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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3134663 on 2016/09/21 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes. #jira UE-34347 Change 3142292 on 2016/09/27 by Rolando.Caloca DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error #jira UE-31438 Change 3143557 on 2016/09/28 by Rolando.Caloca DR - Back out changelist 3142292 Change 3145354 on 2016/09/29 by Benjamin.Hyder Updating Tm-ContactShadows Change 3154832 on 2016/10/07 by Rolando.Caloca DR - vk - Fix crash on framebuffers with missing textures Change 3154838 on 2016/10/07 by Rolando.Caloca DR - vk - Enable clip distance Change 3154840 on 2016/10/07 by Rolando.Caloca DR - Remove branch per codereview Change 3155118 on 2016/10/07 by Rolando.Caloca DR - vk - Compute pipeline fixes Change 3155129 on 2016/10/07 by Rolando.Caloca DR - Added draw events for reflection captures Change 3155167 on 2016/10/07 by Rolando.Caloca DR - Use shader clear for platforms that can't use viewport or scissor Change 3155168 on 2016/10/07 by Rolando.Caloca DR - vk - Added submit gpu - Some fixes for Geometry and Compute Change 3155595 on 2016/10/07 by Rolando.Caloca DR - vk - Use new render pass system Change 3155720 on 2016/10/07 by Rolando.Caloca DR - vk - static analysis fix Change 3155732 on 2016/10/07 by Rolando.Caloca DR - Fix clears for platforms that can't use viewports, excluderects or scissor on clear Change 3156787 on 2016/10/10 by Rolando.Caloca DR - Fix mem leaks Change 3156805 on 2016/10/10 by Rolando.Caloca DR - Improve check msg per licensee Change 3156815 on 2016/10/10 by Rolando.Caloca DR - Fix infinite recursion Change 3157041 on 2016/10/10 by Rolando.Caloca DR - vk - Fix key access from multiple threads Change 3158253 on 2016/10/11 by Rolando.Caloca DR - Fix comment #jira UE-37128 PR #2852 Change 3158606 on 2016/10/11 by Rolando.Caloca DR - vk - Accessors Change 3160418 on 2016/10/12 by Daniel.Wright Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser Change 3160644 on 2016/10/12 by Arne.Schober DR - [UE-32613] - OpenGL used to have custom code in the compiler to modify the source so that the same data and matricies can be used as DirectX, unfortunately that causes precission problem. Fortunately there is an extension available (glClipControl) which enables DirectX behaviour in OpenGL and it is widely supported. We only tested Linux and Windows and therfore only default enable on those platforms. Change 3161219 on 2016/10/13 by Luke.Thatcher [RENDERING] [!] Fix incorrect shader used in GPU Benchmark causing crash in OpenGL. Change 3161838 on 2016/10/13 by Daniel.Wright Fixed level getting added to the dirty list twice when legacy lightmaps are present Change3161884on 2016/10/13 by Arne.Schober DR - Fix Mac and DCC build Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3162491 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3162397: More fixed type-casting on material attributes. Swapped compiler::forcecast booleans to flags (and fixed a regression). Change 3163266 on 2016/10/14 by Daniel.Wright Fixed sublevels with legacy lighting data being added to the dirty packages list redundantly Change 3163524 on 2016/10/14 by Mark.Satterthwaite Bring over specific changes from Unicorn branch that increases the size of shader optional data so that it is considerably more useful. Change 3163529 on 2016/10/14 by Mark.Satterthwaite Move the Metal shader source code and compilation path into the newly enlarged shader optional data. Change3163553on 2016/10/14 by Mark.Satterthwaite Speculative fix for FORT-31590 also seen by a licensee - the Metal command buffer handler will be called from a dispatch queue thread that won't be registered with the stats system. #jira FORT-31590 Change 3163562 on 2016/10/14 by Mark.Satterthwaite Tidy up and extend the Metal debugging options: - Added rhi.Metal.BufferScribble which when enabled will fill freed buffer regions with 0xCD to help identify any areas where we are writing to a buffer while it is still being processed on the GPU. - Added rhi.Metal.BufferZeroFill which will zero-fill newly allocated buffer regions before any other data is read/written. Useful for catching cases where we might be reading uninitialised memory. - Added rhi.Metal.ResourcePurgeOnDelete which will purge the backing store of resources prior to releasing them back to the system or the respective pool. This will make any use-after-free conditions much more likely. - Added rhi.Metal.ResourceDeferDeleteNumFrames to defer releasing resources to the system or the resource pool by the specified number of frames (in addition to the current policy of waiting for the current end of frame & command-buffer completion). Useful for tracking down resource lifetime errors. - Fixed a number of bugs related to the modifications to vertex stream handling and addition of the SetShaderBytes API. - Track the start & end of FRingBuffer ranges - it appeared that the ring-buffer usage was invalid but it was in fact only my assumptions about the range that needed to be scribbled for rhi.Metal.BufferScribble. There is still the possibility that command-buffers that are implicitly parallelised by the driver may cause the ring-buffer range tracking to go awry - but with our data dependencies and the separation of the async. compute context I don't believe this is likely. - Fix up the "nometalv2" flag so that we can disable the features only available on iOS/tvOS-10/macOS-10.12 on newer devices to save having to reboot all the time. - Fixed the flickering geometry when enabling rhi.Metal.RuntimeDebugLevel=4 which breaks render passes into separate command-buffers - the occlusion query was waiting on the wrong command buffer in this case. Change 3163752 on 2016/10/14 by Mark.Satterthwaite Add missing parenthesis to fix compile error on iOS. Change 3164151 on 2016/10/16 by Benjamin.Hyder Submitting TM-AutoLOD level to QAGame #jira UE-29618 Change 3164190 on 2016/10/16 by Uriel.Doyon Materials now hold texture streaming data in the form of (UV scale X UV channel) for each texture. This data can be disabled through "r.Streaming.UseMaterialData" Defined a common framework in MeshComponent for texture streaming, used by both StaticMeshes and SkeletalMeshes. Simplified component interface for using the texture streaming build framework. Removed intermediate texture streaming build data from the static mesh components. Fixed shader compilation errors with the decals (from merge with main). Change 3164636 on 2016/10/17 by Rolando.Caloca DR - vk - Fix validation spam Change 3164679 on 2016/10/17 by Arne.Schober DR - [OR-28457] Part1, Scene View Refactoring - Removed Previous VewMatrices from SceneInfo and pass in Previous and Current ViewMatrices into Uniform Buffer creation to uniform UseCase for Shadows and CustomDepth, Fixed a Bug in Shadows with help of Daniel where the SceneView was copied unnecessary copied again. Also simplified the code in that area. Change 3164705 on 2016/10/17 by Daniel.Wright When new levels are loaded, only the Indirect Lighting Cache Allocations intersecting the level's light probes are updated to minimize hitches. This optimization requires a lighting build to compute PrecomputedLightVolume bounds. Change 3164834 on 2016/10/17 by Daniel.Wright Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear) Change 3164870 on 2016/10/17 by Arne.Schober DR - [OR-28457] Part2, Custom Depth Jitter - Allowed to overwite the viewconstant buffer in the custom depth pass. There ia also a new Project Setting available. The default constructor of the ContextDataType has been explicitly deleted to enforce compile errors when the templated code like the StaticMeshDrawList accidently tries to create a context without ViewUniformBuffer. Change 3164949 on 2016/10/17 by Rolando.Caloca DR - vk - First version of pooled occlusion queries Change 3165100 on 2016/10/17 by Rolando.Caloca DR - vk - Added driver version for Nvidia. AMD doesn't have one yet. Change 3165160 on 2016/10/17 by Rolando.Caloca DR - vk - Fix for queries not ready Change 3165230 on 2016/10/17 by Rolando.Caloca DR - vk - More fixes for occlusion queries Change 3165839 on 2016/10/18 by Rolando.Caloca DR - hlslcc - Fix default parameters getting wrong values Change 3166029 on 2016/10/18 by Rolando.Caloca DR - Switch some clears to DrawClearQuad() Change 3166066 on 2016/10/18 by Mark.Satterthwaite Update ShaderVersion due to CL #3163524 Change 3166067 on 2016/10/18 by Mark.Satterthwaite Update Mac hlslcc for RCO's 3165839. Change 3166370 on 2016/10/18 by Brian.Karis Improved hair AA Change 3166389 on 2016/10/18 by Uriel.Doyon Fixed lightmap having bigger resolutions than the engine can handle #jira UE-34737 #review-3166193 @daniel.wright Change 3166495 on 2016/10/18 by Rolando.Caloca DR - vk - Fix occlusion queries Change 3166516 on 2016/10/18 by Arne.Schober DR - Fix shaderbuild issue Change 3166650 on 2016/10/18 by Rolando.Caloca DR - vk - Enable GRHISupportsFirstInstance Change 3166799 on 2016/10/18 by Arne.Schober DR - [OR-28508] - The velocity Rendering pass was missing the adjustment for the PDO Change 3167855 on 2016/10/19 by Rolando.Caloca DR - vk - Implemented texture streaming Change 3168365 on 2016/10/19 by Rolando.Caloca DR - Fix static analysis Change 3168405 on 2016/10/19 by Mark.Satterthwaite Fix the optional shader data changes from Unicorn to prevent FindOptionalData from erronesouly testing against the trailing optional data size, which can match the tag for optional data entries if you are unlucky. #jira UE-37489 Change 3169467 on 2016/10/20 by Arne.Schober DR - UE-28039 - Fixed flickering cached shadows on dynamic objects: Adding preshadows whose depths are cached so that GatherDynamicMeshElements will still happen, which is necessary for preshadow receiver stenciling. Change 3169478 on 2016/10/20 by Arne.Schober DR - UE-28039 - missing comment Change 3169845 on 2016/10/20 by Arne.Schober DR - UE-35937 - readd Merged out check Change 3169859 on 2016/10/20 by Rolando.Caloca DR - vk - Stop popping up dialog on every run as the device name in the API doesn't match our driver database [CL 3170066 by Marcus Wassmer in Main branch]
2547 lines
99 KiB
C++
2547 lines
99 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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SceneRenderTargets.cpp: Scene render target implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "SceneFilterRendering.h"
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#include "ReflectionEnvironment.h"
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#include "LightPropagationVolume.h"
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#include "SceneUtils.h"
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#include "HdrCustomResolveShaders.h"
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#include "Public/LightPropagationVolumeBlendable.h"
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#include "Engine/EngineTypes.h"
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#include "WideCustomResolveShaders.h"
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#include "ClearQuad.h"
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IMPLEMENT_UNIFORM_BUFFER_STRUCT(FGBufferResourceStruct,TEXT("GBuffers"));
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static TAutoConsoleVariable<int32> CVarBasePassOutputsVelocityDebug(
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TEXT("r.BasePassOutputsVelocityDebug"),
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0,
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TEXT("Debug settings for Base Pass outputting velocity.\n")
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TEXT("0 - Regular rendering\n")
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TEXT("1 - Skip setting GBufferVelocity RT\n")
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TEXT("2 - Set Color Mask 0 for GBufferVelocity RT"),
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ECVF_RenderThreadSafe);
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static TAutoConsoleVariable<int32> CVarRSMResolution(
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TEXT("r.LPV.RSMResolution"),
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360,
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TEXT("Reflective Shadow Map resolution (used for LPV) - higher values result in less aliasing artifacts, at the cost of performance"),
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ECVF_Scalability | ECVF_RenderThreadSafe);
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static int32 GBasePassOutputsVelocityDebug = 0;
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/*-----------------------------------------------------------------------------
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FSceneRenderTargets
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-----------------------------------------------------------------------------*/
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int32 GDownsampledOcclusionQueries = 0;
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static FAutoConsoleVariableRef CVarDownsampledOcclusionQueries(
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TEXT("r.DownsampledOcclusionQueries"),
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GDownsampledOcclusionQueries,
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TEXT("Whether to issue occlusion queries to a downsampled depth buffer"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarSceneTargetsResizingMethod(
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TEXT("r.SceneRenderTargetResizeMethod"),
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0,
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TEXT("Control the scene render target resize method:\n")
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TEXT("(This value is only used in game mode and on windowing platforms.)\n")
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TEXT("0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)\n")
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TEXT("1: Fixed to screen resolution.\n")
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TEXT("2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarCustomDepth(
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TEXT("r.CustomDepth"),
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1,
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TEXT("0: feature is disabled\n")
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TEXT("1: feature is enabled, texture is created on demand\n")
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TEXT("2: feature is enabled, texture is not released until required (should be the project setting if the feature should not stall)\n")
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TEXT("3: feature is enabled, stencil writes are enabled, texture is not released until required (should be the project setting if the feature should not stall)"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarMSAACount(
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TEXT("r.MSAACount"),
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4,
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TEXT("Number of MSAA samples to use with the forward renderer. Only used when MSAA is enabled in the rendering project settings.\n")
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TEXT("1: Use Temporal AA (MSAA disabled)\n")
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TEXT("2: Use 2x MSAA (Temporal AA disabled)\n")
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TEXT("4: Use 4x MSAA (Temporal AA disabled)"),
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ECVF_RenderThreadSafe | ECVF_Scalability
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);
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static TAutoConsoleVariable<int32> CVarWideCustomResolve(
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TEXT("r.WideCustomResolve"),
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0,
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TEXT("Use a wide custom resolve filter when MSAA is enabled")
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TEXT("0: Disabled [hardware box filter]")
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TEXT("1: Wide (r=1.25, 12 samples)")
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TEXT("2: Wider (r=1.4, 16 samples)")
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TEXT("3: Widest (r=1.5, 20 samples)"),
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ECVF_RenderThreadSafe | ECVF_Scalability
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);
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static TAutoConsoleVariable<int32> CVarMobileMSAA(
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TEXT("r.MobileMSAA"),
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0,
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TEXT("Use MSAA instead of Temporal AA on mobile:\n")
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TEXT("1: Use Temporal AA (MSAA disabled)\n")
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TEXT("2: Use 2x MSAA (Temporal AA disabled)\n")
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TEXT("4: Use 4x MSAA (Temporal AA disabled)\n")
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TEXT("8: Use 8x MSAA (Temporal AA disabled)"),
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ECVF_RenderThreadSafe
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);
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static TAutoConsoleVariable<int32> CVarGBufferFormat(
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TEXT("r.GBufferFormat"),
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1,
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TEXT("Defines the memory layout used for the GBuffer.\n")
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TEXT("(affects performance, mostly through bandwidth, quality of normals and material attributes).\n")
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TEXT(" 0: lower precision (8bit per component, for profiling)\n")
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TEXT(" 1: low precision (default)\n")
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TEXT(" 3: high precision normals encoding\n")
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TEXT(" 5: high precision"),
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ECVF_RenderThreadSafe);
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/** The global render targets used for scene rendering. */
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static TGlobalResource<FSceneRenderTargets> SceneRenderTargetsSingleton;
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FSceneRenderTargets& FSceneRenderTargets::Get(FRHICommandList& RHICmdList)
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{
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FSceneRenderTargets* SceneContext = (FSceneRenderTargets*)RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets);
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if (!SceneContext)
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{
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return SceneRenderTargetsSingleton;
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}
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check(!RHICmdList.IsImmediate());
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return *SceneContext;
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}
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FSceneRenderTargets& FSceneRenderTargets::Get(FRHICommandListImmediate& RHICmdList)
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{
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check(IsInRenderingThread() && !RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets)
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&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
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return SceneRenderTargetsSingleton;
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}
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FSceneRenderTargets& FSceneRenderTargets::Get(FRHIAsyncComputeCommandListImmediate& RHICmdList)
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{
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check(IsInRenderingThread() && !RHICmdList.GetRenderThreadContext(FRHICommandListBase::ERenderThreadContext::SceneRenderTargets)
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&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
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return SceneRenderTargetsSingleton;
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}
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FSceneRenderTargets& FSceneRenderTargets::Get_Todo_PassContext()
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{
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check(IsInRenderingThread()
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&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RenderThread_Local)); // if we are processing tasks on the local queue, it is assumed this are in support of async tasks, which cannot use the current state of the render targets. This can be relaxed if needed.
