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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DebugViewModeRendering.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DebugViewModeRendering.cpp: Contains definitions for rendering debug viewmodes.
=============================================================================*/
#include "DebugViewModeRendering.h"
#include "Materials/Material.h"
#include "ShaderComplexityRendering.h"
#include "PrimitiveDistanceAccuracyRendering.h"
#include "MeshTexCoordSizeAccuracyRendering.h"
#include "MaterialTexCoordScalesRendering.h"
#include "RequiredTextureResolutionRendering.h"
#include "PrimitiveSceneInfo.h"
#include "ScenePrivate.h"
#include "PostProcessing.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "CompositionLighting/PostProcessPassThrough.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "PostProcess/PostProcessUpscale.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "MeshPassProcessor.inl"
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FDebugViewModePassPassUniformParameters, "DebugViewModePass");
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
void SetupDebugViewModePassUniformBuffer(FSceneRenderTargets& SceneContext, ERHIFeatureLevel::Type FeatureLevel, FDebugViewModePassPassUniformParameters& PassParameters)
{
SetupSceneTextureUniformParameters(SceneContext, FeatureLevel, ESceneTextureSetupMode::None, PassParameters.SceneTextures);
const int32 NumEngineColors = FMath::Min<int32>(GEngine->StreamingAccuracyColors.Num(), NumStreamingAccuracyColors);
int32 ColorIndex = 0;
for (; ColorIndex < NumEngineColors; ++ColorIndex)
{
PassParameters.AccuracyColors[ColorIndex] = GEngine->StreamingAccuracyColors[ColorIndex];
}
for (; ColorIndex < NumStreamingAccuracyColors; ++ColorIndex)
{
PassParameters.AccuracyColors[ColorIndex] = FLinearColor::Black;
}
}
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeVS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("Main"),SF_Vertex);
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeHS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("MainHull"),SF_Hull);
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeDS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("MainDomain"),SF_Domain);
ENGINE_API bool GetDebugViewMaterial(const UMaterialInterface* InMaterialInterface, EDebugViewShaderMode InDebugViewMode, ERHIFeatureLevel::Type InFeatureLevel,const FMaterialRenderProxy*& OutMaterialRenderProxy, const FMaterial*& OutMaterial);
void FDeferredShadingSceneRenderer::DoDebugViewModePostProcessing(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, TRefCountPtr<IPooledRenderTarget>& VelocityRT)
{
QUICK_SCOPE_CYCLE_COUNTER( STAT_PostProcessing_Process );
check(IsInRenderingThread());
check(View.VerifyMembersChecks());
GRenderTargetPool.AddPhaseEvent(TEXT("PostProcessing"));
// so that the passes can register themselves to the graph
FMemMark Mark(FMemStack::Get());
FRenderingCompositePassContext CompositeContext(RHICmdList, View);
FPostprocessContext Context(RHICmdList, CompositeContext.Graph, View);
ensure(Context.View.PrimaryScreenPercentageMethod != EPrimaryScreenPercentageMethod::TemporalUpscale);
const bool bHDROutputEnabled = GRHISupportsHDROutput && IsHDREnabled();
// Shader complexity does not actually output a color
if (!View.Family->EngineShowFlags.ShaderComplexity)
{
GPostProcessing.AddGammaOnlyTonemapper(Context);
}
switch (View.Family->GetDebugViewShaderMode())
{
case DVSM_QuadComplexity:
{
float ComplexityScale = 1.f / (float)(GEngine->QuadComplexityColors.Num() - 1) / NormalizedQuadComplexityValue; // .1f comes from the values used in LightAccumulator_GetResult
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->QuadComplexityColors, FVisualizeComplexityApplyPS::CS_STAIR, ComplexityScale, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
break;
}
case DVSM_ShaderComplexity:
case DVSM_ShaderComplexityContainedQuadOverhead:
case DVSM_ShaderComplexityBleedingQuadOverhead:
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessVisualizeComplexity(GEngine->ShaderComplexityColors, FVisualizeComplexityApplyPS::CS_RAMP, 1.f, true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
break;
}
case DVSM_PrimitiveDistanceAccuracy:
case DVSM_MeshUVDensityAccuracy:
case DVSM_MaterialTextureScaleAccuracy:
case DVSM_RequiredTextureResolution:
{
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessStreamingAccuracyLegend(GEngine->StreamingAccuracyColors));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
break;
}
default:
ensure(false);
break;
};
#if WITH_EDITOR
if (GIsEditor)
{
GPostProcessing.AddSelectionOutline(Context);
}
#endif
FIntPoint PrimaryUpscaleViewSize = Context.View.GetSecondaryViewRectSize();
// Adds primary spatial upscale regardless of using temporal upsample, so screen percentage preview can work.
if (View.ViewRect.Size() != PrimaryUpscaleViewSize)
{
int32 UpscaleQuality = 1;
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(
View, UpscaleQuality, FRCPassPostProcessUpscale::PaniniParams::Default, /* bIsSecondaryUpscale = */ false));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput)); // Bilinear sampling.
