Esempio n. 1
0
/** 
* Create bound shader state using the vertex decl from the mesh draw policy
* as well as the shaders needed to draw the mesh
* @return new bound shader state object
*/
FBoundShaderStateInput FPositionOnlyDepthDrawingPolicy::GetBoundShaderStateInput(ERHIFeatureLevel::Type InFeatureLevel)
{
	FVertexDeclarationRHIParamRef VertexDeclaration;
	VertexDeclaration = VertexFactory->GetPositionDeclaration();

	checkSlow(MaterialRenderProxy->GetMaterial(InFeatureLevel)->GetBlendMode() == BLEND_Opaque);
	return FBoundShaderStateInput(VertexDeclaration, VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), FPixelShaderRHIRef(), FGeometryShaderRHIRef());
}
void FDecalRendering::SetVertexShaderOnly(FRHICommandList& RHICmdList, const FViewInfo& View, const FMatrix& FrustumComponentToClip)
{
	TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);
	RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector4(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), NULL, FGeometryShaderRHIRef()));
	VertexShader->SetParameters(RHICmdList, View, FrustumComponentToClip);
}
void FDecalRendering::SetShader(FRHICommandList& RHICmdList, const FViewInfo& View, const FTransientDecalRenderData& DecalData, const FMatrix& FrustumComponentToClip)
{
	const FMaterialShaderMap* MaterialShaderMap = DecalData.MaterialResource->GetRenderingThreadShaderMap();
	auto PixelShader = MaterialShaderMap->GetShader<FDeferredDecalPS>();
	TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);

	const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
	if (DebugViewShaderMode != DVSM_None)
	{
		// For this to work, decal VS must output compatible interpolants. Currently this requires to use FDebugPSInLean.
		// Here we pass nullptr for the material interface because the use of a static bound shader state is only compatible with unique shaders.
		IDebugViewModePSInterface* DebugPixelShader = FDebugViewMode::GetPSInterface(View.ShaderMap, nullptr, DebugViewShaderMode); 

		const uint32 NumPixelShaderInstructions = PixelShader->GetNumInstructions();
		const uint32 NumVertexShaderInstructions = VertexShader->GetNumInstructions();

		static FGlobalBoundShaderState BoundShaderState[DVSM_MAX];
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState[(uint32)DebugViewShaderMode], GetVertexDeclarationFVector4(), *VertexShader, DebugPixelShader->GetShader());

		DebugPixelShader->SetParameters(RHICmdList, *VertexShader, PixelShader, DecalData.MaterialProxy, *DecalData.MaterialResource, View);
		DebugPixelShader->SetMesh(RHICmdList, View);
	}
	else
	{
		// first Bind, then SetParameters()
		RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector4(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));

		PixelShader->SetParameters(RHICmdList, View, DecalData.MaterialProxy, *DecalData.DecalProxy, DecalData.FadeAlpha);
	}

	// SetUniformBufferParameter() need to happen after the shader has been set otherwise a DebugBreak could occur.

	// we don't have the Primitive uniform buffer setup for decals (later we want to batch)
	{
		auto& PrimitiveVS = VertexShader->GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();
		auto& PrimitivePS = PixelShader->GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();

		// uncomment to track down usage of the Primitive uniform buffer
		//	check(!PrimitiveVS.IsBound());
		//	check(!PrimitivePS.IsBound());

		// to prevent potential shader error (UE-18852 ElementalDemo crashes due to nil constant buffer)
		SetUniformBufferParameter(RHICmdList, VertexShader->GetVertexShader(), PrimitiveVS, GIdentityPrimitiveUniformBuffer);

		if (DebugViewShaderMode == DVSM_None)
		{
			SetUniformBufferParameter(RHICmdList, PixelShader->GetPixelShader(), PrimitivePS, GIdentityPrimitiveUniformBuffer);
		}
	}

	VertexShader->SetParameters(RHICmdList, View, FrustumComponentToClip);
}
void FDecalRendering::SetShader(FRHICommandList& RHICmdList, const FViewInfo& View, bool bShaderComplexity, const FTransientDecalRenderData& DecalData, const FMatrix& FrustumComponentToClip)
{
	const FMaterialShaderMap* MaterialShaderMap = DecalData.MaterialResource->GetRenderingThreadShaderMap();
	auto PixelShader = MaterialShaderMap->GetShader<FDeferredDecalPS>();
	TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);

	if(bShaderComplexity)
	{
		TShaderMapRef<FShaderComplexityAccumulatePS> VisualizePixelShader(View.ShaderMap);
		const uint32 NumPixelShaderInstructions = PixelShader->GetNumInstructions();
		const uint32 NumVertexShaderInstructions = VertexShader->GetNumInstructions();

