198 lines
6.9 KiB
C++
198 lines
6.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DummyRenderResource.h: Frequently used rendering resources
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=============================================================================*/
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#pragma once
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#include "GlobalShader.h"
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#include "HAL/Platform.h"
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#include "Math/Vector2D.h"
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#include "Math/Vector4.h"
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#include "PipelineStateCache.h"
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#include "RHI.h"
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#include "RHIDefinitions.h"
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#include "RenderResource.h"
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#include "Serialization/MemoryLayout.h"
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#include "Shader.h"
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#include "ShaderParameterMacros.h"
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#include "ShaderParameterStruct.h"
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#include "Templates/UnrealTemplate.h"
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#include "DataDrivenShaderPlatformInfo.h"
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class FPointerTableBase;
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class FRDGTexture;
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/** The vertex data used to filter a texture. */
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struct FFilterVertex
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{
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public:
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FVector4f Position;
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FVector2f UV;
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};
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/** The filter vertex declaration resource type. */
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class FFilterVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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/** Destructor. */
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virtual ~FFilterVertexDeclaration() {}
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virtual void InitRHI(FRHICommandListBase& RHICmdList)
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{
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FVertexDeclarationElementList Elements;
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uint16 Stride = sizeof(FFilterVertex);
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FFilterVertex, Position), VET_Float4, 0, Stride));
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Elements.Add(FVertexElement(0, STRUCT_OFFSET(FFilterVertex, UV), VET_Float2, 1, Stride));
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VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
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}
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virtual void ReleaseRHI()
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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extern RENDERCORE_API TGlobalResource<FFilterVertexDeclaration, FRenderResource::EInitPhase::Pre> GFilterVertexDeclaration;
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/** The empty vertex declaration resource type. */
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class FEmptyVertexDeclaration : public FRenderResource
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{
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public:
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FVertexDeclarationRHIRef VertexDeclarationRHI;
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/** Destructor. */
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virtual ~FEmptyVertexDeclaration() {}
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virtual void InitRHI(FRHICommandListBase& RHICmdList)
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{
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FVertexDeclarationElementList Elements;
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VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements);
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}
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virtual void ReleaseRHI()
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{
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VertexDeclarationRHI.SafeRelease();
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}
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};
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extern RENDERCORE_API TGlobalResource<FEmptyVertexDeclaration, FRenderResource::EInitPhase::Pre> GEmptyVertexDeclaration;
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/**
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* Static vertex and index buffer used for 2D screen rectangles.
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*/
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class FScreenRectangleVertexBuffer : public FVertexBuffer
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{
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public:
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/** Initialize the RHI for this rendering resource */
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void InitRHI(FRHICommandListBase& RHICmdList) override;
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};
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extern RENDERCORE_API TGlobalResource<FScreenRectangleVertexBuffer, FRenderResource::EInitPhase::Pre> GScreenRectangleVertexBuffer;
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class FScreenRectangleIndexBuffer : public FIndexBuffer
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{
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public:
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/** Initialize the RHI for this rendering resource */
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void InitRHI(FRHICommandListBase& RHICmdList) override;
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};
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extern RENDERCORE_API TGlobalResource<FScreenRectangleIndexBuffer, FRenderResource::EInitPhase::Pre> GScreenRectangleIndexBuffer;
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/** Vertex shader to draw a screen quad that works on all platforms. Does not have any shader parameters.
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* The pixel shader should just use SV_Position. */
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class FScreenVertexShaderVS : public FGlobalShader
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FScreenVertexShaderVS, RENDERCORE_API);
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SHADER_USE_PARAMETER_STRUCT(FScreenVertexShaderVS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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END_SHADER_PARAMETER_STRUCT()
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};
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/** Vertex shader to draw an instanced quad covering all the viewports (SV_ViewportArrayIndex is output for each SV_InstanceID). Does not have any shader parameters.
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* The pixel shader should just use SV_Position. */
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class FInstancedScreenVertexShaderVS : public FScreenVertexShaderVS
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{
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DECLARE_GLOBAL_SHADER(FInstancedScreenVertexShaderVS);
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SHADER_USE_PARAMETER_STRUCT(FInstancedScreenVertexShaderVS, FScreenVertexShaderVS);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FScreenVertexShaderVS::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("SCREEN_VS_FOR_INSTANCED_VIEWS"), 1);
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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END_SHADER_PARAMETER_STRUCT()
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};
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/** Vertex shader to draw a quad covering all the viewports with mobile multi view (SV_RenderTargetArrayIndex is output for each SV_InstanceID if using the multi view fallback path). Does not have any shader parameters.
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* The pixel shader should expect UV in TEXCOORD0 (and EyeIndex in TEXCOORD1 if using the mobile multi view fallback path). */
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class FMobileMultiViewVertexShaderVS : public FScreenVertexShaderVS
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FMobileMultiViewVertexShaderVS, RENDERCORE_API);
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SHADER_USE_PARAMETER_STRUCT(FMobileMultiViewVertexShaderVS, FScreenVertexShaderVS);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters);
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FScreenVertexShaderVS::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("SCREEN_VS_FOR_MOBILE_MULTI_VIEW"), 1);
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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END_SHADER_PARAMETER_STRUCT()
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};
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/** Pixel shader to copy pixels from src to dst performing a format change that works on all platforms. */
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class FCopyRectPS : public FGlobalShader
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FCopyRectPS, RENDERCORE_API);
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SHADER_USE_PARAMETER_STRUCT(FCopyRectPS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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};
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/** Pixel shader to copy pixels from src to dst performing a format change that works on all platforms -- variation that accepts SRV */
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class FCopyRectSrvPS : public FGlobalShader
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FCopyRectSrvPS, RENDERCORE_API);
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SHADER_USE_PARAMETER_STRUCT(FCopyRectSrvPS, FGlobalShader);
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, InputTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
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RENDER_TARGET_BINDING_SLOTS()
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END_SHADER_PARAMETER_STRUCT()
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};
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/** Vertex shader to perform a screen rotation for Vulkan pre-rotation on mobile. */
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class FImagePreTransformVS : public FGlobalShader
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{
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DECLARE_EXPORTED_GLOBAL_SHADER(FImagePreTransformVS, RENDERCORE_API);
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SHADER_USE_PARAMETER_STRUCT(FImagePreTransformVS, FGlobalShader);
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsVulkanMobilePlatform(Parameters.Platform) || IsVulkanMobileSM5Platform(Parameters.Platform);
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}
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BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
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SHADER_PARAMETER(FVector4f, PreTransform)
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END_SHADER_PARAMETER_STRUCT()
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};
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