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput)); // Point sampling.
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
// Adds secondary spatial upscale for OS DPI to work correctly in editor.
if (View.RequiresSecondaryUpscale())
{
int32 UpscaleQuality = View.Family->SecondaryScreenPercentageMethod == ESecondaryScreenPercentageMethod::LowerPixelDensitySimulation ? 6 : 0;
FRenderingCompositePass* Node = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessUpscale(
View, UpscaleQuality, FRCPassPostProcessUpscale::PaniniParams::Default, /* bIsSecondaryUpscale = */ true));
Node->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Node->SetInput(ePId_Input1, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(Node);
}
// After the graph is built but before the graph is processed.
// If a postprocess material is using a GBuffer it adds the refcount int FRCPassPostProcessMaterial::Process()
// and when it gets processed it removes the refcount
// We only release the GBuffers after the last view was processed (SplitScreen)
if(View.Family->Views[View.Family->Views.Num() - 1] == &View)
{
// Generally we no longer need the GBuffers, anyone that wants to keep the GBuffers for longer should have called AdjustGBufferRefCount(1) to keep it for longer
// and call AdjustGBufferRefCount(-1) once it's consumed. This needs to happen each frame. PostProcessMaterial do that automatically
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1);
}
// Add a pass-through for the final step if a backbuffer UAV is required but unsupported by this RHI
if (Context.FinalOutput.IsComputePass() && !View.Family->RenderTarget->GetRenderTargetUAV().IsValid())
{
FRenderingCompositePass* PassthroughNode = Context.Graph.RegisterPass(new(FMemStack::Get()) FRCPassPostProcessPassThrough(nullptr));
PassthroughNode->SetInput(ePId_Input0, FRenderingCompositeOutputRef(Context.FinalOutput));
Context.FinalOutput = FRenderingCompositeOutputRef(PassthroughNode);
}
// The graph setup should be finished before this line ----------------------------------------
{
// currently created on the heap each frame but View.Family->RenderTarget could keep this object and all would be cleaner
TRefCountPtr<IPooledRenderTarget> Temp;
FSceneRenderTargetItem Item;
Item.TargetableTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.ShaderResourceTexture = (FTextureRHIRef&)View.Family->RenderTarget->GetRenderTargetTexture();
Item.UAV = View.Family->RenderTarget->GetRenderTargetUAV();
FPooledRenderTargetDesc Desc;
// Texture could be bigger than viewport
if (View.Family->RenderTarget->GetRenderTargetTexture())
{
Desc.Extent.X = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeX();
Desc.Extent.Y = View.Family->RenderTarget->GetRenderTargetTexture()->GetSizeY();
}
else
{
Desc.Extent = View.Family->RenderTarget->GetSizeXY();
}
const bool bIsFinalOutputComputePass = Context.FinalOutput.IsComputePass();
Desc.TargetableFlags |= bIsFinalOutputComputePass ? TexCreate_UAV : TexCreate_RenderTargetable;
Desc.Format = bIsFinalOutputComputePass ? PF_R8G8B8A8 : PF_B8G8R8A8;
// todo: this should come from View.Family->RenderTarget
Desc.Format = bHDROutputEnabled ? GRHIHDRDisplayOutputFormat : Desc.Format;
Desc.NumMips = 1;
Desc.DebugName = TEXT("FinalPostProcessColor");
GRenderTargetPool.CreateUntrackedElement(Desc, Temp, Item);
GPostProcessing.OverrideRenderTarget(Context.FinalOutput, Temp, Desc);
TArray<FRenderingCompositePass*> TargetedRoots;
TargetedRoots.Add(Context.FinalOutput.GetPass());
// execute the graph/DAG
CompositeContext.Process(TargetedRoots, TEXT("PostProcessing"));
// May need to wait on the final pass to complete
if (Context.FinalOutput.IsAsyncComputePass())
{
FComputeFenceRHIParamRef ComputeFinalizeFence = Context.FinalOutput.GetComputePassEndFence();
if (ComputeFinalizeFence)
{
Context.RHICmdList.WaitComputeFence(ComputeFinalizeFence);
}
}
}
GRenderTargetPool.AddPhaseEvent(TEXT("AfterPostprocessing"));
}
bool FDeferredShadingSceneRenderer::RenderDebugViewMode(FRHICommandListImmediate& RHICmdList)
{
bool bDirty=0;
SCOPED_DRAW_EVENT(RHICmdList, DebugViewMode);
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
SCOPED_CONDITIONAL_DRAW_EVENTF(RHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
FViewInfo& View = Views[ViewIndex];
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
// Some of the viewmodes use SCENE_TEXTURES_DISABLED to prevent issues when running in commandlet mode.
