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UnrealEngineUWP/Engine/Shaders/Private/PixelShaderOutputCommon.ush
Sebastien Hillaire 94cb27344f Strata - added some checkes for when changing number of render targets.
#rb none
#preflight none

[CL 20178253 by Sebastien Hillaire in ue5-main branch]
2022-05-13 02:25:21 -04:00

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PixelShaderOutputCommon.usf: To allow PS input/output passed int functions through a single struct, allowing for a more readable code (less #ifdefs, reducing the boolean hell)
=============================================================================*/
#ifndef PIXELSHADEROUTPUT_INTERPOLANTS
#define PIXELSHADEROUTPUT_INTERPOLANTS 0
#endif
#ifndef PIXELSHADEROUTPUT_BASEPASS
#define PIXELSHADEROUTPUT_BASEPASS 0
#endif
#ifndef PIXELSHADEROUTPUT_MESHDECALPASS
#define PIXELSHADEROUTPUT_MESHDECALPASS 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT0
#define PIXELSHADEROUTPUT_MRT0 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT1
#define PIXELSHADEROUTPUT_MRT1 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT2
#define PIXELSHADEROUTPUT_MRT2 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT3
#define PIXELSHADEROUTPUT_MRT3 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT4
#define PIXELSHADEROUTPUT_MRT4 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT5
#define PIXELSHADEROUTPUT_MRT5 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT6
#define PIXELSHADEROUTPUT_MRT6 0
#endif
#ifndef PIXELSHADEROUTPUT_MRT7
#define PIXELSHADEROUTPUT_MRT7 0
#endif
#ifndef PIXELSHADEROUTPUT_COVERAGE
#define PIXELSHADEROUTPUT_COVERAGE 0
#endif
#ifndef PIXELSHADEROUTPUT_A2C
#define PIXELSHADEROUTPUT_A2C 0
#endif
#ifndef PIXELSHADER_EARLYDEPTHSTENCIL
#define PIXELSHADER_EARLYDEPTHSTENCIL
#endif
// ---------------------------------------------------------------------------------
PIXELSHADER_EARLYDEPTHSTENCIL
void MainPS
(
#if PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS
#if IS_NANITE_PASS
FNaniteFullscreenVSToPS NaniteInterpolants,
#else
FVertexFactoryInterpolantsVSToPS Interpolants,
#endif
#endif
#if PIXELSHADEROUTPUT_BASEPASS
FBasePassInterpolantsVSToPS BasePassInterpolants,
#elif PIXELSHADEROUTPUT_MESHDECALPASS
FMeshDecalInterpolants MeshDecalInterpolants,
#endif
in INPUT_POSITION_QUALIFIERS float4 SvPosition : SV_Position // after all interpolators
OPTIONAL_IsFrontFace
#if PIXELSHADEROUTPUT_MRT0
#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
, out float4 OutTarget0 DUAL_SOURCE_BLENDING_SLOT(0) : SV_Target0
#else
, out float4 OutTarget0 : SV_Target0
#endif
#endif
#if PIXELSHADEROUTPUT_MRT1
#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
, out float4 OutTarget1 DUAL_SOURCE_BLENDING_SLOT(1) : SV_Target1
#else
, out float4 OutTarget1 : SV_Target1
#endif
#endif
#if PIXELSHADEROUTPUT_MRT2
, out float4 OutTarget2 : SV_Target2
#endif
#if STRATA_OPAQUE_DEFERRED
#if STRATA_BASE_PASS_MRT_OUTPUT_COUNT != 2
#error Strata STRATA_BASE_PASS_MRT_OUTPUT_COUNT has been update but not the uint MRTs
#endif
#if PIXELSHADEROUTPUT_MRT3
#error Strata cannot map to such a case
#endif
#if PIXELSHADEROUTPUT_MRT2
, out uint StrataOutput3 : SV_Target3
, out uint StrataOutput4 : SV_Target4
, out uint StrataOutput5 : SV_Target5
#elif PIXELSHADEROUTPUT_MRT1
, out uint StrataOutput2 : SV_Target2
, out uint StrataOutput3 : SV_Target3
, out uint StrataOutput4 : SV_Target4
#else
, out uint StrataOutput1 : SV_Target1
, out uint StrataOutput2 : SV_Target2
, out uint StrataOutput3 : SV_Target3