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return SceneRenderTargetsSingleton;
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}
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FSceneRenderTargets& FSceneRenderTargets::Get_FrameConstantsOnly()
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{
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return SceneRenderTargetsSingleton;
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}
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FSceneRenderTargets* FSceneRenderTargets::CreateSnapshot(const FViewInfo& InView)
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderTargets_CreateSnapshot);
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check(IsInRenderingThread() && FMemStack::Get().GetNumMarks() == 1); // we do not want this popped before the end of the scene and it better be the scene allocator
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FSceneRenderTargets* NewSnapshot = new (FMemStack::Get()) FSceneRenderTargets(InView, *this);
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check(NewSnapshot->bSnapshot);
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Snapshots.Add(NewSnapshot);
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return NewSnapshot;
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}
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void FSceneRenderTargets::SetSnapshotOnCmdList(FRHICommandList& TargetCmdList)
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{
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check(bSnapshot);
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TargetCmdList.SetRenderThreadContext(this, FRHICommandListBase::ERenderThreadContext::SceneRenderTargets);
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}
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void FSceneRenderTargets::DestroyAllSnapshots()
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{
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if (Snapshots.Num())
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FSceneRenderTargets_DestroyAllSnapshots);
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check(IsInRenderingThread());
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for (auto Snapshot : Snapshots)
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{
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Snapshot->~FSceneRenderTargets();
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}
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Snapshots.Reset();
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GRenderTargetPool.DestructSnapshots();
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}
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}
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template <size_t N>
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static void SnapshotArray(TRefCountPtr<IPooledRenderTarget> (&Dest)[N], const TRefCountPtr<IPooledRenderTarget> (&Src)[N])
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{
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for (int32 Index = 0; Index < N; Index++)
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{
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Dest[Index] = GRenderTargetPool.MakeSnapshot(Src[Index]);
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}
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}
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FSceneRenderTargets::FSceneRenderTargets(const FViewInfo& View, const FSceneRenderTargets& SnapshotSource)
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: LightAttenuation(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightAttenuation))
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, LightAccumulation(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightAccumulation))
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, DirectionalOcclusion(GRenderTargetPool.MakeSnapshot(SnapshotSource.DirectionalOcclusion))
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, SceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.SceneDepthZ))
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, LightingChannels(GRenderTargetPool.MakeSnapshot(SnapshotSource.LightingChannels))
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, SceneAlphaCopy(GRenderTargetPool.MakeSnapshot(SnapshotSource.SceneAlphaCopy))
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, AuxiliarySceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.AuxiliarySceneDepthZ))
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, SmallDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.SmallDepthZ))
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, GBufferA(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferA))
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, GBufferB(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferB))
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, GBufferC(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferC))
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, GBufferD(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferD))
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, GBufferE(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferE))
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, GBufferVelocity(GRenderTargetPool.MakeSnapshot(SnapshotSource.GBufferVelocity))
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, DBufferA(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferA))
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, DBufferB(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferB))
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, DBufferC(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferC))
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, DBufferMask(GRenderTargetPool.MakeSnapshot(SnapshotSource.DBufferMask))
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, ScreenSpaceAO(GRenderTargetPool.MakeSnapshot(SnapshotSource.ScreenSpaceAO))
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, QuadOverdrawBuffer(GRenderTargetPool.MakeSnapshot(SnapshotSource.QuadOverdrawBuffer))
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, CustomDepth(GRenderTargetPool.MakeSnapshot(SnapshotSource.CustomDepth))
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, CustomStencilSRV(SnapshotSource.CustomStencilSRV)
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, SkySHIrradianceMap(GRenderTargetPool.MakeSnapshot(SnapshotSource.SkySHIrradianceMap))
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, MobileMultiViewSceneColor(GRenderTargetPool.MakeSnapshot(SnapshotSource.MobileMultiViewSceneColor))
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, MobileMultiViewSceneDepthZ(GRenderTargetPool.MakeSnapshot(SnapshotSource.MobileMultiViewSceneDepthZ))
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, EditorPrimitivesColor(GRenderTargetPool.MakeSnapshot(SnapshotSource.EditorPrimitivesColor))
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, EditorPrimitivesDepth(GRenderTargetPool.MakeSnapshot(SnapshotSource.EditorPrimitivesDepth))
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, SeparateTranslucencyRT(SnapshotSource.SeparateTranslucencyRT)
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, SeparateTranslucencyDepthRT(SnapshotSource.SeparateTranslucencyDepthRT)
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, bScreenSpaceAOIsValid(SnapshotSource.bScreenSpaceAOIsValid)
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, bCustomDepthIsValid(SnapshotSource.bCustomDepthIsValid)
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, GBufferRefCount(SnapshotSource.GBufferRefCount)
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, LargestDesiredSizeThisFrame(SnapshotSource.LargestDesiredSizeThisFrame)
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, LargestDesiredSizeLastFrame(SnapshotSource.LargestDesiredSizeLastFrame)
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, ThisFrameNumber(SnapshotSource.ThisFrameNumber)
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, bVelocityPass(SnapshotSource.bVelocityPass)
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, bSeparateTranslucencyPass(SnapshotSource.bSeparateTranslucencyPass)
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, GBufferResourcesUniformBuffer(SnapshotSource.GBufferResourcesUniformBuffer)
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, BufferSize(SnapshotSource.BufferSize)
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, SeparateTranslucencyBufferSize(SnapshotSource.SeparateTranslucencyBufferSize)
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, SeparateTranslucencyScale(SnapshotSource.SeparateTranslucencyScale)
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, SmallColorDepthDownsampleFactor(SnapshotSource.SmallColorDepthDownsampleFactor)
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, bLightAttenuationEnabled(SnapshotSource.bLightAttenuationEnabled)
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, bUseDownsizedOcclusionQueries(SnapshotSource.bUseDownsizedOcclusionQueries)
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, CurrentGBufferFormat(SnapshotSource.CurrentGBufferFormat)
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, CurrentSceneColorFormat(SnapshotSource.CurrentSceneColorFormat)
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, bAllowStaticLighting(SnapshotSource.bAllowStaticLighting)
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, CurrentMaxShadowResolution(SnapshotSource.CurrentMaxShadowResolution)
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, CurrentRSMResolution(SnapshotSource.CurrentRSMResolution)
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, CurrentTranslucencyLightingVolumeDim(SnapshotSource.CurrentTranslucencyLightingVolumeDim)
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, CurrentMobile32bpp(SnapshotSource.CurrentMobile32bpp)
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, CurrentMSAACount(SnapshotSource.CurrentMSAACount)
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, CurrentMinShadowResolution(SnapshotSource.CurrentMinShadowResolution)
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, bCurrentLightPropagationVolume(SnapshotSource.bCurrentLightPropagationVolume)
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, CurrentFeatureLevel(SnapshotSource.CurrentFeatureLevel)
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, CurrentShadingPath(SnapshotSource.CurrentShadingPath)
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, bAllocateVelocityGBuffer(SnapshotSource.bAllocateVelocityGBuffer)
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, bGBuffersFastCleared(SnapshotSource.bGBuffersFastCleared)
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, bSceneDepthCleared(SnapshotSource.bSceneDepthCleared)
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, bSnapshot(true)
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, QuadOverdrawIndex(SnapshotSource.QuadOverdrawIndex)
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|
{
|
|
SnapshotArray(SceneColor, SnapshotSource.SceneColor);
|
|
SnapshotArray(ReflectionColorScratchCubemap, SnapshotSource.ReflectionColorScratchCubemap);
|
|
SnapshotArray(DiffuseIrradianceScratchCubemap, SnapshotSource.DiffuseIrradianceScratchCubemap);
|
|
SnapshotArray(TranslucencyLightingVolumeAmbient, SnapshotSource.TranslucencyLightingVolumeAmbient);
|
|
SnapshotArray(TranslucencyLightingVolumeDirectional, SnapshotSource.TranslucencyLightingVolumeDirectional);
|
|
SnapshotArray(OptionalShadowDepthColor, SnapshotSource.OptionalShadowDepthColor);
|
|
}
|
|
|
|
inline const TCHAR* GetSceneColorTargetName(EShadingPath ShadingPath)
|
|
{
|
|
const TCHAR* SceneColorNames[(uint32)EShadingPath::Num] =
|
|
{
|
|
TEXT("SceneColorMobile"),
|
|
TEXT("SceneColorDeferred")
|
|
};
|
|
check((uint32)ShadingPath < ARRAY_COUNT(SceneColorNames));
|
|
return SceneColorNames[(uint32)ShadingPath];
|
|
}
|
|
|
|
FIntPoint FSceneRenderTargets::ComputeDesiredSize(const FSceneViewFamily& ViewFamily)
|
|
{
|
|
enum ESizingMethods { RequestedSize, ScreenRes, Grow, VisibleSizingMethodsCount };
|
|
ESizingMethods SceneTargetsSizingMethod = Grow;
|
|
|
|
bool bIsSceneCapture = false;
|
|
bool bIsReflectionCapture = false;
|
|
|
|
for (int32 ViewIndex = 0, ViewCount = ViewFamily.Views.Num(); ViewIndex < ViewCount; ++ViewIndex)
|
|
{
|
|
const FSceneView* View = ViewFamily.Views[ViewIndex];
|
|
|
|
bIsSceneCapture |= View->bIsSceneCapture;
|
|
bIsReflectionCapture |= View->bIsReflectionCapture;
|
|
}
|
|
|
|
if(!FPlatformProperties::SupportsWindowedMode())
|
|
{
|
|
// Force ScreenRes on non windowed platforms.
|
|
SceneTargetsSizingMethod = RequestedSize;
|
|
}
|
|
else if (GIsEditor)
|
|
{
|
|
// Always grow scene render targets in the editor.
|
|
SceneTargetsSizingMethod = Grow;
|
|
}
|
|
else
|
|
{
|
|
// Otherwise use the setting specified by the console variable.
|
|
SceneTargetsSizingMethod = (ESizingMethods) FMath::Clamp(CVarSceneTargetsResizingMethod.GetValueOnRenderThread(), 0, (int32)VisibleSizingMethodsCount);
|
|
}
|
|
|
|
FIntPoint DesiredBufferSize = FIntPoint::ZeroValue;
|
|
|
|
switch (SceneTargetsSizingMethod)
|
|
{
|
|
case RequestedSize:
|
|
DesiredBufferSize = FIntPoint(ViewFamily.FamilySizeX, ViewFamily.FamilySizeY);
|
|
break;
|
|
|
|
case ScreenRes:
|
|
DesiredBufferSize = FIntPoint(GSystemResolution.ResX, GSystemResolution.ResY);
|
|
break;
|
|
|
|
case Grow:
|
|
DesiredBufferSize = FIntPoint(FMath::Max((uint32)GetBufferSizeXY().X, ViewFamily.FamilySizeX),
|
|
FMath::Max((uint32)GetBufferSizeXY().Y, ViewFamily.FamilySizeY));
|
|
break;
|
|
|
|
default:
|
|
checkNoEntry();
|
|
}
|
|
|
|
|
|
// we want to shrink the buffer but as we can have multiple scenecaptures per frame we have to delay that a frame to get all size requests
|
|
{
|
|
// this allows The BufferSize to not grow below the SceneCapture requests (happen before scene rendering, in the same frame with a Grow request)
|
|
LargestDesiredSizeThisFrame = LargestDesiredSizeThisFrame.ComponentMax(DesiredBufferSize);
|
|
|
|
uint32 FrameNumber = ViewFamily.FrameNumber;
|
|
|
|
// this could be refined to be some time or multiple frame if we have SceneCaptures not running each frame any more
|
|
if(ThisFrameNumber != FrameNumber)
|
|
{
|
|
// this allows the BufferSize to shrink each frame (in game)
|
|
ThisFrameNumber = FrameNumber;
|
|
LargestDesiredSizeLastFrame = LargestDesiredSizeThisFrame;
|
|
LargestDesiredSizeThisFrame = FIntPoint(0, 0);
|
|
}
|
|
|
|
DesiredBufferSize = DesiredBufferSize.ComponentMax(LargestDesiredSizeLastFrame);
|
|
}
|
|
|
|
return DesiredBufferSize;
|
|
}
|
|
|
|
inline uint16 GetNumSceneColorMSAASamples(ERHIFeatureLevel::Type InFeatureLevel)
|
|
{
|
|
uint16 NumSamples = 1;
|
|
|
|
if (InFeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
static IConsoleVariable* CVarDefaultAntiAliasing = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DefaultFeature.AntiAliasing"));
|
|
EAntiAliasingMethod Method = (EAntiAliasingMethod)CVarDefaultAntiAliasing->GetInt();
|
|
|
|
if (IsForwardShadingEnabled(InFeatureLevel) && Method == AAM_MSAA)
|
|
{
|
|
NumSamples = CVarMSAACount.GetValueOnRenderThread();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NumSamples = CVarMobileMSAA.GetValueOnRenderThread();
|
|
}
|
|
|
|
if (NumSamples != 1 && NumSamples != 2 && NumSamples != 4 && NumSamples != 8)
|
|
{
|
|
NumSamples = 1;
|
|
}
|
|
|
|
if (NumSamples > 1 && !RHISupportsMSAA(GShaderPlatformForFeatureLevel[InFeatureLevel]))
|
|
{
|
|
NumSamples = 1;
|
|
|
|
static bool bWarned = false;
|
|
|
|
if (!bWarned)
|
|
{
|
|
bWarned = true;
|
|
UE_LOG(LogRenderer, Log, TEXT("MSAA requested but the platform doesn't support MSAA, falling back to Temporal AA"));
|
|
}
|
|
}
|
|
|
|
return NumSamples;
|
|
}
|
|
|
|
void FSceneRenderTargets::Allocate(FRHICommandList& RHICmdList, const FSceneViewFamily& ViewFamily)
|
|
{
|
|
check(IsInRenderingThread());
|
|
// ViewFamily setup wasn't complete
|
|
check(ViewFamily.FrameNumber != UINT_MAX);
|
|
|
|
// If feature level has changed, release all previously allocated targets to the pool. If feature level has changed but
|
|
const auto NewFeatureLevel = ViewFamily.Scene->GetFeatureLevel();
|
|
CurrentShadingPath = ViewFamily.Scene->GetShadingPath();
|
|
|
|
FIntPoint DesiredBufferSize = ComputeDesiredSize(ViewFamily);
|
|
check(DesiredBufferSize.X > 0 && DesiredBufferSize.Y > 0);
|
|
QuantizeBufferSize(DesiredBufferSize.X, DesiredBufferSize.Y);
|
|
|
|
int GBufferFormat = CVarGBufferFormat.GetValueOnRenderThread();
|
|
|
|
int SceneColorFormat;
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SceneColorFormat"));
|
|
|
|
SceneColorFormat = CVar->GetValueOnRenderThread();
|
|
}
|
|
|
|
bool bNewAllowStaticLighting;
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
|
|
|
|
bNewAllowStaticLighting = CVar->GetValueOnRenderThread() != 0;
|
|
}
|
|
|
|
bool bDownsampledOcclusionQueries = GDownsampledOcclusionQueries != 0;
|
|
|
|
int32 MaxShadowResolution = GetCachedScalabilityCVars().MaxShadowResolution;
|
|
|
|
int32 RSMResolution = FMath::Clamp(CVarRSMResolution.GetValueOnRenderThread(), 1, 2048);
|
|
|
|
if (ViewFamily.Scene->GetShadingPath() == EShadingPath::Mobile)
|
|
{
|
|
// ensure there is always enough space for mobile renderer's tiled shadow maps
|
|
// by reducing the shadow map resolution.