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *VisualizePixelShader);

		VisualizePixelShader->SetParameters(RHICmdList, NumVertexShaderInstructions, NumPixelShaderInstructions, View.GetFeatureLevel());
	}
	else
	{
		// first Bind, then SetParameters()
		RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector4(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));
		
		PixelShader->SetParameters(RHICmdList, View, DecalData.MaterialProxy, *DecalData.DecalProxy, DecalData.FadeAlpha);
	}

	VertexShader->SetParameters(RHICmdList, View, FrustumComponentToClip);
}
void FDecalRendering::SetShader(FRHICommandList& RHICmdList, const FViewInfo& View, bool bShaderComplexity, const FTransientDecalRenderData& DecalData, const FMatrix& FrustumComponentToClip)
{
	const FMaterialShaderMap* MaterialShaderMap = DecalData.MaterialResource->GetRenderingThreadShaderMap();
	auto PixelShader = MaterialShaderMap->GetShader<FDeferredDecalPS>();
	TShaderMapRef<FDeferredDecalVS> VertexShader(View.ShaderMap);

	// we don't have the Primitive uniform buffer setup for decals (later we want to batch)
	{
		auto& PrimitiveVS = VertexShader->GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();
		auto& PrimitivePS = PixelShader->GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();

		// uncomment to track down usage of the Primitive uniform buffer
		//	check(!PrimitiveVS.IsBound());
		//	check(!PrimitivePS.IsBound());

		// to prevent potential shader error (UE-18852 ElementalDemo crashes due to nil constant buffer)
		SetUniformBufferParameter(RHICmdList, VertexShader->GetVertexShader(), PrimitiveVS, GIdentityPrimitiveUniformBuffer);
		SetUniformBufferParameter(RHICmdList, PixelShader->GetPixelShader(), PrimitivePS, GIdentityPrimitiveUniformBuffer);
	}

	if(bShaderComplexity)
	{
		TShaderMapRef<FShaderComplexityAccumulatePS> VisualizePixelShader(View.ShaderMap);
		const uint32 NumPixelShaderInstructions = PixelShader->GetNumInstructions();
		const uint32 NumVertexShaderInstructions = VertexShader->GetNumInstructions();

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *VisualizePixelShader);

		VisualizePixelShader->SetParameters(RHICmdList, NumVertexShaderInstructions, NumPixelShaderInstructions, View.GetFeatureLevel());
	}
	else
	{
		// first Bind, then SetParameters()
		RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector4(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));
		
		PixelShader->SetParameters(RHICmdList, View, DecalData.MaterialProxy, *DecalData.DecalProxy, DecalData.FadeAlpha);
	}

	VertexShader->SetParameters(RHICmdList, View, FrustumComponentToClip);
}
Esempio n. 6
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.
		}
	}
}
Esempio n. 7
0
void FRCPassPostProcessMaterial::Process(FRenderingCompositePassContext& Context)
{
	FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);

	check(Proxy);

	const FMaterial* Material = Proxy->GetMaterial(Context.View.GetFeatureLevel());
	
	check(Material);

	SCOPED_DRAW_EVENTF(Context.RHICmdList, PostProcessMaterial, TEXT("PostProcessMaterial Material=%s"), *Material->GetFriendlyName());

	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);

	// hacky cast
	FRenderingCompositePassContext RenderingCompositePassContext(Context.RHICmdList, (FViewInfo&)View);
	RenderingCompositePassContext.Pass = this;

	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.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());

	if( ViewFamily.RenderTarget->GetRenderTargetTexture() != DestRenderTarget.TargetableTexture )
	{
		Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect);
	}

	Context.SetViewportAndCallRHI(View.ViewRect);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	float ScaleX = 1.0f / InputDesc->Extent.X;
	float ScaleY = 1.0f / InputDesc->Extent.Y;

	const FMaterialShaderMap* MaterialShaderMap = Material->GetRenderingThreadShaderMap();
	FPostProcessMaterialPS* PixelShader = MaterialShaderMap->GetShader<FPostProcessMaterialPS>();
	FPostProcessMaterialVS* VertexShader = MaterialShaderMap->GetShader<FPostProcessMaterialVS>();

