Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/SceneRenderTargets.cpp
Gil Gribb 93047290bb Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3054480)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3045482 on 2016/07/11 by Zabir.Hoque

	DX12 Quries need to individually track their syncpoints. Only when resolving a query on the same frame should be stall.

Change 3045929 on 2016/07/12 by Simon.Tovey

	Removing some deprecated node types from Niagara

Change 3045951 on 2016/07/12 by Ben.Woodhouse

	D3D11 Log detailed live device info on shutdown if the debug layer is enabled (including resource types)

Change 3046019 on 2016/07/12 by Chris.Bunner

	Fixed typo in material input name.
	#jira UE-5575

Change 3046053 on 2016/07/12 by Rolando.Caloca

	DR - Fix GL4 shutdown
	#jira UE-32799

Change 3046055 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix NumInstances=0

Change 3046063 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added flat to uint layouts per glslang
	- Fix bad extension on dumped shaders

Change 3046067 on 2016/07/12 by Rolando.Caloca

	DR - vk - Fix check when not using color RT
	- Added queue submit & present counters

Change 3046088 on 2016/07/12 by Ben.Woodhouse

	Live GPU stats
	A non-hierarchical realtime high level GPU profiler with support for cumulative stat recording.
	Stats are added with SCOPED_GPU_STAT macros, e.g. SCOPED_GPU_STAT(RHICmdList, Stat_GPU_Distortion)
	The bulk of the files in this change are simply instrumentation for the renderer. The core changes are in SceneUtils.cpp/h and D3D11Query.cpp (this is the XB1/DX11X implementation of timestamp RHI queries, which was missing)
	Note: this is currently disabled by default. Enable with the cvar r.gpustatsenabled
	Tested on PC, XB1, PS4

Change 3046128 on 2016/07/12 by Olaf.Piesche

	Max draw distance and fade range for lights, requested by JonL

Change 3046183 on 2016/07/12 by Ben.Woodhouse

	PR #2532: Fix SSAO being applied in unlit viewmode (Contributed by nick-penwarden)

Change 3046223 on 2016/07/12 by Luke.Thatcher

	Fix Scene Cube Captures. SceneCaptureSource flag on the ViewFamily was not set for cube components.

	#jira UE-32345

Change 3046228 on 2016/07/12 by Marc.Olano

	Add Voronoi noise to Noise material node.

	Four versions with differing speed/quality levels accessed through the Quality value in the material node. Tooltips give estimates of the cost of each.

	Also includes spiffy new Rand3DPCG16 and Rand3DPCG32 int3 to int3 hash functions, and a 20% improvement on the computed gradient noise.

Change 3046269 on 2016/07/12 by Rolando.Caloca

	DR - Skip flush on RHIDiscardRenderTargets and only use it on platforms that need it (ie OpenGL)

Change 3046294 on 2016/07/12 by Rolando.Caloca

	DR - Fix static analyisis
	warning C6326: Potential comparison of a constant with another constant.

Change 3046295 on 2016/07/12 by Rolando.Caloca

	DR - Fix the previous fix

Change 3046731 on 2016/07/12 by Marc.Olano

	Fix typo in shader random number constant: repeated extra digit made it too big.

Change 3046796 on 2016/07/12 by Uriel.Doyon

	The texture streaming manager now keeps a set of all valid textures.
	This is used to prevent from indirecting deleted memory upon SetTexturesRemovedTimestamp.
	#jira UE-33048

Change 3046800 on 2016/07/12 by Rolando.Caloca

	DR - vk - Added create image & renderpass dump

Change 3046845 on 2016/07/12 by John.Billon

	Forgot to apply MaxGPUSkinBones Cvar access changes in a few locations.

Change 3047023 on 2016/07/12 by Olaf.Piesche

	Niagara:
	-a bit of cleanup
	-now store and double buffer attributes individually, eliminating unnecessary copy of unused attributes
	-removed FNiagaraConstantMap, replaced with an instance of FNiagaraConstants
	-some code simplification
	-removed some deprecated structs and code used only by old content

Change 3047052 on 2016/07/12 by Zabir.Hoque

	Unshelved from pending changelist '3044062':

	PR #2588: Adding blend mode BLEND_AlphaComposite (4.12) (Contributed by moritz-wundke)

Change 3047727 on 2016/07/13 by Luke.Thatcher

	Fix Scene Capture Components only updating every other frame.
	#jira UE-32581

Change 3047919 on 2016/07/13 by Olaf.Piesche

	CMask decode, use in deferred decals, for PS4

Change 3047921 on 2016/07/13 by Uriel.Doyon

	"Build Texture Streaming" will now remove duplicate error msg when computing texcoord scales.
	Also, several texture messages are packed on the same line if they relate to the same material.

Change 3047952 on 2016/07/13 by Rolando.Caloca

	DR - vk - Initial prep pass for separating combined images & samplers

Change 3048648 on 2016/07/13 by Marcus.Wassmer

	Fix rare GPU hang when asynctexture reallocs would overlap with EndFrame

Change 3049058 on 2016/07/13 by Rolando.Caloca

	DR - vk - timestamps

Change 3049725 on 2016/07/14 by Marcus.Wassmer

	Fix autosdk bug where not having a platform directory sync'd at all would break manual SDK detection

Change 3049742 on 2016/07/14 by Rolando.Caloca

	DR - Fix warning

Change 3049902 on 2016/07/14 by Rolando.Caloca

	DR - Fix typo

Change 3050345 on 2016/07/14 by Olaf.Piesche

	UE-23925
	Clamping noise tessellation for beams at a high but sensible value; also making sure during beam index buffer building that we never get over 2^16 indices; this is a bit hokey, but there are so many variables that can influence triangle/index count, that this is the only way to be sure (short of nuking the entire site from orbit).

Change 3050409 on 2016/07/14 by Olaf.Piesche

	Replicating 3049049; missing break and check for active particles when resolving a source point to avoid a potential crash

Change 3050809 on 2016/07/14 by Rolando.Caloca

	DR - vk - Remove redundant validation layers

Change 3051319 on 2016/07/15 by Ben.Woodhouse

	Fix for world space camera position not being exposed in decal pixel shaders; also fixes decal lighting missing spec and reflection
	The fix was to calculate ResolvedView at the top of the shader. Previously this was not initialized
	#jira UE-31976

Change 3051692 on 2016/07/15 by Rolando.Caloca

	DR - vk - Enable RHI thread by default

Change 3052103 on 2016/07/15 by Uriel.Doyon

	Disabled depth offset in depth only pixel shaders when using debug view shaders (to prevent Z fighting).
	#jira UE-32765

Change 3052140 on 2016/07/15 by Rolando.Caloca

	DR - vk - Fix shader snafu

Change 3052495 on 2016/07/15 by Rolando.Caloca

	DR - Fix for Win32 compile
	#jira UE-33349

Change 3052536 on 2016/07/15 by Uriel.Doyon

	Fixed texture streaming overbudget warning when using per texture bias.

