You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
1021 lines
32 KiB
C++
1021 lines
32 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
VisualizeTexture.cpp: Post processing visualize texture.
|
|
=============================================================================*/
|
|
|
|
#include "RendererPrivate.h"
|
|
#include "ScenePrivate.h"
|
|
#include "ScreenRendering.h"
|
|
#include "SceneFilterRendering.h"
|
|
#include "VisualizeTexture.h"
|
|
#include "PostProcessing.h"
|
|
#include "PostProcessWeightedSampleSum.h"
|
|
#include "SceneUtils.h"
|
|
|
|
|
|
/** A pixel shader which filters a texture. */
|
|
// @param TextureType 0:Cube, 1:1D(not yet supported), 2:2D no MSAA, 3:3D, 4:Cube[], 5:2D MSAA, 6:2D DepthStencil no MSAA (needed to avoid D3DDebug error)
|
|
template<uint32 TextureType>
|
|
class VisualizeTexturePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(VisualizeTexturePS,Global);
|
|
public:
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("TEXTURE_TYPE"), TextureType);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
VisualizeTexturePS() {}
|
|
|
|
/** Initialization constructor. */
|
|
VisualizeTexturePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
|
|
FGlobalShader(Initializer)
|
|
{
|
|
VisualizeTexture2D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2D"));
|
|
VisualizeDepthStencilTexture.Bind(Initializer.ParameterMap, TEXT("VisualizeDepthStencilTexture"));
|
|
|
|
VisualizeTexture2DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DSampler"));
|
|
VisualizeTexture2DMS.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DMS"));
|
|
VisualizeTexture3D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture3D"));
|
|
VisualizeTexture3DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture3DSampler"));
|
|
VisualizeTextureCube.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCube"));
|
|
VisualizeTextureCubeSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeSampler"));
|
|
VisualizeTextureCubeArray.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeArray"));
|
|
VisualizeTextureCubeArraySampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTextureCubeArraySampler"));
|
|
VisualizeParam.Bind(Initializer.ParameterMap,TEXT("VisualizeParam"));
|
|
TextureExtent.Bind(Initializer.ParameterMap,TEXT("TextureExtent"));
|
|
}
|
|
|
|
/** Serializer */
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << VisualizeTexture2D;
|
|
Ar << VisualizeDepthStencilTexture;
|
|
Ar << VisualizeTexture2DSampler;
|
|
Ar << VisualizeTexture2DMS;
|
|
Ar << VisualizeTexture3D;
|
|
Ar << VisualizeTexture3DSampler;
|
|
Ar << VisualizeTextureCube;
|
|
Ar << VisualizeTextureCubeSampler;
|
|
Ar << VisualizeTextureCubeArray;
|
|
Ar << VisualizeTextureCubeArraySampler;
|
|
Ar << VisualizeParam;
|
|
Ar << TextureExtent;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FVisualizeTextureData& Data)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
{
|
|
// alternates between 0 and 1 with a short pause
|
|
const float FracTimeScale = 2.0f;
|
|
float FracTime = FApp::GetCurrentTime() * FracTimeScale - floor(FApp::GetCurrentTime() * FracTimeScale);
|
|
float BlinkState = (FracTime > 0.5f) ? 1.0f : 0.0f;
|
|
|
|
FVector4 VisualizeParamValue[3];
|
|
|
|
float Add = 0.0f;
|
|
float FracScale = 1.0f;
|
|
|
|
// w * almost_1 to avoid frac(1) => 0
|
|
VisualizeParamValue[0] = FVector4(Data.RGBMul, Data.SingleChannelMul, Add, FracScale * 0.9999f);
|
|
VisualizeParamValue[1] = FVector4(BlinkState, Data.bSaturateInsteadOfFrac ? 1.0f : 0.0f, Data.ArrayIndex, Data.CustomMip);
|
|
VisualizeParamValue[2] = FVector4(Data.InputValueMapping, 0.0f, Data.SingleChannel );
|
|
|
|
SetShaderValueArray(RHICmdList, ShaderRHI, VisualizeParam, VisualizeParamValue, 3);
|
|
}
|
|
|
|
{
|
|
FVector4 TextureExtentValue(Data.Desc.Extent.X, Data.Desc.Extent.Y, Data.Desc.Depth, 0);
|
|
|
|
SetShaderValue(RHICmdList, ShaderRHI, TextureExtent, TextureExtentValue);
|
|
}
|
|
|
|
|
|
SetSRVParameter(RHICmdList, ShaderRHI, VisualizeDepthStencilTexture, Data.StencilSRV );
