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- Split the Nanite shading pass up into two when outputting velocity during the depth pre-pass: Non-WPO & WPO. - Add the ability to use an alternate GBuffer layout for given materials to satisfy the output bindings required by the new second Nanite shading pass. #rb graham.wihlidal, jason.nadro #jira UE-164554 [CL 22581659 by jamie hayes in ue5-main branch]
133 lines
5.2 KiB
C++
133 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SceneView.h"
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#include "RenderGraphUtils.h"
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#include "CustomDepthRendering.h"
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#include "SceneRenderTargetParameters.h"
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#include "GBufferInfo.h"
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struct FSceneTextures;
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class FViewInfo;
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class FViewFamilyInfo;
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/** Initializes a scene textures config instance from the view family. */
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extern RENDERER_API void InitializeSceneTexturesConfig(FSceneTexturesConfig& Config, const FSceneViewFamily& ViewFamily);
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/** RDG struct containing the minimal set of scene textures common across all rendering configurations. */
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struct RENDERER_API FMinimalSceneTextures
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{
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// Initializes the minimal scene textures structure in the FViewFamilyInfo
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static void InitializeViewFamily(FRDGBuilder& GraphBuilder, FViewFamilyInfo& ViewFamily);
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// Immutable copy of the config used to create scene textures.
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FSceneTexturesConfig Config;
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// Uniform buffers for deferred or mobile.
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TRDGUniformBufferRef<FSceneTextureUniformParameters> UniformBuffer{};
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TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> MobileUniformBuffer{};
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// Setup modes used when creating uniform buffers. These are updated on demand.
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ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::None;
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EMobileSceneTextureSetupMode MobileSetupMode = EMobileSceneTextureSetupMode::None;
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// Texture containing scene color information with lighting but without post processing. Will be two textures if MSAA.
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FRDGTextureMSAA Color{};
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// Texture containing scene depth. Will be two textures if MSAA.
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FRDGTextureMSAA Depth{};
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// Texture containing a stencil view of the resolved (if MSAA) scene depth.
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FRDGTextureSRVRef Stencil{};
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// Textures containing depth / stencil information from the custom depth pass.
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FCustomDepthTextures CustomDepth{};
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FSceneTextureShaderParameters GetSceneTextureShaderParameters(ERHIFeatureLevel::Type FeatureLevel) const;
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};
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/** RDG struct containing the complete set of scene textures for the deferred or mobile renderers. */
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struct RENDERER_API FSceneTextures : public FMinimalSceneTextures
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{
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// Initializes the scene textures structure in the FViewFamilyInfo
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static void InitializeViewFamily(FRDGBuilder& GraphBuilder, FViewFamilyInfo& ViewFamily);
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// Configures an array of render targets for the GBuffer pass.
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uint32 GetGBufferRenderTargets(
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TStaticArray<FTextureRenderTargetBinding,
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MaxSimultaneousRenderTargets>& RenderTargets,
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EGBufferLayout Layout = GBL_Default) const;
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uint32 GetGBufferRenderTargets(
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ERenderTargetLoadAction LoadAction,
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FRenderTargetBindingSlots& RenderTargets,
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EGBufferLayout Layout = GBL_Default) const;
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// (Deferred) Texture containing conservative downsampled depth for occlusion.
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FRDGTextureRef SmallDepth{};
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// (Deferred) Textures containing geometry information for deferred shading.
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FRDGTextureRef GBufferA{};
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FRDGTextureRef GBufferB{};
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FRDGTextureRef GBufferC{};
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FRDGTextureRef GBufferD{};
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FRDGTextureRef GBufferE{};
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FRDGTextureRef GBufferF{};
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// Additional Buffer texture used by mobile
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FRDGTextureMSAA DepthAux{};
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// Texture containing dynamic motion vectors. Can be bound by the base pass or its own velocity pass.
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FRDGTextureRef Velocity{};
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// Texture containing the screen space ambient occlusion result.
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FRDGTextureRef ScreenSpaceAO{};
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// Texture used by the quad overdraw debug view mode when enabled.
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FRDGTextureRef QuadOverdraw{};
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// (Mobile) Texture used by mobile PPR in the next frame.
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FRDGTextureRef PixelProjectedReflection{};
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// Textures used to composite editor primitives. Also used by the base pass when in wireframe mode.
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#if WITH_EDITOR
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FRDGTextureRef EditorPrimitiveColor{};
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FRDGTextureRef EditorPrimitiveDepth{};
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#endif
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};
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/** Extracts scene textures into the global extraction instance. */
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void QueueSceneTextureExtractions(FRDGBuilder& GraphBuilder, const FSceneTextures& SceneTextures);
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/** Utility functions for accessing common global scene texture configuration state. Reads a bit less awkwardly than the singleton access. */
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UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.NumSamples instead.")
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inline uint32 GetSceneTextureNumSamples()
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{
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return FSceneTexturesConfig::Get().NumSamples;
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}
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UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.EditorPrimitiveNumSamples instead.")
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inline uint32 GetEditorPrimitiveNumSamples()
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{
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return FSceneTexturesConfig::Get().EditorPrimitiveNumSamples;
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}
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UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.DepthClearValue instead.")
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inline FClearValueBinding GetSceneDepthClearValue()
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{
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return FSceneTexturesConfig::Get().DepthClearValue;
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}
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UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.ColorClearValue instead.")
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inline FClearValueBinding GetSceneColorClearValue()
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{
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return FSceneTexturesConfig::Get().ColorClearValue;
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}
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UE_DEPRECATED(5.1, "Single pass multiple view family rendering makes this obsolete. Use ViewFamily.SceneTexturesConfig.ColorFormat instead.")
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inline EPixelFormat GetSceneColorFormat()
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{
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return FSceneTexturesConfig::Get().ColorFormat;
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}
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