// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= PixelShaderUtils.cpp: Implementations of utilities for pixel shaders. =============================================================================*/ #include "PixelShaderUtils.h" #include "CommonRenderResources.h" #include "DataDrivenShaderPlatformInfo.h" IMPLEMENT_SHADER_TYPE(, FPixelShaderUtils::FRasterizeToRectsVS, TEXT("/Engine/Private/RenderGraphUtilities.usf"), TEXT("RasterizeToRectsVS"), SF_Vertex); bool FPixelShaderUtils::FRasterizeToRectsVS::ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } // static void FPixelShaderUtils::DrawFullscreenTriangle(FRHICommandList& RHICmdList, uint32 InstanceCount) { RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0); RHICmdList.DrawIndexedPrimitive( GScreenRectangleIndexBuffer.IndexBufferRHI, /*BaseVertexIndex=*/ 0, /*MinIndex=*/ 0, /*NumVertices=*/ 3, /*StartIndex=*/ 6, /*NumPrimitives=*/ 1, /*NumInstances=*/ InstanceCount); } // static void FPixelShaderUtils::DrawFullscreenQuad(FRHICommandList& RHICmdList, uint32 InstanceCount) { RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0); RHICmdList.DrawIndexedPrimitive( GScreenRectangleIndexBuffer.IndexBufferRHI, /*BaseVertexIndex=*/ 0, /*MinIndex=*/ 0, /*NumVertices=*/ 4, /*StartIndex=*/ 0, /*NumPrimitives=*/ 2, /*NumInstances=*/ InstanceCount); } // static void FPixelShaderUtils::InitFullscreenPipelineState( FRHICommandList& RHICmdList, const FGlobalShaderMap* GlobalShaderMap, const TShaderRef& PixelShader, FGraphicsPipelineStateInitializer& GraphicsPSOInit) { TShaderMapRef VertexShader(GlobalShaderMap); RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit); GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI(); GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState::GetRHI(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader(); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader(); GraphicsPSOInit.PrimitiveType = PT_TriangleList; } void FPixelShaderUtils::InitFullscreenMultiviewportPipelineState( FRHICommandList& RHICmdList, const FGlobalShaderMap* GlobalShaderMap, const TShaderRef& PixelShader, FGraphicsPipelineStateInitializer& GraphicsPSOInit) { TShaderMapRef VertexShader(GlobalShaderMap); RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit); GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI(); GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI(); GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState::GetRHI(); GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI; GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader(); GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader(); GraphicsPSOInit.PrimitiveType = PT_TriangleList; }