Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeComplexity.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

204 lines
9.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "CanvasTypes.h"
#include "RenderTargetTemp.h"
class FVisualizeComplexityApplyPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeComplexityApplyPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeComplexityApplyPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<uint>, QuadOverdrawTexture)
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
SHADER_PARAMETER_ARRAY(FLinearColor, ShaderComplexityColors, [MaxNumShaderComplexityColors])
SHADER_PARAMETER(FIntPoint, UsedQuadTextureSize)
SHADER_PARAMETER(uint32, bLegend)
SHADER_PARAMETER(uint32, bShowError)
SHADER_PARAMETER(uint32, DebugViewShaderMode)
SHADER_PARAMETER(uint32, ColorSamplingMethod)
SHADER_PARAMETER(float, ShaderComplexityColorCount)
SHADER_PARAMETER(float, ComplexityScale)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("READ_QUAD_OVERDRAW"), AllowDebugViewShaderMode(DVSM_QuadComplexity, Parameters.Platform, GetMaxSupportedFeatureLevel(Parameters.Platform)));
OutEnvironment.SetDefine(TEXT("MAX_NUM_COMPLEXITY_COLORS"), MaxNumShaderComplexityColors);
// EVisualizeComplexityColorSamplingMethod values
OutEnvironment.SetDefine(TEXT("CS_RAMP"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Ramp);
OutEnvironment.SetDefine(TEXT("CS_LINEAR"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Linear);
OutEnvironment.SetDefine(TEXT("CS_STAIR"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Stair);
// EDebugViewShaderMode values
OutEnvironment.SetDefine(TEXT("DVSM_None"), (uint32)DVSM_None);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexity"), (uint32)DVSM_ShaderComplexity);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexityContainedQuadOverhead"), (uint32)DVSM_ShaderComplexityContainedQuadOverhead);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexityBleedingQuadOverhead"), (uint32)DVSM_ShaderComplexityBleedingQuadOverhead);
OutEnvironment.SetDefine(TEXT("DVSM_QuadComplexity"), (uint32)DVSM_QuadComplexity);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeComplexityApplyPS, "/Engine/Private/ShaderComplexityApplyPixelShader.usf", "Main", SF_Pixel);
float GetMaxShaderComplexityCount(ERHIFeatureLevel::Type FeatureLevel)
{
switch (FeatureLevel)
{
case ERHIFeatureLevel::ES2:
return GEngine->MaxES2PixelShaderAdditiveComplexityCount;
case ERHIFeatureLevel::ES3_1:
return GEngine->MaxES3PixelShaderAdditiveComplexityCount;
default:
return GEngine->MaxPixelShaderAdditiveComplexityCount;
}
}
FScreenPassTexture AddVisualizeComplexityPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeComplexityInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeComplexity"));
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
FVisualizeComplexityApplyPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeComplexityApplyPS::FParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->InputTexture = Inputs.SceneColor.Texture;
PassParameters->InputSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
{
const int32 ClampedColorCount = FMath::Min<int32>(Inputs.Colors.Num(), MaxNumShaderComplexityColors);
if (ClampedColorCount > 0)
{
for (int32 ColorIndex = 0; ColorIndex < ClampedColorCount; ColorIndex++)
{
PassParameters->ShaderComplexityColors[ColorIndex] = Inputs.Colors[ColorIndex];
}
PassParameters->ShaderComplexityColorCount = ClampedColorCount;
}
else // Otherwise fallback to a safe value.
{
PassParameters->ShaderComplexityColors[0] = FLinearColor::Gray;
PassParameters->ShaderComplexityColorCount = 1;
}
}
const uint32 ShaderComplexityColorCount = PassParameters->ShaderComplexityColorCount;
PassParameters->MiniFontTexture = GetMiniFontTexture();
const FSceneRenderTargets& SceneRenderTargets = FSceneRenderTargets::Get(GraphBuilder.RHICmdList);
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
if (FRDGTextureRef QuadOverdrawTexture = GraphBuilder.TryRegisterExternalTexture(SceneRenderTargets.QuadOverdrawBuffer))
{
PassParameters->QuadOverdrawTexture = QuadOverdrawTexture;
PassParameters->DebugViewShaderMode = DebugViewShaderMode;
}
else // Otherwise fallback to a complexity mode that does not require the QuadOverdraw resources.