[CL 3054554 by Gil Gribb in Main branch]
2016-07-18 17:17:08 -04:00

2473 lines
97 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SceneRenderTargets.cpp: Scene render target implementation.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "ScreenRendering.h"
#include "SceneFilterRendering.h"
#include "ReflectionEnvironment.h"
#include "LightPropagationVolume.h"
#include "SceneUtils.h"
#include "HdrCustomResolveShaders.h"
#include "Public/LightPropagationVolumeBlendable.h"
#include "Engine/EngineTypes.h"
IMPLEMENT_UNIFORM_BUFFER_STRUCT(FGBufferResourceStruct,TEXT("GBuffers"));
static TAutoConsoleVariable<int32> CVarBasePassOutputsVelocityDebug(
TEXT("r.BasePassOutputsVelocityDebug"),
0,
TEXT("Debug settings for Base Pass outputting velocity.\n")
TEXT("0 - Regular rendering\n")
TEXT("1 - Skip setting GBufferVelocity RT\n")
TEXT("2 - Set Color Mask 0 for GBufferVelocity RT"),
ECVF_RenderThreadSafe);
static TAutoConsoleVariable<int32> CVarRSMResolution(
TEXT("r.LPV.RSMResolution"),
360,
TEXT("Reflective Shadow Map resolution (used for LPV) - higher values result in less aliasing artifacts, at the cost of performance"),
ECVF_Scalability | ECVF_RenderThreadSafe);
static int32 GBasePassOutputsVelocityDebug = 0;
/*-----------------------------------------------------------------------------
FSceneRenderTargets
-----------------------------------------------------------------------------*/
int32 GDownsampledOcclusionQueries = 0;
static FAutoConsoleVariableRef CVarDownsampledOcclusionQueries(
TEXT("r.DownsampledOcclusionQueries"),
GDownsampledOcclusionQueries,
TEXT("Whether to issue occlusion queries to a downsampled depth buffer"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarSceneTargetsResizingMethod(
TEXT("r.SceneRenderTargetResizeMethod"),
0,
TEXT("Control the scene render target resize method:\n")
TEXT("(This value is only used in game mode and on windowing platforms.)\n")
TEXT("0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n")
TEXT("1: Fixed to screen resolution.\n")
TEXT("2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarOptimizeForUAVPerformance(
TEXT("r.OptimizeForUAVPerformance"),
0,
TEXT("Allows to profile if hardware has a performance cost due to render target reuse (more info: search for GCNPerformanceTweets.pdf Tip 37)\n")
TEXT("If we see a noticeable difference on some hardware we can add another option like -1 (meaning auto) and make it the new default.\n")
TEXT("0: Optimize for GPU memory savings and reuse render targets (default)\n")
TEXT("1: Optimize for GPU performance (might render faster but can require more GPU memory)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarCustomDepth(
TEXT("r.CustomDepth"),
1,
TEXT("0: feature is disabled\n")
TEXT("1: feature is enabled, texture is created on demand\n")
TEXT("2: feature is enabled, texture is not released until required (should be the project setting if the feature should not stall)\n")
TEXT("3: feature is enabled, stencil writes are enabled, texture is not released until required (should be the project setting if the feature should not stall)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarMobileMSAA(
TEXT("r.MobileMSAA"),
0,
TEXT("Use MSAA instead of Temporal AA on mobile:\n")
TEXT("1: Use Temporal AA (MSAA disabled)\n")
TEXT("2: Use 2x MSAA (Temporal AA disabled)\n")
TEXT("4: Use 4x MSAA (Temporal AA disabled)"),
ECVF_RenderThreadSafe
);
static TAutoConsoleVariable<int32> CVarGBufferFormat(
TEXT("r.GBufferFormat"),
1,
TEXT("Defines the memory layout used for the GBuffer.\n")
TEXT("(affects performance, mostly through bandwidth, quality of normals and material attributes).\n")
TEXT(" 0: lower precision (8bit per component, for profiling)\n")
TEXT(" 1: low precision (default)\n")
TEXT(" 3: high precision normals encoding\n")
TEXT(" 5: high precision"),
ECVF_RenderThreadSafe);
/** The global render targets used for scene rendering. */
static TGlobalResource<FSceneRenderTargets> SceneRenderTargetsSingleton;
FSceneRenderTargets& FSceneRenderTargets::Get(FRHICommandList& RHICmdList)
{
FSceneRenderTargets* SceneContext = (FSceneRenderTargets*)RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets);
if (!SceneContext)
{
return SceneRenderTargetsSingleton;
}
check(!RHICmdList.IsImmediate());
return *SceneContext;
}
FSceneRenderTargets& FSceneRenderTargets::Get(FRHICommandListImmediate& RHICmdList)
{
check(IsInRenderingThread() && !RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets)
&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
return SceneRenderTargetsSingleton;
}
FSceneRenderTargets& FSceneRenderTargets::Get(FRHIAsyncComputeCommandListImmediate& RHICmdList)
{
check(IsInRenderingThread() && !RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets)
&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
return SceneRenderTargetsSingleton;
}
FSceneRenderTargets& FSceneRenderTargets::Get_Todo_PassContext()
{
check(IsInRenderingThread()
&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
return SceneRenderTargetsSingleton;
}
FSceneRenderTargets& FSceneRenderTargets::Get_FrameConstantsOnly()
{
return SceneRenderTargetsSingleton;
}
FSceneRenderTargets* FSceneRenderTargets::CreateSnapshot(const FViewInfo& InView)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderTargets_CreateSnapshot);
check(IsInRenderingThread() && FMemStack::Get().GetNumMarks() == 1); // we do not want this popped before the end of the scene and it better be the scene allocator
FSceneRenderTargets* NewSnapshot = new (FMemStack::Get()) FSceneRenderTargets(InView, *this);
check(NewSnapshot->bSnapshot);
Snapshots.Add(NewSnapshot);
return NewSnapshot;
}
void FSceneRenderTargets::SetSnapshotOnCmdList(FRHICommandList& TargetCmdList)
{
check(bSnapshot);
TargetCmdList.SetRenderThreadContext(this, FRHICommandListBase::ERenderThreadContext::SceneRenderTargets);
}
void FSceneRenderTargets::DestroyAllSnapshots()
{
if (Snapshots.Num())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderTargets_DestroyAllSnapshots);
check(IsInRenderingThread());
for (auto Snapshot : Snapshots)
{
Snapshot->~FSceneRenderTargets();
}
Snapshots.Reset();
GRenderTargetPool.DestructSnapshots();
}
}
template <size_t N>
static void SnapshotArray(TRefCountPtr<IPooledRenderTarget> (&Dest)[N], const TRefCountPtr<IPooledRenderTarget> (&Src)[N])
{
for (int32 Index = 0; Index < N; Index++)
{
Dest[Index] = GRenderTargetPool.MakeSnapshot(Src[Index]);
}
}
FSceneRenderTargets::FSceneRenderTargets(const FViewInfo& View, const FSceneRenderTargets& SnapshotSource)
: LightAttenuation(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightAttenuation))
, LightAccumulation(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightAccumulation))
, DirectionalOcclusion(GRenderTargetPool.MakeSnapshot(SnapshotSource.DirectionalOcclusion))
, SceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.SceneDepthZ))
, LightingChannels(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightingChannels))
, NoMSAASceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.NoMSAASceneDepthZ))
, SceneAlphaCopy(GRenderTargetPool.MakeSnapshot(SnapshotSource.SceneAlphaCopy))
, AuxiliarySceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.AuxiliarySceneDepthZ))
, SmallDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.SmallDepthZ))
, GBufferA(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferA))
, GBufferB(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferB))
, GBufferC(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferC))
, GBufferD(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferD))
, GBufferE(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferE))
, GBufferVelocity(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferVelocity))
, DBufferA(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferA))
, DBufferB(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferB))
, DBufferC(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferC))
, DBufferMask(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferMask))
, ScreenSpaceAO(GRenderTargetPool.MakeSnapshot(SnapshotSource.ScreenSpaceAO))
, QuadOverdrawBuffer(GRenderTargetPool.MakeSnapshot(SnapshotSource.QuadOverdrawBuffer))
, CustomDepth(GRenderTargetPool.MakeSnapshot(SnapshotSource.CustomDepth))
, CustomStencilSRV(SnapshotSource.CustomStencilSRV)
, OptionalShadowDepthColor(GRenderTargetPool.MakeSnapshot(SnapshotSource.OptionalShadowDepthColor))
, PreShadowCacheDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.PreShadowCacheDepthZ))
, SkySHIrradianceMap(GRenderTargetPool.MakeSnapshot(SnapshotSource.SkySHIrradianceMap))
, EditorPrimitivesColor(GRenderTargetPool.MakeSnapshot(SnapshotSource.EditorPrimitivesColor))
, EditorPrimitivesDepth(GRenderTargetPool.MakeSnapshot(SnapshotSource.EditorPrimitivesDepth))
, SeparateTranslucencyRT(SnapshotSource.SeparateTranslucencyRT)
, SeparateTranslucencyDepthRT(SnapshotSource.SeparateTranslucencyDepthRT)
, bScreenSpaceAOIsValid(SnapshotSource.bScreenSpaceAOIsValid)
, bCustomDepthIsValid(SnapshotSource.bCustomDepthIsValid)
, bPreshadowCacheNewlyAllocated(SnapshotSource.bPreshadowCacheNewlyAllocated)
, GBufferRefCount(SnapshotSource.GBufferRefCount)
, LargestDesiredSizeThisFrame(SnapshotSource.LargestDesiredSizeThisFrame)
, LargestDesiredSizeLastFrame(SnapshotSource.LargestDesiredSizeLastFrame)
, ThisFrameNumber(SnapshotSource.ThisFrameNumber)
, bVelocityPass(SnapshotSource.bVelocityPass)
, bSeparateTranslucencyPass(SnapshotSource.bSeparateTranslucencyPass)
, GBufferResourcesUniformBuffer(SnapshotSource.GBufferResourcesUniformBuffer)
, BufferSize(SnapshotSource.BufferSize)
, SeparateTranslucencyBufferSize(SnapshotSource.SeparateTranslucencyBufferSize)
, SeparateTranslucencyScale(SnapshotSource.SeparateTranslucencyScale)
, SmallColorDepthDownsampleFactor(SnapshotSource.SmallColorDepthDownsampleFactor)
, bLightAttenuationEnabled(SnapshotSource.bLightAttenuationEnabled)
, bUseDownsizedOcclusionQueries(SnapshotSource.bUseDownsizedOcclusionQueries)
, CurrentGBufferFormat(SnapshotSource.CurrentGBufferFormat)
, CurrentSceneColorFormat(SnapshotSource.CurrentSceneColorFormat)
, bAllowStaticLighting(SnapshotSource.bAllowStaticLighting)
, CurrentMaxShadowResolution(SnapshotSource.CurrentMaxShadowResolution)
, CurrentRSMResolution(SnapshotSource.CurrentRSMResolution)
, CurrentTranslucencyLightingVolumeDim(SnapshotSource.CurrentTranslucencyLightingVolumeDim)
, CurrentMobile32bpp(SnapshotSource.CurrentMobile32bpp)
, CurrentMobileMSAA(SnapshotSource.CurrentMobileMSAA)
, CurrentMinShadowResolution(SnapshotSource.CurrentMinShadowResolution)
, bCurrentLightPropagationVolume(SnapshotSource.bCurrentLightPropagationVolume)
, CurrentFeatureLevel(SnapshotSource.CurrentFeatureLevel)
, CurrentShadingPath(SnapshotSource.CurrentShadingPath)
, bAllocateVelocityGBuffer(SnapshotSource.bAllocateVelocityGBuffer)
, bGBuffersFastCleared(SnapshotSource.bGBuffersFastCleared)
, bSceneDepthCleared(SnapshotSource.bSceneDepthCleared)
, bSnapshot(true)
, QuadOverdrawIndex(SnapshotSource.QuadOverdrawIndex)
{
SnapshotArray(SceneColor, SnapshotSource.SceneColor);
SnapshotArray(ReflectionColorScratchCubemap, SnapshotSource.ReflectionColorScratchCubemap);
SnapshotArray(DiffuseIrradianceScratchCubemap, SnapshotSource.DiffuseIrradianceScratchCubemap);
SnapshotArray(ReflectionBrightness, SnapshotSource.ReflectionBrightness);
SnapshotArray(TranslucencyLightingVolumeAmbient, SnapshotSource.TranslucencyLightingVolumeAmbient);
SnapshotArray(TranslucencyLightingVolumeDirectional, SnapshotSource.TranslucencyLightingVolumeDirectional);
}
inline const TCHAR* GetReflectionBrightnessTargetName(uint32 Index)
{
const TCHAR* Names[2] =
{
TEXT("ReflectionBrightness0"),
TEXT("ReflectionBrightness1")
};
check(Index < ARRAY_COUNT(Names));
return Names[Index];
}
inline const TCHAR* GetSceneColorTargetName(EShadingPath ShadingPath)
{
const TCHAR* SceneColorNames[(uint32)EShadingPath::Num] =
{
TEXT("SceneColorMobile"),
TEXT("SceneColorDeferred")
};
check((uint32)ShadingPath < ARRAY_COUNT(SceneColorNames));
return SceneColorNames[(uint32)ShadingPath];
}
FIntPoint FSceneRenderTargets::ComputeDesiredSize(const FSceneViewFamily& ViewFamily)
{
enum ESizingMethods { RequestedSize, ScreenRes, Grow, VisibleSizingMethodsCount };
ESizingMethods SceneTargetsSizingMethod = Grow;
bool bIsSceneCapture = false;
bool bIsReflectionCapture = false;
for (int32 ViewIndex = 0, ViewCount = ViewFamily.Views.Num(); ViewIndex < ViewCount; ++ViewIndex)
{
const FSceneView* View = ViewFamily.Views[ViewIndex];
bIsSceneCapture |= View->bIsSceneCapture;
bIsReflectionCapture |= View->bIsReflectionCapture;
}
if(!FPlatformProperties::SupportsWindowedMode())
{
// Force ScreenRes on non windowed platforms.