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2D, VisualizeTexture2DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2DMS, (FTextureRHIRef&)Data.RenderTargetItem.TargetableTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture3D, VisualizeTexture3DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTextureCube, VisualizeTextureCubeSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTextureCubeArray, VisualizeTextureCubeArraySampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("VisualizeTexture");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("VisualizeTexturePS");
|
|
}
|
|
|
|
protected:
|
|
FShaderResourceParameter VisualizeTexture2D;
|
|
FShaderResourceParameter VisualizeDepthStencilTexture;
|
|
FShaderResourceParameter VisualizeTexture2DSampler;
|
|
FShaderResourceParameter VisualizeTexture2DMS;
|
|
FShaderResourceParameter VisualizeTexture3D;
|
|
FShaderResourceParameter VisualizeTexture3DSampler;
|
|
FShaderResourceParameter VisualizeTextureCube;
|
|
FShaderResourceParameter VisualizeTextureCubeSampler;
|
|
FShaderResourceParameter VisualizeTextureCubeArray;
|
|
FShaderResourceParameter VisualizeTextureCubeArraySampler;
|
|
FShaderParameter VisualizeParam;
|
|
FShaderParameter TextureExtent;
|
|
};
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION1(A) typedef VisualizeTexturePS<A> VisualizeTexturePS##A; \
|
|
IMPLEMENT_SHADER_TYPE2(VisualizeTexturePS##A, SF_Pixel);
|
|
|
|
VARIATION1(0) VARIATION1(2) VARIATION1(3) VARIATION1(4) VARIATION1(5) VARIATION1(6)
|
|
#undef VARIATION1
|
|
|
|
|
|
/** Encapsulates a simple copy pixel shader. */
|
|
class FVisualizeTexturePresentPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FVisualizeTexturePresentPS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FVisualizeTexturePresentPS() {}
|
|
|
|
public:
|
|
FShaderResourceParameter VisualizeTexture2D;
|
|
FShaderResourceParameter VisualizeTexture2DSampler;
|
|
|
|
/** Initialization constructor. */
|
|
FVisualizeTexturePresentPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
VisualizeTexture2D.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2D"));
|
|
VisualizeTexture2DSampler.Bind(Initializer.ParameterMap,TEXT("VisualizeTexture2DSampler"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar) override
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << VisualizeTexture2D << VisualizeTexture2DSampler;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const IPooledRenderTarget& Src)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, VisualizeTexture2D, VisualizeTexture2DSampler,
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Src.GetRenderTargetItem().ShaderResourceTexture);
|
|
}
|
|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FVisualizeTexturePresentPS,TEXT("VisualizeTexture"),TEXT("PresentPS"),SF_Pixel);
|
|
|
|
|
|
template<uint32 TextureType> void VisualizeTextureForTextureType(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, const FVisualizeTextureData& Data)
|
|
{
|
|
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
|
|
TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<VisualizeTexturePS<TextureType> > PixelShader(ShaderMap);
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
PixelShader->SetParameters(RHICmdList, Data);
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
// XY
|
|
0, 0,
|
|
// SizeXY
|
|
SceneContext.GetBufferSizeXY().X, SceneContext.GetBufferSizeXY().Y,
|
|
// UV
|
|
Data.Tex00.X, Data.Tex00.Y,
|
|
// SizeUV
|
|
Data.Tex11.X - Data.Tex00.X, Data.Tex11.Y - Data.Tex00.Y,
|
|
// TargetSize
|
|
SceneContext.GetBufferSizeXY(),
|
|
// TextureSize
|
|
FIntPoint(1, 1),
|
|
*VertexShader,
|
|
EDRF_UseTriangleOptimization);
|
|
}
|
|
|
|
void RenderVisualizeTexture(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, const FVisualizeTextureData& Data)
|
|
{
|
|
RHICmdList.CopyToResolveTarget(Data.RenderTargetItem.ShaderResourceTexture, Data.RenderTargetItem.ShaderResourceTexture, true, FResolveParams());
|
|
if(Data.Desc.Is2DTexture())
|
|
{
|
|
// 2D
|
|
if(Data.Desc.NumSamples > 1)
|
|
{
|
|
// MSAA
|
|
VisualizeTextureForTextureType<5>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
else
|
|
{
|
|
if(Data.Desc.Format == PF_DepthStencil)
|
|
{
|
|
// DepthStencil non MSAA (needed to avoid D3DDebug error)
|
|
VisualizeTextureForTextureType<6>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
else
|
|
{
|
|
// non MSAA
|
|
VisualizeTextureForTextureType<2>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
}
|
|
}
|
|
else if(Data.Desc.Is3DTexture())
|
|
{
|
|
