferSRV[i] = nullptr;
}
}
const TCHAR* ToString(EStrataTileType Type)
{
switch (Type)
{
case EStrataTileType::ESimple: return TEXT("Simple");
case EStrataTileType::ESingle: return TEXT("Single");
case EStrataTileType::EComplex: return TEXT("Complex");
case EStrataTileType::EOpaqueRoughRefraction: return TEXT("OpaqueRoughRefraction");
case EStrataTileType::ESSSWithoutOpaqueRoughRefraction: return TEXT("SSSWithoutOpaqueRoughRefraction");
}
return TEXT("Unknown");
}
FORCEINLINE bool ClearDuringCategorization()
{
return CVarClearDuringCategorization.GetValueOnRenderThread() > 0;
}
namespace Strata
{
// Forward declaration
static void AddStrataClearMaterialBufferPass(
FRDGBuilder& GraphBuilder,
FRDGTextureUAVRef MaterialTextureArrayUAV,
FRDGTextureUAVRef SSSTextureUAV,
uint32 MaxBytesPerPixel,
FIntPoint TiledViewBufferResolution);
bool IsStrataEnabled()
{
return CVarStrata.GetValueOnAnyThread() > 0;
}
static FIntPoint GetStrataTextureTileResolution(const FIntPoint& InResolution, float Overflow)
{
FIntPoint Out = InResolution;
if (Strata::IsStrataEnabled())
{
Out.X = FMath::DivideAndRoundUp(Out.X, STRATA_TILE_SIZE);
Out.Y = FMath::DivideAndRoundUp(Out.Y, STRATA_TILE_SIZE);
Out.Y += FMath::CeilToInt(Out.Y * FMath::Clamp(Overflow, 0.f, 1.0f));
}
return Out;
}
static FIntPoint GetStrataTextureTileResolution(const FIntPoint& InResolution)
{
return GetStrataTextureTileResolution(InResolution, CVarStrataTileOverflow.GetValueOnRenderThread());
}
FIntPoint GetStrataTextureResolution(const FIntPoint& InResolution)
{
return GetStrataTextureTileResolution(InResolution) * STRATA_TILE_SIZE;
}
static void BindStrataGlobalUniformParameters(FRDGBuilder& GraphBuilder, FStrataViewData* StrataViewData, FStrataGlobalUniformParameters& OutStrataUniformParameters);
static void InitialiseStrataViewData(FRDGBuilder& GraphBuilder, FViewInfo& View, FStrataSceneData& SceneData)
{
// Sanity check: the scene data should already exist
check(SceneData.MaterialTextureArray != nullptr);
FStrataViewData& Out = View.StrataViewData;
Out.Reset();
Out.SceneData = &SceneData;
const FIntPoint ViewResolution(View.ViewRect.Width(), View.ViewRect.Height());
if (IsStrataEnabled())
{
const FIntPoint TileResolution(FMath::DivideAndRoundUp(ViewResolution.X, STRATA_TILE_SIZE), FMath::DivideAndRoundUp(ViewResolution.Y, STRATA_TILE_SIZE));
const TCHAR* StrataTileListBufferNames[EStrataTileType::ECount] =
{
TEXT("Strata.StrataTileListBuffer(Simple)"),
TEXT("Strata.StrataTileListBuffer(Single)"),
TEXT("Strata.StrataTileListBuffer(Complex)"),
TEXT("Strata.StrataTileListBuffer(OpaqueRoughRefraction)"),
TEXT("Strata.StrataTileListBuffer(SSSWithoutOpaqueRoughRefraction)")
};
// Tile classification buffers
{
// Indirect draw
Out.ClassificationTileDrawIndirectBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc<FRHIDrawIndirectParameters>(EStrataTileType::ECount), TEXT("Strata.StrataTileDrawIndirectBuffer"));
Out.ClassificationTileDrawIndirectBufferUAV = GraphBuilder.CreateUAV(Out.ClassificationTileDrawIndirectBuffer, PF_R32_UINT);
AddClearUAVPass(GraphBuilder, Out.ClassificationTileDrawIndirectBufferUAV, 0);
// Indirect dispatch
Out.ClassificationTileDispatchIndirectBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc<FRHIDispatchIndirectParameters>(EStrataTileType::ECount), TEXT("Strata.StrataTileDispatchIndirectBuffer"));
Out.ClassificationTileDispatchIndirectBufferUAV = GraphBuilder.CreateUAV(Out.ClassificationTileDispatchIndirectBuffer, PF_R32_UINT);
AddClearUAVPass(GraphBuilder, Out.ClassificationTileDispatchIndirectBufferUAV, 0);
for (uint32 i = 0; i <= EStrataTileType::EComplex; ++i)
{
Out.ClassificationTileListBuffer[i] = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), TileResolution.X * TileResolution.Y), StrataTileListBufferNames[i]);
Out.ClassificationTileListBufferSRV[i] = GraphBuilder.CreateSRV(Out.ClassificationTileListBuffer[i], PF_R32_UINT);
Out.ClassificationTileListBufferUAV[i] = GraphBuilder.CreateUAV(Out.ClassificationTileListBuffer[i], PF_R32_UINT);
}
}
// Separated subsurface & rough refraction textures (tile data)
{
const bool bIsStrataOpaqueMaterialRoughRefractionEnabled= IsStrataOpaqueMaterialRoughRefractionEnabled();
const int32 TileListBufferElementCount = bIsStrataOpaqueMaterialRoughRefractionEnabled ? TileResolution.X * TileResolution.Y : 4;
Out.ClassificationTileListBuffer[EStrataTileType::EOpaqueRoughRefraction] = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), TileListBufferElementCount), StrataTileListBufferNames[EStrataTileType::EOpaqueRoughRefraction]);
Out.ClassificationTileListBufferSRV[EStrataTileType::EOpaqueRoughRefraction] = GraphBuilder.CreateSRV(Out.ClassificationTileListBuffer[EStrataTileType::EOpaqueRoughRefraction], PF_R32_UINT);
Out.ClassificationTileListBufferUAV[EStrataTileType::EOpaqueRoughRefraction] = GraphBuilder.CreateUAV(Out.ClassificationTileListBuffer[EStrataTileType::EOpaqueRoughRefraction], PF_R32_UINT);
Out.ClassificationTileListBuffer[EStrataTileType::ESSSWithoutOpaqueRoughRefraction] = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), TileListBufferElementCount), StrataTileListBufferNames[EStrataTileType::ESSSWithoutOpaqueRoughRefraction]);
Out.ClassificationTileListBufferSRV[EStrataTileType::ESSSWithoutOpaqueRoughRefraction] = GraphBuilder.CreateSRV(Out.ClassificationTileListBuffer[EStrataTileType::ESSSWithoutOpaqueRoughRefraction], PF_R32_UINT);
Out.ClassificationTileListBufferUAV[EStrataTileType::ESSSWithoutOpaqueRoughRefraction] = GraphBuilder.CreateUAV(Out.ClassificationTileListBuffer[EStrataTileType::ESSSWithoutOpaqueRoughRefraction], PF_R32_UINT);
}
// BSDF tiles
{
Out.TileCount_Total = GetStrataTextureTileResolution(ViewResolution);
Out.TileCount_Primary = GetStrataTextureTileResolution(ViewResolution, 0.f);
Out.TileCount_Overflow = Out.TileCount_Total - Out.TileCount_Primary;
Out.BSDFTileTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(Out.TileCount_Total, PF_R32_UINT, FClearValueBinding::None, TexCreate_UAV | TexCreate_ShaderResource), TEXT("Strata.BSDFTiles"));
AddClearUAVPass(GraphBuilder, GraphBuilder.CreateUAV(Out.BSDFTileTexture), 0u);
Out.BSDFTileDispatchIndirectBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc<FRHIDispatchIndirectParameters>(1), TEXT("Strata.StrataBSDFTileDispatchIndirectBuffer"));