SceneTargetsSizingMethod = RequestedSize;
}
else if (GIsEditor)
{
// Always grow scene render targets in the editor.
SceneTargetsSizingMethod = Grow;
}
else
{
// Otherwise use the setting specified by the console variable.
SceneTargetsSizingMethod = (ESizingMethods) FMath::Clamp(CVarSceneTargetsResizingMethod.GetValueOnRenderThread(), 0, (int32)VisibleSizingMethodsCount);
}
FIntPoint DesiredBufferSize = FIntPoint::ZeroValue;
switch (SceneTargetsSizingMethod)
{
case RequestedSize:
DesiredBufferSize = FIntPoint(ViewFamily.FamilySizeX, ViewFamily.FamilySizeY);
break;
case ScreenRes:
DesiredBufferSize = FIntPoint(GSystemResolution.ResX, GSystemResolution.ResY);
break;
case Grow:
DesiredBufferSize = FIntPoint(FMath::Max((uint32)GetBufferSizeXY().X, ViewFamily.FamilySizeX),
FMath::Max((uint32)GetBufferSizeXY().Y, ViewFamily.FamilySizeY));
break;
default:
checkNoEntry();
}
// we want to shrink the buffer but as we can have multiple scenecaptures per frame we have to delay that a frame to get all size requests
{
// this allows The BufferSize to not grow below the SceneCapture requests (happen before scene rendering, in the same frame with a Grow request)
LargestDesiredSizeThisFrame = LargestDesiredSizeThisFrame.ComponentMax(DesiredBufferSize);
uint32 FrameNumber = ViewFamily.FrameNumber;
// this could be refined to be some time or multiple frame if we have SceneCaptures not running each frame any more
if(ThisFrameNumber != FrameNumber)
{
// this allows the BufferSize to shrink each frame (in game)
ThisFrameNumber = FrameNumber;
LargestDesiredSizeLastFrame = LargestDesiredSizeThisFrame;
LargestDesiredSizeThisFrame = FIntPoint(0, 0);
}
DesiredBufferSize = DesiredBufferSize.ComponentMax(LargestDesiredSizeLastFrame);
}
return DesiredBufferSize;
}
inline uint16 GetNumSceneColorMSAASamples(ERHIFeatureLevel::Type InFeatureLevel)
{
if (InFeatureLevel > ERHIFeatureLevel::ES3_1 ||
//@todo-rco: Fix when iOS OpenGL supports MSAA
GShaderPlatformForFeatureLevel[InFeatureLevel] == SP_OPENGL_ES2_IOS)
{
return 1;
}
uint16 NumSamples = CVarMobileMSAA.GetValueOnRenderThread();
if (NumSamples != 1 && NumSamples != 2 && NumSamples != 4)
{
NumSamples = 1;
}
return NumSamples;
}
void FSceneRenderTargets::Allocate(FRHICommandList& RHICmdList, const FSceneViewFamily& ViewFamily)
{
check(IsInRenderingThread());
// ViewFamily setup wasn't complete
check(ViewFamily.FrameNumber != UINT_MAX);
// If feature level has changed, release all previously allocated targets to the pool. If feature level has changed but
const auto NewFeatureLevel = ViewFamily.Scene->GetFeatureLevel();
CurrentShadingPath = ViewFamily.Scene->GetShadingPath();
FIntPoint DesiredBufferSize = ComputeDesiredSize(ViewFamily);
check(DesiredBufferSize.X > 0 && DesiredBufferSize.Y > 0);
QuantizeBufferSize(DesiredBufferSize.X, DesiredBufferSize.Y);
int GBufferFormat = CVarGBufferFormat.GetValueOnRenderThread();
int SceneColorFormat;
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SceneColorFormat"));
SceneColorFormat = CVar->GetValueOnRenderThread();
}
bool bNewAllowStaticLighting;
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
bNewAllowStaticLighting = CVar->GetValueOnRenderThread() != 0;
}
bool bDownsampledOcclusionQueries = GDownsampledOcclusionQueries != 0;
int32 MaxShadowResolution = GetCachedScalabilityCVars().MaxShadowResolution;
int32 RSMResolution = FMath::Clamp(CVarRSMResolution.GetValueOnRenderThread(), 1, 2048);
if (ViewFamily.Scene->GetShadingPath() == EShadingPath::Mobile)
{
// ensure there is always enough space for mobile renderer's tiled shadow maps
// by reducing the shadow map resolution.
int32 MaxShadowDepthBufferDim = FMath::Max(GMaxShadowDepthBufferSizeX, GMaxShadowDepthBufferSizeY);
if (MaxShadowResolution * 2 > MaxShadowDepthBufferDim)
{
MaxShadowResolution = MaxShadowDepthBufferDim / 2;
}
}
int32 TranslucencyLightingVolumeDim = GTranslucencyLightingVolumeDim;
uint32 Mobile32bpp = !IsMobileHDR() || IsMobileHDR32bpp();
int32 MobileMSAA = GetNumSceneColorMSAASamples(NewFeatureLevel);
bool bLightPropagationVolume = UseLightPropagationVolumeRT(NewFeatureLevel);
uint32 MinShadowResolution;
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
MinShadowResolution = CVar->GetValueOnRenderThread();
}
if( (BufferSize.X != DesiredBufferSize.X) ||
(BufferSize.Y != DesiredBufferSize.Y) ||
(CurrentGBufferFormat != GBufferFormat) ||
(CurrentSceneColorFormat != SceneColorFormat) ||
(bAllowStaticLighting != bNewAllowStaticLighting) ||
(bUseDownsizedOcclusionQueries != bDownsampledOcclusionQueries) ||
(CurrentMaxShadowResolution != MaxShadowResolution) ||
(CurrentRSMResolution != RSMResolution) ||
(CurrentTranslucencyLightingVolumeDim != TranslucencyLightingVolumeDim) ||
(CurrentMobile32bpp != Mobile32bpp) ||
(CurrentMobileMSAA != MobileMSAA) ||
(bCurrentLightPropagationVolume != bLightPropagationVolume) ||
(CurrentMinShadowResolution != MinShadowResolution))
{
CurrentGBufferFormat = GBufferFormat;
CurrentSceneColorFormat = SceneColorFormat;
bAllowStaticLighting = bNewAllowStaticLighting;
bUseDownsizedOcclusionQueries = bDownsampledOcclusionQueries;
CurrentMaxShadowResolution = MaxShadowResolution;
CurrentRSMResolution = RSMResolution;
CurrentTranslucencyLightingVolumeDim = TranslucencyLightingVolumeDim;
CurrentMobile32bpp = Mobile32bpp;
CurrentMobileMSAA = MobileMSAA;
CurrentMinShadowResolution = MinShadowResolution;
bCurrentLightPropagationVolume = bLightPropagationVolume;
// Reinitialize the render targets for the given size.
SetBufferSize(DesiredBufferSize.X, DesiredBufferSize.Y);
UE_LOG(LogRenderer, Log, TEXT("Reallocating scene render targets to support %ux%u (Frame:%u)."), BufferSize.X, BufferSize.Y, ViewFamily.FrameNumber);
UpdateRHI();
}
// Do allocation of render targets if they aren't available for the current shading path
CurrentFeatureLevel = NewFeatureLevel;
AllocateRenderTargets(RHICmdList);
}
void FSceneRenderTargets::BeginRenderingSceneColor(FRHICommandList& RHICmdList, ESimpleRenderTargetMode RenderTargetMode/*=EUninitializedColorExistingDepth*/, FExclusiveDepthStencil DepthStencilAccess, bool bTransitionWritable)
{
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneColor);
AllocSceneColor(RHICmdList);
SetRenderTarget(RHICmdList, GetSceneColorSurface(), GetSceneDepthSurface(), RenderTargetMode, DepthStencilAccess, bTransitionWritable);
}
int32 FSceneRenderTargets::GetGBufferRenderTargets(ERenderTargetLoadAction ColorLoadAction, FRHIRenderTargetView OutRenderTargets[MaxSimultaneousRenderTargets], int32& OutVelocityRTIndex)
{
int32 MRTCount = 0;
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GetSceneColorSurface(), 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferA->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferB->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferC->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
// The velocity buffer needs to be bound before other optionnal rendertargets (when UseSelecUseSelectiveBasePassOutputs() is true).
// Otherwise there is an issue on some AMD hardware where the target does not get updated. Seems to be related to the velocity buffer format as it works fine with other targets.
if (bAllocateVelocityGBuffer)
{
OutVelocityRTIndex = MRTCount;
check(OutVelocityRTIndex == 4); // As defined in BasePassPixelShader.usf
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferVelocity->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
}
else
{
OutVelocityRTIndex = -1;
}
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferD->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
if (bAllowStaticLighting)
{
check(MRTCount == (bAllocateVelocityGBuffer ? 6 : 5)); // As defined in BasePassPixelShader.usf
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferE->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
}
check(MRTCount <= MaxSimultaneousRenderTargets);
return MRTCount;
}
void FSceneRenderTargets::BeginRenderingGBuffer(FRHICommandList& RHICmdList, ERenderTargetLoadAction ColorLoadAction, ERenderTargetLoadAction DepthLoadAction, bool bBindQuadOverdrawBuffers, const FLinearColor& ClearColor/*=(0,0,0,1)*/)
{
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneColor);
if (IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
{
// in this non-standard case, just render to scene color with default mode
BeginRenderingSceneColor(RHICmdList, ColorLoadAction == ERenderTargetLoadAction::EClear ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EUninitializedColorExistingDepth);
return;
}
AllocSceneColor(RHICmdList);
// Set the scene color surface as the render target, and the scene depth surface as the depth-stencil target.
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
{
bool bClearColor = ColorLoadAction == ERenderTargetLoadAction::EClear;
bool bClearDepth = DepthLoadAction == ERenderTargetLoadAction::EClear;
//if the desired clear color doesn't match the bound hwclear value, or there isn't one at all (editor code)
//then we need to fall back to a shader clear.
const FTextureRHIRef& SceneColorTex = GetSceneColorSurface();
bool bShaderClear = false;
if (bClearColor)
{
if (!SceneColorTex->HasClearValue() || (ClearColor != SceneColorTex->GetClearColor()))
{
ColorLoadAction = ERenderTargetLoadAction::ENoAction;
bShaderClear = true;
}
else
{
bGBuffersFastCleared = true;
}
}
int32 VelocityRTIndex;
FRHIRenderTargetView RenderTargets[MaxSimultaneousRenderTargets];
int32 MRTCount = GetGBufferRenderTargets(ColorLoadAction, RenderTargets, VelocityRTIndex);
//make sure our conditions for shader clear fallback are valid.
check(RenderTargets[0].Texture == SceneColorTex);
FRHIDepthRenderTargetView DepthView(GetSceneDepthSurface(), DepthLoadAction, ERenderTargetStoreAction::EStore);
FRHISetRenderTargetsInfo Info(MRTCount, RenderTargets, DepthView);
if (bClearDepth)
{
bSceneDepthCleared = true;
}
if (bBindQuadOverdrawBuffers && AllowDebugViewPS(DVSM_QuadComplexity, GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
{
if (QuadOverdrawBuffer.IsValid() && QuadOverdrawBuffer->GetRenderTargetItem().UAV.IsValid())
{
QuadOverdrawIndex = 7; // As defined in QuadOverdraw.usf
// Increase the rendertarget count in order to control the bound slot of the UAV.
check(Info.NumColorRenderTargets <= QuadOverdrawIndex);
Info.NumColorRenderTargets = QuadOverdrawIndex;
Info.UnorderedAccessView[Info.NumUAVs++] = QuadOverdrawBuffer->GetRenderTargetItem().UAV;
// Clear to default value
const uint32 ClearValue[4] = { 0, 0, 0, 0 };
RHICmdList.ClearUAV(QuadOverdrawBuffer->GetRenderTargetItem().UAV, ClearValue);
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToGfx, QuadOverdrawBuffer->GetRenderTargetItem().UAV);
}
}
// set the render target
RHICmdList.SetRenderTargetsAndClear(Info);
if (bShaderClear)
{
FLinearColor ClearColors[MaxSimultaneousRenderTargets];
ClearColors[0] = ClearColor;
for (int32 i = 1; i < MRTCount; ++i)
{
ClearColors[i] = RenderTargets[i].Texture->GetClearColor();
}
//depth/stencil should have been handled by the fast clear. only color for RT0 can get changed.
RHICmdList.ClearMRT(true, MRTCount, ClearColors, false, 0.0f, false, 0, FIntRect());
}
//bind any clear data that won't be bound automatically by the preceding SetRenderTargetsAndClear
bool bBindClearColor = !bClearColor && bGBuffersFastCleared;
bool bBindClearDepth = !bClearDepth && bSceneDepthCleared;
RHICmdList.BindClearMRTValues(bBindClearColor, bBindClearDepth, bBindClearDepth);
}
}
void FSceneRenderTargets::FinishRenderingGBuffer(FRHICommandListImmediate& RHICmdList)
{
if (IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
{
// in this non-standard case, just render to scene color with default mode
FinishRenderingSceneColor(RHICmdList, true);
return;
}
int32 VelocityRTIndex;
FRHIRenderTargetView RenderTargets[MaxSimultaneousRenderTargets];
int32 NumMRTs = GetGBufferRenderTargets(ERenderTargetLoadAction::ELoad, RenderTargets, VelocityRTIndex);
FResolveParams ResolveParams;
for (int32 i = 0; i < NumMRTs; ++i)
{
// When the basepass outputs to the velocity buffer, don't resolve it yet if selective outputs are enabled, as it will be resolved after the velocity pass.
if (i != VelocityRTIndex || !UseSelectiveBasePassOutputs())
{
RHICmdList.CopyToResolveTarget(RenderTargets[i].Texture, RenderTargets[i].Texture, true, ResolveParams);
}
}
FTextureRHIParamRef DepthSurface = GetSceneDepthSurface();
RHICmdList.CopyToResolveTarget(DepthSurface, DepthSurface, true, ResolveParams);
QuadOverdrawIndex = INDEX_NONE;
}
int32 FSceneRenderTargets::GetNumGBufferTargets() const
{
int32 NumGBufferTargets = 1;
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4 && !IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
{