VisualizeTextureForTextureType<3>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
else if(Data.Desc.IsCubemap())
|
|
{
|
|
if(Data.Desc.IsArray())
|
|
{
|
|
// Cube[]
|
|
VisualizeTextureForTextureType<4>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
else
|
|
{
|
|
// Cube
|
|
VisualizeTextureForTextureType<0>(RHICmdList, FeatureLevel, Data);
|
|
}
|
|
}
|
|
}
|
|
|
|
FVisualizeTexture::FVisualizeTexture()
|
|
{
|
|
Mode = 0;
|
|
RGBMul = 1.0f;
|
|
SingleChannelMul = 0.0f;
|
|
SingleChannel = -1;
|
|
AMul = 0.0f;
|
|
UVInputMapping = 3;
|
|
Flags = 0;
|
|
ObservedDebugNameReusedGoal = 0xffffffff;
|
|
ArrayIndex = 0;
|
|
CustomMip = 0;
|
|
bSaveBitmap = false;
|
|
bOutputStencil = false;
|
|
bFullList = false;
|
|
SortOrder = -1;
|
|
bEnabled = true;
|
|
}
|
|
|
|
FIntRect FVisualizeTexture::ComputeVisualizeTextureRect(FIntPoint InputTextureSize) const
|
|
{
|
|
FIntRect ret = ViewRect;
|
|
FIntPoint ViewExtent = ViewRect.Size();
|
|
|
|
// set ViewRect
|
|
switch(UVInputMapping)
|
|
{
|
|
// pixel perfect centered (not yet for volume textures)
|
|
case 2:
|
|
{
|
|
FIntPoint Center = ViewExtent / 2;
|
|
FIntPoint HalfMin = InputTextureSize / 2;
|
|
FIntPoint HalfMax = InputTextureSize - HalfMin;
|
|
|
|
ret = FIntRect(Center - HalfMin, Center + HalfMax);
|
|
break;
|
|
}
|
|
|
|
// whole texture in PIP
|
|
case 3:
|
|
{
|
|
int32 LeftOffset = AspectRatioConstrainedViewRect.Min.X;
|
|
int32 BottomOffset = AspectRatioConstrainedViewRect.Max.Y - ViewRect.Max.Y;
|
|
|
|
ret = FIntRect(LeftOffset + 80, ViewExtent.Y - ViewExtent.Y / 3 - 10 + BottomOffset, ViewExtent.X / 3 + 10, ViewExtent.Y - 10 + BottomOffset) + ViewRect.Min;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void FVisualizeTexture::GenerateContent(FRHICommandListImmediate& RHICmdList, const FSceneRenderTargetItem& RenderTargetItem, const FPooledRenderTargetDesc& Desc)
|
|
{
|
|
// otherwise StartFrame() wasn't called
|
|
check(ViewRect != FIntRect(0, 0, 0, 0))
|
|
|
|
|
|
FTexture2DRHIRef VisTexture = (FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture;
|
|
|
|
if(!IsValidRef(VisTexture) || !Desc.IsValid())
|
|
{
|
|
// todo: improve
|
|
return;
|
|
}
|
|
|
|
FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent);
|
|
|
|
FIntPoint Size = VisualizeTextureRect.Size();
|
|
|
|
// clamp to reasonable value to prevent crash
|
|
Size.X = FMath::Max(Size.X, 1);
|
|
Size.Y = FMath::Max(Size.Y, 1);
|
|
|
|
FPooledRenderTargetDesc OutputDesc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false));
|
|
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, OutputDesc, VisualizeTextureContent, TEXT("VisualizeTexture"));
|
|
|
|
if(!VisualizeTextureContent)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const FSceneRenderTargetItem& DestRenderTarget = VisualizeTextureContent->GetRenderTargetItem();
|
|
|
|
SetRenderTarget(RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), true);
|
|
RHICmdList.Clear(true, FLinearColor(1, 1, 0, 1), false, 0.0f, false, 0, FIntRect());
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
FIntPoint RTExtent = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
|
|
|
|
FVector2D Tex00 = FVector2D(0, 0);
|
|
FVector2D Tex11 = FVector2D(1, 1);
|
|
|
|
uint32 LocalVisualizeTextureInputMapping = UVInputMapping;
|
|
|
|
if(!Desc.Is2DTexture())
|
|
{
|
|
LocalVisualizeTextureInputMapping = 1;
|
|
}
|
|
|
|
// set UV
|
|
switch(LocalVisualizeTextureInputMapping)
|
|
{
|
|
// UV in left top
|
|
case 0:
|
|
Tex11 = FVector2D((float)ViewRect.Width() / RTExtent.X, (float)ViewRect.Height() / RTExtent.Y);
|
|
break;
|
|
|
|
// whole texture
|
|
default:
|
|
break;
|
|
}
|
|
|
|
bool bIsDefault = StencilSRVSrc == GBlackTexture->TextureRHI;
|
|
bool bDepthStencil = Desc.Is2DTexture() && Desc.Format == PF_DepthStencil;
|
|
|
|
//clear if this is a new different Stencil buffer, or it's not a stencil buffer and we haven't switched to the default yet.
|
|
bool bNeedsClear = bDepthStencil && (StencilSRVSrc != RenderTargetItem.TargetableTexture);
|
|
bNeedsClear |= !bDepthStencil && !bIsDefault;
|
|
if (bNeedsClear)
|
|
{
|
|
StencilSRVSrc = nullptr;
|
|
StencilSRV.SafeRelease();
|
|
}
|
|
|
|
//always set something into the StencilSRV slot for platforms that require a full resource binding, even if
|
|
//dynamic branching will cause them not to be used.
