Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/DBufferTextures.cpp
2025-05-18 13:04:45 +08:00

159 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DBufferTextures.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "RendererUtils.h"
#include "RenderGraphUtils.h"
#include "SceneUtils.h"
#include "ScenePrivate.h"
#include "SystemTextures.h"
bool FDBufferTextures::IsValid() const
{
check((!DBufferA || (DBufferB && DBufferC)) || (!DBufferATexArray || (DBufferBTexArray && DBufferCTexArray)));
return HasBeenProduced(DBufferA) || HasBeenProduced(DBufferATexArray);
}
EDecalDBufferMaskTechnique GetDBufferMaskTechnique(EShaderPlatform ShaderPlatform)
{
const bool bWriteMaskDBufferMask = RHISupportsRenderTargetWriteMask(ShaderPlatform);
const bool bPerPixelDBufferMask = FDataDrivenShaderPlatformInfo::GetSupportsPerPixelDBufferMask(ShaderPlatform);
checkf(!bWriteMaskDBufferMask || !bPerPixelDBufferMask, TEXT("The WriteMask and PerPixel DBufferMask approaches cannot be enabled at the same time. They are mutually exclusive."));
if (bWriteMaskDBufferMask)
{
return EDecalDBufferMaskTechnique::WriteMask;
}
else if (bPerPixelDBufferMask)
{
return EDecalDBufferMaskTechnique::PerPixel;
}
return EDecalDBufferMaskTechnique::Disabled;
}
FDBufferTexturesDesc GetDBufferTexturesDesc(FIntPoint Extent, EShaderPlatform ShaderPlatform)
{
FDBufferTexturesDesc DBufferTexturesDesc;
if (IsUsingDBuffers(ShaderPlatform))
{
const EDecalDBufferMaskTechnique DBufferMaskTechnique = GetDBufferMaskTechnique(ShaderPlatform);
const ETextureCreateFlags WriteMaskFlags = DBufferMaskTechnique == EDecalDBufferMaskTechnique::WriteMask ? TexCreate_NoFastClearFinalize | TexCreate_DisableDCC : TexCreate_None;
const ETextureCreateFlags BaseFlags = WriteMaskFlags | TexCreate_ShaderResource | TexCreate_RenderTargetable;
FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(Extent, PF_B8G8R8A8, FClearValueBinding::None, BaseFlags);
FRDGTextureDesc ArrayDesc = FRDGTextureDesc::Create2DArray(Extent, PF_B8G8R8A8, FClearValueBinding::None, BaseFlags, 2);
Desc.Flags = ArrayDesc.Flags = BaseFlags | GFastVRamConfig.DBufferA;
Desc.ClearValue = ArrayDesc.ClearValue = FClearValueBinding::Black;
DBufferTexturesDesc.DBufferADesc = Desc;
DBufferTexturesDesc.DBufferATexArrayDesc = ArrayDesc;
DBufferTexturesDesc.DBufferADesc.Flags |= TexCreate_SRGB;
DBufferTexturesDesc.DBufferATexArrayDesc.Flags |= TexCreate_SRGB;
Desc.Flags = ArrayDesc.Flags = BaseFlags | GFastVRamConfig.DBufferB;
Desc.ClearValue = ArrayDesc.ClearValue = FClearValueBinding(FLinearColor(128.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f, 1));
DBufferTexturesDesc.DBufferBDesc = Desc;
DBufferTexturesDesc.DBufferBTexArrayDesc = ArrayDesc;
Desc.Flags = ArrayDesc.Flags = BaseFlags | GFastVRamConfig.DBufferC;
Desc.ClearValue = ArrayDesc.ClearValue = FClearValueBinding(FLinearColor(0, 0, 0, 1));
DBufferTexturesDesc.DBufferCDesc = Desc;
DBufferTexturesDesc.DBufferCTexArrayDesc = ArrayDesc;
if (DBufferMaskTechnique == EDecalDBufferMaskTechnique::PerPixel)
{
// Note: 32bpp format is used here to utilize color compression hardware (same as other DBuffer targets).
// This significantly reduces bandwidth for clearing, writing and reading on some GPUs.