|
|
int32 MaxShadowDepthBufferDim = FMath::Max(GMaxShadowDepthBufferSizeX, GMaxShadowDepthBufferSizeY);
|
|
if (MaxShadowResolution * 2 > MaxShadowDepthBufferDim)
|
|
{
|
|
MaxShadowResolution = MaxShadowDepthBufferDim / 2;
|
|
}
|
|
}
|
|
|
|
int32 TranslucencyLightingVolumeDim = GTranslucencyLightingVolumeDim;
|
|
|
|
uint32 Mobile32bpp = !IsMobileHDR() || IsMobileHDR32bpp();
|
|
|
|
int32 MSAACount = GetNumSceneColorMSAASamples(NewFeatureLevel);
|
|
|
|
bool bLightPropagationVolume = UseLightPropagationVolumeRT(NewFeatureLevel);
|
|
|
|
uint32 MinShadowResolution;
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
|
|
|
|
MinShadowResolution = CVar->GetValueOnRenderThread();
|
|
}
|
|
|
|
if( (BufferSize.X != DesiredBufferSize.X) ||
|
|
(BufferSize.Y != DesiredBufferSize.Y) ||
|
|
(CurrentGBufferFormat != GBufferFormat) ||
|
|
(CurrentSceneColorFormat != SceneColorFormat) ||
|
|
(bAllowStaticLighting != bNewAllowStaticLighting) ||
|
|
(bUseDownsizedOcclusionQueries != bDownsampledOcclusionQueries) ||
|
|
(CurrentMaxShadowResolution != MaxShadowResolution) ||
|
|
(CurrentRSMResolution != RSMResolution) ||
|
|
(CurrentTranslucencyLightingVolumeDim != TranslucencyLightingVolumeDim) ||
|
|
(CurrentMobile32bpp != Mobile32bpp) ||
|
|
(CurrentMSAACount != MSAACount) ||
|
|
(bCurrentLightPropagationVolume != bLightPropagationVolume) ||
|
|
(CurrentMinShadowResolution != MinShadowResolution))
|
|
{
|
|
CurrentGBufferFormat = GBufferFormat;
|
|
CurrentSceneColorFormat = SceneColorFormat;
|
|
bAllowStaticLighting = bNewAllowStaticLighting;
|
|
bUseDownsizedOcclusionQueries = bDownsampledOcclusionQueries;
|
|
CurrentMaxShadowResolution = MaxShadowResolution;
|
|
CurrentRSMResolution = RSMResolution;
|
|
CurrentTranslucencyLightingVolumeDim = TranslucencyLightingVolumeDim;
|
|
CurrentMobile32bpp = Mobile32bpp;
|
|
CurrentMSAACount = MSAACount;
|
|
CurrentMinShadowResolution = MinShadowResolution;
|
|
bCurrentLightPropagationVolume = bLightPropagationVolume;
|
|
|
|
// Reinitialize the render targets for the given size.
|
|
SetBufferSize(DesiredBufferSize.X, DesiredBufferSize.Y);
|
|
|
|
UE_LOG(LogRenderer, Log, TEXT("Reallocating scene render targets to support %ux%u NumSamples %u (Frame:%u)."), BufferSize.X, BufferSize.Y, CurrentMSAACount, ViewFamily.FrameNumber);
|
|
|
|
UpdateRHI();
|
|
}
|
|
|
|
// Do allocation of render targets if they aren't available for the current shading path
|
|
CurrentFeatureLevel = NewFeatureLevel;
|
|
AllocateRenderTargets(RHICmdList);
|
|
}
|
|
|
|
void FSceneRenderTargets::BeginRenderingSceneColor(FRHICommandList& RHICmdList, ESimpleRenderTargetMode RenderTargetMode/*=EUninitializedColorExistingDepth*/, FExclusiveDepthStencil DepthStencilAccess, bool bTransitionWritable)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneColor);
|
|
AllocSceneColor(RHICmdList);
|
|
SetRenderTarget(RHICmdList, GetSceneColorSurface(), GetSceneDepthSurface(), RenderTargetMode, DepthStencilAccess, bTransitionWritable);
|
|
}
|
|
|
|
int32 FSceneRenderTargets::GetGBufferRenderTargets(ERenderTargetLoadAction ColorLoadAction, FRHIRenderTargetView OutRenderTargets[MaxSimultaneousRenderTargets], int32& OutVelocityRTIndex)
|
|
{
|
|
int32 MRTCount = 0;
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GetSceneColorSurface(), 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferA->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferB->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferC->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
|
|
// The velocity buffer needs to be bound before other optionnal rendertargets (when UseSelecUseSelectiveBasePassOutputs() is true).
|
|
// Otherwise there is an issue on some AMD hardware where the target does not get updated. Seems to be related to the velocity buffer format as it works fine with other targets.
|
|
if (bAllocateVelocityGBuffer)
|
|
{
|
|
OutVelocityRTIndex = MRTCount;
|
|
check(OutVelocityRTIndex == 4); // As defined in BasePassPixelShader.usf
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferVelocity->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
}
|
|
else
|
|
{
|
|
OutVelocityRTIndex = -1;
|
|
}
|
|
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferD->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
|
|
if (bAllowStaticLighting)
|
|
{
|
|
check(MRTCount == (bAllocateVelocityGBuffer ? 6 : 5)); // As defined in BasePassPixelShader.usf
|
|
OutRenderTargets[MRTCount++] = FRHIRenderTargetView(GBufferE->GetRenderTargetItem().TargetableTexture, 0, -1, ColorLoadAction, ERenderTargetStoreAction::EStore);
|
|
}
|
|
|
|
check(MRTCount <= MaxSimultaneousRenderTargets);
|
|
return MRTCount;
|
|
}
|
|
|
|
void FSceneRenderTargets::BeginRenderingGBuffer(FRHICommandList& RHICmdList, ERenderTargetLoadAction ColorLoadAction, ERenderTargetLoadAction DepthLoadAction, bool bBindQuadOverdrawBuffers, const FLinearColor& ClearColor/*=(0,0,0,1)*/)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneColor);
|
|
|
|
if (IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
|
|
{
|
|
// in this non-standard case, just render to scene color with default mode
|
|
BeginRenderingSceneColor(RHICmdList, ColorLoadAction == ERenderTargetLoadAction::EClear ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EUninitializedColorExistingDepth);
|
|
return;
|
|
}
|
|
|
|
AllocSceneColor(RHICmdList);
|
|
|
|
// Set the scene color surface as the render target, and the scene depth surface as the depth-stencil target.
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
bool bClearColor = ColorLoadAction == ERenderTargetLoadAction::EClear;
|
|
bool bClearDepth = DepthLoadAction == ERenderTargetLoadAction::EClear;
|
|
|
|
//if the desired clear color doesn't match the bound hwclear value, or there isn't one at all (editor code)
|
|
//then we need to fall back to a shader clear.
|
|
const FTextureRHIRef& SceneColorTex = GetSceneColorSurface();
|
|
bool bShaderClear = false;
|
|
if (bClearColor)
|
|
{
|
|
if (!SceneColorTex->HasClearValue() || (ClearColor != SceneColorTex->GetClearColor()))
|
|
{
|
|
ColorLoadAction = ERenderTargetLoadAction::ENoAction;
|
|
bShaderClear = true;
|
|
}
|
|
else
|
|
{
|
|
bGBuffersFastCleared = true;
|
|
}
|
|
}
|
|
|
|
int32 VelocityRTIndex;
|
|
FRHIRenderTargetView RenderTargets[MaxSimultaneousRenderTargets];
|
|
int32 MRTCount = GetGBufferRenderTargets(ColorLoadAction, RenderTargets, VelocityRTIndex);
|
|
|
|
//make sure our conditions for shader clear fallback are valid.
|
|
check(RenderTargets[0].Texture == SceneColorTex);
|
|
|
|
FRHIDepthRenderTargetView DepthView(GetSceneDepthSurface(), DepthLoadAction, ERenderTargetStoreAction::EStore);
|
|
FRHISetRenderTargetsInfo Info(MRTCount, RenderTargets, DepthView);
|
|
|
|
if (bClearDepth)
|
|
{
|
|
bSceneDepthCleared = true;
|
|
}
|
|
|
|
if (bBindQuadOverdrawBuffers && AllowDebugViewPS(DVSM_QuadComplexity, GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
|
|
{
|
|
if (QuadOverdrawBuffer.IsValid() && QuadOverdrawBuffer->GetRenderTargetItem().UAV.IsValid())
|
|
{
|
|
QuadOverdrawIndex = 7; // As defined in QuadOverdraw.usf
|
|
|
|
// Increase the rendertarget count in order to control the bound slot of the UAV.
|
|
check(Info.NumColorRenderTargets <= QuadOverdrawIndex);
|
|
Info.NumColorRenderTargets = QuadOverdrawIndex;
|
|
Info.UnorderedAccessView[Info.NumUAVs++] = QuadOverdrawBuffer->GetRenderTargetItem().UAV;
|
|
|
|
// Clear to default value
|
|
const uint32 ClearValue[4] = { 0, 0, 0, 0 };
|
|
RHICmdList.ClearUAV(QuadOverdrawBuffer->GetRenderTargetItem().UAV, ClearValue);
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToGfx, QuadOverdrawBuffer->GetRenderTargetItem().UAV);
|
|
}
|
|
}
|
|
|
|
// set the render target
|
|
RHICmdList.SetRenderTargetsAndClear(Info);
|
|
if (bShaderClear)
|
|
{
|
|
FLinearColor ClearColors[MaxSimultaneousRenderTargets];
|
|
FTextureRHIParamRef Textures[MaxSimultaneousRenderTargets];
|
|
ClearColors[0] = ClearColor;
|
|
Textures[0] = RenderTargets[0].Texture;
|
|
for (int32 i = 1; i < MRTCount; ++i)
|
|
{
|
|
ClearColors[i] = RenderTargets[i].Texture->GetClearColor();
|
|
Textures[i] = RenderTargets[i].Texture;
|
|
}
|
|
//depth/stencil should have been handled by the fast clear. only color for RT0 can get changed.
|
|
RHICmdList.ClearColorTextures(MRTCount, Textures, ClearColors, FIntRect());
|
|
}
|
|
|
|
//bind any clear data that won't be bound automatically by the preceding SetRenderTargetsAndClear
|
|
bool bBindClearColor = !bClearColor && bGBuffersFastCleared;
|
|
bool bBindClearDepth = !bClearDepth && bSceneDepthCleared;
|
|
RHICmdList.BindClearMRTValues(bBindClearColor, bBindClearDepth, bBindClearDepth);
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingGBuffer(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
int32 VelocityRTIndex;
|
|
FRHIRenderTargetView RenderTargets[MaxSimultaneousRenderTargets];
|
|
int32 NumMRTs = GetGBufferRenderTargets(ERenderTargetLoadAction::ELoad, RenderTargets, VelocityRTIndex);
|
|
|
|
FResolveParams ResolveParams;
|
|
for (int32 i = 0; i < NumMRTs; ++i)
|
|
{
|
|
// When the basepass outputs to the velocity buffer, don't resolve it yet if selective outputs are enabled, as it will be resolved after the velocity pass.
|
|
if (i != VelocityRTIndex || !UseSelectiveBasePassOutputs())
|
|
{
|
|
RHICmdList.CopyToResolveTarget(RenderTargets[i].Texture, RenderTargets[i].Texture, true, ResolveParams);
|
|
}
|
|
}
|
|
FTextureRHIParamRef DepthSurface = GetSceneDepthSurface();
|
|
RHICmdList.CopyToResolveTarget(DepthSurface, DepthSurface, true, ResolveParams);
|
|
|
|
QuadOverdrawIndex = INDEX_NONE;
|
|
}
|
|
|
|
int32 FSceneRenderTargets::GetNumGBufferTargets() const
|
|
{
|
|
int32 NumGBufferTargets = 1;
|
|
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4 && !IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
|
|
{
|
|
// This needs to match TBasePassPixelShaderBaseType::ModifyCompilationEnvironment()
|
|
NumGBufferTargets = bAllowStaticLighting ? 6 : 5;
|
|
|
|
if (bAllocateVelocityGBuffer)
|
|
{
|
|
++NumGBufferTargets;
|
|
}
|
|
}
|
|
return NumGBufferTargets;
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocSceneColor(FRHICommandList& RHICmdList)
|
|
{
|
|
if (GetSceneColorForCurrentShadingPath())
|
|
{
|
|
return;
|
|
}
|
|
|
|
EPixelFormat SceneColorBufferFormat = GetSceneColorFormat();
|
|
|
|
// Create the scene color.
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, SceneColorBufferFormat, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
|
|
Desc.Flags |= TexCreate_FastVRAM;
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && Desc.NumSamples == 1)
|
|
{
|
|
// GCNPerformanceTweets.pdf Tip 37: Warning: Causes additional synchronization between draw calls when using a render target allocated with this flag, use sparingly
|
|
Desc.TargetableFlags |= TexCreate_UAV;
|
|
}
|
|
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GetSceneColorForCurrentShadingPath(), GetSceneColorTargetName(CurrentShadingPath));
|
|
}
|
|
|
|
check(GetSceneColorForCurrentShadingPath());
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocMobileMultiViewSceneColor(FRHICommandList& RHICmdList)
|
|
{
|
|
if (!MobileMultiViewSceneColor)
|
|
{
|
|
const EPixelFormat SceneColorBufferFormat = GetSceneColorFormat();
|
|
const FIntPoint MultiViewBufferSize(BufferSize.X / 2, BufferSize.Y);
|
|
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(MultiViewBufferSize, SceneColorBufferFormat, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
Desc.Flags |= TexCreate_FastVRAM;
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
Desc.ArraySize = 2;
|
|
Desc.bIsArray = true;
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, MobileMultiViewSceneColor, TEXT("MobileMultiViewSceneColor"));
|
|
}
|
|
check(MobileMultiViewSceneColor);
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocMobileMultiViewDepth(FRHICommandList& RHICmdList)
|
|
{
|
|
if (!MobileMultiViewSceneDepthZ)
|
|
{
|
|
const FIntPoint MultiViewBufferSize(BufferSize.X / 2, BufferSize.Y);
|
|
|
|
// Using the result of GetDepthFormat() without stencil due to packed depth-stencil not working in array frame buffers.
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(MultiViewBufferSize, PF_D24, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
|
|
Desc.Flags |= TexCreate_FastVRAM;
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
Desc.ArraySize = 2;
|
|
Desc.bIsArray = true;
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, MobileMultiViewSceneDepthZ, TEXT("MobileMultiViewSceneDepthZ"));
|
|
}
|
|
check(MobileMultiViewSceneDepthZ);
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocLightAttenuation(FRHICommandList& RHICmdList)
|
|
{
|
|
if(LightAttenuation)
|
|
{
|
|
// no work needed
|
|
return;
|
|
}
|
|
|
|
check(IsInRenderingThread());
|
|
|
|
// Create a texture to store the resolved light attenuation values, and a render-targetable surface to hold the unresolved light attenuation values.
