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#lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango PS4Tracker Submit call now assigning the appropriate memory type read mode Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream Fixed analytics event for VRPIE to have a description #jira UE-28562 Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations. #jira UE-28816 Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Merging CL 2922134, fix for culling because of stale view matrices Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Oculus 1.3 Engine support, merged from 4.11 stream Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Removing redundant libraries for Oculus LibOVRMobile Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream Merging updated license files for Oculus libraries Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr Fixing bloom offset in stereo. Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch. Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex. Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr #jira UE-26722 Updating ISR related code for debug view to fix tesselation. Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Explicit order prioritization for ISceneViewExtensions for proper sampling order Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Initial stereo layer implementation sans editor wireframe visualization Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango Stereo layer compionent visualizer [CL 2940449 by Nick Whiting in Main branch]
82 lines
2.8 KiB
Plaintext
82 lines
2.8 KiB
Plaintext
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DebugViewModeCommon.hlsl: Debug pixel shader interpolants.
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=============================================================================*/
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// This define the interpolant needed by the pixel shader used for debug viewmode.
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// Those use a global shader that must have exactly the same inputs as the VS outputs.
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// This is also compatible with shaders that modify the mesh position (like tesselation).
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// Which is better in the end than simply defining a material override.
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struct FDebugVSToPS
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{
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// TexCoords must first in order to be compatible with viewmode requiring using only SV_Position
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float4 Position : SV_POSITION;
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float4 VertexColor : TEXCOORD0;
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float4 TexCoord01 : TEXCOORD1;
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float4 TexCoord23 : TEXCOORD2;
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float3 TangentToWorld0 : TEXCOORD3;
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float3 TangentToWorld1 : TEXCOORD4;
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float3 TangentToWorld2 : TEXCOORD5;
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#if INSTANCED_STEREO
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nointerpolation uint PackedEyeIndex : PACKED_EYE_INDEX;
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#endif
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};
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struct FDebugPSIn
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{
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float4 SvPosition : SV_POSITION;
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float4 VertexColor : TEXCOORD0;
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float4 TexCoord01 : TEXCOORD1;
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float4 TexCoord23 : TEXCOORD2;
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float3 TangentToWorld0 : TEXCOORD3;
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float3 TangentToWorld1 : TEXCOORD4;
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float3 TangentToWorld2 : TEXCOORD5;
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#if INSTANCED_STEREO
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nointerpolation uint PackedEyeIndex : PACKED_EYE_INDEX;
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#endif
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uint SvPrimitiveID : SV_PrimitiveID;
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};
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// This one is only compatible if no previous stage outputed SV_PrimitiveID (i.e. geometry shader)
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struct FDebugPSInLean
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{
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float4 SvPosition : SV_POSITION;
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uint PrimitiveID : SV_PrimitiveID;
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};
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#if DEBUG_MATERIAL_PARAMETERS
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/** Converts from vertex factory specific interpolants to a FMaterialPixelParameters, which is used by material inputs. */
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FMaterialPixelParameters GetMaterialPixelParameters(FDebugPSIn DebugInputs, float4 SvPosition)
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{
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// GetMaterialPixelParameters is responsible for fully initializing the result
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FMaterialPixelParameters Result = MakeInitializedMaterialPixelParameters();
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Result.VertexColor = DebugInputs.VertexColor;
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Result.TangentToWorld = half3x3(half3(DebugInputs.TangentToWorld0), half3(DebugInputs.TangentToWorld1), half3(DebugInputs.TangentToWorld2));
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#if NUM_MATERIAL_TEXCOORDS > 0
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Result.TexCoords[0].xy = DebugInputs.TexCoord01.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS > 1
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Result.TexCoords[1].xy = DebugInputs.TexCoord01.zw;
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#endif
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#if NUM_MATERIAL_TEXCOORDS > 2
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Result.TexCoords[2].xy = DebugInputs.TexCoord23.xy;
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#endif
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#if NUM_MATERIAL_TEXCOORDS > 3
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Result.TexCoords[3].xy = DebugInputs.TexCoord23.zw;
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#endif
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#if NUM_MATERIAL_TEXCOORDS > 4
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for(int CoordinateIndex = 4; CoordinateIndex < NUM_MATERIAL_TEXCOORDS; CoordinateIndex++)
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{
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Result.TexCoords[CoordinateIndex] = DebugInputs.TexCoord01.xy;
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}
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#endif
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Result.TwoSidedSign = 1;
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return Result;
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}
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#endif |