// Copyright Epic Games, Inc. All Rights Reserved. #include "ScreenPass.h" #include "EngineGlobals.h" #include "ScenePrivate.h" #include "RendererModule.h" #include "RenderGraphUtils.h" IMPLEMENT_GLOBAL_SHADER(FScreenPassVS, "/Engine/Private/ScreenPass.usf", "ScreenPassVS", SF_Vertex); RENDERER_API const FScreenTransform FScreenTransform::Identity(FVector2f(1.0f, 1.0f), FVector2f(0.0f, 0.0f)); RENDERER_API const FScreenTransform FScreenTransform::ScreenPosToViewportUV(FVector2f(0.5f, -0.5f), FVector2f(0.5f, 0.5f)); RENDERER_API const FScreenTransform FScreenTransform::ViewportUVToScreenPos(FVector2f(2.0f, -2.0f), FVector2f(-1.0f, 1.0f)); FRHITexture* GetMiniFontTexture() { if (GSystemTextures.AsciiTexture) { return GSystemTextures.AsciiTexture->GetRHI(); } else { return GSystemTextures.WhiteDummy->GetRHI(); } } FRDGTextureRef TryCreateViewFamilyTexture(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily) { FRHITexture* TextureRHI = ViewFamily.RenderTarget->GetRenderTargetTexture(); FRDGTextureRef Texture = nullptr; if (TextureRHI) { Texture = RegisterExternalTexture(GraphBuilder, TextureRHI, TEXT("ViewFamilyTexture")); GraphBuilder.SetTextureAccessFinal(Texture, ERHIAccess::RTV); } return Texture; } FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters(const FScreenPassTextureViewport& InViewport) { const FVector2f Extent(InViewport.Extent); const FVector2f ViewportMin(InViewport.Rect.Min.X, InViewport.Rect.Min.Y); const FVector2f ViewportMax(InViewport.Rect.Max.X, InViewport.Rect.Max.Y); const FVector2f ViewportSize = ViewportMax - ViewportMin; FScreenPassTextureViewportParameters Parameters; if (!InViewport.IsEmpty()) { Parameters.Extent = Extent; Parameters.ExtentInverse = FVector2f(1.0f / Extent.X, 1.0f / Extent.Y); Parameters.ScreenPosToViewportScale = FVector2f(0.5f, -0.5f) * ViewportSize; Parameters.ScreenPosToViewportBias = (0.5f * ViewportSize) + ViewportMin; Parameters.ViewportMin = InViewport.Rect.Min; Parameters.ViewportMax = InViewport.Rect.Max; Parameters.ViewportSize = ViewportSize; Parameters.ViewportSizeInverse = FVector2f(1.0f / Parameters.ViewportSize.X, 1.0f / Parameters.ViewportSize.Y); Parameters.UVViewportMin = ViewportMin * Parameters.ExtentInverse; Parameters.UVViewportMax = ViewportMax * Parameters.ExtentInverse; Parameters.UVViewportSize = Parameters.UVViewportMax - Parameters.UVViewportMin; Parameters.UVViewportSizeInverse = FVector2f(1.0f / Parameters.UVViewportSize.X, 1.0f / Parameters.UVViewportSize.Y); Parameters.UVViewportBilinearMin = Parameters.UVViewportMin + 0.5f * Parameters.ExtentInverse; Parameters.UVViewportBilinearMax = Parameters.UVViewportMax - 0.5f * Parameters.ExtentInverse; } return Parameters; } // static FScreenTransform FScreenTransform::ChangeTextureUVCoordinateFromTo( const FScreenPassTextureViewport& SrcViewport, const FScreenPassTextureViewport& DestViewport) { return ( ChangeTextureBasisFromTo(SrcViewport, ETextureBasis::TextureUV, ETextureBasis::ViewportUV) * ChangeTextureBasisFromTo(DestViewport, ETextureBasis::ViewportUV, ETextureBasis::TextureUV)); } // static FScreenTransform FScreenTransform::SvPositionToViewportUV(const FIntRect& SrcViewport) { return (FScreenTransform::Identity - SrcViewport.Min) / SrcViewport.Size(); } // static FScreenTransform FScreenTransform::DispatchThreadIdToViewportUV(const FIntRect& SrcViewport) { return (FScreenTransform::Identity + 0.5f) / SrcViewport.Size(); } void SetScreenPassPipelineState(FRHICommandList& RHICmdList, const FScreenPassPipelineState& ScreenPassDraw) { FGraphicsPipelineStateInitializer GraphicsPSOInit; RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit); GraphicsPSOInit.BlendState = ScreenPassDraw.BlendState; GraphicsPSOInit.RasterizerState = TStaticRasterizerState::GetRHI(); GraphicsPSOInit.DepthStencilState = ScreenPassDraw.DepthStencilState; GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = ScreenPassDraw.VertexDeclaration; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = ScreenPassDraw.VertexShader.GetVertexShader(); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ScreenPassDraw.PixelShader.GetPixelShader(); GraphicsPSOInit.PrimitiveType = PT_TriangleList; SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, ScreenPassDraw.StencilRef); } void AddDrawTexturePass( FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef InputTexture, FRDGTextureRef OutputTexture, FIntPoint InputPosition, FIntPoint OutputPosition, FIntPoint Size) { const FRDGTextureDesc& InputDesc = InputTexture->Desc; const FRDGTextureDesc& OutputDesc = OutputTexture->Desc; // Use a hardware copy if formats match. if (InputDesc.Format == OutputDesc.Format) { return AddCopyTexturePass(GraphBuilder, InputTexture, OutputTexture, InputPosition, OutputPosition, Size); } if (Size == FIntPoint::ZeroValue) { // Copy entire input texture to output texture. Size = InputTexture->Desc.Extent; } // Don't prime color data if the whole texture is being overwritten. const ERenderTargetLoadAction LoadAction = (OutputPosition == FIntPoint::ZeroValue && Size == OutputDesc.Extent) ? ERenderTargetLoadAction::ENoAction : ERenderTargetLoadAction::ELoad; const FScreenPassTextureViewport InputViewport(InputDesc.Extent, FIntRect(InputPosition, InputPosition + Size)); const FScreenPassTextureViewport OutputViewport(OutputDesc.Extent, FIntRect(OutputPosition, OutputPosition + Size)); TShaderMapRef PixelShader(View.ShaderMap); FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters(); Parameters->InputTexture = InputTexture; Parameters->InputSampler = TStaticSamplerState<>::GetRHI(); Parameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, LoadAction); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), View, OutputViewport, InputViewport, PixelShader, Parameters); } void AddDrawTexturePass( FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture Input, FScreenPassRenderTarget Output) { const FScreenPassTextureViewport InputViewport(Input); const FScreenPassTextureViewport OutputViewport(Output); TShaderMapRef PixelShader(View.ShaderMap); FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters(); Parameters->InputTexture = Input.Texture; Parameters->InputSampler = TStaticSamplerState<>::GetRHI(); Parameters->RenderTargets[0] = Output.GetRenderTargetBinding(); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), View, OutputViewport, InputViewport, PixelShader, Parameters); } class FDownsampleDepthPS : public FGlobalShader { public: DECLARE_GLOBAL_SHADER(FDownsampleDepthPS); SHADER_USE_PARAMETER_STRUCT(FDownsampleDepthPS, FGlobalShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture) SHADER_PARAMETER(FVector2f, DestinationTexelSize) SHADER_PARAMETER(FVector2f, SourceMaxUV) SHADER_PARAMETER(FVector2f, DestinationResolution) SHADER_PARAMETER(uint32, DownsampleDepthFilter) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FDownsampleDepthPS, "/Engine/Private/DownsampleDepthPixelShader.usf", "Main", SF_Pixel); void AddDownsampleDepthPass( FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture Input, FScreenPassRenderTarget Output, EDownsampleDepthFilter DownsampleDepthFilter) { const FScreenPassTextureViewport InputViewport(Input); const FScreenPassTextureViewport OutputViewport(Output); TShaderMapRef VertexShader(View.ShaderMap); TShaderMapRef PixelShader(View.ShaderMap); FDownsampleDepthPS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->View = View.ViewUniformBuffer; PassParameters->DepthTexture = Input.Texture; PassParameters->DestinationTexelSize = FVector2f(1.0f / OutputViewport.Extent.X, 1.0f / OutputViewport.Extent.X); PassParameters->SourceMaxUV = FVector2f((View.ViewRect.Max.X - 0.5f) / InputViewport.Extent.X, (View.ViewRect.Max.Y - 0.5f) / InputViewport.Extent.Y); PassParameters->DownsampleDepthFilter = (uint32)DownsampleDepthFilter; const int32 DownsampledSizeX = OutputViewport.Rect.Width(); const int32 DownsampledSizeY = OutputViewport.Rect.Height(); PassParameters->DestinationResolution = FVector2f(DownsampledSizeX, DownsampledSizeY); PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(Output.Texture, Output.LoadAction, Output.LoadAction, FExclusiveDepthStencil::DepthWrite_StencilWrite); FRHIDepthStencilState* DepthStencilState = TStaticDepthStencilState::GetRHI(); static const TCHAR* kFilterNames[] = { TEXT("Point"), TEXT("Max"), TEXT("CheckerMinMax"), }; AddDrawScreenPass( GraphBuilder, RDG_EVENT_NAME("DownsampleDepth(%s) %dx%dx -> %dx%d", kFilterNames[int32(DownsampleDepthFilter)], InputViewport.Rect.Width(), InputViewport.Rect.Height(), OutputViewport.Rect.Width(), OutputViewport.Rect.Height()), View, OutputViewport, InputViewport, VertexShader, PixelShader, DepthStencilState, PassParameters); }