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding::White, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
Desc.Flags |= TexCreate_FastVRAM;
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightAttenuation, TEXT("LightAttenuation"));
|
|
}
|
|
|
|
// otherwise we have a severe problem
|
|
check(LightAttenuation);
|
|
}
|
|
|
|
void FSceneRenderTargets::ReleaseGBufferTargets()
|
|
{
|
|
GBufferResourcesUniformBuffer.SafeRelease();
|
|
GBufferA.SafeRelease();
|
|
GBufferB.SafeRelease();
|
|
GBufferC.SafeRelease();
|
|
GBufferD.SafeRelease();
|
|
GBufferE.SafeRelease();
|
|
GBufferVelocity.SafeRelease();
|
|
}
|
|
|
|
void FSceneRenderTargets::PreallocGBufferTargets(bool bShouldRenderVelocities)
|
|
{
|
|
if (GBasePassOutputsVelocityDebug == 1)
|
|
{
|
|
bAllocateVelocityGBuffer = false;
|
|
}
|
|
else
|
|
{
|
|
bAllocateVelocityGBuffer = bShouldRenderVelocities && FVelocityRendering::OutputsToGBuffer();
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::GetGBufferADesc(FPooledRenderTargetDesc& Desc) const
|
|
{
|
|
// good to see the quality loss due to precision in the gbuffer
|
|
const bool bHighPrecisionGBuffers = (CurrentGBufferFormat >= EGBufferFormat::Force16BitsPerChannel);
|
|
// good to profile the impact of non 8 bit formats
|
|
const bool bEnforce8BitPerChannel = (CurrentGBufferFormat == EGBufferFormat::Force8BitsPerChannel);
|
|
|
|
// Create the world-space normal g-buffer.
|
|
{
|
|
EPixelFormat NormalGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_A2B10G10R10;
|
|
|
|
if (bEnforce8BitPerChannel)
|
|
{
|
|
NormalGBufferFormat = PF_B8G8R8A8;
|
|
}
|
|
else if (CurrentGBufferFormat == EGBufferFormat::HighPrecisionNormals)
|
|
{
|
|
NormalGBufferFormat = PF_FloatRGBA;
|
|
}
|
|
|
|
Desc = FPooledRenderTargetDesc::Create2DDesc(BufferSize, NormalGBufferFormat, FClearValueBinding::Transparent, TexCreate_None, TexCreate_RenderTargetable, false);
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocGBufferTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
check(!IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)));
|
|
// AdjustGBufferRefCount +1 doesn't match -1 (within the same frame)
|
|
ensure(GBufferRefCount == 0);
|
|
|
|
if (GBufferA)
|
|
{
|
|
// no work needed
|
|
return;
|
|
}
|
|
|
|
// create GBuffer on demand so it can be shared with other pooled RT
|
|
|
|
// good to see the quality loss due to precision in the gbuffer
|
|
const bool bHighPrecisionGBuffers = (CurrentGBufferFormat >= EGBufferFormat::Force16BitsPerChannel);
|
|
// good to profile the impact of non 8 bit formats
|
|
const bool bEnforce8BitPerChannel = (CurrentGBufferFormat == EGBufferFormat::Force8BitsPerChannel);
|
|
|
|
// Create the world-space normal g-buffer.
|
|
{
|
|
FPooledRenderTargetDesc Desc;
|
|
GetGBufferADesc(Desc);
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferA, TEXT("GBufferA"));
|
|
}
|
|
|
|
// Create the specular color and power g-buffer.
|
|
{
|
|
const EPixelFormat SpecularGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_B8G8R8A8;
|
|
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, SpecularGBufferFormat, FClearValueBinding::Transparent, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferB, TEXT("GBufferB"));
|
|
}
|
|
|
|
// Create the diffuse color g-buffer.
|
|
{
|
|
const EPixelFormat DiffuseGBufferFormat = bHighPrecisionGBuffers ? PF_FloatRGBA : PF_B8G8R8A8;
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, DiffuseGBufferFormat, FClearValueBinding::Transparent, TexCreate_SRGB, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferC, TEXT("GBufferC"));
|
|
}
|
|
|
|
// Create the mask g-buffer (e.g. SSAO, subsurface scattering, wet surface mask, skylight mask, ...).
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding(FLinearColor(0, 1, 1, 1)), TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferD, TEXT("GBufferD"));
|
|
}
|
|
|
|
if (bAllowStaticLighting)
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_B8G8R8A8, FClearValueBinding(FLinearColor(1, 1, 1, 1)), TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, GBufferE, TEXT("GBufferE"));
|
|
}
|
|
|
|
GBasePassOutputsVelocityDebug = CVarBasePassOutputsVelocityDebug.GetValueOnRenderThread();
|
|
if (bAllocateVelocityGBuffer)
|
|
{
|
|
FPooledRenderTargetDesc VelocityRTDesc = FVelocityRendering::GetRenderTargetDesc();
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, VelocityRTDesc, GBufferVelocity, TEXT("GBufferVelocity"));
|
|
}
|
|
|
|
// otherwise we have a severe problem
|
|
check(GBufferA);
|
|
|
|
// Create the required render targets if running Highend.
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
|
|
// Allocate the Gbuffer resource uniform buffer.
|
|
const FSceneRenderTargetItem& GBufferAToUse = GBufferA ? GBufferA->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
const FSceneRenderTargetItem& GBufferBToUse = GBufferB ? GBufferB->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
const FSceneRenderTargetItem& GBufferCToUse = GBufferC ? GBufferC->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
const FSceneRenderTargetItem& GBufferDToUse = GBufferD ? GBufferD->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
const FSceneRenderTargetItem& GBufferEToUse = GBufferE ? GBufferE->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
const FSceneRenderTargetItem& GBufferVelocityToUse = GBufferVelocity ? GBufferVelocity->GetRenderTargetItem() : GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
|
|
FGBufferResourceStruct GBufferResourceStruct;
|
|
|
|
GBufferResourceStruct.GBufferATexture = GBufferAToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferBTexture = GBufferBToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferCTexture = GBufferCToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferDTexture = GBufferDToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferETexture = GBufferEToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferVelocityTexture = GBufferVelocityToUse.ShaderResourceTexture;
|
|
|
|
GBufferResourceStruct.GBufferATextureNonMS = GBufferAToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferBTextureNonMS = GBufferBToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferCTextureNonMS = GBufferCToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferDTextureNonMS = GBufferDToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferETextureNonMS = GBufferEToUse.ShaderResourceTexture;
|
|
GBufferResourceStruct.GBufferVelocityTextureNonMS = GBufferVelocityToUse.ShaderResourceTexture;
|
|
|
|
GBufferResourceStruct.GBufferATextureMS = GBufferAToUse.TargetableTexture;
|
|
GBufferResourceStruct.GBufferBTextureMS = GBufferBToUse.TargetableTexture;
|
|
GBufferResourceStruct.GBufferCTextureMS = GBufferCToUse.TargetableTexture;
|
|
GBufferResourceStruct.GBufferDTextureMS = GBufferDToUse.TargetableTexture;
|
|
GBufferResourceStruct.GBufferETextureMS = GBufferEToUse.TargetableTexture;
|
|
GBufferResourceStruct.GBufferVelocityTextureMS = GBufferVelocityToUse.TargetableTexture;
|
|
|
|
GBufferResourceStruct.GBufferATextureSampler = TStaticSamplerState<>::GetRHI();
|
|
GBufferResourceStruct.GBufferBTextureSampler = TStaticSamplerState<>::GetRHI();
|
|
GBufferResourceStruct.GBufferCTextureSampler = TStaticSamplerState<>::GetRHI();
|
|
GBufferResourceStruct.GBufferDTextureSampler = TStaticSamplerState<>::GetRHI();
|
|
GBufferResourceStruct.GBufferETextureSampler = TStaticSamplerState<>::GetRHI();
|
|
GBufferResourceStruct.GBufferVelocityTextureSampler = TStaticSamplerState<>::GetRHI();
|
|
|
|
GBufferResourcesUniformBuffer = FGBufferResourceStruct::CreateUniformBuffer(GBufferResourceStruct, UniformBuffer_SingleFrame);
|
|
}
|
|
|
|
GBufferRefCount = 1;
|
|
}
|
|
|
|
const TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSceneColor() const
|
|
{
|
|
if (!GetSceneColorForCurrentShadingPath())
|
|
{
|
|
// to avoid log/ensure spam
|
|
static bool bFirst = true;
|
|
if(bFirst)
|
|
{
|
|
bFirst = false;
|
|
|
|
// the first called should be AllocSceneColor(), contact MartinM if that happens
|
|
ensure(GetSceneColorForCurrentShadingPath());
|
|
}
|
|
|
|
return GSystemTextures.BlackDummy;
|
|
}
|
|
|
|
return GetSceneColorForCurrentShadingPath();
|
|
}
|
|
|
|
bool FSceneRenderTargets::IsSceneColorAllocated() const
|
|
{
|
|
return GetSceneColorForCurrentShadingPath() != 0;
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSceneColor()
|
|
{
|
|
if (!GetSceneColorForCurrentShadingPath())
|
|
{
|
|
// to avoid log/ensure spam
|
|
static bool bFirst = true;
|
|
if(bFirst)
|
|
{
|
|
bFirst = false;
|
|
|
|
// the first called should be AllocSceneColor(), contact MartinM if that happens
|
|
ensure(GetSceneColorForCurrentShadingPath());
|
|
}
|
|
|
|
return GSystemTextures.BlackDummy;
|
|
}
|
|
|
|
return GetSceneColorForCurrentShadingPath();
|
|
}
|
|
|
|
void FSceneRenderTargets::SetSceneColor(IPooledRenderTarget* In)
|
|
{
|
|
check(CurrentShadingPath < EShadingPath::Num);
|
|
SceneColor[(int32)CurrentShadingPath] = In;
|
|
}
|
|
|
|
void FSceneRenderTargets::SetLightAttenuation(IPooledRenderTarget* In)
|
|
{
|
|
LightAttenuation = In;
|
|
}
|
|
|
|
const TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetLightAttenuation() const
|
|
{
|
|
if(!LightAttenuation)
|
|
{
|
|
// to avoid log/ensure spam
|
|
static bool bFirst = true;
|
|
if(bFirst)
|
|
{
|
|
bFirst = false;
|
|
|
|
// First we need to call AllocLightAttenuation()
|
|
ensure(LightAttenuation);
|
|
}
|
|
|
|
return GSystemTextures.WhiteDummy;
|
|
}
|
|
|
|
return LightAttenuation;
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetLightAttenuation()
|
|
{
|
|
if(!LightAttenuation)
|
|
{
|
|
// to avoid log/ensure spam
|
|
static bool bFirst = true;
|
|
if(bFirst)
|
|
{
|
|
bFirst = false;
|
|
|
|
// the first called should be AllocLightAttenuation()
|
|
ensure(LightAttenuation);
|
|
}
|
|
|
|
return GSystemTextures.WhiteDummy;
|
|
}
|
|
|
|
return LightAttenuation;
|
|
}
|
|
|
|
void FSceneRenderTargets::AdjustGBufferRefCount(FRHICommandList& RHICmdList, int Delta)
|
|
{
|
|
if (!IsAnyForwardShadingEnabled(GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
|
|
{
|
|
if (Delta > 0 && GBufferRefCount == 0)
|
|
{
|
|
AllocGBufferTargets(RHICmdList);
|
|
}
|
|
else
|
|
{
|
|
GBufferRefCount += Delta;
|
|
|
|
if (GBufferRefCount == 0)
|
|
{
|
|
ReleaseGBufferTargets();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingSceneColor(FRHICommandListImmediate& RHICmdList, const FResolveRect& ResolveRect)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingSceneColor);
|
|
|
|
ResolveSceneColor(RHICmdList);
|
|
}
|
|
|
|
bool FSceneRenderTargets::BeginRenderingCustomDepth(FRHICommandListImmediate& RHICmdList, bool bPrimitives)
|
|
{
|
|
IPooledRenderTarget* CustomDepthRenderTarget = RequestCustomDepth(RHICmdList, bPrimitives);
|
|
|
|
if(CustomDepthRenderTarget)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingCustomDepth);
|
|
|
|
FRHIDepthRenderTargetView DepthView(CustomDepthRenderTarget->GetRenderTargetItem().ShaderResourceTexture);
|
|
FRHISetRenderTargetsInfo Info(0, nullptr, DepthView);
|
|
Info.bClearStencil = IsCustomDepthPassWritingStencil();
|
|
check(DepthView.Texture->GetStencilClearValue() == 0);
|
|
|
|
RHICmdList.SetRenderTargetsAndClear(Info);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingCustomDepth(FRHICommandListImmediate& RHICmdList, const FResolveRect& ResolveRect)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingCustomDepth);
|
|
|
|
RHICmdList.CopyToResolveTarget(CustomDepth->GetRenderTargetItem().TargetableTexture, CustomDepth->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams(ResolveRect));
|
|
|
|
bCustomDepthIsValid = true;
|
|
}
|
|
|
|
/**
|
|
* Saves a previously rendered scene color target
|
|
*/
|
|
void FSceneRenderTargets::ResolveSceneColor(FRHICommandList& RHICmdList, const FResolveRect& ResolveRect)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneColor);
|
|
|
|
auto& CurrentSceneColor = GetSceneColor();
|
|
uint32 CurrentNumSamples = CurrentSceneColor->GetDesc().NumSamples;
|
|
|
|
const EShaderPlatform CurrentShaderPlatform = GShaderPlatformForFeatureLevel[CurrentFeatureLevel];
|
|
if (CurrentNumSamples <= 1 || !RHISupportsSeparateMSAAAndResolveTextures(CurrentShaderPlatform))
|
|
{
|
|
RHICmdList.CopyToResolveTarget(GetSceneColorSurface(), GetSceneColorTexture(), true, FResolveParams(ResolveRect));
|
|
}
|
|
else
|
|
{
|
|
// Custom shader based color resolve for HDR color to emulate mobile.
|
|
SetRenderTarget(RHICmdList, GetSceneColorTexture(), FTextureRHIParamRef());
|
|
|
|
if (ResolveRect.IsValid())
|
|
{
|
|
RHICmdList.SetScissorRect(true, ResolveRect.X1, ResolveRect.Y1, ResolveRect.X2, ResolveRect.Y2);
|
|
}
|
|
|
|
RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
|
|
RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
|
|
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
|
|
RHICmdList.SetStreamSource(0, NULL, 0, 0);
|
|
|
|
int32 ResolveWidth = CVarWideCustomResolve.GetValueOnRenderThread();
|
|
|
|
if (CurrentNumSamples <= 1)
|
|
{
|
|
ResolveWidth = 0;
|
|
}
|
|
|
|
if (ResolveWidth != 0)
|
|
{
|
|
ResolveFilterWide(RHICmdList, CurrentFeatureLevel, CurrentSceneColor->GetRenderTargetItem().TargetableTexture, FIntPoint(0, 0), CurrentNumSamples, ResolveWidth);
|
|
}
|
|
else
|
|
{
|
|
auto ShaderMap = GetGlobalShaderMap(CurrentFeatureLevel);
|
|
TShaderMapRef<FHdrCustomResolveVS> VertexShader(ShaderMap);
|
|
|
|
if (CurrentNumSamples == 2)
|
|
{
|
|
TShaderMapRef<FHdrCustomResolve2xPS> PixelShader(ShaderMap);
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
|
|
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
|
|
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
|
|
}
|
|
else if (CurrentNumSamples == 4)
|
|
{
|
|
TShaderMapRef<FHdrCustomResolve4xPS> PixelShader(ShaderMap);
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
|
|
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
|
|
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
|
|
}
|
|
else if (CurrentNumSamples == 8)
|
|
{
|
|
TShaderMapRef<FHdrCustomResolve8xPS> PixelShader(ShaderMap);
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
|
|
PixelShader->SetParameters(RHICmdList, CurrentSceneColor->GetRenderTargetItem().TargetableTexture);
|
|
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
|
|
}
|
|
else
|
|
{
|
|
// Everything other than 2,4,8 samples is not implemented.
|
|
check(0);
|
|
}
|
|
}
|
|
|
|
if (ResolveRect.IsValid())
|
|
{
|
|
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::BeginRenderingPrePass(FRHICommandList& RHICmdList, bool bPerformClear)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingPrePass);
|
|
|
|
FTextureRHIRef ColorTarget;
|
|
FTexture2DRHIRef DepthTarget = GetSceneDepthSurface();
|
|
|
|
if (bPerformClear)
|
|
{
|
|
FRHIRenderTargetView ColorView(ColorTarget, 0, -1, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::ENoAction);
|
|
FRHIDepthRenderTargetView DepthView(DepthTarget, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
|
|
|
|
// Clear the depth buffer.
|
|
// Note, this is a reversed Z depth surface, so 0.0f is the far plane.
