Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DebugViewModeRendering.cpp
zach bethel 2103b268d4 Clean up of base pass uniform buffers to only include RDG versions.
#rb christopher.waters
#rnx

[CL 14636107 by zach bethel in ue5-main branch]
2020-11-02 16:51:34 -04:00

385 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DebugViewModeRendering.cpp: Contains definitions for rendering debug viewmodes.
=============================================================================*/
#include "DebugViewModeRendering.h"
#include "Materials/Material.h"
#include "ShaderComplexityRendering.h"
#include "PrimitiveDistanceAccuracyRendering.h"
#include "MeshTexCoordSizeAccuracyRendering.h"
#include "MaterialTexCoordScalesRendering.h"
#include "RequiredTextureResolutionRendering.h"
#include "ViewMode/LODColorationRendering.h"
#include "PrimitiveSceneInfo.h"
#include "ScenePrivate.h"
#include "PostProcessing.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "PostProcess/PostProcessSelectionOutline.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/TemporalAA.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "MeshPassProcessor.inl"
IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FDebugViewModePassUniformParameters, "DebugViewModePass", SceneTextures);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
void SetupDebugViewModePassUniformBufferConstants(const FViewInfo& ViewInfo, FDebugViewModePassUniformParameters& PassParameters)
{
// Accuracy colors
{
const int32 NumEngineColors = FMath::Min<int32>(GEngine->StreamingAccuracyColors.Num(), NumStreamingAccuracyColors);
int32 ColorIndex = 0;
for (; ColorIndex < NumEngineColors; ++ColorIndex)
{
PassParameters.AccuracyColors[ColorIndex] = GEngine->StreamingAccuracyColors[ColorIndex];
}
for (; ColorIndex < NumStreamingAccuracyColors; ++ColorIndex)
{
PassParameters.AccuracyColors[ColorIndex] = FLinearColor::Black;
}
}
// LOD / HLOD colors
{
const TArray<FLinearColor>* Colors = nullptr;
if (ViewInfo.Family->EngineShowFlags.LODColoration)
{
Colors = &(GEngine->LODColorationColors);
}
else if (ViewInfo.Family->EngineShowFlags.HLODColoration)
{
Colors = &GEngine->HLODColorationColors;
}
const int32 NumColors = Colors ? FMath::Min<int32>(NumLODColorationColors, Colors->Num()) : 0;
int32 ColorIndex = 0;
for (; ColorIndex < NumColors; ++ColorIndex)
{
PassParameters.LODColors[ColorIndex] = (*Colors)[ColorIndex];
}
for (; ColorIndex < NumLODColorationColors; ++ColorIndex)
{
PassParameters.LODColors[ColorIndex] = NumColors > 0 ? Colors->Last() : FLinearColor::Black;
}
}
}
TRDGUniformBufferRef<FDebugViewModePassUniformParameters> CreateDebugViewModePassUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View)
{
auto* UniformBufferParameters = GraphBuilder.AllocParameters<FDebugViewModePassUniformParameters>();
SetupSceneTextureUniformParameters(GraphBuilder, View.FeatureLevel, ESceneTextureSetupMode::None, UniformBufferParameters->SceneTextures);
SetupDebugViewModePassUniformBufferConstants(View, *UniformBufferParameters);
return GraphBuilder.CreateUniformBuffer(UniformBufferParameters);
}
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeVS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("Main"),SF_Vertex);
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeHS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("MainHull"),SF_Hull);
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeDS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("MainDomain"),SF_Domain);
bool FDebugViewModeVS::ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return AllowDebugViewVSDSHS(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
}
BEGIN_SHADER_PARAMETER_STRUCT(FDebugViewModePassParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FDebugViewModePassUniformParameters, Pass)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
void FDeferredShadingSceneRenderer::RenderDebugViewMode(FRDGBuilder& GraphBuilder, const FRenderTargetBindingSlots& RenderTargets)
{
RDG_EVENT_SCOPE(GraphBuilder, "DebugViewMode");
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
