Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/MediaShaders.h
Simon Therriault 79fa990ba9 - Updating MediaCapture to use RDG
- Adding structured buffer output support to media capture

#jira UE-150229, UE-150230
#rb geoffrey.douglas, eric.renaudhoude, ruslan.idrisov

- Adding Rivermax output support wiht custom conversions to support

YCbCr10
RGB8
RGB10
RGB16f

- Fixing chunk configuration for output stream
- Fixing crash when dragging a rivermax player in the scene

#jira UE-146135, UE-150475

#preflight 627562a78a31599132bf87f2

[CL 20081599 by Simon Therriault in ue5-main branch]
2022-05-06 14:50:53 -04:00

709 lines
22 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GlobalShader.h"
#include "PipelineStateCache.h"
#include "RenderResource.h"
#include "RHI.h"
#include "Shader.h"
#include "ShaderParameterStruct.h"
/** MAX number of conversion operations. Reflects MAX in EMediaCaptureConversionOperation */
#define NUM_MEDIA_SHADERS_CONVERSION_OP 5
namespace MediaShaders
{
/** Color transform from YUV to Rec601 without range scaling. */
RENDERCORE_API extern const FMatrix YuvToRgbRec601Unscaled;
/** Color transform from YUV Video Range to Rec601 Full Range. */
RENDERCORE_API extern const FMatrix YuvToRgbRec601Scaled;
/** Color transform from YUV to Rec709 without range scaling. */
RENDERCORE_API extern const FMatrix YuvToRgbRec709Unscaled;
/** Color transform from YUV Video Range to Rec709 Full Range. */
RENDERCORE_API extern const FMatrix YuvToRgbRec709Scaled;
/** Color transform from YUV to Rec2020 without range scaling. */
RENDERCORE_API extern const FMatrix YuvToRgbRec2020Unscaled;
/** Color transform from YUV Video Range to Rec2020 Full Range. */
RENDERCORE_API extern const FMatrix YuvToRgbRec2020Scaled;
/** Color transform from YUV to sRGB (using rounded values from PS4 AvPlayer codec). */
RENDERCORE_API extern const FMatrix YuvToSrgbPs4;
/** Color transform from RGB to YUV (in Rec. 709 color space, including inversion of range scaling) */
RENDERCORE_API extern const FMatrix RgbToYuvRec709Scaled;
/** YUV Offset for 8 bit conversion (Computed as 16/255, 128/255, 128/255) */
RENDERCORE_API extern const FVector YUVOffset8bits;
/** YUV Offset for 10 bit conversion (Computed as 64/1023, 512/1023, 512/1023) */
RENDERCORE_API extern const FVector YUVOffset10bits;
/** Combine color transform matrix with yuv offset in a single matrix */
RENDERCORE_API FMatrix CombineColorTransformAndOffset(const FMatrix& InMatrix, const FVector& InYUVOffset);
}
/**
* Stores media drawing vertices.
*/
struct FMediaElementVertex
{
FVector4f Position;
FVector2f TextureCoordinate;
FMediaElementVertex() { }
FMediaElementVertex(const FVector4f& InPosition, const FVector2f& InTextureCoordinate)
: Position(InPosition)
, TextureCoordinate(InTextureCoordinate)
{ }
};
inline FBufferRHIRef CreateTempMediaVertexBuffer(float ULeft = 0.0f, float URight = 1.0f, float VTop = 0.0f, float VBottom = 1.0f)
{
FRHIResourceCreateInfo CreateInfo(TEXT("TempMediaVertexBuffer"));
FBufferRHIRef VertexBufferRHI = RHICreateVertexBuffer(sizeof(FMediaElementVertex) * 4, BUF_Volatile, CreateInfo);
void* VoidPtr = RHILockBuffer(VertexBufferRHI, 0, sizeof(FMediaElementVertex) * 4, RLM_WriteOnly);
FMediaElementVertex* Vertices = (FMediaElementVertex*)VoidPtr;
Vertices[0].Position.Set(-1.0f, 1.0f, 1.0f, 1.0f); // Top Left
Vertices[1].Position.Set(1.0f, 1.0f, 1.0f, 1.0f); // Top Right
Vertices[2].Position.Set(-1.0f, -1.0f, 1.0f, 1.0f); // Bottom Left
Vertices[3].Position.Set(1.0f, -1.0f, 1.0f, 1.0f); // Bottom Right
Vertices[0].TextureCoordinate.Set(ULeft, VTop);
Vertices[1].TextureCoordinate.Set(URight, VTop);
Vertices[2].TextureCoordinate.Set(ULeft, VBottom);
Vertices[3].TextureCoordinate.Set(URight, VBottom);
RHIUnlockBuffer(VertexBufferRHI);
return VertexBufferRHI;
}
/**
* The simple element vertex declaration resource type.
*/
class FMediaVertexDeclaration
: public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
virtual ~FMediaVertexDeclaration() { }
virtual void InitRHI() override
{
FVertexDeclarationElementList Elements;
uint16 Stride = sizeof(FMediaElementVertex);
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FMediaElementVertex, Position), VET_Float4, 0, Stride));
Elements.Add(FVertexElement(0, STRUCT_OFFSET(FMediaElementVertex, TextureCoordinate), VET_Float2, 1, Stride));
VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI() override
{
VertexDeclarationRHI.SafeRelease();
}
};
RENDERCORE_API extern TGlobalResource<FMediaVertexDeclaration> GMediaVertexDeclaration;
/**
* Media vertex shader (shared by all media shaders).
*/
class FMediaShadersVS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FMediaShadersVS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
/** Default constructor. */
FMediaShadersVS() { }
/** Initialization constructor. */
FMediaShadersVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
};
/**
* Pixel shader to convert an AYUV texture to RGBA.
*
* This shader expects a single texture consisting of a N x M array of pixels
* in AYUV format. Each pixel is encoded as four consecutive unsigned chars
* with the following layout: [V0 U0 Y0 A0][V1 U1 Y1 A1]..
