void UpdateSceneCaptureContent_RenderThread(FSceneRenderer* SceneRenderer, FTextureRenderTargetResource* TextureRenderTarget, const FName OwnerName, const FResolveParams& ResolveParams, bool bUseSceneColorTexture)
{
	FMemMark MemStackMark(FMemStack::Get());

	// update any resources that needed a deferred update
	FDeferredUpdateResource::UpdateResources();

	{
#if WANTS_DRAW_MESH_EVENTS
		FString EventName;
		OwnerName.ToString(EventName);
		SCOPED_DRAW_EVENTF(SceneCapture, DEC_SCENE_ITEMS, TEXT("SceneCapture %s"), *EventName);
#endif

		// Render the scene normally
		const FRenderTarget* Target = SceneRenderer->ViewFamily.RenderTarget;
		FIntRect ViewRect = SceneRenderer->Views[0].ViewRect;
		FIntRect UnconstrainedViewRect = SceneRenderer->Views[0].UnconstrainedViewRect;
		RHISetRenderTarget(Target->GetRenderTargetTexture(), NULL);
		RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, ViewRect);
		SceneRenderer->Render();

		// Copy the captured scene into the destination texture
		if (bUseSceneColorTexture)
		{
			// Copy the captured scene into the destination texture
			RHISetRenderTarget(Target->GetRenderTargetTexture(), NULL);

			RHISetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
			RHISetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
			RHISetBlendState(TStaticBlendState<>::GetRHI());

			TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap());
			TShaderMapRef<FScreenPS> PixelShader(GetGlobalShaderMap());
			static FGlobalBoundShaderState BoundShaderState;
			SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

			FRenderingCompositePassContext Context(SceneRenderer->Views[0]);

			VertexShader->SetParameters(SceneRenderer->Views[0]);
			PixelShader->SetParameters(TStaticSamplerState<SF_Point>::GetRHI(), GSceneRenderTargets.GetSceneColorTexture());

			FIntPoint TargetSize(UnconstrainedViewRect.Width(), UnconstrainedViewRect.Height());

			DrawRectangle(
				ViewRect.Min.X, ViewRect.Min.Y,
				ViewRect.Width(), ViewRect.Height(),
				ViewRect.Min.X, ViewRect.Min.Y,
				ViewRect.Width(), ViewRect.Height(),
				TargetSize,
				GSceneRenderTargets.GetBufferSizeXY(),
				EDRF_UseTriangleOptimization);
		}

		RHICopyToResolveTarget(TextureRenderTarget->GetRenderTargetTexture(), TextureRenderTarget->TextureRHI, false, ResolveParams);
	}

	delete SceneRenderer;
}
/** Draws a full view quad that sets stencil to 1 anywhere that decals should not be projected. */
void StencilDecalMask(const FSceneView& View)
{
	SCOPED_DRAW_EVENT(StencilDecalMask, DEC_SCENE_ITEMS);
	RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI());
	RHISetBlendState(TStaticBlendState<CW_NONE>::GetRHI());
	RHISetRenderTarget(NULL, GSceneRenderTargets.GetSceneDepthSurface());
	RHISetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);

	// Write 1 to highest bit of stencil to areas that should not receive decals
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always,true,CF_Always,SO_Replace,SO_Replace,SO_Replace>::GetRHI(), 0x80);

	TShaderMapRef<FScreenVS> ScreenVertexShader(GetGlobalShaderMap());
	TShaderMapRef<FStencilDecalMaskPS> PixelShader(GetGlobalShaderMap());
	
	SetGlobalBoundShaderState(StencilDecalMaskBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader);

	PixelShader->SetParameters(View);

	DrawRectangle( 
		0, 0, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		View.ViewRect.Min.X, View.ViewRect.Min.Y, 
		View.ViewRect.Width(), View.ViewRect.Height(),
		FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()),
		GSceneRenderTargets.GetBufferSizeXY(),
		EDRF_UseTriangleOptimization);
}
void FRCPassPostProcessVisualizeBuffer::SetShaderTempl(const FRenderingCompositePassContext& Context)
{
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessVisualizeBufferPS<bDrawingTile> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);
}
static void SetMotionBlurShaderTempl(const FRenderingCompositePassContext& Context)
{
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessMotionBlurPS<Quality> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	VertexShader->SetParameters(Context);
	PixelShader->SetParameters(Context);
}
void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(PostProcessHistogramReduce, DEC_SCENE_ITEMS);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
	FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;

	uint32 LoopSizeValue = ComputeLoopSize(GatherExtent);

	PixelShader->SetPS(Context, LoopSizeValue);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		DestSize.X, DestSize.Y,
		0, 0,
		SrcSize.X, 0,
		DestSize,
		SrcSize,
		EDRF_UseTriangleOptimization);