|
|
if(bDepthStencil && !StencilSRVSrc)
|
|
{
|
|
StencilSRVSrc = RenderTargetItem.TargetableTexture;
|
|
StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) RenderTargetItem.TargetableTexture, 0, 1, PF_X24_G8);
|
|
}
|
|
else if(!StencilSRVSrc)
|
|
{
|
|
StencilSRVSrc = GBlackTexture->TextureRHI;
|
|
StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) GBlackTexture->TextureRHI, 0, 1, PF_B8G8R8A8);
|
|
}
|
|
|
|
FVisualizeTextureData VisualizeTextureData(RenderTargetItem, Desc);
|
|
|
|
// distinguish between standard depth and shadow depth to produce more reasonable default value mapping in the pixel shader.
|
|
const bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0;
|
|
const bool bShadowDepth = (Desc.Format == PF_ShadowDepth);
|
|
|
|
VisualizeTextureData.RGBMul = RGBMul;
|
|
VisualizeTextureData.SingleChannelMul = SingleChannelMul;
|
|
VisualizeTextureData.SingleChannel = SingleChannel;
|
|
VisualizeTextureData.AMul = AMul;
|
|
VisualizeTextureData.Tex00 = Tex00;
|
|
VisualizeTextureData.Tex11 = Tex11;
|
|
VisualizeTextureData.bSaturateInsteadOfFrac = (Flags & 1) != 0;
|
|
VisualizeTextureData.InputValueMapping = bShadowDepth ? 2 : (bDepthTexture ? 1 : 0);
|
|
VisualizeTextureData.ArrayIndex = ArrayIndex;
|
|
VisualizeTextureData.CustomMip = CustomMip;
|
|
VisualizeTextureData.StencilSRV = StencilSRV;
|
|
|
|
if(!(Desc.Flags & TexCreate_CPUReadback)) // We cannot make a texture lookup on such elements
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, VisualizeTexture);
|
|
// continue rendering to HDR if necessary
|
|
RenderVisualizeTexture(RHICmdList, FeatureLevel, VisualizeTextureData);
|
|
}
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, VisCopy);
|
|
RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
|
|
}
|
|
|
|
VisualizeTextureDesc = Desc;
|
|
|
|
// save to disk
|
|
if(bSaveBitmap)
|
|
{
|
|
bSaveBitmap = false;
|
|
|
|
uint32 MipAdjustedExtentX = FMath::Clamp(Desc.Extent.X >> CustomMip, 0, Desc.Extent.X);
|
|
uint32 MipAdjustedExtentY = FMath::Clamp(Desc.Extent.Y >> CustomMip, 0, Desc.Extent.Y);
|
|
FIntPoint Extent(MipAdjustedExtentX, MipAdjustedExtentY);
|
|
|
|
FReadSurfaceDataFlags ReadDataFlags;
|
|
ReadDataFlags.SetLinearToGamma(false);
|
|
ReadDataFlags.SetOutputStencil(bOutputStencil);
|
|
ReadDataFlags.SetMip(CustomMip);
|
|
|
|
FTextureRHIRef Texture = RenderTargetItem.TargetableTexture ? RenderTargetItem.TargetableTexture : RenderTargetItem.ShaderResourceTexture;
|
|
|
|
check(Texture);
|
|
|
|
TArray<FColor> Bitmap;
|
|
|
|
|
|
|
|
RHICmdList.ReadSurfaceData(Texture, FIntRect(0, 0, Extent.X, Extent.Y), Bitmap, ReadDataFlags);
|
|
|
|
// if the format and texture type is supported
|
|
if(Bitmap.Num())
|
|
{
|
|
// Create screenshot folder if not already present.
|
|
IFileManager::Get().MakeDirectory(*FPaths::ScreenShotDir(), true);
|
|
|
|
const FString ScreenFileName(FPaths::ScreenShotDir() / TEXT("VisualizeTexture"));
|
|
|
|
uint32 ExtendXWithMSAA = Bitmap.Num() / Extent.Y;
|
|
|
|
// Save the contents of the array to a bitmap file. (24bit only so alpha channel is dropped)
|
|
FFileHelper::CreateBitmap(*ScreenFileName, ExtendXWithMSAA, Extent.Y, Bitmap.GetData());
|
|
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("Content was saved to \"%s\""), *FPaths::ScreenShotDir());
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogConsoleResponse, Error, TEXT("Failed to save BMP for VisualizeTexture, format or texture type is not supported"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FVisualizeTexture::PresentContent(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
|
|
{
|
|
if(Mode != 0)
|
|
{
|
|
// old mode is used, lets copy the specified texture to do it similar to the new system
|
|
FPooledRenderTarget* Element = GRenderTargetPool.GetElementById(Mode - 1);
|
|
if(Element)
|
|
{
|
|
GenerateContent(RHICmdList, Element->GetRenderTargetItem(), Element->GetDesc());
|
|
}
|
|
}
|
|
|
|
const FTexture2DRHIRef& RenderTargetTexture = View.Family->RenderTarget->GetRenderTargetTexture();
|
|
|
|
if(!VisualizeTextureContent
|
|
|| !IsValidRef(RenderTargetTexture)
|
|
|| !bEnabled)
|
|
{
|
|
// visualize feature is deactivated
|
|