FDebugViewModePassPassUniformParameters PassParameters;
SetupDebugViewModePassUniformBuffer(SceneContext, View.GetFeatureLevel(), PassParameters);
Scene->UniformBuffers.DebugViewModePassUniformBuffer.UpdateUniformBufferImmediate(PassParameters);
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);
{
SCOPED_DRAW_EVENT(RHICmdList, Dynamic);
View.ParallelMeshDrawCommandPasses[EMeshPass::DebugViewMode].DispatchDraw(nullptr, RHICmdList);
}
}
return bDirty;
}
FDebugViewModePS::FDebugViewModePS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer) : FMeshMaterialShader(Initializer)
{
PassUniformBuffer.Bind(Initializer.ParameterMap, FDebugViewModePassPassUniformParameters::StaticStructMetadata.GetShaderVariableName());
}
FDebugViewModeMeshProcessor::FDebugViewModeMeshProcessor(
const FScene* InScene,
ERHIFeatureLevel::Type InFeatureLevel,
const FSceneView* InViewIfDynamicMeshCommand,
FUniformBufferRHIParamRef InPassUniformBuffer,
bool bTranslucentBasePass,
FMeshPassDrawListContext* InDrawListContext
)
: FMeshPassProcessor(InScene, InFeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext)
, PassUniformBuffer(InPassUniformBuffer)
, DebugViewMode(DVSM_None)
, ViewModeParam(INDEX_NONE)
, DebugViewModeInterface(nullptr)
{
if (InViewIfDynamicMeshCommand)
{
DebugViewMode = InViewIfDynamicMeshCommand->Family->GetDebugViewShaderMode();
ViewModeParam = InViewIfDynamicMeshCommand->Family->GetViewModeParam();
ViewModeParamName = InViewIfDynamicMeshCommand->Family->GetViewModeParamName();
ViewUniformBuffer = InViewIfDynamicMeshCommand->ViewUniformBuffer;
DebugViewModeInterface = FDebugViewModeInterface::GetInterface(DebugViewMode);
}
if (InScene)
{
if (!ViewUniformBuffer)
{
ViewUniformBuffer = InScene->UniformBuffers.ViewUniformBuffer;
}
if (!PassUniformBuffer)
{
PassUniformBuffer = InScene->UniformBuffers.DebugViewModePassUniformBuffer;
}
}
}
void FDebugViewModeMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
const FMaterialRenderProxy* MaterialRenderProxy = nullptr;
const FMaterial* Material = nullptr;
const FMaterial* BatchMaterial = MeshBatch.MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
if (!DebugViewModeInterface || !BatchMaterial)
{
return;
}
const UMaterialInterface* ResolvedMaterial = MeshBatch.MaterialRenderProxy->GetMaterialInterface();
if (!DebugViewModeInterface->bNeedsMaterialProperties && FDebugViewModeInterface::AllowFallbackToDefaultMaterial(BatchMaterial))
{
ResolvedMaterial = UMaterial::GetDefaultMaterial(MD_Surface);
}
if (!GetDebugViewMaterial(ResolvedMaterial, DebugViewMode, FeatureLevel, MaterialRenderProxy, Material))
{
return;
}
FVertexFactoryType* VertexFactoryType = MeshBatch.VertexFactory->GetType();
const EMaterialTessellationMode MaterialTessellationMode = Material->GetTessellationMode();
const bool bNeedsHSDS = RHISupportsTessellation(GShaderPlatformForFeatureLevel[FeatureLevel])
&& VertexFactoryType->SupportsTessellationShaders()
&& MaterialTessellationMode != MTM_NoTessellation;
TMeshProcessorShaders<FDebugViewModeVS, FDebugViewModeHS, FDebugViewModeDS, FDebugViewModePS> DebugViewModePassShaders;
DebugViewModePassShaders.VertexShader = Material->GetShader<FDebugViewModeVS>(VertexFactoryType);
if (bNeedsHSDS)
{
DebugViewModePassShaders.DomainShader = Material->GetShader<FDebugViewModeDS>(VertexFactoryType);
DebugViewModePassShaders.HullShader = Material->GetShader<FDebugViewModeHS>(VertexFactoryType);
}
DebugViewModePassShaders.PixelShader = DebugViewModeInterface->GetPixelShader(Material, VertexFactoryType);
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, *BatchMaterial);
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, *BatchMaterial);
FMeshPassProcessorRenderState DrawRenderState;
DrawRenderState.SetViewUniformBuffer(ViewUniformBuffer);
DrawRenderState.SetPassUniformBuffer(PassUniformBuffer);
FDebugViewModeInterface::FRenderState InterfaceRenderState;
DebugViewModeInterface->SetDrawRenderState(Material->GetBlendMode(), InterfaceRenderState);
DrawRenderState.SetBlendState(InterfaceRenderState.BlendState);
DrawRenderState.SetDepthStencilState(InterfaceRenderState.DepthStencilState);
FDebugViewModeShaderElementData ShaderElementData(
*MaterialRenderProxy,
*Material,
DebugViewMode,
ViewIfDynamicMeshCommand->ViewMatrices.GetViewOrigin(),
MeshBatch.VisualizeLODIndex,
ViewModeParam,
ViewModeParamName);
// Shadermap can be null while shaders are compiling.