	Context.RHICmdList.SetLocalBoundShaderState(Context.RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector4(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));

	VertexShader->SetParameters(Context.RHICmdList, Context);
	PixelShader->SetParameters(Context.RHICmdList, Context, MaterialInterface->GetRenderProxy(false));

	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		VertexShader,
		EDRF_UseTriangleOptimization);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());

	if(Material->NeedsGBuffer())
	{
		GSceneRenderTargets.AdjustGBufferRefCount(-1);
	}
}
bool RenderPreStencil(FRenderingCompositePassContext& Context, const FMaterialShaderMap* MaterialShaderMap, const FMatrix& ComponentToWorldMatrix, const FMatrix& FrustumComponentToClip)
{
	const FSceneView& View = Context.View;

	float Distance = (View.ViewMatrices.ViewOrigin - ComponentToWorldMatrix.GetOrigin()).Size();
	float Radius = ComponentToWorldMatrix.GetMaximumAxisScale();

	// if not inside
	if(Distance > Radius)
	{
		float EstimatedDecalSize = Radius / Distance;
		
		float StencilSizeThreshold = CVarStencilSizeThreshold.GetValueOnRenderThread();

		// Check if it's large enough on screen
		if(EstimatedDecalSize < StencilSizeThreshold)
		{
			return false;
		}
	}

	TShaderMapRef<FDeferredDecalVS> VertexShader(Context.GetShaderMap());
	
	Context.RHICmdList.SetLocalBoundShaderState(Context.RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector3(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), NULL, FGeometryShaderRHIRef()));

	VertexShader->SetParameters(Context.RHICmdList, View, FrustumComponentToClip);

	// Set states, the state cache helps us avoiding redundant sets
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());

	// all the same to have DX10 working
	Context.RHICmdList.SetBlendState(TStaticBlendState<
		CW_NONE, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha,		BO_Add, BF_Zero, BF_One,	// Emissive
		CW_NONE, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha,		BO_Add, BF_Zero, BF_One,	// Normal
		CW_NONE, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha,		BO_Add, BF_Zero, BF_One,	// Metallic, Specular, Roughness
		CW_NONE, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha,		BO_Add, BF_Zero, BF_One		// BaseColor
	>::GetRHI() );

	// Carmack's reverse on the bounds
	//@todo-martinm
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<
		false,CF_LessEqual,
		true,CF_Equal,SO_Keep,SO_Keep,SO_Increment,
		true,CF_Equal,SO_Keep,SO_Keep,SO_Decrement,
		0x80,0x7f
	>::GetRHI());

	// Render decal mask
	Context.RHICmdList.DrawIndexedPrimitive(GUnitCubeIndexBuffer.IndexBufferRHI, PT_TriangleList, 0, 0, 8, 0, GUnitCubeIndexBuffer.GetIndexCount() / 3, 1);

	return true;
}
void SetShader(const FRenderingCompositePassContext& Context, bool bShaderComplexity, const FTransientDecalRenderData& DecalData, FShader* VertexShader)
{
	const FSceneView& View = Context.View;

	const FMaterialShaderMap* MaterialShaderMap = DecalData.MaterialResource->GetRenderingThreadShaderMap();

	auto PixelShader = MaterialShaderMap->GetShader<FDeferredDecalPS>();

	if(bShaderComplexity)
	{
		const FViewInfo &ViewInfo = (const FViewInfo &)View;

		TShaderMapRef<FShaderComplexityAccumulatePS> VisualizePixelShader(ViewInfo.ShaderMap);
		const uint32 NumPixelShaderInstructions = PixelShader->GetNumInstructions();
		const uint32 NumVertexShaderInstructions = VertexShader->GetNumInstructions();

		static FGlobalBoundShaderState BoundShaderState;
		SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GetVertexDeclarationFVector3(), VertexShader, *VisualizePixelShader);

		VisualizePixelShader->SetParameters(Context.RHICmdList, NumVertexShaderInstructions, NumPixelShaderInstructions, View.GetFeatureLevel());
	}
	else
	{
		// first Bind, then SetParameters()
		Context.RHICmdList.SetLocalBoundShaderState(Context.RHICmdList.BuildLocalBoundShaderState(GetVertexDeclarationFVector3(), VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));

		PixelShader->SetParameters(Context.RHICmdList, View, DecalData.MaterialProxy, *DecalData.DecalProxy);
 	}
}