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#rb wei.liu #jira none #preflight 627b5f586842238976719cc3 [CL 20134438 by Dmitriy Dyomin in ue5-main branch]
842 lines
39 KiB
C++
842 lines
39 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MobileBasePassRendering.cpp: Base pass rendering implementation.
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=============================================================================*/
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#include "MobileBasePassRendering.h"
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#include "TranslucentRendering.h"
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#include "DynamicPrimitiveDrawing.h"
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#include "ScenePrivate.h"
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#include "ShaderPlatformQualitySettings.h"
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#include "MaterialShaderQualitySettings.h"
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#include "PrimitiveSceneInfo.h"
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#include "MeshPassProcessor.inl"
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#include "Engine/TextureCube.h"
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uint8 GetMobileShadingModelStencilValue(FMaterialShadingModelField ShadingModel)
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{
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if (ShadingModel.HasOnlyShadingModel(MSM_DefaultLit))
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{
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return 1u;
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}
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else if (ShadingModel.HasOnlyShadingModel(MSM_Unlit))
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{
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return 0u;
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}
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// mark everyhing as MSM_DefaultLit if GBuffer CustomData is not supported
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return MobileUsesGBufferCustomData(GMaxRHIShaderPlatform) ? 2u : 1u;
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}
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bool MobileUsesNoLightMapPermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
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{
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static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
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const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnAnyThread() != 0);
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const bool bIsLitMaterial = Parameters.MaterialParameters.ShadingModels.IsLit();
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const bool bDeferredShading = IsMobileDeferredShadingEnabled(Parameters.Platform);
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if (!bDeferredShading && !bAllowStaticLighting && bIsLitMaterial && !IsTranslucentBlendMode(Parameters.MaterialParameters.BlendMode))
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{
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// We don't need NoLightMap permutation if CSM shader can handle no-CSM case with a branch inside shader
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return !MobileUseCSMShaderBranch();
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}
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return true;
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}
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template <ELightMapPolicyType Policy, bool bEnableLocalLights>
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bool GetUniformMobileBasePassShaders(
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const FMaterial& Material,
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FVertexFactoryType* VertexFactoryType,
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bool bEnableSkyLight,
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TShaderRef<TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>>& VertexShader,
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TShaderRef<TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>>& PixelShader
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)
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{
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using FVertexShaderType = TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>;
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using FPixelShaderType = TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>;
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FMaterialShaderTypes ShaderTypes;
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if (IsMobileHDR())
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{
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ShaderTypes.AddShaderType<TMobileBasePassVS<TUniformLightMapPolicy<Policy>, HDR_LINEAR_64>>();
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if (bEnableSkyLight)
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{
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ShaderTypes.AddShaderType<TMobileBasePassPS<TUniformLightMapPolicy<Policy>, HDR_LINEAR_64, true, bEnableLocalLights>>();
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}
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else
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{
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ShaderTypes.AddShaderType<TMobileBasePassPS<TUniformLightMapPolicy<Policy>, HDR_LINEAR_64, false, bEnableLocalLights>>();
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}
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}
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else
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{
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ShaderTypes.AddShaderType<TMobileBasePassVS<TUniformLightMapPolicy<Policy>, LDR_GAMMA_32>>();
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if (bEnableSkyLight)
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{
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ShaderTypes.AddShaderType<TMobileBasePassPS<TUniformLightMapPolicy<Policy>, LDR_GAMMA_32, true, bEnableLocalLights>>();
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}
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else
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{
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ShaderTypes.AddShaderType<TMobileBasePassPS<TUniformLightMapPolicy<Policy>, LDR_GAMMA_32, false, bEnableLocalLights>>();
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}
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}
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FMaterialShaders Shaders;
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if (!Material.TryGetShaders(ShaderTypes, VertexFactoryType, Shaders))
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{
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return false;
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}
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Shaders.TryGetVertexShader(VertexShader);
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Shaders.TryGetPixelShader(PixelShader);
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return true;
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}
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template <bool bEnableLocalLights>
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bool GetMobileBasePassShaders(
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ELightMapPolicyType LightMapPolicyType,
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const FMaterial& Material,
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FVertexFactoryType* VertexFactoryType,
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bool bEnableSkyLight,
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TShaderRef<TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>>& VertexShader,
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TShaderRef<TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>>& PixelShader
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)
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{
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switch (LightMapPolicyType)
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{
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case LMP_NO_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_NO_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_LQ_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_LQ_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DISTANCE_FIELD_SHADOWS_LIGHTMAP_AND_CSM:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DISTANCE_FIELD_SHADOWS_LIGHTMAP_AND_CSM, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_WITH_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_WITH_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_CSM_WITH_LIGHTMAP:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_CSM_WITH_LIGHTMAP, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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case LMP_MOBILE_DIRECTIONAL_LIGHT_CSM:
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return GetUniformMobileBasePassShaders<LMP_MOBILE_DIRECTIONAL_LIGHT_CSM, bEnableLocalLights>(Material, VertexFactoryType, bEnableSkyLight, VertexShader, PixelShader);
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default:
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check(false);
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return true;
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}
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}
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bool MobileBasePass::GetShaders(
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ELightMapPolicyType LightMapPolicyType,
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bool bEnableLocalLights,
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const FMaterial& MaterialResource,
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FVertexFactoryType* VertexFactoryType,
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bool bEnableSkyLight,
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TShaderRef<TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>>& VertexShader,
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TShaderRef<TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>>& PixelShader)
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{
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bool bIsLit = (MaterialResource.GetShadingModels().IsLit());
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if (bIsLit && !UseSkylightPermutation(bEnableSkyLight, FReadOnlyCVARCache::Get().MobileSkyLightPermutation))
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{
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bEnableSkyLight = !bEnableSkyLight;
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}
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if (bEnableLocalLights)
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{
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return GetMobileBasePassShaders<true>(
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LightMapPolicyType,
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MaterialResource,
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VertexFactoryType,
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bEnableSkyLight,
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VertexShader,
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PixelShader
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);
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}
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else
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{
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return GetMobileBasePassShaders<false>(
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LightMapPolicyType,
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MaterialResource,
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VertexFactoryType,
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bEnableSkyLight,
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VertexShader,
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PixelShader
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);
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}
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}
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static bool UseSkyReflectionCapture(const FScene* RenderScene)
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{
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return RenderScene
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&& RenderScene->SkyLight
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&& RenderScene->SkyLight->ProcessedTexture
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&& RenderScene->SkyLight->ProcessedTexture->TextureRHI;
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}
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const FLightSceneInfo* MobileBasePass::GetDirectionalLightInfo(const FScene* Scene, const FPrimitiveSceneProxy* PrimitiveSceneProxy)
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{
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const FLightSceneInfo* MobileDirectionalLight = nullptr;
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if (PrimitiveSceneProxy && Scene)
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{
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const int32 LightChannel = GetFirstLightingChannelFromMask(PrimitiveSceneProxy->GetLightingChannelMask());
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MobileDirectionalLight = LightChannel >= 0 ? Scene->MobileDirectionalLights[LightChannel] : nullptr;
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}
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return MobileDirectionalLight;
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}
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bool MobileBasePass::StaticCanReceiveCSM(const FLightSceneInfo* LightSceneInfo, const FPrimitiveSceneProxy* PrimitiveSceneProxy)
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{
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// For movable directional lights, when CSM culling is disabled the default behavior is to receive CSM.
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static auto* CVarMobileEnableMovableLightCSMShaderCulling = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.EnableMovableLightCSMShaderCulling"));
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if (LightSceneInfo && LightSceneInfo->Proxy->IsMovable() && CVarMobileEnableMovableLightCSMShaderCulling->GetValueOnRenderThread() == 0)
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{
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return true;
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}
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// If culling is enabled then CSM receiving is determined during InitDynamicShadows.
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// If culling is disabled then stationary directional lights default to no CSM.
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return false;
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}
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ELightMapPolicyType MobileBasePass::SelectMeshLightmapPolicy(
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const FScene* Scene,
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const FMeshBatch& Mesh,
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const FPrimitiveSceneProxy* PrimitiveSceneProxy,
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const FLightSceneInfo* MobileDirectionalLight,
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FMaterialShadingModelField ShadingModels,
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bool bPrimReceivesCSM,
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bool bUsesDeferredShading,
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ERHIFeatureLevel::Type FeatureLevel,
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EBlendMode BlendMode)
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{
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// Unlit uses NoLightmapPolicy with 0 point lights
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ELightMapPolicyType SelectedLightmapPolicy = LMP_NO_LIGHTMAP;
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const bool bIsLitMaterial = ShadingModels.IsLit();
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if (bIsLitMaterial)
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{
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const FReadOnlyCVARCache& ReadOnlyCVARCache = FReadOnlyCVARCache::Get();
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if (!ReadOnlyCVARCache.bAllowStaticLighting || (ReadOnlyCVARCache.bMobileEnableNoPrecomputedLightingCSMShader && Scene && Scene->GetForceNoPrecomputedLighting()))
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{
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if (!IsTranslucentBlendMode(BlendMode))
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{
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// Whether to use a single CSM permutation with a branch in the shader
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bPrimReceivesCSM |= MobileUseCSMShaderBranch();
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}
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// no precomputed lighting
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if (!bPrimReceivesCSM || bUsesDeferredShading)
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{
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SelectedLightmapPolicy = LMP_NO_LIGHTMAP;
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}
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else
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{
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SelectedLightmapPolicy = LMP_MOBILE_DIRECTIONAL_LIGHT_CSM;
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}
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}
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else
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{
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// Check for a cached light-map.