	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void SetNoiseBlurShader(const FRenderingCompositePassContext& Context, float InRadius)
{
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessNoiseBlurPS<Method> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(Context, InRadius);
	VertexShader->SetParameters(Context);
}
void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context)
{
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessSubsurfaceSetupPS<SpecularCorrection> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(Context);
	VertexShader->SetParameters(Context);
}
void FIESLightProfileBatchedElementParameters::BindShaders( FRHICommandList& RHICmdList, ERHIFeatureLevel::Type InFeatureLevel, const FMatrix& InTransform, const float InGamma, const FMatrix& ColorWeights, const FTexture* Texture )
{
	TShaderMapRef<FSimpleElementVS> VertexShader(GetGlobalShaderMap(InFeatureLevel));
	TShaderMapRef<FIESLightProfilePS> PixelShader(GetGlobalShaderMap(InFeatureLevel));

	
	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(RHICmdList, InFeatureLevel, BoundShaderState, GSimpleElementVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());

	VertexShader->SetParameters(RHICmdList, InTransform);
	PixelShader->SetParameters(RHICmdList, Texture, BrightnessInLumens);
}
void Radix008A(
	FRHICommandListImmediate & RHICmdList,
	FRadixPlan512* Plan,
	uint32 ParamSet,
	FUnorderedAccessViewRHIRef pUAV_Dst,
	FShaderResourceViewRHIRef pSRV_Src,
	uint32 ThreadCount,
	uint32 istride)
{
	check(ParamSet < FFT_PARAM_SETS);

	// Setup execution configuration
	uint32 grid = ThreadCount / COHERENCY_GRANULARITY;

	FRadixFFTUniformParameters Parameters;
	Parameters.ThreadCount = Plan->PerFrame[ParamSet].ThreadCount;
	Parameters.ostride = Plan->PerFrame[ParamSet].ostride;
	Parameters.istride = Plan->PerFrame[ParamSet].istride;
	Parameters.pstride = Plan->PerFrame[ParamSet].pstride;
	Parameters.PhaseBase = Plan->PerFrame[ParamSet].PhaseBase;

	FRadixFFTUniformBufferRef UniformBuffer =
		FRadixFFTUniformBufferRef::CreateUniformBufferImmediate(Parameters, EUniformBufferUsage::UniformBuffer_SingleFrame);

	if (istride > 1)
	{
		TShaderMapRef<FRadix008A_CS> Radix008A_CS(GetGlobalShaderMap(GMaxRHIFeatureLevel));
		RHICmdList.SetComputeShader(Radix008A_CS->GetComputeShader());

		Radix008A_CS->SetParameters(RHICmdList, UniformBuffer);
		Radix008A_CS->SetParameters(RHICmdList, pSRV_Src, pUAV_Dst);

		RHICmdList.DispatchComputeShader(grid, 1, 1);

		Radix008A_CS->UnsetParameters(RHICmdList);
	}
	else
	{
		TShaderMapRef<FRadix008A_CS2> Radix008A_CS2(GetGlobalShaderMap(GMaxRHIFeatureLevel));
		RHICmdList.SetComputeShader(Radix008A_CS2->GetComputeShader());

		Radix008A_CS2->SetParameters(RHICmdList, UniformBuffer);
		Radix008A_CS2->SetParameters(RHICmdList, pSRV_Src, pUAV_Dst);

		RHICmdList.DispatchComputeShader(grid, 1, 1);

		Radix008A_CS2->UnsetParameters(RHICmdList);
	}
}
Beispiel #10
0
void FMipLevelBatchedElementParameters::BindShaders(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type InFeatureLevel, const FMatrix& InTransform, const float InGamma, const FMatrix& ColorWeights, const FTexture* Texture)
{
	TShaderMapRef<FCubemapTexturePropertiesVS> VertexShader(GetGlobalShaderMap(InFeatureLevel));
	TShaderMapRef<TPixelShader> PixelShader(GetGlobalShaderMap(InFeatureLevel));
	

	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(RHICmdList, InFeatureLevel, BoundShaderState, GSimpleElementVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	VertexShader->SetParameters(RHICmdList, InTransform);

	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());

	PixelShader->SetParameters(RHICmdList, Texture, ColorWeights, MipLevel, InGamma);
}
Beispiel #11
0
void BeginRecompileGlobalShaders(const TArray<FShaderType*>& OutdatedShaderTypes, EShaderPlatform ShaderPlatform)
{
	if( !FPlatformProperties::RequiresCookedData() )
	{
		// Flush pending accesses to the existing global shaders.
		FlushRenderingCommands();

		TShaderMap<FGlobalShaderType>* GlobalShaderMap = GetGlobalShaderMap(ShaderPlatform);

		for (int32 TypeIndex = 0; TypeIndex < OutdatedShaderTypes.Num(); TypeIndex++)
		{
			FGlobalShaderType* CurrentGlobalShaderType = OutdatedShaderTypes[TypeIndex]->GetGlobalShaderType();
			if (CurrentGlobalShaderType)
			{
				UE_LOG(LogShaders, Log, TEXT("Flushing Global Shader %s"), CurrentGlobalShaderType->GetName());
				GlobalShaderMap->RemoveShaderType(CurrentGlobalShaderType);
				
				//invalidate global bound shader states so they will be created with the new shaders the next time they are set (in SetGlobalBoundShaderState)
				for(TLinkedList<FGlobalBoundShaderStateResource*>::TIterator It(FGlobalBoundShaderStateResource::GetGlobalBoundShaderStateList());It;It.Next())
				{
					BeginUpdateResourceRHI(*It);
				}
			}
		}