// While a smaller format, such as R8_UINT, will use less video memory, it will result in slower clears and higher bandwidth requirements.
check(Desc.Format == PF_B8G8R8A8);
// On mobile platforms using PF_B8G8R8A8 has no benefits over R8.
if (IsMobilePlatform(ShaderPlatform))
{
Desc.Format = PF_R8;
}
Desc.Flags = TexCreate_ShaderResource | TexCreate_RenderTargetable;
Desc.ClearValue = FClearValueBinding::Transparent;
DBufferTexturesDesc.DBufferMaskDesc = Desc;
}
}
return DBufferTexturesDesc;
}
FDBufferTextures CreateDBufferTextures(FRDGBuilder& GraphBuilder, FIntPoint Extent, EShaderPlatform ShaderPlatform, const bool bIsMobileMultiView)
{
FDBufferTextures DBufferTextures;
if (IsUsingDBuffers(ShaderPlatform))
{
FDBufferTexturesDesc TexturesDesc = GetDBufferTexturesDesc(Extent, ShaderPlatform);
const EDecalDBufferMaskTechnique DBufferMaskTechnique = GetDBufferMaskTechnique(ShaderPlatform);
const ERDGTextureFlags TextureFlags = DBufferMaskTechnique != EDecalDBufferMaskTechnique::Disabled
? ERDGTextureFlags::MaintainCompression
: ERDGTextureFlags::None;
if (!bIsMobileMultiView)
{
DBufferTextures.DBufferA = GraphBuilder.CreateTexture(TexturesDesc.DBufferADesc, TEXT("DBufferA"), TextureFlags);
DBufferTextures.DBufferB = GraphBuilder.CreateTexture(TexturesDesc.DBufferBDesc, TEXT("DBufferB"), TextureFlags);
DBufferTextures.DBufferC = GraphBuilder.CreateTexture(TexturesDesc.DBufferCDesc, TEXT("DBufferC"), TextureFlags);
}
else
{
DBufferTextures.DBufferATexArray = GraphBuilder.CreateTexture(TexturesDesc.DBufferATexArrayDesc, TEXT("DBufferATexArray"), TextureFlags);
DBufferTextures.DBufferBTexArray = GraphBuilder.CreateTexture(TexturesDesc.DBufferBTexArrayDesc, TEXT("DBufferBTexArray"), TextureFlags);
DBufferTextures.DBufferCTexArray = GraphBuilder.CreateTexture(TexturesDesc.DBufferCTexArrayDesc, TEXT("DBufferCTexArray"), TextureFlags);
}
if (DBufferMaskTechnique == EDecalDBufferMaskTechnique::PerPixel)
{
DBufferTextures.DBufferMask = GraphBuilder.CreateTexture(TexturesDesc.DBufferMaskDesc, TEXT("DBufferMask"));
}
}
return DBufferTextures;
}
FDBufferParameters GetDBufferParameters(FRDGBuilder& GraphBuilder, const FDBufferTextures& DBufferTextures, EShaderPlatform ShaderPlatform, const bool bIsMobileMultiView)
{
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
FDBufferParameters Parameters;
Parameters.DBufferATextureSampler = TStaticSamplerState<>::GetRHI();
Parameters.DBufferBTextureSampler = TStaticSamplerState<>::GetRHI();
Parameters.DBufferCTextureSampler = TStaticSamplerState<>::GetRHI();
Parameters.DBufferATexture = SystemTextures.BlackAlphaOne;
Parameters.DBufferBTexture = SystemTextures.DefaultNormal8Bit;
Parameters.DBufferCTexture = SystemTextures.BlackAlphaOne;
Parameters.DBufferATextureArray = GSystemTextures.GetDefaultTexture(GraphBuilder, ETextureDimension::Texture2DArray, EPixelFormat::PF_B8G8R8A8, FClearValueBinding::Black);
Parameters.DBufferBTextureArray = GSystemTextures.GetDefaultTexture(GraphBuilder, ETextureDimension::Texture2DArray, EPixelFormat::PF_B8G8R8A8, FClearValueBinding::Black);
Parameters.DBufferCTextureArray = GSystemTextures.GetDefaultTexture(GraphBuilder, ETextureDimension::Texture2DArray, EPixelFormat::PF_B8G8R8A8, FClearValueBinding::Black);
Parameters.DBufferRenderMask = SystemTextures.White;
if (DBufferTextures.IsValid())
{
if (bIsMobileMultiView)
{
Parameters.DBufferATextureArray = DBufferTextures.DBufferATexArray;
Parameters.DBufferBTextureArray = DBufferTextures.DBufferBTexArray;
Parameters.DBufferCTextureArray = DBufferTextures.DBufferCTexArray;
}
else
{
Parameters.DBufferATexture = DBufferTextures.DBufferA;
Parameters.DBufferBTexture = DBufferTextures.DBufferB;
Parameters.DBufferCTexture = DBufferTextures.DBufferC;
}
if (DBufferTextures.DBufferMask)
{
Parameters.DBufferRenderMask = DBufferTextures.DBufferMask;
}
}
return Parameters;
}