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const FLightMapInteraction LightMapInteraction = (Mesh.LCI != nullptr)
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? Mesh.LCI->GetLightMapInteraction(FeatureLevel)
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: FLightMapInteraction();
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const bool bUseMovableLight = MobileDirectionalLight && !MobileDirectionalLight->Proxy->HasStaticShadowing() && ReadOnlyCVARCache.bMobileAllowMovableDirectionalLights;
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const bool bUseStaticAndCSM = MobileDirectionalLight && MobileDirectionalLight->Proxy->UseCSMForDynamicObjects()
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&& bPrimReceivesCSM
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&& ReadOnlyCVARCache.bMobileEnableStaticAndCSMShadowReceivers;
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const bool bMovableWithCSM = bUseMovableLight && MobileDirectionalLight->ShouldRenderViewIndependentWholeSceneShadows() && bPrimReceivesCSM;
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const bool bPrimitiveUsesILC = PrimitiveSceneProxy
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&& (PrimitiveSceneProxy->IsMovable() || PrimitiveSceneProxy->NeedsUnbuiltPreviewLighting() || PrimitiveSceneProxy->GetLightmapType() == ELightmapType::ForceVolumetric)
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&& PrimitiveSceneProxy->WillEverBeLit()
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&& PrimitiveSceneProxy->GetIndirectLightingCacheQuality() != ILCQ_Off;
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const bool bHasValidVLM = Scene && Scene->VolumetricLightmapSceneData.HasData();
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const bool bHasValidILC = Scene && Scene->PrecomputedLightVolumes.Num() > 0
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&& IsIndirectLightingCacheAllowed(FeatureLevel);
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if (LightMapInteraction.GetType() == LMIT_Texture && ReadOnlyCVARCache.bEnableLowQualityLightmaps)
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{
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// Lightmap path
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if (bUseMovableLight)
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{
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if (bUsesDeferredShading)
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{
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SelectedLightmapPolicy = LMP_LQ_LIGHTMAP;
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}
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else if (bMovableWithCSM && !bUsesDeferredShading)
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{
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SelectedLightmapPolicy = LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_CSM_WITH_LIGHTMAP;
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}
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else
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{
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SelectedLightmapPolicy = LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_WITH_LIGHTMAP;
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}
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}
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else
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{
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const FShadowMapInteraction ShadowMapInteraction = (Mesh.LCI != nullptr)
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? Mesh.LCI->GetShadowMapInteraction(FeatureLevel)
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: FShadowMapInteraction();
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if (bUseStaticAndCSM && !bUsesDeferredShading)
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{
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if (ShadowMapInteraction.GetType() == SMIT_Texture &&
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MobileDirectionalLight->ShouldRenderViewIndependentWholeSceneShadows() &&
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ReadOnlyCVARCache.bMobileAllowDistanceFieldShadows)
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{
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SelectedLightmapPolicy = LMP_MOBILE_DISTANCE_FIELD_SHADOWS_LIGHTMAP_AND_CSM;
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}
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else
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{
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SelectedLightmapPolicy = LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP;
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}
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}
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else
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{
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if (ShadowMapInteraction.GetType() == SMIT_Texture &&
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ReadOnlyCVARCache.bMobileAllowDistanceFieldShadows)
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{
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SelectedLightmapPolicy = LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP;
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}
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else
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{
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SelectedLightmapPolicy = LMP_LQ_LIGHTMAP;
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}
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}
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}
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}
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else if ((bHasValidVLM || bHasValidILC) && bPrimitiveUsesILC)
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{
