void UpdateSceneCaptureContent_RenderThread(FSceneRenderer* SceneRenderer, FTextureRenderTargetResource* TextureRenderTarget, const FName OwnerName, const FResolveParams& ResolveParams, bool bUseSceneColorTexture) { FMemMark MemStackMark(FMemStack::Get()); // update any resources that needed a deferred update FDeferredUpdateResource::UpdateResources(); { #if WANTS_DRAW_MESH_EVENTS FString EventName; OwnerName.ToString(EventName); SCOPED_DRAW_EVENTF(SceneCapture, DEC_SCENE_ITEMS, TEXT("SceneCapture %s"), *EventName); #endif // Render the scene normally const FRenderTarget* Target = SceneRenderer->ViewFamily.RenderTarget; FIntRect ViewRect = SceneRenderer->Views[0].ViewRect; FIntRect UnconstrainedViewRect = SceneRenderer->Views[0].UnconstrainedViewRect; RHISetRenderTarget(Target->GetRenderTargetTexture(), NULL); RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, ViewRect); SceneRenderer->Render(); // Copy the captured scene into the destination texture if (bUseSceneColorTexture) { // Copy the captured scene into the destination texture RHISetRenderTarget(Target->GetRenderTargetTexture(), NULL); RHISetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI()); RHISetBlendState(TStaticBlendState<>::GetRHI()); TShaderMapRef<FScreenVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FScreenPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); FRenderingCompositePassContext Context(SceneRenderer->Views[0]); VertexShader->SetParameters(SceneRenderer->Views[0]); PixelShader->SetParameters(TStaticSamplerState<SF_Point>::GetRHI(), GSceneRenderTargets.GetSceneColorTexture()); FIntPoint TargetSize(UnconstrainedViewRect.Width(), UnconstrainedViewRect.Height()); DrawRectangle( ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), ViewRect.Min.X, ViewRect.Min.Y, ViewRect.Width(), ViewRect.Height(), TargetSize, GSceneRenderTargets.GetBufferSizeXY(), EDRF_UseTriangleOptimization); } RHICopyToResolveTarget(TextureRenderTarget->GetRenderTargetTexture(), TextureRenderTarget->TextureRHI, false, ResolveParams); } delete SceneRenderer; }
/** Draws a full view quad that sets stencil to 1 anywhere that decals should not be projected. */ void StencilDecalMask(const FSceneView& View) { SCOPED_DRAW_EVENT(StencilDecalMask, DEC_SCENE_ITEMS); RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI()); RHISetBlendState(TStaticBlendState<CW_NONE>::GetRHI()); RHISetRenderTarget(NULL, GSceneRenderTargets.GetSceneDepthSurface()); RHISetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f); // Write 1 to highest bit of stencil to areas that should not receive decals RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always,true,CF_Always,SO_Replace,SO_Replace,SO_Replace>::GetRHI(), 0x80); TShaderMapRef<FScreenVS> ScreenVertexShader(GetGlobalShaderMap()); TShaderMapRef<FStencilDecalMaskPS> PixelShader(GetGlobalShaderMap()); SetGlobalBoundShaderState(StencilDecalMaskBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader); PixelShader->SetParameters(View); DrawRectangle( 0, 0, View.ViewRect.Width(), View.ViewRect.Height(), View.ViewRect.Min.X, View.ViewRect.Min.Y, View.ViewRect.Width(), View.ViewRect.Height(), FIntPoint(View.ViewRect.Width(), View.ViewRect.Height()), GSceneRenderTargets.GetBufferSizeXY(), EDRF_UseTriangleOptimization); }
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(VisualizeMotionBlur, DEC_SCENE_ITEMS); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; FIntPoint TexSize = InputDesc->Extent; // we assume the input and output is full resolution FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor); FIntRect DestRect = SrcRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect); Context.SetViewportAndCallRHI(SrcRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); // Quality 0: visualize SetMotionBlurShaderTempl<0>(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, SrcRect.Width(), SrcRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), SrcRect.Size(), SrcSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PostProcessHistogramReduce, DEC_SCENE_ITEMS); 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); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); // we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2; uint32 LoopSizeValue = ComputeLoopSize(GatherExtent); PixelShader->SetPS(Context, LoopSizeValue); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, DestSize.X, DestSize.Y, 0, 0, SrcSize.X, 0, DestSize, SrcSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FOpenGLDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTarget) { VERIFY_GL_SCOPE(); DYNAMIC_CAST_OPENGLRESOURCE(Viewport,Viewport); 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); bRevertToSharedContextAfterDrawingViewport = true; PlatformRenderingContextSetup(PlatformDevice); } if(!GPUProfilingData.FrameTiming.IsInitialized()) { GPUProfilingData.FrameTiming.InitResource(); } // Set the render target and viewport. if( RenderTarget ) { RHISetRenderTarget(RenderTarget, FTextureRHIRef()); } else { RHISetRenderTarget(DrawingViewport->GetBackBuffer(), FTextureRHIRef()); } }
void UCodecMovieFallback::GetFrame( class FTextureMovieResource* InTextureMovieResource ) { CurrentTime += 1.f / GetFrameRate(); if( CurrentTime > PlaybackDuration ) { CurrentTime = 0.f; } if( InTextureMovieResource && InTextureMovieResource->IsInitialized() ) { FLinearColor ClearColor(1.f,CurrentTime/PlaybackDuration,0.f,1.f); RHISetRenderTarget(InTextureMovieResource->GetRenderTargetTexture(),FTextureRHIRef()); RHIClear(true,ClearColor,false,0.f,false,0, FIntRect()); RHICopyToResolveTarget(InTextureMovieResource->GetRenderTargetTexture(),InTextureMovieResource->TextureRHI,false,FResolveParams()); } }