		VerifyGlobalShaders(ShaderPlatform, false);
	}
}
void FSteamVRHMD::RenderTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FTexture2DRHIParamRef BackBuffer, FTexture2DRHIParamRef SrcTexture) const
{
	check(IsInRenderingThread());

	if (WindowMirrorMode == 0)
	{
		return;
	}

	const uint32 ViewportWidth = BackBuffer->GetSizeX();
	const uint32 ViewportHeight = BackBuffer->GetSizeY();

	SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());
	RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);

	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	const auto FeatureLevel = GMaxRHIFeatureLevel;
	auto ShaderMap = GetGlobalShaderMap(FeatureLevel);

	TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
	TShaderMapRef<FScreenPS> PixelShader(ShaderMap);

	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::GetRHI(), SrcTexture);

	if (WindowMirrorMode == 1)
	{
		// need to clear when rendering only one eye since the borders won't be touched by the DrawRect below
		RHICmdList.Clear(true, FLinearColor::Black, false, 0, false, 0, FIntRect());

		RendererModule->DrawRectangle(
			RHICmdList,
			ViewportWidth / 4, 0,
			ViewportWidth / 2, ViewportHeight,
			0.1f, 0.2f,
			0.3f, 0.6f,
			FIntPoint(ViewportWidth, ViewportHeight),
			FIntPoint(1, 1),
			*VertexShader,
			EDRF_Default);
	}
	else if (WindowMirrorMode == 2)
	{
		RendererModule->DrawRectangle(
			RHICmdList,
			0, 0,
			ViewportWidth, ViewportHeight,
			0.0f, 0.0f,
			1.0f, 1.0f,
			FIntPoint(ViewportWidth, ViewportHeight),
			FIntPoint(1, 1),
			*VertexShader,
			EDRF_Default);
	}
}
	/** Binds the mesh paint vertex and pixel shaders to the graphics device */
	void SetMeshPaintDilateShaders(FRHICommandList& RHICmdList, ERHIFeatureLevel::Type InFeatureLevel, const FMatrix& InTransform,
												 const float InGamma,
												 const FMeshPaintDilateShaderParameters& InShaderParams )
	{
		TShaderMapRef< TMeshPaintDilateVertexShader > VertexShader(GetGlobalShaderMap(InFeatureLevel));
		TShaderMapRef< TMeshPaintDilatePixelShader > PixelShader(GetGlobalShaderMap(InFeatureLevel));

		
		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, InFeatureLevel, BoundShaderState, GMeshPaintDilateVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

		// Set vertex shader parameters
		VertexShader->SetParameters(RHICmdList, InTransform );

		// Set pixel shader parameters
		PixelShader->SetParameters(RHICmdList, InGamma, InShaderParams );
	}
// If bfullResourceResolve is true: A no-op draw call is submitted which resolves all pending states
// If bFullResourceResolve is false, A no-op clear is submitted which resolves RT's only
static void ResolvePendingRenderTarget(FRHICommandListImmediate& RHICmdList, IRendererModule* RendererModule, bool bFullResourceResolve = true)
{
#if GOOGLEVRHMD_SUPPORTED_PLATFORMS

	// HACK! Need to workaround UE4's caching mechanism. This causes the pending commands to actually apply to the device.
	class FFakeIndexBuffer : public FIndexBuffer
	{
	public:
		/** Initialize the RHI for this rendering resource */
		void InitRHI() override
		{
			// Indices 0 - 5 are used for rendering a quad. Indices 6 - 8 are used for triangle optimization. 
			const uint16 Indices[] = { 0, 1, 2, 2, 1, 3, 0, 4, 5 };
		
			TResourceArray<uint16, INDEXBUFFER_ALIGNMENT> IndexBuffer;
			uint32 InternalNumIndices = ARRAY_COUNT(Indices);
			IndexBuffer.AddUninitialized(InternalNumIndices);
			FMemory::Memcpy(IndexBuffer.GetData(), Indices, InternalNumIndices * sizeof(uint16));

			// Create index buffer. Fill buffer with initial data upon creation
			FRHIResourceCreateInfo CreateInfo(&IndexBuffer);
			IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo);
		}
	};
	static TGlobalResource<FFakeIndexBuffer> FakeIndexBuffer;

	if(bFullResourceResolve)
	{
		const auto FeatureLevel = GMaxRHIFeatureLevel;
		auto ShaderMap = GetGlobalShaderMap(FeatureLevel);

		TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
		TShaderMapRef<FScreenPS> PixelShader(ShaderMap);

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);

		RHICmdList.DrawIndexedPrimitive(
			FakeIndexBuffer.IndexBufferRHI,
			PT_TriangleList,
			/*BaseVertexIndex=*/ 0,
			/*MinIndex=*/ 0,
			/*NumVertices=*/ 0,
			/*StartIndex=*/ 0,
			/*NumPrimitives=*/ 0,
			/*NumInstances=*/ 1
			);
	}
	else
	{
		RHICmdList.ClearMRT(false, 0, nullptr, false, 0.0f, false, 0, FIntRect());
	}

	RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread);

#endif
}
/** Updates the downsized depth buffer with the current full resolution depth buffer. */
void FDeferredShadingSceneRenderer::UpdateDownsampledDepthSurface()
{
	if (GSceneRenderTargets.UseDownsizedOcclusionQueries() && IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM3))
	{
		RHISetRenderTarget(NULL, GSceneRenderTargets.GetSmallDepthSurface());

		SCOPED_DRAW_EVENT(DownsampleDepth, DEC_SCENE_ITEMS);

		for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
		{
			const FViewInfo& View = Views[ViewIndex];
			// Set shaders and texture
			TShaderMapRef<FScreenVS> ScreenVertexShader(GetGlobalShaderMap());
			TShaderMapRef<FDownsampleSceneDepthPS> PixelShader(GetGlobalShaderMap());

			extern TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration;

			SetGlobalBoundShaderState(DownsampleDepthBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader);

			RHISetBlendState(TStaticBlendState<CW_NONE>::GetRHI());
			RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI());
			RHISetDepthStencilState(TStaticDepthStencilState<true,CF_Always>::GetRHI());

			PixelShader->SetParameters(View);

			const uint32 DownsampledX = FMath::Trunc(View.ViewRect.Min.X / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor());
			const uint32 DownsampledY = FMath::Trunc(View.ViewRect.Min.Y / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor());
			const uint32 DownsampledSizeX = FMath::Trunc(View.ViewRect.Width() / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor());
			const uint32 DownsampledSizeY = FMath::Trunc(View.ViewRect.Height() / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor());

			RHISetViewport(DownsampledX, DownsampledY, 0.0f, DownsampledX + DownsampledSizeX, DownsampledY + DownsampledSizeY, 1.0f);

			DrawRectangle(
				0, 0,
				DownsampledSizeX, DownsampledSizeY,
				View.ViewRect.Min.X, View.ViewRect.Min.Y,
				View.ViewRect.Width(), View.ViewRect.Height(),
				FIntPoint(DownsampledSizeX, DownsampledSizeY),
				GSceneRenderTargets.GetBufferSizeXY(),
				EDRF_UseTriangleOptimization);
		}
	}
}
void FRCPassPostProcessBusyWait::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(BusyWait, DEC_SCENE_ITEMS);

	const FSceneView& View = Context.View;
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.UnscaledViewRect;
	
	const FSceneRenderTargetItem& DestRenderTarget = GSceneRenderTargets.LightAttenuation->GetRenderTargetItem();

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessBusyWaitPS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcRect.Size(),
		EDRF_UseTriangleOptimization);

	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
void FOculusRiftHMD::CopyTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FTexture2DRHIParamRef DstTexture, FTexture2DRHIParamRef SrcTexture, 
	FIntRect DstRect, FIntRect SrcRect) const
{
	check(IsInRenderingThread());

	if (DstRect.IsEmpty())
	{
		DstRect = FIntRect(0, 0, DstTexture->GetSizeX(), DstTexture->GetSizeY());
	}
	const uint32 ViewportWidth = DstRect.Width();
	const uint32 ViewportHeight = DstRect.Height();
	const FIntPoint TargetSize(ViewportWidth, ViewportHeight);

	const float SrcTextureWidth = SrcTexture->GetSizeX();
	const float SrcTextureHeight = SrcTexture->GetSizeY();
	float U = 0.f, V = 0.f, USize = 1.f, VSize = 1.f;
	if (!SrcRect.IsEmpty())
	{
		U = SrcRect.Min.X / SrcTextureWidth;
		V = SrcRect.Min.Y / SrcTextureHeight;
		USize = SrcRect.Width() / SrcTextureWidth;
		VSize = SrcRect.Height() / SrcTextureHeight;
	}

	SetRenderTarget(RHICmdList, DstTexture, FTextureRHIRef());
	RHICmdList.SetViewport(DstRect.Min.X, DstRect.Min.Y, 0, DstRect.Max.X, DstRect.Max.Y, 1.0f);

	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	const auto FeatureLevel = GMaxRHIFeatureLevel;
	auto ShaderMap = GetGlobalShaderMap(FeatureLevel);

	TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
	TShaderMapRef<FScreenPS> PixelShader(ShaderMap);

	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::GetRHI(), SrcTexture);

	RendererModule->DrawRectangle(
		RHICmdList,
		0, 0,
		ViewportWidth, ViewportHeight,
		U, V,
		USize, VSize,
		TargetSize,
		FIntPoint(1, 1),
		*VertexShader,
		EDRF_Default);
}
void RunBenchmarkShader(const FSceneView& View, TRefCountPtr<IPooledRenderTarget>& Src, uint32 Count)
{
	TShaderMapRef<FPostProcessBenchmarkVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessBenchmarkPS<Method> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(View, Src);
	VertexShader->SetParameters(View);

	for(uint32 i = 0; i < Count; ++i)
	{
		DrawRectangle(
			0, 0,
			GBenchmarkResolution, GBenchmarkResolution,
			0, 0,
			GBenchmarkResolution, GBenchmarkResolution,
			FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
			FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
			EDRF_Default);
	}
}
template<uint32 TextureType> void VisualizeTextureForTextureType(const FVisualizeTextureData& Data)
{
	TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<VisualizeTexturePS<TextureType> > PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
	PixelShader->SetParameters(Data);