return;
|
|
}
|
|
|
|
FPooledRenderTargetDesc Desc = VisualizeTextureDesc;
|
|
|
|
auto& RenderTarget = View.Family->RenderTarget->GetRenderTargetTexture();
|
|
SetRenderTarget(RHICmdList, RenderTarget, FTextureRHIRef(), true);
|
|
RHICmdList.SetViewport(0, 0, 0.0f, RenderTarget->GetSizeX(), RenderTarget->GetSizeY(), 1.0f);
|
|
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
|
|
auto ShaderMap = View.ShaderMap;
|
|
TShaderMapRef<FPostProcessVS> VertexShader(ShaderMap);
|
|
TShaderMapRef<FVisualizeTexturePresentPS> PixelShader(ShaderMap);
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
VertexShader->SetParameters(RHICmdList, View);
|
|
PixelShader->SetParameters(RHICmdList, View, *VisualizeTextureContent);
|
|
|
|
FIntRect DestRect = View.ViewRect;
|
|
|
|
FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent);
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, VisCopyToMain);
|
|
// Draw a quad mapping scene color to the view's render target
|
|
DrawRectangle(
|
|
RHICmdList,
|
|
VisualizeTextureRect.Min.X, VisualizeTextureRect.Min.Y,
|
|
VisualizeTextureRect.Width(), VisualizeTextureRect.Height(),
|
|
0, 0,
|
|
VisualizeTextureRect.Width(), VisualizeTextureRect.Height(),
|
|
FIntPoint(RenderTarget->GetSizeX(), RenderTarget->GetSizeY()),
|
|
VisualizeTextureRect.Size(),
|
|
*VertexShader,
|
|
EDRF_Default);
|
|
}
|
|
|
|
FRenderTargetTemp TempRenderTarget(View, View.UnscaledViewRect.Size());
|
|
FCanvas Canvas(&TempRenderTarget, NULL, View.Family->CurrentRealTime, View.Family->CurrentWorldTime, View.Family->DeltaWorldTime, View.GetFeatureLevel());
|
|
|
|
float X = 100 + View.ViewRect.Min.X;
|
|
float Y = 160 + View.ViewRect.Min.Y;
|
|
float YStep = 14;
|
|
|
|
{
|
|
uint32 ReuseCount = ObservedDebugNameReusedCurrent;
|
|
|
|
FString ExtendedName;
|
|
if(ReuseCount)
|
|
{
|
|
uint32 ReuseGoal = FMath::Min(ReuseCount - 1, ObservedDebugNameReusedGoal);
|
|
|
|
// was reused this frame
|
|
ExtendedName = FString::Printf(TEXT("%s@%d @0..%d"), Desc.DebugName, ReuseGoal, ReuseCount - 1);
|
|
}
|
|
else
|
|
{
|
|
// was not reused this frame but can be referenced
|
|
ExtendedName = FString::Printf(TEXT("%s"), Desc.DebugName);
|
|
}
|
|
|
|
FString Channels = TEXT("RGB");
|
|
switch( SingleChannel )
|
|
{
|
|
case 0: Channels = TEXT("R"); break;
|
|
case 1: Channels = TEXT("G"); break;
|
|
case 2: Channels = TEXT("B"); break;
|
|
case 3: Channels = TEXT("A"); break;
|
|
}
|
|
float Multiplier = ( SingleChannel == -1 ) ? RGBMul : SingleChannelMul;
|
|
|
|
FString Line = FString::Printf(TEXT("VisualizeTexture: %d \"%s\" %s*%g UV%d"),
|
|
Mode,
|
|
*ExtendedName,
|
|
*Channels,
|
|
Multiplier,
|
|
UVInputMapping);
|
|
|
|
Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
}
|
|
{
|
|
FString Line = FString::Printf(TEXT(" TextureInfoString(): %s"), *(Desc.GenerateInfoString()));
|
|
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
}
|
|
{
|
|
FString Line = FString::Printf(TEXT(" BufferSize:(%d,%d)"), FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().X, FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY().Y);
|
|
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
}
|
|
|
|
const FSceneViewFamily& ViewFamily = *View.Family;
|
|
|
|
for(int32 ViewId = 0; ViewId < ViewFamily.Views.Num(); ++ViewId)
|
|
{
|
|
const FSceneView& ViewIt = *ViewFamily.Views[ViewId];
|
|
FString Line = FString::Printf(TEXT(" View #%d: (%d,%d)-(%d,%d)"), ViewId + 1,
|
|
ViewIt.ViewRect.Min.X, ViewIt.ViewRect.Min.Y, ViewIt.ViewRect.Max.X, ViewIt.ViewRect.Max.Y);
|
|
Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
|
|
}
|
|
|
|
X += 40;
|
|
|
|
if(Desc.Flags & TexCreate_CPUReadback)
|
|
{
|
|
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Content cannot be visualized on the GPU (TexCreate_CPUReadback)"), GetStatsFont(), FLinearColor(1,1,0));
|
|
}
|
|
else
|
|
{
|
|
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Red: <0"), GetStatsFont(), FLinearColor(1,0,0));
|
|
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Blue: NAN or Inf"), GetStatsFont(), FLinearColor(0,0,1));
|
|
|
|
// add explicit legend for SceneDepth and ShadowDepth as the display coloring is an artificial choice.