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if ((bUseStaticAndCSM || bMovableWithCSM) && !bUsesDeferredShading && ReadOnlyCVARCache.bMobileEnableStaticAndCSMShadowReceivers)
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{
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SelectedLightmapPolicy = LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT;
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}
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else
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{
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SelectedLightmapPolicy = LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT;
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}
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}
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}
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}
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return SelectedLightmapPolicy;
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}
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void MobileBasePass::SetOpaqueRenderState(FMeshPassProcessorRenderState& DrawRenderState, const FPrimitiveSceneProxy* PrimitiveSceneProxy, const FMaterial& Material, bool bEnableReceiveDecalOutput, bool bUsesDeferredShading)
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{
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uint8 StencilValue = 0;
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if (bEnableReceiveDecalOutput)
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{
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uint8 ReceiveDecals = (PrimitiveSceneProxy && !PrimitiveSceneProxy->ReceivesDecals() ? 0x01 : 0x00);
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StencilValue |= GET_STENCIL_BIT_MASK(RECEIVE_DECAL, ReceiveDecals);
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}
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if (bUsesDeferredShading)
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{
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uint8 ShadingModel = GetMobileShadingModelStencilValue(Material.GetShadingModels());
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StencilValue |= GET_STENCIL_MOBILE_SM_MASK(ShadingModel);
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StencilValue |= STENCIL_LIGHTING_CHANNELS_MASK(PrimitiveSceneProxy ? PrimitiveSceneProxy->GetLightingChannelStencilValue() : 0x00);
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}
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if (bEnableReceiveDecalOutput || bUsesDeferredShading)
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{
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DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<
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true, CF_DepthNearOrEqual,
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true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
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false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
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// don't use masking as it has significant performance hit on Mali GPUs (T860MP2)
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0x00, 0xff >::GetRHI());
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DrawRenderState.SetStencilRef(StencilValue);
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}
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else
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{
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// default depth state should be already set
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}
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if (Material.GetBlendMode() == BLEND_Masked && Material.IsUsingAlphaToCoverage())
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{
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DrawRenderState.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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true>::GetRHI());
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}
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}
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void MobileBasePass::SetTranslucentRenderState(FMeshPassProcessorRenderState& DrawRenderState, const FMaterial& Material)
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{
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const bool bIsUsingMobilePixelProjectedReflection = Material.IsUsingPlanarForwardReflections() && IsUsingMobilePixelProjectedReflection(GetFeatureLevelShaderPlatform(Material.GetFeatureLevel()));
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if (Material.GetShadingModels().HasShadingModel(MSM_ThinTranslucent))
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{
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// the mobile thin translucent fallback uses a similar mode as BLEND_Translucent, but multiplies color by 1 insead of SrcAlpha.
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DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
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}
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else
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{
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switch (Material.GetBlendMode())
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{
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case BLEND_Translucent:
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if (Material.ShouldWriteOnlyAlpha())
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{
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DrawRenderState.SetBlendState(TStaticBlendState<CW_ALPHA, BO_Add, BF_Zero, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
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CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
}
|
|
break;
|
|
case BLEND_Additive:
|
|
// Add to the existing scene color
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_InverseSourceAlpha,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
break;
|
|
case BLEND_Modulate:
|
|
// Modulate with the existing scene color, preserve destination alpha.
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_DestColor, BF_Zero, BO_Add, BF_Zero, BF_One,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
break;
|
|
case BLEND_AlphaComposite:
|
|
// Blend with existing scene color. New color is already pre-multiplied by alpha.
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
break;
|
|
case BLEND_AlphaHoldout:
|
|
// Blend by holding out the matte shape of the source alpha
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_InverseSourceAlpha, BO_Add, BF_One, BF_InverseSourceAlpha,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
break;
|
|
default:
|
|
if (Material.GetShadingModels().HasShadingModel(MSM_SingleLayerWater))
|
|
{
|
|
// Single layer water is an opaque marerial rendered as translucent on Mobile. We force pre-multiplied alpha to achieve water depth based transmittance.
|
|
DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_InverseSourceAlpha, BO_Add, BF_Zero, BF_InverseSourceAlpha,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero,
|
|
CW_NONE, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
check(0);
|
|
}
|
|
};
|
|
}
|
|
|
|
if (Material.ShouldDisableDepthTest())
|
|
{
|
|
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
}
|
|
}
|
|
|
|
bool MobileBasePass::StationarySkyLightHasBeenApplied(const FScene* Scene, ELightMapPolicyType LightMapPolicyType)
|
|
{
|
|
return Scene
|
|
&& Scene->SkyLight
|
|
&& Scene->SkyLight->bWantsStaticShadowing
|
|
&& (LightMapPolicyType == LMP_LQ_LIGHTMAP
|
|
|| LightMapPolicyType == LMP_MOBILE_DISTANCE_FIELD_SHADOWS_AND_LQ_LIGHTMAP
|
|
|| LightMapPolicyType == LMP_MOBILE_DISTANCE_FIELD_SHADOWS_LIGHTMAP_AND_CSM
|
|
|| LightMapPolicyType == LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_LIGHTMAP
|
|
|| LightMapPolicyType == LMP_MOBILE_DIRECTIONAL_LIGHT_AND_SH_INDIRECT
|
|
|| LightMapPolicyType == LMP_MOBILE_DIRECTIONAL_LIGHT_CSM_AND_SH_INDIRECT
|
|
|| LightMapPolicyType == LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_WITH_LIGHTMAP
|
|
|| LightMapPolicyType == LMP_MOBILE_MOVABLE_DIRECTIONAL_LIGHT_CSM_WITH_LIGHTMAP);
|
|
}
|
|
|
|
static FMeshDrawCommandSortKey GetBasePassStaticSortKey(EBlendMode BlendMode, bool bBackground)
|
|
{
|
|
FMeshDrawCommandSortKey SortKey;
|
|
SortKey.PackedData = (BlendMode == EBlendMode::BLEND_Masked ? 1 : 0);
|
|
SortKey.PackedData|= (bBackground ? 2 : 0); // background flag in second bit
|
|
return SortKey;
|
|
}
|
|
|
|
template<>
|
|
void TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>::GetShaderBindings(
|
|
const FScene* Scene,
|
|
ERHIFeatureLevel::Type FeatureLevel,
|
|
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
|
|
const FMaterialRenderProxy& MaterialRenderProxy,
|
|
const FMaterial& Material,
|
|
const FMeshPassProcessorRenderState& DrawRenderState,
|
|
const TMobileBasePassShaderElementData<FUniformLightMapPolicy>& ShaderElementData,
|
|
FMeshDrawSingleShaderBindings& ShaderBindings) const
|
|
{
|
|
FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings);
|
|
|
|
FUniformLightMapPolicy::GetPixelShaderBindings(
|
|
PrimitiveSceneProxy,
|
|
ShaderElementData.LightMapPolicyElementData,
|
|
this,
|
|
ShaderBindings);
|
|
|
|
if (Scene)
|
|
{
|
|
if (ReflectionParameter.IsBound())
|
|
{
|
|
FRHIUniformBuffer* ReflectionUB = GDefaultMobileReflectionCaptureUniformBuffer.GetUniformBufferRHI();
|
|
FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveSceneProxy ? PrimitiveSceneProxy->GetPrimitiveSceneInfo() : nullptr;
|
|
if (PrimitiveSceneInfo && PrimitiveSceneInfo->CachedReflectionCaptureProxy)
|
|
{
|
|
ReflectionUB = PrimitiveSceneInfo->CachedReflectionCaptureProxy->MobileUniformBuffer;
|
|
}
|
|
// If no reflection captures are available then attempt to use sky light's texture.
|
|
else if (UseSkyReflectionCapture(Scene))
|
|
{
|
|
ReflectionUB = Scene->UniformBuffers.MobileSkyReflectionUniformBuffer;
|
|
}
|
|
ShaderBindings.Add(ReflectionParameter, ReflectionUB);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ensure(!ReflectionParameter.IsBound());
|
|
}
|
|
|
|
// Set directional light UB
|
|
if (MobileDirectionLightBufferParam.IsBound() && Scene)
|
|
{
|
|
int32 UniformBufferIndex = PrimitiveSceneProxy ? GetFirstLightingChannelFromMask(PrimitiveSceneProxy->GetLightingChannelMask()) + 1 : 0;
|
|
ShaderBindings.Add(MobileDirectionLightBufferParam, Scene->UniformBuffers.MobileDirectionalLightUniformBuffers[UniformBufferIndex]);
|
|
}
|
|
|
|
if (UseCSMParameter.IsBound())
|
|
{
|
|
ShaderBindings.Add(UseCSMParameter, ShaderElementData.bCanReceiveCSM ? 1 : 0);
|
|
}
|
|
}
|
|
|
|
FMobileBasePassMeshProcessor::FMobileBasePassMeshProcessor(
|
|
const FScene* Scene,
|
|
ERHIFeatureLevel::Type InFeatureLevel,
|
|
const FSceneView* InViewIfDynamicMeshCommand,
|
|
const FMeshPassProcessorRenderState& InDrawRenderState,
|
|
FMeshPassDrawListContext* InDrawListContext,
|
|
EFlags InFlags,
|
|
ETranslucencyPass::Type InTranslucencyPassType)
|
|
: FMeshPassProcessor(Scene, InFeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext)
|
|
, PassDrawRenderState(InDrawRenderState)
|
|
, TranslucencyPassType(InTranslucencyPassType)
|
|
, Flags(InFlags)
|
|
, bTranslucentBasePass(InTranslucencyPassType != ETranslucencyPass::TPT_MAX)
|
|
, bUsesDeferredShading(!bTranslucentBasePass && IsMobileDeferredShadingEnabled(GetFeatureLevelShaderPlatform(InFeatureLevel)))
|
|
{
|
|
}
|
|
|
|
bool FMobileBasePassMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material)
|
|
{
|
|
const EBlendMode BlendMode = Material.GetBlendMode();
|
|
const FMaterialShadingModelField ShadingModels = Material.GetShadingModels();
|
|
const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode);
|
|
const bool bUsesWaterMaterial = ShadingModels.HasShadingModel(MSM_SingleLayerWater); // Water goes into the translucent pass
|
|
const bool bCanReceiveCSM = ((Flags & EFlags::CanReceiveCSM) == EFlags::CanReceiveCSM);
|
|
|
|
bool bResult = true;
|
|
if (bTranslucentBasePass)
|
|
{
|
|
// Skipping TPT_TranslucencyAfterDOFModulate. That pass is only needed for Dual Blending, which is not supported on Mobile.