FViewInfo& View = Views[ViewIndex];
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
auto* PassParameters = GraphBuilder.AllocParameters<FDebugViewModePassParameters>();
PassParameters->Pass = CreateDebugViewModePassUniformBuffer(GraphBuilder, View);
PassParameters->RenderTargets = RenderTargets;
GraphBuilder.AddPass(
{},
PassParameters,
ERDGPassFlags::Raster,
[this, &View](FRHICommandList& RHICmdList)
{
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);
View.ParallelMeshDrawCommandPasses[EMeshPass::DebugViewMode].DispatchDraw(nullptr, RHICmdList);
});
}
}
void FDebugViewModePS::GetElementShaderBindings(
const FShaderMapPointerTable& PointerTable,
const FScene* Scene,
const FSceneView* ViewIfDynamicMeshCommand,
const FVertexFactory* VertexFactory,
const EVertexInputStreamType InputStreamType,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMeshBatch& MeshBatch,
const FMeshBatchElement& BatchElement,
const FDebugViewModeShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings,
FVertexInputStreamArray& VertexStreams) const
{
FMeshMaterialShader::GetElementShaderBindings(PointerTable, Scene, ViewIfDynamicMeshCommand, VertexFactory, InputStreamType, FeatureLevel, PrimitiveSceneProxy, MeshBatch, BatchElement, ShaderElementData, ShaderBindings, VertexStreams);
int8 VisualizeElementIndex = 0;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
VisualizeElementIndex = BatchElement.VisualizeElementIndex;
#endif
const FDebugViewModeInterface* Interface = FDebugViewModeInterface::GetInterface(ShaderElementData.DebugViewMode);
if (ensure(Interface))
{
Interface->GetDebugViewModeShaderBindings(
*this,
PrimitiveSceneProxy,
ShaderElementData.MaterialRenderProxy,
ShaderElementData.Material,
ShaderElementData.DebugViewMode,
ShaderElementData.ViewOrigin,
ShaderElementData.VisualizeLODIndex,
VisualizeElementIndex,
ShaderElementData.NumVSInstructions,
ShaderElementData.NumPSInstructions,
ShaderElementData.ViewModeParam,
ShaderElementData.ViewModeParamName,
ShaderBindings
);
}
}
FDebugViewModeMeshProcessor::FDebugViewModeMeshProcessor(
const FScene* InScene,
ERHIFeatureLevel::Type InFeatureLevel,
const FSceneView* InViewIfDynamicMeshCommand,
bool bTranslucentBasePass,
FMeshPassDrawListContext* InDrawListContext
)
: FMeshPassProcessor(InScene, InFeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext)
, DebugViewMode(DVSM_None)
, ViewModeParam(INDEX_NONE)
, DebugViewModeInterface(nullptr)
{
if (InViewIfDynamicMeshCommand)
{
DebugViewMode = InViewIfDynamicMeshCommand->Family->GetDebugViewShaderMode();
ViewModeParam = InViewIfDynamicMeshCommand->Family->GetViewModeParam();
ViewModeParamName = InViewIfDynamicMeshCommand->Family->GetViewModeParamName();
ViewUniformBuffer = InViewIfDynamicMeshCommand->ViewUniformBuffer;
DebugViewModeInterface = FDebugViewModeInterface::GetInterface(DebugViewMode);
}
if (InScene)
{
if (!ViewUniformBuffer)
{
ViewUniformBuffer = InScene->UniformBuffers.ViewUniformBuffer;
}
}
}
void AddDebugViewModeShaderTypes(ERHIFeatureLevel::Type FeatureLevel,
EMaterialTessellationMode MaterialTessellationMode,
const FVertexFactoryType* VertexFactoryType,
FMaterialShaderTypes& OutShaderTypes)
{
const bool bNeedsHSDS = RHISupportsTessellation(GShaderPlatformForFeatureLevel[FeatureLevel])
&& VertexFactoryType->SupportsTessellationShaders()
&& MaterialTessellationMode != MTM_NoTessellation;
OutShaderTypes.AddShaderType<FDebugViewModeVS>();
if (bNeedsHSDS)
{
OutShaderTypes.AddShaderType<FDebugViewModeDS>();
OutShaderTypes.AddShaderType<FDebugViewModeHS>();
}
}
void FDebugViewModeMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
if (!DebugViewModeInterface)
{
return;
}
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
const FMaterial* BatchMaterial = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
if (!BatchMaterial)
{
return;
}
const FMaterial* Material = BatchMaterial;
if (!DebugViewModeInterface->bNeedsMaterialProperties && FDebugViewModeInterface::AllowFallbackToDefaultMaterial(Material))
{
MaterialRenderProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
check(Material);
}
