/** Sets shader parameter values */
	void SetParameters(
		FRHICommandList& RHICmdList, FSamplerStateRHIParamRef SamplerStateRHI, FTextureRHIParamRef FilterTextureRHI, FTextureRHIParamRef AdditiveTextureRHI, 
		const FLinearColor* SampleWeightValues, const FVector2D* SampleOffsetValues, uint32 NumSamples )
	{
		check(CompileTimeNumSamples == 0 && NumSamples > 0 && NumSamples <= MAX_FILTER_SAMPLES || CompileTimeNumSamples == NumSamples);
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetTextureParameter(RHICmdList, ShaderRHI, FilterTexture, FilterTextureSampler, SamplerStateRHI, FilterTextureRHI);
		SetTextureParameter(RHICmdList, ShaderRHI, AdditiveTexture, AdditiveTextureSampler, SamplerStateRHI, AdditiveTextureRHI);
		SetShaderValueArray(RHICmdList, ShaderRHI, SampleWeights, SampleWeightValues, NumSamples);

		if (CompileTimeNumSamples == 0)
		{
			// we needs additional setups for the dynamic loop
			FVector4 PackedSampleOffsetsValues[MAX_PACKED_SAMPLES_OFFSET];

			for(uint32 SampleIndex = 0;SampleIndex < NumSamples;SampleIndex += 2)
			{
				PackedSampleOffsetsValues[SampleIndex / 2].X = SampleOffsetValues[SampleIndex + 0].X;
				PackedSampleOffsetsValues[SampleIndex / 2].Y = SampleOffsetValues[SampleIndex + 0].Y;
				if(SampleIndex + 1 < NumSamples)
				{
					PackedSampleOffsetsValues[SampleIndex / 2].W = SampleOffsetValues[SampleIndex + 1].X;
					PackedSampleOffsetsValues[SampleIndex / 2].Z = SampleOffsetValues[SampleIndex + 1].Y;
				}
			}

			SetShaderValueArray(RHICmdList, ShaderRHI, SampleOffsets, PackedSampleOffsetsValues, MAX_PACKED_SAMPLES_OFFSET);
			SetShaderValue(RHICmdList, ShaderRHI, SampleCount, NumSamples);
		}
	}
	void SetPS(const FRenderingCompositePassContext& Context, uint16 InShadingModelMaskInView)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
		
		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		static FLinearColor SoftBits[sizeof(InShadingModelMaskInView) * 8] = {};	// init with 0.0f

		for(uint32 i = 0; i < sizeof(InShadingModelMaskInView) * 8; ++i)
		{
			float& ref = SoftBits[i].R;

			ref -= Context.View.Family->DeltaWorldTime;
			ref = FMath::Max(0.0f, ref);

			if(InShadingModelMaskInView & (1 << i))
			{
				ref = 1.0f;
			}
		}

		SetShaderValueArray(Context.RHICmdList, ShaderRHI, ShadingModelMaskInView, SoftBits, sizeof(InShadingModelMaskInView) * 8);
	}
Ejemplo n.º 3
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	void SetParameters(FRHICommandList& RHICmdList, const FScene* Scene, const FSceneView& View, const FMatrix& WorldToShadowValue, int32 NumPlanes, const FPlane* PlaneData, const FVector4& ShadowBoundingSphereValue)
	{
		FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
		FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
		ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.ObjectBuffers), Scene->DistanceFieldSceneData.NumObjectsInBuffer);

		ObjectIndirectArguments.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.ObjectIndirectArguments);
		CulledObjectBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Bounds);
		CulledObjectData.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Data);
		CulledObjectBoxBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.BoxBounds);

		SetShaderValue(RHICmdList, ShaderRHI, ObjectBoundingGeometryIndexCount, StencilingGeometry::GLowPolyStencilSphereIndexBuffer.GetIndexCount());
		SetShaderValue(RHICmdList, ShaderRHI, WorldToShadow, WorldToShadowValue);
		SetShaderValue(RHICmdList, ShaderRHI, ShadowBoundingSphere, ShadowBoundingSphereValue);

