// 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]) ); } }