Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/StereoRenderUtils.h
christopher waters b986207a34 Moving some RHI types into their own headers:
- DataDrivenShaderPlatformInfo
- ERHIFeatureLevel
- EShaderPlatform

#rb florin.pascu
#preflight 638589464004f73f629ee0b0

[CL 23314007 by christopher waters in ue5-main branch]
2022-11-29 13:36:02 -05:00

62 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "RHIDefinitions.h"
#endif
enum EShaderPlatform : uint16;
namespace UE::StereoRenderUtils
{
/*
* Detect the single-draw stereo shader variant, in order to support usage across different platforms
*/
class FStereoShaderAspects
{
public:
/**
* Determines the stereo aspects of the shader pipeline based on the input shader platform
* @param Platform Target shader platform used to determine stereo shader variant
*/
RENDERCORE_API FStereoShaderAspects(EShaderPlatform Platform);
/**
* Whether instanced stereo rendering is enabled - i.e. using a single instanced drawcall to render to both stereo views.
* The output is redirected via the viewport index.
*/
inline bool IsInstancedStereoEnabled() const { return bInstancedStereoEnabled; }
/**
* Whether mobile multiview is enabled - i.e. using VK_KHR_multiview. Another drawcall reduction technique, independent of instanced stereo.
* Mobile multiview generates view indices to index into texture arrays.
* Can be internally emulated using instanced stereo if native support is unavailable, by using ISR-generated view indices to index into texture arrays.
*/
inline bool IsMobileMultiViewEnabled() const { return bMobileMultiViewEnabled; };
/**
* Whether multiviewport rendering is enabled - i.e. using ViewportIndex to index into viewport.
* Relies on instanced stereo rendering being enabled.
*/
inline bool IsInstancedMultiViewportEnabled() const { return bInstancedMultiViewportEnabled; };
private:
bool bInstancedStereoEnabled : 1;
bool bMobileMultiViewEnabled : 1;
bool bInstancedMultiViewportEnabled : 1;
bool bInstancedStereoNative : 1;
bool bMobileMultiViewNative : 1;
bool bMobileMultiViewFallback : 1;
};
RENDERCORE_API void LogISRInit(const UE::StereoRenderUtils::FStereoShaderAspects& Aspects);
RENDERCORE_API void VerifyISRConfig(const UE::StereoRenderUtils::FStereoShaderAspects& Aspects, EShaderPlatform ShaderPlatform);
} // namespace UE::StereoRenderUtils