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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/SceneTextures.h
Wei Liu 355707489e Refactor of mobile custom depth/stencil to line up with pc on all mobile platform.
#jira none

#rb Dmitriy.Dyomin
#fyi Serge.Bernier
#preflight 627b87a65d003338d95018bf

[CL 20135905 by Wei Liu in ue5-main branch]
2022-05-11 06:10:52 -04:00

225 lines
8.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SceneView.h"
#include "RenderGraphUtils.h"
#include "CustomDepthRendering.h"
#include "SceneRenderTargetParameters.h"
#include "GBufferInfo.h"
struct FSceneTextures;
class FViewInfo;
class FViewFamilyInfo;
enum class ESceneTextureExtracts : uint32
{
/** No textures are extracted from the render graph after execution. */
None = 0,
/** Extracts scene depth after execution */
Depth = 1 << 0,
/** Extracts custom depth after execution. */
CustomDepth = 1 << 1,
/** Extracts all available textures after execution. */
All = Depth | CustomDepth
};
/** Struct containing the scene texture configuration used to create scene textures. Use InitializeViewFamily to initialize the
* SceneTexturesConfig structure in the FViewFamilyInfo. A global singleton instance is maintained manually with static Set / Get
* functions, but will soon be deprecated, in preference of using the structure from the FViewFamilyInfo.
*/
struct RENDERER_API FSceneTexturesConfig
{
// Sets the persistent global config instance.
static void Set(const FSceneTexturesConfig& Config);
// Gets the persistent global config instance. If unset, will return a default constructed instance.
static const FSceneTexturesConfig& Get();
// Initializes the SceneTexturesConfig in the target view family.
static void InitializeViewFamily(FViewFamilyInfo& ViewFamily);
FORCEINLINE bool IsValid() const
{
return ShadingPath != EShadingPath::Num;
}
FSceneTexturesConfig()
: bRequireMultiView{}
, bIsUsingGBuffers{}
, bKeepDepthContent{1}
, bPreciseDepthAux{}
, bSamplesCustomDepthAndStencil{}
{}
// Extractions to queue for after execution of the render graph.
ESceneTextureExtracts Extracts = ESceneTextureExtracts::All;
// Enums describing the shading / feature / platform configurations used to construct the config.
EShadingPath ShadingPath = EShadingPath::Num;
ERHIFeatureLevel::Type FeatureLevel = ERHIFeatureLevel::SM5;
EShaderPlatform ShaderPlatform = SP_PCD3D_SM5;
// Extent of all full-resolution textures.
FIntPoint Extent = FIntPoint::ZeroValue;
// Extend of the mobile Pixel Projected Reflection texture
FIntPoint MobilePixelProjectedReflectionExtent = FIntPoint::ZeroValue;
// Downsample factors to divide against the full resolution texture extent.
uint32 SmallDepthDownsampleFactor = 2;
// Number of MSAA samples used by color and depth targets.
uint32 NumSamples = 1;
// Number of MSAA sampled used by the editor primitive composition targets.
uint32 EditorPrimitiveNumSamples = 1;
// Pixel format to use when creating scene color.
EPixelFormat ColorFormat = PF_Unknown;
// Optimized clear values to use for color / depth textures.
FClearValueBinding ColorClearValue = FClearValueBinding::Black;
FClearValueBinding DepthClearValue = FClearValueBinding::DepthFar;
// (Deferred Shading) Dynamic GBuffer configuration used to control allocation and slotting of base pass textures.
FGBufferParams GBufferParams;
FGBufferBinding GBufferA;
FGBufferBinding GBufferB;
FGBufferBinding GBufferC;
FGBufferBinding GBufferD;
FGBufferBinding GBufferE;
FGBufferBinding GBufferVelocity;
// (VR) True if scene color and depth should be multi-view allocated.
uint32 bRequireMultiView : 1;
// True if platform is using GBuffers.
uint32 bIsUsingGBuffers : 1;
// (Mobile) True if the platform should write depth content back to memory.
uint32 bKeepDepthContent : 1;
// (Mobile) True if SceneDepthAux should use a precise pixel format
uint32 bPreciseDepthAux : 1;
// (Mobile) True if both CustomDepth and CustomStencil are sampled in a shader
uint32 bSamplesCustomDepthAndStencil : 1;
private:
static FSceneTexturesConfig GlobalInstance;
};
/** RDG struct containing the minimal set of scene textures common across all rendering configurations. */
struct RENDERER_API FMinimalSceneTextures