if (DebugViewModeInterface->bNeedsInstructionCount && BatchMaterial->GetRenderingThreadShaderMap())
{
UpdateInstructionCount(ShaderElementData, BatchMaterial, VertexFactoryType);
}
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, true);
const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(DebugViewModePassShaders.VertexShader, DebugViewModePassShaders.PixelShader);
BuildMeshDrawCommands(
MeshBatch,
BatchElementMask,
PrimitiveSceneProxy,
*MaterialRenderProxy,
*Material,
DrawRenderState,
DebugViewModePassShaders,
MeshFillMode,
MeshCullMode,
SortKey,
EMeshPassFeatures::Default,
ShaderElementData);
}
void FDebugViewModeMeshProcessor::UpdateInstructionCount(FDebugViewModeShaderElementData& OutShaderElementData, const FMaterial* InBatchMaterial, FVertexFactoryType* InVertexFactoryType)
{
check(InBatchMaterial && InVertexFactoryType);
const bool bDeferred = !IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(InBatchMaterial->GetFeatureLevel()));
const bool bLit = InBatchMaterial->GetShadingModels().IsLit();
OutShaderElementData.NumVSInstructions = InBatchMaterial->GetShader<TBasePassVS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>, false>>(InVertexFactoryType)->GetNumInstructions();
OutShaderElementData.NumPSInstructions = InBatchMaterial->GetShader<TBasePassPS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>, false>>(InVertexFactoryType)->GetNumInstructions();
if (!bDeferred)
{
// Those numbers are taken from a simple material where common inputs are bound to vector parameters (to prevent constant optimizations).
OutShaderElementData.NumVSInstructions -= GShaderComplexityBaselineForwardVS - GShaderComplexityBaselineDeferredVS;
OutShaderElementData.NumPSInstructions -= bLit ? (GShaderComplexityBaselineForwardPS - GShaderComplexityBaselineDeferredPS) : (GShaderComplexityBaselineForwardUnlitPS - GShaderComplexityBaselineDeferredUnlitPS);
}
OutShaderElementData.NumVSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumVSInstructions);
OutShaderElementData.NumPSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumPSInstructions);
}
FMeshPassProcessor* CreateDebugViewModePassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
{
const ERHIFeatureLevel::Type FeatureLevel = Scene ? Scene->GetFeatureLevel() : (InViewIfDynamicMeshCommand ? InViewIfDynamicMeshCommand->GetFeatureLevel() : GMaxRHIFeatureLevel);
return new(FMemStack::Get()) FDebugViewModeMeshProcessor(Scene, FeatureLevel, InViewIfDynamicMeshCommand, nullptr, false, InDrawListContext);
}
FRegisterPassProcessorCreateFunction RegisterDebugViewModePass(&CreateDebugViewModePassProcessor, EShadingPath::Deferred, EMeshPass::DebugViewMode, EMeshPassFlags::MainView);
void InitDebugViewModeInterfaces()
{
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexity, new FComplexityAccumulateInterface(true, false));
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexityContainedQuadOverhead, new FComplexityAccumulateInterface(true, false));
FDebugViewModeInterface::SetInterface(DVSM_ShaderComplexityBleedingQuadOverhead, new FComplexityAccumulateInterface(true, true));
FDebugViewModeInterface::SetInterface(DVSM_QuadComplexity, new FComplexityAccumulateInterface(false, false));
FDebugViewModeInterface::SetInterface(DVSM_PrimitiveDistanceAccuracy, new FPrimitiveDistanceAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_MeshUVDensityAccuracy, new FMeshTexCoordSizeAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_MaterialTextureScaleAccuracy, new FMaterialTexCoordScaleAccuracyInterface());
FDebugViewModeInterface::SetInterface(DVSM_OutputMaterialTextureScales, new FOutputMaterialTexCoordScaleInterface());
FDebugViewModeInterface::SetInterface(DVSM_RequiredTextureResolution, new FRequiredTextureResolutionInterface());
}
#else // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bool FDeferredShadingSceneRenderer::RenderDebugViewMode(FRHICommandListImmediate& RHICmdList)
{
return false;
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)