{
PassParameters->DebugViewShaderMode = DVSM_ShaderComplexity;
}
PassParameters->bLegend = Inputs.bDrawLegend;
PassParameters->bShowError = PassParameters->DebugViewShaderMode != DVSM_QuadComplexity;
PassParameters->ColorSamplingMethod = (uint32)Inputs.ColorSamplingMethod;
PassParameters->ComplexityScale = Inputs.ComplexityScale;
PassParameters->UsedQuadTextureSize = FIntPoint(View.ViewRect.Size() + FIntPoint(1, 1)) / 2;
TShaderMapRef<FVisualizeComplexityApplyPS> PixelShader(View.ShaderMap);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeComplexity");
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, FScreenPassTextureViewport(Output), InputViewport, *PixelShader, PassParameters);
Output.LoadAction = ERenderTargetLoadAction::ELoad;
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output,
[Output, &View, ShaderComplexityColorCount](FCanvas& Canvas)
{
if (View.Family->GetDebugViewShaderMode() == DVSM_QuadComplexity)
{
int32 StartX = Output.ViewRect.Min.X + 62;
int32 EndX = Output.ViewRect.Max.X - 66;
int32 NumOffset = (EndX - StartX) / (ShaderComplexityColorCount - 1);
for (int32 PosX = StartX, Number = 0; PosX <= EndX; PosX += NumOffset, ++Number)
{
FString Line;
Line = FString::Printf(TEXT("%d"), Number);
Canvas.DrawShadowedString(PosX, Output.ViewRect.Max.Y - 87, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
}
}
else
{
Canvas.DrawShadowedString(Output.ViewRect.Min.X + 63, Output.ViewRect.Max.Y - 51, TEXT("Good"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(Output.ViewRect.Min.X + 63 + (int32)(Output.ViewRect.Width() * 107.0f / 397.0f), Output.ViewRect.Max.Y - 51, TEXT("Bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(Output.ViewRect.Max.X - 162, Output.ViewRect.Max.Y - 51, TEXT("Extremely bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(Output.ViewRect.Min.X + 62, Output.ViewRect.Max.Y - 87, TEXT("0"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
FString Line;
Line = FString::Printf(TEXT("MaxShaderComplexityCount=%d"), (int32)GetMaxShaderComplexityCount(View.GetFeatureLevel()));
Canvas.DrawShadowedString(Output.ViewRect.Max.X - 260, Output.ViewRect.Max.Y - 88, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
}
});
return MoveTemp(Output);
}
FRenderingCompositeOutputRef AddVisualizeComplexityPass(
FRenderingCompositionGraph& Graph,
FRenderingCompositeOutputRef Input,
const TArray<FLinearColor>& InColors,
FVisualizeComplexityInputs::EColorSamplingMethod InColorSampling,
float InComplexityScale,
bool bInLegend)
{
FRenderingCompositePass* Pass = Graph.RegisterPass(
new(FMemStack::Get()) TRCPassForRDG<1, 1>(
[InColors, InColorSampling, InComplexityScale, bInLegend](FRenderingCompositePass* InPass, FRenderingCompositePassContext& InContext)
{
FRDGBuilder GraphBuilder(InContext.RHICmdList);
FVisualizeComplexityInputs PassInputs;
PassInputs.SceneColor.Texture = InPass->CreateRDGTextureForRequiredInput(GraphBuilder, ePId_Input0, TEXT("SceneColor"));
PassInputs.SceneColor.ViewRect = InContext.SceneColorViewRect;
PassInputs.Colors = InColors;
PassInputs.ColorSamplingMethod = InColorSampling;
PassInputs.ComplexityScale = InComplexityScale;
PassInputs.bDrawLegend = bInLegend;
if (FRDGTextureRef OverrideOutputTexture = InPass->FindRDGTextureForOutput(GraphBuilder, ePId_Output0, TEXT("FrameBuffer")))
{
PassInputs.OverrideOutput.Texture = OverrideOutputTexture;
PassInputs.OverrideOutput.ViewRect = InContext.GetSceneColorDestRect(InPass);
PassInputs.OverrideOutput.LoadAction = InContext.View.IsFirstInFamily() ? ERenderTargetLoadAction::EClear : ERenderTargetLoadAction::ELoad;
}
FScreenPassTexture PassOutput = AddVisualizeComplexityPass(GraphBuilder, InContext.View, PassInputs);
InPass->ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, PassOutput.Texture);
GraphBuilder.Execute();
}));
Pass->SetInput(ePId_Input0, Input);
return Pass;
}