	DrawRectangle(
		// XY
		0, 0,
		// SizeXY
		GSceneRenderTargets.GetBufferSizeXY().X, GSceneRenderTargets.GetBufferSizeXY().Y,
		// UV
		Data.Tex00.X, Data.Tex00.Y,
		// SizeUV
		Data.Tex11.X - Data.Tex00.X, Data.Tex11.Y - Data.Tex00.Y,
		// TargetSize
		GSceneRenderTargets.GetBufferSizeXY(),
		// TextureSize
		FIntPoint(1, 1),
		EDRF_UseTriangleOptimization);
}
static void ResolveColorWideInternal2(
	FRHICommandList& RHICmdList,
	const ERHIFeatureLevel::Type CurrentFeatureLevel,
	const FTextureRHIRef& SrcTexture,
	const FIntPoint& SrcOrigin)
{
	auto ShaderMap = GetGlobalShaderMap(CurrentFeatureLevel);

	TShaderMapRef<FWideCustomResolveVS> VertexShader(ShaderMap);
	TShaderMapRef<FWideCustomResolvePS<MSAA, Width>> PixelShader(ShaderMap);
	static FGlobalBoundShaderState BoundShaderState;
	SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
	PixelShader->SetParameters(RHICmdList, SrcTexture, SrcOrigin);

	RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
}
Beispiel #21
0
void FD3D11DynamicRHI::IssueLongGPUTask()
{
	if (GMaxRHIFeatureLevel >= ERHIFeatureLevel::SM4)
	{
		int32 LargestViewportIndex = INDEX_NONE;
		int32 LargestViewportPixels = 0;

		for (int32 ViewportIndex = 0; ViewportIndex < Viewports.Num(); ViewportIndex++)
		{
			FD3D11Viewport* Viewport = Viewports[ViewportIndex];

			if (Viewport->GetSizeXY().X * Viewport->GetSizeXY().Y > LargestViewportPixels)
			{
				LargestViewportPixels = Viewport->GetSizeXY().X * Viewport->GetSizeXY().Y;
				LargestViewportIndex = ViewportIndex;
			}
		}

		if (LargestViewportIndex >= 0)
		{
			FD3D11Viewport* Viewport = Viewports[LargestViewportIndex];

			FRHICommandList_RecursiveHazardous RHICmdList(this);

			SetRenderTarget(RHICmdList, Viewport->GetBackBuffer(), FTextureRHIRef());
			RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One>::GetRHI(), FLinearColor::Black);
			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI(), 0);
			RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());

			auto ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
			TShaderMapRef<TOneColorVS<true> > VertexShader(ShaderMap);
			TShaderMapRef<FLongGPUTaskPS> PixelShader(ShaderMap);

			RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GD3D11Vector4VertexDeclaration.VertexDeclarationRHI, VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));

			// Draw a fullscreen quad
			FVector4 Vertices[4];
			Vertices[0].Set( -1.0f,  1.0f, 0, 1.0f );
			Vertices[1].Set(  1.0f,  1.0f, 0, 1.0f );
			Vertices[2].Set( -1.0f, -1.0f, 0, 1.0f );
			Vertices[3].Set(  1.0f, -1.0f, 0, 1.0f );
			DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 2, Vertices, sizeof(Vertices[0]));
			// Implicit flush. Always call flush when using a command list in RHI implementations before doing anything else. This is super hazardous.
		}
	}
}
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context)
{
    SCOPED_DRAW_EVENT(PostProcessHistogram, DEC_SCENE_ITEMS);
    const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

    if(!InputDesc)
    {
        // input is not hooked up correctly
        return;
    }

    const FSceneView& View = Context.View;
    const FSceneViewFamily& ViewFamily = *(View.Family);

    FIntPoint SrcSize = InputDesc->Extent;
    FIntRect DestRect = View.ViewRect;

    const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

    TShaderMapRef<FPostProcessHistogramCS> ComputeShader(GetGlobalShaderMap());

    RHISetComputeShader(ComputeShader->GetComputeShader());
    RHISetRenderTarget(FTextureRHIRef(), FTextureRHIRef());


    // set destination
    check(DestRenderTarget.UAV);
    RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV);

    // we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
    FIntPoint GatherExtent = (DestRect.Size() - FIntPoint(1, 1)) / 2;

    FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent);


    ComputeShader->SetCS(Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent);

    DispatchComputeShader(*ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);

    // un-set destination
    RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL);

    RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
/**
 * Forces a recompile of the global shaders.
 */
void RecompileGlobalShaders()
{
	if( !FPlatformProperties::RequiresCookedData() )
	{
		// Flush pending accesses to the existing global shaders.
		FlushRenderingCommands();

		GetGlobalShaderMap(GRHIShaderPlatform)->Empty();

		VerifyGlobalShaders(GRHIShaderPlatform, false);