Out.BSDFTileCountBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(4, 1), TEXT("Strata.BSDFTileCount"));
}
}
// Create the readable uniform buffers
if (IsStrataEnabled())
{
FStrataGlobalUniformParameters* StrataUniformParameters = GraphBuilder.AllocParameters<FStrataGlobalUniformParameters>();
BindStrataGlobalUniformParameters(GraphBuilder, &Out, *StrataUniformParameters);
Out.StrataGlobalUniformParameters = GraphBuilder.CreateUniformBuffer(StrataUniformParameters);
}
}
void InitialiseStrataFrameSceneData(FRDGBuilder& GraphBuilder, FSceneRenderer& SceneRenderer)
{
FStrataSceneData& Out = SceneRenderer.Scene->StrataSceneData;
Out = FStrataSceneData();
auto UpdateMaterialBufferToTiledResolution = [](FIntPoint InBufferSizeXY, FIntPoint& OutMaterialBufferSizeXY)
{
// We need to allocate enough for the tiled memory addressing to always work
OutMaterialBufferSizeXY.X = FMath::DivideAndRoundUp(InBufferSizeXY.X, STRATA_TILE_SIZE) * STRATA_TILE_SIZE;
OutMaterialBufferSizeXY.Y = FMath::DivideAndRoundUp(InBufferSizeXY.Y, STRATA_TILE_SIZE) * STRATA_TILE_SIZE;
};
FIntPoint MaterialBufferSizeXY;
UpdateMaterialBufferToTiledResolution(FIntPoint(1, 1), MaterialBufferSizeXY);
if (IsStrataEnabled())
{
FIntPoint SceneTextureExtent = GetSceneTextureExtent();
// We need to allocate enough for the tiled memory addressing of material data to always work
UpdateMaterialBufferToTiledResolution(SceneTextureExtent, MaterialBufferSizeXY);
const uint32 MaterialConservativeByteCountPerPixel = CVarStrataBytePerPixel.GetValueOnAnyThread();
const uint32 RoundToValue = 4u;
Out.MaxBytesPerPixel = FMath::DivideAndRoundUp(MaterialConservativeByteCountPerPixel, RoundToValue) * RoundToValue;
// Top layer texture
{
Out.TopLayerTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(SceneTextureExtent, PF_R32_UINT, FClearValueBinding::Black, TexCreate_RenderTargetable | TexCreate_ShaderResource), TEXT("Strata.TopLayerTexture"));
}
// SSS texture
{
Out.SSSTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(SceneTextureExtent, PF_R32G32_UINT, FClearValueBinding::Black, TexCreate_DisableDCC | TexCreate_NoFastClear | TexCreate_ShaderResource | TexCreate_UAV), TEXT("Strata.SSSTexture"));
Out.SSSTextureUAV = GraphBuilder.CreateUAV(Out.SSSTexture);
}
// Separated subsurface and rough refraction textures
{
const bool bIsStrataOpaqueMaterialRoughRefractionEnabled= IsStrataOpaqueMaterialRoughRefractionEnabled();
const FIntPoint OpaqueRoughRefractionSceneExtent = bIsStrataOpaqueMaterialRoughRefractionEnabled ? SceneTextureExtent : FIntPoint(4, 4);
Out.OpaqueRoughRefractionTexture = GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2D(OpaqueRoughRefractionSceneExtent, PF_FloatR11G11B10, FClearValueBinding::Black, TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable), TEXT("Strata.OpaqueRoughRefractionTexture"));
Out.OpaqueRoughRefractionTextureUAV = GraphBuilder.CreateUAV(Out.OpaqueRoughRefractionTexture);
Out.SeparatedSubSurfaceSceneColor = GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2D(OpaqueRoughRefractionSceneExtent, PF_FloatR11G11B10, FClearValueBinding::Black, TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable), TEXT("Strata.SeparatedSubSurfaceSceneColor"));
Out.SeparatedOpaqueRoughRefractionSceneColor= GraphBuilder.CreateTexture(
FRDGTextureDesc::Create2D(OpaqueRoughRefractionSceneExtent, PF_FloatR11G11B10, FClearValueBinding::Black, TexCreate_ShaderResource | TexCreate_UAV | TexCreate_RenderTargetable), TEXT("Strata.SeparatedOpaqueRoughRefractionSceneColor"));
if (bIsStrataOpaqueMaterialRoughRefractionEnabled)
{
// Fast clears
AddClearRenderTargetPass(GraphBuilder, Out.OpaqueRoughRefractionTexture, Out.OpaqueRoughRefractionTexture->Desc.ClearValue.GetClearColor());
AddClearRenderTargetPass(GraphBuilder, Out.SeparatedSubSurfaceSceneColor, Out.SeparatedSubSurfaceSceneColor->Desc.ClearValue.GetClearColor());
AddClearRenderTargetPass(GraphBuilder, Out.SeparatedOpaqueRoughRefractionSceneColor, Out.SeparatedOpaqueRoughRefractionSceneColor->Desc.ClearValue.GetClearColor());
}
}
// BSDF offsets
{
Out.BSDFOffsetTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(SceneTextureExtent, PF_R32_UINT, FClearValueBinding::None, TexCreate_UAV | TexCreate_ShaderResource), TEXT("Strata.BSDFOffsets"));
AddClearUAVPass(GraphBuilder, GraphBuilder.CreateUAV(Out.BSDFOffsetTexture), 0u);
}
}
else
{
Out.MaxBytesPerPixel = 4u * STRATA_BASE_PASS_MRT_OUTPUT_COUNT;
}
// Create the material data container
FIntPoint SceneTextureExtent = IsStrataEnabled() ? GetSceneTextureExtent() : FIntPoint(2, 2);
const uint32 SliceCount = FMath::DivideAndRoundUp(Out.MaxBytesPerPixel, 4u);
const FRDGTextureDesc MaterialTextureDesc = FRDGTextureDesc::Create2DArray(SceneTextureExtent, PF_R32_UINT, FClearValueBinding::Transparent,
TexCreate_TargetArraySlicesIndependently | TexCreate_DisableDCC | TexCreate_NoFastClear | TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, SliceCount, 1, 1);
Out.MaterialTextureArray = GraphBuilder.CreateTexture(MaterialTextureDesc, TEXT("Strata.Material"));
Out.MaterialTextureArraySRV = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::Create(Out.MaterialTextureArray));
Out.MaterialTextureArrayUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Out.MaterialTextureArray, 0));
// See AppendStrataMRTs
check(STRATA_BASE_PASS_MRT_OUTPUT_COUNT <= SliceCount);
Out.MaterialTextureArrayUAVWithoutRTs = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Out.MaterialTextureArray, 0, PF_Unknown, STRATA_BASE_PASS_MRT_OUTPUT_COUNT, SliceCount - STRATA_BASE_PASS_MRT_OUTPUT_COUNT));
// Rough diffuse model
Out.bRoughDiffuse = CVarStrataRoughDiffuse.GetValueOnRenderThread() > 0 ? 1u : 0u;
if (IsStrataEnabled())
{
AddStrataClearMaterialBufferPass(
GraphBuilder,
GraphBuilder.CreateUAV(FRDGTextureUAVDesc(Out.MaterialTextureArray, 0)),
Out.SSSTextureUAV,
Out.MaxBytesPerPixel,
MaterialBufferSizeXY);
}
// Initialized view data
for (int32 ViewIndex = 0; ViewIndex < SceneRenderer.Views.Num(); ViewIndex++)
{
Strata::InitialiseStrataViewData(GraphBuilder, SceneRenderer.Views[ViewIndex], Out);
}
}
void BindStrataBasePassUniformParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FStrataBasePassUniformParameters& OutStrataUniformParameters)
