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UnrealEngineUWP/Engine/Shaders/Private/InstancedStereo.ush
pr0-zac 621c270187 Fixes to mobile multi view with mobile hdr.
#jira UE-202287
#rb Dmitriy.Dyomin, Josie.Yang
[FYI] Guillaume.Abadie

[CL 31465083 by pr0-zac in ue5-main branch]
2024-02-14 06:38:23 -05:00

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3.5 KiB
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// Copyright Epic Games, Inc. All Rights Reserved..
/*=============================================================================
InstancedStereo.usf: Resolve which view uniforms in a stereo pair to use.
=============================================================================*/
#pragma once
// Explictly include view uniform buffers
#include "/Engine/Generated/UniformBuffers/View.ush"
#include "/Engine/Generated/UniformBuffers/InstancedView.ush"
// ViewState, GetPrimaryView and GetInstancedView are generated by the shader compiler to ensure View uniform buffer changes are up to date.
// see GenerateInstancedStereoCode()
#include "/Engine/Generated/GeneratedInstancedStereo.ush"
void FinalizeViewState(inout ViewState InOutView)
{
InOutView.WorldToClip = MakeDFInverseMatrix(InOutView.ViewOriginHigh, InOutView.RelativeWorldToClip);
InOutView.ClipToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.ClipToRelativeWorld);
InOutView.ScreenToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.ScreenToRelativeWorld);
InOutView.PrevClipToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.PrevClipToRelativeWorld);
InOutView.WorldCameraOrigin = MakeDFVector3(InOutView.ViewOriginHigh, InOutView.ViewOriginLow);
InOutView.WorldViewOrigin = MakeDFVector3(InOutView.WorldViewOriginHigh, InOutView.WorldViewOriginLow);
InOutView.PrevWorldCameraOrigin = MakeDFVector3(InOutView.PrevWorldCameraOriginHigh, InOutView.PrevWorldCameraOriginLow);
InOutView.PrevWorldViewOrigin = MakeDFVector3(InOutView.PrevWorldViewOriginHigh, InOutView.PrevWorldViewOriginLow);
InOutView.PreViewTranslation = MakeDFVector3(InOutView.PreViewTranslationHigh, InOutView.PreViewTranslationLow);
InOutView.PrevPreViewTranslation = MakeDFVector3(InOutView.PrevPreViewTranslationHigh, InOutView.PrevPreViewTranslationLow);
#if VIEW_HAS_TILEOFFSET_DATA
InOutView.TileOffset.WorldCameraOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.RelativeWorldCameraOriginTO);
InOutView.TileOffset.WorldViewOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.RelativeWorldViewOriginTO);
InOutView.TileOffset.PrevWorldCameraOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.PrevRelativeWorldCameraOriginTO);
InOutView.TileOffset.PrevWorldViewOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.PrevRelativeWorldViewOriginTO);
InOutView.TileOffset.PreViewTranslation = MakeLWCVector3(-InOutView.ViewTilePosition, InOutView.RelativePreViewTranslationTO);
InOutView.TileOffset.PrevPreViewTranslation = MakeLWCVector3(-InOutView.ViewTilePosition, InOutView.RelativePrevPreViewTranslationTO);
#endif
}
#define PrimaryView GetPrimaryView()
static ViewState ResolvedView = (ViewState)0.0f;
ViewState ResolveView()
{
return GetPrimaryView();
}
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
ViewState ResolveView(uint ViewIndex)
{
return GetInstancedView(ViewIndex);
}
#endif
#if INSTANCED_STEREO
static const float EyeOffsetScale[2] = { -1.0, 1.0 };
static const float4 EyeClipEdge[2] = { float4(-1.0, 0.0, 0.0, 1.0), float4(1.0, 0.0, 0.0, 1.0) };
#endif
bool IsInstancedStereo()
{
#if INSTANCED_STEREO
return (uint)InstancedView.StereoPassIndex[1] > 0;
#else
return false;
#endif
}
uint GetEyeIndex(uint InstanceId)
{
#if INSTANCED_STEREO
return IsInstancedStereo() ? InstanceId & 1 : 0;
#else
return 0;
#endif
}
uint GetInstanceId(uint InstanceId)
{
#if INSTANCED_STEREO
return IsInstancedStereo() ? InstanceId / 2 : InstanceId;
#else
return InstanceId;
#endif
}
#define USE_MULTI_VIEW_ID_SV (MOBILE_MULTI_VIEW && (COMPILER_VULKAN && !INSTANCED_STEREO))