Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessTestImage.cpp
Marcus Wassmer ded7cece25 Copying //UE4/Dev-Rendering@8444433 to Dev-RenderPlat-Staging (//UE4/Dev-RenderPlat-Staging)
#rb none

[CL 8445676 by Marcus Wassmer in Dev-RenderPlat-Staging branch]
2019-09-03 19:19:28 -04:00

136 lines
6.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessTestImage.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "CanvasTypes.h"
#include "RenderTargetTemp.h"
class FTestImagePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FTestImagePS);
SHADER_USE_PARAMETER_STRUCT(FTestImagePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_STRUCT_INCLUDE(FColorRemapParameters, ColorRemap)
SHADER_PARAMETER(uint32, FrameNumber)
SHADER_PARAMETER(float, FrameTime)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FTestImagePS, "/Engine/Private/PostProcessTestImage.usf", "MainPS", SF_Pixel);
void AddTestImagePass(
FRDGBuilder& GraphBuilder,
const FScreenPassViewInfo& ScreenPassView,
FRDGTextureRef OutputTexture,
FIntRect OutputViewRect)
{
check(OutputTexture);
check(!OutputViewRect.IsEmpty());
const FScreenPassTextureViewport OutputViewport(OutputViewRect, OutputTexture);
const FViewInfo& View = ScreenPassView.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FTestImagePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTestImagePS::FParameters>();
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->ColorRemap = GetColorRemapParameters();
PassParameters->FrameNumber = ViewFamily.FrameNumber;
PassParameters->FrameTime = ViewFamily.CurrentRealTime;
PassParameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, ERenderTargetLoadAction::ELoad);
TShaderMapRef<FTestImagePS> PixelShader(View.ShaderMap);
GraphBuilder.AddPass(
RDG_EVENT_NAME("TestImage %dx%d (PS)", OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
PassParameters,
ERDGPassFlags::Raster,
[ScreenPassView, OutputTexture, OutputViewport, PixelShader, PassParameters](FRHICommandListImmediate& RHICmdList)
{
DrawScreenPass(RHICmdList, ScreenPassView, OutputViewport, OutputViewport, *PixelShader, *PassParameters);
// Draw debug text
{
const FViewInfo& LocalView = ScreenPassView.View;
const FSceneViewFamily& LocalViewFamily = *LocalView.Family;
FRenderTargetTemp TempRenderTarget(static_cast<FRHITexture2D*>(OutputTexture->GetRHI()), OutputTexture->Desc.Extent);
FCanvas Canvas(&TempRenderTarget, nullptr, LocalViewFamily.CurrentRealTime, LocalViewFamily.CurrentWorldTime, LocalViewFamily.DeltaWorldTime, LocalView.GetFeatureLevel());
float X = 30;
float Y = 8;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Line = FString::Printf(TEXT("Top bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Moving bars using FrameTime"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Black and white raster, Pixel sized, Watch for Moire pattern"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Black and white raster, 2x2 block sized"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Bottom bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 8 bars near white, 4 right bars should appear as one (HDTV)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 8 bars near black, 4 left bars should appear as one (HDTV)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Linear Greyscale in sRGB from 0 to 255"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Color bars:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Red, Green, Blue"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Outside:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Moving bars using FrameNumber, Tearing without VSync"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Circles:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" Should be round and centered"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT("Border:"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
Line = FString::Printf(TEXT(" 4 white pixel sized lines (only visible without overscan)"));
Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
const bool bForce = false;
const bool bInsideRenderPass = true;
Canvas.Flush_RenderThread(RHICmdList, bForce, bInsideRenderPass);
}
});
}
FRenderingCompositeOutputRef AddTestImagePass(FRenderingCompositionGraph& Graph, FRenderingCompositeOutputRef Input)
{
FRenderingCompositePass* Pass = Graph.RegisterPass(new(FMemStack::Get()) TRCPassForRDG<1, 1>(
[](FRenderingCompositePass* InPass, FRenderingCompositePassContext& InContext)
{
FRDGBuilder GraphBuilder(InContext.RHICmdList);
const FRDGTextureDesc OutputTextureDesc = FRDGTextureDesc::Create2DDesc(
InContext.ReferenceBufferSize, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false);
FRDGTextureRef SceneTextureOutput = InPass->FindOrCreateRDGTextureForOutput(GraphBuilder, ePId_Output0, OutputTextureDesc, TEXT("TestImage"));
AddTestImagePass(GraphBuilder, FScreenPassViewInfo(InContext.View), SceneTextureOutput, InContext.SceneColorViewRect);
InPass->ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, SceneTextureOutput);
GraphBuilder.Execute();
}));
Pass->SetInput(ePId_Input0, Input);
return FRenderingCompositeOutputRef(Pass);
}