Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/VisualizeShadingModels.cpp
Juan Canada e6890e7569 Merging //UE4/Dev-Main@6377367 to Dev-Rendering (//UE4/Dev-Rendering)
#rnx
#rb none

[CL 6382743 by Juan Canada in Dev-Rendering branch]
2019-05-08 17:40:44 -04:00

201 lines
7.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeShadingModels.cpp: Post processing VisualizeShadingModels implementation.
=============================================================================*/
#include "PostProcess/VisualizeShadingModels.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 "SceneRenderTargetParameters.h"
#include "PostProcess/PostProcessing.h"
#include "PipelineStateCache.h"
/** Encapsulates the post processing eye adaptation pixel shader. */
class FPostProcessVisualizeShadingModelsPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FPostProcessVisualizeShadingModelsPS, Global);
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
/** Default constructor. */
FPostProcessVisualizeShadingModelsPS() {}
public:
FPostProcessPassParameters PostprocessParameter;
FSceneTextureShaderParameters SceneTextureParameters;
FShaderParameter ShadingModelMaskInView;
/** Initialization constructor. */
FPostProcessVisualizeShadingModelsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
SceneTextureParameters.Bind(Initializer);
ShadingModelMaskInView.Bind(Initializer.ParameterMap,TEXT("ShadingModelMaskInView"));
}
template <typename TRHICmdList>
void SetPS(TRHICmdList& RHICmdList, const FRenderingCompositePassContext& Context, uint16 InShadingModelMaskInView)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, Context.View.ViewUniformBuffer);
PostprocessParameter.SetPS(RHICmdList, ShaderRHI, Context, TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
SceneTextureParameters.Set(RHICmdList, ShaderRHI, Context.View.FeatureLevel, ESceneTextureSetupMode::All);
static FLinearColor SoftBits[sizeof(InShadingModelMaskInView) * 8] = {}; // init with 0.0f
for(uint32 i = 0; i < sizeof(InShadingModelMaskInView) * 8; ++i)
{
float& ref = SoftBits[i].R;
ref -= Context.View.Family->DeltaWorldTime;
ref = FMath::Max(0.0f, ref);
if(InShadingModelMaskInView & (1 << i))
{
ref = 1.0f;
}
}
SetShaderValueArray(RHICmdList, ShaderRHI, ShadingModelMaskInView, SoftBits, sizeof(InShadingModelMaskInView) * 8);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << PostprocessParameter << SceneTextureParameters << ShadingModelMaskInView;
return bShaderHasOutdatedParameters;
}
};
IMPLEMENT_SHADER_TYPE(,FPostProcessVisualizeShadingModelsPS,TEXT("/Engine/Private/VisualizeShadingModels.usf"),TEXT("MainPS"),SF_Pixel);
FRCPassPostProcessVisualizeShadingModels::FRCPassPostProcessVisualizeShadingModels(FRHICommandList& RHICmdList)
{
// AdjustGBufferRefCount(-1) call is done when the pass gets executed
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1);
}
void FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeShadingModels);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
const FViewInfo& View = Context.View;
const FViewInfo& ViewInfo = 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.
FRHIRenderPassInfo RPInfo(DestRenderTarget.TargetableTexture, ERenderTargetActions::Load_Store);
Context.RHICmdList.BeginRenderPass(RPInfo, TEXT("VisualizeShadingModels"));
{
Context.SetViewportAndCallRHI(DestRect);
FGraphicsPipelineStateInitializer GraphicsPSOInit;
Context.RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessVisualizeShadingModelsPS> 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->SetPS(Context.RHICmdList, Context, ((FViewInfo&)View).ShadingModelMaskInView);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
}
Context.RHICmdList.EndRenderPass();
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, 0, 0, 0, Context.GetFeatureLevel());
float X = 30;
float Y = 28;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Visualize ShadingModels (mostly to track down bugs)"), GetStatsFont(), FLinearColor(1, 1, 1));
Y = 160 - YStep - 4;
uint32 Value = ((FViewInfo&)View).ShadingModelMaskInView;
Line = FString::Printf(TEXT("View.ShadingModelMaskInView = 0x%x"), Value);
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Y += YStep;
UEnum* Enum = StaticEnum<EMaterialShadingModel>();
check(Enum);
Y += 5;
for(uint32 i = 0; i < MSM_NUM; ++i)
{
FString Name = Enum->GetNameStringByValue(i);
Line = FString::Printf(TEXT("%d. %s"), i, *Name);
bool bThere = (Value & (1 << i)) != 0;
Canvas.DrawShadowedString(X + 30, Y, *Line, GetStatsFont(), bThere ? FLinearColor(1, 1, 1) : FLinearColor(0, 0, 0) );
Y += 20;
}
Line = FString::Printf(TEXT("(On CPU, based on what gets rendered)"));
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Y += YStep;
Canvas.Flush_RenderThread(Context.RHICmdList);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, FResolveParams());
// AdjustGBufferRefCount(1) call is done in constructor
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, -1);
}
FPooledRenderTargetDesc FRCPassPostProcessVisualizeShadingModels::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
Ret.Reset();
Ret.DebugName = TEXT("VisualizeShadingModels");
return Ret;
}