// This needs to match TBasePassPixelShaderBaseType::ModifyCompilationEnvironment()
NumGBufferTargets = bAllowStaticLighting ? 6 : 5;
if (bAllocateVelocityGBuffer)
{
++NumGBufferTargets;
}
}
return NumGBufferTargets;
}
void FSceneRenderTargets::AllocSceneColor(FRHICommandList& RHICmdList)
{
if (GetSceneColorForCurrentShadingPath())
{
// no work needed
return;
}
// create SceneColor on demand so it can be shared with other pooled RT
EPixelFormat SceneColorBufferFormat = GetSceneColorFormat();
// Create the scene color.
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, SceneColorBufferFormat, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
Desc.Flags |= TexCreate_FastVRAM;
int32 OptimizeForUAVPerformance = CVarOptimizeForUAVPerformance.GetValueOnRenderThread();
// with TexCreate_UAV it would allow better sharing with later elements but it might come at a high cost:
// GCNPerformanceTweets.pdf Tip 37: Warning: Causes additional synchronization between draw calls when using a render target allocated with this flag, use sparingly
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && !OptimizeForUAVPerformance)
{
Desc.TargetableFlags |= TexCreate_UAV;
}
if (CurrentFeatureLevel < ERHIFeatureLevel::SM4)
{
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
}
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GetSceneColorForCurrentShadingPath(), GetSceneColorTargetName(CurrentShadingPath));
}
// otherwise we have a severe problem
check(GetSceneColorForCurrentShadingPath());
}
void FSceneRenderTargets::AllocLightAttenuation(FRHICommandList& RHICmdList)
{
if(LightAttenuation)
{
// no work needed
return;
}
check(IsInRenderingThread());
// create LightAttenuation on demand so it can be shared with other pooled RT
// Create a texture to store the resolved light attenuation values, and a render-targetable surface to hold the unresolved light attenuation values.
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding::White, TexCreate_None, TexCreate_RenderTargetable, false));
Desc.Flags |= TexCreate_FastVRAM;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightAttenuation, TEXT("LightAttenuation"));
// the channel assignment is documented in ShadowRendering.cpp (look for Light Attenuation channel assignment)
}
// otherwise we have a severe problem
check(LightAttenuation);
}
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetReflectionBrightnessTarget()
{
bool bSupportsR32Float = CurrentFeatureLevel > ERHIFeatureLevel::ES2;
int32 ReflectionBrightnessIndex = bSupportsR32Float ? 0 : 1;
return ReflectionBrightness[ReflectionBrightnessIndex];
}
void FSceneRenderTargets::ReleaseGBufferTargets()
{
GBufferResourcesUniformBuffer.SafeRelease();
GBufferA.SafeRelease();
GBufferB.SafeRelease();
GBufferC.SafeRelease();
GBufferD.SafeRelease();
GBufferE.SafeRelease();
GBufferVelocity.SafeRelease();
}
void FSceneRenderTargets::PreallocGBufferTargets(bool bShouldRenderVelocities)
{
if (GBasePassOutputsVelocityDebug == 1)
{
bAllocateVelocityGBuffer = false;
}
else
{
bAllocateVelocityGBuffer = bShouldRenderVelocities && FVelocityRendering::OutputsToGBuffer();
}
}
void FSceneRenderTargets::AllocGBufferTargets(FRHICommandList& RHICmdList)
{
// AdjustGBufferRefCount +1 doesn't match -1 (within the same frame)
ensure(GBufferRefCount == 0);
if (GBufferA)
{
// no work needed
return;
}
// create GBuffer on demand so it can be shared with other pooled RT
// good to see the quality loss due to precision in the gbuffer
const bool bHighPrecisionGBuffers = (CurrentGBufferFormat >= EGBufferFormat::Force16BitsPerChannel);
// good to profile the impact of non 8 bit formats
const bool bEnforce8BitPerChannel = (CurrentGBufferFormat == EGBufferFormat::Force8BitsPerChannel);
// Create the world-space normal g-buffer.
{
EPixelFormat NormalGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_A2B10G10R10;
if(bEnforce8BitPerChannel)
{
NormalGBufferFormat = PF_B8G8R8A8;
}
else if (CurrentGBufferFormat == EGBufferFormat::HighPrecisionNormals)
{
NormalGBufferFormat = PF_FloatRGBA;
}
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, NormalGBufferFormat, FClearValueBinding::Transparent, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferA, TEXT("GBufferA"));
}
// Create the specular color and power g-buffer.
{
const EPixelFormat SpecularGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_B8G8R8A8;
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, SpecularGBufferFormat, FClearValueBinding::Transparent, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferB, TEXT("GBufferB"));
}
// Create the diffuse color g-buffer.
{
const EPixelFormat DiffuseGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_B8G8R8A8;
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, DiffuseGBufferFormat, FClearValueBinding::Transparent, TexCreate_SRGB, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferC, TEXT("GBufferC"));
}
// Create the mask g-buffer (e.g. SSAO, subsurface scattering, wet surface mask, skylight mask, ...).
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding(FLinearColor(0, 1, 1, 1)), TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferD, TEXT("GBufferD"));
}
if (bAllowStaticLighting)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding(FLinearColor(1, 1, 1, 1)), TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferE, TEXT("GBufferE"));
}
GBasePassOutputsVelocityDebug = CVarBasePassOutputsVelocityDebug.GetValueOnRenderThread();
if (bAllocateVelocityGBuffer)
{
FPooledRenderTargetDesc VelocityRTDesc = FVelocityRendering::GetRenderTargetDesc();
GRenderTargetPool.FindFreeElement(RHICmdList, VelocityRTDesc, GBufferVelocity, TEXT("GBufferVelocity"));
}
// otherwise we have a severe problem
check(GBufferA);
// Create the required render targets if running Highend.
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
{
// Allocate the Gbuffer resource uniform buffer.
const FSceneRenderTargetItem& GBufferAToUse = GBufferA ? GBufferA->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
const FSceneRenderTargetItem& GBufferBToUse = GBufferB ? GBufferB->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
const FSceneRenderTargetItem& GBufferCToUse = GBufferC ? GBufferC->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
const FSceneRenderTargetItem& GBufferDToUse = GBufferD ? GBufferD->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
const FSceneRenderTargetItem& GBufferEToUse = GBufferE ? GBufferE->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
const FSceneRenderTargetItem& GBufferVelocityToUse = GBufferVelocity ? GBufferVelocity->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
FGBufferResourceStruct GBufferResourceStruct;
GBufferResourceStruct.GBufferATexture = GBufferAToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferBTexture = GBufferBToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferCTexture = GBufferCToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferDTexture = GBufferDToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferETexture = GBufferEToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferVelocityTexture = GBufferVelocityToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferATextureNonMS = GBufferAToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferBTextureNonMS = GBufferBToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferCTextureNonMS = GBufferCToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferDTextureNonMS = GBufferDToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferETextureNonMS = GBufferEToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferVelocityTextureNonMS = GBufferVelocityToUse.ShaderResourceTexture;
GBufferResourceStruct.GBufferATextureMS = GBufferAToUse.TargetableTexture;
GBufferResourceStruct.GBufferBTextureMS = GBufferBToUse.TargetableTexture;
GBufferResourceStruct.GBufferCTextureMS = GBufferCToUse.TargetableTexture;
GBufferResourceStruct.GBufferDTextureMS = GBufferDToUse.TargetableTexture;
GBufferResourceStruct.GBufferETextureMS = GBufferEToUse.TargetableTexture;
GBufferResourceStruct.GBufferVelocityTextureMS = GBufferVelocityToUse.TargetableTexture;
GBufferResourceStruct.GBufferATextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourceStruct.GBufferBTextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourceStruct.GBufferCTextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourceStruct.GBufferDTextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourceStruct.GBufferETextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourceStruct.GBufferVelocityTextureSampler = TStaticSamplerState<>::GetRHI();
GBufferResourcesUniformBuffer = FGBufferResourceStruct::CreateUniformBuffer(GBufferResourceStruct, UniformBuffer_SingleFrame);
}
// so that
GBufferRefCount = 1;
}
const TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSceneColor() const
{
if (!GetSceneColorForCurrentShadingPath())
{
// to avoid log/ensure spam
static bool bFirst = true;
if(bFirst)
{
bFirst = false;
// the first called should be AllocSceneColor(), contact MartinM if that happens
ensure(GetSceneColorForCurrentShadingPath());
}
return GSystemTextures.BlackDummy;
}
return GetSceneColorForCurrentShadingPath();
}
bool FSceneRenderTargets::IsSceneColorAllocated() const
{
return GetSceneColorForCurrentShadingPath() != 0;
}
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSceneColor()
{
if (!GetSceneColorForCurrentShadingPath())
{
// to avoid log/ensure spam
static bool bFirst = true;
if(bFirst)
{
bFirst = false;
// the first called should be AllocSceneColor(), contact MartinM if that happens
ensure(GetSceneColorForCurrentShadingPath());
}
return GSystemTextures.BlackDummy;
}
return GetSceneColorForCurrentShadingPath();
}
void FSceneRenderTargets::SetSceneColor(IPooledRenderTarget* In)
{
check(CurrentShadingPath < EShadingPath::Num);
SceneColor[(int32)CurrentShadingPath] = In;
}
void FSceneRenderTargets::SetLightAttenuation(IPooledRenderTarget* In)
{
LightAttenuation = In;
}
const TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetLightAttenuation() const
{
if(!LightAttenuation)
{
// to avoid log/ensure spam
static bool bFirst = true;
if(bFirst)
{
bFirst = false;
// First we need to call AllocLightAttenuation()
ensure(LightAttenuation);
}
return GSystemTextures.WhiteDummy;
}
return LightAttenuation;
}
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetLightAttenuation()
{
if(!LightAttenuation)
{
// to avoid log/ensure spam
static bool bFirst = true;
if(bFirst)
{
bFirst = false;
// the first called should be AllocLightAttenuation()
ensure(LightAttenuation);
}
return GSystemTextures.WhiteDummy;
}
return LightAttenuation;
}
void FSceneRenderTargets::AdjustGBufferRefCount(FRHICommandList& RHICmdList, int Delta)
{
if(Delta > 0 && GBufferRefCount == 0)
{
AllocGBufferTargets(RHICmdList);
}
else
{
GBufferRefCount += Delta;
if (GBufferRefCount == 0)
{
ReleaseGBufferTargets();
}
}
}
void FSceneRenderTargets::FinishRenderingSceneColor(FRHICommandListImmediate& RHICmdList, bool bKeepChanges, const FResolveRect& ResolveRect)
{
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingSceneColor);
if(bKeepChanges)
{
ResolveSceneColor(RHICmdList);
}
}
bool FSceneRenderTargets::BeginRenderingCustomDepth(FRHICommandListImmediate& RHICmdList, bool bPrimitives)
{
IPooledRenderTarget* CustomDepthRenderTarget = RequestCustomDepth(RHICmdList, bPrimitives);
if(CustomDepthRenderTarget)
{
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingCustomDepth);
FRHIDepthRenderTargetView DepthView(CustomDepthRenderTarget->GetRenderTargetItem().ShaderResourceTexture);
FRHISetRenderTargetsInfo Info(0, nullptr, DepthView);
Info.bClearStencil = IsCustomDepthPassWritingStencil();
check(DepthView.Texture->GetStencilClearValue() == 0);
RHICmdList.SetRenderTargetsAndClear(Info);
return true;
}
return false;
}
void FSceneRenderTargets::FinishRenderingCustomDepth(FRHICommandListImmediate& RHICmdList, const FResolveRect& ResolveRect)
{
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingCustomDepth);
RHICmdList.CopyToResolveTarget(CustomDepth->GetRenderTargetItem().TargetableTexture, CustomDepth->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
bCustomDepthIsValid = true;
}
/**
* Saves a previously rendered scene color target
*/
void FSceneRenderTargets::ResolveSceneColor(FRHICommandList& RHICmdList, const FResolveRect& ResolveRect)
{
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneColor);
auto& CurrentSceneColor = GetSceneColor();
uint32 samples = CurrentSceneColor->GetDesc().NumSamples;
const EShaderPlatform CurrentShaderPlatform = GShaderPlatformForFeatureLevel[CurrentFeatureLevel];
if (samples <= 1 || CurrentShaderPlatform == SP_METAL || IsVulkanMobilePlatform(CurrentShaderPlatform))
{