*/
class FAYUVConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FAYUVConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FAYUVConvertPS() { }
FAYUVConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> AYUVTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert a Windows Bitmap texture.
*
* This shader expects a BMP frame packed into a single texture in PF_B8G8R8A8 format.
*/
class FBMPConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FBMPConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FBMPConvertPS() { }
FBMPConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> BMPTexture, const FIntPoint& OutputDimensions, bool SrgbToLinear);
};
/**
* Pixel shader to convert a NV12 frame to RGBA. (from NV12 texture)
*
* This shader expects an NV12 frame packed into a single texture in PF_G8 format.
*
* @see http://www.fourcc.org/yuv.php#NV12
*/
class FNV12ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FNV12ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FNV12ConvertPS() { }
FNV12ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, const FIntPoint & TexDim, FShaderResourceViewRHIRef SRV_Y, FShaderResourceViewRHIRef SRV_UV, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert a NV12 frame to RGBA (NV12 data; texture viewed as G8)
*
* This shader expects an NV12 frame packed into a single texture in PF_G8 format.
*
* @see http://www.fourcc.org/yuv.php#NV12
*/
class FNV12ConvertAsBytesPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FNV12ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FNV12ConvertAsBytesPS() { }
FNV12ConvertAsBytesPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> NV12Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert a NV21 frame to RGBA.
*
* This shader expects an NV21 frame packed into a single texture in PF_G8 format.
*
* @see http://www.fourcc.org/yuv.php#NV21
*/
class FNV21ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FNV21ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FNV21ConvertPS() { }
FNV21ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> NV21Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to resize an RGB texture.
*
* This shader expects an RGB or RGBA frame packed into a single texture
* in PF_B8G8R8A8 or PF_FloatRGB format.
*/
class FRGBConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FRGBConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FRGBConvertPS() { }
FRGBConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> RGBTexture, const FIntPoint& OutputDimensions, bool SrgbToLinear);
};
/**
* Pixel shader to convert a PS4 YCbCr texture to RGBA.
*
* This shader expects a separate chroma and luma plane stored in two textures
* in PF_B8G8R8A8 format. The full-size luma plane contains the Y-components.
* The half-size chroma plane contains the UV components in the following
* memory layout: [U0, V0][U1, V1]
*
*/
class FYCbCrConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYCbCrConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYCbCrConvertPS() { }
FYCbCrConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> LumaTexture, TRefCountPtr<FRHITexture2D> CbCrTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
class FYCbCrConvertPS_4x4Matrix : public FYCbCrConvertPS
{
DECLARE_EXPORTED_SHADER_TYPE(FYCbCrConvertPS_4x4Matrix, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYCbCrConvertPS_4x4Matrix() { }
FYCbCrConvertPS_4x4Matrix(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FYCbCrConvertPS(Initializer)
{ }
};
/**
* Pixel shader to convert a UYVY (Y422, UYNV) frame to RGBA.
*
* This shader expects a UYVY frame packed into a single texture in PF_B8G8R8A8
* format with the following memory layout: [U0, Y0, V1, Y1][U1, Y2, V1, Y3]..
*
* @see http://www.fourcc.org/yuv.php#UYVY
*/
class FUYVYConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FUYVYConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FUYVYConvertPS() { }
FUYVYConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> UYVYTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert Y, U, and V planes to RGBA.
*
* This shader expects three textures in PF_G8 format,
* one for each plane of Y, U, and V components.
*/
class FYUVConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYUVConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYUVConvertPS() { }
FYUVConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> YTexture, TRefCountPtr<FRHITexture2D> UTexture, TRefCountPtr<FRHITexture2D> VTexture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert YUV v210 to RGB
*
* This shader expects a single texture in PF_R32G32B32A32_UINT format.
*/
class FYUVv210ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYUVv210ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYUVv210ConvertPS() { }
FYUVv210ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> YUVTexture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert YUV Y416 to RGB
*
* This shader expects a single texture in PF_A16B16G16R16 format.
*/
class FYUVY416ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYUVY416ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYUVY416ConvertPS() { }