{
const FStrataSceneData* StrataSceneData = View.StrataViewData.SceneData;
if (IsStrataEnabled() && StrataSceneData)
{
OutStrataUniformParameters.bRoughDiffuse = StrataSceneData->bRoughDiffuse ? 1u : 0u;
OutStrataUniformParameters.MaxBytesPerPixel = StrataSceneData->MaxBytesPerPixel;
OutStrataUniformParameters.MaterialTextureArrayUAVWithoutRTs = StrataSceneData->MaterialTextureArrayUAVWithoutRTs;
OutStrataUniformParameters.SSSTextureUAV = StrataSceneData->SSSTextureUAV;
OutStrataUniformParameters.OpaqueRoughRefractionTextureUAV = StrataSceneData->OpaqueRoughRefractionTextureUAV;
}
else
{
FRDGTextureRef DummyWritableSSSTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(FIntPoint(1, 1), PF_R32_UINT, FClearValueBinding::None, TexCreate_ShaderResource | TexCreate_UAV), TEXT("Strata.DummyWritableTexture"));
FRDGTextureUAVRef DummyWritableSSSTextureUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(DummyWritableSSSTexture));
FRDGTextureRef DummyWritableRefracTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(FIntPoint(1, 1), PF_R8, FClearValueBinding::None, TexCreate_ShaderResource | TexCreate_UAV), TEXT("Strata.DummyWritableTexture"));
FRDGTextureUAVRef DummyWritableRefracTextureUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(DummyWritableRefracTexture));
FRDGTextureRef DummyWritableTextureArray = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2DArray(FIntPoint(1, 1), PF_R32_UINT, FClearValueBinding::None, TexCreate_ShaderResource | TexCreate_UAV, 1), TEXT("Strata.DummyWritableTexture"));
FRDGTextureUAVRef DummyWritableTextureArrayUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(DummyWritableTextureArray));
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
OutStrataUniformParameters.bRoughDiffuse = 0u;
OutStrataUniformParameters.MaxBytesPerPixel = 0;
OutStrataUniformParameters.MaterialTextureArrayUAVWithoutRTs = DummyWritableTextureArrayUAV;
OutStrataUniformParameters.SSSTextureUAV = DummyWritableSSSTextureUAV;
OutStrataUniformParameters.OpaqueRoughRefractionTextureUAV = DummyWritableRefracTextureUAV;
}
}
static void BindStrataGlobalUniformParameters(FRDGBuilder& GraphBuilder, FStrataViewData* StrataViewData, FStrataGlobalUniformParameters& OutStrataUniformParameters)
{
FStrataSceneData* StrataSceneData = StrataViewData->SceneData;
if (IsStrataEnabled() && StrataSceneData)
{
OutStrataUniformParameters.bRoughDiffuse = StrataSceneData->bRoughDiffuse ? 1u : 0u;
OutStrataUniformParameters.MaxBytesPerPixel = StrataSceneData->MaxBytesPerPixel;
OutStrataUniformParameters.TileSize = STRATA_TILE_SIZE;
OutStrataUniformParameters.TileSizeLog2 = STRATA_TILE_SIZE_DIV_AS_SHIFT;
OutStrataUniformParameters.TileCount = StrataViewData->TileCount_Primary;
OutStrataUniformParameters.MaterialTextureArray = StrataSceneData->MaterialTextureArray;
OutStrataUniformParameters.TopLayerTexture = StrataSceneData->TopLayerTexture;
OutStrataUniformParameters.SSSTexture = StrataSceneData->SSSTexture;
OutStrataUniformParameters.OpaqueRoughRefractionTexture = StrataSceneData->OpaqueRoughRefractionTexture;
OutStrataUniformParameters.BSDFTileTexture = StrataViewData->BSDFTileTexture;
OutStrataUniformParameters.BSDFOffsetTexture = StrataSceneData->BSDFOffsetTexture;
OutStrataUniformParameters.BSDFTileCountBuffer = GraphBuilder.CreateSRV(StrataViewData->BSDFTileCountBuffer, PF_R32_UINT);
}
else
{
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
FRDGTextureRef DefaultTextureArray = GSystemTextures.GetDefaultTexture(GraphBuilder, ETextureDimension::Texture2DArray, EPixelFormat::PF_R32_UINT, FClearValueBinding::Transparent);
FRDGBufferSRVRef DefaultBuffer = GraphBuilder.CreateSRV(GSystemTextures.GetDefaultBuffer(GraphBuilder, 4, 0u), PF_R32_UINT);
OutStrataUniformParameters.bRoughDiffuse = 0;
OutStrataUniformParameters.MaxBytesPerPixel = 0;
OutStrataUniformParameters.TileSize = 0;
OutStrataUniformParameters.TileSizeLog2 = 0;
OutStrataUniformParameters.TileCount = 0;
OutStrataUniformParameters.MaterialTextureArray = DefaultTextureArray;
OutStrataUniformParameters.TopLayerTexture = SystemTextures.DefaultNormal8Bit;
OutStrataUniformParameters.SSSTexture = SystemTextures.Black;
OutStrataUniformParameters.OpaqueRoughRefractionTexture = SystemTextures.Black;
OutStrataUniformParameters.BSDFTileTexture = SystemTextures.Black;
OutStrataUniformParameters.BSDFOffsetTexture = SystemTextures.Black;
OutStrataUniformParameters.BSDFTileCountBuffer = DefaultBuffer;
}
}
void BindStrataForwardPasslUniformParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FStrataForwardPassUniformParameters& OutStrataUniformParameters)
{
FStrataSceneData* StrataSceneData = View.StrataViewData.SceneData;
if (IsStrataEnabled() && StrataSceneData)
{
OutStrataUniformParameters.bRoughDiffuse = StrataSceneData->bRoughDiffuse ? 1u : 0u;
}
else
{
OutStrataUniformParameters.bRoughDiffuse = 0;
}
}
TRDGUniformBufferRef<FStrataGlobalUniformParameters> BindStrataGlobalUniformParameters(const FViewInfo& View)
{
check(View.StrataViewData.StrataGlobalUniformParameters != nullptr || !IsStrataEnabled());
return View.StrataViewData.StrataGlobalUniformParameters;
}
//////////////////////////////////////////////////////////////////////////
// Debug
#define VISUALIZE_MATERIAL_PASS_COUNT 3
#define MULTIPASS_ENABLE 0
class FMaterialPrintInfoCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FMaterialPrintInfoCS);
SHADER_USE_PARAMETER_STRUCT(FMaterialPrintInfoCS, FGlobalShader);
using FPermutationDomain = TShaderPermutationDomain<>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(uint32, BSDFIndex)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata)
SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureParameters, SceneTextures)
SHADER_PARAMETER_STRUCT_INCLUDE(ShaderPrint::FShaderParameters, ShaderPrintParameters)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWPositionOffsetBuffer)
END_SHADER_PARAMETER_STRUCT()
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
return PermutationVector;
}
static bool CanRunStrataVizualizeMaterial(EShaderPlatform Platform)
{
// On some consoles, this ALU heavy shader (and with optimisation disables for the sake of low compilation time) would spill registers. So only keep it for the editor.
