Files
UnrealEngine/Engine/Shaders/Private/InstancedStereo.ush
2025-05-18 13:04:45 +08:00

189 lines
5.6 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved..
/*=============================================================================
InstancedStereo.usf: Resolve which view uniforms in a stereo pair to use.
=============================================================================*/
#pragma once
// Explictly include view uniform buffers
#include "/Engine/Generated/UniformBuffers/View.ush"
#include "/Engine/Generated/UniformBuffers/InstancedView.ush"
// ViewState, GetPrimaryView and GetInstancedView are generated by the shader compiler to ensure View uniform buffer changes are up to date.
// see GenerateInstancedStereoCode()
#include "/Engine/Generated/GeneratedInstancedStereo.ush"
void FinalizeViewState(inout ViewState InOutView)
{
InOutView.WorldToClip = MakeDFInverseMatrix(InOutView.ViewOriginHigh, InOutView.RelativeWorldToClip);
InOutView.ClipToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.ClipToRelativeWorld);
InOutView.ScreenToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.ScreenToRelativeWorld);
InOutView.PrevClipToWorld = MakeDFMatrix(InOutView.ViewOriginHigh, InOutView.PrevClipToRelativeWorld);
InOutView.WorldCameraOrigin = MakeDFVector3(InOutView.ViewOriginHigh, InOutView.ViewOriginLow);
InOutView.WorldViewOrigin = MakeDFVector3(InOutView.WorldViewOriginHigh, InOutView.WorldViewOriginLow);
InOutView.PrevWorldCameraOrigin = MakeDFVector3(InOutView.PrevWorldCameraOriginHigh, InOutView.PrevWorldCameraOriginLow);
InOutView.PrevWorldViewOrigin = MakeDFVector3(InOutView.PrevWorldViewOriginHigh, InOutView.PrevWorldViewOriginLow);
InOutView.PreViewTranslation = MakeDFVector3(InOutView.PreViewTranslationHigh, InOutView.PreViewTranslationLow);
InOutView.PrevPreViewTranslation = MakeDFVector3(InOutView.PrevPreViewTranslationHigh, InOutView.PrevPreViewTranslationLow);
#if VIEW_HAS_TILEOFFSET_DATA
InOutView.TileOffset.WorldCameraOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.RelativeWorldCameraOriginTO);
InOutView.TileOffset.WorldViewOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.RelativeWorldViewOriginTO);
InOutView.TileOffset.PrevWorldCameraOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.PrevRelativeWorldCameraOriginTO);
InOutView.TileOffset.PrevWorldViewOrigin = MakeLWCVector3(InOutView.ViewTilePosition, InOutView.PrevRelativeWorldViewOriginTO);
InOutView.TileOffset.PreViewTranslation = MakeLWCVector3(-InOutView.ViewTilePosition, InOutView.RelativePreViewTranslationTO);
InOutView.TileOffset.PrevPreViewTranslation = MakeLWCVector3(-InOutView.ViewTilePosition, InOutView.RelativePrevPreViewTranslationTO);
#endif
}
#define PrimaryView GetPrimaryView()
static ViewState ResolvedView = (ViewState)0.0f;
ViewState ResolveView()
{
return GetPrimaryView();
}
#if (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
ViewState ResolveView(uint ViewIndex)
{
return GetInstancedView(ViewIndex);
}
#endif
#if INSTANCED_STEREO
static const float EyeOffsetScale[2] = { -1.0, 1.0 };
static const float4 EyeClipEdge[2] = { float4(-1.0, 0.0, 0.0, 1.0), float4(1.0, 0.0, 0.0, 1.0) };
#endif
bool IsInstancedStereo()
{
#if INSTANCED_STEREO
return (uint)InstancedView.StereoPassIndex[1] > 0;
#else
return false;
#endif
}
uint GetEyeIndex(uint InstanceId)
{
#if INSTANCED_STEREO
return IsInstancedStereo() ? InstanceId & 1 : 0;
#else
return 0;
#endif
}
uint GetInstanceId(uint InstanceId)
{
#if INSTANCED_STEREO
return IsInstancedStereo() ? InstanceId / 2 : InstanceId;
#else
return InstanceId;
#endif
}
#define MOBILE_MULTI_VIEW_FALLBACK (INSTANCED_STEREO && MOBILE_MULTI_VIEW)
struct FStereoVSInput
{
#if INSTANCED_STEREO
uint InstanceId : SV_InstanceID;
#elif MOBILE_MULTI_VIEW
nointerpolation uint ViewId : SV_ViewID;
#endif
};
struct FStereoVSToPS
{
#if INSTANCED_STEREO
nointerpolation uint EyeIndex : VIEW_ID;
#endif
};
struct FStereoVSOutput
{
FStereoVSToPS StereoInterpolants;
#if INSTANCED_STEREO
#if MOBILE_MULTI_VIEW
uint TargetIndex : SV_RenderTargetArrayIndex;
#else
uint TargetIndex : SV_ViewPortArrayIndex;
#endif
#endif
};
struct FStereoPSInput
{
#if MOBILE_MULTI_VIEW && !INSTANCED_STEREO
nointerpolation uint ViewId : SV_ViewID;
#endif
FStereoVSToPS StereoInterpolants;
};
void StereoSetupVS(const uint EyeIndex, out FStereoVSOutput Output)
{
#if INSTANCED_STEREO
Output.TargetIndex = EyeIndex;
Output.StereoInterpolants.EyeIndex = EyeIndex;
ResolvedView = ResolveView(EyeIndex);
#elif MOBILE_MULTI_VIEW
ResolvedView = ResolveView(EyeIndex);
#else
ResolvedView = ResolveView();
#endif
}
void StereoSetupVS(FStereoVSInput StereoInput, out FStereoVSOutput Output)
{
#if INSTANCED_STEREO
StereoSetupVS(GetEyeIndex(StereoInput.InstanceId), Output);
#elif MOBILE_MULTI_VIEW
StereoSetupVS(StereoInput.ViewId, Output);
#else
StereoSetupVS(0, Output);
#endif
}
void ScreenPassStereoOutputSetupVS(FStereoVSInput StereoInput, out FStereoVSOutput Output)
{
// Screen passes are only drawn twice so the instance id corresponds to the eye index.
#if INSTANCED_STEREO
Output.StereoInterpolants.EyeIndex = StereoInput.InstanceId;
Output.TargetIndex = StereoInput.InstanceId;
#endif
}
void StereoSetupPS(FStereoPSInput StereoInput)
{
#if INSTANCED_STEREO
ResolvedView = ResolveView(StereoInput.StereoInterpolants.EyeIndex);
#elif MOBILE_MULTI_VIEW
ResolvedView = ResolveView(StereoInput.ViewId);
#else
ResolvedView = ResolveView();
#endif
}
void StereoSetupCS(uint EyeIndex = 0)
{
#if INSTANCED_STEREO || MOBILE_MULTI_VIEW
ResolvedView = ResolveView(EyeIndex);
#else
ResolvedView = ResolveView();
#endif
}
uint GetEyeIndex(FStereoPSInput StereoInput)
{
#if INSTANCED_STEREO
return StereoInput.StereoInterpolants.EyeIndex;
#elif MOBILE_MULTI_VIEW
return StereoInput.ViewId;
#else
return 0;
#endif
}