FYUVY416ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, FShaderResourceViewRHIRef SRV_Y, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert a YUY2 frame to RGBA.
*
* This shader expects an YUY2 frame packed into a single texture in PF_B8G8R8A8
* format with the following memory layout: [Y0, U0, Y1, V0][Y2, U1, Y3, V1]...
*
* @see http://www.fourcc.org/yuv.php#YUY2
*/
class FYUY2ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYUY2ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYUY2ConvertPS() { }
FYUY2ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> YUY2Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert a YVYU frame to RGBA.
*
* This shader expects a YVYU frame packed into a single texture in PF_B8G8R8A8
* format with the following memory layout: [Y0, V0, Y1, U0][Y2, V1, Y3, U1]..
*
* @see http://www.fourcc.org/yuv.php#YVYU
*/
class FYVYUConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FYVYUConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FYVYUConvertPS() { }
FYVYUConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> YVYUTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear);
};
/**
* Pixel shader to convert RGB 8 bits to Y 8 bits
*
* This shader expects a single texture in PF_B8G8R8A8 format.
*/
class FRGB8toY8ConvertPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FRGB8toY8ConvertPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FRGB8toY8ConvertPS() { }
FRGB8toY8ConvertPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> RGBATexture, const FVector4f& ColorTransform, bool LinearToSrgb);
};
/**
* Pixel shader to read from TextureExternal source
*/
class FReadTextureExternalPS
: public FGlobalShader
{
DECLARE_EXPORTED_SHADER_TYPE(FReadTextureExternalPS, Global, RENDERCORE_API);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
FReadTextureExternalPS() { }
FReadTextureExternalPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{ }
RENDERCORE_API void SetParameters(FRHICommandList& RHICmdList, FTextureRHIRef TextureExt, FSamplerStateRHIRef SamplerState, const FLinearColor & ScaleRotation, const FLinearColor & Offset);
};
/** Struct of common parameters used in media capture shaders to do RGB to YUV conversions */
BEGIN_SHADER_PARAMETER_STRUCT(FRGBToYUVConversion, RENDERCORE_API)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
SHADER_PARAMETER(FMatrix44f, ColorTransform)
SHADER_PARAMETER(uint32, DoLinearToSrgb)
SHADER_PARAMETER(float, OnePixelDeltaX)
END_SHADER_PARAMETER_STRUCT()
/**
* Pixel shader to convert RGB 8 bits to UYVY 8 bits
*/
class RENDERCORE_API FRGB8toUYVY8ConvertPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FRGB8toUYVY8ConvertPS);
SHADER_USE_PARAMETER_STRUCT(FRGB8toUYVY8ConvertPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FRGBToYUVConversion, RGBToYUVConversion)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
UE_DEPRECATED(5.1, "SetParameters has been deprecated while moving to a RDG based pipeline. Please use AllocateAndSetParameters instead.")
void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool LinearToSrgb)
{
}
/** Allocates and setup shader parameter in the incoming graph builder */
FRGB8toUYVY8ConvertPS::FParameters* AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture);
};
/**
* Pixel shader to convert RGB 10 bits to YUV v210
*/
class RENDERCORE_API FRGB10toYUVv210ConvertPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FRGB10toYUVv210ConvertPS);
SHADER_USE_PARAMETER_STRUCT(FRGB10toYUVv210ConvertPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FRGBToYUVConversion, RGBToYUVConversion)
SHADER_PARAMETER(float, PaddingScale)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
UE_DEPRECATED(5.1, "SetParameters has been deprecated while moving to a RDG based pipeline. Please use AllocateAndSetParameters instead.")
void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool LinearToSrgb)
{
}
/** Allocates and setup shader parameter in the incoming graph builder */
FRGB10toYUVv210ConvertPS::FParameters* AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture);
};
/**
* Pixel shader to swizzle R G B A components, set alpha to 1 or inverts alpha
*
* General conversion shader that is only used to swizzle shaders that do not require any color conversion. RGB to BGR, RGB10A2 to RGBA8 etc
*/
class RENDERCORE_API FModifyAlphaSwizzleRgbaPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FModifyAlphaSwizzleRgbaPS);
SHADER_USE_PARAMETER_STRUCT(FModifyAlphaSwizzleRgbaPS, FGlobalShader);
class FConversionOp : SHADER_PERMUTATION_INT("CONVERSION_OP", NUM_MEDIA_SHADERS_CONVERSION_OP);
using FPermutationDomain = TShaderPermutationDomain<FConversionOp>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::ES3_1);
}
UE_DEPRECATED(5.1, "SetParameters has been deprecated while moving to a RDG based pipeline. Please use AllocateAndSetParameters instead.")
void SetParameters(FRHICommandList& RHICmdList, TRefCountPtr<FRHITexture2D> RGBATexture)
{
}
/** Allocates and setup shader parameter in the incoming graph builder */
FModifyAlphaSwizzleRgbaPS::FParameters* AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, FRDGTextureRef OutputTexture);
};