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PostProcessHistogram, DEC_SCENE_ITEMS); 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); FIntPoint SrcSize = InputDesc->Extent; FIntRect DestRect = View.ViewRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); TShaderMapRef<FPostProcessHistogramCS> ComputeShader(GetGlobalShaderMap()); RHISetComputeShader(ComputeShader->GetComputeShader()); RHISetRenderTarget(FTextureRHIRef(), FTextureRHIRef()); // set destination check(DestRenderTarget.UAV); RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV); // we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input FIntPoint GatherExtent = (DestRect.Size() - FIntPoint(1, 1)) / 2; FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent); ComputeShader->SetCS(Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent); DispatchComputeShader(*ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1); // un-set destination RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
/** Updates the downsized depth buffer with the current full resolution depth buffer. */ void FDeferredShadingSceneRenderer::UpdateDownsampledDepthSurface() { if (GSceneRenderTargets.UseDownsizedOcclusionQueries() && IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM3)) { RHISetRenderTarget(NULL, GSceneRenderTargets.GetSmallDepthSurface()); SCOPED_DRAW_EVENT(DownsampleDepth, DEC_SCENE_ITEMS); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; // Set shaders and texture TShaderMapRef<FScreenVS> ScreenVertexShader(GetGlobalShaderMap()); TShaderMapRef<FDownsampleSceneDepthPS> PixelShader(GetGlobalShaderMap()); extern TGlobalResource<FFilterVertexDeclaration> GFilterVertexDeclaration; SetGlobalBoundShaderState(DownsampleDepthBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *PixelShader); RHISetBlendState(TStaticBlendState<CW_NONE>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<true,CF_Always>::GetRHI()); PixelShader->SetParameters(View); const uint32 DownsampledX = FMath::Trunc(View.ViewRect.Min.X / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor()); const uint32 DownsampledY = FMath::Trunc(View.ViewRect.Min.Y / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor()); const uint32 DownsampledSizeX = FMath::Trunc(View.ViewRect.Width() / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor()); const uint32 DownsampledSizeY = FMath::Trunc(View.ViewRect.Height() / GSceneRenderTargets.GetSmallColorDepthDownsampleFactor()); RHISetViewport(DownsampledX, DownsampledY, 0.0f, DownsampledX + DownsampledSizeX, DownsampledY + DownsampledSizeY, 1.0f); DrawRectangle( 0, 0, DownsampledSizeX, DownsampledSizeY, View.ViewRect.Min.X, View.ViewRect.Min.Y, View.ViewRect.Width(), View.ViewRect.Height(), FIntPoint(DownsampledSizeX, DownsampledSizeY), GSceneRenderTargets.GetBufferSizeXY(), EDRF_UseTriangleOptimization); } } }
void FRCPassPostProcessBusyWait::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(BusyWait, DEC_SCENE_ITEMS); const FSceneView& View = Context.View; FIntRect SrcRect = View.ViewRect; FIntRect DestRect = View.UnscaledViewRect; const FSceneRenderTargetItem& DestRenderTarget = GSceneRenderTargets.LightAttenuation->GetRenderTargetItem(); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(DestRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessBusyWaitPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetPS(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcRect.Size(), EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessPassThrough::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PassThrough, DEC_SCENE_ITEMS); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; FIntPoint TexSize = InputDesc->Extent; // we assume the input and output is full resolution FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = Dest ? Dest->GetDesc().Extent : PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 InputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; uint32 OutputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / DestSize.X; FIntRect SrcRect = View.ViewRect / InputScaleFactor; FIntRect DestRect = View.ViewRect / OutputScaleFactor; const FSceneRenderTargetItem& DestRenderTarget = Dest ? Dest->GetRenderTargetItem() : PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f); // set the state if(bAdditiveBlend) { RHISetBlendState(TStaticBlendState<CW_RGB,BO_Add,BF_One,BF_One,BO_Add,BF_One,BF_One>::GetRHI()); } else { RHISetBlendState(TStaticBlendState<>::GetRHI()); } RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessPassThroughPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); VertexShader->SetParameters(Context); PixelShader->SetParameters(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(VisualizeBuffer, DEC_SCENE_ITEMS); 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); 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. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(DestRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); SetShaderTempl<false>(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, EDRF_UseTriangleOptimization); // Now draw the requested tiles into the grid TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap()); RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetPS(Context); // Track the name and position of each tile we draw so we can write text labels over them struct LabelRecord { FString Label; int32 LocationX; int32 LocationY; }; TArray<LabelRecord> Labels; const int32 MaxTilesX = 4; const int32 MaxTilesY = 4; const int32 TileWidth = DestRect.Width() / MaxTilesX; const int32 TileHeight = DestRect.Height() / MaxTilesY; int32 CurrentTileIndex = 0; for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex) { FRenderingCompositeOutputRef Tile = It->Source; if (Tile.IsValid()) { FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture; int32 TileX = CurrentTileIndex % MaxTilesX; int32 TileY = CurrentTileIndex / MaxTilesX; PixelShader->SetSourceTexture(Texture); DrawRectangle( TileX * TileWidth, TileY * TileHeight, TileWidth, TileHeight, SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, EDRF_Default); Labels.Add(LabelRecord()); Labels.Last().Label = It->Name; Labels.Last().LocationX = 8 + TileX * TileWidth; Labels.Last().LocationY = (TileY + 1) * TileHeight - 19; } } // Draw tile labels // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; const FTexture2DRHIRef Texture; FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture) : View(InView), Texture(InTexture) { } virtual FIntPoint GetSizeXY() const { return View.ViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return Texture; } } TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime); FLinearColor LabelColor(1, 1, 0); for (auto It = Labels.CreateConstIterator(); It; ++It) { Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor); } Canvas.Flush(); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
// TODO: REMOVE if no longer needed: void FSceneRenderer::GammaCorrectToViewportRenderTarget(const FViewInfo* View, float OverrideGamma) { // Set the view family's render target/viewport. RHISetRenderTarget(ViewFamily.RenderTarget->GetRenderTargetTexture(),FTextureRHIRef()); // Deferred the clear until here so the garbage left in the non rendered regions by the post process effects do not show up if( ViewFamily.bDeferClear ) { RHIClear(true, FLinearColor::Black, false, 0.0f, false, 0, FIntRect()); ViewFamily.bDeferClear = false; } SCOPED_DRAW_EVENT(GammaCorrection, DEC_SCENE_ITEMS); // turn off culling and blending RHISetRasterizerState(TStaticRasterizerState<FM_Solid,CM_None>::GetRHI()); RHISetBlendState(TStaticBlendState<>::GetRHI()); // turn off depth reads/writes RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FGammaCorrectionVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FGammaCorrectionPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState PostProcessBoundShaderState; SetGlobalBoundShaderState( PostProcessBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); float InvDisplayGamma = 1.0f / ViewFamily.RenderTarget->GetDisplayGamma(); if (OverrideGamma != 0) { InvDisplayGamma = 1 / OverrideGamma; } SetShaderValue( PixelShader->GetPixelShader(), PixelShader->InverseGamma, InvDisplayGamma ); SetShaderValue(PixelShader->GetPixelShader(),PixelShader->ColorScale,View->ColorScale); SetShaderValue(PixelShader->GetPixelShader(),PixelShader->OverlayColor,View->OverlayColor); const FTexture2DRHIRef DesiredSceneColorTexture = GSceneRenderTargets.GetSceneColorTexture(); SetTextureParameter( PixelShader->GetPixelShader(), PixelShader->SceneTexture, PixelShader->SceneTextureSampler, TStaticSamplerState<SF_Bilinear>::GetRHI(), DesiredSceneColorTexture ); // Draw a quad mapping scene color to the view's render target DrawRectangle( View->UnscaledViewRect.Min.X,View->UnscaledViewRect.Min.Y, View->UnscaledViewRect.Width(),View->UnscaledViewRect.Height(), View->ViewRect.Min.X,View->ViewRect.Min.Y, View->ViewRect.Width(),View->ViewRect.Height(), ViewFamily.RenderTarget->GetSizeXY(), GSceneRenderTargets.GetBufferSizeXY(), EDRF_UseTriangleOptimization); }
void FRCPassPostProcessDOFRecombine::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(DOFRecombine, DEC_SCENE_ITEMS); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input1); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; FIntPoint TexSize = InputDesc->Extent; // usually 1, 2, 4 or 8 uint32 ScaleToFullRes = GSceneRenderTargets.SceneColor->GetDesc().Extent.X / TexSize.X; FIntRect HalfResViewRect = View.ViewRect / ScaleToFullRes; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, View.ViewRect); Context.SetViewportAndCallRHI(View.ViewRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); if (bNearBlurEnabled) { static FGlobalBoundShaderState BoundShaderState; TShaderMapRef< FPostProcessDOFRecombinePS<1> > PixelShader(GetGlobalShaderMap()); SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); } else { static FGlobalBoundShaderState BoundShaderState; TShaderMapRef< FPostProcessDOFRecombinePS<0> > PixelShader(GetGlobalShaderMap()); SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); } VertexShader->SetParameters(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( 0, 0, View.ViewRect.Width(), View.ViewRect.Height(), HalfResViewRect.Min.X, HalfResViewRect.Min.Y, HalfResViewRect.Width(), HalfResViewRect.Height(), View.ViewRect.Size(), TexSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FEmptyDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTargetRHI) { DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport); RHISetRenderTarget(RHIGetViewportBackBuffer(ViewportRHI), NULL); }
