Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/CommonRenderResources.cpp
Michal Valient 95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00

70 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DummyRenderResources.cpp: Implementations of frequently used render resources.
=============================================================================*/
#include "CommonRenderResources.h"
#include "Containers/DynamicRHIResourceArray.h"
TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration;
TGlobalResource<FEmptyVertexDeclaration> GEmptyVertexDeclaration;
TGlobalResource<FScreenRectangleVertexBuffer> GScreenRectangleVertexBuffer;
TGlobalResource<FScreenRectangleIndexBuffer> GScreenRectangleIndexBuffer;
IMPLEMENT_GLOBAL_SHADER(FScreenVertexShaderVS, "/Engine/Private/Tools/FullscreenVertexShader.usf", "MainVS", SF_Vertex);
IMPLEMENT_GLOBAL_SHADER(FCopyRectPS, "/Engine/Private/ScreenPass.usf", "CopyRectPS", SF_Pixel);
void FScreenRectangleVertexBuffer::InitRHI()
{
TResourceArray<FFilterVertex, VERTEXBUFFER_ALIGNMENT> Vertices;
Vertices.SetNumUninitialized(6);
Vertices[0].Position = FVector4(1, 1, 0, 1);
Vertices[0].UV = FVector2D(1, 1);
Vertices[1].Position = FVector4(0, 1, 0, 1);
Vertices[1].UV = FVector2D(0, 1);
Vertices[2].Position = FVector4(1, 0, 0, 1);
Vertices[2].UV = FVector2D(1, 0);
Vertices[3].Position = FVector4(0, 0, 0, 1);
Vertices[3].UV = FVector2D(0, 0);
//The final two vertices are used for the triangle optimization (a single triangle spans the entire viewport )
Vertices[4].Position = FVector4(-1, 1, 0, 1);
Vertices[4].UV = FVector2D(-1, 1);
Vertices[5].Position = FVector4(1, -1, 0, 1);
Vertices[5].UV = FVector2D(1, -1);
// Create vertex buffer. Fill buffer with initial data upon creation
FRHIResourceCreateInfo CreateInfo(&Vertices);
CreateInfo.DebugName = TEXT("FScreenRectangleVertexBuffer");
VertexBufferRHI = RHICreateVertexBuffer(Vertices.GetResourceDataSize(), BUF_Static, CreateInfo);
}
void FScreenRectangleIndexBuffer::InitRHI()
{
const uint16 Indices[] =
{
0, 1, 2, 2, 1, 3, // [0 .. 5] Full screen quad with 2 triangles
0, 4, 5, // [6 .. 8] Full screen triangle
3, 2, 1 // [9 .. 11] Full screen rect defined with TL, TR, BL corners
};
TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> IndexBuffer;
uint32 NumIndices = UE_ARRAY_COUNT(Indices);
IndexBuffer.AddUninitialized(NumIndices);
FMemory::Memcpy(IndexBuffer.GetData(), Indices, NumIndices * sizeof(uint16));
// Create index buffer. Fill buffer with initial data upon creation
FRHIResourceCreateInfo CreateInfo(&IndexBuffer);
CreateInfo.DebugName = TEXT("FScreenRectangleIndexBuffer");
IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo);
}