|
|
const bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0;
|
|
const bool bShadowDepth = (Desc.Format == PF_ShadowDepth);
|
|
if (bShadowDepth)
|
|
{
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Color Key: Linear with white near and teal distant"), GetStatsFont(), FLinearColor(54.f / 255.f, 117.f / 255.f, 136.f / 255.f));
|
|
}
|
|
else if (bDepthTexture)
|
|
{
|
|
Canvas.DrawShadowedString(X, Y += YStep, TEXT("Color Key: Nonlinear with white distant"), GetStatsFont(), FLinearColor(0.5, 0, 0));
|
|
}
|
|
}
|
|
|
|
Canvas.Flush_RenderThread(RHICmdList);
|
|
}
|
|
|
|
|
|
void FVisualizeTexture::SetObserveTarget(const FString& InObservedDebugName, uint32 InObservedDebugNameReusedGoal)
|
|
{
|
|
ObservedDebugName = InObservedDebugName;
|
|
ObservedDebugNameReusedGoal = InObservedDebugNameReusedGoal;
|
|
}
|
|
|
|
void FVisualizeTexture::SetCheckPoint(FRHICommandList& RHICmdList, const IPooledRenderTarget* PooledRenderTarget)
|
|
{
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
check(IsInRenderingThread());
|
|
if (!PooledRenderTarget || !bEnabled)
|
|
{
|
|
// Don't checkpoint on ES2 to avoid TMap alloc/reallocations
|
|
return;
|
|
}
|
|
|
|
const FSceneRenderTargetItem& RenderTargetItem = PooledRenderTarget->GetRenderTargetItem();
|
|
const FPooledRenderTargetDesc& Desc = PooledRenderTarget->GetDesc();
|
|
const TCHAR* DebugName = Desc.DebugName;
|
|
|
|
uint32* UsageCountPtr = VisualizeTextureCheckpoints.Find(DebugName);
|
|
|
|
if(!UsageCountPtr)
|
|
{
|
|
// create a new element with count 0
|
|
UsageCountPtr = &VisualizeTextureCheckpoints.Add(DebugName, 0);
|
|
}
|
|
|
|
// is this is the name we are observing with visualize texture?
|
|
// First check if we need to find anything to avoid string the comparison
|
|
if (!ObservedDebugName.IsEmpty() && ObservedDebugName == DebugName)
|
|
{
|
|
// if multiple times reused during the frame, is that the one we want to look at?
|
|
if(*UsageCountPtr == ObservedDebugNameReusedGoal || ObservedDebugNameReusedGoal == 0xffffffff)
|
|
{
|
|
FRHICommandListImmediate& RHICmdListIm = FRHICommandListExecutor::GetImmediateCommandList();
|
|
if (RHICmdListIm.IsExecuting())
|
|
{
|
|
UE_LOG(LogConsoleResponse, Fatal, TEXT("We can't create a checkpoint because that requires the immediate commandlist, which is currently executing. You might try disabling parallel rendering."));
|
|
}
|
|
else
|
|
{
|
|
if (&RHICmdList != &RHICmdListIm)
|
|
{
|
|
UE_LOG(LogConsoleResponse, Warning, TEXT("Attempt to checkpoint a render target from a non-immediate command list. We will flush it and hope that works. If it doesn't you might try disabling parallel rendering."));
|
|
RHICmdList.Flush();
|
|
}
|
|
GenerateContent(RHICmdListIm, RenderTargetItem, Desc);
|
|
if (&RHICmdList != &RHICmdListIm)
|
|
{
|
|
RHICmdListIm.Flush();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// only needed for VisualizeTexture (todo: optimize out when possible)
|
|
*UsageCountPtr = *UsageCountPtr + 1;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
|
|
struct FSortedLines
|
|
{
|
|
FString Line;
|
|
int32 SortIndex;
|
|
uint32 PoolIndex;
|
|
|
|
FORCEINLINE bool operator<( const FSortedLines &B ) const
|
|
{
|
|
// first large ones
|
|
if(SortIndex < B.SortIndex)
|
|
{
|
|
return true;
|
|
}
|
|
if(SortIndex > B.SortIndex)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return Line < B.Line;
|
|
}
|
|
};
|
|
|
|
void FVisualizeTexture::DebugLog(bool bExtended)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
{
|
|
TArray<FSortedLines> SortedLines;
|
|
|
|
for(uint32 i = 0, Num = GRenderTargetPool.GetElementCount(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* RT = GRenderTargetPool.GetElementById(i);
|
|
|
|