void FRCPassPostProcessVisualizeHDR::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PostProcessVisualizeHDR, DEC_SCENE_ITEMS); 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); 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. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); Context.SetViewportAndCallRHI(DestRect); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessVisualizeHDRPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetPS(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestRect.Size(), SrcSize, EDRF_UseTriangleOptimization); // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; const FTexture2DRHIRef Texture; FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture) : View(InView), Texture(InTexture) { } virtual FIntPoint GetSizeXY() const { return View.ViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return Texture; } } TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime); float X = 30; float Y = 8; const float YStep = 14; const float ColumnWidth = 250; FString Line; Line = FString::Printf(TEXT("HDR Histogram (Logarithmic, max of RGB)")); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Y += 160; float MinX = 64 + 10; float MaxY = View.ViewRect.Max.Y - 64; float SizeX = View.ViewRect.Size().X - 64 * 2 - 20; for(uint32 i = 0; i <= 4; ++i) { int XAdd = (int)(i * SizeX / 4); float HistogramPosition = i / 4.0f; float LogValue = FMath::Lerp(View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax, HistogramPosition); Line = FString::Printf(TEXT("%.2g"), LogValue); Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = LogToString(LogValue); Canvas.DrawShadowedString( MinX + XAdd - 5, MaxY + YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); } Y += 3 * YStep; Line = FString::Printf(TEXT("%g%% .. %g%%"), View.FinalPostProcessSettings.AutoExposureLowPercent, View.FinalPostProcessSettings.AutoExposureHighPercent); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationPercent Low/High:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Line = FString::Printf(TEXT("%g .. %g"), View.FinalPostProcessSettings.AutoExposureMinBrightness, View.FinalPostProcessSettings.AutoExposureMaxBrightness); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptationBrightness Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); Line = FString::Printf(TEXT("%g / %g"), View.FinalPostProcessSettings.AutoExposureSpeedUp, View.FinalPostProcessSettings.AutoExposureSpeedDown); Canvas.DrawShadowedString( X, Y += YStep, TEXT("EyeAdaptionSpeed Up/Down:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Line = FString::Printf(TEXT("%g"), View.FinalPostProcessSettings.AutoExposureBias); Canvas.DrawShadowedString( X, Y += YStep, TEXT("Exposure Offset: "), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = FString::Printf(TEXT("%g .. %g (log2)"), View.FinalPostProcessSettings.HistogramLogMin, View.FinalPostProcessSettings.HistogramLogMax); Canvas.DrawShadowedString( X, Y += YStep, TEXT("HistogramLog Min/Max:"), GetStatsFont(), FLinearColor(1, 1, 1)); Canvas.DrawShadowedString( X + ColumnWidth, Y, *Line, GetStatsFont(), FLinearColor(1, 0.3f, 0.3f)); Line = FString::Printf(TEXT("%s .. %s (Value)"), *LogToString(View.FinalPostProcessSettings.HistogramLogMin), *LogToString(View.FinalPostProcessSettings.HistogramLogMax)); Canvas.DrawShadowedString( X + ColumnWidth, Y+= YStep, *Line, GetStatsFont(), FLinearColor(0.3f, 0.3f, 1)); Canvas.Flush(); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void RendererGPUBenchmark(FSynthBenchmarkResults& InOut, const FSceneView& View, uint32 WorkScale, bool bDebugOut) { check(IsInRenderingThread()); // two RT to ping pong so we force the GPU to flush it's pipeline TRefCountPtr<IPooledRenderTarget> RTItems[3]; { FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(FIntPoint(GBenchmarkResolution, GBenchmarkResolution), PF_B8G8R8A8, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false)); GRenderTargetPool.FindFreeElement(Desc, RTItems[0], TEXT("Benchmark0")); GRenderTargetPool.FindFreeElement(Desc, RTItems[1], TEXT("Benchmark1")); Desc.Extent = FIntPoint(1, 1); Desc.Flags = TexCreate_CPUReadback; // needs TexCreate_ResolveTargetable? Desc.TargetableFlags = TexCreate_None; GRenderTargetPool.FindFreeElement(Desc, RTItems[2], TEXT("BenchmarkReadback")); } // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); { // larger number means more accuracy but slower, some slower GPUs might timeout with a number to large const uint32 IterationCount = 70; const uint32 MethodCount = ARRAY_COUNT(InOut.GPUStats); // 0 / 1 uint32 DestRTIndex = 0; const uint32 TimerSampleCount = IterationCount * MethodCount + 1; static FRenderQueryRHIRef TimerQueries[TimerSampleCount]; static uint32 PassCount[IterationCount]; for(uint32 i = 0; i < TimerSampleCount; ++i) { TimerQueries[i] = GTimerQueryPool.AllocateQuery(); } if(!TimerQueries[0]) { UE_LOG(LogSynthBenchmark, Warning, TEXT("GPU driver does not support timer queries.")); } // TimingValues are in Seconds per GPixel FTimingSeries TimingSeries[MethodCount]; for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator) { TimingSeries[MethodIterator].Init(IterationCount); } check(MethodCount == 5); InOut.GPUStats[0] = FSynthBenchmarkStat(TEXT("ALUHeavyNoise"), 1.0f / 4.601f, TEXT("s/GigaPix")); InOut.GPUStats[1] = FSynthBenchmarkStat(TEXT("TexHeavy"), 1.0f / 7.447f, TEXT("s/GigaPix")); InOut.GPUStats[2] = FSynthBenchmarkStat(TEXT("DepTexHeavy"), 1.0f / 3.847f, TEXT("s/GigaPix")); InOut.GPUStats[3] = FSynthBenchmarkStat(TEXT("FillOnly"), 1.0f / 25.463f, TEXT("s/GigaPix")); InOut.GPUStats[4] = FSynthBenchmarkStat(TEXT("Bandwidth"), 1.0f / 1.072f, TEXT("s/GigaPix")); // e.g. on NV670: Method3 (mostly fill rate )-> 26GP/s (seems realistic) // reference: http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units theoretical: 29.3G/s RHIEndRenderQuery(TimerQueries[0]); // multiple iterations to see how trust able the values are for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration) { for(uint32 MethodIterator = 0; MethodIterator < MethodCount; ++MethodIterator) { // alternate between forward and backward (should give the same number) // uint32 MethodId = (Iteration % 2) ? MethodIterator : (MethodCount - 1 - MethodIterator); uint32 MethodId = MethodIterator; uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId; // 