#endif
#else // STRATA_OPAQUE_DEFERRED
#if PIXELSHADEROUTPUT_MRT3
, out float4 OutTarget3 : SV_Target3
#endif
#if PIXELSHADEROUTPUT_MRT4
, out float4 OutTarget4 : SV_Target4
#endif
#if PIXELSHADEROUTPUT_MRT5
, out float4 OutTarget5 : SV_Target5
#endif
#if PIXELSHADEROUTPUT_MRT6
, out float4 OutTarget6 : SV_Target6
#endif
#if PIXELSHADEROUTPUT_MRT7
, out float4 OutTarget7 : SV_Target7
#endif
#endif // STRATA_OPAQUE_DEFERRED
// todo: if we are not inside a volumetric decal we could use OPTIONAL_OutDepthConservative for better performance, this would require a shader permutation
OPTIONAL_OutDepthConservative
#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
#if PIXELSHADEROUTPUT_A2C
, in uint InCoverage : SV_Coverage
#endif
, out uint OutCoverage : SV_Coverage
#endif
)
{
// ---------------------------------------------------------------------------------
#if IS_NANITE_PASS && (PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS)
FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
Interpolants.ViewIndex = NaniteInterpolants.ViewIndex;
#endif
FPixelShaderIn PixelShaderIn = (FPixelShaderIn)0;
FPixelShaderOut PixelShaderOut = (FPixelShaderOut)0;
#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
#if PIXELSHADEROUTPUT_A2C
PixelShaderIn.Coverage = InCoverage;
#else
PixelShaderIn.Coverage = 0xF;
#endif
PixelShaderOut.Coverage = PixelShaderIn.Coverage;
#endif
PixelShaderIn.SvPosition = SvPosition;
PixelShaderIn.bIsFrontFace = bIsFrontFace;
#if PIXELSHADEROUTPUT_BASEPASS
FPixelShaderInOut_MainPS(Interpolants, BasePassInterpolants, PixelShaderIn, PixelShaderOut);
#elif PIXELSHADEROUTPUT_MESHDECALPASS
FPixelShaderInOut_MainPS(Interpolants, MeshDecalInterpolants, PixelShaderIn, PixelShaderOut);
#elif PIXELSHADEROUTPUT_INTERPOLANTS
FPixelShaderInOut_MainPS(Interpolants, PixelShaderIn, PixelShaderOut);
#else
FPixelShaderInOut_MainPS(PixelShaderIn, PixelShaderOut);
#endif
#if PIXELSHADEROUTPUT_MRT0
OutTarget0 = PixelShaderOut.MRT[0];
#endif
#if PIXELSHADEROUTPUT_MRT1
OutTarget1 = PixelShaderOut.MRT[1];
#endif
#if PIXELSHADEROUTPUT_MRT2
OutTarget2 = PixelShaderOut.MRT[2];
#endif
#if STRATA_OPAQUE_DEFERRED
// In this case, here is the gbuffer pattern
// MRT0 is pixel color
// MRT1 is velocity if enabled or precomputed shadow if velocity if disabled and precomputed shadow enabled
// MRT2 is precomputed shadow if both velocity and prec shadow are enabled.
// After, Strata output are appended (3 uint output)
#if PIXELSHADEROUTPUT_MRT2
StrataOutput3 = PixelShaderOut.StrataOutput[0];
StrataOutput4 = PixelShaderOut.StrataOutput[1];
StrataOutput5 = PixelShaderOut.StrataOutput[2];
#elif PIXELSHADEROUTPUT_MRT1
StrataOutput2 = PixelShaderOut.StrataOutput[0];
StrataOutput3 = PixelShaderOut.StrataOutput[1];
StrataOutput4 = PixelShaderOut.StrataOutput[2];
#else
StrataOutput1 = PixelShaderOut.StrataOutput[0];
StrataOutput2 = PixelShaderOut.StrataOutput[1];
StrataOutput3 = PixelShaderOut.StrataOutput[2];
#endif
#else // STRATA_OPAQUE_DEFERRED
#if PIXELSHADEROUTPUT_MRT3
OutTarget3 = PixelShaderOut.MRT[3];
#endif
#if PIXELSHADEROUTPUT_MRT4
OutTarget4 = PixelShaderOut.MRT[4];
#endif
#if PIXELSHADEROUTPUT_MRT5
OutTarget5 = PixelShaderOut.MRT[5];
#endif
#if PIXELSHADEROUTPUT_MRT6
OutTarget6 = PixelShaderOut.MRT[6];
#endif
#if PIXELSHADEROUTPUT_MRT7
OutTarget7 = PixelShaderOut.MRT[7];
#endif
#endif // STRATA_OPAQUE_DEFERRED
#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
OutCoverage = PixelShaderOut.Coverage;
#endif
#if OUTPUT_PIXEL_DEPTH_OFFSET
OutDepth = PixelShaderOut.Depth;
#endif
}