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, 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); // 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::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); }