		if (NumPlanes < 12)
		{
			SetShaderValue(RHICmdList, ShaderRHI, NumShadowHullPlanes, NumPlanes);
			SetShaderValueArray(RHICmdList, ShaderRHI, ShadowConvexHull, PlaneData, NumPlanes);
		}
		else
		{
			SetShaderValue(RHICmdList, ShaderRHI, NumShadowHullPlanes, 0);
		}
	}
	/** Sets shader parameter values */
	void SetParameters(FRHICommandList& RHICmdList, FSamplerStateRHIParamRef SamplerStateRHI, FTextureRHIParamRef FilterTextureRHI, FTextureRHIParamRef AdditiveTextureRHI, const FLinearColor* SampleWeightValues)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		SetTextureParameter(RHICmdList, ShaderRHI, FilterTexture, FilterTextureSampler, SamplerStateRHI, FilterTextureRHI);
		SetTextureParameter(RHICmdList, ShaderRHI, AdditiveTexture, AdditiveTextureSampler, SamplerStateRHI, AdditiveTextureRHI);
		SetShaderValueArray(RHICmdList, ShaderRHI, SampleWeights, SampleWeightValues, NumSamples);
	}
Ejemplo n.º 5
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	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
		
		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
		const FSceneViewFamily& ViewFamily = *(Context.View.Family);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		{
			FVector4 Temp[3];

			FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp);
			SetShaderValueArray(Context.RHICmdList, ShaderRHI, EyeAdaptationParams, Temp, 3);
		}

		SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);

		{
			FIntPoint GatherExtent = FRCPassPostProcessHistogram::ComputeGatherExtent(Context.View);

			uint32 TexelPerThreadGroupX = FRCPassPostProcessHistogram::ThreadGroupSizeX * FRCPassPostProcessHistogram::LoopCountX;
			uint32 TexelPerThreadGroupY = FRCPassPostProcessHistogram::ThreadGroupSizeY * FRCPassPostProcessHistogram::LoopCountY;

			FIntRect Value(GatherExtent, FIntPoint(TexelPerThreadGroupX, TexelPerThreadGroupY));

			SetShaderValue(Context.RHICmdList, ShaderRHI, HistogramParams, Value);
		}

		{
			float InvDisplayGammaValue = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma();

			SetShaderValue(Context.RHICmdList, ShaderRHI, InverseGamma, InvDisplayGammaValue);
		}

		{
			FVector4 Constants[8];
			FilmPostSetConstants(Constants, ~0, &Context.View.FinalPostProcessSettings, false);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixR_ColorCurveCd1, Constants[0]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixG_ColorCurveCd3Cm3, Constants[1]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorMatrixB_ColorCurveCm2, Constants[2]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Cm0Cd0_Cd2_Ch0Cm1_Ch3, Constants[3]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorCurve_Ch1_Ch2, Constants[4]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Luma, Constants[5]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint1, Constants[6]);
			SetShaderValue(Context.RHICmdList, ShaderRHI, ColorShadow_Tint2, Constants[7]);
		}
	}
	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		{
			FVector4 Temp[3];

			FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp);
			SetShaderValueArray(Context.RHICmdList, ShaderRHI, EyeAdaptationParams, Temp, 3);
		}
	}
Ejemplo n.º 7
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	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Border,AM_Border,AM_Clamp>::GetRHI());

		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		{
			FVector4 DepthOfFieldParamValues[2];

			FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);

			SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
		}
	}
	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		{
			FVector4 Temp[3];

			FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp);
			SetShaderValueArray(Context.RHICmdList, ShaderRHI, EyeAdaptationParams, Temp, 3);
		}

		SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture);
	}
    void SetCS(const FRenderingCompositePassContext& Context, FIntPoint ThreadGroupCountValue, FIntPoint LeftTopOffsetValue, FIntPoint GatherExtent)
    {
        const FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();

        FGlobalShader::SetParameters(ShaderRHI, Context.View);

        PostprocessParameter.SetCS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

        SetShaderValue(ShaderRHI, ThreadGroupCount, ThreadGroupCountValue);
        SetShaderValue(ShaderRHI, LeftTopOffset, LeftTopOffsetValue);

        FVector4 HistogramParametersValue(GatherExtent.X, GatherExtent.Y, 0, 0);
        SetShaderValue(ShaderRHI, HistogramParameters, HistogramParametersValue);

        {
            FVector4 Temp[3];

            FRCPassPostProcessEyeAdaptation::ComputeEyeAdaptationParamsValue(Context.View, Temp);
            SetShaderValueArray(ShaderRHI, EyeAdaptationParams, Temp, 3);
        }
    }
Ejemplo n.º 10
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	void SetParameters(FRHICommandList& RHICmdList, const FScene* Scene, const FSceneView& View, const FProjectedShadowInfo* ProjectedShadowInfo)
	{
		FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
		FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
		ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.ObjectBuffers), Scene->DistanceFieldSceneData.NumObjectsInBuffer);

