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- Replaced FRW{Structured, ByteAddress}Buffer with TRefCountPtr<FRDGPooledBuffer>
- Replaced ResizeResourceIfNeeded with Resize{Structured, ByteAddress}BufferIfNeeded.
- Replaced FScatterUploadBuffer with FRDGScatterUploadBuffer.
- Removed awkward copy of page table buffers now that scatters are on the RDG timeline.
- Reduced number of uniform buffers created by consolidating within FLumenSceneFrameTemporaries.
- Fixed up const-correctness of FLumenSceneFrameTemporaries to sanity check that resources were not being mutated later in the frame.
- Reduced explicit view creations somewhat.
- Distance fields needs an FDistanceFieldSceneFrameTemporaries to cache RDG resources, but I held off on this due to the number of files it would touch.
#rb krzyzstof.narkowicz, daniel.wright
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19921040 via CL 19922067 via CL 19922607
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 19925590 by zach bethel in ue5-main branch]
191 lines
9.3 KiB
C++
191 lines
9.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DistanceFieldVisualization.cpp
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=============================================================================*/
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#include "DistanceFieldAmbientOcclusion.h"
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#include "DeferredShadingRenderer.h"
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#include "PostProcess/PostProcessing.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "DistanceFieldLightingShared.h"
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#include "ScreenRendering.h"
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#include "DistanceFieldLightingPost.h"
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#include "OneColorShader.h"
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#include "GlobalDistanceField.h"
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#include "FXSystem.h"
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#include "PostProcess/PostProcessSubsurface.h"
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#include "PipelineStateCache.h"
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class FVisualizeMeshDistanceFieldCS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FVisualizeMeshDistanceFieldCS);
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SHADER_USE_PARAMETER_STRUCT(FVisualizeMeshDistanceFieldCS, FGlobalShader);
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class FUseGlobalDistanceFieldDim : SHADER_PERMUTATION_BOOL("USE_GLOBAL_DISTANCE_FIELD");
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class FCoverageBasedExpand : SHADER_PERMUTATION_BOOL("GLOBALSDF_USE_COVERAGE_BASED_EXPAND");
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class FOffsetDataStructure : SHADER_PERMUTATION_INT("OFFSET_DATA_STRUCT", 3);
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using FPermutationDomain = TShaderPermutationDomain<FUseGlobalDistanceFieldDim, FCoverageBasedExpand, FOffsetDataStructure>;
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FForwardLightData, ForwardLightData)
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SHADER_PARAMETER_STRUCT_REF(FReflectionUniformParameters, ReflectionStruct)
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SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldObjectBufferParameters, DistanceFieldObjectBuffers)
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SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldCulledObjectBufferParameters, DistanceFieldCulledObjectBuffers)
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SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldAtlasParameters, DistanceFieldAtlas)
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SHADER_PARAMETER_STRUCT_INCLUDE(FAOParameters, AOParameters)
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SHADER_PARAMETER_STRUCT_INCLUDE(FGlobalDistanceFieldParameters2, GlobalDistanceFieldParameters)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
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SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, RWVisualizeMeshDistanceFields)
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SHADER_PARAMETER(FVector2f, NumGroups)
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return ShouldCompileDistanceFieldShaders(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GDistanceFieldAOTileSizeX);
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OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GDistanceFieldAOTileSizeY);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FVisualizeMeshDistanceFieldCS, "/Engine/Private/DistanceFieldVisualization.usf", "VisualizeMeshDistanceFieldCS", SF_Compute);
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class FVisualizeDistanceFieldUpsamplePS : public FGlobalShader
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{
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public:
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DECLARE_GLOBAL_SHADER(FVisualizeDistanceFieldUpsamplePS);
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SHADER_USE_PARAMETER_STRUCT(FVisualizeDistanceFieldUpsamplePS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VisualizeDistanceFieldTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, VisualizeDistanceFieldSampler)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return ShouldCompileDistanceFieldShaders(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
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}
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};
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IMPLEMENT_GLOBAL_SHADER(FVisualizeDistanceFieldUpsamplePS, "/Engine/Private/DistanceFieldVisualization.usf", "VisualizeDistanceFieldUpsamplePS", SF_Pixel);
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void FDeferredShadingSceneRenderer::RenderMeshDistanceFieldVisualization(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FDistanceFieldAOParameters& Parameters)
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{
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const FViewInfo& FirstView = Views[0];
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const bool bAnyMeshSDFs = Scene->DistanceFieldSceneData.NumObjectsInBuffer > 0;
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const bool bAnyHeightFields = Scene->DistanceFieldSceneData.HeightfieldPrimitives.Num() > 0;
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const bool bVisualizeGlobalDistanceField = FirstView.Family->EngineShowFlags.VisualizeGlobalDistanceField
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&& ShouldPrepareGlobalDistanceField()
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&& UseGlobalDistanceField(Parameters)
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&& (bAnyMeshSDFs || bAnyHeightFields);
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const bool bVisualizeMeshDistanceFields = FirstView.Family->EngineShowFlags.VisualizeMeshDistanceFields && bAnyMeshSDFs;
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if (FeatureLevel < ERHIFeatureLevel::SM5
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|| !DoesPlatformSupportDistanceFields(FirstView.GetShaderPlatform())
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|| !(bVisualizeGlobalDistanceField || bVisualizeMeshDistanceFields))