|
|
FRHISetRenderTargetsInfo Info(1, &ColorView, DepthView);
|
|
|
|
RHICmdList.SetRenderTargetsAndClear(Info);
|
|
bSceneDepthCleared = true;
|
|
}
|
|
else
|
|
{
|
|
// Set the scene depth surface and a DUMMY buffer as color buffer
|
|
// (as long as it's the same dimension as the depth buffer),
|
|
FRHIRenderTargetView ColorView(ColorTarget, 0, -1, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::ENoAction);
|
|
FRHIDepthRenderTargetView DepthRTV(DepthTarget, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
|
|
|
|
RHICmdList.SetRenderTargets(1, &ColorView, &DepthRTV, 0, NULL);
|
|
|
|
RHICmdList.BindClearMRTValues(false, true, true);
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingPrePass(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingPrePass);
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneDepthZ);
|
|
}
|
|
|
|
void FSceneRenderTargets::BeginRenderingSceneAlphaCopy(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginRenderingSceneAlphaCopy);
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneAlphaCopy);
|
|
SetRenderTarget(RHICmdList, GetSceneAlphaCopySurface(), 0);
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingSceneAlphaCopy(FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingSceneAlphaCopy);
|
|
RHICmdList.CopyToResolveTarget(GetSceneAlphaCopySurface(), SceneAlphaCopy->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams(FResolveRect()));
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, SceneAlphaCopy);
|
|
}
|
|
|
|
|
|
void FSceneRenderTargets::BeginRenderingLightAttenuation(FRHICommandList& RHICmdList, bool bClearToWhite)
|
|
{
|
|
SCOPED_CONDITIONAL_DRAW_EVENT(RHICmdList, ClearLightAttenuation, bClearToWhite);
|
|
SCOPED_CONDITIONAL_DRAW_EVENT(RHICmdList, BeginRenderingLightAttenuation, !bClearToWhite);
|
|
|
|
AllocLightAttenuation(RHICmdList);
|
|
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, GetLightAttenuation());
|
|
|
|
// Set the light attenuation surface as the render target, and the scene depth buffer as the depth-stencil surface.
|
|
SetRenderTarget(RHICmdList, GetLightAttenuationSurface(), GetSceneDepthSurface(), bClearToWhite ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite, true);
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingLightAttenuation(FRHICommandList& RHICmdList)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishRenderingLightAttenuation);
|
|
|
|
// Resolve the light attenuation surface.
|
|
RHICmdList.CopyToResolveTarget(GetLightAttenuationSurface(), LightAttenuation->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams(FResolveRect()));
|
|
|
|
GRenderTargetPool.VisualizeTexture.SetCheckPoint(RHICmdList, GetLightAttenuation());
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSeparateTranslucency(FRHICommandList& RHICmdList, FIntPoint Size)
|
|
{
|
|
if (!SeparateTranslucencyRT || SeparateTranslucencyRT->GetDesc().Extent != Size)
|
|
{
|
|
uint32 Flags = TexCreate_RenderTargetable;
|
|
|
|
// Create the SeparateTranslucency render target (alpha is needed to lerping)
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_FloatRGBA, FClearValueBinding::Black, TexCreate_None, Flags, false));
|
|
Desc.AutoWritable = false;
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SeparateTranslucencyRT, TEXT("SeparateTranslucency"));
|
|
}
|
|
return SeparateTranslucencyRT;
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget>& FSceneRenderTargets::GetSeparateTranslucencyDepth(FRHICommandList& RHICmdList, FIntPoint Size)
|
|
{
|
|
if (!SeparateTranslucencyDepthRT || SeparateTranslucencyDepthRT->GetDesc().Extent != Size)
|
|
{
|
|
// Create the SeparateTranslucency depth render target
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_DepthStencil, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, false));
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SeparateTranslucencyDepthRT, TEXT("SeparateTranslucencyDepth"));
|
|
}
|
|
return SeparateTranslucencyDepthRT;
|
|
}
|
|
|
|
void FSceneRenderTargets::BeginRenderingTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View, bool bFirstTimeThisFrame)
|
|
{
|
|
// Use the scene color buffer.
|
|
BeginRenderingSceneColor(RHICmdList, ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
|
|
|
|
if (bFirstTimeThisFrame)
|
|
{
|
|
// Clear the stencil buffer for ResponsiveAA
|
|
const FTexture2DRHIRef& DepthSurface = GetSceneDepthSurface();
|
|
DrawClearQuad(RHICmdList, CurrentFeatureLevel, false, FLinearColor(), false, 0, true, 0, FIntPoint(DepthSurface->GetSizeX(), DepthSurface->GetSizeY()), View.ViewRect);
|
|
}
|
|
|
|
// viewport to match view size
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingTranslucency(FRHICommandListImmediate& RHICmdList, const class FViewInfo& View)
|
|
{
|
|
FinishRenderingSceneColor(RHICmdList);
|
|
}
|
|
|
|
|
|
bool FSceneRenderTargets::BeginRenderingSeparateTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View, bool bFirstTimeThisFrame)
|
|
{
|
|
bSeparateTranslucencyPass = true;
|
|
if(IsSeparateTranslucencyActive(View))
|
|
{
|
|
FIntPoint ScaledSize;
|
|
float Scale = 1.0f;
|
|
GetSeparateTranslucencyDimensions(ScaledSize, Scale);
|
|
|
|
SCOPED_DRAW_EVENT(RHICmdList, BeginSeparateTranslucency);
|
|
|
|
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucency;
|
|
if (bSnapshot)
|
|
{
|
|
check(SeparateTranslucencyRT.GetReference());
|
|
SeparateTranslucency = &SeparateTranslucencyRT;
|
|
}
|
|
else
|
|
{
|
|
SeparateTranslucency = &GetSeparateTranslucency(RHICmdList, ScaledSize);
|
|
}
|
|
const FTexture2DRHIRef &SeparateTranslucencyDepth = Scale < 1.0f ? (const FTexture2DRHIRef&)GetSeparateTranslucencyDepth(RHICmdList, ScaledSize)->GetRenderTargetItem().TargetableTexture : GetSceneDepthSurface();
|
|
|
|
check((*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture->GetClearColor() == FLinearColor::Black);
|
|
// clear the render target the first time, re-use afterwards
|
|
SetRenderTarget(RHICmdList, (*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture, SeparateTranslucencyDepth,
|
|
bFirstTimeThisFrame ? ESimpleRenderTargetMode::EClearColorExistingDepth : ESimpleRenderTargetMode::EExistingColorAndDepth, FExclusiveDepthStencil::DepthRead_StencilWrite);
|
|
|
|
|
|
if (!bFirstTimeThisFrame)
|
|
{
|
|
// Clear the stencil buffer for ResponsiveAA
|
|
RHICmdList.BindClearMRTValues(true, false, true);
|
|
}
|
|
|
|
RHICmdList.SetViewport(View.ViewRect.Min.X * Scale, View.ViewRect.Min.Y * Scale, 0.0f, View.ViewRect.Max.X * Scale, View.ViewRect.Max.Y * Scale, 1.0f);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FSceneRenderTargets::FinishRenderingSeparateTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View)
|
|
{
|
|
if(IsSeparateTranslucencyActive(View))
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, FinishSeparateTranslucency);
|
|
|
|
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucency;
|
|
TRefCountPtr<IPooledRenderTarget>* SeparateTranslucencyDepth;
|
|
if (bSnapshot)
|
|
{
|
|
check(SeparateTranslucencyRT.GetReference());
|
|
SeparateTranslucency = &SeparateTranslucencyRT;
|
|
SeparateTranslucencyDepth = &SeparateTranslucencyDepthRT;
|
|
}
|
|
else
|
|
{
|
|
FIntPoint ScaledSize;
|
|
float Scale = 1.0f;
|
|
GetSeparateTranslucencyDimensions(ScaledSize, Scale);
|
|
SeparateTranslucency = &GetSeparateTranslucency(RHICmdList, ScaledSize);
|
|
SeparateTranslucencyDepth = &GetSeparateTranslucencyDepth(RHICmdList, ScaledSize);
|
|
}
|
|
|
|
RHICmdList.CopyToResolveTarget((*SeparateTranslucency)->GetRenderTargetItem().TargetableTexture, (*SeparateTranslucency)->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
RHICmdList.CopyToResolveTarget((*SeparateTranslucencyDepth)->GetRenderTargetItem().TargetableTexture, (*SeparateTranslucencyDepth)->GetRenderTargetItem().ShaderResourceTexture, true, FResolveParams());
|
|
}
|
|
|
|
bSeparateTranslucencyPass = false;
|
|
}
|
|
|
|
void FSceneRenderTargets::ResolveSceneDepthTexture(FRHICommandList& RHICmdList)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneDepthTexture);
|
|
|
|
RHICmdList.CopyToResolveTarget(GetSceneDepthSurface(), GetSceneDepthTexture(), true, FResolveParams());
|
|
}
|
|
|
|
void FSceneRenderTargets::ResolveSceneDepthToAuxiliaryTexture(FRHICommandList& RHICmdList)
|
|
{
|
|
// Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter
|
|
// while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target
|
|
// is unsupported in d3d feature level 10.
|
|
if(!GSupportsDepthFetchDuringDepthTest)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ResolveSceneDepthToAuxiliaryTexture);
|
|
RHICmdList.CopyToResolveTarget(GetSceneDepthSurface(), GetAuxiliarySceneDepthTexture(), true, FResolveParams());
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::CleanUpEditorPrimitiveTargets()
|
|
{
|
|
EditorPrimitivesDepth.SafeRelease();
|
|
EditorPrimitivesColor.SafeRelease();
|
|
}
|
|
|
|
int32 FSceneRenderTargets::GetEditorMSAACompositingSampleCount() const
|
|
{
|
|
int32 Value = 1;
|
|
|
|
// only supported on SM5 yet (SM4 doesn't have MSAA sample load functionality which makes it harder to implement)
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && GRHISupportsMSAADepthSampleAccess)
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MSAA.CompositingSampleCount"));
|
|
|
|
Value = CVar->GetValueOnRenderThread();
|
|
|
|
if(Value <= 1)
|
|
{
|
|
Value = 1;
|
|
}
|
|
else if(Value <= 2)
|
|
{
|
|
Value = 2;
|
|
}
|
|
else if(Value <= 4)
|
|
{
|
|
Value = 4;
|
|
}
|
|
else
|
|
{
|
|
Value = 8;
|
|
}
|
|
}
|
|
|
|
return Value;
|
|
}
|
|
|
|
const FTexture2DRHIRef& FSceneRenderTargets::GetEditorPrimitivesColor(FRHICommandList& RHICmdList)
|
|
{
|
|
const bool bIsValid = IsValidRef(EditorPrimitivesColor);
|
|
|
|
if( !bIsValid || EditorPrimitivesColor->GetDesc().NumSamples != GetEditorMSAACompositingSampleCount() )
|
|
{
|
|
// If the target is does not match the MSAA settings it needs to be recreated
|
|
InitEditorPrimitivesColor(RHICmdList);
|
|
}
|
|
|
|
return (const FTexture2DRHIRef&)EditorPrimitivesColor->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
|
|
const FTexture2DRHIRef& FSceneRenderTargets::GetEditorPrimitivesDepth(FRHICommandList& RHICmdList)
|
|
{
|
|
const bool bIsValid = IsValidRef(EditorPrimitivesDepth);
|
|
|
|
if (!bIsValid || (CurrentFeatureLevel >= ERHIFeatureLevel::SM5 && EditorPrimitivesDepth->GetDesc().NumSamples != GetEditorMSAACompositingSampleCount()) )
|
|
{
|
|
// If the target is does not match the MSAA settings it needs to be recreated
|
|
InitEditorPrimitivesDepth(RHICmdList);
|
|
}
|
|
|
|
return (const FTexture2DRHIRef&)EditorPrimitivesDepth->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
TAutoConsoleVariable<int32> FSceneRenderTargets::CVarSetSeperateTranslucencyEnabled(
|
|
TEXT("r.SeparateTranslucency"),
|
|
1,
|
|
TEXT("Allows to disable the separate translucency feature (all translucency is rendered in separate RT and composited\n")
|
|
TEXT("after DOF, if not specified otherwise in the material).\n")
|
|
TEXT(" 0: off (translucency is affected by depth of field)\n")
|
|
TEXT(" 1: on costs GPU performance and memory but keeps translucency unaffected by Depth of Field. (default)"),
|
|
ECVF_RenderThreadSafe);
|
|
|
|
bool FSceneRenderTargets::IsSeparateTranslucencyActive(const FViewInfo& View) const
|
|
{
|
|
int32 Value = FSceneRenderTargets::CVarSetSeperateTranslucencyEnabled.GetValueOnRenderThread();
|
|
|
|
return (Value != 0) && CurrentFeatureLevel >= ERHIFeatureLevel::SM4
|
|
&& (View.Family->EngineShowFlags.PostProcessing || View.Family->EngineShowFlags.ShaderComplexity)
|
|
&& View.Family->EngineShowFlags.SeparateTranslucency;
|
|
}
|
|
|
|
void FSceneRenderTargets::InitEditorPrimitivesColor(FRHICommandList& RHICmdList)
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize,
|
|
PF_B8G8R8A8,
|
|
FClearValueBinding::Transparent,
|
|
TexCreate_None,
|
|
TexCreate_ShaderResource | TexCreate_RenderTargetable,
|
|
false));
|
|
|
|
Desc.NumSamples = GetEditorMSAACompositingSampleCount();
|
|
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, EditorPrimitivesColor, TEXT("EditorPrimitivesColor"));
|
|
}
|
|
|
|
void FSceneRenderTargets::InitEditorPrimitivesDepth(FRHICommandList& RHICmdList)
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize,
|
|
PF_DepthStencil,
|
|
FClearValueBinding::DepthFar,
|
|
TexCreate_None,
|
|
TexCreate_ShaderResource | TexCreate_DepthStencilTargetable,
|
|
false));
|
|
|
|
Desc.NumSamples = GetEditorMSAACompositingSampleCount();
|
|
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, EditorPrimitivesDepth, TEXT("EditorPrimitivesDepth"));
|
|
}
|
|
|
|
void FSceneRenderTargets::QuantizeBufferSize(int32& InOutBufferSizeX, int32& InOutBufferSizeY)
|
|
{
|
|
// ensure sizes are dividable by DividableBy to get post processing effects with lower resolution working well
|
|
const uint32 DividableBy = 4;
|
|
|
|
const uint32 Mask = ~(DividableBy - 1);
|
|
InOutBufferSizeX = (InOutBufferSizeX + DividableBy - 1) & Mask;
|
|
InOutBufferSizeY = (InOutBufferSizeY + DividableBy - 1) & Mask;
|
|
}
|
|
|
|
void FSceneRenderTargets::SetBufferSize(int32 InBufferSizeX, int32 InBufferSizeY)
|
|
{
|
|
QuantizeBufferSize(InBufferSizeX, InBufferSizeY);
|
|
BufferSize.X = InBufferSizeX;
|
|
BufferSize.Y = InBufferSizeY;
|
|
}
|
|
|
|
void FSceneRenderTargets::SetSeparateTranslucencyBufferSize(bool bAnyViewWantsDownsampledSeparateTranslucency)
|
|
{
|
|
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SeparateTranslucencyScreenPercentage"));
|
|
const float CVarScale = FMath::Clamp(CVar->GetValueOnRenderThread() / 100.0f, 0.0f, 100.0f);
|
|
float EffectiveScale = CVarScale;
|
|
|
|
// 'r.SeparateTranslucencyScreenPercentage' CVar wins over automatic downsampling
|
|
if (FMath::Abs(CVarScale - 1.0f) < .001f && bAnyViewWantsDownsampledSeparateTranslucency)
|
|
{
|
|
EffectiveScale = .5f;
|
|
}
|
|
|
|
int32 ScaledX = GetBufferSizeXY().X * EffectiveScale;
|
|
int32 ScaledY = GetBufferSizeXY().Y * EffectiveScale;
|
|
SeparateTranslucencyBufferSize = FIntPoint(FMath::Max(ScaledX, 1), FMath::Max(ScaledY, 1));
|
|
SeparateTranslucencyScale = EffectiveScale;
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateMobileRenderTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
// on ES2 we don't do on demand allocation of SceneColor yet (in non ES2 it's released in the Tonemapper Process())
|
|
AllocSceneColor(RHICmdList);
|
|
AllocateCommonDepthTargets(RHICmdList);
|
|
|
|
static const auto MobileMultiViewCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("vr.MobileMultiView"));
|
|
const bool bIsUsingMobileMultiView = GSupportsMobileMultiView && (MobileMultiViewCVar && MobileMultiViewCVar->GetValueOnAnyThread() != 0);
|
|
if (bIsUsingMobileMultiView)
|
|
{
|
|
AllocMobileMultiViewSceneColor(RHICmdList);
|
|
AllocMobileMultiViewDepth(RHICmdList);
|
|
}
|
|
|
|
AllocateDebugViewModeTargets(RHICmdList);
|
|
|
|
EPixelFormat Format = GetSceneColor()->GetDesc().Format;
|
|
|
|
#if PLATFORM_HTML5
|
|
// For 64-bit ES2 without framebuffer fetch, create extra render target for copy of alpha channel.
|
|
if((Format == PF_FloatRGBA) && (GSupportsShaderFramebufferFetch == false))
|
|
{
|
|
// creating a PF_R16F (a true one-channel renderable fp texture) is only supported on GL if EXT_texture_rg is available. It's present
|
|
// on iOS, but not in WebGL or Android.
