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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/VisualizeTexture.h
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

137 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraph.h"
class FOutputDevice;
#define SUPPORTS_VISUALIZE_TEXTURE (WITH_ENGINE && !(UE_BUILD_SHIPPING || UE_BUILD_TEST))
class RENDERCORE_API FVisualizeTexture : public FRenderResource
{
public:
FVisualizeTexture() = default;
void ParseCommands(const TCHAR* Cmd, FOutputDevice &Ar);
void DebugLogOnCrash();
void GetTextureInfos_GameThread(TArray<FString>& Infos) const;
/** Creates a new checkpoint (e.g. "SceneDepth@N") for the pooled render target. A null parameter is a no-op. */
#if SUPPORTS_VISUALIZE_TEXTURE
void SetCheckPoint(FRHICommandListImmediate& RHICmdList, IPooledRenderTarget* PooledRenderTarget);
#else
inline void SetCheckPoint(FRHICommandListImmediate& RHICmdList, IPooledRenderTarget* PooledRenderTarget) {}
#endif
private:
enum class EFlags
{
None = 0,
SaveBitmap = 1 << 0,
SaveBitmapAsStencil = 1 << 1, // stencil normally displays in the alpha channel of depth buffer visualization. This option is just for BMP writeout to get a stencil only BMP.
FullList = 1 << 2,
};
FRIEND_ENUM_CLASS_FLAGS(EFlags);
enum class EDebugLogVerbosity
{
Default,
Extended
};
enum class EInputUVMapping
{
LeftTop,
Whole,
PixelPerfectCenter,
PictureInPicture
};
enum class EInputValueMapping
{
Color,
Depth,
Shadow
};
enum class ESortBy
{
Index,
Name,
Size
};
enum class EShaderOp
{
Frac,
Saturate
};
#if SUPPORTS_VISUALIZE_TEXTURE
void DebugLog(EDebugLogVerbosity Verbosity);
/** Determine whether a texture should be captured for debugging purposes and return the capture id if needed. */
TOptional<uint32> ShouldCapture(const TCHAR* DebugName, uint32 MipIndex);
/** Create a pass capturing a texture. */
void CreateContentCapturePass(FRDGBuilder& GraphBuilder, FRDGTextureRef Texture, uint32 CaptureId);
void ReleaseDynamicRHI() override;
void Visualize(const FString& InName, TOptional<uint32> InVersion = {});
uint32 GetVersionCount(const TCHAR* InName) const;
struct FConfig
{
float RGBMul = 1.0f;
float AMul = 0.0f;
// -1=off, 0=R, 1=G, 2=B, 3=A
int32 SingleChannel = -1;
float SingleChannelMul = 0.0f;
EFlags Flags = EFlags::None;
ESortBy SortBy = ESortBy::Index;
EInputUVMapping InputUVMapping = EInputUVMapping::PictureInPicture;
EShaderOp ShaderOp = EShaderOp::Frac;
uint32 MipIndex = 0;
uint32 ArrayIndex = 0;
} Config;
struct FRequested
{
FString Name;
TOptional<uint32> Version;
} Requested;
struct FCaptured
{
FCaptured()
{
Desc.DebugName = TEXT("VisualizeTexture");
}
TRefCountPtr<IPooledRenderTarget> PooledRenderTarget;
FRDGTextureRef Texture = nullptr;
FPooledRenderTargetDesc Desc;
EInputValueMapping InputValueMapping = EInputValueMapping::Color;
} Captured;
ERHIFeatureLevel::Type FeatureLevel = ERHIFeatureLevel::SM5;
// Maps a texture name to its checkpoint version.
TMap<const TCHAR*, uint32> VersionCountMap;
#endif
friend class FRDGBuilder;
friend class FVisualizeTexturePresent;
};
ENUM_CLASS_FLAGS(FVisualizeTexture::EFlags);
/** The global render targets for easy shading. */
extern RENDERCORE_API TGlobalResource<FVisualizeTexture> GVisualizeTexture;