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{
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return;
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}
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check(!Scene->DistanceFieldSceneData.HasPendingOperations());
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QUICK_SCOPE_CYCLE_COUNTER(STAT_AOIssueGPUWork);
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RDG_EVENT_SCOPE(GraphBuilder, "VisualizeMeshDistanceFields");
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FRDGTextureRef VisualizeResultTexture = nullptr;
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{
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const FIntPoint BufferSize = GetBufferSizeForAO(FirstView);
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const FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(BufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_UAV));
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VisualizeResultTexture = GraphBuilder.CreateTexture(Desc, TEXT("VisualizeDistanceField"));
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}
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FVisualizeMeshDistanceFieldCS::FPermutationDomain PermutationVector;
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PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FUseGlobalDistanceFieldDim>(bVisualizeGlobalDistanceField);
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PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FCoverageBasedExpand>(IsLumenEnabled(FirstView));
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extern int32 GDistanceFieldOffsetDataStructure;
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PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FOffsetDataStructure>(GDistanceFieldOffsetDataStructure);
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TShaderMapRef<FVisualizeMeshDistanceFieldCS> ComputeShader(FirstView.ShaderMap, PermutationVector);
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for (const FViewInfo& View : Views)
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{
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FRDGBufferRef ObjectIndirectArguments = nullptr;
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FDistanceFieldCulledObjectBufferParameters CulledObjectBufferParameters;
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if (bVisualizeGlobalDistanceField)
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{
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check(View.GlobalDistanceFieldInfo.Clipmaps.Num() > 0);
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}
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else
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{
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AllocateDistanceFieldCulledObjectBuffers(
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GraphBuilder,
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FMath::DivideAndRoundUp(Scene->DistanceFieldSceneData.NumObjectsInBuffer, 256) * 256,
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ObjectIndirectArguments,
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CulledObjectBufferParameters);
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CullObjectsToView(GraphBuilder, Scene, View, Parameters, CulledObjectBufferParameters);
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}
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uint32 GroupSizeX = FMath::DivideAndRoundUp(View.ViewRect.Size().X / GAODownsampleFactor, GDistanceFieldAOTileSizeX);
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uint32 GroupSizeY = FMath::DivideAndRoundUp(View.ViewRect.Size().Y / GAODownsampleFactor, GDistanceFieldAOTileSizeY);
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeMeshDistanceFieldCS::FParameters>();
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PassParameters->View = View.ViewUniformBuffer;
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PassParameters->ForwardLightData = View.ForwardLightingResources.ForwardLightUniformBuffer;
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PassParameters->ReflectionStruct = CreateReflectionUniformBuffer(View, UniformBuffer_MultiFrame);
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PassParameters->DistanceFieldObjectBuffers = DistanceField::SetupObjectBufferParameters(GraphBuilder, Scene->DistanceFieldSceneData);
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PassParameters->DistanceFieldCulledObjectBuffers = CulledObjectBufferParameters;
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PassParameters->DistanceFieldAtlas = DistanceField::SetupAtlasParameters(GraphBuilder, Scene->DistanceFieldSceneData);
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PassParameters->AOParameters = DistanceField::SetupAOShaderParameters(Parameters);
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PassParameters->GlobalDistanceFieldParameters = SetupGlobalDistanceFieldParameters(View.GlobalDistanceFieldInfo.ParameterData);
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PassParameters->NumGroups = FVector2f(GroupSizeX, GroupSizeY);
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PassParameters->SceneTextures = SceneTextures.UniformBuffer;
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PassParameters->RWVisualizeMeshDistanceFields = GraphBuilder.CreateUAV(VisualizeResultTexture);
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FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("VisualizeMeshDistanceFieldCS"), ComputeShader, PassParameters, FIntVector(GroupSizeX, GroupSizeY, 1));
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}
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TShaderMapRef<FVisualizeDistanceFieldUpsamplePS> PixelShader(FirstView.ShaderMap);
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for (const FViewInfo& View : Views)
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{
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RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
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auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeDistanceFieldUpsamplePS::FParameters>();
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PassParameters->View = View.ViewUniformBuffer;
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PassParameters->SceneTextures = SceneTextures.UniformBuffer;
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PassParameters->VisualizeDistanceFieldTexture = VisualizeResultTexture;
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PassParameters->VisualizeDistanceFieldSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.Color.Target, ERenderTargetLoadAction::ELoad);
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PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilRead);
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const FScreenPassTextureViewport InputViewport(VisualizeResultTexture, GetDownscaledRect(View.ViewRect, GAODownsampleFactor));
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const FScreenPassTextureViewport OutputViewport(SceneTextures.Color.Target, View.ViewRect);
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AddDrawScreenPass(GraphBuilder, {}, View, OutputViewport, InputViewport, PixelShader, PassParameters);
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}
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} |