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneAlphaCopy, TEXT("SceneAlphaCopy"));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
SceneAlphaCopy = GSystemTextures.MaxFP16Depth;
|
|
}
|
|
}
|
|
|
|
// for easier use of "VisualizeTexture"
|
|
static TCHAR* const GetVolumeName(uint32 Id, bool bDirectional)
|
|
{
|
|
// (TCHAR*) for non VisualStudio
|
|
switch(Id)
|
|
{
|
|
case 0: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir0") : (TCHAR*)TEXT("TranslucentVolume0");
|
|
case 1: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir1") : (TCHAR*)TEXT("TranslucentVolume1");
|
|
case 2: return bDirectional ? (TCHAR*)TEXT("TranslucentVolumeDir2") : (TCHAR*)TEXT("TranslucentVolume2");
|
|
|
|
default:
|
|
check(0);
|
|
}
|
|
return (TCHAR*)TEXT("InvalidName");
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateReflectionTargets(FRHICommandList& RHICmdList, int32 TargetSize)
|
|
{
|
|
if (GSupportsRenderTargetFormat_PF_FloatRGBA)
|
|
{
|
|
const int32 NumReflectionCaptureMips = FMath::CeilLogTwo(TargetSize) + 1;
|
|
|
|
if (ReflectionColorScratchCubemap[0] && ReflectionColorScratchCubemap[0]->GetRenderTargetItem().TargetableTexture->GetNumMips() != NumReflectionCaptureMips)
|
|
{
|
|
ReflectionColorScratchCubemap[0].SafeRelease();
|
|
ReflectionColorScratchCubemap[1].SafeRelease();
|
|
}
|
|
|
|
// Reflection targets are shared between both mobile and deferred shading paths. If we have already allocated for one and are now allocating for the other,
|
|
// we can skip these targets.
|
|
bool bSharedReflectionTargetsAllocated = ReflectionColorScratchCubemap[0] != nullptr;
|
|
|
|
if (!bSharedReflectionTargetsAllocated)
|
|
{
|
|
// We write to these cubemap faces individually during filtering
|
|
uint32 CubeTexFlags = TexCreate_TargetArraySlicesIndependently;
|
|
|
|
{
|
|
// Create scratch cubemaps for filtering passes
|
|
FPooledRenderTargetDesc Desc2(FPooledRenderTargetDesc::CreateCubemapDesc(TargetSize, PF_FloatRGBA, FClearValueBinding::None, CubeTexFlags, TexCreate_RenderTargetable, false, 1, NumReflectionCaptureMips));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, ReflectionColorScratchCubemap[0], TEXT("ReflectionColorScratchCubemap0"));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, ReflectionColorScratchCubemap[1], TEXT("ReflectionColorScratchCubemap1"));
|
|
}
|
|
|
|
extern int32 GDiffuseIrradianceCubemapSize;
|
|
const int32 NumDiffuseIrradianceMips = FMath::CeilLogTwo(GDiffuseIrradianceCubemapSize) + 1;
|
|
|
|
{
|
|
FPooledRenderTargetDesc Desc2(FPooledRenderTargetDesc::CreateCubemapDesc(GDiffuseIrradianceCubemapSize, PF_FloatRGBA, FClearValueBinding::None, CubeTexFlags, TexCreate_RenderTargetable, false, 1, NumDiffuseIrradianceMips));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, DiffuseIrradianceScratchCubemap[0], TEXT("DiffuseIrradianceScratchCubemap0"));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc2, DiffuseIrradianceScratchCubemap[1], TEXT("DiffuseIrradianceScratchCubemap1"));
|
|
}
|
|
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(FSHVector3::MaxSHBasis, 1), PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SkySHIrradianceMap, TEXT("SkySHIrradianceMap"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateDebugViewModeTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
// If the shader/quad complexity shader need a quad overdraw buffer to be bind, allocate it.
|
|
if (AllowDebugViewPS(DVSM_QuadComplexity, GetFeatureLevelShaderPlatform(CurrentFeatureLevel)))
|
|
{
|
|
FIntPoint QuadOverdrawSize;
|
|
QuadOverdrawSize.X = 2 * FMath::Max<uint32>((BufferSize.X + 1) / 2, 1); // The size is time 2 since left side is QuadDescriptor, and right side QuadComplexity.
|
|
QuadOverdrawSize.Y = FMath::Max<uint32>((BufferSize.Y + 1) / 2, 1);
|
|
|
|
FPooledRenderTargetDesc QuadOverdrawDesc = FPooledRenderTargetDesc::Create2DDesc(
|
|
QuadOverdrawSize,
|
|
PF_R32_UINT,
|
|
FClearValueBinding::None,
|
|
0,
|
|
TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_UAV,
|
|
false
|
|
);
|
|
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, QuadOverdrawDesc, QuadOverdrawBuffer, TEXT("QuadOverdrawBuffer"));
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateCommonDepthTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
if (!SceneDepthZ)
|
|
{
|
|
// Create a texture to store the resolved scene depth, and a render-targetable surface to hold the unresolved scene depth.
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
|
|
Desc.NumSamples = GetNumSceneColorMSAASamples(CurrentFeatureLevel);
|
|
Desc.Flags |= TexCreate_FastVRAM;
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SceneDepthZ, TEXT("SceneDepthZ"));
|
|
SceneStencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&)SceneDepthZ->GetRenderTargetItem().TargetableTexture, 0, 1, PF_X24_G8);
|
|
}
|
|
|
|
// When targeting DX Feature Level 10, create an auxiliary texture to store the resolved scene depth, and a render-targetable surface to hold the unresolved scene depth.
|
|
if (!AuxiliarySceneDepthZ && !GSupportsDepthFetchDuringDepthTest)
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
|
|
Desc.AutoWritable = false;
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, AuxiliarySceneDepthZ, TEXT("AuxiliarySceneDepthZ"));
|
|
}
|
|
|
|
}
|
|
|
|
const FTexture2DRHIRef& FSceneRenderTargets::GetOptionalShadowDepthColorSurface(FRHICommandList& RHICmdList, int32 Width, int32 Height) const
|
|
{
|
|
// Look for matching resolution
|
|
int32 EmptySlot = -1;
|
|
for (int32 Index = 0; Index < ARRAY_COUNT(OptionalShadowDepthColor); Index++)
|
|
{
|
|
if (OptionalShadowDepthColor[Index])
|
|
{
|
|
const FTexture2DRHIRef& TargetTexture = (const FTexture2DRHIRef&)OptionalShadowDepthColor[Index]->GetRenderTargetItem().TargetableTexture;
|
|
if (TargetTexture->GetSizeX() == Width && TargetTexture->GetSizeY() == Height)
|
|
{
|
|
return TargetTexture;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remember this as a free slot for allocation attempt
|
|
EmptySlot = Index;
|
|
}
|
|
}
|
|
|
|
if (EmptySlot == -1)
|
|
{
|
|
UE_LOG(LogRenderer, Fatal, TEXT("Exceeded storage space for OptionalShadowDepthColorSurface. Increase array size."));
|
|
}
|
|
|
|
// Allocate new shadow color buffer (it must be the same resolution as the depth target!)
|
|
const FIntPoint ShadowColorBufferResolution = FIntPoint(Width, Height);
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(ShadowColorBufferResolution, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, (TRefCountPtr<IPooledRenderTarget>&)OptionalShadowDepthColor[EmptySlot], TEXT("OptionalShadowDepthColor"));
|
|
UE_LOG(LogRenderer, Log, TEXT("Allocated OptionalShadowDepthColorSurface %d x %d"), Width, Height);
|
|
|
|
return (const FTexture2DRHIRef&)OptionalShadowDepthColor[EmptySlot]->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateLightingChannelTexture(FRHICommandList& RHICmdList)
|
|
{
|
|
if (!LightingChannels)
|
|
{
|
|
// Only need 3 bits for lighting channels
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_R16_UINT, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightingChannels, TEXT("LightingChannels"));
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateDeferredShadingPathRenderTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
AllocateCommonDepthTargets(RHICmdList);
|
|
|
|
// Create a quarter-sized version of the scene depth.
|
|
{
|
|
FIntPoint SmallDepthZSize(FMath::Max<uint32>(BufferSize.X / SmallColorDepthDownsampleFactor, 1), FMath::Max<uint32>(BufferSize.Y / SmallColorDepthDownsampleFactor, 1));
|
|
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(SmallDepthZSize, PF_DepthStencil, FClearValueBinding::None, TexCreate_None, TexCreate_DepthStencilTargetable, true));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, SmallDepthZ, TEXT("SmallDepthZ"));
|
|
}
|
|
|
|
// Create the required render targets if running Highend.
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
// Create the screen space ambient occlusion buffer
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_G8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
|
|
{
|
|
// UAV is only needed to support "r.AmbientOcclusion.Compute"
|
|
// todo: ideally this should be only UAV or RT, not both
|
|
Desc.TargetableFlags |= TexCreate_UAV;
|
|
}
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, ScreenSpaceAO, TEXT("ScreenSpaceAO"));
|
|
}
|
|
|
|
{
|
|
uint32 TranslucencyTargetFlags = TexCreate_ShaderResource | TexCreate_RenderTargetable;
|
|
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
|
|
{
|
|
TranslucencyTargetFlags |= TexCreate_UAV;
|
|
}
|
|
|
|
for (int32 RTSetIndex = 0; RTSetIndex < NumTranslucentVolumeRenderTargetSets; RTSetIndex++)
|
|
{
|
|
GRenderTargetPool.FindFreeElement(
|
|
RHICmdList,
|
|
FPooledRenderTargetDesc(FPooledRenderTargetDesc::CreateVolumeDesc(
|
|
GTranslucencyLightingVolumeDim,
|
|
GTranslucencyLightingVolumeDim,
|
|
GTranslucencyLightingVolumeDim,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::None,
|
|
0,
|
|
TranslucencyTargetFlags,
|
|
false,
|
|
1,
|
|
false)),
|
|
TranslucencyLightingVolumeAmbient[RTSetIndex],
|
|
GetVolumeName(RTSetIndex, false)
|
|
);
|
|
|
|
//Tests to catch UE-31578, UE-32536 and UE-22073 crash (Defferred Render Targets not being allocated)
|
|
ensureMsgf(TranslucencyLightingVolumeAmbient[RTSetIndex], TEXT("Failed to allocate render target %s with dimension %i and flags %i"),
|
|
GetVolumeName(RTSetIndex, false),
|
|
GTranslucencyLightingVolumeDim,
|
|
TranslucencyTargetFlags);
|
|
|
|
GRenderTargetPool.FindFreeElement(
|
|
RHICmdList,
|
|
FPooledRenderTargetDesc(FPooledRenderTargetDesc::CreateVolumeDesc(
|
|
GTranslucencyLightingVolumeDim,
|
|
GTranslucencyLightingVolumeDim,
|
|
GTranslucencyLightingVolumeDim,
|
|
PF_FloatRGBA,
|
|
FClearValueBinding::None,
|
|
0,
|
|
TranslucencyTargetFlags,
|
|
false,
|
|
1,
|
|
false)),
|
|
TranslucencyLightingVolumeDirectional[RTSetIndex],
|
|
GetVolumeName(RTSetIndex, true)
|
|
);
|
|
|
|
//Tests to catch UE-31578, UE-32536 and UE-22073 crash
|
|
ensureMsgf(TranslucencyLightingVolumeDirectional[RTSetIndex], TEXT("Failed to allocate render target %s with dimension %i and flags %i"),
|
|
GetVolumeName(RTSetIndex, true),
|
|
GTranslucencyLightingVolumeDim,
|
|
TranslucencyTargetFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
// LPV : Dynamic directional occlusion for diffuse and specular
|
|
if(UseLightPropagationVolumeRT(CurrentFeatureLevel))
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_R8G8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DirectionalOcclusion, TEXT("DirectionalOcclusion"));
|
|
}
|
|
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_FloatRGBA, FClearValueBinding::Black, TexCreate_None, TexCreate_RenderTargetable, false));
|
|
if (CurrentFeatureLevel >= ERHIFeatureLevel::SM5)
|
|
{
|
|
Desc.TargetableFlags |= TexCreate_UAV;
|
|
}
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, LightAccumulation, TEXT("LightAccumulation"));
|
|
}
|
|
|
|
AllocateDebugViewModeTargets(RHICmdList);
|
|
|
|
if (bAllocateVelocityGBuffer)
|
|
{
|
|
FPooledRenderTargetDesc VelocityRTDesc = FVelocityRendering::GetRenderTargetDesc();
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, VelocityRTDesc, GBufferVelocity, TEXT("GBufferVelocity"));
|
|
}
|
|
}
|
|
|
|
EPixelFormat FSceneRenderTargets::GetSceneColorFormat() const
|
|
{
|
|
EPixelFormat SceneColorBufferFormat = PF_FloatRGBA;
|
|
|
|
if (CurrentFeatureLevel < ERHIFeatureLevel::SM4)
|
|
{
|
|
// Potentially allocate an alpha channel in th -fe scene color texture to store the resolved scene depth.
|
|
SceneColorBufferFormat = GSupportsRenderTargetFormat_PF_FloatRGBA ? PF_FloatRGBA : PF_B8G8R8A8;
|
|
if (!IsMobileHDR() || IsMobileHDR32bpp())
|
|
{
|
|
SceneColorBufferFormat = PF_B8G8R8A8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch(CurrentSceneColorFormat)
|
|
{
|
|
case 0:
|
|
SceneColorBufferFormat = PF_R8G8B8A8; break;
|
|
case 1:
|
|
SceneColorBufferFormat = PF_A2B10G10R10; break;
|
|
case 2:
|
|
SceneColorBufferFormat = PF_FloatR11G11B10; break;
|
|
case 3:
|
|
SceneColorBufferFormat = PF_FloatRGB; break;
|
|
case 4:
|
|
// default
|
|
break;
|
|
case 5:
|
|
SceneColorBufferFormat = PF_A32B32G32R32F; break;
|
|
}
|
|
|
|
// Fallback in case the scene color selected isn't supported.
