// Copyright Epic Games, Inc. All Rights Reserved. #include "DBufferTextures.h" #include "RendererUtils.h" #include "RenderGraphUtils.h" #include "SceneUtils.h" #include "ScenePrivate.h" bool FDBufferTextures::IsValid() const { check(!DBufferA || (DBufferB && DBufferC)); return HasBeenProduced(DBufferA); } EDecalDBufferMaskTechnique GetDBufferMaskTechnique(EShaderPlatform ShaderPlatform) { const bool bWriteMaskDBufferMask = RHISupportsRenderTargetWriteMask(ShaderPlatform); const bool bPerPixelDBufferMask = FDataDrivenShaderPlatformInfo::GetSupportsPerPixelDBufferMask(ShaderPlatform); checkf(!bWriteMaskDBufferMask || !bPerPixelDBufferMask, TEXT("The WriteMask and PerPixel DBufferMask approaches cannot be enabled at the same time. They are mutually exclusive.")); if (bWriteMaskDBufferMask) { return EDecalDBufferMaskTechnique::WriteMask; } else if (bPerPixelDBufferMask) { return EDecalDBufferMaskTechnique::PerPixel; } return EDecalDBufferMaskTechnique::Disabled; } FDBufferTextures CreateDBufferTextures(FRDGBuilder& GraphBuilder, FIntPoint Extent, EShaderPlatform ShaderPlatform) { FDBufferTextures DBufferTextures; if (IsUsingDBuffers(ShaderPlatform)) { const EDecalDBufferMaskTechnique DBufferMaskTechnique = GetDBufferMaskTechnique(ShaderPlatform); const ETextureCreateFlags WriteMaskFlags = DBufferMaskTechnique == EDecalDBufferMaskTechnique::WriteMask ? TexCreate_NoFastClearFinalize | TexCreate_DisableDCC : TexCreate_None; const ETextureCreateFlags BaseFlags = WriteMaskFlags | TexCreate_ShaderResource | TexCreate_RenderTargetable; const ERDGTextureFlags TextureFlags = DBufferMaskTechnique != EDecalDBufferMaskTechnique::Disabled ? ERDGTextureFlags::MaintainCompression : ERDGTextureFlags::None; FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(Extent, PF_B8G8R8A8, FClearValueBinding::None, BaseFlags); Desc.Flags = BaseFlags | GFastVRamConfig.DBufferA; Desc.ClearValue = FClearValueBinding::Black; DBufferTextures.DBufferA = GraphBuilder.CreateTexture(Desc, TEXT("DBufferA"), TextureFlags); Desc.Flags = BaseFlags | GFastVRamConfig.DBufferB; Desc.ClearValue = FClearValueBinding(FLinearColor(128.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f, 1)); DBufferTextures.DBufferB = GraphBuilder.CreateTexture(Desc, TEXT("DBufferB"), TextureFlags); Desc.Flags = BaseFlags | GFastVRamConfig.DBufferC; Desc.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 1)); DBufferTextures.DBufferC = GraphBuilder.CreateTexture(Desc, TEXT("DBufferC"), TextureFlags); if (DBufferMaskTechnique == EDecalDBufferMaskTechnique::PerPixel) { // Note: 32bpp format is used here to utilize color compression hardware (same as other DBuffer targets). // This significantly reduces bandwidth for clearing, writing and reading on some GPUs. // While a smaller format, such as R8_UINT, will use less video memory, it will result in slower clears and higher bandwidth requirements. check(Desc.Format == PF_B8G8R8A8); Desc.Flags = TexCreate_ShaderResource | TexCreate_RenderTargetable; Desc.ClearValue = FClearValueBinding::Transparent; DBufferTextures.DBufferMask = GraphBuilder.CreateTexture(Desc, TEXT("DBufferMask")); } } return DBufferTextures; } FDBufferParameters GetDBufferParameters(FRDGBuilder& GraphBuilder, const FDBufferTextures& DBufferTextures, EShaderPlatform ShaderPlatform) { const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder); FDBufferParameters Parameters; Parameters.DBufferATextureSampler = TStaticSamplerState<>::GetRHI(); Parameters.DBufferBTextureSampler = TStaticSamplerState<>::GetRHI(); Parameters.DBufferCTextureSampler = TStaticSamplerState<>::GetRHI(); Parameters.DBufferATexture = SystemTextures.BlackAlphaOne; Parameters.DBufferBTexture = SystemTextures.DefaultNormal8Bit; Parameters.DBufferCTexture = SystemTextures.BlackAlphaOne; Parameters.DBufferRenderMask = SystemTextures.White; if (DBufferTextures.IsValid()) { Parameters.DBufferATexture = DBufferTextures.DBufferA; Parameters.DBufferBTexture = DBufferTextures.DBufferB; Parameters.DBufferCTexture = DBufferTextures.DBufferC; if (DBufferTextures.DBufferMask) { Parameters.DBufferRenderMask = DBufferTextures.DBufferMask; } } return Parameters; }