		GShaderCompilingManager->ProcessAsyncResults(false, true);

		//invalidate global bound shader states so they will be created with the new shaders the next time they are set (in SetGlobalBoundShaderState)
		for(TLinkedList<FGlobalBoundShaderStateResource*>::TIterator It(FGlobalBoundShaderStateResource::GetGlobalBoundShaderStateList());It;It.Next())
		{
			BeginUpdateResourceRHI(*It);
		}
	}
}
Beispiel #24
0
/** Saves the global shader map as a file for the target platform. */
FString SaveGlobalShaderFile(EShaderPlatform Platform, FString SavePath)
{
	TShaderMap<FGlobalShaderType>* GlobalShaderMap = GetGlobalShaderMap(Platform);

	// Wait until all global shaders are compiled
	if (GShaderCompilingManager)
	{
		GShaderCompilingManager->ProcessAsyncResults(false, true);
	}

	TArray<uint8> GlobalShaderData;
	FMemoryWriter MemoryWriter(GlobalShaderData);
	SerializeGlobalShaders(MemoryWriter, GlobalShaderMap);

	// make the final name
	FString FullPath = SavePath / GetGlobalShaderCacheFilename(Platform);
	verify(FFileHelper::SaveArrayToFile(GlobalShaderData, *FullPath));

	return FullPath;
}
void UVaOceanSimulatorComponent::UpdateDisplacementMap(float WorldTime)
{
	if (DisplacementTarget == NULL || GradientTarget == NULL)
		return;
	
	// ---------------------------- H(0) -> H(t), D(x, t), D(y, t) --------------------------------
	FUpdateSpectrumCSPerFrame UpdateSpectrumCSPerFrameParams;
	UpdateSpectrumCSPerFrameParams.g_Time = WorldTime * OceanConfig.TimeScale;
	UpdateSpectrumCSPerFrameParams.g_ChoppyScale = OceanConfig.ChoppyScale;
	UpdateSpectrumCSPerFrameParams.m_pSRV_H0 = m_pSRV_H0;
	UpdateSpectrumCSPerFrameParams.m_pSRV_Omega = m_pSRV_Omega;
	UpdateSpectrumCSPerFrameParams.m_pUAV_Ht = m_pUAV_Ht;

	ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
		UpdateSpectrumCSCommand,
		FUpdateSpectrumCSImmutable, ImmutableParams, UpdateSpectrumCSImmutableParams,
		FUpdateSpectrumCSPerFrame, PerFrameParams, UpdateSpectrumCSPerFrameParams,
		{
			FUpdateSpectrumUniformParameters Parameters;
			Parameters.Time = PerFrameParams.g_Time;

			FUpdateSpectrumUniformBufferRef UniformBuffer = 
				FUpdateSpectrumUniformBufferRef::CreateUniformBufferImmediate(Parameters, UniformBuffer_SingleUse);

			TShaderMapRef<FUpdateSpectrumCS> UpdateSpectrumCS(GetGlobalShaderMap());
			RHISetComputeShader(UpdateSpectrumCS->GetComputeShader());

			UpdateSpectrumCS->SetParameters(ImmutableParams.g_ActualDim,
				ImmutableParams.g_InWidth, ImmutableParams.g_OutWidth, ImmutableParams.g_OutHeight,
				ImmutableParams.g_DtxAddressOffset, ImmutableParams.g_DtyAddressOffset);

			UpdateSpectrumCS->SetParameters(UniformBuffer, PerFrameParams.m_pSRV_H0, PerFrameParams.m_pSRV_Omega);
			UpdateSpectrumCS->SetOutput(PerFrameParams.m_pUAV_Ht);

			uint32 group_count_x = (ImmutableParams.g_ActualDim + BLOCK_SIZE_X - 1) / BLOCK_SIZE_X;
			uint32 group_count_y = (ImmutableParams.g_ActualDim + BLOCK_SIZE_Y - 1) / BLOCK_SIZE_Y;
			RHIDispatchComputeShader(group_count_x, group_count_y, 1);

			UpdateSpectrumCS->UnsetParameters();
			UpdateSpectrumCS->UnbindBuffers();
		});
Beispiel #26
0
void RunBenchmarkShader(FRHICommandList& RHICmdList, const FSceneView& View, TRefCountPtr<IPooledRenderTarget>& Src, float WorkScale)
{
	auto ShaderMap = GetGlobalShaderMap(View.GetFeatureLevel());

	TShaderMapRef<FPostProcessBenchmarkVS> VertexShader(ShaderMap);
	TShaderMapRef<FPostProcessBenchmarkPS<Method> > PixelShader(ShaderMap);

	static FGlobalBoundShaderState BoundShaderState;
	

	SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetParameters(RHICmdList, View, Src);
	VertexShader->SetParameters(RHICmdList, View);

	// single pass was not fine grained enough so we reduce the pass size based on the fractional part of WorkScale
	float TotalHeight = GBenchmarkResolution * WorkScale;