return IsPCPlatform(Platform);
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled() && CanRunStrataVizualizeMaterial(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
// Stay debug and skip optimizations to reduce compilation time on this long shader.
OutEnvironment.CompilerFlags.Add(CFLAG_Debug);
OutEnvironment.SetDefine(TEXT("SHADER_MATERIALPRINT"), 1);
OutEnvironment.SetDefine(TEXT("MULTIPASS_ENABLE"), MULTIPASS_ENABLE);
}
};
IMPLEMENT_GLOBAL_SHADER(FMaterialPrintInfoCS, "/Engine/Private/Strata/StrataVisualize.usf", "MaterialPrintInfoCS", SF_Compute);
class FVisualizeMaterialPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FVisualizeMaterialPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeMaterialPS, FGlobalShader);
using FPermutationDomain = TShaderPermutationDomain<>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(uint32, ViewMode)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata)
SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureParameters, SceneTextures)
SHADER_PARAMETER_STRUCT_INCLUDE(ShaderPrint::FShaderParameters, ShaderPrintParameters)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
return PermutationVector;
}
static bool CanRunStrataVizualizeMaterial(EShaderPlatform Platform)
{
// On some consoles, this ALU heavy shader (and with optimisation disables for the sake of low compilation time) would spill registers. So only keep it for the editor.
return IsPCPlatform(Platform);
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled() && CanRunStrataVizualizeMaterial(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
// Stay debug and skip optimizations to reduce compilation time on this long shader.
OutEnvironment.CompilerFlags.Add(CFLAG_Debug);
OutEnvironment.SetDefine(TEXT("SHADER_MATERIALVISUALIZE"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeMaterialPS, "/Engine/Private/Strata/StrataVisualize.usf", "VisualizeMaterialPS", SF_Pixel);
static void AddVisualizeMaterialPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture, EShaderPlatform Platform)
{
FRHIBlendState* PreMultipliedColorTransmittanceBlend = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
if (View.Family->EngineShowFlags.VisualizeStrataMaterial)
{
if (!ShaderPrint::IsEnabled(View)) { ShaderPrint::SetEnabled(true); }
ShaderPrint::RequestSpaceForLines(64);
ShaderPrint::RequestSpaceForCharacters(1024);
FSceneTextureParameters SceneTextureParameters = GetSceneTextureParameters(GraphBuilder);
// Print Material info
{
uint32 BSDFIndex = 0;
FRDGBufferUAVRef PrintOffsetBufferUAV = nullptr;
#if MULTIPASS_ENABLE
FRDGBufferRef PrintOffsetBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(4, 2), TEXT("Strata.DebugPrintPositionOffset"));
PrintOffsetBufferUAV = GraphBuilder.CreateUAV(PrintOffsetBuffer, PF_R32_UINT);
AddClearUAVPass(GraphBuilder, PrintOffsetBufferUAV, 50u);
const uint32 MaxBSDFCount = 8;
for (BSDFIndex; BSDFIndex < MaxBSDFCount; ++BSDFIndex)
#endif
{
FMaterialPrintInfoCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FMaterialPrintInfoCS::FParameters>();
PassParameters->BSDFIndex = BSDFIndex;
PassParameters->RWPositionOffsetBuffer = PrintOffsetBufferUAV;
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View);
PassParameters->SceneTextures = GetSceneTextureParameters(GraphBuilder);
ShaderPrint::SetParameters(GraphBuilder, View.ShaderPrintData, PassParameters->ShaderPrintParameters);
TShaderMapRef<FMaterialPrintInfoCS> ComputeShader(View.ShaderMap);
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("Strata::VisualizeMaterial(Print)"), ComputeShader, PassParameters, FIntVector(1, 1, 1));
}
}
// Draw material debug
const uint32 ViewMode = FMath::Max(0, CVarStrataDebugMode.GetValueOnRenderThread());
if (ViewMode > 1)
{
FVisualizeMaterialPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeMaterialPS::FParameters>();
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->ViewMode = ViewMode;
PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View);
PassParameters->SceneTextures = GetSceneTextureParameters(GraphBuilder);
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTexture, ERenderTargetLoadAction::ELoad);
ShaderPrint::SetParameters(GraphBuilder, View.ShaderPrintData, PassParameters->ShaderPrintParameters);
FVisualizeMaterialPS::FPermutationDomain PermutationVector;
TShaderMapRef<FVisualizeMaterialPS> PixelShader(View.ShaderMap, PermutationVector);
FPixelShaderUtils::AddFullscreenPass<FVisualizeMaterialPS>(GraphBuilder, View.ShaderMap, RDG_EVENT_NAME("Strata::VisualizeMaterial(Draw)"), PixelShader, PassParameters, View.ViewRect, PreMultipliedColorTransmittanceBlend);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataClearMaterialBufferCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataClearMaterialBufferCS);
SHADER_USE_PARAMETER_STRUCT(FStrataClearMaterialBufferCS, FGlobalShader);
using FPermutationDomain = TShaderPermutationDomain<>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2DArray<uint>, MaterialTextureArrayUAV)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint2>, SSSTextureUAV)
SHADER_PARAMETER(uint32, MaxBytesPerPixel)
SHADER_PARAMETER(FIntPoint, TiledViewBufferResolution)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_CLEAR_MATERIAL_BUFFER"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataClearMaterialBufferCS, "/Engine/Private/Strata/StrataMaterialClassification.usf", "ClearMaterialBufferMainCS", SF_Compute);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataBSDFTilePassCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataBSDFTilePassCS);
SHADER_USE_PARAMETER_STRUCT(FStrataBSDFTilePassCS, FGlobalShader);
class FWaveOps : SHADER_PERMUTATION_BOOL("PERMUTATION_WAVE_OPS");
using FPermutationDomain = TShaderPermutationDomain<FWaveOps>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
SHADER_PARAMETER(int32, bRectPrimitive)
SHADER_PARAMETER(int32, TileSizeLog2)
SHADER_PARAMETER(FIntPoint, TileCount_Primary)
SHADER_PARAMETER(FIntPoint, ViewResolution)
