// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include #include #include #include #include #include #include #include #include #include "Engine/TextureRenderTarget2D.h" #include "FxMaterial.h" #include "SceneView.h" #include "TileInfo_FX.h" #include "Device/Device.h" class TEXTUREGRAPHENGINE_API FTextureGraphMaterialShaderVS : public FMaterialShader { public: DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderVS, Material) BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) END_SHADER_PARAMETER_STRUCT() SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderVS, FMaterialShader); static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData); } static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); } static bool ShouldCache(EShaderPlatform Platform) { // Only cache the shader for the given platform if it is supported return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5); } void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View) { UE::Renderer::PostProcess::SetDrawRectangleParameters(BatchedParameters, this, View); FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer); } }; class TEXTUREGRAPHENGINE_API FTextureGraphMaterialShaderPS : public FMaterialShader { public: DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderPS, Material) BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER(FLinearColor, PSControl) SHADER_PARAMETER_STRUCT(FTileInfo, TileInfo) END_SHADER_PARAMETER_STRUCT() SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderPS, FMaterialShader); static FName PSCONTROL_ARG; static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters) { return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData); } static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); } static bool ShouldCache(EShaderPlatform Platform) { // Only cache the shader for the given platform if it is supported return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5); } void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FMaterialRenderProxy* MaterialProxy, const FMaterial& Material) { auto& PrimitivePS = GetUniformBufferParameter(); SetUniformBufferParameter(BatchedParameters, PrimitivePS, GIdentityPrimitiveUniformBuffer); FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer); FMaterialShader::SetParameters(BatchedParameters, MaterialProxy, Material, View); } }; class FxMaterial_DrawMaterialBase : public FxMaterial { public: FxMaterial_DrawMaterialBase() : FxMaterial(TEXT("VSH_TypeVSH_TypeVSH_TypeVSH_Type"), TEXT("FSH_TypeFSH_TypeFSH_TypeFSH_Type")) { } FSceneView* CreateSceneView(UTextureRenderTarget2D* RenderTarget, const FIntPoint& TargetSizeXY); static bool ValidateMaterialShaderMap(UMaterial* InMaterial, FShaderType* InPixelShaderType); }; template class FxMaterial_DrawMaterial : public FxMaterial_DrawMaterialBase { public: // type name for the permutation domain using VSHPermutationDomain = typename VSH_Type::FPermutationDomain; using FSHPermutationDomain = typename FSH_Type::FPermutationDomain; TObjectPtr Material; protected: VSHPermutationDomain VSHPermDomain; /// Vertex shader Permutation Domain value FSHPermutationDomain FSHPermDomain; /// Fragment shader Permutation Domain value typename VSH_Type::FParameters VSHParams; /// Params for the vertex shader typename FSH_Type::FParameters FSHParams; /// Params for the fragment shader public: FxMaterial_DrawMaterial() : FxMaterial_DrawMaterialBase() { } FxMaterial_DrawMaterial(UMaterialInterface* InMaterial, const VSHPermutationDomain& InVSHPermutationDomain, const FSHPermutationDomain& InFSHPermutationDomain) : FxMaterial_DrawMaterialBase(), Material(InMaterial), VSHPermDomain(InVSHPermutationDomain), FSHPermDomain(InFSHPermutationDomain) { } virtual std::shared_ptr Clone() override { return std::static_pointer_cast(std::make_shared>(Material, VSHPermDomain, FSHPermDomain)); } virtual FxMetadataSet GetMetadata() const override { return { { VSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&VSHParams }, { FSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&FSHParams } }; } virtual void Blit(FRHICommandListImmediate& RHI, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr) override { } void MyBlit(FRHICommandListImmediate& RHI, UTextureRenderTarget2D* RenderTarget, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr) { BindTexturesForBlitting(); // Make a Scene view for this pass FSceneView* SceneView = CreateSceneView(RenderTarget, Target->GetSizeXY()); //const typename FSH_Type::FParameters* params = reinterpret_cast(params_); QUICK_SCOPE_CYCLE_COUNTER(STAT_ShaderPlugin_PixelShader); // Used to gather CPU profiling data for the UE4 session frontend SCOPED_DRAW_EVENT(RHI, ShaderPlugin_Pixel); // Used to profile GPU activity and add metadata to be consumed by for example RenderDoc // Pixel shader combined with Material const FMaterialRenderProxy* MaterialProxy = Material->GetRenderProxy(); MaterialProxy->UpdateUniformExpressionCacheIfNeeded(SceneView->GetFeatureLevel()); FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions(); const FMaterial& RenderMaterial = MaterialProxy->GetMaterialWithFallback(SceneView->GetFeatureLevel(), MaterialProxy); const FMaterialShaderMap* const MaterialShaderMap = RenderMaterial.GetRenderingThreadShaderMap(); TShaderRef VertexShader = MaterialShaderMap->GetShader(); FRHIVertexShader* RHIVertexShader = VertexShader.GetVertexShader(); TShaderRef PixelShader = MaterialShaderMap->GetShader(); FRHIPixelShader* RHIPixelShader = PixelShader.GetPixelShader(); // Target render target needs to transition to RTV for rendering RHI.Transition(FRHITransitionInfo(Target, ERHIAccess::Unknown, ERHIAccess::RTV)); FRHIRenderPassInfo passInfo(Target, ERenderTargetActions::Clear_Store); RHI.BeginRenderPass(passInfo, TEXT("FxMaterial_UMaterial")); // Set the graphic pipeline state. FGraphicsPipelineStateInitializer PSO; InitPSO_Default(PSO, RHIVertexShader, RHIPixelShader); RHI.ApplyCachedRenderTargets(PSO); SetGraphicsPipelineState(RHI, PSO, 0); SetShaderParametersMixedVS(RHI, VertexShader, VSHParams, *SceneView); SetShaderParametersMixedPS(RHI, PixelShader, FSHParams, *SceneView, MaterialProxy, RenderMaterial); RHI.SetStreamSource(0, GQuadBuffer.VertexBufferRHI, 0); RHI.DrawPrimitive(0, 2, 1); RHI.EndRenderPass(); // Target render target has been rendered, transition to the default SRV state for read RHI.Transition(FRHITransitionInfo(Target, ERHIAccess::RTV, ERHIAccess::SRVMask)); } static bool ValidateMaterial(UMaterialInterface* InMaterial) { check(IsInRenderingThread()); UMaterial* Material = InMaterial->GetMaterial(); return ValidateMaterialShaderMap(Material, &FSH_Type::GetStaticType()); } }; typedef FxMaterial_DrawMaterial< FTextureGraphMaterialShaderVS, FTextureGraphMaterialShaderPS> FxMaterial_QuadDrawMaterial; typedef std::shared_ptr FxMaterialQuadDrawMaterialPtr;