Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/HdrCustomResolveShaders.cpp
Arciel Rekman 77f1a87106 Stereo mobile preview (UE-168931)
- Implemented for D3D11 and D3D12, as Mobile Multi View (MMV) fallback on both.

  High level summary / notable changes:
  - preview shader platforms will get the necessary properties from the desktop shader platforms used to display them
  - stereo render target manager will get informed which shader platform the engine is currently using
  - regularized somewhat what happens when the editor's preview platform changes (enabling/disabling and activating/deactivating). (Preview system is confusing because it's tri-state: preview platform can be set but not active, which is the same as it not being set). More code can be de-duplicated there.
  - Multiview will be considered disabled (for scene textures at least) if, despite ViewFamily requiring it, no View actually has it enabled.
  - Patched a bunch of shaders to account for texture array RTs used for MMV (and MMV fallback).


#rb Yuriy.ODonnell
#jira UE-168931
#review
#preflight 638a41d3976b1644cb68d21a

[CL 23377965 by Arciel Rekman in ue5-main branch]
2022-12-02 15:29:35 -05:00

17 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "HdrCustomResolveShaders.h"
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveVS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveVS"),SF_Vertex);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve2xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve2xPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve4xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve4xPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolve8xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolve8xPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask2xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask4xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(,FHdrCustomResolveFMask8xPS,TEXT("/Engine/Private/HdrCustomResolveShaders.usf"),TEXT("HdrCustomResolveFMaskPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArrayVS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolveVS"), SF_Vertex);
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray2xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve2xPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray4xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve4xPS"), SF_Pixel);
IMPLEMENT_SHADER_TYPE(, FHdrCustomResolveArray8xPS, TEXT("/Engine/Private/HdrCustomResolveShaders.usf"), TEXT("HdrCustomResolve8xPS"), SF_Pixel);