FBoundShaderStateInput TDistortionMeshDrawingPolicy<DistortMeshPolicy>::GetBoundShaderStateInput(ERHIFeatureLevel::Type InFeatureLevel)
{
	FPixelShaderRHIParamRef PixelShaderRHIRef = NULL;

	if (bOverrideWithShaderComplexity)
	{
		check(!bInitializeOffsets);
//later		TShaderMapRef<FShaderComplexityAccumulatePixelShader> ShaderComplexityAccumulatePixelShader(GetGlobalShaderMap(InFeatureLevel));
//later		PixelShaderRHIRef = ShaderComplexityAccumulatePixelShader->GetPixelShader();
	}

	if (bInitializeOffsets)
	{
//later		PixelShaderRHIRef = InitializePixelShader->GetPixelShader();
	}
	else
	{
		PixelShaderRHIRef = DistortPixelShader->GetPixelShader();
	}

	return FBoundShaderStateInput(
		FMeshDrawingPolicy::GetVertexDeclaration(), 
		VertexShader->GetVertexShader(),
		GETSAFERHISHADER_HULL(HullShader), 
		GETSAFERHISHADER_DOMAIN(DomainShader),
		PixelShaderRHIRef,
		FGeometryShaderRHIRef());

}
示例#2
0
FBoundShaderStateInput FVelocityDrawingPolicy::GetBoundShaderStateInput(ERHIFeatureLevel::Type InFeatureLevel)
{
	return FBoundShaderStateInput(
		FMeshDrawingPolicy::GetVertexDeclaration(), 
		VertexShader->GetVertexShader(),
		GETSAFERHISHADER_HULL(HullShader), 
		GETSAFERHISHADER_DOMAIN(DomainShader),
		PixelShader->GetPixelShader(),
		FGeometryShaderRHIRef());
}
/** 
* Create bound shader state using the vertex decl from the mesh draw policy
* as well as the shaders needed to draw the mesh
* @return new bound shader state object
*/
FBoundShaderStateRHIRef FPositionOnlyDepthDrawingPolicy::CreateBoundShaderState()
{
	FVertexDeclarationRHIParamRef VertexDeclaration;
	VertexDeclaration = VertexFactory->GetPositionDeclaration();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	VertexShader->SetParameters(RHICmdList, View, FrustumComponentToClip);
}
示例#8
0
void FD3D11DynamicRHI::IssueLongGPUTask()
{
	if (GMaxRHIFeatureLevel >= ERHIFeatureLevel::SM4)
	{
		int32 LargestViewportIndex = INDEX_NONE;
		int32 LargestViewportPixels = 0;

		for (int32 ViewportIndex = 0; ViewportIndex < Viewports.Num(); ViewportIndex++)
		{
			FD3D11Viewport* Viewport = Viewports[ViewportIndex];

			if (Viewport->GetSizeXY().X * Viewport->GetSizeXY().Y > LargestViewportPixels)
			{
				LargestViewportPixels = Viewport->GetSizeXY().X * Viewport->GetSizeXY().Y;
				LargestViewportIndex = ViewportIndex;
			}
		}

		if (LargestViewportIndex >= 0)
		{
			FD3D11Viewport* Viewport = Viewports[LargestViewportIndex];

			FRHICommandList_RecursiveHazardous RHICmdList(this);

			SetRenderTarget(RHICmdList, Viewport->GetBackBuffer(), FTextureRHIRef());
			RHICmdList.SetBlendState(TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_One>::GetRHI(), FLinearColor::Black);
			RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI(), 0);
			RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());

			auto ShaderMap = GetGlobalShaderMap(GMaxRHIFeatureLevel);
			TShaderMapRef<TOneColorVS<true> > VertexShader(ShaderMap);
			TShaderMapRef<FLongGPUTaskPS> PixelShader(ShaderMap);

			RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(GD3D11Vector4VertexDeclaration.VertexDeclarationRHI, VertexShader->GetVertexShader(), FHullShaderRHIRef(), FDomainShaderRHIRef(), PixelShader->GetPixelShader(), FGeometryShaderRHIRef()));

