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

696 lines
30 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DebugViewModeRendering.cpp: Contains definitions for rendering debug viewmodes.
=============================================================================*/
#include "DebugViewModeRendering.h"
#include "Materials/Material.h"
#include "MobileBasePassRendering.h"
#include "PrimitiveSceneInfo.h"
#include "ScenePrivate.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "PostProcess/PostProcessSelectionOutline.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/TemporalAA.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "MeshPassProcessor.inl"
#include "TextureResource.h"
#include "MeshUVChannelInfo.h"
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FDebugViewModeUniformParameters, "DebugViewModeStruct");
IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT(FDebugViewModePassUniformParameters, "DebugViewModePass", SceneTextures);
#if WITH_DEBUG_VIEW_MODES
int32 GShaderComplexityBaselineForwardVS = 134;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardVS(
TEXT("r.ShaderComplexity.Baseline.Forward.VS"),
GShaderComplexityBaselineForwardVS,
TEXT("Minimum number of instructions for vertex shaders in forward shading (default=134)"),
ECVF_Default
);
int32 GShaderComplexityBaselineForwardPS = 635;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardPS(
TEXT("r.ShaderComplexity.Baseline.Forward.PS"),
GShaderComplexityBaselineForwardPS,
TEXT("Minimum number of instructions for pixel shaders in forward shading (default=635)"),
ECVF_Default
);
int32 GShaderComplexityBaselineForwardUnlitPS = 47;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineForwardUnlitPS(
TEXT("r.ShaderComplexity.Baseline.Forward.UnlitPS"),
GShaderComplexityBaselineForwardUnlitPS,
TEXT("Minimum number of instructions for unlit material pixel shaders in forward shading (default=47)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredVS = 41;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredVS(
TEXT("r.ShaderComplexity.Baseline.Deferred.VS"),
GShaderComplexityBaselineDeferredVS,
TEXT("Minimum number of instructions for vertex shaders in deferred shading (default=41)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredPS = 111;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredPS(
TEXT("r.ShaderComplexity.Baseline.Deferred.PS"),
GShaderComplexityBaselineDeferredPS,
TEXT("Minimum number of instructions for pixel shaders in deferred shading (default=111)"),
ECVF_Default
);
int32 GShaderComplexityBaselineDeferredUnlitPS = 33;
static FAutoConsoleVariableRef CVarShaderComplexityBaselineDeferredUnlitPS(
TEXT("r.ShaderComplexity.Baseline.Deferred.UnlitPS"),
GShaderComplexityBaselineDeferredUnlitPS,
TEXT("Minimum number of instructions for unlit material pixel shaders in deferred shading (default=33)"),
ECVF_Default
);
float GShaderComplexityMobileMaskedCostMultiplier = 1.5f;
static FAutoConsoleVariableRef CVarShaderComplexityMobileMaskedCostMultiplier(
TEXT("r.ShaderComplexity.MobileMaskedCostMultiplier"),
GShaderComplexityMobileMaskedCostMultiplier,
TEXT("Extra cost of masked materials if we do not use masked in early Z optimization"),
ECVF_Default
);
IMPLEMENT_MATERIAL_SHADER_TYPE(, FDebugViewModePS, TEXT("/Engine/Private/DebugViewModePixelShader.usf"), TEXT("Main"), SF_Pixel);
int32 GetQuadOverdrawUAVIndex(EShaderPlatform Platform)
{
if (IsForwardShadingEnabled(Platform))
{
return FVelocityRendering::BasePassCanOutputVelocity(Platform) ? 2 : 1;
}
else // GBuffer
{
return FVelocityRendering::BasePassCanOutputVelocity(Platform) ? 7 : 6;
}
}
void SetupDebugViewModePassUniformBufferConstants(const FViewInfo& ViewInfo, FDebugViewModeUniformParameters& Parameters)