0 / 1 const uint32 SrcRTIndex = 1 - DestRTIndex; GRenderTargetPool.VisualizeTexture.SetCheckPoint(RTItems[DestRTIndex]); RHISetRenderTarget(RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, FTextureRHIRef()); // decide how much work we do in this pass PassCount[Iteration] = (Iteration / 10 + 1) * WorkScale; RunBenchmarkShader(View, MethodId, RTItems[SrcRTIndex], PassCount[Iteration]); RHICopyToResolveTarget(RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, RTItems[DestRTIndex]->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams()); /*if(bGPUCPUSync) { // more consistent timing but strangely much faster to the level that is unrealistic FResolveParams Param; Param.Rect = FResolveRect(0, 0, 1, 1); RHICopyToResolveTarget( RTItems[DestRTIndex]->GetRenderTargetItem().TargetableTexture, RTItems[2]->GetRenderTargetItem().ShaderResourceTexture, false, Param); void* Data = 0; int Width = 0; int Height = 0; RHIMapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture, Data, Width, Height); RHIUnmapStagingSurface(RTItems[2]->GetRenderTargetItem().ShaderResourceTexture); }*/ RHIEndRenderQuery(TimerQueries[QueryIndex]); // ping pong DestRTIndex = 1 - DestRTIndex; } } { uint64 OldAbsTime = 0; RHIGetRenderQueryResult(TimerQueries[0], OldAbsTime, true); GTimerQueryPool.ReleaseQuery(TimerQueries[0]); #if !UE_BUILD_SHIPPING FBenchmarkGraph BenchmarkGraph(IterationCount, IterationCount, *(FPaths::ScreenShotDir() + TEXT("GPUSynthBenchmarkGraph.bmp"))); #endif for(uint32 Iteration = 0; Iteration < IterationCount; ++Iteration) { uint32 Results[MethodCount]; for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { uint32 QueryIndex = 1 + Iteration * MethodCount + MethodId; uint64 AbsTime; RHIGetRenderQueryResult(TimerQueries[QueryIndex], AbsTime, true); GTimerQueryPool.ReleaseQuery(TimerQueries[QueryIndex]); Results[MethodId] = AbsTime - OldAbsTime; OldAbsTime = AbsTime; } double SamplesInGPix = PassCount[Iteration] * GBenchmarkResolution * GBenchmarkResolution / 1000000000.0; for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { double TimeInSec = Results[MethodId] / 1000000.0; double TimingValue = TimeInSec / SamplesInGPix; // TimingValue in Seconds per GPixel TimingSeries[MethodId].SetEntry(Iteration, (float)TimingValue); } #if !UE_BUILD_SHIPPING { // This is for debugging and we don't want to change the output but we still use "InOut". // That shouldn't hurt, as we override the values after that anyway. for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { InOut.GPUStats[MethodId].SetMeasuredTime(TimingSeries[MethodId].GetEntry(Iteration)); } float LocalGPUIndex = InOut.ComputeGPUPerfIndex(); // * 0.01 to get it in 0..1 range // * 0.5f to have 100 is the middle BenchmarkGraph.DrawBar(Iteration, LocalGPUIndex * 0.01f * 0.5f); } #endif } for(uint32 MethodId = 0; MethodId < MethodCount; ++MethodId) { float Confidence = 0.0f; float TimingValue = TimingSeries[MethodId].ComputeValue(Confidence); if(Confidence > 0) { InOut.GPUStats[MethodId].SetMeasuredTime(TimingValue, Confidence); } UE_LOG(LogSynthBenchmark, Display, TEXT(" ... %.3f GigaPix/s, Confidence=%.0f%% '%s'"), 1.0f / InOut.GPUStats[MethodId].GetMeasuredTime(), Confidence, InOut.GPUStats[MethodId].GetDesc()); } UE_LOG(LogSynthBenchmark, Display, TEXT("")); #if !UE_BUILD_SHIPPING if(bDebugOut) { BenchmarkGraph.Save(); } #endif } } }
/** * Renders the view family. */ void FDeferredShadingSceneRenderer::Render() { if(!ViewFamily.EngineShowFlags.Rendering) { return; } SCOPED_DRAW_EVENT(Scene,DEC_SCENE_ITEMS); // Initialize global system textures (pass-through if already initialized). GSystemTextures.InitializeTextures(); // Allocate the maximum scene render target space for the current view family. GSceneRenderTargets.Allocate(ViewFamily); // Find the visible primitives. InitViews(); const bool bIsWireframe = ViewFamily.EngineShowFlags.Wireframe; static const auto ClearMethodCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ClearSceneMethod")); bool bRequiresRHIClear = true; bool bRequiresFarZQuadClear = false; if (ClearMethodCVar) { switch (ClearMethodCVar->GetValueOnRenderThread()) { case 0: // No clear { bRequiresRHIClear = false; bRequiresFarZQuadClear = false; break; } case 1: // RHIClear { bRequiresRHIClear = true; bRequiresFarZQuadClear = false; break; } case 2: // Clear using far-z quad { bRequiresFarZQuadClear = true; bRequiresRHIClear = false; break; } } } // Always perform a full buffer clear for wireframe, shader complexity view mode, and stationary light overlap viewmode. if (bIsWireframe || ViewFamily.EngineShowFlags.ShaderComplexity || ViewFamily.EngineShowFlags.StationaryLightOverlap) { bRequiresRHIClear = true; } // force using occ queries for wireframe if rendering is parented or frozen in the first view check(Views.Num()); #if (UE_BUILD_SHIPPING || UE_BUILD_TEST) const bool bIsViewFrozen = false; const bool bHasViewParent = false; #else const bool bIsViewFrozen = Views[0].State && ((FSceneViewState*)Views[0].State)->bIsFrozen; const bool bHasViewParent = Views[0].State && ((FSceneViewState*)Views[0].State)->HasViewParent(); #endif const bool bIsOcclusionTesting = DoOcclusionQueries() && (!bIsWireframe || bIsViewFrozen || bHasViewParent); // Dynamic vertex and index buffers need to be committed before rendering. FGlobalDynamicVertexBuffer::Get().Commit(); FGlobalDynamicIndexBuffer::Get().Commit(); // Notify the FX system that the scene is about to be rendered. if (Scene->FXSystem) { Scene->FXSystem->PreRender(); } // Draw the scene pre-pass / early z pass, populating the scene depth buffer and HiZ RenderPrePass(); // Clear scene color buffer if necessary. if ( bRequiresRHIClear ) { ClearView(); // Only clear once. bRequiresRHIClear = false; } // Clear LPVs for all views if ( IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM5) ) { ClearLPVs(); } // only temporarily available after early z pass and until base pass check(!GSceneRenderTargets.DBufferA); check(!GSceneRenderTargets.DBufferB); check(!GSceneRenderTargets.DBufferC); if(IsDBufferEnabled()) { GSceneRenderTargets.ResolveSceneDepthTexture(); // Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter // while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target // is unsupported in d3d feature level 10. if(!