		ObjectIndirectArguments.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.ObjectIndirectArguments);
		CulledObjectBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Bounds);
		CulledObjectData.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.Data);
		CulledObjectBoxBounds.SetBuffer(RHICmdList, ShaderRHI, GShadowCulledObjectBuffers.Buffers.BoxBounds);

		SetShaderValue(RHICmdList, ShaderRHI, ObjectBoundingGeometryIndexCount, StencilingGeometry::GLowPolyStencilSphereIndexBuffer.GetIndexCount());
		const FMatrix WorldToShadowValue = FTranslationMatrix(ProjectedShadowInfo->PreShadowTranslation) * ProjectedShadowInfo->SubjectAndReceiverMatrix;
		SetShaderValue(RHICmdList, ShaderRHI, WorldToShadow, WorldToShadowValue);

		int32 NumPlanes = 0;
		const FPlane* PlaneData = NULL;
		FVector4 ShadowBoundingSphereValue(0, 0, 0, 0);

		if (ProjectedShadowInfo->bDirectionalLight)
		{
			NumPlanes = ProjectedShadowInfo->CascadeSettings.ShadowBoundsAccurate.Planes.Num();
			PlaneData = ProjectedShadowInfo->CascadeSettings.ShadowBoundsAccurate.Planes.GetData();
		}
		else if (ProjectedShadowInfo->bOnePassPointLightShadow)
		{
			ShadowBoundingSphereValue = FVector4(ProjectedShadowInfo->ShadowBounds.Center.X, ProjectedShadowInfo->ShadowBounds.Center.Y, ProjectedShadowInfo->ShadowBounds.Center.Z, ProjectedShadowInfo->ShadowBounds.W);
		}
		else
		{
			NumPlanes = ProjectedShadowInfo->CasterFrustum.Planes.Num();
			PlaneData = ProjectedShadowInfo->CasterFrustum.Planes.GetData();
			ShadowBoundingSphereValue = FVector4(ProjectedShadowInfo->PreShadowTranslation, 0);
		}

		check(NumPlanes < 12);
		SetShaderValue(RHICmdList, ShaderRHI, NumShadowHullPlanes, NumPlanes);
		SetShaderValue(RHICmdList, ShaderRHI, ShadowBoundingSphere, ShadowBoundingSphereValue);
		SetShaderValueArray(RHICmdList, ShaderRHI, ShadowConvexHull, PlaneData, NumPlanes);
	}
	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		const FSceneView& View = Context.View;

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, View);

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		{
			FVector4 Value[3];

			float Alpha = View.FinalPostProcessSettings.SceneFringeSaturation;
			
			float t = 1.0f / 3.0f;
			Value[0] = FMath::Lerp(FVector4(t, t, t, 0), FVector4(1, 0, 0, 0), Alpha);
			Value[1] = FMath::Lerp(FVector4(t, t, t, 0), FVector4(0, 1, 0, 0), Alpha);
			Value[2] = FMath::Lerp(FVector4(t, t, t, 0), FVector4(0, 0, 1, 0), Alpha);
			SetShaderValueArray(Context.RHICmdList, ShaderRHI, FringeColorParams, Value, 3);
		}
	}
	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
		FIntPoint OutScaledSize;
		float OutScale;
		SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);

		SetShaderValue(Context.RHICmdList, ShaderRHI, SeparateTranslucencyResMultParam, FVector4(OutScale, OutScale, OutScale, OutScale));

		{
			FVector4 DepthOfFieldParamValues[2];

			FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);

			SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
		}

		if (UseNearestDepthNeighborUpsample())
		{
			check(SceneContext.IsSeparateTranslucencyDepthValid());
			FTextureRHIParamRef LowResDepth = SceneContext.GetSeparateTranslucencyDepthSurface();
			SetTextureParameter(Context.RHICmdList, ShaderRHI, LowResDepthTexture, LowResDepth);

			const auto& BuiltinSamplersUBParameter = GetUniformBufferParameter<FBuiltinSamplersParameters>();
			SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, BuiltinSamplersUBParameter, GBuiltinSamplersUniformBuffer.GetUniformBufferRHI());
		}
		else
		{
			checkSlow(!LowResDepthTexture.IsBound());
		}
	}
Ejemplo n.º 13
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	void SetParameters(const FVisualizeTextureData& Data)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
		