FVertexFactoryType* VertexFactoryType = MeshBatch.VertexFactory->GetType();
const EMaterialTessellationMode MaterialTessellationMode = Material->GetTessellationMode();
FMaterialShaderTypes ShaderTypes;
DebugViewModeInterface->AddShaderTypes(FeatureLevel, MaterialTessellationMode, VertexFactoryType, ShaderTypes);
FMaterialShaders Shaders;
if (!Material->TryGetShaders(ShaderTypes, VertexFactoryType, Shaders))
{
return;
}
TMeshProcessorShaders<FDebugViewModeVS, FDebugViewModeHS, FDebugViewModeDS, FDebugViewModePS> DebugViewModePassShaders;
Shaders.TryGetVertexShader(DebugViewModePassShaders.VertexShader);
Shaders.TryGetPixelShader(DebugViewModePassShaders.PixelShader);
Shaders.TryGetHullShader(DebugViewModePassShaders.HullShader);
Shaders.TryGetDomainShader(DebugViewModePassShaders.DomainShader);
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, *BatchMaterial, OverrideSettings);
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, *BatchMaterial, OverrideSettings);
FMeshPassProcessorRenderState DrawRenderState;
DrawRenderState.SetViewUniformBuffer(ViewUniformBuffer);
FDebugViewModeInterface::FRenderState InterfaceRenderState;
DebugViewModeInterface->SetDrawRenderState(BatchMaterial->GetBlendMode(), InterfaceRenderState, Scene ? (Scene->GetShadingPath() == EShadingPath::Deferred && Scene->EarlyZPassMode != DDM_NonMaskedOnly) : false);
DrawRenderState.SetBlendState(InterfaceRenderState.BlendState);
DrawRenderState.SetDepthStencilState(InterfaceRenderState.DepthStencilState);
FDebugViewModeShaderElementData ShaderElementData(
*MaterialRenderProxy,
*Material,
DebugViewMode,
ViewIfDynamicMeshCommand ? ViewIfDynamicMeshCommand->ViewMatrices.GetViewOrigin() : FVector::ZeroVector,
(ViewIfDynamicMeshCommand && ViewIfDynamicMeshCommand->Family->EngineShowFlags.HLODColoration) ? MeshBatch.VisualizeHLODIndex : MeshBatch.VisualizeLODIndex,
ViewModeParam,
ViewModeParamName);
// Shadermap can be null while shaders are compiling.
if (DebugViewModeInterface->bNeedsInstructionCount)
{
UpdateInstructionCount(ShaderElementData, BatchMaterial, VertexFactoryType);
}
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, true);
const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(DebugViewModePassShaders.VertexShader, DebugViewModePassShaders.PixelShader);
BuildMeshDrawCommands(
MeshBatch,
BatchElementMask,
PrimitiveSceneProxy,
*MaterialRenderProxy,
*Material,
DrawRenderState,
DebugViewModePassShaders,
MeshFillMode,
MeshCullMode,
SortKey,
EMeshPassFeatures::Default,
ShaderElementData);
}
void FDebugViewModeMeshProcessor::UpdateInstructionCount(FDebugViewModeShaderElementData& OutShaderElementData, const FMaterial* InBatchMaterial, FVertexFactoryType* InVertexFactoryType)
{
check(InBatchMaterial && InVertexFactoryType);
if (Scene)
{
if (Scene->GetShadingPath() == EShadingPath::Deferred)
{
const EShaderPlatform ShaderPlatform = GetFeatureLevelShaderPlatform(InBatchMaterial->GetFeatureLevel());
FMaterialShaderTypes ShaderTypes;
if (IsSimpleForwardShadingEnabled(ShaderPlatform))
{
ShaderTypes.AddShaderType<TBasePassVS<TUniformLightMapPolicy<LMP_SIMPLE_NO_LIGHTMAP>, false>>();
ShaderTypes.AddShaderType<TBasePassPS<TUniformLightMapPolicy<LMP_SIMPLE_NO_LIGHTMAP>, false>>();
}
else
{
ShaderTypes.AddShaderType<TBasePassVS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>, false>>();
ShaderTypes.AddShaderType<TBasePassPS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>, false>>();
}
FMaterialShaders Shaders;
if (InBatchMaterial->TryGetShaders(ShaderTypes, InVertexFactoryType, Shaders))
{
OutShaderElementData.NumVSInstructions = Shaders.Shaders[SF_Vertex]->GetNumInstructions();
OutShaderElementData.NumPSInstructions = Shaders.Shaders[SF_Pixel]->GetNumInstructions();
if (IsForwardShadingEnabled(ShaderPlatform) &&
!IsSimpleForwardShadingEnabled(ShaderPlatform) &&
!IsTranslucentBlendMode(InBatchMaterial->GetBlendMode()))
{
const bool bLit = InBatchMaterial->GetShadingModels().IsLit();
// Those numbers are taken from a simple material where common inputs are bound to vector parameters (to prevent constant optimizations).
