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);
}
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);
}
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);
}
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 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);
}
Esempio n. 7
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]) );
	}
}
Esempio n. 9
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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);
	}
}