(GRHIFeatureLevel >= ERHIFeatureLevel::SM5) && GRHIFeatureLevel >= ERHIFeatureLevel::SM4) { GSceneRenderTargets.ResolveSceneDepthToAuxiliaryTexture(); } // e.g. ambient cubemaps, ambient occlusion, deferred decals for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessBeforeBasePass(Views[ViewIndex]); } } if(bIsWireframe && FDeferredShadingSceneRenderer::ShouldCompositeEditorPrimitives(Views[0])) { // In Editor we want wire frame view modes to be MSAA for better quality. Resolve will be done with EditorPrimitives RHISetRenderTarget(GSceneRenderTargets.GetEditorPrimitivesColor(), GSceneRenderTargets.GetEditorPrimitivesDepth()); RHIClear(true, FLinearColor(0, 0, 0, 0), true, 0.0f, false, 0, FIntRect()); } else { // Begin rendering to scene color GSceneRenderTargets.BeginRenderingSceneColor(true); } RenderBasePass(); if(ViewFamily.EngineShowFlags.VisualizeLightCulling) { // clear out emissive and baked lighting (not too efficient but simple and only needed for this debug view) GSceneRenderTargets.BeginRenderingSceneColor(false); RHIClear(true, FLinearColor(0, 0, 0, 0), false, 0, false, 0, FIntRect()); } GSceneRenderTargets.DBufferA.SafeRelease(); GSceneRenderTargets.DBufferB.SafeRelease(); GSceneRenderTargets.DBufferC.SafeRelease(); // only temporarily available after early z pass and until base pass check(!GSceneRenderTargets.DBufferA); check(!GSceneRenderTargets.DBufferB); check(!GSceneRenderTargets.DBufferC); if (bRequiresFarZQuadClear) { // Clears view by drawing quad at maximum Z // TODO: if all the platforms have fast color clears, we can replace this with an RHIClear. ClearGBufferAtMaxZ(); bRequiresFarZQuadClear = false; } GSceneRenderTargets.ResolveSceneColor(FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY)); GSceneRenderTargets.ResolveSceneDepthTexture(); // Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter // while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target // is unsupported in d3d feature level 10. if(!GSupportsDepthFetchDuringDepthTest) { GSceneRenderTargets.ResolveSceneDepthToAuxiliaryTexture(); } RenderCustomDepthPass(); // Notify the FX system that opaque primitives have been rendered and we now have a valid depth buffer. if (Scene->FXSystem && Views.IsValidIndex(0)) { Scene->FXSystem->PostRenderOpaque( Views.GetTypedData(), GSceneRenderTargets.GetSceneDepthTexture(), GSceneRenderTargets.GetGBufferATexture() ); } // Update the quarter-sized depth buffer with the current contents of the scene depth texture. // This needs to happen before occlusion tests, which makes use of the small depth buffer. UpdateDownsampledDepthSurface(); // Issue occlusion queries // This is done after the downsampled depth buffer is created so that it can be used for issuing queries if ( bIsOcclusionTesting ) { BeginOcclusionTests(); } // Render lighting. if (ViewFamily.EngineShowFlags.Lighting && GRHIFeatureLevel >= ERHIFeatureLevel::SM4 && ViewFamily.EngineShowFlags.DeferredLighting ) { // Pre-lighting composition lighting stage // e.g. deferred decals, blurred GBuffer for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessAfterBasePass(Views[ViewIndex]); } // Clear the translucent lighting volumes before we accumulate ClearTranslucentVolumeLighting(); RenderLights(); InjectAmbientCubemapTranslucentVolumeLighting(); CompositeIndirectTranslucentVolumeLighting(); // Filter the translucency lighting volume now that it is complete FilterTranslucentVolumeLighting(); // Clear LPVs for all views if ( IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM5) ) { PropagateLPVs(); } // Render reflections that only operate on opaque pixels RenderDeferredReflections(); // Post-lighting composition lighting stage // e.g. ambient cubemaps, ambient occlusion, LPV indirect for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessLighting(Views[ViewIndex]); } } if( ViewFamily.EngineShowFlags.StationaryLightOverlap && GRHIFeatureLevel >= ERHIFeatureLevel::SM4) { RenderStationaryLightOverlap(); } FLightShaftsOutput LightShaftOutput; // Draw Lightshafts if (ViewFamily.EngineShowFlags.LightShafts) { LightShaftOutput = RenderLightShaftOcclusion(); } // Draw atmosphere if(ShouldRenderAtmosphere(ViewFamily)) { if (Scene->AtmosphericFog) { // Update RenderFlag based on LightShaftTexture is valid or not if (LightShaftOutput.bRendered) { Scene->AtmosphericFog->RenderFlag &= EAtmosphereRenderFlag::E_LightShaftMask; } else { Scene->AtmosphericFog->RenderFlag |= EAtmosphereRenderFlag::E_DisableLightShaft; } #if WITH_EDITOR if (Scene->bIsEditorScene) { // Precompute Atmospheric Textures Scene->AtmosphericFog->PrecomputeTextures(Views.GetTypedData(), &ViewFamily); } #endif RenderAtmosphere(LightShaftOutput); } } // Draw fog. if(ShouldRenderFog(ViewFamily)) { RenderFog(LightShaftOutput); } // No longer needed, release LightShaftOutput.LightShaftOcclusion = NULL; // Draw translucency. if(ViewFamily.EngineShowFlags.Translucency) { SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime); if(ViewFamily.EngineShowFlags.Refraction) { // to