// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= PixelShaderUtils.cpp: Implementations of utilities for pixel shaders. =============================================================================*/ #include "PixelShaderUtils.h" #include "CommonRenderResources.h" #include "RenderGraph.h" // static void FPixelShaderUtils::DrawFullscreenTriangle(FRHICommandList& RHICmdList, uint32 InstanceCount) { RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0); RHICmdList.DrawIndexedPrimitive( GScreenRectangleIndexBuffer.IndexBufferRHI, /*BaseVertexIndex=*/ 0, /*MinIndex=*/ 0, /*NumVertices=*/ 3, /*StartIndex=*/ 6, /*NumPrimitives=*/ 1, /*NumInstances=*/ InstanceCount); } // static void FPixelShaderUtils::DrawFullscreenQuad(FRHICommandList& RHICmdList, uint32 InstanceCount) { RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0); RHICmdList.DrawIndexedPrimitive( GScreenRectangleIndexBuffer.IndexBufferRHI, /*BaseVertexIndex=*/ 0, /*MinIndex=*/ 0, /*NumVertices=*/ 4, /*StartIndex=*/ 0, /*NumPrimitives=*/ 2, /*NumInstances=*/ InstanceCount); } // static void FPixelShaderUtils::InitFullscreenPipelineState( FRHICommandList& RHICmdList, const TShaderMap* GlobalShaderMap, const FShader* PixelShader, FGraphicsPipelineStateInitializer& GraphicsPSOInit) { TShaderMapRef VertexShader(GlobalShaderMap); RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit); GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI(); GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState::GetRHI(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(PixelShader); GraphicsPSOInit.PrimitiveType = PT_TriangleList; }