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277 lines
8.6 KiB
C++
277 lines
8.6 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessVisualizeBuffer.cpp: Post processing VisualizeBuffer implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "SceneFilterRendering.h"
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#include "PostProcessVisualizeBuffer.h"
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#include "PostProcessing.h"
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#include "PostProcessHistogram.h"
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#include "PostProcessEyeAdaptation.h"
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#include "SceneUtils.h"
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/** Encapsulates the post processing Buffer visualization pixel shader. */
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template<bool bDrawingTile>
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class FPostProcessVisualizeBufferPS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FPostProcessVisualizeBufferPS, Global);
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static bool ShouldCache(EShaderPlatform Platform)
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{
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return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::ES3_1);
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}
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static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("DRAWING_TILE"), bDrawingTile ? TEXT("1") : TEXT("0"));
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}
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/** Default constructor. */
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FPostProcessVisualizeBufferPS() {}
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public:
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FPostProcessPassParameters PostprocessParameter;
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FDeferredPixelShaderParameters DeferredParameters;
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FShaderResourceParameter SourceTexture;
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FShaderResourceParameter SourceTextureSampler;
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/** Initialization constructor. */
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FPostProcessVisualizeBufferPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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PostprocessParameter.Bind(Initializer.ParameterMap);
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DeferredParameters.Bind(Initializer.ParameterMap);
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if (bDrawingTile)
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{
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SourceTexture.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0"));
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SourceTextureSampler.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0Sampler"));
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}
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}
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void SetPS(const FRenderingCompositePassContext& Context)
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
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PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
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DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
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}
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void SetSourceTexture(FRHICommandList& RHICmdList, FTextureRHIRef Texture)
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{
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if (bDrawingTile && SourceTexture.IsBound())
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{
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const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
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SetTextureParameter(
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RHICmdList,
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ShaderRHI,
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SourceTexture,
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SourceTextureSampler,
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TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
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Texture);
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}
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}
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// FShader interface.
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << PostprocessParameter << DeferredParameters << SourceTexture << SourceTextureSampler;
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return bShaderHasOutdatedParameters;
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}
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static const TCHAR* GetSourceFilename()
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{
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return TEXT("PostProcessVisualizeBuffer");
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}
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static const TCHAR* GetFunctionName()
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{
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return TEXT("MainPS");
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}
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};
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void FRCPassPostProcessVisualizeBuffer::AddVisualizationBuffer(FRenderingCompositeOutputRef InSource, const FString& InName)
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{
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Tiles.Add(TileData(InSource, InName));
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if (InSource.IsValid())
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{
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AddDependency(InSource);
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}
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}
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IMPLEMENT_SHADER_TYPE2(FPostProcessVisualizeBufferPS<true>, SF_Pixel);
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IMPLEMENT_SHADER_TYPE2(FPostProcessVisualizeBufferPS<false>, SF_Pixel);
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template <bool bDrawingTile>
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FShader* FRCPassPostProcessVisualizeBuffer::SetShaderTempl(const FRenderingCompositePassContext& Context)
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{
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessVisualizeBufferPS<bDrawingTile> > PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetPS(Context);
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return *VertexShader;
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}
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void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context)
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{
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SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeBuffer);
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const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
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if(!InputDesc)
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{
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// input is not hooked up correctly
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return;
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}
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const FSceneView& View = Context.View;
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const FSceneViewFamily& ViewFamily = *(View.Family);
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FIntRect SrcRect = View.ViewRect;
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FIntRect DestRect = View.ViewRect;
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FIntPoint SrcSize = InputDesc->Extent;
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const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
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// Set the view family's render target/viewport.
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SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
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Context.SetViewportAndCallRHI(DestRect);
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// set the state
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Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
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Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
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Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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{
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FShader* VertexShader = SetShaderTempl<false>(Context);
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// Draw a quad mapping scene color to the view's render target
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DrawRectangle(
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Context.RHICmdList,
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0, 0,
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DestRect.Width(), DestRect.Height(),
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestRect.Size(),
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SrcSize,
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VertexShader,
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EDRF_UseTriangleOptimization);
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}
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Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI());
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TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
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TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(Context.GetShaderMap());
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetPS(Context);
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// Track the name and position of each tile we draw so we can write text labels over them
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struct LabelRecord
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{
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FString Label;
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int32 LocationX;
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int32 LocationY;
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};
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TArray<LabelRecord> Labels;
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const int32 MaxTilesX = 4;
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const int32 MaxTilesY = 4;
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const int32 TileWidth = DestRect.Width() / MaxTilesX;
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const int32 TileHeight = DestRect.Height() / MaxTilesY;
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int32 CurrentTileIndex = 0;
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for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex)
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{
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FRenderingCompositeOutputRef Tile = It->Source;
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if (Tile.IsValid())
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{
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FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture;
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int32 TileX = CurrentTileIndex % MaxTilesX;
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int32 TileY = CurrentTileIndex / MaxTilesX;
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PixelShader->SetSourceTexture(Context.RHICmdList, Texture);
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DrawRectangle(
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Context.RHICmdList,
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TileX * TileWidth, TileY * TileHeight,
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TileWidth, TileHeight,
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SrcRect.Min.X, SrcRect.Min.Y,
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SrcRect.Width(), SrcRect.Height(),
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DestRect.Size(),
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SrcSize,
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*VertexShader,
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EDRF_Default
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);
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Labels.Add(LabelRecord());
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Labels.Last().Label = It->Name;
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Labels.Last().LocationX = 8 + TileX * TileWidth;
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Labels.Last().LocationY = (TileY + 1) * TileHeight - 19;
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}
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}
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// Draw tile labels
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// this is a helper class for FCanvas to be able to get screen size
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class FRenderTargetTemp : public FRenderTarget
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{
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public:
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const FSceneView& View;
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const FTexture2DRHIRef Texture;
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FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
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: View(InView), Texture(InTexture)
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{
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}
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virtual FIntPoint GetSizeXY() const
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{
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return View.ViewRect.Size();
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};
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virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
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{
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return Texture;
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}
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} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
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FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
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FLinearColor LabelColor(1, 1, 0);
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for (auto It = Labels.CreateConstIterator(); It; ++It)
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{
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Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor);
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}
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Canvas.Flush_RenderThread(Context.RHICmdList);
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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}
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FPooledRenderTargetDesc FRCPassPostProcessVisualizeBuffer::ComputeOutputDesc(EPassOutputId InPassOutputId) const
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{
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FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.DebugName = TEXT("VisualizeBuffer");
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return Ret;
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}
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