SHADER_PARAMETER(uint32, MaxBytesPerPixel)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TopLayerTexture)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2DArray<uint>, MaterialTextureArray)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint>, RWBSDFTileTexture)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint>, RWBSDFOffsetTexture)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWBSDFTileCountBuffer)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint>, TileListBuffer)
RDG_BUFFER_ACCESS(TileIndirectBuffer, ERHIAccess::IndirectArgs)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const bool bUseWaveIntrinsics = FDataDrivenShaderPlatformInfo::GetSupportsWaveOperations(Parameters.Platform);
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FWaveOps>() && !bUseWaveIntrinsics)
{
return false;
}
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_BSDF_TILE"), 1);
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FWaveOps>())
{
OutEnvironment.CompilerFlags.Add(CFLAG_WaveOperations);
}
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataBSDFTilePassCS, "/Engine/Private/Strata/StrataMaterialClassification.usf", "BSDFTileMainCS", SF_Compute);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataMaterialTileClassificationPassCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataMaterialTileClassificationPassCS);
SHADER_USE_PARAMETER_STRUCT(FStrataMaterialTileClassificationPassCS, FGlobalShader);
class FStrataClearDuringCategorization : SHADER_PERMUTATION_BOOL("PERMUTATION_STRATA_CLEAR_DURING_CATEGORIZATION");
class FWaveOps : SHADER_PERMUTATION_BOOL("PERMUTATION_WAVE_OPS");
using FPermutationDomain = TShaderPermutationDomain<FWaveOps, FStrataClearDuringCategorization>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
SHADER_PARAMETER(int32, bRectPrimitive)
SHADER_PARAMETER(FIntPoint, ViewResolution)
SHADER_PARAMETER(uint32, MaxBytesPerPixel)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TopLayerTexture)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2DArray<uint>, MaterialTextureArray)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, TileDrawIndirectDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, SimpleTileListDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, SingleTileListDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, ComplexTileListDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, OpaqueRoughRefractionTileListDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, SSSWithoutOpaqueRoughRefractionTileListDataBuffer)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<uint2>, SSSTextureUAV)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float3>, OpaqueRoughRefractionTexture)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const bool bUseWaveIntrinsics = FDataDrivenShaderPlatformInfo::GetSupportsWaveOperations(Parameters.Platform);
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FWaveOps>() && !bUseWaveIntrinsics)
{
return false;
}
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_TILE_CATEGORIZATION"), 1);
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FWaveOps>())
{
OutEnvironment.CompilerFlags.Add(CFLAG_WaveOperations);
}
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataMaterialTileClassificationPassCS, "/Engine/Private/Strata/StrataMaterialClassification.usf", "TileMainCS", SF_Compute);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataMaterialTilePrepareArgsPassCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataMaterialTilePrepareArgsPassCS);
SHADER_USE_PARAMETER_STRUCT(FStrataMaterialTilePrepareArgsPassCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, TileDrawIndirectDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, TileDispatchIndirectDataBuffer)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_MATERIAL_TILE_PREPARE_ARGS"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataMaterialTilePrepareArgsPassCS, "/Engine/Private/Strata/StrataMaterialClassification.usf", "ArgsMainCS", SF_Compute);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataBSDFTilePrepareArgsPassCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataBSDFTilePrepareArgsPassCS);
SHADER_USE_PARAMETER_STRUCT(FStrataBSDFTilePrepareArgsPassCS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntPoint, TileCount_Primary)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, TileDrawIndirectDataBuffer)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, TileDispatchIndirectDataBuffer)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_BSDF_TILE_PREPARE_ARGS"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataBSDFTilePrepareArgsPassCS, "/Engine/Private/Strata/StrataMaterialClassification.usf", "ArgsMainCS", SF_Compute);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class FStrataMaterialStencilTaggingPassPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FStrataMaterialStencilTaggingPassPS);
SHADER_USE_PARAMETER_STRUCT(FStrataMaterialStencilTaggingPassPS, FGlobalShader);
using FPermutationDomain = TShaderPermutationDomain<>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(Strata::FStrataTilePassVS::FParameters, VS)
SHADER_PARAMETER(FVector4f, DebugTileColor)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
return PermutationVector;
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return GetMaxSupportedFeatureLevel(Parameters.Platform) >= ERHIFeatureLevel::SM5 && Strata::IsStrataEnabled();
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_STENCIL_TAGGING_PS"), 1);
}
};
IMPLEMENT_GLOBAL_SHADER(FStrataTilePassVS, "/Engine/Private/Strata/StrataTile.usf", "StrataTilePassVS", SF_Vertex);
IMPLEMENT_GLOBAL_SHADER(FStrataMaterialStencilTaggingPassPS, "/Engine/Private/Strata/StrataTile.usf", "StencilTaggingMainPS", SF_Pixel);
static FStrataTileParameter InternalSetTileParameters(FRDGBuilder* GraphBuilder, const FViewInfo& View, const EStrataTileType TileType)
{
FStrataTileParameter Out;
if (TileType != EStrataTileType::ECount)
{
Out.TileListBuffer = View.StrataViewData.ClassificationTileListBufferSRV[TileType];
Out.TileIndirectBuffer = View.StrataViewData.ClassificationTileDrawIndirectBuffer;
