void FOpenGLDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTarget) { VERIFY_GL_SCOPE(); FOpenGLViewport* Viewport = ResourceCast(ViewportRHI); SCOPE_CYCLE_COUNTER(STAT_OpenGLPresentTime); check(!DrawingViewport); DrawingViewport = Viewport; bRevertToSharedContextAfterDrawingViewport = false; EOpenGLCurrentContext CurrentContext = PlatformOpenGLCurrentContext( PlatformDevice ); if( CurrentContext != CONTEXT_Rendering ) { check(CurrentContext == CONTEXT_Shared); check(!bIsRenderingContextAcquired || !GUseThreadedRendering); bRevertToSharedContextAfterDrawingViewport = true; PlatformRenderingContextSetup(PlatformDevice); } if(!GPUProfilingData.FrameTiming.IsInitialized()) { GPUProfilingData.FrameTiming.InitResource(); } // Set the render target and viewport. if( RenderTarget ) { FRHIRenderTargetView RTV(RenderTarget); RHISetRenderTargets(1, &RTV, nullptr, 0, NULL); } else { FRHIRenderTargetView RTV(DrawingViewport->GetBackBuffer()); RHISetRenderTargets(1, &RTV, nullptr, 0, NULL); } }
void ComputeDiffuseIrradiance(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, FTextureRHIRef LightingSource, int32 LightingSourceMipIndex, FSHVectorRGB3* OutIrradianceEnvironmentMap) { auto ShaderMap = GetGlobalShaderMap(FeatureLevel); FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); for (int32 CoefficientIndex = 0; CoefficientIndex < FSHVector3::MaxSHBasis; CoefficientIndex++) { // Copy the starting mip from the lighting texture, apply texel area weighting and appropriate SH coefficient { const int32 MipIndex = 0; const int32 MipSize = GDiffuseIrradianceCubemapSize; FSceneRenderTargetItem& EffectiveRT = GetEffectiveDiffuseIrradianceRenderTarget(SceneContext, MipIndex); for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++) { SetRenderTarget(RHICmdList, EffectiveRT.TargetableTexture, 0, CubeFace, NULL); const FIntRect ViewRect(0, 0, MipSize, MipSize); RHICmdList.SetViewport(0, 0, 0.0f, MipSize, MipSize, 1.0f); RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI()); RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); TShaderMapRef<FCopyDiffuseIrradiancePS> PixelShader(ShaderMap); TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel)); SetGlobalBoundShaderState(RHICmdList, FeatureLevel, CopyDiffuseIrradianceShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(RHICmdList, CubeFace, LightingSourceMipIndex, CoefficientIndex, MipSize, LightingSource); DrawRectangle( RHICmdList, ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), FIntPoint(ViewRect.Width(), ViewRect.Height()), FIntPoint(MipSize, MipSize), *VertexShader); RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex)); } } const int32 NumMips = FMath::CeilLogTwo(GDiffuseIrradianceCubemapSize) + 1; { // Accumulate all the texel values through downsampling to 1x1 mip for (int32 MipIndex = 1; MipIndex < NumMips; MipIndex++) { const int32 SourceMipIndex = FMath::Max(MipIndex - 1, 0); const int32 MipSize = 1 << (NumMips - MipIndex - 1); FSceneRenderTargetItem& EffectiveRT = GetEffectiveDiffuseIrradianceRenderTarget(SceneContext, MipIndex); FSceneRenderTargetItem& EffectiveSource = GetEffectiveDiffuseIrradianceSourceTexture(SceneContext, MipIndex); check(EffectiveRT.TargetableTexture != EffectiveSource.ShaderResourceTexture); for (int32 CubeFace = 0; CubeFace < CubeFace_MAX; CubeFace++) { SetRenderTarget(RHICmdList, EffectiveRT.TargetableTexture, MipIndex, CubeFace, NULL); const FIntRect ViewRect(0, 0, MipSize, MipSize); RHICmdList.SetViewport(0, 0, 0.0f, MipSize, MipSize, 1.0f); RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI()); RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); TShaderMapRef<FAccumulateDiffuseIrradiancePS> PixelShader(ShaderMap); TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap(FeatureLevel)); SetGlobalBoundShaderState(RHICmdList, FeatureLevel, DiffuseIrradianceAccumulateShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(RHICmdList, CubeFace, NumMips, SourceMipIndex, CoefficientIndex, EffectiveSource.ShaderResourceTexture); DrawRectangle( RHICmdList, ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), FIntPoint(ViewRect.Width(), ViewRect.Height()), FIntPoint(MipSize, MipSize), *VertexShader); RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams(FResolveRect(), (ECubeFace)CubeFace, MipIndex)); } } } { // Gather the cubemap face results and normalize, copy this coefficient to FSceneRenderTargets::Get(RHICmdList).SkySHIrradianceMap FSceneRenderTargetItem& EffectiveRT = FSceneRenderTargets::Get(RHICmdList).SkySHIrradianceMap->GetRenderTargetItem(); //load/store actions so we don't lose results as we render one pixel at a time on tile renderers. FRHIRenderTargetView RTV(EffectiveRT.TargetableTexture, 0, -1, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore); RHICmdList.SetRenderTargets(1, &RTV, nullptr, 0, nullptr); const FIntRect ViewRect(CoefficientIndex, 0, CoefficientIndex + 1, 1); RHICmdList.SetViewport(0, 0, 0.0f, FSHVector3::MaxSHBasis, 1, 1.0f); RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI()); RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); TShaderMapRef<FScreenVS> VertexShader(ShaderMap); TShaderMapRef<FAccumulateCubeFacesPS> PixelShader(ShaderMap); SetGlobalBoundShaderState(RHICmdList, FeatureLevel, AccumulateCubeFacesBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); const int32 SourceMipIndex = NumMips - 1; const int32 MipSize = 1; FSceneRenderTargetItem& EffectiveSource = GetEffectiveDiffuseIrradianceRenderTarget(SceneContext, SourceMipIndex); PixelShader->SetParameters(RHICmdList, SourceMipIndex, EffectiveSource.ShaderResourceTexture); DrawRectangle( RHICmdList, ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), 0, 0, MipSize, MipSize, FIntPoint(FSHVector3::MaxSHBasis, 1), FIntPoint(MipSize, MipSize), *VertexShader); RHICmdList.CopyToResolveTarget(EffectiveRT.TargetableTexture, EffectiveRT.ShaderResourceTexture, true, FResolveParams()); } } { // Read back the completed SH environment map FSceneRenderTargetItem& EffectiveRT = FSceneRenderTargets::Get(RHICmdList).SkySHIrradianceMap->GetRenderTargetItem(); check(EffectiveRT.ShaderResourceTexture->GetFormat() == PF_FloatRGBA); TArray<FFloat16Color> SurfaceData; RHICmdList.ReadSurfaceFloatData(EffectiveRT.ShaderResourceTexture, FIntRect(0, 0, FSHVector3::MaxSHBasis, 1), SurfaceData, CubeFace_PosX, 0, 0); check(SurfaceData.Num() == FSHVector3::MaxSHBasis); for (int32 CoefficientIndex = 0; CoefficientIndex < FSHVector3::MaxSHBasis; CoefficientIndex++) { const FLinearColor CoefficientValue(SurfaceData[CoefficientIndex]); OutIrradianceEnvironmentMap->R.V[CoefficientIndex] = CoefficientValue.R; OutIrradianceEnvironmentMap->G.V[CoefficientIndex] = CoefficientValue.G; OutIrradianceEnvironmentMap->B.V[CoefficientIndex] = CoefficientValue.B; } } }