|
|
bool bShouldDraw = (bIsTranslucent || bUsesWaterMaterial) &&
|
|
(TranslucencyPassType == ETranslucencyPass::TPT_AllTranslucency
|
|
|| (TranslucencyPassType == ETranslucencyPass::TPT_StandardTranslucency && !Material.IsMobileSeparateTranslucencyEnabled())
|
|
|| (TranslucencyPassType == ETranslucencyPass::TPT_TranslucencyAfterDOF && Material.IsMobileSeparateTranslucencyEnabled()));
|
|
|
|
if (bShouldDraw)
|
|
{
|
|
check(bCanReceiveCSM == false);
|
|
const FLightSceneInfo* MobileDirectionalLight = MobileBasePass::GetDirectionalLightInfo(Scene, PrimitiveSceneProxy);
|
|
// Opaque meshes used for mobile pixel projected reflection could receive CSM in translucent pass.
|
|
ELightMapPolicyType LightmapPolicyType = MobileBasePass::SelectMeshLightmapPolicy(Scene, MeshBatch, PrimitiveSceneProxy, MobileDirectionalLight, ShadingModels, bCanReceiveCSM, false, FeatureLevel, BlendMode);
|
|
bResult = Process(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, MaterialRenderProxy, Material, BlendMode, ShadingModels, LightmapPolicyType, bCanReceiveCSM, MeshBatch.LCI);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// opaque materials.
|
|
if (!bIsTranslucent && !bUsesWaterMaterial)
|
|
{
|
|
const FLightSceneInfo* MobileDirectionalLight = MobileBasePass::GetDirectionalLightInfo(Scene, PrimitiveSceneProxy);
|
|
ELightMapPolicyType LightmapPolicyType = MobileBasePass::SelectMeshLightmapPolicy(Scene, MeshBatch, PrimitiveSceneProxy, MobileDirectionalLight, ShadingModels, bCanReceiveCSM, bUsesDeferredShading, FeatureLevel, BlendMode);
|
|
bResult = Process(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, MaterialRenderProxy, Material, BlendMode, ShadingModels, LightmapPolicyType, bCanReceiveCSM, MeshBatch.LCI);
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
void FMobileBasePassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
|
|
{
|
|
if (!MeshBatch.bUseForMaterial || (PrimitiveSceneProxy && !PrimitiveSceneProxy->ShouldRenderInMainPass()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
|
|
while (MaterialRenderProxy)
|
|
{
|
|
const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
|
|
if (Material && Material->GetRenderingThreadShaderMap())
|
|
{
|
|
if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, *MaterialRenderProxy, *Material))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel);
|
|
}
|
|
}
|
|
|
|
bool FMobileBasePassMeshProcessor::Process(
|
|
const FMeshBatch& RESTRICT MeshBatch,
|
|
uint64 BatchElementMask,
|
|
int32 StaticMeshId,
|
|
const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
|
|
const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
|
|
const FMaterial& RESTRICT MaterialResource,
|
|
EBlendMode BlendMode,
|
|
FMaterialShadingModelField ShadingModels,
|
|
const ELightMapPolicyType LightMapPolicyType,
|
|
const bool bCanReceiveCSM,
|
|
const FUniformLightMapPolicy::ElementDataType& RESTRICT LightMapElementData)
|
|
{
|
|
TMeshProcessorShaders<
|
|
TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>,
|
|
TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>> BasePassShaders;
|
|
|
|
bool bEnableSkyLight = false;
|
|
|
|
if (Scene && Scene->SkyLight)
|
|
{
|
|
// Clustered reflection is always enabled on mobile deferred translucent material
|
|
const bool bEnableClusteredReflections = MobileEnableClusteredReflections(Scene->GetShaderPlatform());
|
|
|
|
//The stationary skylight contribution has been added both to the LowQuality Lightmap and ILC on mobile, so we should skip the sky light spherical harmonic contribution for it.
|
|
bool bStationarySkyLightHasBeenApplied = MobileBasePass::StationarySkyLightHasBeenApplied(Scene, LightMapPolicyType) && !bEnableClusteredReflections;
|
|
|
|
//Two side material should enable sky light for the back face since only the front face has light map and it will be corrected in base pass shader.
