Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeComplexity.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

212 lines
8.8 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeComplexity.cpp: Contains definitions for complexity viewmode.
=============================================================================*/
#include "RendererPrivate.h"
#include "ScenePrivate.h"
#include "SceneFilterRendering.h"
#include "PostProcessVisualizeComplexity.h"
#include "SceneUtils.h"
#include "PostProcessing.h"
/**
* Gets the maximum shader complexity count from the ini settings.
*/
float GetMaxShaderComplexityCount(ERHIFeatureLevel::Type InFeatureType)
{
return InFeatureType == ERHIFeatureLevel::ES2 ? GEngine->MaxES2PixelShaderAdditiveComplexityCount : GEngine->MaxPixelShaderAdditiveComplexityCount;
}
/**
* Constructor - binds all shader params
* @param Initializer - init data from shader compiler
*/
FVisualizeComplexityApplyPS::FVisualizeComplexityApplyPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
ShaderComplexityColors.Bind(Initializer.ParameterMap,TEXT("ShaderComplexityColors"));
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
ShaderComplexityParams.Bind(Initializer.ParameterMap, TEXT("ShaderComplexityParams"));
NumComplexityColors.Bind(Initializer.ParameterMap, TEXT("NumComplexityColors"));
QuadOverdrawTexture.Bind(Initializer.ParameterMap,TEXT("QuadOverdrawTexture"));
}
void FVisualizeComplexityApplyPS::SetParameters(
const FRenderingCompositePassContext& Context,
const TArray<FLinearColor>& Colors,
EColorSampling ColorSampling,
float ComplexityScale,
bool bLegend
)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
//Make sure there are at least NumShaderComplexityColors colors specified in the ini.
//If there are more than NumShaderComplexityColors they will be ignored.
check(Colors.Num() >= 1 && Colors.Num() <= MaxNumShaderComplexityColors);
//pass the complexity -> color mapping into the pixel shader
for(int32 ColorIndex = 0; ColorIndex < Colors.Num(); ColorIndex ++)
{
SetShaderValue(Context.RHICmdList, ShaderRHI, ShaderComplexityColors, Colors[ColorIndex], ColorIndex);
}
SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
// Whether acccess or not the QuadOverdraw buffer.
EQuadOverdrawMode QuadOverdrawMode = Context.View.Family->GetQuadOverdrawMode();
if (QuadOverdrawTexture.IsBound())
{
const FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
if (SceneContext.QuadOverdrawBuffer.IsValid() && SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture.IsValid())
{
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EGfxToGfx, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().UAV);
SetTextureParameter(Context.RHICmdList, ShaderRHI, QuadOverdrawTexture, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture);
}
else
{
SetTextureParameter(Context.RHICmdList, ShaderRHI, QuadOverdrawTexture, FTextureRHIRef());
QuadOverdrawMode = QOM_None;
}
}
SetShaderValue(Context.RHICmdList, ShaderRHI, ShaderComplexityParams, FVector4(bLegend, QuadOverdrawMode, ColorSampling, ComplexityScale));
SetShaderValue(Context.RHICmdList, ShaderRHI, NumComplexityColors, Colors.Num());
}
IMPLEMENT_SHADER_TYPE(,FVisualizeComplexityApplyPS,TEXT("ShaderComplexityApplyPixelShader"),TEXT("Main"),SF_Pixel);
//reuse the generic filter vertex declaration
extern TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration;
void FRCPassPostProcessVisualizeComplexity::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeComplexity);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.UnscaledViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// turn off culling and blending
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
// turn off depth reads/writes
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
//reuse this generic vertex shader
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FVisualizeComplexityApplyPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState VisualizeComplexityBoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), VisualizeComplexityBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(Context, Colors, ColorSampling, ComplexityScale, bLegend);
DrawRectangle(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
if(bLegend)
{
// this is a helper class for FCanvas to be able to get screen size
class FRenderTargetTemp : public FRenderTarget
{
public:
const FSceneView& View;
const FTexture2DRHIRef Texture;
FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
: View(InView), Texture(InTexture)
{
}
virtual FIntPoint GetSizeXY() const
{
return View.ViewRect.Size();
};
virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
{
return Texture;
}
} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
//later? Canvas.DrawShadowedString(View.ViewRect.Max.X - View.ViewRect.Width() / 3 - 64 + 8, View.ViewRect.Max.Y - 80, TEXT("Overdraw"), GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor(0,0,0,0));
//later? Canvas.DrawShadowedString(View.ViewRect.Min.X + 64 + 4, View.ViewRect.Max.Y - 80, TEXT("VS Instructions"), GetStatsFont(), FLinearColor(0.0f, 0.0f, 0.0f), FLinearColor(0,0,0,0));
if (View.Family->GetQuadOverdrawMode() == QOM_QuadComplexity)
{
int32 StartX = View.ViewRect.Min.X + 62;
int32 EndX = View.ViewRect.Max.X - 66;
int32 NumOffset = (EndX - StartX) / (Colors.Num() - 1);
for (int32 PosX = StartX, Number = 0; PosX <= EndX; PosX += NumOffset, ++Number)
{
FString Line;
Line = FString::Printf(TEXT("%d"), Number);
Canvas.DrawShadowedString(PosX, View.ViewRect.Max.Y - 87, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
}
}
else
{
Canvas.DrawShadowedString(View.ViewRect.Min.X + 63, View.ViewRect.Max.Y - 51, TEXT("Good"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(View.ViewRect.Min.X + 63 + (int32)(View.ViewRect.Width() * 107.0f / 397.0f), View.ViewRect.Max.Y - 51, TEXT("Bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(View.ViewRect.Max.X - 162, View.ViewRect.Max.Y - 51, TEXT("Extremely bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(View.ViewRect.Min.X + 62, View.ViewRect.Max.Y - 87, TEXT("0"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
FString Line;
Line = FString::Printf(TEXT("MaxShaderComplexityCount=%d"), (int32)GetMaxShaderComplexityCount(Context.GetFeatureLevel()));
Canvas.DrawShadowedString(View.ViewRect.Max.X - 260, View.ViewRect.Max.Y - 88, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
}
Canvas.Flush_RenderThread(Context.RHICmdList);
}
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
FPooledRenderTargetDesc FRCPassPostProcessVisualizeComplexity::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("VisualizeComplexity");
return Ret;
}