}
else if (GraphBuilder)
{
FRDGBufferRef BufferDummy = GSystemTextures.GetDefaultBuffer(*GraphBuilder, 4, 0u);
FRDGBufferSRVRef BufferDummySRV = GraphBuilder->CreateSRV(BufferDummy, PF_R32_UINT);
Out.TileListBuffer = BufferDummySRV;
Out.TileIndirectBuffer = BufferDummy;
}
return Out;
}
FStrataTilePassVS::FParameters SetTileParameters(
const FViewInfo& View,
const EStrataTileType TileType,
EPrimitiveType& PrimitiveType)
{
FStrataTileParameter Temp = InternalSetTileParameters(nullptr, View, TileType);
PrimitiveType = GRHISupportsRectTopology ? PT_RectList : PT_TriangleList;
FStrataTilePassVS::FParameters Out;
Out.OutputViewMinRect = FVector2f(View.CachedViewUniformShaderParameters->ViewRectMin.X, View.CachedViewUniformShaderParameters->ViewRectMin.Y);
Out.OutputViewSizeAndInvSize = View.CachedViewUniformShaderParameters->ViewSizeAndInvSize;
Out.OutputBufferSizeAndInvSize = View.CachedViewUniformShaderParameters->BufferSizeAndInvSize;
Out.ViewScreenToTranslatedWorld = View.CachedViewUniformShaderParameters->ScreenToTranslatedWorld;
Out.TileListBuffer = Temp.TileListBuffer;
Out.TileIndirectBuffer = Temp.TileIndirectBuffer;
return Out;
}
FStrataTilePassVS::FParameters SetTileParameters(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const EStrataTileType TileType,
EPrimitiveType& PrimitiveType)
{
FStrataTileParameter Temp = InternalSetTileParameters(&GraphBuilder, View, TileType);
PrimitiveType = GRHISupportsRectTopology ? PT_RectList : PT_TriangleList;
FStrataTilePassVS::FParameters Out;
Out.OutputViewMinRect = FVector2f(View.CachedViewUniformShaderParameters->ViewRectMin.X, View.CachedViewUniformShaderParameters->ViewRectMin.Y);
Out.OutputViewSizeAndInvSize = View.CachedViewUniformShaderParameters->ViewSizeAndInvSize;
Out.OutputBufferSizeAndInvSize = View.CachedViewUniformShaderParameters->BufferSizeAndInvSize;
Out.ViewScreenToTranslatedWorld = View.CachedViewUniformShaderParameters->ScreenToTranslatedWorld;
Out.TileListBuffer = Temp.TileListBuffer;
Out.TileIndirectBuffer = Temp.TileIndirectBuffer;
return Out;
}
FStrataTileParameter SetTileParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, const EStrataTileType TileType)
{
return InternalSetTileParameters(&GraphBuilder, View, TileType);
}
uint32 TileTypeDrawIndirectArgOffset(const EStrataTileType Type)
{
check(Type >= 0 && Type < EStrataTileType::ECount);
return GetStrataTileTypeDrawIndirectArgOffset_Byte(Type);
}
uint32 TileTypeDispatchIndirectArgOffset(const EStrataTileType Type)
{
check(Type >= 0 && Type < EStrataTileType::ECount);
return GetStrataTileTypeDispatchIndirectArgOffset_Byte(Type);
}
// Add additionnaly bits for filling/clearing stencil to ensure that the 'Strata' bits are not corrupted by the stencil shadows
// when generating shadow mask. Withouth these 'trailing' bits, the incr./decr. operation would change/corrupt the 'Strata' bits
constexpr uint32 StencilBit_Fast_1 = 0x07u | StencilBit_Fast;
constexpr uint32 StencilBit_Single_1 = 0x07u | StencilBit_Single;
constexpr uint32 StencilBit_Complex_1 = 0x07u | StencilBit_Complex;
static void AddStrataInternalClassificationTilePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FRDGTextureRef* DepthTexture,
const FRDGTextureRef* ColorTexture,
EStrataTileType TileMaterialType,
const bool bDebug = false)
{
EPrimitiveType StrataTilePrimitiveType = PT_TriangleList;
const FIntPoint OutputResolution = View.ViewRect.Size();
const FIntRect ViewRect = View.ViewRect;
FStrataMaterialStencilTaggingPassPS::FParameters* ParametersPS = GraphBuilder.AllocParameters<FStrataMaterialStencilTaggingPassPS::FParameters>();
ParametersPS->VS = Strata::SetTileParameters(GraphBuilder, View, TileMaterialType, StrataTilePrimitiveType);
FStrataTilePassVS::FPermutationDomain VSPermutationVector;
VSPermutationVector.Set< FStrataTilePassVS::FEnableDebug >(bDebug);
VSPermutationVector.Set< FStrataTilePassVS::FEnableTexCoordScreenVector >(false);
TShaderMapRef<FStrataTilePassVS> VertexShader(View.ShaderMap, VSPermutationVector);
TShaderMapRef<FStrataMaterialStencilTaggingPassPS> PixelShader(View.ShaderMap);
// For debug purpose
if (bDebug)
{
check(ColorTexture);
ParametersPS->RenderTargets[0] = FRenderTargetBinding(*ColorTexture, ERenderTargetLoadAction::ELoad);
switch (TileMaterialType)
{
case EStrataTileType::ESimple: ParametersPS->DebugTileColor = FVector4f(0.0f, 1.0f, 0.0f, 1.0); break;
case EStrataTileType::ESingle: ParametersPS->DebugTileColor = FVector4f(1.0f, 1.0f, 0.0f, 1.0); break;
case EStrataTileType::EComplex: ParametersPS->DebugTileColor = FVector4f(1.0f, 0.0f, 0.0f, 1.0); break;
case EStrataTileType::EOpaqueRoughRefraction: ParametersPS->DebugTileColor = FVector4f(0.0f, 1.0f, 1.0f, 1.0); break;
case EStrataTileType::ESSSWithoutOpaqueRoughRefraction: ParametersPS->DebugTileColor = FVector4f(0.0f, 0.0f, 1.0f, 1.0); break;
default: check(false);
}
}
else
{
check(DepthTexture);
ParametersPS->RenderTargets.DepthStencil = FDepthStencilBinding(
*DepthTexture,
ERenderTargetLoadAction::ELoad,
ERenderTargetLoadAction::ELoad,
FExclusiveDepthStencil::DepthNop_StencilWrite);
ParametersPS->DebugTileColor = FVector4f(ForceInitToZero);
}
GraphBuilder.AddPass(
RDG_EVENT_NAME("Strata::%sClassificationPass(%s)", bDebug ? TEXT("Debug") : TEXT("Stencil"), ToString(TileMaterialType)),
ParametersPS,
ERDGPassFlags::Raster,
[ParametersPS, VertexShader, PixelShader, ViewRect, OutputResolution, StrataTilePrimitiveType, TileMaterialType, bDebug](FRHICommandList& RHICmdList)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
uint32 StencilRef = 0xFF;
if (bDebug)
{
// Use premultiplied alpha blending, pixel shader and depth/stencil is off
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
GraphicsPSOInit.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
}
else
{
check(TileMaterialType != EStrataTileType::ECount && TileMaterialType != EStrataTileType::EOpaqueRoughRefraction && TileMaterialType != EStrataTileType::ESSSWithoutOpaqueRoughRefraction);
// No blending and no pixel shader required. Stencil will be written to.
