Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeLevelInstance.cpp
zach bethel f311bbc7a1 RDG Parallel Execution (disabled by default)
- Refactored RDG to support free-threaded execution of passes.
 - Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.

#rb christopher.waters

[CL 16838717 by zach bethel in ue5-main branch]
2021-07-13 12:38:27 -04:00

167 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_EDITOR
#include "PostProcess/PostProcessVisualizeLevelInstance.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "SceneTextureParameters.h"
#include "CanvasTypes.h"
#include "RenderTargetTemp.h"
#include "ClearQuad.h"
#include "ScenePrivate.h"
namespace
{
class FVisualizeLevelInstancePS : public FEditorPrimitiveShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeLevelInstancePS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeLevelInstancePS, FEditorPrimitiveShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Color)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Depth)
SHADER_PARAMETER(FScreenTransform, ColorToDepth)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, ColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, ColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, DepthSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, EditorPrimitivesDepth)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, EditorPrimitivesStencil)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeLevelInstancePS, "/Engine/Private/PostProcessVisualizeLevelInstance.usf", "MainPS", SF_Pixel);
} //! namespace
BEGIN_SHADER_PARAMETER_STRUCT(FVisualizeLevelInstancePassPassParameters, )
//SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureShaderParameters, SceneTextures)
SHADER_PARAMETER_STRUCT_INCLUDE(FNaniteVisualizeLevelInstanceParameters, NaniteVisualizeLevelInstanceParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
FScreenPassTexture AddVisualizeLevelInstancePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeLevelInstanceInputs& Inputs, const Nanite::FRasterResults *NaniteRasterResults)
{
check(Inputs.SceneColor.IsValid());
check(Inputs.SceneDepth.IsValid());
const bool bNaniteEnabled = DoesPlatformSupportNanite(GMaxRHIShaderPlatform); // TODO: Respect r.Nanite
RDG_EVENT_SCOPE(GraphBuilder, "EditorVisualizeLevelInstance");
const uint32 NumSamples = GetEditorPrimitiveNumSamples();
// Patch uniform buffers with updated state for rendering the outline mesh draw commands.
const FViewInfo* EditorView = CreateEditorPrimitiveView(View, Inputs.SceneColor.ViewRect, NumSamples);
FRDGTextureRef DepthStencilTexture = nullptr;
// Generate custom depth / stencil for outline shapes.
{
{
FRDGTextureDesc DepthStencilDesc = Inputs.SceneColor.Texture->Desc;
DepthStencilDesc.Reset();
DepthStencilDesc.Format = PF_DepthStencil;
// This is a reversed Z depth surface, so 0.0f is the far plane.
DepthStencilDesc.ClearValue = FClearValueBinding((float)ERHIZBuffer::FarPlane, 0);
DepthStencilDesc.Flags = TexCreate_DepthStencilTargetable | TexCreate_ShaderResource;
DepthStencilDesc.NumSamples = NumSamples;
DepthStencilTexture = GraphBuilder.CreateTexture(DepthStencilDesc, TEXT("LevelInstanceDepth"));
}
FScene* Scene = View.Family->Scene->GetRenderScene();
const FScreenPassTextureViewport SceneColorViewport(Inputs.SceneColor);
auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeLevelInstancePassPassParameters>();
if (bNaniteEnabled)
{
Nanite::GetEditorVisualizeLevelInstancePassParameters(GraphBuilder, *Scene, View, SceneColorViewport.Rect, NaniteRasterResults, &PassParameters->NaniteVisualizeLevelInstanceParameters);
}
const_cast<FViewInfo&>(View).ParallelMeshDrawCommandPasses[EMeshPass::EditorLevelInstance].BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
//PassParameters->View = EditorView->ViewUniformBuffer;
PassParameters->SceneTextures = Inputs.SceneTextures;
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(
DepthStencilTexture,
ERenderTargetLoadAction::EClear,
ERenderTargetLoadAction::EClear,
FExclusiveDepthStencil::DepthWrite_StencilWrite);
GraphBuilder.AddPass(
RDG_EVENT_NAME("LevelInstanceDepth %dx%d", SceneColorViewport.Rect.Width(), SceneColorViewport.Rect.Height()),
PassParameters,
ERDGPassFlags::Raster,
[&View, SceneColorViewport, DepthStencilTexture, NaniteRasterResults, PassParameters, bNaniteEnabled](FRHICommandListImmediate& RHICmdList)
{
RHICmdList.SetViewport(SceneColorViewport.Rect.Min.X, SceneColorViewport.Rect.Min.Y, 0.0f, SceneColorViewport.Rect.Max.X, SceneColorViewport.Rect.Max.Y, 1.0f);
{
SCOPED_DRAW_EVENT(RHICmdList, EditorLevelInstance);
// Run LevelInstance pass on static elements
View.ParallelMeshDrawCommandPasses[EMeshPass::EditorLevelInstance].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
}
// Render Nanite mesh outlines after regular meshes
if (bNaniteEnabled)
{
Nanite::DrawEditorVisualizeLevelInstance(RHICmdList, View, SceneColorViewport.Rect, PassParameters->NaniteVisualizeLevelInstanceParameters);
}
});
}
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("LevelInstanceColor"));
}
// Render grey-post process effect.
{
const FScreenPassTextureViewport OutputViewport(Output);
const FScreenPassTextureViewport ColorViewport(Inputs.SceneColor);
const FScreenPassTextureViewport DepthViewport(Inputs.SceneDepth);
FRHISamplerState* PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FVisualizeLevelInstancePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeLevelInstancePS::FParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->Color = GetScreenPassTextureViewportParameters(ColorViewport);
PassParameters->Depth = GetScreenPassTextureViewportParameters(DepthViewport);
PassParameters->ColorToDepth = FScreenTransform::ChangeTextureUVCoordinateFromTo(ColorViewport, DepthViewport);
PassParameters->ColorTexture = Inputs.SceneColor.Texture;
PassParameters->ColorSampler = PointClampSampler;
PassParameters->DepthTexture = Inputs.SceneDepth.Texture;
PassParameters->DepthSampler = PointClampSampler;
PassParameters->EditorPrimitivesDepth = DepthStencilTexture;
PassParameters->EditorPrimitivesStencil = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(DepthStencilTexture, PF_X24_G8));
FVisualizeLevelInstancePS::FPermutationDomain PermutationVector;
PermutationVector.Set<FVisualizeLevelInstancePS::FSampleCountDimension>(NumSamples);
TShaderMapRef<FVisualizeLevelInstancePS> PixelShader(View.ShaderMap, PermutationVector);
AddDrawScreenPass(
GraphBuilder,
RDG_EVENT_NAME("LevelInstanceColor %dx%d", OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
View,
OutputViewport,
ColorViewport,
PixelShader,
PassParameters);
}
return MoveTemp(Output);
}
#endif