RHICmdList.CopyToResolveTarget(GetSceneColorSurface(), GetSceneColorTexture(), true, FResolveParams(ResolveRect));
}
else
{
// Custom shader based color resolve for HDR color to emulate mobile.
SetRenderTarget(RHICmdList, GetSceneColorTexture(), FTextureRHIParamRef());
if(ResolveRect.IsValid())
{
RHICmdList.SetScissorRect(true, ResolveRect.X1, ResolveRect.Y1, ResolveRect.X2, ResolveRect.Y2);
}
else
{
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
}
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
auto ShaderMap = GetGlobalShaderMap(CurrentFeatureLevel);
TShaderMapRef<FHdrCustomResolveVS> VertexShader(ShaderMap);
if(samples == 2)
{
TShaderMapRef<FHdrCustomResolve2xPS> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
}
else if(samples == 4)
{
TShaderMapRef<FHdrCustomResolve4xPS> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
}
else if(samples == 8)
{
TShaderMapRef<FHdrCustomResolve8xPS> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
}
else
{
// Everything other than 2,4,8 samples is not implemented.
check(0);
}
}
}
/** Resolves the GBuffer targets so that their resolved textures can be sampled. */
void FSceneRenderTargets::ResolveGBufferSurfaces(FRHICommandList& RHICmdList, const FResolveRect& ResolveRect)
{
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
{
SCOPED_DRAW_EVENT(RHICmdList, ResolveGBufferSurfaces);
RHICmdList.CopyToResolveTarget(GBufferA->GetRenderTargetItem().TargetableTexture, GBufferA->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
RHICmdList.CopyToResolveTarget(GBufferB->GetRenderTargetItem().TargetableTexture, GBufferB->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
RHICmdList.CopyToResolveTarget(GBufferC->GetRenderTargetItem().TargetableTexture, GBufferC->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
RHICmdList.CopyToResolveTarget(GBufferD->GetRenderTargetItem().TargetableTexture, GBufferD->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
if (bAllowStaticLighting)
{
RHICmdList.CopyToResolveTarget(GBufferE->GetRenderTargetItem().TargetableTexture, GBufferE->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
}
if (bAllocateVelocityGBuffer)
{
RHICmdList.CopyToResolveTarget(GBufferVelocity->GetRenderTargetItem().TargetableTexture, GBufferVelocity->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
}
}
}
void FSceneRenderTargets::BeginRenderingPrePass(FRHICommandList& RHICmdList, bool bPerformClear)
{
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingPrePass);
FTextureRHIRef ColorTarget;
FTexture2DRHIRef DepthTarget = GetSceneDepthSurface();
if (bPerformClear)
{
FRHIRenderTargetView ColorView(ColorTarget, 0, -1, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::ENoAction);
FRHIDepthRenderTargetView DepthView(DepthTarget, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
// Clear the depth buffer.
// Note, this is a reversed Z depth surface, so 0.0f is the far plane.
FRHISetRenderTargetsInfo Info(1, &ColorView, DepthView);
RHICmdList.SetRenderTargetsAndClear(Info);
bSceneDepthCleared = true;
}
else
{
// Set the scene depth surface and a DUMMY buffer as color buffer
// (as long as it's the same dimension as the depth buffer),
FRHIRenderTargetView ColorView(ColorTarget, 0, -1, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::ENoAction);
FRHIDepthRenderTargetView DepthRTV(DepthTarget, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
RHICmdList.SetRenderTargets(1, &ColorView, &DepthRTV, 0, NULL);
RHICmdList.BindClearMRTValues(false, true, true);
}
}
void FSceneRenderTargets::FinishRenderingPrePass(FRHICommandListImmediate& RHICmdList)
{
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingPrePass);
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneDepthZ);
}
void FSceneRenderTargets::BeginRenderingSceneAlphaCopy(FRHICommandListImmediate& RHICmdList)
{
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneAlphaCopy);
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneAlphaCopy);
SetRenderTarget(RHICmdList, GetSceneAlphaCopySurface(), 0);
}
void FSceneRenderTargets::FinishRenderingSceneAlphaCopy(FRHICommandListImmediate& RHICmdList)
{
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingSceneAlphaCopy);
RHICmdList.CopyToResolveTarget(GetSceneAlphaCopySurface(), SceneAlphaCopy->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams(FResolveRect()));
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneAlphaCopy);
}
void FSceneRenderTargets::BeginRenderingLightAttenuation(FRHICommandList& RHICmdList, bool bClearToWhite)
{
SCOPED_CONDITIONAL_DRAW_EVENT(RHICmdList, ClearLightAttenuation, bClearToWhite);
SCOPED_CONDITIONAL_DRAW_EVENT(RHICmdList, BeginRenderingLightAttenuation, !bClearToWhite);
AllocLightAttenuation(RHICmdList);
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, GetLightAttenuation());
// Set the light attenuation surface as the render target, and the scene depth buffer as the depth-stencil surface.
SetRenderTarget(RHICmdList, GetLightAttenuationSurface(), GetSceneDepthSurface(), bClearToWhite ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite, true);
}
void FSceneRenderTargets::FinishRenderingLightAttenuation(FRHICommandList& RHICmdList)
{
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingLightAttenuation);
// Resolve the light attenuation surface.
RHICmdList.CopyToResolveTarget(GetLightAttenuationSurface(), LightAttenuation->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams(FResolveRect()));
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, GetLightAttenuation());
}
void FSceneRenderTargets::BeginRenderingTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View, bool bFirstTimeThisFrame)
{
// Use the scene color buffer.
BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
if (bFirstTimeThisFrame)
{
// Clear the stencil buffer for ResponsiveAA
RHICmdList.Clear(false, FLinearColor::White, false, (float)ERHIZBuffer::FarPlane, true, 0, FIntRect());
}
// viewport to match view size
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
}
void FSceneRenderTargets::FinishRenderingTranslucency(FRHICommandListImmediate& RHICmdList, const class FViewInfo& View)
{
FinishRenderingSceneColor(RHICmdList, true);
}
bool FSceneRenderTargets::BeginRenderingSeparateTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View, bool bFirstTimeThisFrame)
{
bSeparateTranslucencyPass = true;
if(IsSeparateTranslucencyActive(View))
{
FIntPoint ScaledSize;
float Scale = 1.0f;
GetSeparateTranslucencyDimensions(ScaledSize, Scale);
SCOPED_DRAW_EVENT(RHICmdList, BeginSeparateTranslucency);
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucency;
if (bSnapshot)
{
check(SeparateTranslucencyRT.GetReference());
SeparateTranslucency = &SeparateTranslucencyRT;
}
else
{
SeparateTranslucency = &GetSeparateTranslucency(RHICmdList, ScaledSize);
}
const FTexture2DRHIRef &SeparateTranslucencyDepth = Scale < 1.0f ? (const FTexture2DRHIRef&)GetSeparateTranslucencyDepth(RHICmdList, GetBufferSizeXY())->GetRenderTargetItem().TargetableTexture : GetSceneDepthSurface();
check((*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture->GetClearColor() == FLinearColor::Black);
// clear the render target the first time, re-use afterwards
SetRenderTarget(RHICmdList, (*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture, SeparateTranslucencyDepth,
bFirstTimeThisFrame ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
if (!bFirstTimeThisFrame)
{
// Clear the stencil buffer for ResponsiveAA
RHICmdList.BindClearMRTValues(true, false, true);
}
RHICmdList.SetViewport(View.ViewRect.Min.X * Scale, View.ViewRect.Min.Y * Scale, 0.0f, View.ViewRect.Max.X * Scale, View.ViewRect.Max.Y * Scale, 1.0f);
return true;
}
return false;
}
void FSceneRenderTargets::FinishRenderingSeparateTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View)
{
if(IsSeparateTranslucencyActive(View))
{
SCOPED_DRAW_EVENT(RHICmdList, FinishSeparateTranslucency);
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucency;
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucencyDepth;
if (bSnapshot)
{
check(SeparateTranslucencyRT.GetReference());
SeparateTranslucency = &SeparateTranslucencyRT;
SeparateTranslucencyDepth = &SeparateTranslucencyDepthRT;
}
else
{
FIntPoint ScaledSize;
float Scale = 1.0f;
GetSeparateTranslucencyDimensions(ScaledSize, Scale);
SeparateTranslucency = &GetSeparateTranslucency(RHICmdList, ScaledSize);
SeparateTranslucencyDepth = &GetSeparateTranslucencyDepth(RHICmdList, GetBufferSizeXY());
}
RHICmdList.CopyToResolveTarget((*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture, (*SeparateTranslucency)->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
RHICmdList.CopyToResolveTarget((*SeparateTranslucencyDepth)->GetRenderTargetItem().TargetableTexture, (*SeparateTranslucencyDepth)->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
}
bSeparateTranslucencyPass = false;
}
void FSceneRenderTargets::ResolveSceneDepthTexture(FRHICommandList& RHICmdList)
{
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneDepthTexture);
RHICmdList.CopyToResolveTarget(GetSceneDepthSurface(), GetSceneDepthTexture(), true, FResolveParams());
}
void FSceneRenderTargets::ResolveSceneDepthToAuxiliaryTexture(FRHICommandList& RHICmdList)
{
// Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter
// while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target
// is unsupported in d3d feature level 10.
if(!GSupportsDepthFetchDuringDepthTest)
{
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneDepthToAuxiliaryTexture);
RHICmdList.CopyToResolveTarget(GetSceneDepthSurface(), GetAuxiliarySceneDepthTexture(), true, FResolveParams());
}
}
void FSceneRenderTargets::CleanUpEditorPrimitiveTargets()
{
EditorPrimitivesDepth.SafeRelease();
EditorPrimitivesColor.SafeRelease();
}
int32 FSceneRenderTargets::GetEditorMSAACompositingSampleCount() const
{
int32 Value = 1;
// only supported on SM5 yet (SM4 doesn't have MSAA sample load functionality which makes it harder to implement)
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && GRHISupportsMSAADepthSampleAccess)
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MSAA.CompositingSampleCount"));
Value = CVar->GetValueOnRenderThread();
if(Value <= 1)
{
Value = 1;
}
else if(Value <= 2)
{
Value = 2;
}
else if(Value <= 4)
{
Value = 4;
}
else
{
Value = 8;
}
}
return Value;
}
const FTexture2DRHIRef& FSceneRenderTargets::GetEditorPrimitivesColor(FRHICommandList& RHICmdList)
{
const bool bIsValid = IsValidRef(EditorPrimitivesColor);
if( !bIsValid || EditorPrimitivesColor->GetDesc().NumSamples != GetEditorMSAACompositingSampleCount() )
{
// If the target is does not match the MSAA settings it needs to be recreated
InitEditorPrimitivesColor(RHICmdList);
}
return (const FTexture2DRHIRef&)EditorPrimitivesColor->GetRenderTargetItem().TargetableTexture;
}
const FTexture2DRHIRef& FSceneRenderTargets::GetEditorPrimitivesDepth(FRHICommandList& RHICmdList)
{
const bool bIsValid = IsValidRef(EditorPrimitivesDepth);
if (!bIsValid || (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && EditorPrimitivesDepth->GetDesc().NumSamples != GetEditorMSAACompositingSampleCount()) )
{
// If the target is does not match the MSAA settings it needs to be recreated
InitEditorPrimitivesDepth(RHICmdList);
}
return (const FTexture2DRHIRef&)EditorPrimitivesDepth->GetRenderTargetItem().TargetableTexture;
}
TAutoConsoleVariable<int32> FSceneRenderTargets::CVarSetSeperateTranslucencyEnabled(
TEXT("r.SeparateTranslucency"),
1,
TEXT("Allows to disable the separate translucency feature (all translucency is rendered in separate RT and composited\n")
TEXT("after DOF, if not specified otherwise in the material).\n")
TEXT(" 0: off (translucency is affected by depth of field)\n")
TEXT(" 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default)"),
ECVF_RenderThreadSafe);
bool FSceneRenderTargets::IsSeparateTranslucencyActive(const FViewInfo& View) const
{
int32 Value = FSceneRenderTargets::CVarSetSeperateTranslucencyEnabled.GetValueOnRenderThread();
return (Value != 0) && CurrentFeatureLevel >= ERHIFeatureLevel::SM4
&& (View.Family->EngineShowFlags.PostProcessing || View.Family->EngineShowFlags.ShaderComplexity)
&& View.Family->EngineShowFlags.SeparateTranslucency;
}
void FSceneRenderTargets::InitEditorPrimitivesColor(FRHICommandList& RHICmdList)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize,
PF_B8G8R8A8,
FClearValueBinding::Transparent,
TexCreate_None,
TexCreate_ShaderResource | TexCreate_RenderTargetable,
false));
Desc.NumSamples = GetEditorMSAACompositingSampleCount();
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, EditorPrimitivesColor, TEXT("EditorPrimitivesColor"));
}