			// Draw a fullscreen quad
			FVector4 Vertices[4];
			Vertices[0].Set( -1.0f,  1.0f, 0, 1.0f );
			Vertices[1].Set(  1.0f,  1.0f, 0, 1.0f );
			Vertices[2].Set( -1.0f, -1.0f, 0, 1.0f );
			Vertices[3].Set(  1.0f, -1.0f, 0, 1.0f );
			DrawPrimitiveUP(RHICmdList, PT_TriangleStrip, 2, Vertices, sizeof(Vertices[0]));
			// Implicit flush. Always call flush when using a command list in RHI implementations before doing anything else. This is super hazardous.
		}
	}
}
示例#9
0
void FRCPassPostProcessMaterial::Process(FRenderingCompositePassContext& Context)
{
	FMaterialRenderProxy* Proxy = MaterialInterface->GetRenderProxy(false);

	check(Proxy);

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

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

	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	if(!InputDesc)
	{
		// input is not hooked up correctly
		return;
	}

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);

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

	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIParamRef());

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

	Context.SetViewportAndCallRHI(View.ViewRect);

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

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

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

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

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

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

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

	if(Material->NeedsGBuffer())
	{
		GSceneRenderTargets.AdjustGBufferRefCount(-1);
	}
}
void FSlateRHIRenderingPolicy::DrawElements(FRHICommandListImmediate& RHICmdList, FSlateBackBuffer& BackBuffer, const FMatrix& ViewProjectionMatrix, const TArray<FSlateRenderBatch>& RenderBatches)
{
	SCOPE_CYCLE_COUNTER( STAT_SlateDrawTime );

	// Should only be called by the rendering thread
	check(IsInRenderingThread());

	TSlateElementVertexBuffer<FSlateVertex>& VertexBuffer = VertexBuffers[CurrentBufferIndex];
	FSlateElementIndexBuffer& IndexBuffer = IndexBuffers[CurrentBufferIndex];

	float TimeSeconds = FPlatformTime::Seconds() - GStartTime;
	float RealTimeSeconds = FPlatformTime::Seconds() - GStartTime;
	float DeltaTimeSeconds = FApp::GetDeltaTime();

	static const FEngineShowFlags DefaultShowFlags(ESFIM_Game);

	const float DisplayGamma = bGammaCorrect ? GEngine ? GEngine->GetDisplayGamma() : 2.2f : 1.0f;

	FSceneViewFamilyContext SceneViewContext
	(
		FSceneViewFamily::ConstructionValues
		(
			&BackBuffer,
			NULL,
			DefaultShowFlags
		)
		.SetWorldTimes( TimeSeconds, RealTimeSeconds, DeltaTimeSeconds )
		.SetGammaCorrection( DisplayGamma )
	);

	FSceneView* SceneView = NULL;

	TShaderMapRef<FSlateElementVS> VertexShader(GetGlobalShaderMap(GMaxRHIFeatureLevel));

	// Disabled stencil test state
	FDepthStencilStateRHIRef DSOff = TStaticDepthStencilState<false,CF_Always>::GetRHI();

	FSamplerStateRHIRef BilinearClamp = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();

	if (GRHISupportsBaseVertexIndex)
	{
		RHICmdList.SetStreamSource(0, VertexBuffer.VertexBufferRHI, sizeof(FSlateVertex), 0);
	}

	// Draw each element
	for( int32 BatchIndex = 0; BatchIndex < RenderBatches.Num(); ++BatchIndex )
	{
		const FSlateRenderBatch& RenderBatch = RenderBatches[BatchIndex];
		const FSlateShaderResource* ShaderResource = RenderBatch.Texture;

		const ESlateBatchDrawFlag::Type DrawFlags = RenderBatch.DrawFlags;
		const ESlateDrawEffect::Type DrawEffects = RenderBatch.DrawEffects;
		const ESlateShader::Type ShaderType = RenderBatch.ShaderType;
		const FShaderParams& ShaderParams = RenderBatch.ShaderParams;

		if( !RenderBatch.CustomDrawer.IsValid() )
		{
			if( !ShaderResource || ShaderResource->GetType() != ESlateShaderResource::Material ) 
			{
				FSlateElementPS* PixelShader = GetTexturePixelShader(ShaderType, DrawEffects);

				RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(
					GSlateVertexDeclaration.VertexDeclarationRHI,
					VertexShader->GetVertexShader(),
					nullptr,
					nullptr,
					PixelShader->GetPixelShader(),
					FGeometryShaderRHIRef()));


				VertexShader->SetViewProjection(RHICmdList, ViewProjectionMatrix);

#if !DEBUG_OVERDRAW
				RHICmdList.SetBlendState(
					(RenderBatch.DrawFlags & ESlateBatchDrawFlag::NoBlending)
					? TStaticBlendState<>::GetRHI()
					: TStaticBlendState<CW_RGBA, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha, BO_Add, BF_InverseDestAlpha, BF_One>::GetRHI()
					);
#else
				RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One, BO_Add, BF_Zero, BF_InverseSourceAlpha>::GetRHI());
#endif

				// Disable stencil testing by default
				RHICmdList.SetDepthStencilState(DSOff);

				if (DrawFlags & ESlateBatchDrawFlag::Wireframe)
				{
					RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Wireframe, CM_None, true>::GetRHI());
				}
				else
				{
					RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None, true>::GetRHI());
				}

				if (RenderBatch.ScissorRect.IsSet())
				{
					RHICmdList.SetScissorRect(true, RenderBatch.ScissorRect.GetValue().Left, RenderBatch.ScissorRect.GetValue().Top, RenderBatch.ScissorRect.GetValue().Right, RenderBatch.ScissorRect.GetValue().Bottom);
				}
				else
				{
					RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
				}


				FTexture2DRHIRef TextureRHI;
				if(ShaderResource)
				{
					TextureRHI = ((TSlateTexture<FTexture2DRHIRef>*)ShaderResource)->GetTypedResource();
				}

				if (ShaderType == ESlateShader::LineSegment)
				{
					// The lookup table used for splines should clamp when sampling otherwise the results are wrong
					PixelShader->SetTexture(RHICmdList, TextureRHI, BilinearClamp );
				}
				else if( ShaderResource && IsValidRef( TextureRHI ) )
				{
					FSamplerStateRHIRef SamplerState; 

					if( DrawFlags == (ESlateBatchDrawFlag::TileU | ESlateBatchDrawFlag::TileV) )
					{
						SamplerState = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI();
					}
					else if (DrawFlags & ESlateBatchDrawFlag::TileU)
					{
						SamplerState = TStaticSamplerState<SF_Bilinear, AM_Wrap, AM_Clamp, AM_Wrap>::GetRHI();
					}
					else if (DrawFlags & ESlateBatchDrawFlag::TileV)
					{
						SamplerState = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Wrap, AM_Wrap>::GetRHI();
					}
					else
					{
						SamplerState = BilinearClamp;
					}
					PixelShader->SetTexture(RHICmdList, TextureRHI, SamplerState);
				}
				else
				{
					PixelShader->SetTexture(RHICmdList, GWhiteTexture->TextureRHI, BilinearClamp);
				}

				PixelShader->SetShaderParams(RHICmdList, ShaderParams.PixelParams);
				PixelShader->SetDisplayGamma(RHICmdList, (DrawFlags & ESlateBatchDrawFlag::NoGamma) ? 1.0f : 1.0f/DisplayGamma);


				check(RenderBatch.NumIndices > 0);

				uint32 PrimitiveCount = RenderBatch.DrawPrimitiveType == ESlateDrawPrimitive::LineList ? RenderBatch.NumIndices / 2 : RenderBatch.NumIndices / 3;

				// for RHIs that can't handle VertexOffset, we need to offset the stream source each time
				if (!GRHISupportsBaseVertexIndex)
				{
					RHICmdList.SetStreamSource(0, VertexBuffer.VertexBufferRHI, sizeof(FSlateVertex), RenderBatch.VertexOffset * sizeof(FSlateVertex));
					RHICmdList.DrawIndexedPrimitive(IndexBuffer.IndexBufferRHI, GetRHIPrimitiveType(RenderBatch.DrawPrimitiveType), 0, 0, RenderBatch.NumVertices, RenderBatch.IndexOffset, PrimitiveCount, 1);
				}
				else
				{
					RHICmdList.DrawIndexedPrimitive(IndexBuffer.IndexBufferRHI, GetRHIPrimitiveType(RenderBatch.DrawPrimitiveType), RenderBatch.VertexOffset, 0, RenderBatch.NumVertices, RenderBatch.IndexOffset, PrimitiveCount, 1);
				}