|
|
bool bSkipStationarySkyLight = bStationarySkyLightHasBeenApplied && !MaterialResource.IsTwoSided();
|
|
|
|
bEnableSkyLight = ShadingModels.IsLit() && Scene->ShouldRenderSkylightInBasePass(BlendMode) && (!bSkipStationarySkyLight);
|
|
}
|
|
|
|
bool bEnableLocalLights = false;
|
|
if (Scene && PrimitiveSceneProxy && ShadingModels.IsLit())
|
|
{
|
|
const bool bIsTranslucentMaterialOnDeferred = Scene && bTranslucentBasePass && IsMobileDeferredShadingEnabled(Scene->GetShaderPlatform());
|
|
// Clustered lighting could only be enabled on mobile forward and always enabled on mobile deferred translucent material
|
|
if (!bUsesDeferredShading && (MobileForwardEnableLocalLights(Scene->GetShaderPlatform()) || bIsTranslucentMaterialOnDeferred))
|
|
{
|
|
bEnableLocalLights = PrimitiveSceneProxy->GetPrimitiveSceneInfo()->NumMobileMovableLocalLights > 0;
|
|
}
|
|
}
|
|
|
|
if (!MobileBasePass::GetShaders(
|
|
LightMapPolicyType,
|
|
bEnableLocalLights,
|
|
MaterialResource,
|
|
MeshBatch.VertexFactory->GetType(),
|
|
bEnableSkyLight,
|
|
BasePassShaders.VertexShader,
|
|
BasePassShaders.PixelShader))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const bool bMaskedInEarlyPass = (MaterialResource.IsMasked() || MeshBatch.bDitheredLODTransition) && Scene && MaskedInEarlyPass(Scene->GetShaderPlatform());
|
|
const bool bForcePassDrawRenderState = ((Flags & EFlags::ForcePassDrawRenderState) == EFlags::ForcePassDrawRenderState);
|
|
|
|
FMeshPassProcessorRenderState DrawRenderState(PassDrawRenderState);
|
|
if (!bForcePassDrawRenderState)
|
|
{
|
|
if (bTranslucentBasePass)
|
|
{
|
|
MobileBasePass::SetTranslucentRenderState(DrawRenderState, MaterialResource);
|
|
}
|
|
else if((MeshBatch.bUseForDepthPass && Scene->EarlyZPassMode == DDM_AllOpaque) || bMaskedInEarlyPass)
|
|
{
|
|
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Equal>::GetRHI());
|
|
}
|
|
else
|
|
{
|
|
const bool bEnableReceiveDecalOutput = ((Flags & EFlags::CanUseDepthStencil) == EFlags::CanUseDepthStencil);
|
|
MobileBasePass::SetOpaqueRenderState(DrawRenderState, PrimitiveSceneProxy, MaterialResource, bEnableReceiveDecalOutput && IsMobileHDR(), bUsesDeferredShading);
|
|
}
|
|
}
|
|
|
|
FMeshDrawCommandSortKey SortKey;
|
|
if (bTranslucentBasePass)
|
|
{
|
|
const bool bIsUsingMobilePixelProjectedReflection = MaterialResource.IsUsingPlanarForwardReflections()
|
|
&& IsUsingMobilePixelProjectedReflection(GetFeatureLevelShaderPlatform(MaterialResource.GetFeatureLevel()));
|
|
|
|
SortKey = CalculateTranslucentMeshStaticSortKey(PrimitiveSceneProxy, MeshBatch.MeshIdInPrimitive);
|
|
// We always want water to be rendered first on mobile in order to mimic other renderers where it is opaque. We shift the other priorities by 1.
|
|
// And we also want to render the meshes used for mobile pixel projected reflection first if it is opaque.
|
|
const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode);
|
|
SortKey.Translucent.Priority = ShadingModels.HasShadingModel(MSM_SingleLayerWater) || (!bIsTranslucent && bIsUsingMobilePixelProjectedReflection) ? uint16(0) : uint16(FMath::Clamp(uint32(SortKey.Translucent.Priority) + 1, 0u, uint32(USHRT_MAX)));
|
|
}
|
|
else
|
|
{
|
|
// Background primitives will be rendered last in masked/non-masked buckets
|
|
bool bBackground = PrimitiveSceneProxy ? PrimitiveSceneProxy->TreatAsBackgroundForOcclusion() : false;
|
|
// Default static sort key separates masked and non-masked geometry, generic mesh sorting will also sort by PSO
|
|
// if platform wants front to back sorting, this key will be recomputed in InitViews
|
|
SortKey = GetBasePassStaticSortKey(BlendMode, bBackground);
|
|
}
|
|
|
|
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
|
|
ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, MaterialResource, OverrideSettings);
|
|
ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, MaterialResource, OverrideSettings);
|
|
|
|
TMobileBasePassShaderElementData<FUniformLightMapPolicy> ShaderElementData(LightMapElementData, bCanReceiveCSM);
|
|
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
|
|
|
|
BuildMeshDrawCommands(
|
|
MeshBatch,
|
|
BatchElementMask,
|
|
PrimitiveSceneProxy,
|
|
MaterialRenderProxy,
|
|
MaterialResource,
|
|
DrawRenderState,
|
|
BasePassShaders,
|
|
MeshFillMode,
|
|
MeshCullMode,
|
|
SortKey,
|
|
EMeshPassFeatures::Default,
|
|
ShaderElementData);
|
|
return true;
|
|
}
|
|
|
|
FMeshPassProcessor* CreateMobileBasePassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
|
|
{
|
|
FMeshPassProcessorRenderState PassDrawRenderState;
|
|
PassDrawRenderState.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA>::GetRHI());
|
|
PassDrawRenderState.SetDepthStencilAccess(Scene->DefaultBasePassDepthStencilAccess);
|
|
PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
|
|
|
|
const FMobileBasePassMeshProcessor::EFlags Flags = FMobileBasePassMeshProcessor::EFlags::CanUseDepthStencil
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| (MobileBasePassAlwaysUsesCSM(Scene->GetShaderPlatform()) ? FMobileBasePassMeshProcessor::EFlags::CanReceiveCSM : FMobileBasePassMeshProcessor::EFlags::None);
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return new(FMemStack::Get()) FMobileBasePassMeshProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext, Flags);
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}
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FMeshPassProcessor* CreateMobileBasePassCSMProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
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{
