Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeComplexity.cpp
Ben Marsh d832dacf48 Merging //UE4/Release-4.18 @ CL 3709383 to Release-Staging-4.18 (//UE4/Release-Staging-4.18)
#rb none
#jira

[CL 3715930 by Ben Marsh in Staging-4.18 branch]
2017-10-24 10:14:07 -04:00

208 lines
9.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeComplexity.cpp: Contains definitions for complexity viewmode.
=============================================================================*/
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "EngineGlobals.h"
#include "StaticBoundShaderState.h"
#include "CanvasTypes.h"
#include "UnrealEngine.h"
#include "RenderTargetTemp.h"
#include "SceneUtils.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessing.h"
#include "PipelineStateCache.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"));
ShaderComplexityParams2.Bind(Initializer.ParameterMap, TEXT("ShaderComplexityParams2"));
QuadOverdrawTexture.Bind(Initializer.ParameterMap,TEXT("QuadOverdrawTexture"));
}
template <typename TRHICmdList>
void FVisualizeComplexityApplyPS::SetParameters(
TRHICmdList& RHICmdList,
const FRenderingCompositePassContext& Context,
const TArray<FLinearColor>& Colors,
EColorSampling ColorSampling,
float ComplexityScale,
bool bLegend
)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
int32 NumColors = FMath::Min<int32>(Colors.Num(), MaxNumShaderComplexityColors);
if (NumColors > 0)
{ //pass the complexity -> color mapping into the pixel shader
for (int32 ColorIndex = 0; ColorIndex < NumColors; ColorIndex++)
{
SetShaderValue(RHICmdList, ShaderRHI, ShaderComplexityColors, Colors[ColorIndex], ColorIndex);
}
}
else // Otherwise fallback to a safe value.
{
NumColors = 1;
SetShaderValue(RHICmdList, ShaderRHI, ShaderComplexityColors, FLinearColor::Gray, 0);
}
SetTextureParameter(RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
// Whether acccess or not the QuadOverdraw buffer.
EDebugViewShaderMode DebugViewShaderMode = Context.View.Family->GetDebugViewShaderMode();
if (QuadOverdrawTexture.IsBound())
{
const FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
if (SceneContext.QuadOverdrawBuffer.IsValid() && SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture.IsValid())
{
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EGfxToGfx, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().UAV);
SetTextureParameter(RHICmdList, ShaderRHI, QuadOverdrawTexture, SceneContext.QuadOverdrawBuffer->GetRenderTargetItem().ShaderResourceTexture);
}
else // Otherwise fallback to a complexity mode that does not require the QuadOverdraw resources.
{
SetTextureParameter(RHICmdList, ShaderRHI, QuadOverdrawTexture, FTextureRHIRef());
DebugViewShaderMode = DVSM_ShaderComplexity;
}
}
FIntPoint UsedQuadBufferSize = (Context.View.ViewRect.Size() + FIntPoint(1, 1)) / 2;
SetShaderValue(RHICmdList, ShaderRHI, ShaderComplexityParams, FVector4(bLegend, DebugViewShaderMode, ColorSampling, ComplexityScale));
SetShaderValue(RHICmdList, ShaderRHI, ShaderComplexityParams2, FVector4((float)Colors.Num(), 0, (float)UsedQuadBufferSize.X, (float)UsedQuadBufferSize.Y));
}
IMPLEMENT_SHADER_TYPE(,FVisualizeComplexityApplyPS,TEXT("/Engine/Private/ShaderComplexityApplyPixelShader.usf"),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.ViewRect;
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);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
// turn off culling and blending
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
// turn off depth reads/writes
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
//reuse this generic vertex shader
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FVisualizeComplexityApplyPS> PixelShader(Context.GetShaderMap());
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(Context.RHICmdList, GraphicsPSOInit);
PixelShader->SetParameters(Context.RHICmdList, 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)
{
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());
//later? Canvas.DrawShadowedString(DestRect.Max.X - DestRect.Width() / 3 - 64 + 8, DestRect.Max.Y - 80, TEXT("Overdraw"), GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor(0,0,0,0));
//later? Canvas.DrawShadowedString(DestRect.Min.X + 64 + 4, DestRect.Max.Y - 80, TEXT("VS Instructions"), GetStatsFont(), FLinearColor(0.0f, 0.0f, 0.0f), FLinearColor(0,0,0,0));
if (View.Family->GetDebugViewShaderMode() == DVSM_QuadComplexity)
{
int32 StartX = DestRect.Min.X + 62;
int32 EndX = DestRect.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, DestRect.Max.Y - 87, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
}
}
else
{
Canvas.DrawShadowedString(DestRect.Min.X + 63, DestRect.Max.Y - 51, TEXT("Good"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(DestRect.Min.X + 63 + (int32)(DestRect.Width() * 107.0f / 397.0f), DestRect.Max.Y - 51, TEXT("Bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(DestRect.Max.X - 162, DestRect.Max.Y - 51, TEXT("Extremely bad"), GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Canvas.DrawShadowedString(DestRect.Min.X + 62, DestRect.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(DestRect.Max.X - 260, DestRect.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;
}