			}
			else if (ShaderResource && ShaderResource->GetType() == ESlateShaderResource::Material)
			{
				if (!SceneView)
				{
					SceneView = &CreateSceneView(SceneViewContext, BackBuffer, ViewProjectionMatrix);
				}

				FMaterialRenderProxy* MaterialRenderProxy = ((FSlateMaterialResource*)ShaderResource)->GetRenderProxy();

				const FMaterial* Material = MaterialRenderProxy->GetMaterial(SceneView->GetFeatureLevel());

				FSlateMaterialShaderPS* PixelShader = GetMaterialPixelShader( Material, ShaderType, DrawEffects );

				if( PixelShader )
				{
					RHICmdList.SetLocalBoundShaderState(RHICmdList.BuildLocalBoundShaderState(
						GSlateVertexDeclaration.VertexDeclarationRHI,
						VertexShader->GetVertexShader(),
						nullptr,
						nullptr,
						PixelShader->GetPixelShader(),
						FGeometryShaderRHIRef()));

					PixelShader->SetParameters(RHICmdList, *SceneView, MaterialRenderProxy, Material, 1.0f / DisplayGamma, ShaderParams.PixelParams);
					VertexShader->SetViewProjection( RHICmdList, ViewProjectionMatrix );

					check(RenderBatch.NumIndices > 0);

					uint32 PrimitiveCount = RenderBatch.DrawPrimitiveType == ESlateDrawPrimitive::LineList ? RenderBatch.NumIndices / 2 : RenderBatch.NumIndices / 3;

					// for RHIs that can't handle VertexOffset, we need to offset the stream source each time
					if (!GRHISupportsBaseVertexIndex)
					{
						RHICmdList.SetStreamSource(0, VertexBuffer.VertexBufferRHI, sizeof(FSlateVertex), RenderBatch.VertexOffset * sizeof(FSlateVertex));
						RHICmdList.DrawIndexedPrimitive(IndexBuffer.IndexBufferRHI, GetRHIPrimitiveType(RenderBatch.DrawPrimitiveType), 0, 0, RenderBatch.NumVertices, RenderBatch.IndexOffset, PrimitiveCount, 1);
					}
					else
					{
						RHICmdList.DrawIndexedPrimitive(IndexBuffer.IndexBufferRHI, GetRHIPrimitiveType(RenderBatch.DrawPrimitiveType), RenderBatch.VertexOffset, 0, RenderBatch.NumVertices, RenderBatch.IndexOffset, PrimitiveCount, 1);
					}
				}
			}

		}
		else
		{
			TSharedPtr<ICustomSlateElement, ESPMode::ThreadSafe> CustomDrawer = RenderBatch.CustomDrawer.Pin();
			if (CustomDrawer.IsValid())
			{
				// This element is custom and has no Slate geometry.  Tell it to render itself now
				CustomDrawer->DrawRenderThread(RHICmdList, &BackBuffer.GetRenderTargetTexture());

				// Something may have messed with the viewport size so set it back to the full target.
				RHICmdList.SetViewport( 0,0,0,BackBuffer.GetSizeXY().X, BackBuffer.GetSizeXY().Y, 0.0f ); 
				RHICmdList.SetStreamSource(0, VertexBuffer.VertexBufferRHI, sizeof(FSlateVertex), 0);

			}
		}

	}

	CurrentBufferIndex = (CurrentBufferIndex + 1) % 2;
}
示例#11
0
bool RenderPreStencil(FRenderingCompositePassContext& Context, const FMaterialShaderMap* MaterialShaderMap, const FMatrix& ComponentToWorldMatrix, const FMatrix& FrustumComponentToClip)
{
	const FSceneView& View = Context.View;

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

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

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

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

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

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

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

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

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

	return true;
}
示例#12
0
void SetShader(const FRenderingCompositePassContext& Context, bool bShaderComplexity, const FTransientDecalRenderData& DecalData, FShader* VertexShader)
{
	const FSceneView& View = Context.View;

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

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

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

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

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

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

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