if(!RT)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FPooledRenderTargetDesc Desc = RT->GetDesc();
|
|
|
|
if(bFullList || (Desc.Flags & TexCreate_HideInVisualizeTexture) == 0)
|
|
{
|
|
uint32 SizeInKB = (RT->ComputeMemorySize() + 1023) / 1024;
|
|
|
|
FString UnusedStr;
|
|
|
|
if(RT->GetUnusedForNFrames() > 0)
|
|
{
|
|
if(!bFullList)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UnusedStr = FString::Printf(TEXT(" unused(%d)"), RT->GetUnusedForNFrames());
|
|
}
|
|
|
|
FSortedLines Element;
|
|
|
|
Element.PoolIndex = i;
|
|
|
|
// sort by index
|
|
Element.SortIndex = i;
|
|
|
|
FString InfoString = Desc.GenerateInfoString();
|
|
if(SortOrder == -1)
|
|
{
|
|
// constant works well with the average name length
|
|
const uint32 TotelSpacerSize = 36;
|
|
uint32 SpaceCount = FMath::Max<int32>(0, TotelSpacerSize - InfoString.Len());
|
|
|
|
for(uint32 Space = 0; Space < SpaceCount; ++Space)
|
|
{
|
|
InfoString.AppendChar((TCHAR)' ');
|
|
}
|
|
|
|
// sort by index
|
|
Element.Line = FString::Printf(TEXT("%s %s %d KB%s"), *InfoString, Desc.DebugName, SizeInKB, *UnusedStr);
|
|
}
|
|
else if(SortOrder == 0)
|
|
{
|
|
// sort by name
|
|
Element.Line = FString::Printf(TEXT("%s %s %d KB%s"), Desc.DebugName, *InfoString, SizeInKB, *UnusedStr);
|
|
Element.SortIndex = 0;
|
|
}
|
|
else if(SortOrder == 1)
|
|
{
|
|
// sort by size (large ones first)
|
|
Element.Line = FString::Printf(TEXT("%d KB %s %s%s"), SizeInKB, *InfoString, Desc.DebugName, *UnusedStr);
|
|
Element.SortIndex = -(int32)SizeInKB;
|
|
}
|
|
else
|
|
{
|
|
check(0);
|
|
}
|
|
|
|
if(Desc.Flags & TexCreate_FastVRAM)
|
|
{
|
|
FRHIResourceInfo Info;
|
|
|
|
FTextureRHIRef Texture = RT->GetRenderTargetItem().ShaderResourceTexture;
|
|
|
|
if(!IsValidRef(Texture))
|
|
{
|
|
Texture = RT->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
if(IsValidRef(Texture))
|
|
{
|
|
RHIGetResourceInfo(Texture, Info);
|
|
}
|
|
|
|
if(Info.VRamAllocation.AllocationSize)
|
|
{
|
|
// note we do KB for more readable numbers but this can cause quantization loss
|
|
Element.Line += FString::Printf(TEXT(" VRamInKB(Start/Size):%d/%d"),
|
|
Info.VRamAllocation.AllocationStart / 1024,
|
|
(Info.VRamAllocation.AllocationSize + 1023) / 1024);
|
|
}
|
|
else
|
|
{
|
|
Element.Line += TEXT(" VRamInKB(Start/Size):<NONE>");
|
|
}
|
|
}
|
|
|
|
SortedLines.Add(Element);
|
|
}
|
|
}
|
|
|
|
SortedLines.Sort();
|
|
|
|
{
|
|
for(int32 Index = 0; Index < SortedLines.Num(); Index++)
|
|
{
|
|
const FSortedLines& Entry = SortedLines[Index];
|
|
|
|
UE_LOG(LogConsoleResponse, Log, TEXT(" %3d = %s"), Entry.PoolIndex + 1, *Entry.Line);
|
|
}
|
|
}
|
|
|
|
// clean flags for next use
|
|
bFullList = false;
|
|
SortOrder = -1;
|
|
}
|
|
|
|
UE_LOG(LogConsoleResponse, Log, TEXT(""));
|
|
|
|
// log names (alternative method to look at the rendertargets)
|
|
if(bExtended)
|
|
{
|
|
UE_LOG(LogConsoleResponse, Log, TEXT("CheckpointName (what was rendered this frame, use <Name>@<Number> to get intermediate versions):"));
|
|
|
|
TArray<FString> Entries;
|
|
|
|
// sorted by pointer for efficiency, now we want to print sorted alphabetically
|
|
for (TMap<const TCHAR*, uint32>:: TIterator It(GRenderTargetPool.VisualizeTexture.VisualizeTextureCheckpoints); It; ++It)
|
|
{
|
|
const TCHAR* Key = It.Key();
|
|
uint32 Value = It.Value();
|
|
|
|
/* if(Value)
|
|
{
|
|
// was reused this frame
|
|
Entries.Add(FString::Printf(TEXT("%s @0..%d"), *Key.GetPlainNameString(), Value - 1));
|
|
}
|
|
else
|
|
*/ {
|
|
// was not reused this frame but can be referenced
|
|
Entries.Add(Key);
|
|
}
|
|
}
|
|
|
|
Entries.Sort();
|
|
|
|
// that number works well with the name length we have
|
|
const uint32 ColumnCount = 5;
|
|
const uint32 SpaceBetweenColumns = 1;
|
|
uint32 ColumnHeight = FMath::DivideAndRoundUp((uint32)Entries.Num(), ColumnCount);