|
|
if (!GPixelFormats[SceneColorBufferFormat].Supported)
|
|
{
|
|
SceneColorBufferFormat = PF_FloatRGBA;
|
|
}
|
|
|
|
}
|
|
|
|
return SceneColorBufferFormat;
|
|
}
|
|
|
|
void FSceneRenderTargets::AllocateRenderTargets(FRHICommandList& RHICmdList)
|
|
{
|
|
if (BufferSize.X > 0 && BufferSize.Y > 0 && !AreShadingPathRenderTargetsAllocated(CurrentShadingPath))
|
|
{
|
|
if ((EShadingPath)CurrentShadingPath == EShadingPath::Mobile)
|
|
{
|
|
AllocateMobileRenderTargets(RHICmdList);
|
|
}
|
|
else
|
|
{
|
|
AllocateDeferredShadingPathRenderTargets(RHICmdList);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::ReleaseSceneColor()
|
|
{
|
|
for (auto i = 0; i < (int32)EShadingPath::Num; ++i)
|
|
{
|
|
SceneColor[i].SafeRelease();
|
|
}
|
|
}
|
|
|
|
void FSceneRenderTargets::ReleaseAllTargets()
|
|
{
|
|
ReleaseGBufferTargets();
|
|
|
|
ReleaseSceneColor();
|
|
|
|
SceneAlphaCopy.SafeRelease();
|
|
SceneDepthZ.SafeRelease();
|
|
SceneStencilSRV.SafeRelease();
|
|
LightingChannels.SafeRelease();
|
|
AuxiliarySceneDepthZ.SafeRelease();
|
|
SmallDepthZ.SafeRelease();
|
|
DBufferA.SafeRelease();
|
|
DBufferB.SafeRelease();
|
|
DBufferC.SafeRelease();
|
|
ScreenSpaceAO.SafeRelease();
|
|
QuadOverdrawBuffer.SafeRelease();
|
|
LightAttenuation.SafeRelease();
|
|
LightAccumulation.SafeRelease();
|
|
DirectionalOcclusion.SafeRelease();
|
|
CustomDepth.SafeRelease();
|
|
CustomStencilSRV.SafeRelease();
|
|
|
|
for (int32 i = 0; i < ARRAY_COUNT(OptionalShadowDepthColor); i++)
|
|
{
|
|
OptionalShadowDepthColor[i].SafeRelease();
|
|
}
|
|
|
|
for (int32 i = 0; i < ARRAY_COUNT(ReflectionColorScratchCubemap); i++)
|
|
{
|
|
ReflectionColorScratchCubemap[i].SafeRelease();
|
|
}
|
|
|
|
for (int32 i = 0; i < ARRAY_COUNT(DiffuseIrradianceScratchCubemap); i++)
|
|
{
|
|
DiffuseIrradianceScratchCubemap[i].SafeRelease();
|
|
}
|
|
|
|
SkySHIrradianceMap.SafeRelease();
|
|
|
|
for (int32 RTSetIndex = 0; RTSetIndex < NumTranslucentVolumeRenderTargetSets; RTSetIndex++)
|
|
{
|
|
TranslucencyLightingVolumeAmbient[RTSetIndex].SafeRelease();
|
|
TranslucencyLightingVolumeDirectional[RTSetIndex].SafeRelease();
|
|
}
|
|
|
|
MobileMultiViewSceneColor.SafeRelease();
|
|
MobileMultiViewSceneDepthZ.SafeRelease();
|
|
|
|
EditorPrimitivesColor.SafeRelease();
|
|
EditorPrimitivesDepth.SafeRelease();
|
|
}
|
|
|
|
void FSceneRenderTargets::ReleaseDynamicRHI()
|
|
{
|
|
ReleaseAllTargets();
|
|
GRenderTargetPool.FreeUnusedResources();
|
|
}
|
|
|
|
/** Returns the size of the shadow depth buffer, taking into account platform limitations and game specific resolution limits. */
|
|
FIntPoint FSceneRenderTargets::GetShadowDepthTextureResolution() const
|
|
{
|
|
int32 MaxShadowRes = CurrentMaxShadowResolution;
|
|
const FIntPoint ShadowBufferResolution(
|
|
FMath::Clamp(MaxShadowRes,1,GMaxShadowDepthBufferSizeX),
|
|
FMath::Clamp(MaxShadowRes,1,GMaxShadowDepthBufferSizeY));
|
|
|
|
return ShadowBufferResolution;
|
|
}
|
|
|
|
int32 FSceneRenderTargets::GetReflectiveShadowMapResolution() const
|
|
{
|
|
check(IsInRenderingThread());
|
|
|
|
return CurrentRSMResolution;
|
|
}
|
|
|
|
FIntPoint FSceneRenderTargets::GetPreShadowCacheTextureResolution() const
|
|
{
|
|
const FIntPoint ShadowDepthResolution = GetShadowDepthTextureResolution();
|
|
// Higher numbers increase cache hit rate but also memory usage
|
|
const int32 ExpandFactor = 2;
|
|
|
|
static auto CVarPreShadowResolutionFactor = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Shadow.PreShadowResolutionFactor"));
|
|
|
|
float Factor = CVarPreShadowResolutionFactor->GetValueOnRenderThread();
|
|
|
|
FIntPoint Ret;
|
|
|
|
Ret.X = FMath::Clamp(FMath::TruncToInt(ShadowDepthResolution.X * Factor) * ExpandFactor, 1, GMaxShadowDepthBufferSizeX);
|
|
Ret.Y = FMath::Clamp(FMath::TruncToInt(ShadowDepthResolution.Y * Factor) * ExpandFactor, 1, GMaxShadowDepthBufferSizeY);
|
|
|
|
return Ret;
|
|
}
|
|
|
|
FIntPoint FSceneRenderTargets::GetTranslucentShadowDepthTextureResolution() const
|
|
{
|
|
FIntPoint ShadowDepthResolution = GetShadowDepthTextureResolution();
|
|
|
|
int32 Factor = GetTranslucentShadowDownsampleFactor();
|
|
|
|
ShadowDepthResolution.X = FMath::Clamp(ShadowDepthResolution.X / Factor, 1, GMaxShadowDepthBufferSizeX);
|
|
ShadowDepthResolution.Y = FMath::Clamp(ShadowDepthResolution.Y / Factor, 1, GMaxShadowDepthBufferSizeY);
|
|
|
|
return ShadowDepthResolution;
|
|
}
|
|
|
|
const FTextureRHIRef& FSceneRenderTargets::GetSceneColorSurface() const
|
|
{
|
|
if (!GetSceneColorForCurrentShadingPath())
|
|
{
|
|
return GBlackTexture->TextureRHI;
|
|
}
|
|
|
|
return (const FTextureRHIRef&)GetSceneColor()->GetRenderTargetItem().TargetableTexture;
|
|
}
|
|
|
|
const FTextureRHIRef& FSceneRenderTargets::GetSceneColorTexture() const
|
|
{
|
|
if (!GetSceneColorForCurrentShadingPath())
|
|
{
|
|
return GBlackTexture->TextureRHI;
|
|
}
|
|
|
|
return (const FTextureRHIRef&)GetSceneColor()->GetRenderTargetItem().ShaderResourceTexture;
|
|
}
|
|
|
|
const FTexture2DRHIRef* FSceneRenderTargets::GetActualDepthTexture() const
|
|
{
|
|
const FTexture2DRHIRef* DepthTexture = NULL;
|
|
if((CurrentFeatureLevel >= ERHIFeatureLevel::SM4) || IsPCPlatform(GShaderPlatformForFeatureLevel[CurrentFeatureLevel]))
|
|
{
|
|
if(GSupportsDepthFetchDuringDepthTest)
|
|
{
|
|
DepthTexture = &GetSceneDepthTexture();
|
|
}
|
|
else
|
|
{
|
|
DepthTexture = &GetAuxiliarySceneDepthSurface();
|
|
}
|
|
}
|
|
else if (IsMobilePlatform(GShaderPlatformForFeatureLevel[CurrentFeatureLevel]))
|
|
{
|
|
// TODO: avoid depth texture fetch when shader needs fragment previous depth and device supports framebuffer fetch
|
|
|
|
//bool bSceneDepthInAlpha = (GetSceneColor()->GetDesc().Format == PF_FloatRGBA);
|
|
//bool bOnChipDepthFetch = (GSupportsShaderDepthStencilFetch || (bSceneDepthInAlpha && GSupportsShaderFramebufferFetch));
|
|
//
|
|
//if (bOnChipDepthFetch)
|
|
//{
|
|
// DepthTexture = (const FTexture2DRHIRef*)(&GSystemTextures.DepthDummy->GetRenderTargetItem().ShaderResourceTexture);
|
|
//}
|
|
//else
|
|
{
|
|
DepthTexture = &GetSceneDepthTexture();
|
|
}
|
|
}
|
|
|
|
check(DepthTexture != NULL);
|
|
|
|
return DepthTexture;
|
|
}
|
|
|
|
|
|
IPooledRenderTarget* FSceneRenderTargets::GetGBufferVelocityRT()
|
|
{
|
|
if (!bAllocateVelocityGBuffer)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return GBufferVelocity;
|
|
}
|
|
|
|
IPooledRenderTarget* FSceneRenderTargets::RequestCustomDepth(FRHICommandListImmediate& RHICmdList, bool bPrimitives)
|
|
{
|
|
int Value = CVarCustomDepth.GetValueOnRenderThread();
|
|
|
|
if((Value == 1 && bPrimitives) || Value == 2 || IsCustomDepthPassWritingStencil())
|
|
{
|
|
if (!CustomStencilSRV.GetReference() || !CustomDepth.GetReference() || BufferSize != CustomDepth->GetDesc().Extent)
|
|
{
|
|
// Todo: Could check if writes stencil here and create min viable target
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(BufferSize, PF_DepthStencil, FClearValueBinding::DepthFar, TexCreate_None, TexCreate_DepthStencilTargetable, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, CustomDepth, TEXT("CustomDepth"));
|
|
CustomStencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&)CustomDepth->GetRenderTargetItem().TargetableTexture, 0, 1, PF_X24_G8);
|
|
}
|
|
return CustomDepth;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool FSceneRenderTargets::IsCustomDepthPassWritingStencil() const
|
|
{
|
|
return (CVarCustomDepth.GetValueOnRenderThread() == 3);
|
|
}
|
|
|
|
/** Returns an index in the range [0, NumCubeShadowDepthSurfaces) given an input resolution. */
|
|
int32 FSceneRenderTargets::GetCubeShadowDepthZIndex(int32 ShadowResolution) const
|
|
{
|
|
static auto CVarMinShadowResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
|
|
FIntPoint ObjectShadowBufferResolution = GetShadowDepthTextureResolution();
|
|
|
|
// Use a lower resolution because cubemaps use a lot of memory
|
|
ObjectShadowBufferResolution.X /= 2;
|
|
ObjectShadowBufferResolution.Y /= 2;
|
|
const int32 SurfaceSizes[NumCubeShadowDepthSurfaces] =
|
|
{
|
|
ObjectShadowBufferResolution.X,
|
|
ObjectShadowBufferResolution.X / 2,
|
|
ObjectShadowBufferResolution.X / 4,
|
|
ObjectShadowBufferResolution.X / 8,
|
|
CVarMinShadowResolution->GetValueOnRenderThread()
|
|
};
|
|
|
|
for (int32 SearchIndex = 0; SearchIndex < NumCubeShadowDepthSurfaces; SearchIndex++)
|
|
{
|
|
if (ShadowResolution >= SurfaceSizes[SearchIndex])
|
|
{
|
|
return SearchIndex;
|
|
}
|
|
}
|
|
|
|
check(0);
|
|
return 0;
|
|
}
|
|
|
|
/** Returns the appropriate resolution for a given cube shadow index. */
|
|
int32 FSceneRenderTargets::GetCubeShadowDepthZResolution(int32 ShadowIndex) const
|
|
{
|
|
checkSlow(ShadowIndex >= 0 && ShadowIndex < NumCubeShadowDepthSurfaces);
|
|
|
|
static auto CVarMinShadowResolution = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Shadow.MinResolution"));
|
|
FIntPoint ObjectShadowBufferResolution = GetShadowDepthTextureResolution();
|
|
|
|
// Use a lower resolution because cubemaps use a lot of memory
|
|
ObjectShadowBufferResolution.X = FMath::Max(ObjectShadowBufferResolution.X / 2, 1);
|
|
ObjectShadowBufferResolution.Y = FMath::Max(ObjectShadowBufferResolution.Y / 2, 1);
|
|
const int32 SurfaceSizes[NumCubeShadowDepthSurfaces] =
|
|
{
|
|
ObjectShadowBufferResolution.X,
|
|
FMath::Max(ObjectShadowBufferResolution.X / 2, 1),
|
|
FMath::Max(ObjectShadowBufferResolution.X / 4, 1),
|
|
FMath::Max(ObjectShadowBufferResolution.X / 8, 1),
|
|
CVarMinShadowResolution->GetValueOnRenderThread()
|
|
};
|
|
return SurfaceSizes[ShadowIndex];
|
|
}
|
|
|
|
bool FSceneRenderTargets::AreShadingPathRenderTargetsAllocated(EShadingPath InShadingPath) const
|
|
{
|
|
switch (InShadingPath)
|
|
{
|
|
case EShadingPath::Mobile:
|
|
{
|
|
return (SceneColor[(int32)EShadingPath::Mobile] != nullptr);
|
|
}
|
|
case EShadingPath::Deferred:
|
|
{
|
|
return (ScreenSpaceAO != nullptr);
|
|
}
|
|
default:
|
|
{
|
|
checkNoEntry();
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*-----------------------------------------------------------------------------
|
|
FSceneTextureShaderParameters
|
|
-----------------------------------------------------------------------------*/
|
|
|
|
//
|
|
void FSceneTextureShaderParameters::Bind(const FShaderParameterMap& ParameterMap)
|
|
{
|
|
// only used if Material has an expression that requires SceneColorTexture
|
|
SceneColorTextureParameter.Bind(ParameterMap,TEXT("SceneColorTexture"));
|
|
SceneColorTextureParameterSampler.Bind(ParameterMap,TEXT("SceneColorTextureSampler"));
|
|
// only used if Material has an expression that requires SceneDepthTexture
|
|
SceneDepthTextureParameter.Bind(ParameterMap,TEXT("SceneDepthTexture"));
|
|
SceneDepthTextureParameterSampler.Bind(ParameterMap,TEXT("SceneDepthTextureSampler"));
|
|
// Only used if Material has an expression that requires SceneAlphaCopyTexture
|
|
SceneAlphaCopyTextureParameter.Bind(ParameterMap,TEXT("SceneAlphaCopyTexture"));
|
|
SceneAlphaCopyTextureParameterSampler.Bind(ParameterMap,TEXT("SceneAlphaCopyTextureSampler"));
|
|
//
|
|
SceneDepthTextureNonMS.Bind(ParameterMap,TEXT("SceneDepthTextureNonMS"));
|
|
SceneColorSurfaceParameter.Bind(ParameterMap,TEXT("SceneColorSurface"));
|
|
// only used if Material has an expression that requires SceneColorTextureMSAA
|
|
SceneDepthSurfaceParameter.Bind(ParameterMap,TEXT("SceneDepthSurface"));
|
|
DirectionalOcclusionSampler.Bind(ParameterMap, TEXT("DirectionalOcclusionSampler"));
|
|
DirectionalOcclusionTexture.Bind(ParameterMap, TEXT("DirectionalOcclusionTexture"));
|
|
}
|
|
|
|
template< typename ShaderRHIParamRef, typename TRHICmdList >
|
|
void FSceneTextureShaderParameters::Set(
|
|
TRHICmdList& RHICmdList,
|
|
const ShaderRHIParamRef& ShaderRHI,
|
|
const FSceneView& View,
|
|
ESceneRenderTargetsMode::Type TextureMode,
|
|
ESamplerFilter ColorFilter ) const
|
|
{
|
|
if (TextureMode == ESceneRenderTargetsMode::SetTextures)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
// optimization possible: TShaderRHIParamRef is no param Ref
|
|
if (SceneColorTextureParameter.IsBound())
|
|
{
|
|
FSamplerStateRHIRef Filter;
|
|
switch ( ColorFilter )
|
|
{
|
|
case SF_Bilinear:
|
|
Filter = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
break;
|
|
case SF_Trilinear:
|
|
Filter = TStaticSamplerState<SF_Trilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
break;
|
|
case SF_AnisotropicPoint:
|
|
Filter = TStaticSamplerState<SF_AnisotropicPoint,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
break;
|
|
case SF_AnisotropicLinear:
|
|
Filter = TStaticSamplerState<SF_AnisotropicLinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
break;
|
|
case SF_Point:
|
|
default:
|
|
Filter = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
break;
|
|
}
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
SceneColorTextureParameter,
|
|
SceneColorTextureParameterSampler,
|
|
Filter,
|
|
SceneContext.GetSceneColorTexture()
|
|
);
|
|
}
|
|
|
|
if (SceneAlphaCopyTextureParameter.IsBound() && SceneContext.HasSceneAlphaCopyTexture())
|
|
{
|
|
FSamplerStateRHIRef Filter;
|
|
Filter = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
SceneAlphaCopyTextureParameter,
|
|
SceneAlphaCopyTextureParameterSampler,
|
|
Filter,
|
|
SceneContext.GetSceneAlphaCopyTexture()
|
|
);
|
|
}
|
|
|
|
if(SceneDepthTextureParameter.IsBound() || SceneDepthTextureParameterSampler.IsBound())
|
|
{
|
|
const FTexture2DRHIRef* DepthTexture = SceneContext.GetActualDepthTexture();
|
|
|
|
if (SceneContext.IsSeparateTranslucencyPass() && SceneContext.IsSeparateTranslucencyDepthValid())
|
|
{
|
|
FIntPoint OutScaledSize;
|
|
float OutScale;
|
|
SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);
|
|
|
|
if (OutScale < 1.0f)
|
|
{
|
|
DepthTexture = &SceneContext.GetSeparateTranslucencyDepthSurface();
|
|
}
|
|
}
|
|
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
SceneDepthTextureParameter,
|
|
SceneDepthTextureParameterSampler,
|
|
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
|
|
*DepthTexture
|
|
);
|
|
}
|
|
|
|
const auto FeatureLevel = View.GetFeatureLevel();
|
|
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM5)
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, SceneColorSurfaceParameter, SceneContext.GetSceneColorSurface());
|
|
}
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
if(GSupportsDepthFetchDuringDepthTest)
|
|
{
|
|
if(SceneDepthSurfaceParameter.IsBound())
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthSurfaceParameter, SceneContext.GetSceneDepthSurface());
|
|
}
|
|
if(SceneDepthTextureNonMS.IsBound())