{
// Accuracy colors
{
const int32 NumEngineColors = FMath::Min<int32>(GEngine->StreamingAccuracyColors.Num(), NumStreamingAccuracyColors);
int32 ColorIndex = 0;
for (; ColorIndex < NumEngineColors; ++ColorIndex)
{
Parameters.AccuracyColors[ColorIndex] = GEngine->StreamingAccuracyColors[ColorIndex];
}
for (; ColorIndex < NumStreamingAccuracyColors; ++ColorIndex)
{
Parameters.AccuracyColors[ColorIndex] = FLinearColor::Black;
}
}
// LOD / HLOD colors
{
const TArray<FLinearColor>* Colors = nullptr;
if (ViewInfo.Family->EngineShowFlags.LODColoration)
{
Colors = &(GEngine->LODColorationColors);
}
else if (ViewInfo.Family->EngineShowFlags.HLODColoration)
{
Colors = &GEngine->HLODColorationColors;
}
const int32 NumColors = Colors ? FMath::Min<int32>(NumLODColorationColors, Colors->Num()) : 0;
int32 ColorIndex = 0;
for (; ColorIndex < NumColors; ++ColorIndex)
{
Parameters.LODColors[ColorIndex] = (*Colors)[ColorIndex];
}
for (; ColorIndex < NumLODColorationColors; ++ColorIndex)
{
Parameters.LODColors[ColorIndex] = NumColors > 0 ? Colors->Last() : FLinearColor::Black;
}
}
}
TRDGUniformBufferRef<FDebugViewModePassUniformParameters> CreateDebugViewModePassUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef QuadOverdrawTexture)
{
if (!QuadOverdrawTexture)
{
QuadOverdrawTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(FIntPoint(1, 1), PF_R32_UINT, FClearValueBinding::None, TexCreate_UAV), TEXT("DummyOverdrawUAV"));
}
auto* UniformBufferParameters = GraphBuilder.AllocParameters<FDebugViewModePassUniformParameters>();
SetupSceneTextureUniformParameters(GraphBuilder, View.GetSceneTexturesChecked(), View.FeatureLevel, ESceneTextureSetupMode::None, UniformBufferParameters->SceneTextures);
SetupDebugViewModePassUniformBufferConstants(View, UniformBufferParameters->DebugViewMode);
UniformBufferParameters->QuadOverdraw = GraphBuilder.CreateUAV(QuadOverdrawTexture);
return GraphBuilder.CreateUniformBuffer(UniformBufferParameters);
}
static bool ShouldCompileDebugViewModeShaders(const FMeshMaterialShaderPermutationParameters& Parameters)
{
EShaderPermutationFlags Flags = IsDebugViewShaderModeODSCOnly() ? EShaderPermutationFlags::IsODSCOnly : EShaderPermutationFlags::HasEditorOnlyData | EShaderPermutationFlags::IsODSCOnly;
return EnumHasAnyFlags(Parameters.Flags, Flags);
}
FDebugViewModeVS::FDebugViewModeVS() = default;
FDebugViewModeVS::FDebugViewModeVS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FMeshMaterialShader(Initializer)
{}
bool FDebugViewModeVS::ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return ShouldCompileDebugViewModeShaders(Parameters);
}
void FDebugViewModeVS::GetShaderBindings(
const FScene* Scene,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMaterialRenderProxy& MaterialRenderProxy,
const FMaterial& Material,
const FDebugViewModeShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings) const
{
FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, ShaderElementData, ShaderBindings);
}
void FDebugViewModeVS::SetCommonDefinitions(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
// SM4 has less input interpolants. Also instanced meshes use more interpolants.
if (Parameters.MaterialParameters.bIsDefaultMaterial || (IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && !Parameters.MaterialParameters.bIsUsedWithInstancedStaticMeshes))
{ // Force the default material to pass enough texcoords to the pixel shaders (even though not using them).
// This is required to allow material shaders to have access to the sampled coords.
OutEnvironment.SetDefine(TEXT("MIN_MATERIAL_TEXCOORDS"), (uint32)4);
}
else // Otherwise still pass at minimum amount to have debug shader using a texcoord to work (material might not use any).
