// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessVisualizeComplexity.cpp: Contains definitions for complexity viewmode. =============================================================================*/ #include "RendererPrivate.h" #include "ScenePrivate.h" #include "SceneFilterRendering.h" #include "PostProcessVisualizeComplexity.h" #include "SceneUtils.h" #include "PostProcessing.h" /** * Gets the maximum shader complexity count from the ini settings. */ float GetMaxShaderComplexityCount(ERHIFeatureLevel::Type InFeatureType) { return InFeatureType == ERHIFeatureLevel::ES2 ? GEngine->MaxES2PixelShaderAdditiveComplexityCount : GEngine->MaxPixelShaderAdditiveComplexityCount; } /** * Constructor - binds all shader params * @param Initializer - init data from shader compiler */ FVisualizeComplexityApplyPS::FVisualizeComplexityApplyPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); ShaderComplexityColors.Bind(Initializer.ParameterMap,TEXT("ShaderComplexityColors")); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); ShaderComplexityParams.Bind(Initializer.ParameterMap, TEXT("ShaderComplexityParams")); ShaderComplexityParams2.Bind(Initializer.ParameterMap, TEXT("ShaderComplexityParams2")); QuadOverdrawTexture.Bind(Initializer.ParameterMap,TEXT("QuadOverdrawTexture")); } void FVisualizeComplexityApplyPS::SetParameters( const FRenderingCompositePassContext& Context, const TArray& Colors, EColorSampling ColorSampling, float ComplexityScale, bool bLegend ) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); //Make sure there are at least NumShaderComplexityColors colors specified in the ini. //If there are more than NumShaderComplexityColors they will be ignored. check(Colors.Num() >= 1 && Colors.Num() <= MaxNumShaderComplexityColors); //pass the complexity -> color mapping into the pixel shader for(int32 ColorIndex = 0; ColorIndex < Colors.Num(); ColorIndex ++) { SetShaderValue(Context.RHICmdList, ShaderRHI, ShaderComplexityColors, Colors[ColorIndex], ColorIndex); } SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture); // Whether acccess or not the QuadOverdraw buffer. EDebugViewShaderMode DebugViewShaderMode = Context.View.Family->GetDebugViewShaderMode(); if (QuadOverdrawTexture.IsBound()) { const FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList); if (SceneContext.QuadOverdrawBuffer.IsValid() && SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture.IsValid()) { Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EGfxToGfx, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().UAV); SetTextureParameter(Context.RHICmdList, ShaderRHI, QuadOverdrawTexture, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture); } else // Otherwise fallback to a complexity mode that does not require the QuadOverdraw resources. { SetTextureParameter(Context.RHICmdList, ShaderRHI, QuadOverdrawTexture, FTextureRHIRef()); DebugViewShaderMode = DVSM_ShaderComplexity; } } FIntPoint UsedQuadBufferSize = (Context.View.ViewRect.Size() + FIntPoint(1, 1)) / 2; SetShaderValue(Context.RHICmdList, ShaderRHI, ShaderComplexityParams, FVector4(bLegend, DebugViewShaderMode, ColorSampling, ComplexityScale)); SetShaderValue(Context.RHICmdList, ShaderRHI, ShaderComplexityParams2, FVector4((float)Colors.Num(), 0, (float)UsedQuadBufferSize.X, (float)UsedQuadBufferSize.Y)); } IMPLEMENT_SHADER_TYPE(,FVisualizeComplexityApplyPS,TEXT("ShaderComplexityApplyPixelShader"),TEXT("Main"),SF_Pixel); //reuse the generic filter vertex declaration extern TGlobalResource GFilterVertexDeclaration; void FRCPassPostProcessVisualizeComplexity::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeComplexity); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntRect SrcRect = View.ViewRect; FIntRect DestRect = View.UnscaledViewRect; FIntPoint SrcSize = InputDesc->Extent; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(DestRect); // turn off culling and blending Context.RHICmdList.SetRasterizerState(TStaticRasterizerState::GetRHI()); Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); // turn off depth reads/writes Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); //reuse this generic vertex shader TShaderMapRef VertexShader(Context.GetShaderMap()); TShaderMapRef PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState VisualizeComplexityBoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), VisualizeComplexityBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context, Colors, ColorSampling, ComplexityScale, bLegend); DrawRectangle( Context.RHICmdList, 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, *VertexShader, EDRF_UseTriangleOptimization); if(bLegend) { FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel()); //later? Canvas.DrawShadowedString(DestRect.Max.X - DestRect.Width() / 3 - 64 + 8, DestRect.Max.Y - 80, TEXT("Overdraw"), GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor(0,0,0,0)); //later? Canvas.DrawShadowedString(DestRect.Min.X + 64 + 4, DestRect.Max.Y - 80, TEXT("VS Instructions"), GetStatsFont(), FLinearColor(0.0f, 0.0f, 0.0f), FLinearColor(0,0,0,0)); if (View.Family->GetDebugViewShaderMode() == DVSM_QuadComplexity) { int32 StartX = DestRect.Min.X + 62; int32 EndX = DestRect.Max.X - 66; int32 NumOffset = (EndX - StartX) / (Colors.Num() - 1); for (int32 PosX = StartX, Number = 0; PosX <= EndX; PosX += NumOffset, ++Number) { FString Line; Line = FString::Printf(TEXT("%d"), Number); Canvas.DrawShadowedString(PosX, DestRect.Max.Y - 87, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); } } else { Canvas.DrawShadowedString(DestRect.Min.X + 63, DestRect.Max.Y - 51, TEXT("Good"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Canvas.DrawShadowedString(DestRect.Min.X + 63 + (int32)(DestRect.Width() * 107.0f / 397.0f), DestRect.Max.Y - 51, TEXT("Bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Canvas.DrawShadowedString(DestRect.Max.X - 162, DestRect.Max.Y - 51, TEXT("Extremely bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Canvas.DrawShadowedString(DestRect.Min.X + 62, DestRect.Max.Y - 87, TEXT("0"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); FString Line; Line = FString::Printf(TEXT("MaxShaderComplexityCount=%d"), (int32)GetMaxShaderComplexityCount(Context.GetFeatureLevel())); Canvas.DrawShadowedString(DestRect.Max.X - 260, DestRect.Max.Y - 88, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); } Canvas.Flush_RenderThread(Context.RHICmdList); } Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); } FPooledRenderTargetDesc FRCPassPostProcessVisualizeComplexity::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc; Ret.Reset(); Ret.DebugName = TEXT("VisualizeComplexity"); return Ret; }