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