void FSceneRenderTargets::InitEditorPrimitivesDepth(FRHICommandList& RHICmdList)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize,
PF_DepthStencil,
FClearValueBinding::DepthFar,
TexCreate_None,
TexCreate_ShaderResource | TexCreate_DepthStencilTargetable,
false));
Desc.NumSamples = GetEditorMSAACompositingSampleCount();
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, EditorPrimitivesDepth, TEXT("EditorPrimitivesDepth"));
}
void FSceneRenderTargets::QuantizeBufferSize(int32& InOutBufferSizeX, int32& InOutBufferSizeY)
{
// ensure sizes are dividable by DividableBy to get post processing effects with lower resolution working well
const uint32 DividableBy = 4;
const uint32 Mask = ~(DividableBy - 1);
InOutBufferSizeX = (InOutBufferSizeX + DividableBy - 1) & Mask;
InOutBufferSizeY = (InOutBufferSizeY + DividableBy - 1) & Mask;
}
void FSceneRenderTargets::SetBufferSize(int32 InBufferSizeX, int32 InBufferSizeY)
{
QuantizeBufferSize(InBufferSizeX, InBufferSizeY);
BufferSize.X = InBufferSizeX;
BufferSize.Y = InBufferSizeY;
}
void FSceneRenderTargets::SetSeparateTranslucencyBufferSize(bool bAnyViewWantsDownsampledSeparateTranslucency)
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SeparateTranslucencyScreenPercentage"));
const float CVarScale = FMath::Clamp(CVar->GetValueOnRenderThread() / 100.0f, 0.0f, 100.0f);
float EffectiveScale = CVarScale;
// 'r.SeparateTranslucencyScreenPercentage' CVar wins over automatic downsampling
if (FMath::Abs(CVarScale - 1.0f) < .001f && bAnyViewWantsDownsampledSeparateTranslucency)
{
EffectiveScale = .5f;
}
int32 ScaledX = GetBufferSizeXY().X * EffectiveScale;
int32 ScaledY = GetBufferSizeXY().Y * EffectiveScale;
SeparateTranslucencyBufferSize = FIntPoint(FMath::Max(ScaledX, 1), FMath::Max(ScaledY, 1));
SeparateTranslucencyScale = EffectiveScale;
}
void FSceneRenderTargets::AllocateMobileRenderTargets(FRHICommandList& RHICmdList)
{
// on ES2 we don't do on demand allocation of SceneColor yet (in non ES2 it's released in the Tonemapper Process())
AllocSceneColor(RHICmdList);
AllocateCommonDepthTargets(RHICmdList);
AllocateDebugViewModeTargets(RHICmdList);
EPixelFormat Format = GetSceneColor()->GetDesc().Format;
#if PLATFORM_HTML5
// For 64-bit ES2 without framebuffer fetch, create extra render target for copy of alpha channel.
if((Format == PF_FloatRGBA) && (GSupportsShaderFramebufferFetch == false))
{
// creating a PF_R16F (a true one-channel renderable fp texture) is only supported on GL if EXT_texture_rg is available. It's present
// on iOS, but not in WebGL or Android.
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneAlphaCopy, TEXT("SceneAlphaCopy"));
}
else
#endif
{
SceneAlphaCopy = GSystemTextures.MaxFP16Depth;
}
}
// for easier use of "VisualizeTexture"
static TCHAR* const GetVolumeName(uint32 Id, bool bDirectional)
{
// (TCHAR*) for non VisualStudio
switch(Id)
{
case 0: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir0") : (TCHAR*)TEXT("TranslucentVolume0");
case 1: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir1") : (TCHAR*)TEXT("TranslucentVolume1");
case 2: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir2") : (TCHAR*)TEXT("TranslucentVolume2");
default:
check(0);
}
return (TCHAR*)TEXT("InvalidName");
}
void FSceneRenderTargets::AllocateReflectionTargets(FRHICommandList& RHICmdList, int32 TargetSize)
{
if (GSupportsRenderTargetFormat_PF_FloatRGBA)
{
const int32 NumReflectionCaptureMips = FMath::CeilLogTwo(TargetSize) + 1;
if (ReflectionColorScratchCubemap[0] && ReflectionColorScratchCubemap[0]->GetRenderTargetItem().TargetableTexture->GetNumMips() != NumReflectionCaptureMips)
{
ReflectionColorScratchCubemap[0].SafeRelease();
ReflectionColorScratchCubemap[1].SafeRelease();
}
// Reflection targets are shared between both mobile and deferred shading paths. If we have already allocated for one and are now allocating for the other,
// we can skip these targets.
bool bSharedReflectionTargetsAllocated = ReflectionColorScratchCubemap[0] != nullptr;
if (!bSharedReflectionTargetsAllocated)
{
// We write to these cubemap faces individually during filtering
uint32 CubeTexFlags = TexCreate_TargetArraySlicesIndependently;
{
// Create scratch cubemaps for filtering passes
FPooledRenderTargetDesc Desc2(FPooledRenderTargetDesc::CreateCubemapDesc(TargetSize, PF_FloatRGBA, FClearValueBinding::None, CubeTexFlags, TexCreate_RenderTargetable, false, 1, NumReflectionCaptureMips));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, ReflectionColorScratchCubemap[0], TEXT("ReflectionColorScratchCubemap0"));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, ReflectionColorScratchCubemap[1], TEXT("ReflectionColorScratchCubemap1"));
}
extern int32 GDiffuseIrradianceCubemapSize;
const int32 NumDiffuseIrradianceMips = FMath::CeilLogTwo(GDiffuseIrradianceCubemapSize) + 1;
{
FPooledRenderTargetDesc Desc2(FPooledRenderTargetDesc::CreateCubemapDesc(GDiffuseIrradianceCubemapSize, PF_FloatRGBA, FClearValueBinding::None, CubeTexFlags, TexCreate_RenderTargetable, false, 1, NumDiffuseIrradianceMips));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, DiffuseIrradianceScratchCubemap[0], TEXT("DiffuseIrradianceScratchCubemap0"));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, DiffuseIrradianceScratchCubemap[1], TEXT("DiffuseIrradianceScratchCubemap1"));
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(FSHVector3::MaxSHBasis, 1), PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SkySHIrradianceMap, TEXT("SkySHIrradianceMap"));
}
}
auto& ReflectionBrightnessTarget = GetReflectionBrightnessTarget();
if (!ReflectionBrightnessTarget)
{
bool bSupportsR32Float = CurrentFeatureLevel > ERHIFeatureLevel::ES2;
//@todo: FScene::UpdateSkyCaptureContents() is called before FSceneRenderTargets::AllocateRenderTargets()
// so CurrentFeatureLevel == ERHIFeatureLevel::Num and that crashes OpenGL ES2 as R32F is not valid
if (CurrentFeatureLevel == ERHIFeatureLevel::Num)
{
bSupportsR32Float = GMaxRHIFeatureLevel > ERHIFeatureLevel::ES2;
}
int32 ReflectionBrightnessIndex = bSupportsR32Float ? 0 : 1;
EPixelFormat BrightnessFormat = bSupportsR32Float ? PF_R32_FLOAT : PF_FloatRGBA;
FPooledRenderTargetDesc Desc3(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(1, 1), BrightnessFormat, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc3, ReflectionBrightnessTarget, GetReflectionBrightnessTargetName(ReflectionBrightnessIndex));
}
}
}
void FSceneRenderTargets::AllocateDebugViewModeTargets(FRHICommandList& RHICmdList)
{
// If the shader/quad complexity shader need a quad overdraw buffer to be bind, allocate it.
if (AllowDebugViewPS(DVSM_QuadComplexity, GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
{
FIntPoint QuadOverdrawSize;
QuadOverdrawSize.X = 2 * FMath::Max<uint32>((BufferSize.X + 1) / 2, 1); // The size is time 2 since left side is QuadDescriptor, and right side QuadComplexity.
QuadOverdrawSize.Y = FMath::Max<uint32>((BufferSize.Y + 1) / 2, 1);
FPooledRenderTargetDesc QuadOverdrawDesc = FPooledRenderTargetDesc::Create2DDesc(
QuadOverdrawSize,
PF_R32_UINT,
FClearValueBinding::None,
0,
TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_UAV,
false
);
GRenderTargetPool.FindFreeElement(RHICmdList, QuadOverdrawDesc, QuadOverdrawBuffer, TEXT("QuadOverdrawBuffer"));
}
}
void FSceneRenderTargets::AllocateCommonDepthTargets(FRHICommandList& RHICmdList)
{
if (!SceneDepthZ)
{
// Create a texture to store the resolved scene depth, and a render-targetable surface to hold the unresolved scene depth.
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
Desc.Flags |= TexCreate_FastVRAM;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneDepthZ, TEXT("SceneDepthZ"));
SceneStencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&)SceneDepthZ->GetRenderTargetItem().TargetableTexture, 0, 1, PF_X24_G8);
// create non-MSAA version for hit proxies on PC
const EShaderPlatform CurrentShaderPlatform = GShaderPlatformForFeatureLevel[CurrentFeatureLevel];
if (Desc.NumSamples > 1 && CurrentShaderPlatform != SP_METAL && !IsVulkanMobilePlatform(CurrentShaderPlatform))
{
Desc.NumSamples = 1;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, NoMSAASceneDepthZ, TEXT("NoMSAASceneDepthZ"));
}
else
{
NoMSAASceneDepthZ = SceneDepthZ;
}
}
// When targeting DX Feature Level 10, create an auxiliary texture to store the resolved scene depth, and a render-targetable surface to hold the unresolved scene depth.
if (!AuxiliarySceneDepthZ && !GSupportsDepthFetchDuringDepthTest)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, AuxiliarySceneDepthZ, TEXT("AuxiliarySceneDepthZ"));
}
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(GetPreShadowCacheTextureResolution(), PF_ShadowDepth, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false));
Desc.AutoWritable = false;
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, PreShadowCacheDepthZ, TEXT("PreShadowCacheDepthZ"));
// Mark the preshadow cache as newly allocated, so the cache will know to update
bPreshadowCacheNewlyAllocated = true;
}
if (!GSupportsDepthRenderTargetWithoutColorRenderTarget)
{
const FIntPoint ShadowBufferResolution = GetShadowDepthTextureResolution();
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(ShadowBufferResolution, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, OptionalShadowDepthColor, TEXT("OptionalShadowDepthColor"));
}
}
void FSceneRenderTargets::AllocateLightingChannelTexture(FRHICommandList& RHICmdList)
{
if (!LightingChannels)
{
// Only need 3 bits for lighting channels
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_R16_UINT, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightingChannels, TEXT("LightingChannels"));
}
}
void FSceneRenderTargets::AllocateDeferredShadingPathRenderTargets(FRHICommandList& RHICmdList)
{
AllocateCommonDepthTargets(RHICmdList);
// Create a quarter-sized version of the scene depth.
{
FIntPoint SmallDepthZSize(FMath::Max<uint32>(BufferSize.X / SmallColorDepthDownsampleFactor, 1), FMath::Max<uint32>(BufferSize.Y / SmallColorDepthDownsampleFactor, 1));
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(SmallDepthZSize, PF_DepthStencil, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, true));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SmallDepthZ, TEXT("SmallDepthZ"));
}
// Create the required render targets if running Highend.
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
{
// Create the screen space ambient occlusion buffer
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_G8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
{
// UAV is only needed to support "r.AmbientOcclusion.Compute"
// todo: ideally this should be only UAV or RT, not both
Desc.TargetableFlags |= TexCreate_UAV;
}
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ScreenSpaceAO, TEXT("ScreenSpaceAO"));
}
{
uint32 TranslucencyTargetFlags = TexCreate_ShaderResource | TexCreate_RenderTargetable;
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
{
TranslucencyTargetFlags |= TexCreate_UAV;
}
for (int32 RTSetIndex = 0; RTSetIndex < NumTranslucentVolumeRenderTargetSets; RTSetIndex++)
{
GRenderTargetPool.FindFreeElement(
RHICmdList,
FPooledRenderTargetDesc(FPooledRenderTargetDesc::CreateVolumeDesc(
GTranslucencyLightingVolumeDim,
GTranslucencyLightingVolumeDim,
GTranslucencyLightingVolumeDim,
PF_FloatRGBA,
FClearValueBinding::None,
0,
TranslucencyTargetFlags,
false,
1,
false)),
TranslucencyLightingVolumeAmbient[RTSetIndex],
GetVolumeName(RTSetIndex, false)
);
GRenderTargetPool.FindFreeElement(
RHICmdList,
FPooledRenderTargetDesc(FPooledRenderTargetDesc::CreateVolumeDesc(
GTranslucencyLightingVolumeDim,
GTranslucencyLightingVolumeDim,
GTranslucencyLightingVolumeDim,
PF_FloatRGBA,
FClearValueBinding::None,
0,
TranslucencyTargetFlags,
false,
1,
false)),
TranslucencyLightingVolumeDirectional[RTSetIndex],
GetVolumeName(RTSetIndex, true)
);
}
}
}
// LPV : Dynamic directional occlusion for diffuse and specular
if(UseLightPropagationVolumeRT(CurrentFeatureLevel))
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_R8G8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DirectionalOcclusion, TEXT("DirectionalOcclusion"));
}
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
{
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_FloatRGBA, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
{
Desc.TargetableFlags |= TexCreate_UAV;
}
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightAccumulation, TEXT("LightAccumulation"));
}
AllocateDebugViewModeTargets(RHICmdList);
if (bAllocateVelocityGBuffer)
{
FPooledRenderTargetDesc VelocityRTDesc = FVelocityRendering::GetRenderTargetDesc();
GRenderTargetPool.FindFreeElement(RHICmdList, VelocityRTDesc, GBufferVelocity, TEXT("GBufferVelocity"));
}
}