	// rounds up
	uint32 PassCount = (uint32)FMath::CeilToFloat(TotalHeight / GBenchmarkResolution);

	for(uint32 i = 0; i < PassCount; ++i)
	{
		float Top = i * GBenchmarkResolution;
		float Bottom = FMath::Min(Top + GBenchmarkResolution, TotalHeight);
		float LocalHeight = Bottom - Top;

		DrawRectangle(
			RHICmdList,
			0, 0,
			GBenchmarkResolution, LocalHeight,
			0, 0,
			GBenchmarkResolution, LocalHeight,
			FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
			FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
			*VertexShader,
			EDRF_Default);
	}
}
void FRCPassPostProcessPassThrough::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(PassThrough, DEC_SCENE_ITEMS);

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;

	FIntPoint TexSize = InputDesc->Extent;

	// we assume the input and output is full resolution

	FIntPoint SrcSize = InputDesc->Extent;
	FIntPoint DestSize = Dest ? Dest->GetDesc().Extent : PassOutputs[0].RenderTargetDesc.Extent;

	// e.g. 4 means the input texture is 4x smaller than the buffer size
	uint32 InputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
	uint32 OutputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / DestSize.X;

	FIntRect SrcRect = View.ViewRect / InputScaleFactor;
	FIntRect DestRect = View.ViewRect / OutputScaleFactor;

	const FSceneRenderTargetItem& DestRenderTarget = Dest ? Dest->GetRenderTargetItem() : PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);

	// set the state
	if(bAdditiveBlend)
	{
		RHISetBlendState(TStaticBlendState<CW_RGB,BO_Add,BF_One,BF_One,BO_Add,BF_One,BF_One>::GetRHI());
	}
	else
	{
		RHISetBlendState(TStaticBlendState<>::GetRHI());
	}

	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessPassThroughPS> PixelShader(GetGlobalShaderMap());

	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	VertexShader->SetParameters(Context);
	PixelShader->SetParameters(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		DestRect.Min.X, DestRect.Min.Y,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestSize,
		SrcSize,
		EDRF_UseTriangleOptimization);


	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
static void ClearQuadSetup( FRHICommandList& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, bool bClearColor, int32 NumClearColors, const FLinearColor* ClearColorArray, bool bClearDepth, float Depth, bool bClearStencil, uint32 Stencil )
{
	// Set new states
	FBlendStateRHIParamRef BlendStateRHI;
		
	if (NumClearColors <= 1)
	{
		BlendStateRHI = bClearColor
			? TStaticBlendState<>::GetRHI()
			: TStaticBlendState<CW_NONE>::GetRHI();
	}
	else
	{
		BlendStateRHI = bClearColor
			? TStaticBlendState<>::GetRHI()
			: TStaticBlendStateWriteMask<CW_NONE,CW_NONE,CW_NONE,CW_NONE,CW_NONE,CW_NONE,CW_NONE,CW_NONE>::GetRHI();
	}
	
	const FDepthStencilStateRHIParamRef DepthStencilStateRHI = 
		(bClearDepth && bClearStencil)
			? TStaticDepthStencilState<
				true, CF_Always,
				true,CF_Always,SO_Replace,SO_Replace,SO_Replace,
				false,CF_Always,SO_Replace,SO_Replace,SO_Replace,
				0xff,0xff
				>::GetRHI()
			: bClearDepth
				? TStaticDepthStencilState<true, CF_Always>::GetRHI()
				: bClearStencil
					? TStaticDepthStencilState<
						false, CF_Always,
						true,CF_Always,SO_Replace,SO_Replace,SO_Replace,
						false,CF_Always,SO_Replace,SO_Replace,SO_Replace,
						0xff,0xff
						>::GetRHI()
					: TStaticDepthStencilState<false, CF_Always>::GetRHI();

	RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
	RHICmdList.SetBlendState(BlendStateRHI);
	RHICmdList.SetDepthStencilState(DepthStencilStateRHI);

	auto ShaderMap = GetGlobalShaderMap(FeatureLevel);


	// Set the new shaders
	TShaderMapRef<TOneColorVS<true> > VertexShader(ShaderMap);

	FOneColorPS* PixelShader = NULL;

	// Set the shader to write to the appropriate number of render targets
	// On AMD PC hardware, outputting to a color index in the shader without a matching render target set has a significant performance hit
	if (NumClearColors <= 1)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<1> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 2)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<2> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 3)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<3> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 4)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<4> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 5)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<5> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 6)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<6> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 7)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<7> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}
	else if (NumClearColors == 8)
	{
		TShaderMapRef<TOneColorPixelShaderMRT<8> > MRTPixelShader(ShaderMap);
		PixelShader = *MRTPixelShader;
	}

	SetGlobalBoundShaderState(RHICmdList, FeatureLevel, GClearMRTBoundShaderState[FMath::Max(NumClearColors - 1, 0)], GetVertexDeclarationFVector4(), *VertexShader, PixelShader);	
	PixelShader->SetColors(RHICmdList, ClearColorArray, NumClearColors);
}
void FGoogleVRHMD::RenderTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FTexture2DRHIParamRef BackBuffer, FTexture2DRHIParamRef SrcTexture) const
{
	check(IsInRenderingThread());

	const uint32 ViewportWidth = BackBuffer->GetSizeX();
	const uint32 ViewportHeight = BackBuffer->GetSizeY();
	const uint32 TextureWidth = SrcTexture->GetSizeX();
	const uint32 TextureHeight = SrcTexture->GetSizeY();
	