{
// Initializes the minimal scene textures structure in the FViewFamilyInfo
static void InitializeViewFamily(FRDGBuilder& GraphBuilder, FViewFamilyInfo& ViewFamily);
// Immutable copy of the config used to create scene textures.
FSceneTexturesConfig Config;
// Uniform buffers for deferred or mobile.
TRDGUniformBufferRef<FSceneTextureUniformParameters> UniformBuffer{};
TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> MobileUniformBuffer{};
// Setup modes used when creating uniform buffers. These are updated on demand.
ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::None;
EMobileSceneTextureSetupMode MobileSetupMode = EMobileSceneTextureSetupMode::None;
// Texture containing scene color information with lighting but without post processing. Will be two textures if MSAA.
FRDGTextureMSAA Color{};
// Texture containing scene depth. Will be two textures if MSAA.
FRDGTextureMSAA Depth{};
// Texture containing a stencil view of the resolved (if MSAA) scene depth.
FRDGTextureSRVRef Stencil{};
// Textures containing depth / stencil information from the custom depth pass.
FCustomDepthTextures CustomDepth{};
FSceneTextureShaderParameters GetSceneTextureShaderParameters(ERHIFeatureLevel::Type FeatureLevel) const;
};
/** RDG struct containing the complete set of scene textures for the deferred or mobile renderers. */
struct RENDERER_API FSceneTextures : public FMinimalSceneTextures
{
// Initializes the scene textures structure in the FViewFamilyInfo
static void InitializeViewFamily(FRDGBuilder& GraphBuilder, FViewFamilyInfo& ViewFamily);
// Configures an array of render targets for the GBuffer pass.
uint32 GetGBufferRenderTargets(TStaticArray<FTextureRenderTargetBinding, MaxSimultaneousRenderTargets>& RenderTargets) const;
uint32 GetGBufferRenderTargets(ERenderTargetLoadAction LoadAction, FRenderTargetBindingSlots& RenderTargets) const;
// (Deferred) Texture containing conservative downsampled depth for occlusion.
FRDGTextureRef SmallDepth{};
// (Deferred) Textures containing geometry information for deferred shading.
FRDGTextureRef GBufferA{};
FRDGTextureRef GBufferB{};
FRDGTextureRef GBufferC{};
FRDGTextureRef GBufferD{};
FRDGTextureRef GBufferE{};
FRDGTextureRef GBufferF{};
// Additional Buffer texture used by mobile
FRDGTextureMSAA DepthAux{};
// Texture containing dynamic motion vectors. Can be bound by the base pass or its own velocity pass.
FRDGTextureRef Velocity{};
// Texture containing the screen space ambient occlusion result.
FRDGTextureRef ScreenSpaceAO{};
// Texture used by the quad overdraw debug view mode when enabled.
FRDGTextureRef QuadOverdraw{};
// (Mobile) Texture used by mobile PPR in the next frame.
FRDGTextureRef PixelProjectedReflection{};
// Textures used to composite editor primitives. Also used by the base pass when in wireframe mode.
#if WITH_EDITOR
FRDGTextureRef EditorPrimitiveColor{};
FRDGTextureRef EditorPrimitiveDepth{};
#endif
};
/** Extracts scene textures into the global extraction instance. */
void QueueSceneTextureExtractions(FRDGBuilder& GraphBuilder, const FSceneTextures& SceneTextures);
/** Utility functions for accessing common global scene texture configuration state. Reads a bit less awkwardly than the singleton access. */
UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.NumSamples instead.")
inline uint32 GetSceneTextureNumSamples()
{
return FSceneTexturesConfig::Get().NumSamples;
}
UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.EditorPrimitiveNumSamples instead.")
inline uint32 GetEditorPrimitiveNumSamples()
{
return FSceneTexturesConfig::Get().EditorPrimitiveNumSamples;
}
UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.DepthClearValue instead.")
inline FClearValueBinding GetSceneDepthClearValue()
{
return FSceneTexturesConfig::Get().DepthClearValue;
}
UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.ColorClearValue instead.")
inline FClearValueBinding GetSceneColorClearValue()
{
return FSceneTexturesConfig::Get().ColorClearValue;
}
UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.ColorFormat instead.")
inline EPixelFormat GetSceneColorFormat()
{
return FSceneTexturesConfig::Get().ColorFormat;
}