EPixelFormat FSceneRenderTargets::GetSceneColorFormat() const
{
EPixelFormat SceneColorBufferFormat = PF_FloatRGBA;
if (CurrentFeatureLevel < ERHIFeatureLevel::SM4)
{
// Potentially allocate an alpha channel in th -fe scene color texture to store the resolved scene depth.
SceneColorBufferFormat = GSupportsRenderTargetFormat_PF_FloatRGBA ? PF_FloatRGBA : PF_B8G8R8A8;
if (!IsMobileHDR() || IsMobileHDR32bpp())
{
SceneColorBufferFormat = PF_B8G8R8A8;
}
}
else
{
switch(CurrentSceneColorFormat)
{
case 0:
SceneColorBufferFormat = PF_R8G8B8A8; break;
case 1:
SceneColorBufferFormat = PF_A2B10G10R10; break;
case 2:
SceneColorBufferFormat = PF_FloatR11G11B10; break;
case 3:
SceneColorBufferFormat = PF_FloatRGB; break;
case 4:
// default
break;
case 5:
SceneColorBufferFormat = PF_A32B32G32R32F; break;
}
// Fallback in case the scene color selected isn't supported.
if (!GPixelFormats[SceneColorBufferFormat].Supported)
{
SceneColorBufferFormat = PF_FloatRGBA;
}
}
return SceneColorBufferFormat;
}
void FSceneRenderTargets::AllocateRenderTargets(FRHICommandList& RHICmdList)
{
if (BufferSize.X > 0 && BufferSize.Y > 0 && !AreShadingPathRenderTargetsAllocated(CurrentShadingPath))
{
if ((EShadingPath)CurrentShadingPath == EShadingPath::Mobile)
{
AllocateMobileRenderTargets(RHICmdList);
}
else
{
AllocateDeferredShadingPathRenderTargets(RHICmdList);
}
}
}
void FSceneRenderTargets::ReleaseSceneColor()
{
for (auto i = 0; i < (int32)EShadingPath::Num; ++i)
{
SceneColor[i].SafeRelease();
}
}
void FSceneRenderTargets::ReleaseAllTargets()
{
ReleaseGBufferTargets();
ReleaseSceneColor();
SceneAlphaCopy.SafeRelease();
SceneDepthZ.SafeRelease();
SceneStencilSRV.SafeRelease();
LightingChannels.SafeRelease();
NoMSAASceneDepthZ.SafeRelease();
AuxiliarySceneDepthZ.SafeRelease();
SmallDepthZ.SafeRelease();
DBufferA.SafeRelease();
DBufferB.SafeRelease();
DBufferC.SafeRelease();
ScreenSpaceAO.SafeRelease();
QuadOverdrawBuffer.SafeRelease();
LightAttenuation.SafeRelease();
LightAccumulation.SafeRelease();
DirectionalOcclusion.SafeRelease();
CustomDepth.SafeRelease();
CustomStencilSRV.SafeRelease();
OptionalShadowDepthColor.SafeRelease();
PreShadowCacheDepthZ.SafeRelease();
for (int32 i = 0; i < ARRAY_COUNT(ReflectionColorScratchCubemap); i++)
{
ReflectionColorScratchCubemap[i].SafeRelease();
}
ReflectionBrightness[0].SafeRelease();
ReflectionBrightness[1].SafeRelease();
for (int32 i = 0; i < ARRAY_COUNT(DiffuseIrradianceScratchCubemap); i++)
{
DiffuseIrradianceScratchCubemap[i].SafeRelease();
}
SkySHIrradianceMap.SafeRelease();
for (int32 RTSetIndex = 0; RTSetIndex < NumTranslucentVolumeRenderTargetSets; RTSetIndex++)
{
TranslucencyLightingVolumeAmbient[RTSetIndex].SafeRelease();
TranslucencyLightingVolumeDirectional[RTSetIndex].SafeRelease();
}
EditorPrimitivesColor.SafeRelease();
EditorPrimitivesDepth.SafeRelease();
}
void FSceneRenderTargets::ReleaseDynamicRHI()
{
ReleaseAllTargets();
GRenderTargetPool.FreeUnusedResources();
}
/** Returns the size of the shadow depth buffer, taking into account platform limitations and game specific resolution limits. */
FIntPoint FSceneRenderTargets::GetShadowDepthTextureResolution() const
{
int32 MaxShadowRes = CurrentMaxShadowResolution;
const FIntPoint ShadowBufferResolution(
FMath::Clamp(MaxShadowRes,1,GMaxShadowDepthBufferSizeX),
FMath::Clamp(MaxShadowRes,1,GMaxShadowDepthBufferSizeY));
return ShadowBufferResolution;
}
int32 FSceneRenderTargets::GetReflectiveShadowMapResolution() const
{
check(IsInRenderingThread());
return CurrentRSMResolution;
}
FIntPoint FSceneRenderTargets::GetPreShadowCacheTextureResolution() const
{
const FIntPoint ShadowDepthResolution = GetShadowDepthTextureResolution();
// Higher numbers increase cache hit rate but also memory usage
const int32 ExpandFactor = 2;
static auto CVarPreShadowResolutionFactor = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Shadow.PreShadowResolutionFactor"));
float Factor = CVarPreShadowResolutionFactor->GetValueOnRenderThread();
FIntPoint Ret;
Ret.X = FMath::Clamp(FMath::TruncToInt(ShadowDepthResolution.X * Factor) * ExpandFactor, 1, GMaxShadowDepthBufferSizeX);
Ret.Y = FMath::Clamp(FMath::TruncToInt(ShadowDepthResolution.Y * Factor) * ExpandFactor, 1, GMaxShadowDepthBufferSizeY);
return Ret;
}
FIntPoint FSceneRenderTargets::GetTranslucentShadowDepthTextureResolution() const
{
FIntPoint ShadowDepthResolution = GetShadowDepthTextureResolution();
int32 Factor = GetTranslucentShadowDownsampleFactor();
ShadowDepthResolution.X = FMath::Clamp(ShadowDepthResolution.X / Factor, 1, GMaxShadowDepthBufferSizeX);
ShadowDepthResolution.Y = FMath::Clamp(ShadowDepthResolution.Y / Factor, 1, GMaxShadowDepthBufferSizeY);
return ShadowDepthResolution;
}
const FTextureRHIRef& FSceneRenderTargets::GetSceneColorSurface() const
{
if (!GetSceneColorForCurrentShadingPath())
{
return GBlackTexture->TextureRHI;
}
return (const FTextureRHIRef&)GetSceneColor()->GetRenderTargetItem().TargetableTexture;
}
const FTextureRHIRef& FSceneRenderTargets::GetSceneColorTexture() const
{
if (!GetSceneColorForCurrentShadingPath())
{
return GBlackTexture->TextureRHI;
}
return (const FTextureRHIRef&)GetSceneColor()->GetRenderTargetItem().ShaderResourceTexture;
}
const FTexture2DRHIRef* FSceneRenderTargets::GetActualDepthTexture() const
{
const FTexture2DRHIRef* DepthTexture = NULL;
if((CurrentFeatureLevel >= ERHIFeatureLevel::SM4) || IsPCPlatform(GShaderPlatformForFeatureLevel[CurrentFeatureLevel]))
{
if(GSupportsDepthFetchDuringDepthTest)
{
DepthTexture = &GetSceneDepthTexture();
}
else
{
DepthTexture = &GetAuxiliarySceneDepthSurface();
}
}
else if (IsMobilePlatform(GShaderPlatformForFeatureLevel[CurrentFeatureLevel]))
{
// TODO: avoid depth texture fetch when shader needs fragment previous depth and device supports framebuffer fetch
//bool bSceneDepthInAlpha = (GetSceneColor()->GetDesc().Format == PF_FloatRGBA);
//bool bOnChipDepthFetch = (GSupportsShaderDepthStencilFetch || (bSceneDepthInAlpha && GSupportsShaderFramebufferFetch));
//
//if (bOnChipDepthFetch)
//{
// DepthTexture = (const FTexture2DRHIRef*)(&GSystemTextures.DepthDummy->GetRenderTargetItem().ShaderResourceTexture);
//}
//else
{
DepthTexture = &GetSceneDepthTexture();
}
}
check(DepthTexture != NULL);
return DepthTexture;
}
IPooledRenderTarget* FSceneRenderTargets::GetGBufferVelocityRT()
{
if (!bAllocateVelocityGBuffer)
{
return nullptr;
}
return GBufferVelocity;
}
IPooledRenderTarget* FSceneRenderTargets::RequestCustomDepth(FRHICommandListImmediate& RHICmdList, bool bPrimitives)
{
int Value = CVarCustomDepth.GetValueOnRenderThread();
if((Value == 1 && bPrimitives) || Value == 2 || IsCustomDepthPassWritingStencil())
{
if (!CustomStencilSRV.GetReference() || !CustomDepth.GetReference() || BufferSize != CustomDepth->GetDesc().Extent)
{
// Todo: Could check if writes stencil here and create min viable target
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, CustomDepth, TEXT("CustomDepth"));
CustomStencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&)CustomDepth->GetRenderTargetItem().TargetableTexture, 0, 1, PF_X24_G8);
}
return CustomDepth;
}
return 0;
}
bool FSceneRenderTargets::IsCustomDepthPassWritingStencil() const
{
return (CVarCustomDepth.GetValueOnRenderThread() == 3);
}
/** Returns an index in the range [0, NumCubeShadowDepthSurfaces) given an input resolution. */
int32 FSceneRenderTargets::GetCubeShadowDepthZIndex(int32 ShadowResolution) const
{
static auto CVarMinShadowResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
FIntPoint ObjectShadowBufferResolution = GetShadowDepthTextureResolution();
// Use a lower resolution because cubemaps use a lot of memory
ObjectShadowBufferResolution.X /= 2;
ObjectShadowBufferResolution.Y /= 2;
const int32 SurfaceSizes[NumCubeShadowDepthSurfaces] =
{
ObjectShadowBufferResolution.X,
ObjectShadowBufferResolution.X / 2,
ObjectShadowBufferResolution.X / 4,
ObjectShadowBufferResolution.X / 8,
CVarMinShadowResolution->GetValueOnRenderThread()
};
for (int32 SearchIndex = 0; SearchIndex < NumCubeShadowDepthSurfaces; SearchIndex++)
{
if (ShadowResolution >= SurfaceSizes[SearchIndex])
{
return SearchIndex;
}
}
check(0);
return 0;
}
/** Returns the appropriate resolution for a given cube shadow index. */
int32 FSceneRenderTargets::GetCubeShadowDepthZResolution(int32 ShadowIndex) const
{
checkSlow(ShadowIndex >= 0 && ShadowIndex < NumCubeShadowDepthSurfaces);
static auto CVarMinShadowResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
FIntPoint ObjectShadowBufferResolution = GetShadowDepthTextureResolution();
// Use a lower resolution because cubemaps use a lot of memory
ObjectShadowBufferResolution.X = FMath::Max(ObjectShadowBufferResolution.X / 2, 1);
ObjectShadowBufferResolution.Y = FMath::Max(ObjectShadowBufferResolution.Y / 2, 1);
const int32 SurfaceSizes[NumCubeShadowDepthSurfaces] =
{
ObjectShadowBufferResolution.X,
FMath::Max(ObjectShadowBufferResolution.X / 2, 1),
FMath::Max(ObjectShadowBufferResolution.X / 4, 1),
FMath::Max(ObjectShadowBufferResolution.X / 8, 1),
CVarMinShadowResolution->GetValueOnRenderThread()
};
return SurfaceSizes[ShadowIndex];
}
bool FSceneRenderTargets::AreShadingPathRenderTargetsAllocated(EShadingPath InShadingPath) const
{
switch (InShadingPath)
{
case EShadingPath::Mobile:
{
return (SceneColor[(int32)EShadingPath::Mobile] != nullptr);
}
case EShadingPath::Deferred:
{
return (ScreenSpaceAO != nullptr);
}
default:
{
checkNoEntry();
return false;
}
}
}
/*-----------------------------------------------------------------------------
FSceneTextureShaderParameters
-----------------------------------------------------------------------------*/
//
void FSceneTextureShaderParameters::Bind(const FShaderParameterMap& ParameterMap)
{
// only used if Material has an expression that requires SceneColorTexture
SceneColorTextureParameter.Bind(ParameterMap,TEXT("SceneColorTexture"));
SceneColorTextureParameterSampler.Bind(ParameterMap,TEXT("SceneColorTextureSampler"));
// only used if Material has an expression that requires SceneDepthTexture
SceneDepthTextureParameter.Bind(ParameterMap,TEXT("SceneDepthTexture"));
SceneDepthTextureParameterSampler.Bind(ParameterMap,TEXT("SceneDepthTextureSampler"));
// Only used if Material has an expression that requires SceneAlphaCopyTexture
SceneAlphaCopyTextureParameter.Bind(ParameterMap,TEXT("SceneAlphaCopyTexture"));
SceneAlphaCopyTextureParameterSampler.Bind(ParameterMap,TEXT("SceneAlphaCopyTextureSampler"));
//
SceneDepthTextureNonMS.Bind(ParameterMap,TEXT("SceneDepthTextureNonMS"));
SceneColorSurfaceParameter.Bind(ParameterMap,TEXT("SceneColorSurface"));
// only used if Material has an expression that requires SceneColorTextureMSAA
SceneDepthSurfaceParameter.Bind(ParameterMap,TEXT("SceneDepthSurface"));
DirectionalOcclusionSampler.Bind(ParameterMap, TEXT("DirectionalOcclusionSampler"));
DirectionalOcclusionTexture.Bind(ParameterMap, TEXT("DirectionalOcclusionTexture"));
}
template< typename ShaderRHIParamRef, typename TRHICmdList >
void FSceneTextureShaderParameters::Set(
TRHICmdList& RHICmdList,
const ShaderRHIParamRef& ShaderRHI,
const FSceneView& View,
ESceneRenderTargetsMode::Type TextureMode,
ESamplerFilter ColorFilter ) const
{
if (TextureMode == ESceneRenderTargetsMode::SetTextures)
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// optimization possible: TShaderRHIParamRef is no param Ref
if (SceneColorTextureParameter.IsBound())
{
FSamplerStateRHIRef Filter;
switch ( ColorFilter )
{
case SF_Bilinear:
Filter = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
break;
case SF_Trilinear:
Filter = TStaticSamplerState<SF_Trilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
break;
case SF_AnisotropicPoint:
Filter = TStaticSamplerState<SF_AnisotropicPoint,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
break;
case SF_AnisotropicLinear:
Filter = TStaticSamplerState<SF_AnisotropicLinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
break;
case SF_Point:
default:
Filter = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
break;
}
SetTextureParameter(
RHICmdList,
ShaderRHI,
SceneColorTextureParameter,
SceneColorTextureParameterSampler,
Filter,
SceneContext.GetSceneColorTexture()
);
}
if (SceneAlphaCopyTextureParameter.IsBound() && SceneContext.HasSceneAlphaCopyTexture())
{
FSamplerStateRHIRef Filter;
Filter = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
SetTextureParameter(
RHICmdList,
ShaderRHI,
SceneAlphaCopyTextureParameter,
SceneAlphaCopyTextureParameterSampler,
Filter,
SceneContext.GetSceneAlphaCopyTexture()
);
}
if(SceneDepthTextureParameter.IsBound() || SceneDepthTextureParameterSampler.IsBound())
{
const FTexture2DRHIRef* DepthTexture = SceneContext.GetActualDepthTexture();
if (SceneContext.IsSeparateTranslucencyPass() && SceneContext.IsSeparateTranslucencyDepthValid())