		{
			// alternates between 0 and 1 with a short pause
			const float FracTimeScale = 2.0f;
			float FracTime = GCurrentTime * FracTimeScale - floor(GCurrentTime * FracTimeScale);
			float BlinkState = (FracTime > 0.5f) ? 1.0f : 0.0f;

			FVector4 VisualizeParamValue[3];

			float Add = 0.0f;
			float FracScale = 1.0f;

			// w * almost_1 to avoid frac(1) => 0
			VisualizeParamValue[0] = FVector4(Data.RGBMul, Data.AMul, Add, FracScale * 0.9999f);
			VisualizeParamValue[1] = FVector4(BlinkState, Data.bSaturateInsteadOfFrac ? 1.0f : 0.0f, Data.ArrayIndex, Data.CustomMip);
			VisualizeParamValue[2] = FVector4(Data.InputValueMapping, 0, 0,0);

			SetShaderValueArray(ShaderRHI, VisualizeParam, VisualizeParamValue, 3);
		}

		{
			FVector4 TextureExtentValue(Data.Desc.Extent.X, Data.Desc.Extent.Y, Data.Desc.Depth, 0);

			SetShaderValue(ShaderRHI, TextureExtent, TextureExtentValue);
		}
		
		
		SetSRVParameter( ShaderRHI, VisualizeDepthStencilTexture, Data.StencilSRV );		
		SetTextureParameter(ShaderRHI, VisualizeTexture2D, VisualizeTexture2DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
		SetTextureParameter(ShaderRHI, VisualizeTexture2DMS, (FTextureRHIRef&)Data.RenderTargetItem.TargetableTexture);
		SetTextureParameter(ShaderRHI, VisualizeTexture3D, VisualizeTexture3DSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
		SetTextureParameter(ShaderRHI, VisualizeTextureCube, VisualizeTextureCubeSampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
		SetTextureParameter(ShaderRHI, VisualizeTextureCubeArray, VisualizeTextureCubeArraySampler, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), (FTextureRHIRef&)Data.RenderTargetItem.ShaderResourceTexture);
	}
Ejemplo n.º 14
0
// TODO support ExcludeRect
void DrawClearQuadMRT(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);
	FLinearColor ShaderClearColors[MaxSimultaneousRenderTargets];
	FMemory::Memzero(ShaderClearColors);

	for (int32 i = 0; i < NumClearColors; i++)
	{
		ShaderClearColors[i] = ClearColorArray[i];
	}

	SetShaderValueArray(RHICmdList, PixelShader->GetPixelShader(),PixelShader->ColorParameter,ShaderClearColors,NumClearColors);
		
	{
		// Draw a fullscreen quad
		/*if(ExcludeRect.Width() > 0 && ExcludeRect.Height() > 0)
		{
			// with a hole in it (optimization in case the hardware has non constant clear performance)
			FVector4 OuterVertices[4];
			OuterVertices[0].Set( -1.0f,  1.0f, Depth, 1.0f );
			OuterVertices[1].Set(  1.0f,  1.0f, Depth, 1.0f );
			OuterVertices[2].Set(  1.0f, -1.0f, Depth, 1.0f );
			OuterVertices[3].Set( -1.0f, -1.0f, Depth, 1.0f );

			float InvViewWidth = 1.0f / Viewport.Width;
			float InvViewHeight = 1.0f / Viewport.Height;
			FVector4 FractionRect = FVector4(ExcludeRect.Min.X * InvViewWidth, ExcludeRect.Min.Y * InvViewHeight, (ExcludeRect.Max.X - 1) * InvViewWidth, (ExcludeRect.Max.Y - 1) * InvViewHeight);

			FVector4 InnerVertices[4];
			InnerVertices[0].Set( FMath::Lerp(-1.0f,  1.0f, FractionRect.X), FMath::Lerp(1.0f, -1.0f, FractionRect.Y), Depth, 1.0f );
			InnerVertices[1].Set( FMath::Lerp(-1.0f,  1.0f, FractionRect.Z), FMath::Lerp(1.0f, -1.0f, FractionRect.Y), Depth, 1.0f );
			InnerVertices[2].Set( FMath::Lerp(-1.0f,  1.0f, FractionRect.Z), FMath::Lerp(1.0f, -1.0f, FractionRect.W), Depth, 1.0f );
			InnerVertices[3].Set( FMath::Lerp(-1.0f,  1.0f, FractionRect.X), FMath::Lerp(1.0f, -1.0f, FractionRect.W), Depth, 1.0f );
				