|
|
|
|
// width of the column in characters, init with 0
|
|
uint32 ColumnWidths[ColumnCount] = {};
|
|
|
|
for(int32 Index = 0; Index < Entries.Num(); ++Index)
|
|
{
|
|
uint32 Column = Index / ColumnHeight;
|
|
|
|
const FString& Entry = *Entries[Index];
|
|
|
|
ColumnWidths[Column] = FMath::Max(ColumnWidths[Column], (uint32)Entry.Len());
|
|
}
|
|
|
|
// print them sorted, if possible multiple in a line
|
|
{
|
|
FString Line;
|
|
|
|
for(int32 OutputIndex = 0; OutputIndex < Entries.Num(); ++OutputIndex)
|
|
{
|
|
// 0..ColumnCount-1
|
|
uint32 Column = OutputIndex % ColumnCount;
|
|
int32 Row = OutputIndex / ColumnCount;
|
|
|
|
uint32 Index = Row + Column * ColumnHeight;
|
|
|
|
bool bLineEnd = true;
|
|
|
|
if(Index < (uint32)Entries.Num())
|
|
{
|
|
bLineEnd = (Column + 1 == ColumnCount);
|
|
|
|
// for human readability we order them to be per column
|
|
const FString& Entry = *Entries[Index];
|
|
|
|
Line += Entry;
|
|
|
|
int32 SpaceCount = ColumnWidths[Column] + SpaceBetweenColumns - Entry.Len();
|
|
|
|
// otehrwise a fomer pass was producing bad data
|
|
check(SpaceCount >= 0);
|
|
|
|
for(int32 Space = 0; Space < SpaceCount; ++Space)
|
|
{
|
|
Line.AppendChar((TCHAR)' ');
|
|
}
|
|
}
|
|
|
|
if(bLineEnd)
|
|
{
|
|
Line = Line.TrimTrailing();
|
|
UE_LOG(LogConsoleResponse, Log, TEXT(" %s"), *Line);
|
|
Line.Empty();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
uint32 WholeCount;
|
|
uint32 WholePoolInKB;
|
|
uint32 UsedInKB;
|
|
|
|
GRenderTargetPool.GetStats(WholeCount, WholePoolInKB, UsedInKB);
|
|
|
|
UE_LOG(LogConsoleResponse, Log, TEXT("Pool: %d/%d MB (referenced/allocated)"), (UsedInKB + 1023) / 1024, (WholePoolInKB + 1023) / 1024);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// @return 0 if not found
|
|
IPooledRenderTarget* FVisualizeTexture::GetObservedElement() const
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
IPooledRenderTarget* RT = VisualizeTextureContent.GetReference();
|
|
|
|
if(!RT && Mode >= 0)
|
|
{
|
|
uint32 Id = Mode - 1;
|
|
|
|
RT = GRenderTargetPool.GetElementById(Id);
|
|
}
|
|
|
|
return RT;
|
|
#else
|
|
return 0;
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void FVisualizeTexture::OnStartFrame(const FSceneView& View)
|
|
{
|
|
FeatureLevel = View.GetFeatureLevel();
|
|
bEnabled = true;
|
|
ViewRect = View.UnscaledViewRect;
|
|
AspectRatioConstrainedViewRect = View.Family->EngineShowFlags.CameraAspectRatioBars ? View.CameraConstrainedViewRect : ViewRect;
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
// VisualizeTexture observed render target is set each frame
|
|
VisualizeTextureContent.SafeRelease();
|
|
VisualizeTextureDesc = FPooledRenderTargetDesc();
|
|
VisualizeTextureDesc.DebugName = TEXT("VisualizeTexture");
|
|
|
|
ObservedDebugNameReusedCurrent = 0;
|
|
|
|
// only needed for VisualizeTexture (todo: optimize out when possible)
|
|
{
|
|
for (TMap<const TCHAR*, uint32>:: TIterator It(VisualizeTextureCheckpoints); It; ++It)
|
|
{
|
|
uint32& Value = It.Value();
|
|
|
|
// 0 as it was not used this frame yet
|
|
Value = 0;
|
|
}
|
|
}
|
|
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void FVisualizeTexture::QueryInfo( FQueryVisualizeTexureInfo& Out )
|
|
{
|
|
for(uint32 i = 0, Num = GRenderTargetPool.GetElementCount(); i < Num; ++i)
|
|
{
|
|
FPooledRenderTarget* RT = GRenderTargetPool.GetElementById(i);
|
|
|
|
if(!RT)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FPooledRenderTargetDesc Desc = RT->GetDesc();
|
|
uint32 SizeInKB = (RT->ComputeMemorySize() + 1023) / 1024;
|
|
FString Entry = FString::Printf(TEXT("%s %d %s %d"),
|
|
*Desc.GenerateInfoString(),
|
|
i + 1,
|
|
Desc.DebugName ? Desc.DebugName : TEXT("<Unnamed>"),
|
|
SizeInKB);
|
|
Out.Entries.Add(Entry);
|
|
}
|
|
}
|