{
FIntPoint OutScaledSize;
float OutScale;
SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);
if (OutScale < 1.0f)
{
DepthTexture = &SceneContext.GetSeparateTranslucencyDepthSurface();
}
}
SetTextureParameter(
RHICmdList,
ShaderRHI,
SceneDepthTextureParameter,
SceneDepthTextureParameterSampler,
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
*DepthTexture
);
}
const auto FeatureLevel = View.GetFeatureLevel();
if (FeatureLevel >= ERHIFeatureLevel::SM5)
{
SetTextureParameter(RHICmdList, ShaderRHI, SceneColorSurfaceParameter, SceneContext.GetSceneColorSurface());
}
if (FeatureLevel >= ERHIFeatureLevel::SM4)
{
if(GSupportsDepthFetchDuringDepthTest)
{
if(SceneDepthSurfaceParameter.IsBound())
{
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthSurfaceParameter, SceneContext.GetSceneDepthSurface());
}
if(SceneDepthTextureNonMS.IsBound())
{
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthTextureNonMS, SceneContext.GetSceneDepthTexture());
}
}
else
{
if(SceneDepthSurfaceParameter.IsBound())
{
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthSurfaceParameter, SceneContext.GetAuxiliarySceneDepthSurface());
}
if(SceneDepthTextureNonMS.IsBound())
{
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthTextureNonMS, SceneContext.GetAuxiliarySceneDepthSurface());
}
}
}
}
else if (TextureMode == ESceneRenderTargetsMode::DontSet)
{
// Verify that none of these were bound if we were told not to set them
ensure(!SceneColorTextureParameter.IsBound()
&& !SceneDepthTextureParameter.IsBound()
&& !SceneColorSurfaceParameter.IsBound()
&& !SceneDepthSurfaceParameter.IsBound()
&& !SceneDepthTextureNonMS.IsBound());
}
else if (TextureMode == ESceneRenderTargetsMode::DontSetIgnoreBoundByEditorCompositing)
{
// Verify that none of these were bound if we were told not to set them
// ignore SceneDepthTextureNonMS
ensure(!SceneColorTextureParameter.IsBound()
&& !SceneDepthTextureParameter.IsBound()
&& !SceneColorSurfaceParameter.IsBound()
&& !SceneDepthSurfaceParameter.IsBound());
}
if( DirectionalOcclusionSampler.IsBound() )
{
bool bDirectionalOcclusion = false;
FSceneViewState* ViewState = (FSceneViewState*)View.State;
if (ViewState != nullptr)
{
FLightPropagationVolume* Lpv = ViewState->GetLightPropagationVolume(View.GetFeatureLevel());
if(Lpv != nullptr)
{
bDirectionalOcclusion = Lpv->IsDirectionalOcclusionEnabled();
}
}
FTextureRHIParamRef DirectionalOcclusion = nullptr;
if( bDirectionalOcclusion )
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
DirectionalOcclusion = SceneContext.GetDirectionalOcclusionTexture();
}
else
{
DirectionalOcclusion = GWhiteTexture->TextureRHI;
}
FSamplerStateRHIRef Filter;
Filter = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
SetTextureParameter(
RHICmdList,
ShaderRHI,
DirectionalOcclusionTexture,
DirectionalOcclusionSampler,
Filter,
DirectionalOcclusion
);
}
}
#define IMPLEMENT_SCENE_TEXTURE_PARAM_SET( ShaderRHIParamRef ) \
template void FSceneTextureShaderParameters::Set< ShaderRHIParamRef >( \
FRHICommandList& RHICmdList, \
const ShaderRHIParamRef& ShaderRHI, \
const FSceneView& View, \
ESceneRenderTargetsMode::Type TextureMode, \
ESamplerFilter ColorFilter \
) const;
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FVertexShaderRHIParamRef );
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FHullShaderRHIParamRef );
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FDomainShaderRHIParamRef );
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FGeometryShaderRHIParamRef );
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FPixelShaderRHIParamRef );
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FComputeShaderRHIParamRef );
FArchive& operator<<(FArchive& Ar,FSceneTextureShaderParameters& Parameters)
{
Ar << Parameters.SceneColorTextureParameter;
Ar << Parameters.SceneColorTextureParameterSampler;
Ar << Parameters.SceneAlphaCopyTextureParameter;
Ar << Parameters.SceneAlphaCopyTextureParameterSampler;
Ar << Parameters.SceneColorSurfaceParameter;
Ar << Parameters.SceneDepthTextureParameter;
Ar << Parameters.SceneDepthTextureParameterSampler;
Ar << Parameters.SceneDepthSurfaceParameter;
Ar << Parameters.SceneDepthTextureNonMS;
Ar << Parameters.DirectionalOcclusionSampler;
Ar << Parameters.DirectionalOcclusionTexture;
return Ar;
}
// Note this is not just for Deferred rendering, it also applies to mobile rendering.
void FDeferredPixelShaderParameters::Bind(const FShaderParameterMap& ParameterMap)
{
SceneTextureParameters.Bind(ParameterMap);
GBufferResources.Bind(ParameterMap,TEXT("GBuffers"));
DBufferATextureMS.Bind(ParameterMap,TEXT("DBufferATextureMS"));
DBufferBTextureMS.Bind(ParameterMap,TEXT("DBufferBTextureMS"));
DBufferCTextureMS.Bind(ParameterMap,TEXT("DBufferCTextureMS"));
ScreenSpaceAOTextureMS.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureMS"));
DBufferATextureNonMS.Bind(ParameterMap,TEXT("DBufferATextureNonMS"));
DBufferBTextureNonMS.Bind(ParameterMap,TEXT("DBufferBTextureNonMS"));
DBufferCTextureNonMS.Bind(ParameterMap,TEXT("DBufferCTextureNonMS"));
ScreenSpaceAOTextureNonMS.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureNonMS"));
CustomDepthTextureNonMS.Bind(ParameterMap,TEXT("CustomDepthTextureNonMS"));
DBufferATexture.Bind(ParameterMap,TEXT("DBufferATexture"));
DBufferATextureSampler.Bind(ParameterMap,TEXT("DBufferATextureSampler"));
DBufferBTexture.Bind(ParameterMap,TEXT("DBufferBTexture"));
DBufferBTextureSampler.Bind(ParameterMap,TEXT("DBufferBTextureSampler"));
DBufferCTexture.Bind(ParameterMap,TEXT("DBufferCTexture"));
DBufferCTextureSampler.Bind(ParameterMap,TEXT("DBufferCTextureSampler"));
ScreenSpaceAOTexture.Bind(ParameterMap,TEXT("ScreenSpaceAOTexture"));
ScreenSpaceAOTextureSampler.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureSampler"));
CustomDepthTexture.Bind(ParameterMap,TEXT("CustomDepthTexture"));
CustomDepthTextureSampler.Bind(ParameterMap,TEXT("CustomDepthTextureSampler"));
CustomStencilTexture.Bind(ParameterMap,TEXT("CustomStencilTexture"));
DBufferRenderMask.Bind(ParameterMap, TEXT("DBufferMask"));
}
bool IsDBufferEnabled();
template< typename ShaderRHIParamRef, typename TRHICmdList >
void FDeferredPixelShaderParameters::Set(TRHICmdList& RHICmdList, const ShaderRHIParamRef ShaderRHI, const FSceneView& View, ESceneRenderTargetsMode::Type TextureMode) const
{
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// This is needed on PC ES2 for SceneAlphaCopy, probably should be refactored for performance.
SceneTextureParameters.Set(RHICmdList, ShaderRHI, View, TextureMode, SF_Point);
// if() is purely an optimization and could be removed
if (IsDBufferEnabled())
{
IPooledRenderTarget* DBufferA = SceneContext.DBufferA ? SceneContext.DBufferA : GSystemTextures.BlackDummy;
IPooledRenderTarget* DBufferB = SceneContext.DBufferB ? SceneContext.DBufferB : GSystemTextures.BlackDummy;
IPooledRenderTarget* DBufferC = SceneContext.DBufferC ? SceneContext.DBufferC : GSystemTextures.BlackDummy;
// todo: optimize out when not needed
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATexture, DBufferATextureSampler, TStaticSamplerState<>::GetRHI(), DBufferA->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTexture, DBufferBTextureSampler, TStaticSamplerState<>::GetRHI(), DBufferB->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTexture, DBufferCTextureSampler, TStaticSamplerState<>::GetRHI(), DBufferC->GetRenderTargetItem().ShaderResourceTexture);
if (GSupportsRenderTargetWriteMask)
{
if (SceneContext.DBufferMask)
{
SetTextureParameter(RHICmdList, ShaderRHI, DBufferRenderMask, SceneContext.DBufferMask->GetRenderTargetItem().TargetableTexture);
}
else
{
SetTextureParameter(RHICmdList, ShaderRHI, DBufferRenderMask, GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
}
}
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATextureMS, DBufferA->GetRenderTargetItem().TargetableTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTextureMS, DBufferB->GetRenderTargetItem().TargetableTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTextureMS, DBufferC->GetRenderTargetItem().TargetableTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATextureNonMS, DBufferA->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTextureNonMS, DBufferB->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTextureNonMS, DBufferC->GetRenderTargetItem().ShaderResourceTexture);
}
const auto FeatureLevel = View.GetFeatureLevel();
if (TextureMode == ESceneRenderTargetsMode::SetTextures && FeatureLevel >= ERHIFeatureLevel::SM4)
{
// if there is no ambient occlusion it's better to have white there
IPooledRenderTarget* ScreenSpaceAO = SceneContext.ScreenSpaceAO;
if(!SceneContext.bScreenSpaceAOIsValid)
{
ScreenSpaceAO = GSystemTextures.WhiteDummy;
}
// if there is no custom depth it's better to have the far distance there
IPooledRenderTarget* CustomDepth = SceneContext.bCustomDepthIsValid ? SceneContext.CustomDepth.GetReference() : 0;
if(!CustomDepth)
{
CustomDepth = GSystemTextures.BlackDummy;
}
if (FeatureLevel >= ERHIFeatureLevel::SM4)
{
if (GBufferResources.IsBound())
{
SetUniformBufferParameter(RHICmdList, ShaderRHI, GBufferResources, SceneContext.GetGBufferResourcesUniformBuffer());
}
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTexture, ScreenSpaceAOTextureSampler, TStaticSamplerState<>::GetRHI(), ScreenSpaceAO->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTextureMS, ScreenSpaceAO->GetRenderTargetItem().TargetableTexture);
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTextureNonMS, ScreenSpaceAO->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, CustomDepthTexture, CustomDepthTextureSampler, TStaticSamplerState<>::GetRHI(), CustomDepth->GetRenderTargetItem().ShaderResourceTexture);
SetTextureParameter(RHICmdList, ShaderRHI, CustomDepthTextureNonMS, CustomDepth->GetRenderTargetItem().ShaderResourceTexture);
if (CustomStencilTexture.IsBound())
{
if (SceneContext.bCustomDepthIsValid && SceneContext.CustomStencilSRV.GetReference())
{
SetSRVParameter(RHICmdList, ShaderRHI, CustomStencilTexture, SceneContext.CustomStencilSRV);
}
else
{
SetTextureParameter(RHICmdList, ShaderRHI, CustomStencilTexture, GSystemTextures.BlackDummy->GetRenderTargetItem().ShaderResourceTexture);
}
}
}
}
else if (TextureMode == ESceneRenderTargetsMode::DontSet ||
TextureMode == ESceneRenderTargetsMode::DontSetIgnoreBoundByEditorCompositing)
{
// Verify that none of these are actually bound
checkSlow(!GBufferResources.IsBound());
}
}
#define IMPLEMENT_DEFERRED_PARAMETERS_SET( ShaderRHIParamRef, TRHICmdList ) \
template void FDeferredPixelShaderParameters::Set< ShaderRHIParamRef, TRHICmdList >(\
TRHICmdList& RHICmdList, \
const ShaderRHIParamRef ShaderRHI, \
const FSceneView& View, \
ESceneRenderTargetsMode::Type TextureMode \
) const;
IMPLEMENT_DEFERRED_PARAMETERS_SET( FVertexShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET( FHullShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET( FDomainShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET( FGeometryShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET( FPixelShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET( FComputeShaderRHIParamRef, FRHICommandList );
IMPLEMENT_DEFERRED_PARAMETERS_SET(FVertexShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FHullShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FDomainShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FGeometryShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FPixelShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FComputeShaderRHIParamRef, FRHICommandListImmediate);
IMPLEMENT_DEFERRED_PARAMETERS_SET(FComputeShaderRHIParamRef, FRHIAsyncComputeCommandListImmediate );
FArchive& operator<<(FArchive& Ar,FDeferredPixelShaderParameters& Parameters)
{
Ar << Parameters.SceneTextureParameters;
Ar << Parameters.GBufferResources;
Ar << Parameters.DBufferATextureMS;
Ar << Parameters.DBufferBTextureMS;
Ar << Parameters.DBufferCTextureMS;
Ar << Parameters.ScreenSpaceAOTextureMS;
Ar << Parameters.DBufferATextureNonMS;
Ar << Parameters.DBufferBTextureNonMS;
Ar << Parameters.DBufferCTextureNonMS;
Ar << Parameters.ScreenSpaceAOTextureNonMS;
Ar << Parameters.CustomDepthTextureNonMS;
Ar << Parameters.DBufferATexture;
Ar << Parameters.DBufferRenderMask;
Ar << Parameters.DBufferATextureSampler;
Ar << Parameters.DBufferBTexture;
Ar << Parameters.DBufferBTextureSampler;
Ar << Parameters.DBufferCTexture;
Ar << Parameters.DBufferCTextureSampler;
Ar << Parameters.ScreenSpaceAOTexture;
Ar << Parameters.ScreenSpaceAOTextureSampler;
Ar << Parameters.CustomDepthTexture;
Ar << Parameters.CustomDepthTextureSampler;
Ar << Parameters.CustomStencilTexture;
return Ar;
}