	//UE_LOG(LogHMD, Log, TEXT("RenderTexture_RenderThread() Viewport:(%d, %d) Texture:(%d, %d) BackBuffer=%p SrcTexture=%p"), ViewportWidth, ViewportHeight, TextureWidth, TextureHeight, BackBuffer, SrcTexture);

	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
	
#if GOOGLEVRHMD_SUPPORTED_PLATFORMS

	if(IsUsingGVRApiDistortionCorrection())
	{
		if(!bDistortionCorrectionEnabled)
		{
			return;
		}

		// Perform render
		if(!bUseOffscreenFramebuffers)
		{
			// With proper resolution scaling, this should always be true!
			check(ViewportWidth == TextureWidth);
			check(ViewportHeight == TextureHeight);

			// Set target to back buffer
			SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());
			RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);
			ResolvePendingRenderTarget(RHICmdList, RendererModule);

			gvr_distort_to_screen(GVRAPI, *reinterpret_cast<GLuint*>(SrcTexture->GetNativeResource()),
				CachedDistortedRenderTextureParams,
				&CachedPose,
				&CachedFuturePoseTime);
		}
		else
		{
			if(!IsDeviceScanlineRacingEnabled())
			{
				// With proper resolution scaling, this should always be true!
				check(ViewportWidth == TextureWidth);
				check(ViewportHeight == TextureHeight);

				// Set target to back buffer
				SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());
				RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);
				ResolvePendingRenderTarget(RHICmdList, RendererModule);
			}

			gvr_distort_offscreen_framebuffer_to_screen(GVRAPI, CustomPresent->GetFrameBufferId(),
				CachedDistortedRenderTextureParams,
				&CachedPose,
				&CachedFuturePoseTime);
		}
	}
	else // falls through on purpose

#endif // GOOGLEVRHMD_SUPPORTED_PLATFORMS

	// Just render directly to output
	{
		SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());
		RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);

		const auto FeatureLevel = GMaxRHIFeatureLevel;
		auto ShaderMap = GetGlobalShaderMap(FeatureLevel);

		TShaderMapRef<FScreenVS> VertexShader(ShaderMap);
		TShaderMapRef<FScreenPS> PixelShader(ShaderMap);

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);

		PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::GetRHI(), SrcTexture);

		RendererModule->DrawRectangle(
			RHICmdList,
			0, 0,
			ViewportWidth, ViewportHeight,
			0.0f, 0.0f,
			1.0f, 1.0f,
			FIntPoint(ViewportWidth, ViewportHeight),
			FIntPoint(1, 1),
			*VertexShader,
			EDRF_Default);
	}
}
void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(VisualizeBuffer, DEC_SCENE_ITEMS);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());	
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	RHISetBlendState(TStaticBlendState<>::GetRHI());
	RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());

	SetShaderTempl<false>(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);

	// Now draw the requested tiles into the grid
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap());

	RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI());
	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Track the name and position of each tile we draw so we can write text labels over them
	struct LabelRecord
	{
		FString Label;
		int32 LocationX;
		int32 LocationY;
	};

	TArray<LabelRecord> Labels;

	const int32 MaxTilesX = 4;
	const int32 MaxTilesY = 4;
	const int32 TileWidth = DestRect.Width() / MaxTilesX;
	const int32 TileHeight = DestRect.Height() / MaxTilesY;
	int32 CurrentTileIndex = 0; 

	for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex)
	{
		FRenderingCompositeOutputRef Tile = It->Source;

		if (Tile.IsValid())
		{
			FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture;

			int32 TileX = CurrentTileIndex % MaxTilesX;
			int32 TileY = CurrentTileIndex / MaxTilesX;

			PixelShader->SetSourceTexture(Texture);

			DrawRectangle(
				TileX * TileWidth, TileY * TileHeight,
				TileWidth, TileHeight,
				SrcRect.Min.X, SrcRect.Min.Y,
				SrcRect.Width(), SrcRect.Height(),
				DestRect.Size(),
				SrcSize,
				EDRF_Default);

			Labels.Add(LabelRecord());
			Labels.Last().Label = It->Name;
			Labels.Last().LocationX = 8 + TileX * TileWidth;
			Labels.Last().LocationY = (TileY + 1) * TileHeight - 19;
		}
	}

	// Draw tile labels

	// this is a helper class for FCanvas to be able to get screen size
	class FRenderTargetTemp : public FRenderTarget
	{
	public:
		const FSceneView& View;
		const FTexture2DRHIRef Texture;

		FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
			: View(InView), Texture(InTexture)
		{
		}
		virtual FIntPoint GetSizeXY() const
		{
			return View.ViewRect.Size();
		};
		virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
		{
			return Texture;
		}
	} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);

	FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime);
	FLinearColor LabelColor(1, 1, 0);
	for (auto It = Labels.CreateConstIterator(); It; ++It)
	{
		Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor);
	}
	Canvas.Flush();


	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}