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FMeshPassProcessorRenderState PassDrawRenderState;
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PassDrawRenderState.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA>::GetRHI());
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PassDrawRenderState.SetDepthStencilAccess(Scene->DefaultBasePassDepthStencilAccess);
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PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
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const FMobileBasePassMeshProcessor::EFlags Flags = FMobileBasePassMeshProcessor::EFlags::CanReceiveCSM | FMobileBasePassMeshProcessor::EFlags::CanUseDepthStencil;
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return new(FMemStack::Get()) FMobileBasePassMeshProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext, Flags);
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}
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FMeshPassProcessor* CreateMobileTranslucencyStandardPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
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{
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FMeshPassProcessorRenderState PassDrawRenderState;
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PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
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PassDrawRenderState.SetDepthStencilAccess(FExclusiveDepthStencil::DepthRead_StencilRead);
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const FMobileBasePassMeshProcessor::EFlags Flags = FMobileBasePassMeshProcessor::EFlags::CanUseDepthStencil;
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return new(FMemStack::Get()) FMobileBasePassMeshProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext, Flags, ETranslucencyPass::TPT_StandardTranslucency);
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}
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FMeshPassProcessor* CreateMobileTranslucencyAfterDOFProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
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{
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FMeshPassProcessorRenderState PassDrawRenderState;
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PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
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PassDrawRenderState.SetDepthStencilAccess(FExclusiveDepthStencil::DepthRead_StencilRead);
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const FMobileBasePassMeshProcessor::EFlags Flags = FMobileBasePassMeshProcessor::EFlags::CanUseDepthStencil;
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return new(FMemStack::Get()) FMobileBasePassMeshProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext, Flags, ETranslucencyPass::TPT_TranslucencyAfterDOF);
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}
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FMeshPassProcessor* CreateMobileTranslucencyAllPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
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{
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FMeshPassProcessorRenderState PassDrawRenderState;
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PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
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PassDrawRenderState.SetDepthStencilAccess(FExclusiveDepthStencil::DepthRead_StencilRead);
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const FMobileBasePassMeshProcessor::EFlags Flags = FMobileBasePassMeshProcessor::EFlags::CanUseDepthStencil;
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return new(FMemStack::Get()) FMobileBasePassMeshProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, PassDrawRenderState, InDrawListContext, Flags, ETranslucencyPass::TPT_AllTranslucency);
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}
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FRegisterPassProcessorCreateFunction RegisterMobileBasePass(&CreateMobileBasePassProcessor, EShadingPath::Mobile, EMeshPass::BasePass, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);
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FRegisterPassProcessorCreateFunction RegisterMobileBasePassCSM(&CreateMobileBasePassCSMProcessor, EShadingPath::Mobile, EMeshPass::MobileBasePassCSM, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);
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FRegisterPassProcessorCreateFunction RegisterMobileTranslucencyAllPass(&CreateMobileTranslucencyAllPassProcessor, EShadingPath::Mobile, EMeshPass::TranslucencyAll, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);
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FRegisterPassProcessorCreateFunction RegisterMobileTranslucencyStandardPass(&CreateMobileTranslucencyStandardPassProcessor, EShadingPath::Mobile, EMeshPass::TranslucencyStandard, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);
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FRegisterPassProcessorCreateFunction RegisterMobileTranslucencyAfterDOFPass(&CreateMobileTranslucencyAfterDOFProcessor, EShadingPath::Mobile, EMeshPass::TranslucencyAfterDOF, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView);
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// Skipping EMeshPass::TranslucencyAfterDOFModulate because dual blending is not supported on mobile
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