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = nullptr;
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
switch (TileMaterialType)
{
case EStrataTileType::ESimple:
{
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
false, CF_Always,
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
0xFF, StencilBit_Fast_1>::GetRHI();
StencilRef = StencilBit_Fast_1;
}
break;
case EStrataTileType::ESingle:
{
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
false, CF_Always,
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
0xFF, StencilBit_Single_1>::GetRHI();
StencilRef = StencilBit_Single_1;
}
break;
case EStrataTileType::EComplex:
{
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<
false, CF_Always,
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
0xFF, StencilBit_Complex_1>::GetRHI();
StencilRef = StencilBit_Complex_1;
}
break;
}
}
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
GraphicsPSOInit.PrimitiveType = StrataTilePrimitiveType;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, StencilRef);
SetShaderParameters(RHICmdList, VertexShader, VertexShader.GetVertexShader(), ParametersPS->VS);
if (bDebug)
{
// Debug rendering is aways done during the post-processing stage, which has an ViewMinRect set to (0,0)
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *ParametersPS);
RHICmdList.SetViewport(0, 0, 0.0f, OutputResolution.X, OutputResolution.Y, 1.0f);
}
else
{
RHICmdList.SetViewport(ViewRect.Min.X, ViewRect.Min.Y, 0.0f, ViewRect.Max.X, ViewRect.Max.Y, 1.0f);
}
RHICmdList.SetStreamSource(0, nullptr, 0);
RHICmdList.DrawPrimitiveIndirect(ParametersPS->VS.TileIndirectBuffer->GetIndirectRHICallBuffer(), TileTypeDrawIndirectArgOffset(TileMaterialType));
});
}
void AddStrataStencilPass(
FRDGBuilder& GraphBuilder,
const TArray<FViewInfo>& Views,
const FMinimalSceneTextures& SceneTextures)
{
for (int32 i = 0; i < Views.Num(); ++i)
{
const FViewInfo& View = Views[i];
AddStrataInternalClassificationTilePass(GraphBuilder, View, &SceneTextures.Depth.Target, nullptr, EStrataTileType::ESimple);
AddStrataInternalClassificationTilePass(GraphBuilder, View, &SceneTextures.Depth.Target, nullptr, EStrataTileType::ESingle);
AddStrataInternalClassificationTilePass(GraphBuilder, View, &SceneTextures.Depth.Target, nullptr, EStrataTileType::EComplex);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AppendStrataMRTs(const FSceneRenderer& SceneRenderer, uint32& RenderTargetCount, TStaticArray<FTextureRenderTargetBinding, MaxSimultaneousRenderTargets>& RenderTargets)
{
if (Strata::IsStrataEnabled() && SceneRenderer.Scene)
{
// If this function changes, update Strata::SetBasePassRenderTargetOutputFormat()
// Add 2 uint for Strata fast path.
// - We must clear the first uint to 0 to identify pixels that have not been written to.
// - We must never clear the second uint, it will only be written/read if needed.
auto AddStrataOutputTarget = [&](int16 StrataMaterialArraySlice, bool bNeverClear = false)
{
RenderTargets[RenderTargetCount] = FTextureRenderTargetBinding(SceneRenderer.Scene->StrataSceneData.MaterialTextureArray, StrataMaterialArraySlice, bNeverClear);
RenderTargetCount++;
};
for (int i = 0; i < STRATA_BASE_PASS_MRT_OUTPUT_COUNT; ++i)
{
const bool bNeverClear = i != 0; // Only allow clearing the first slice containing the header
AddStrataOutputTarget(i, bNeverClear);
}
// Add another MRT for Strata top layer information. We want to follow the usual clear process which can leverage fast clear.
{
RenderTargets[RenderTargetCount] = FTextureRenderTargetBinding(SceneRenderer.Scene->StrataSceneData.TopLayerTexture);
RenderTargetCount++;
};
}
}
void SetBasePassRenderTargetOutputFormat(const EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
{
if (Strata::IsStrataEnabled())
{
const FGBufferParams GBufferParams = FShaderCompileUtilities::FetchGBufferParamsRuntime(Platform);
const FGBufferInfo BufferInfo = FetchFullGBufferInfo(GBufferParams);
// Add 2 uint for Strata fast path
OutEnvironment.SetRenderTargetOutputFormat(BufferInfo.NumTargets + 0, PF_R32_UINT);
OutEnvironment.SetRenderTargetOutputFormat(BufferInfo.NumTargets + 1, PF_R32_UINT);
// Add another MRT for Strata top layer information
OutEnvironment.SetRenderTargetOutputFormat(BufferInfo.NumTargets + 2, PF_R32_UINT);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void AddStrataMaterialClassificationPass(FRDGBuilder& GraphBuilder, const FMinimalSceneTextures& SceneTextures, const TArray<FViewInfo>& Views)
{
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, IsStrataEnabled() && Views.Num() > 0, "Strata::MaterialClassification");
if (!IsStrataEnabled())
{
return;
}
for (int32 i = 0; i < Views.Num(); ++i)
{
const FViewInfo& View = Views[i];
bool bWaveOps = GRHISupportsWaveOperations && FDataDrivenShaderPlatformInfo::GetSupportsWaveOperations(View.GetShaderPlatform());
#if PLATFORM_WINDOWS
// Tile reduction requires 64-wide wave
bWaveOps = bWaveOps && !IsRHIDeviceNVIDIA();
#endif
const FStrataViewData* StrataViewData = &View.StrataViewData;
const FStrataSceneData* StrataSceneData = View.StrataViewData.SceneData;
// Tile reduction
{
const bool bClear = ClearDuringCategorization();
FStrataMaterialTileClassificationPassCS::FPermutationDomain PermutationVector;
PermutationVector.Set< FStrataMaterialTileClassificationPassCS::FStrataClearDuringCategorization >(bClear);
PermutationVector.Set< FStrataMaterialTileClassificationPassCS::FWaveOps >(bWaveOps);
TShaderMapRef<FStrataMaterialTileClassificationPassCS> ComputeShader(View.ShaderMap, PermutationVector);
FStrataMaterialTileClassificationPassCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FStrataMaterialTileClassificationPassCS::FParameters>();
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->bRectPrimitive = GRHISupportsRectTopology ? 1 : 0;
PassParameters->ViewResolution = View.ViewRect.Size();
PassParameters->MaxBytesPerPixel = StrataSceneData->MaxBytesPerPixel;
PassParameters->TopLayerTexture = StrataSceneData->TopLayerTexture;
PassParameters->MaterialTextureArray = StrataSceneData->MaterialTextureArraySRV;
PassParameters->SSSTextureUAV = StrataSceneData->SSSTextureUAV;
PassParameters->OpaqueRoughRefractionTexture = StrataSceneData->OpaqueRoughRefractionTexture;
PassParameters->TileDrawIndirectDataBuffer = StrataViewData->ClassificationTileDrawIndirectBufferUAV;
PassParameters->SimpleTileListDataBuffer = StrataViewData->ClassificationTileListBufferUAV[EStrataTileType::ESimple];
PassParameters->SingleTileListDataBuffer = StrataViewData->ClassificationTileListBufferUAV[EStrataTileType::ESingle];
PassParameters->ComplexTileListDataBuffer = StrataViewData->ClassificationTileListBufferUAV[EStrataTileType::EComplex];