OutShaderElementData.NumVSInstructions -= GShaderComplexityBaselineForwardVS - GShaderComplexityBaselineDeferredVS;
OutShaderElementData.NumPSInstructions -= bLit ? (GShaderComplexityBaselineForwardPS - GShaderComplexityBaselineDeferredPS) : (GShaderComplexityBaselineForwardUnlitPS - GShaderComplexityBaselineDeferredUnlitPS);
}
OutShaderElementData.NumVSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumVSInstructions);
OutShaderElementData.NumPSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumPSInstructions);
}
}
else // EShadingPath::Mobile
{
TShaderRef<TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>> MobileVS;
TShaderRef<TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>> MobilePS;
if (MobileBasePass::GetShaders(LMP_NO_LIGHTMAP, 0, *InBatchMaterial, InVertexFactoryType, false, MobileVS, MobilePS))
{
OutShaderElementData.NumVSInstructions = MobileVS.IsValid() ? MobileVS->GetNumInstructions() : 0;
OutShaderElementData.NumPSInstructions = MobilePS.IsValid() ? MobilePS->GetNumInstructions() : 0;
}
}
}
}
FMeshPassProcessor* CreateDebugViewModePassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
{
const ERHIFeatureLevel::Type FeatureLevel = Scene ? Scene->GetFeatureLevel() : (InViewIfDynamicMeshCommand ? InViewIfDynamicMeshCommand->GetFeatureLevel() : GMaxRHIFeatureLevel);
return new(FMemStack::Get()) FDebugViewModeMeshProcessor(Scene, FeatureLevel, InViewIfDynamicMeshCommand, false, InDrawListContext);
}
FRegisterPassProcessorCreateFunction RegisterDebugViewModeMobilePass(&CreateDebugViewModePassProcessor, EShadingPath::Mobile, EMeshPass::DebugViewMode, EMeshPassFlags::MainView);
FRegisterPassProcessorCreateFunction RegisterDebugViewModePass(&CreateDebugViewModePassProcessor, EShadingPath::Deferred, EMeshPass::DebugViewMode, EMeshPassFlags::MainView);
void InitDebugViewModeInterfaces()
{
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexity, new FComplexityAccumulateInterface(true, false));
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexityContainedQuadOverhead, new FComplexityAccumulateInterface(true, false));
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexityBleedingQuadOverhead, new FComplexityAccumulateInterface(true, true));
FDebugViewModeInterface::SetInterface(DVSM_QuadComplexity, new FComplexityAccumulateInterface(false, false));
FDebugViewModeInterface::SetInterface(DVSM_PrimitiveDistanceAccuracy, new FPrimitiveDistanceAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_MeshUVDensityAccuracy, new FMeshTexCoordSizeAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_MaterialTextureScaleAccuracy, new FMaterialTexCoordScaleAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_OutputMaterialTextureScales, new FOutputMaterialTexCoordScaleInterface());
FDebugViewModeInterface::SetInterface(DVSM_RequiredTextureResolution, new FRequiredTextureResolutionInterface());
FDebugViewModeInterface::SetInterface(DVSM_LODColoration, new FLODColorationInterface());
}
#else // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
void FDeferredShadingSceneRenderer::RenderDebugViewMode(FRDGBuilder& GraphBuilder, const FRenderTargetBindingSlots& RenderTargets) {}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)