Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ShaderComplexityRendering.cpp
christopher waters c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -04:00

145 lines
6.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShaderComplexityRendering.cpp: Contains definitions for rendering the shader complexity viewmode.
=============================================================================*/
#include "ShaderComplexityRendering.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
int32 GCacheShaderComplexityShaders = 0;
static FAutoConsoleVariableRef CVarCacheShaderComplexityShaders(
TEXT("r.ShaderComplexity.CacheShaders"),
GCacheShaderComplexityShaders,
TEXT("If non zero, store the shader complexity shaders in the material shader map, to prevent compile on-the-fly lag. (default=0)"),
ECVF_ReadOnly
);
int32 GShaderComplexityBaselineForwardVS = 134;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardVS(
TEXT("r.ShaderComplexity.Baseline.Forward.VS"),
GShaderComplexityBaselineForwardVS,
TEXT("Minimum number of instructions for vertex shaders in forward shading (default=134)"),
ECVF_Default
);
int32 GShaderComplexityBaselineForwardPS = 635;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardPS(
TEXT("r.ShaderComplexity.Baseline.Forward.PS"),
GShaderComplexityBaselineForwardPS,
TEXT("Minimum number of instructions for pixel shaders in forward shading (default=635)"),
ECVF_Default
);
int32 GShaderComplexityBaselineForwardUnlitPS = 47;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardUnlitPS(
TEXT("r.ShaderComplexity.Baseline.Forward.UnlitPS"),
GShaderComplexityBaselineForwardUnlitPS,
TEXT("Minimum number of instructions for unlit material pixel shaders in forward shading (default=47)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredVS = 41;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredVS(
TEXT("r.ShaderComplexity.Baseline.Deferred.VS"),
GShaderComplexityBaselineDeferredVS,
TEXT("Minimum number of instructions for vertex shaders in deferred shading (default=41)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredPS = 111;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredPS(
TEXT("r.ShaderComplexity.Baseline.Deferred.PS"),
GShaderComplexityBaselineDeferredPS,
TEXT("Minimum number of instructions for pixel shaders in deferred shading (default=111)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredUnlitPS = 33;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredUnlitPS(
TEXT("r.ShaderComplexity.Baseline.Deferred.UnlitPS"),
GShaderComplexityBaselineDeferredUnlitPS,
TEXT("Minimum number of instructions for unlit material pixel shaders in deferred shading (default=33)"),
ECVF_Default
);
IMPLEMENT_SHADER_TYPE(,FComplexityAccumulatePS,TEXT("/Engine/Private/ShaderComplexityAccumulatePixelShader.usf"),TEXT("Main"),SF_Pixel);
void FComplexityAccumulateInterface::GetDebugViewModeShaderBindings(
const FDebugViewModePS& BaseShader,
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
const FMaterial& RESTRICT Material,
EDebugViewShaderMode DebugViewMode,
const FVector& ViewOrigin,
int32 VisualizeLODIndex,
int32 VisualizeElementIndex,
int32 NumVSInstructions,
int32 NumPSInstructions,
int32 ViewModeParam,
FName ViewModeParamName,
FMeshDrawSingleShaderBindings& ShaderBindings
) const
{
const FComplexityAccumulatePS& Shader = static_cast<const FComplexityAccumulatePS&>(BaseShader);
// normalize the complexity so we can fit it in a low precision scene color which is necessary on some platforms
// late value is for overdraw which can be problematic with a low precision float format, at some point the precision isn't there any more and it doesn't accumulate
if (DebugViewMode == DVSM_QuadComplexity)
{
ShaderBindings.Add(Shader.NormalizedComplexity, FVector4(NormalizedQuadComplexityValue));
ShaderBindings.Add(Shader.ShowQuadOverdraw, 1);
}
else
{
const float NormalizeMul = 1.0f / GetMaxShaderComplexityCount(Material.GetFeatureLevel());
ShaderBindings.Add(Shader.NormalizedComplexity, FVector4(NumPSInstructions * NormalizeMul, NumVSInstructions * NormalizeMul, 1 / 32.0f));
ShaderBindings.Add(Shader.ShowQuadOverdraw, DebugViewMode != DVSM_ShaderComplexity ? 1 : 0);
}
}
void FComplexityAccumulateInterface::AddShaderTypes(ERHIFeatureLevel::Type InFeatureLevel,
const FVertexFactoryType* InVertexFactoryType,
FMaterialShaderTypes& OutShaderTypes) const
{
AddDebugViewModeShaderTypes(InFeatureLevel, InVertexFactoryType, OutShaderTypes);
FComplexityAccumulatePS::FPermutationDomain PermutationVector;
EShaderPlatform ShaderPlatform = GShaderPlatformForFeatureLevel[InFeatureLevel];
FComplexityAccumulatePS::EQuadOverdraw QuadOverdraw = AllowDebugViewShaderMode(DVSM_QuadComplexity, ShaderPlatform, InFeatureLevel) ? FComplexityAccumulatePS::EQuadOverdraw::Enable : FComplexityAccumulatePS::EQuadOverdraw::Disable;
PermutationVector.Set<FComplexityAccumulatePS::FQuadOverdraw>(QuadOverdraw);
OutShaderTypes.AddShaderType<FComplexityAccumulatePS>(PermutationVector.ToDimensionValueId());
}
void FComplexityAccumulateInterface::SetDrawRenderState(EBlendMode BlendMode, FRenderState& DrawRenderState, bool bHasDepthPrepassForMaskedMaterial) const
{
if (BlendMode == BLEND_Opaque)
{
DrawRenderState.DepthStencilState = TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI();
}
else if (BlendMode == BLEND_Masked)
{
if (bHasDepthPrepassForMaskedMaterial)
{
DrawRenderState.DepthStencilState = TStaticDepthStencilState<false, CF_Equal>::GetRHI();
}
else
{
DrawRenderState.DepthStencilState = TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI();
}
}
else // Translucent
{
DrawRenderState.DepthStencilState = TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI();
}
DrawRenderState.BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_One>::GetRHI();
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)