PassParameters->OpaqueRoughRefractionTileListDataBuffer = StrataViewData->ClassificationTileListBufferUAV[EStrataTileType::EOpaqueRoughRefraction];
PassParameters->SSSWithoutOpaqueRoughRefractionTileListDataBuffer = StrataViewData->ClassificationTileListBufferUAV[EStrataTileType::ESSSWithoutOpaqueRoughRefraction];
const uint32 GroupSize = 8;
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Strata::MaterialTileClassification(%s%s)", bWaveOps ? TEXT("Wave") : TEXT("SharedMemory"), bClear ? TEXT(", Clear") : TEXT("")),
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(PassParameters->ViewResolution, GroupSize));
}
// Tile indirect dispatch args conversion
{
TShaderMapRef<FStrataMaterialTilePrepareArgsPassCS> ComputeShader(View.ShaderMap);
FStrataMaterialTilePrepareArgsPassCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FStrataMaterialTilePrepareArgsPassCS::FParameters>();
PassParameters->TileDrawIndirectDataBuffer = GraphBuilder.CreateSRV(StrataViewData->ClassificationTileDrawIndirectBuffer, PF_R32_UINT);
PassParameters->TileDispatchIndirectDataBuffer = StrataViewData->ClassificationTileDispatchIndirectBufferUAV;
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Strata::MaterialTilePrepareArgs"),
ComputeShader,
PassParameters,
FIntVector(1,1,1));
}
// Compute BSDF tile index and material read offset
{
FRDGBufferUAVRef RWBSDFTileCountBuffer = GraphBuilder.CreateUAV(StrataViewData->BSDFTileCountBuffer, PF_R32_UINT);
AddClearUAVPass(GraphBuilder, RWBSDFTileCountBuffer, 0u);
FStrataBSDFTilePassCS::FPermutationDomain PermutationVector;
PermutationVector.Set< FStrataBSDFTilePassCS::FWaveOps >(bWaveOps);
TShaderMapRef<FStrataBSDFTilePassCS> ComputeShader(View.ShaderMap, PermutationVector);
FStrataBSDFTilePassCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FStrataBSDFTilePassCS::FParameters>();
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->TileSizeLog2 = STRATA_TILE_SIZE_DIV_AS_SHIFT;
PassParameters->TileCount_Primary = StrataViewData->TileCount_Primary;
PassParameters->ViewResolution = View.ViewRect.Size();
PassParameters->MaxBytesPerPixel = StrataSceneData->MaxBytesPerPixel;
PassParameters->TopLayerTexture = StrataSceneData->TopLayerTexture;
PassParameters->MaterialTextureArray = StrataSceneData->MaterialTextureArraySRV;
PassParameters->TileListBuffer = StrataViewData->ClassificationTileListBufferSRV[EStrataTileType::EComplex];
PassParameters->TileIndirectBuffer = StrataViewData->ClassificationTileDispatchIndirectBuffer;
PassParameters->RWBSDFOffsetTexture = GraphBuilder.CreateUAV(StrataSceneData->BSDFOffsetTexture);
PassParameters->RWBSDFTileTexture = GraphBuilder.CreateUAV(StrataViewData->BSDFTileTexture);
PassParameters->RWBSDFTileCountBuffer = RWBSDFTileCountBuffer;
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Strata::BSDFTileAndOffsets(%s)", bWaveOps ? TEXT("Wave") : TEXT("SharedMemory")),
ComputeShader,
PassParameters,
PassParameters->TileIndirectBuffer,
TileTypeDispatchIndirectArgOffset(EStrataTileType::EComplex));
}
// Tile indirect dispatch args conversion
{
TShaderMapRef<FStrataBSDFTilePrepareArgsPassCS> ComputeShader(View.ShaderMap);
FStrataBSDFTilePrepareArgsPassCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FStrataBSDFTilePrepareArgsPassCS::FParameters>();
PassParameters->TileCount_Primary = StrataViewData->TileCount_Primary;
PassParameters->TileDrawIndirectDataBuffer = GraphBuilder.CreateSRV(StrataViewData->BSDFTileCountBuffer, PF_R32_UINT);
PassParameters->TileDispatchIndirectDataBuffer = GraphBuilder.CreateUAV(StrataViewData->BSDFTileDispatchIndirectBuffer, PF_R32_UINT);
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Strata::BSDFTilePrepareArgs"),
ComputeShader,
PassParameters,
FIntVector(1, 1, 1));
}
}
}
static void AddStrataClearMaterialBufferPass(
FRDGBuilder& GraphBuilder,
FRDGTextureUAVRef MaterialTextureArrayUAV,
FRDGTextureUAVRef SSSTextureUAV,
uint32 MaxBytesPerPixel,
FIntPoint TiledViewBufferResolution)
{
if (ClearDuringCategorization())
{
return;
}
TShaderMapRef<FStrataClearMaterialBufferCS> ComputeShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
FStrataClearMaterialBufferCS::FParameters* PassParameters = GraphBuilder.AllocParameters<FStrataClearMaterialBufferCS::FParameters>();
PassParameters->MaterialTextureArrayUAV = MaterialTextureArrayUAV;
PassParameters->SSSTextureUAV = SSSTextureUAV;
PassParameters->MaxBytesPerPixel = MaxBytesPerPixel;
PassParameters->TiledViewBufferResolution = TiledViewBufferResolution;
const uint32 GroupSize = 8;
FComputeShaderUtils::AddPass(
GraphBuilder,
RDG_EVENT_NAME("Strata::ClearMaterialBuffer"),
ComputeShader,
PassParameters,
FComputeShaderUtils::GetGroupCount(TiledViewBufferResolution, GroupSize));
}
bool ShouldRenderStrataDebugPasses(const FViewInfo& View)
{
return IsStrataEnabled() &&
(
(FVisualizeMaterialPS::CanRunStrataVizualizeMaterial(View.GetShaderPlatform()) && View.Family && View.Family->EngineShowFlags.VisualizeStrataMaterial)
|| (CVarStrataClassificationDebug.GetValueOnAnyThread() > 0)
|| ShouldRenderStrataRoughRefractionRnD()
);
}
FScreenPassTexture AddStrataDebugPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture& ScreenPassSceneColor)
{
check(IsStrataEnabled());
EShaderPlatform Platform = View.GetShaderPlatform();
if (FVisualizeMaterialPS::CanRunStrataVizualizeMaterial(Platform))
{
RDG_EVENT_SCOPE(GraphBuilder, "Strata::VisualizeMaterial");
AddVisualizeMaterialPasses(GraphBuilder, View, ScreenPassSceneColor.Texture, Platform);
}
const int32 StrataClassificationDebug = CVarStrataClassificationDebug.GetValueOnAnyThread();
if (StrataClassificationDebug > 0)
{
RDG_EVENT_SCOPE(GraphBuilder, "Strata::VisualizeClassification");
const bool bDebugPass = true;
if (StrataClassificationDebug > 1)
{
AddStrataInternalClassificationTilePass(GraphBuilder, View, nullptr, &ScreenPassSceneColor.Texture, EStrataTileType::EOpaqueRoughRefraction, bDebugPass);
AddStrataInternalClassificationTilePass(GraphBuilder, View, nullptr, &ScreenPassSceneColor.Texture, EStrataTileType::ESSSWithoutOpaqueRoughRefraction, bDebugPass);
}
else
{
AddStrataInternalClassificationTilePass(GraphBuilder, View, nullptr, &ScreenPassSceneColor.Texture, EStrataTileType::ESimple, bDebugPass);
AddStrataInternalClassificationTilePass(GraphBuilder, View, nullptr, &ScreenPassSceneColor.Texture, EStrataTileType::ESingle, bDebugPass);
AddStrataInternalClassificationTilePass(GraphBuilder, View, nullptr, &ScreenPassSceneColor.Texture, EStrataTileType::EComplex, bDebugPass);
}
}
StrataRoughRefractionRnD(GraphBuilder, View, ScreenPassSceneColor);
return MoveTemp(ScreenPassSceneColor);
}
} // namespace Strata