87 lines
3.3 KiB
C++
87 lines
3.3 KiB
C++
// 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<FShader>& PixelShader,
|
|
FGraphicsPipelineStateInitializer& GraphicsPSOInit)
|
|
{
|
|
TShaderMapRef<FScreenVertexShaderVS> VertexShader(GlobalShaderMap);
|
|
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::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<FShader>& PixelShader,
|
|
FGraphicsPipelineStateInitializer& GraphicsPSOInit)
|
|
{
|
|
TShaderMapRef<FInstancedScreenVertexShaderVS> VertexShader(GlobalShaderMap);
|
|
|
|
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
|
|
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
|
|
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<>::GetRHI();
|
|
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
|
|
|
|
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GFilterVertexDeclaration.VertexDeclarationRHI;
|
|
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = VertexShader.GetVertexShader();
|
|
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = PixelShader.GetPixelShader();
|
|
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
|
|
}
|