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthTextureNonMS, SceneContext.GetSceneDepthTexture());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(SceneDepthSurfaceParameter.IsBound())
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthSurfaceParameter, SceneContext.GetAuxiliarySceneDepthSurface());
|
|
}
|
|
if(SceneDepthTextureNonMS.IsBound())
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, SceneDepthTextureNonMS, SceneContext.GetAuxiliarySceneDepthSurface());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (TextureMode == ESceneRenderTargetsMode::DontSet)
|
|
{
|
|
// Verify that none of these were bound if we were told not to set them
|
|
ensure(!SceneColorTextureParameter.IsBound()
|
|
&& !SceneDepthTextureParameter.IsBound()
|
|
&& !SceneColorSurfaceParameter.IsBound()
|
|
&& !SceneDepthSurfaceParameter.IsBound()
|
|
&& !SceneDepthTextureNonMS.IsBound());
|
|
}
|
|
else if (TextureMode == ESceneRenderTargetsMode::DontSetIgnoreBoundByEditorCompositing)
|
|
{
|
|
// Verify that none of these were bound if we were told not to set them
|
|
// ignore SceneDepthTextureNonMS
|
|
ensure(!SceneColorTextureParameter.IsBound()
|
|
&& !SceneDepthTextureParameter.IsBound()
|
|
&& !SceneColorSurfaceParameter.IsBound()
|
|
&& !SceneDepthSurfaceParameter.IsBound());
|
|
}
|
|
|
|
if( DirectionalOcclusionSampler.IsBound() )
|
|
{
|
|
bool bDirectionalOcclusion = false;
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
if (ViewState != nullptr)
|
|
{
|
|
FLightPropagationVolume* Lpv = ViewState->GetLightPropagationVolume(View.GetFeatureLevel());
|
|
if(Lpv != nullptr)
|
|
{
|
|
bDirectionalOcclusion = Lpv->IsDirectionalOcclusionEnabled();
|
|
}
|
|
}
|
|
|
|
FTextureRHIParamRef DirectionalOcclusion = nullptr;
|
|
if( bDirectionalOcclusion )
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
DirectionalOcclusion = SceneContext.GetDirectionalOcclusionTexture();
|
|
}
|
|
else
|
|
{
|
|
DirectionalOcclusion = GWhiteTexture->TextureRHI;
|
|
}
|
|
|
|
FSamplerStateRHIRef Filter;
|
|
Filter = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
|
|
SetTextureParameter(
|
|
RHICmdList,
|
|
ShaderRHI,
|
|
DirectionalOcclusionTexture,
|
|
DirectionalOcclusionSampler,
|
|
Filter,
|
|
DirectionalOcclusion
|
|
);
|
|
}
|
|
}
|
|
|
|
#define IMPLEMENT_SCENE_TEXTURE_PARAM_SET( ShaderRHIParamRef ) \
|
|
template void FSceneTextureShaderParameters::Set< ShaderRHIParamRef >( \
|
|
FRHICommandList& RHICmdList, \
|
|
const ShaderRHIParamRef& ShaderRHI, \
|
|
const FSceneView& View, \
|
|
ESceneRenderTargetsMode::Type TextureMode, \
|
|
ESamplerFilter ColorFilter \
|
|
) const;
|
|
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FVertexShaderRHIParamRef );
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FHullShaderRHIParamRef );
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FDomainShaderRHIParamRef );
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FGeometryShaderRHIParamRef );
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FPixelShaderRHIParamRef );
|
|
IMPLEMENT_SCENE_TEXTURE_PARAM_SET( FComputeShaderRHIParamRef );
|
|
|
|
FArchive& operator<<(FArchive& Ar,FSceneTextureShaderParameters& Parameters)
|
|
{
|
|
Ar << Parameters.SceneColorTextureParameter;
|
|
Ar << Parameters.SceneColorTextureParameterSampler;
|
|
Ar << Parameters.SceneAlphaCopyTextureParameter;
|
|
Ar << Parameters.SceneAlphaCopyTextureParameterSampler;
|
|
Ar << Parameters.SceneColorSurfaceParameter;
|
|
Ar << Parameters.SceneDepthTextureParameter;
|
|
Ar << Parameters.SceneDepthTextureParameterSampler;
|
|
Ar << Parameters.SceneDepthSurfaceParameter;
|
|
Ar << Parameters.SceneDepthTextureNonMS;
|
|
Ar << Parameters.DirectionalOcclusionSampler;
|
|
Ar << Parameters.DirectionalOcclusionTexture;
|
|
return Ar;
|
|
}
|
|
|
|
// Note this is not just for Deferred rendering, it also applies to mobile rendering.
|
|
void FDeferredPixelShaderParameters::Bind(const FShaderParameterMap& ParameterMap)
|
|
{
|
|
SceneTextureParameters.Bind(ParameterMap);
|
|
|
|
GBufferResources.Bind(ParameterMap,TEXT("GBuffers"));
|
|
DBufferATextureMS.Bind(ParameterMap,TEXT("DBufferATextureMS"));
|
|
DBufferBTextureMS.Bind(ParameterMap,TEXT("DBufferBTextureMS"));
|
|
DBufferCTextureMS.Bind(ParameterMap,TEXT("DBufferCTextureMS"));
|
|
ScreenSpaceAOTextureMS.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureMS"));
|
|
DBufferATextureNonMS.Bind(ParameterMap,TEXT("DBufferATextureNonMS"));
|
|
DBufferBTextureNonMS.Bind(ParameterMap,TEXT("DBufferBTextureNonMS"));
|
|
DBufferCTextureNonMS.Bind(ParameterMap,TEXT("DBufferCTextureNonMS"));
|
|
ScreenSpaceAOTextureNonMS.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureNonMS"));
|
|
CustomDepthTextureNonMS.Bind(ParameterMap,TEXT("CustomDepthTextureNonMS"));
|
|
DBufferATexture.Bind(ParameterMap,TEXT("DBufferATexture"));
|
|
DBufferATextureSampler.Bind(ParameterMap,TEXT("DBufferATextureSampler"));
|
|
DBufferBTexture.Bind(ParameterMap,TEXT("DBufferBTexture"));
|
|
DBufferBTextureSampler.Bind(ParameterMap,TEXT("DBufferBTextureSampler"));
|
|
DBufferCTexture.Bind(ParameterMap,TEXT("DBufferCTexture"));
|
|
DBufferCTextureSampler.Bind(ParameterMap,TEXT("DBufferCTextureSampler"));
|
|
ScreenSpaceAOTexture.Bind(ParameterMap,TEXT("ScreenSpaceAOTexture"));
|
|
ScreenSpaceAOTextureSampler.Bind(ParameterMap,TEXT("ScreenSpaceAOTextureSampler"));
|
|
CustomDepthTexture.Bind(ParameterMap,TEXT("CustomDepthTexture"));
|
|
CustomDepthTextureSampler.Bind(ParameterMap,TEXT("CustomDepthTextureSampler"));
|
|
CustomStencilTexture.Bind(ParameterMap,TEXT("CustomStencilTexture"));
|
|
DBufferRenderMask.Bind(ParameterMap, TEXT("DBufferMask"));
|
|
}
|
|
|
|
bool IsDBufferEnabled();
|
|
|
|
template< typename ShaderRHIParamRef, typename TRHICmdList >
|
|
void FDeferredPixelShaderParameters::Set(TRHICmdList& RHICmdList, const ShaderRHIParamRef ShaderRHI, const FSceneView& View, ESceneRenderTargetsMode::Type TextureMode) const
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
// This is needed on PC ES2 for SceneAlphaCopy, probably should be refactored for performance.
|
|
SceneTextureParameters.Set(RHICmdList, ShaderRHI, View, TextureMode, SF_Point);
|
|
|
|
// if() is purely an optimization and could be removed
|
|
if (IsDBufferEnabled())
|
|
{
|
|
IPooledRenderTarget* DBufferA = SceneContext.DBufferA ? SceneContext.DBufferA : GSystemTextures.BlackDummy;
|
|
IPooledRenderTarget* DBufferB = SceneContext.DBufferB ? SceneContext.DBufferB : GSystemTextures.BlackDummy;
|
|
IPooledRenderTarget* DBufferC = SceneContext.DBufferC ? SceneContext.DBufferC : GSystemTextures.BlackDummy;
|
|
|
|
// todo: optimize out when not needed
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATexture, DBufferATextureSampler, TStaticSamplerState<>::GetRHI(), DBufferA->GetRenderTargetItem().ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTexture, DBufferBTextureSampler, TStaticSamplerState<>::GetRHI(), DBufferB->GetRenderTargetItem().ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTexture, DBufferCTextureSampler, TStaticSamplerState<>::GetRHI(), DBufferC->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
if (GSupportsRenderTargetWriteMask)
|
|
{
|
|
if (SceneContext.DBufferMask)
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferRenderMask, SceneContext.DBufferMask->GetRenderTargetItem().TargetableTexture);
|
|
}
|
|
else
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferRenderMask, GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
|
|
}
|
|
}
|
|
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATextureMS, DBufferA->GetRenderTargetItem().TargetableTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTextureMS, DBufferB->GetRenderTargetItem().TargetableTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTextureMS, DBufferC->GetRenderTargetItem().TargetableTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferATextureNonMS, DBufferA->GetRenderTargetItem().ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferBTextureNonMS, DBufferB->GetRenderTargetItem().ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, DBufferCTextureNonMS, DBufferC->GetRenderTargetItem().ShaderResourceTexture);
|
|
}
|
|
|
|
const auto FeatureLevel = View.GetFeatureLevel();
|
|
|
|
if (TextureMode == ESceneRenderTargetsMode::SetTextures)
|
|
{
|
|
// if there is no ambient occlusion it's better to have white there
|
|
IPooledRenderTarget* ScreenSpaceAO = SceneContext.ScreenSpaceAO;
|
|
if(!SceneContext.bScreenSpaceAOIsValid)
|
|
{
|
|
ScreenSpaceAO = GSystemTextures.WhiteDummy;
|
|
}
|
|
|
|
// if there is no custom depth it's better to have the far distance there
|
|
IPooledRenderTarget* CustomDepth = SceneContext.bCustomDepthIsValid ? SceneContext.CustomDepth.GetReference() : 0;
|
|
if(!CustomDepth)
|
|
{
|
|
CustomDepth = GSystemTextures.BlackDummy;
|
|
}
|
|
SetTextureParameter(RHICmdList, ShaderRHI, CustomDepthTexture, CustomDepthTextureSampler, TStaticSamplerState<>::GetRHI(), CustomDepth->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
if (FeatureLevel >= ERHIFeatureLevel::SM4)
|
|
{
|
|
if (GBufferResources.IsBound())
|
|
{
|
|
SetUniformBufferParameter(RHICmdList, ShaderRHI, GBufferResources, SceneContext.GetGBufferResourcesUniformBuffer());
|
|
}
|
|
|
|
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTexture, ScreenSpaceAOTextureSampler, TStaticSamplerState<>::GetRHI(), ScreenSpaceAO->GetRenderTargetItem().ShaderResourceTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTextureMS, ScreenSpaceAO->GetRenderTargetItem().TargetableTexture);
|
|
SetTextureParameter(RHICmdList, ShaderRHI, ScreenSpaceAOTextureNonMS, ScreenSpaceAO->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
SetTextureParameter(RHICmdList, ShaderRHI, CustomDepthTextureNonMS, CustomDepth->GetRenderTargetItem().ShaderResourceTexture);
|
|
|
|
if (CustomStencilTexture.IsBound())
|
|
{
|
|
if (SceneContext.bCustomDepthIsValid && SceneContext.CustomStencilSRV.GetReference())
|
|
{
|
|
SetSRVParameter(RHICmdList, ShaderRHI, CustomStencilTexture, SceneContext.CustomStencilSRV);
|
|
}
|
|
else
|
|
{
|
|
SetTextureParameter(RHICmdList, ShaderRHI, CustomStencilTexture, GSystemTextures.BlackDummy->GetRenderTargetItem().ShaderResourceTexture);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (TextureMode == ESceneRenderTargetsMode::DontSet ||
|
|
TextureMode == ESceneRenderTargetsMode::DontSetIgnoreBoundByEditorCompositing)
|
|
{
|
|
// Verify that none of these are actually bound
|
|
checkSlow(!GBufferResources.IsBound());
|
|
}
|
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}
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#define IMPLEMENT_DEFERRED_PARAMETERS_SET( ShaderRHIParamRef, TRHICmdList ) \
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template void FDeferredPixelShaderParameters::Set< ShaderRHIParamRef, TRHICmdList >(\
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TRHICmdList& RHICmdList, \
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const ShaderRHIParamRef ShaderRHI, \
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const FSceneView& View, \
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ESceneRenderTargetsMode::Type TextureMode \
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) const;
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FVertexShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FHullShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FDomainShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FGeometryShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FPixelShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET( FComputeShaderRHIParamRef, FRHICommandList );
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FVertexShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FHullShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FDomainShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FGeometryShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FPixelShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FComputeShaderRHIParamRef, FRHICommandListImmediate);
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IMPLEMENT_DEFERRED_PARAMETERS_SET(FComputeShaderRHIParamRef, FRHIAsyncComputeCommandListImmediate );
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FArchive& operator<<(FArchive& Ar,FDeferredPixelShaderParameters& Parameters)
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{
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Ar << Parameters.SceneTextureParameters;
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Ar << Parameters.GBufferResources;
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Ar << Parameters.DBufferATextureMS;
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Ar << Parameters.DBufferBTextureMS;
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Ar << Parameters.DBufferCTextureMS;
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Ar << Parameters.ScreenSpaceAOTextureMS;
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Ar << Parameters.DBufferATextureNonMS;
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Ar << Parameters.DBufferBTextureNonMS;
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Ar << Parameters.DBufferCTextureNonMS;
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Ar << Parameters.ScreenSpaceAOTextureNonMS;
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Ar << Parameters.CustomDepthTextureNonMS;
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Ar << Parameters.DBufferATexture;
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Ar << Parameters.DBufferRenderMask;
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Ar << Parameters.DBufferATextureSampler;
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Ar << Parameters.DBufferBTexture;
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Ar << Parameters.DBufferBTextureSampler;
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Ar << Parameters.DBufferCTexture;
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Ar << Parameters.DBufferCTextureSampler;
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Ar << Parameters.ScreenSpaceAOTexture;
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Ar << Parameters.ScreenSpaceAOTextureSampler;
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Ar << Parameters.CustomDepthTexture;
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Ar << Parameters.CustomDepthTextureSampler;
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Ar << Parameters.CustomStencilTexture;
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return Ar;
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}
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