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The shader compiler will enable ISR or Mobile Multi-View in shaders, independent of whether they are actively engaged in stereo rendering. But we _bind_ the instanced view UB when we think stereo is active. We can bind the instanced view UB even while doing mono rendering. #jira UE-145187 #rb Arciel.Rekman #preflight 62a7d16df017fed6d25c6641 62a80b5c67522b9df01e96cc [CL 20650995 by robert srinivasiah in ue5-main branch]
52 lines
1.7 KiB
C++
52 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RHIDefinitions.h"
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namespace UE::StereoRenderUtils
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{
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/*
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* Detect the single-draw stereo shader variant, in order to support usage across different platforms
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*/
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class FStereoShaderAspects
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{
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public:
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/**
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* Determines the stereo aspects of the shader pipeline based on the input shader platform
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* @param Platform Target shader platform used to determine stereo shader variant
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*/
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RENDERCORE_API FStereoShaderAspects(EShaderPlatform Platform);
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/**
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* Whether instanced stereo rendering is enabled - i.e. using a single instanced drawcall to render to both stereo views.
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* Can redirect output either via viewport index or X coordinate shift + clip planes.
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*/
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RENDERCORE_API bool IsInstancedStereoEnabled() const;
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/**
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* Whether mobile multiview is enabled - i.e. using VK_KHR_multiview. Another drawcall reduction technique, independent of instanced stereo.
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* Mobile multiview generates view indices to index into texture arrays.
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* Can be internally emulated using instanced stereo if native support is unavailable, by using ISR-generated view indices to index into texture arrays.
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*/
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RENDERCORE_API bool IsMobileMultiViewEnabled() const;
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/**
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* Whether multiviewport rendering is enabled - i.e. using ViewportIndex to index into viewport.
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* Relies on instanced stereo rendering being enabled.
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*/
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RENDERCORE_API bool IsInstancedMultiViewportEnabled() const;
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private:
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bool bInstancedStereoEnabled : 1;
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bool bMobileMultiViewEnabled : 1;
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bool bInstancedMultiViewportEnabled : 1;
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bool bInstancedStereoNative : 1;
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bool bMobileMultiViewNative : 1;
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bool bMobileMultiViewFallback : 1;
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};
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}
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