			FVector4 Vertices[10];
			Vertices[0] = OuterVertices[0];
			Vertices[1] = InnerVertices[0];
			Vertices[2] = OuterVertices[1];
			Vertices[3] = InnerVertices[1];
			Vertices[4] = OuterVertices[2];
			Vertices[5] = InnerVertices[2];
			Vertices[6] = OuterVertices[3];
			Vertices[7] = InnerVertices[3];
			Vertices[8] = OuterVertices[0];
			Vertices[9] = InnerVertices[0];

			DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 8, Vertices, sizeof(Vertices[0]) );
		}
		else*/
		{
			// without a hole
			FVector4 Vertices[4];
			Vertices[0].Set( -1.0f,  1.0f, Depth, 1.0f );
			Vertices[1].Set(  1.0f,  1.0f, Depth, 1.0f );
			Vertices[2].Set( -1.0f, -1.0f, Depth, 1.0f );
			Vertices[3].Set(  1.0f, -1.0f, Depth, 1.0f );
			DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 2, Vertices, sizeof(Vertices[0]));
		}
	}
}
/** 
* Clears view where Z is still at the maximum value (ie no geometry rendered)
*/
void FDeferredShadingSceneRenderer::ClearGBufferAtMaxZ()
{
	// Assumes BeginRenderingSceneColor() has been called before this function
	SCOPED_DRAW_EVENT(ClearGBufferAtMaxZ, DEC_SCENE_ITEMS);

	// Clear the G Buffer render targets
	const bool bClearBlack = Views[0].Family->EngineShowFlags.ShaderComplexity || Views[0].Family->EngineShowFlags.StationaryLightOverlap;
	// Same clear color from RHIClearMRT
	FLinearColor ClearColors[6] = 
		{bClearBlack ? FLinearColor(0,0,0,0) : Views[0].BackgroundColor, FLinearColor(0.5f,0.5f,0.5f,0), FLinearColor(0,0,0,1), FLinearColor(0,0,0,0), FLinearColor(0,1,1,1), FLinearColor(1,1,1,1)};

	uint32 NumActiveRenderTargets = GSceneRenderTargets.GetNumGBufferTargets();
	
	TShaderMapRef<FOneColorVS> VertexShader(GetGlobalShaderMap());
	FOneColorPS* PixelShader = NULL; 

	// Assume for now all code path supports SM4, otherwise render target numbers are changed
	switch(NumActiveRenderTargets)
	{
	case 5:
		{
			TShaderMapRef<TOneColorPixelShaderMRT<5> > MRTPixelShader(GetGlobalShaderMap());
			PixelShader = *MRTPixelShader;
		}
		break;
	case 6:
		{
			TShaderMapRef<TOneColorPixelShaderMRT<6> > MRTPixelShader(GetGlobalShaderMap());
			PixelShader = *MRTPixelShader;
		}
		break;
	default:
	case 1:
		{
			TShaderMapRef<TOneColorPixelShaderMRT<1> > MRTPixelShader(GetGlobalShaderMap());
			PixelShader = *MRTPixelShader;
		}
		break;
	}

	SetGlobalBoundShaderState(GClearMRTBoundShaderState[NumActiveRenderTargets - 1], GetVertexDeclarationFVector4(), *VertexShader, PixelShader);

	// Opaque rendering, depth test but no depth writes
	RHISetRasterizerState( TStaticRasterizerState<FM_Solid,CM_None>::GetRHI() );
	RHISetBlendState(TStaticBlendStateWriteMask<>::GetRHI());
	// Note, this is a reversed Z depth surface, using CF_GreaterEqual.
	RHISetDepthStencilState(TStaticDepthStencilState<false,CF_GreaterEqual>::GetRHI());

	// Clear each viewport by drawing background color at MaxZ depth
	for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
	{
		SCOPED_CONDITIONAL_DRAW_EVENTF(EventView, Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("ClearView%d"), ViewIndex);

		FViewInfo& View = Views[ViewIndex];

		// Set viewport for this view
		RHISetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);

		// Setup PS
		SetShaderValueArray(PixelShader->GetPixelShader(),PixelShader->ColorParameter, ClearColors, NumActiveRenderTargets);

		// Render quad
		RHIDrawPrimitiveUP(PT_TriangleStrip, 2, ClearQuadVertices, sizeof(ClearQuadVertices[0]) );
	}
}