apply refraction effect by distorting the scene color RenderDistortion(); } RenderTranslucency(); } if (ViewFamily.EngineShowFlags.LightShafts) { RenderLightShaftBloom(); } // Resolve the scene color for post processing. GSceneRenderTargets.ResolveSceneColor(FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY)); #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if(CVarTestUIBlur.GetValueOnRenderThread() > 0) { Views[0].UIBlurOverrideRectangles.Add(FIntRect(20, 20, 400, 400)); } #endif // Finish rendering for each view. if(ViewFamily.bResolveScene) { SCOPED_DRAW_EVENT(FinishRendering, DEC_SCENE_ITEMS); SCOPE_CYCLE_COUNTER(STAT_FinishRenderViewTargetTime); for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView, Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); FinishRenderViewTarget(&Views[ViewIndex], ViewIndex == (Views.Num() - 1)); } } RenderFinish(); }
void FRCPassPostProcessNoiseBlur::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(NoiseBlur, DEC_SCENE_ITEMS); 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); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = SrcRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) RHIClear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); if(Quality == 0) { SetNoiseBlurShader<0>(Context, Radius); } else if(Quality == 1) { SetNoiseBlurShader<1>(Context, Radius); } else { SetNoiseBlurShader<2>(Context, Radius); } // Draw a quad mapping scene color to the view's render target DrawRectangle( DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FEmptyDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTargetRHI) { FEmptyViewport* Viewport = ResourceCast(ViewportRHI); RHISetRenderTarget(RHIGetViewportBackBuffer(ViewportRHI), NULL); }
void FRCPassPostProcessBloomSetup::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(PostProcessBloomSetup, DEC_SCENE_ITEMS); 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); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = SrcRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); // set the state RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessBloomSetupVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FPostProcessBloomSetupPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); VertexShader->SetVS(Context); PixelShader->SetPS(Context); // Draw a quad mapping scene color to the view's render target DrawRectangle( DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, EDRF_UseTriangleOptimization); RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); }
void FVisualizeTexture::PresentContent(const FSceneView& View) { if(Mode != 0) { // old mode is used, lets copy the specified texture to do it similar to the new system FPooledRenderTarget* Element = GRenderTargetPool.GetElementById(Mode - 1); if(Element) { GenerateContent(Element->GetRenderTargetItem(), Element->GetDesc()); } } const FTexture2DRHIRef& RenderTargetTexture = View.Family->RenderTarget->GetRenderTargetTexture(); if(!VisualizeTextureContent || !IsValidRef(RenderTargetTexture) || GRHIFeatureLevel < ERHIFeatureLevel::SM3) { // visualize feature is deactivated return; } FPooledRenderTargetDesc Desc = VisualizeTextureDesc; RHISetRenderTarget(View.Family->RenderTarget->GetRenderTargetTexture(),FTextureRHIRef()); RHISetViewport(0, 0, 0.0f, GSceneRenderTargets.GetBufferSizeXY().X, GSceneRenderTargets.GetBufferSizeXY().Y, 1.0f ); RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap()); TShaderMapRef<FVisualizeTexturePresentPS> PixelShader(GetGlobalShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); VertexShader->SetParameters(View); PixelShader->SetParameters(View, *VisualizeTextureContent); FIntRect DestRect = View.ViewRect; FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent); // Draw a quad mapping scene color to the view's render target DrawRectangle( VisualizeTextureRect.Min.X, VisualizeTextureRect.Min.Y, VisualizeTextureRect.Width(), VisualizeTextureRect.Height(), 0, 0, VisualizeTextureRect.Width(), VisualizeTextureRect.Height(), GSceneRenderTargets.GetBufferSizeXY(), VisualizeTextureRect.Size(), EDRF_Default); // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; FRenderTargetTemp(const FSceneView& InView) : View(InView) { } virtual FIntPoint GetSizeXY() const { return View.UnscaledViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return View.Family->RenderTarget->GetRenderTargetTexture(); } } TempRenderTarget(View); FCanvas Canvas(&TempRenderTarget, NULL, View.Family->CurrentRealTime, View.Family->CurrentWorldTime, View.Family->DeltaWorldTime); float X = 100 + View.ViewRect.Min.X; float Y = 160 + View.ViewRect.Min.Y; float YStep = 14; { uint32 ReuseCount = ObservedDebugNameReusedCurrent; FString ExtendedName; if(ReuseCount) { uint32 ReuseGoal = FMath::Min(ReuseCount - 1, ObservedDebugNameReusedGoal); // was reused this frame ExtendedName = FString::Printf(TEXT("%s@%d @0..%d"), Desc.DebugName, ReuseGoal, ReuseCount - 1); } else { // was not reused this frame but can be referenced ExtendedName = FString::Printf(TEXT("%s"), Desc.DebugName); } FString Line = FString::Printf(TEXT("VisualizeTexture: %d \"%s\" RGB*%g+A*%g UV%d"), Mode, *ExtendedName, RGBMul, AMul, UVInputMapping); Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } { FString Line = FString::Printf(TEXT(" TextureInfoString(): %s"), *(Desc.GenerateInfoString())); Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } { FString Line = FString::Printf(TEXT(" BufferSize:(%d,%d)"), GSceneRenderTargets.GetBufferSizeXY().X, GSceneRenderTargets.GetBufferSizeXY().Y); Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } const FSceneViewFamily& ViewFamily = *View.Family; for(int32 ViewId = 0; ViewId < ViewFamily.Views.Num(); ++ViewId) { const FSceneView& ViewIt = *ViewFamily.Views[ViewId]; FString Line = FString::Printf(TEXT(" View #%d: (%d,%d)-(%d,%d)"), ViewId + 1, ViewIt.ViewRect.Min.X, ViewIt.ViewRect.Min.Y, ViewIt.ViewRect.Max.X, ViewIt.ViewRect.Max.Y); Canvas.DrawShadowedString( X + 10, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } X += 40; Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Red: <0"), GetStatsFont(), FLinearColor(1,0,0)); Canvas.DrawShadowedString( X, Y += YStep, TEXT("Blinking Blue: NAN or Inf"), GetStatsFont(), FLinearColor(0,0,1)); Canvas.Flush(); }
