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This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211) [CL 16763350 by aurel cordonnier in ue5-main branch]
102 lines
4.2 KiB
C++
102 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DBufferTextures.h"
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#include "RendererUtils.h"
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#include "RenderGraphUtils.h"
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#include "SceneUtils.h"
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#include "ScenePrivate.h"
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bool FDBufferTextures::IsValid() const
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{
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check(!DBufferA || (DBufferB && DBufferC));
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return HasBeenProduced(DBufferA);
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}
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EDecalDBufferMaskTechnique GetDBufferMaskTechnique(EShaderPlatform ShaderPlatform)
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{
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const bool bWriteMaskDBufferMask = RHISupportsRenderTargetWriteMask(ShaderPlatform);
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const bool bPerPixelDBufferMask = FDataDrivenShaderPlatformInfo::GetSupportsPerPixelDBufferMask(ShaderPlatform);
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checkf(!bWriteMaskDBufferMask || !bPerPixelDBufferMask, TEXT("The WriteMask and PerPixel DBufferMask approaches cannot be enabled at the same time. They are mutually exclusive."));
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if (bWriteMaskDBufferMask)
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{
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return EDecalDBufferMaskTechnique::WriteMask;
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}
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else if (bPerPixelDBufferMask)
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{
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return EDecalDBufferMaskTechnique::PerPixel;
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}
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return EDecalDBufferMaskTechnique::Disabled;
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}
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FDBufferTextures CreateDBufferTextures(FRDGBuilder& GraphBuilder, FIntPoint Extent, EShaderPlatform ShaderPlatform)
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{
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FDBufferTextures DBufferTextures;
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if (IsUsingDBuffers(ShaderPlatform))
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{
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const EDecalDBufferMaskTechnique DBufferMaskTechnique = GetDBufferMaskTechnique(ShaderPlatform);
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const ETextureCreateFlags WriteMaskFlags = DBufferMaskTechnique == EDecalDBufferMaskTechnique::WriteMask ? TexCreate_NoFastClearFinalize | TexCreate_DisableDCC : TexCreate_None;
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const ETextureCreateFlags BaseFlags = WriteMaskFlags | TexCreate_ShaderResource | TexCreate_RenderTargetable;
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const ERDGTextureFlags TextureFlags = DBufferMaskTechnique != EDecalDBufferMaskTechnique::Disabled
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? ERDGTextureFlags::MaintainCompression
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: ERDGTextureFlags::None;
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FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(Extent, PF_B8G8R8A8, FClearValueBinding::None, BaseFlags);
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Desc.Flags = BaseFlags | GFastVRamConfig.DBufferA;
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Desc.ClearValue = FClearValueBinding::Black;
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DBufferTextures.DBufferA = GraphBuilder.CreateTexture(Desc, TEXT("DBufferA"), TextureFlags);
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Desc.Flags = BaseFlags | GFastVRamConfig.DBufferB;
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Desc.ClearValue = FClearValueBinding(FLinearColor(128.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f, 1));
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DBufferTextures.DBufferB = GraphBuilder.CreateTexture(Desc, TEXT("DBufferB"), TextureFlags);
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Desc.Flags = BaseFlags | GFastVRamConfig.DBufferC;
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Desc.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 1));
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DBufferTextures.DBufferC = GraphBuilder.CreateTexture(Desc, TEXT("DBufferC"), TextureFlags);
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if (DBufferMaskTechnique == EDecalDBufferMaskTechnique::PerPixel)
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{
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// Note: 32bpp format is used here to utilize color compression hardware (same as other DBuffer targets).
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// This significantly reduces bandwidth for clearing, writing and reading on some GPUs.
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// While a smaller format, such as R8_UINT, will use less video memory, it will result in slower clears and higher bandwidth requirements.
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check(Desc.Format == PF_B8G8R8A8);
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Desc.Flags = TexCreate_ShaderResource | TexCreate_RenderTargetable;
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Desc.ClearValue = FClearValueBinding::Transparent;
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DBufferTextures.DBufferMask = GraphBuilder.CreateTexture(Desc, TEXT("DBufferMask"));
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}
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}
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return DBufferTextures;
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}
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FDBufferParameters GetDBufferParameters(FRDGBuilder& GraphBuilder, const FDBufferTextures& DBufferTextures, EShaderPlatform ShaderPlatform)
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{
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const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
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FDBufferParameters Parameters;
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Parameters.DBufferATextureSampler = TStaticSamplerState<>::GetRHI();
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Parameters.DBufferBTextureSampler = TStaticSamplerState<>::GetRHI();
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Parameters.DBufferCTextureSampler = TStaticSamplerState<>::GetRHI();
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Parameters.DBufferATexture = SystemTextures.BlackAlphaOne;
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Parameters.DBufferBTexture = SystemTextures.DefaultNormal8Bit;
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Parameters.DBufferCTexture = SystemTextures.BlackAlphaOne;
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Parameters.DBufferRenderMask = SystemTextures.White;
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if (DBufferTextures.IsValid())
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{
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Parameters.DBufferATexture = DBufferTextures.DBufferA;
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Parameters.DBufferBTexture = DBufferTextures.DBufferB;
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Parameters.DBufferCTexture = DBufferTextures.DBufferC;
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if (DBufferTextures.DBufferMask)
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{
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Parameters.DBufferRenderMask = DBufferTextures.DBufferMask;
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}
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}
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return Parameters;
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}
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