void FVisualizeTexture::GenerateContent(const FSceneRenderTargetItem& RenderTargetItem, const FPooledRenderTargetDesc& Desc) { // otherwise StartFrame() wasn't called check(ViewRect != FIntRect(0, 0, 0, 0)) FTexture2DRHIRef VisTexture = (FTexture2DRHIRef&)RenderTargetItem.ShaderResourceTexture; if(!IsValidRef(VisTexture) || !Desc.IsValid()) { // todo: improve return; } FIntRect VisualizeTextureRect = ComputeVisualizeTextureRect(Desc.Extent); FIntPoint Size = VisualizeTextureRect.Size(); // clamp to reasonable value to prevent crash Size.X = FMath::Max(Size.X, 1); Size.Y = FMath::Max(Size.Y, 1); FPooledRenderTargetDesc OutputDesc(FPooledRenderTargetDesc::Create2DDesc(Size, PF_B8G8R8A8, TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false)); GRenderTargetPool.FindFreeElement(OutputDesc, VisualizeTextureContent, TEXT("VisualizeTexture")); if(!VisualizeTextureContent) { return; } const FSceneRenderTargetItem& DestRenderTarget = VisualizeTextureContent->GetRenderTargetItem(); RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef()); RHIClear(true, FLinearColor(1,1,0,1), false, 0.0f, false, 0, FIntRect()); RHISetBlendState(TStaticBlendState<>::GetRHI()); RHISetRasterizerState(TStaticRasterizerState<>::GetRHI()); RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); FIntPoint RTExtent = GSceneRenderTargets.GetBufferSizeXY(); FVector2D Tex00 = FVector2D(0, 0); FVector2D Tex11 = FVector2D(1, 1); uint32 LocalVisualizeTextureInputMapping = UVInputMapping; if(!Desc.Is2DTexture()) { LocalVisualizeTextureInputMapping = 1; } // set UV switch(LocalVisualizeTextureInputMapping) { // UV in left top case 0: Tex11 = FVector2D((float)ViewRect.Width() / RTExtent.X, (float)ViewRect.Height() / RTExtent.Y); break; // whole texture default: break; } bool bIsDefault = StencilSRVSrc == GBlackTexture->TextureRHI; bool bDepthStencil = Desc.Is2DTexture() && Desc.Format == PF_DepthStencil; //clear if this is a new different Stencil buffer, or it's not a stencil buffer and we haven't switched to the default yet. bool bNeedsClear = bDepthStencil && (StencilSRVSrc != RenderTargetItem.TargetableTexture); bNeedsClear |= !bDepthStencil && !bIsDefault; if (bNeedsClear) { StencilSRVSrc = nullptr; StencilSRV.SafeRelease(); } //always set something into the StencilSRV slot for platforms that require a full resource binding, even if //dynamic branching will cause them not to be used. if(bDepthStencil && !StencilSRVSrc) { StencilSRVSrc = RenderTargetItem.TargetableTexture; StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) RenderTargetItem.TargetableTexture, 0, 1, PF_X24_G8); } else if(!StencilSRVSrc) { StencilSRVSrc = GBlackTexture->TextureRHI; StencilSRV = RHICreateShaderResourceView((FTexture2DRHIRef&) GBlackTexture->TextureRHI, 0, 1, PF_B8G8R8A8); } FVisualizeTextureData VisualizeTextureData(RenderTargetItem, Desc); bool bDepthTexture = (Desc.TargetableFlags & TexCreate_DepthStencilTargetable) != 0; VisualizeTextureData.RGBMul = RGBMul; VisualizeTextureData.AMul = AMul; VisualizeTextureData.Tex00 = Tex00; VisualizeTextureData.Tex11 = Tex11; VisualizeTextureData.bSaturateInsteadOfFrac = (Flags & 1) != 0; VisualizeTextureData.InputValueMapping = bDepthTexture ? 1 : 0; VisualizeTextureData.ArrayIndex = ArrayIndex; VisualizeTextureData.CustomMip = CustomMip; VisualizeTextureData.StencilSRV = StencilSRV; { SCOPED_DRAW_EVENT(VisualizeTexture, DEC_SCENE_ITEMS); // continue rendering to HDR if necessary RenderVisualizeTexture(VisualizeTextureData); } RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); VisualizeTextureDesc = Desc; // save to disk if(bSaveBitmap) { bSaveBitmap = false; uint32 MipAdjustedExtentX = FMath::Clamp(Desc.Extent.X >> CustomMip, 0, Desc.Extent.X); uint32 MipAdjustedExtentY = FMath::Clamp(Desc.Extent.Y >> CustomMip, 0, Desc.Extent.Y); FIntPoint Extent(MipAdjustedExtentX, MipAdjustedExtentY); FReadSurfaceDataFlags ReadDataFlags; ReadDataFlags.SetLinearToGamma(false); ReadDataFlags.SetOutputStencil(bOutputStencil); ReadDataFlags.SetMip(CustomMip); FTextureRHIRef Texture = RenderTargetItem.TargetableTexture ? RenderTargetItem.TargetableTexture : RenderTargetItem.ShaderResourceTexture; check(Texture); TArray<FColor> Bitmap; RHIReadSurfaceData(Texture, FIntRect(0, 0, Extent.X, Extent.Y), Bitmap, ReadDataFlags); // if the format and texture type is supported if(Bitmap.Num()) { // Create screenshot folder if not already present. IFileManager::Get().MakeDirectory(*FPaths::ScreenShotDir(), true); const FString ScreenFileName(FPaths::ScreenShotDir() / TEXT("VisualizeTexture")); uint32 ExtendXWithMSAA = Bitmap.Num() / Extent.Y; // Save the contents of the array to a bitmap file. (24bit only so alpha channel is dropped) FFileHelper::CreateBitmap(*ScreenFileName, ExtendXWithMSAA, Extent.Y, Bitmap.GetTypedData()); UE_LOG(LogConsoleResponse, Display, TEXT("Content was saved to \"%s\""), *FPaths::ScreenShotDir()); } else { UE_LOG(LogConsoleResponse, Error, TEXT("Failed to save BMP for VisualizeTexture, format or texture type is not supported")); } } }