{
OutEnvironment.SetDefine(TEXT("MIN_MATERIAL_TEXCOORDS"), (uint32)2);
}
}
void FDebugViewModeVS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
SetCommonDefinitions(Parameters, OutEnvironment);
FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
IMPLEMENT_MATERIAL_SHADER_TYPE(,FDebugViewModeVS,TEXT("/Engine/Private/DebugViewModeVertexShader.usf"),TEXT("Main"),SF_Vertex);
BEGIN_SHADER_PARAMETER_STRUCT(FDebugViewModePassParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FDebugViewModePassUniformParameters, Pass)
SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
void RenderDebugViewMode(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> Views, FRDGTextureRef QuadOverdrawTexture, const FRenderTargetBindingSlots& RenderTargets)
{
RDG_EVENT_SCOPE(GraphBuilder, "DebugViewMode");
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
FViewInfo& View = Views[ViewIndex];
if (auto* Pass = View.ParallelMeshDrawCommandPasses[EMeshPass::DebugViewMode])
{
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
auto* PassParameters = GraphBuilder.AllocParameters<FDebugViewModePassParameters>();
PassParameters->View = View.GetShaderParameters();
PassParameters->Pass = CreateDebugViewModePassUniformBuffer(GraphBuilder, View, QuadOverdrawTexture);
PassParameters->RenderTargets = RenderTargets;
FScene* Scene = View.Family->Scene->GetRenderScene();
check(Scene != nullptr);
Pass->BuildRenderingCommands(GraphBuilder, Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
GraphBuilder.AddPass(
{},
PassParameters,
ERDGPassFlags::Raster,
[&View, Pass, PassParameters](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1);
Pass->Draw(RHICmdList, &PassParameters->InstanceCullingDrawParams);
});
}
}
}
FDebugViewModePS::FDebugViewModePS() = default;
FDebugViewModePS::FDebugViewModePS(const FMeshMaterialShaderType::CompiledShaderInitializerType& Initializer)
: FMeshMaterialShader(Initializer)
{
OneOverCPUTexCoordScalesParameter.Bind(Initializer.ParameterMap, TEXT("OneOverCPUTexCoordScales"));
TexCoordIndicesParameter.Bind(Initializer.ParameterMap, TEXT("TexCoordIndices"));
CPUTexelFactorParameter.Bind(Initializer.ParameterMap, TEXT("CPUTexelFactor"));
NormalizedComplexity.Bind(Initializer.ParameterMap, TEXT("NormalizedComplexity"));
AnalysisParamsParameter.Bind(Initializer.ParameterMap, TEXT("AnalysisParams"));
PrimitiveAlphaParameter.Bind(Initializer.ParameterMap, TEXT("PrimitiveAlpha"));
TexCoordAnalysisIndexParameter.Bind(Initializer.ParameterMap, TEXT("TexCoordAnalysisIndex"));
CPULogDistanceParameter.Bind(Initializer.ParameterMap, TEXT("CPULogDistance"));
ShowQuadOverdraw.Bind(Initializer.ParameterMap, TEXT("bShowQuadOverdraw"));
OutputQuadOverdrawParameter.Bind(Initializer.ParameterMap, TEXT("bOutputQuadOverdraw"));
LODIndexParameter.Bind(Initializer.ParameterMap, TEXT("LODIndex"));
SkinCacheDebugColorParameter.Bind(Initializer.ParameterMap, TEXT("SkinCacheDebugColor"));
VisualizeModeParameter.Bind(Initializer.ParameterMap, TEXT("VisualizeMode"));
QuadBufferUAV.Bind(Initializer.ParameterMap, TEXT("RWQuadBuffer"));
}
bool FDebugViewModePS::ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters)
{
return ShouldCompileDebugViewModeShaders(Parameters);
}
void FDebugViewModePS::ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("UNDEFINED_ACCURACY"), UndefinedStreamingAccuracyIntensity);
OutEnvironment.SetDefine(TEXT("MAX_NUM_TEX_COORD"), (uint32)TEXSTREAM_MAX_NUM_UVCHANNELS);
OutEnvironment.SetDefine(TEXT("INITIAL_GPU_SCALE"), (uint32)TEXSTREAM_INITIAL_GPU_SCALE);
OutEnvironment.SetDefine(TEXT("TILE_RESOLUTION"), (uint32)TEXSTREAM_TILE_RESOLUTION);
OutEnvironment.SetDefine(TEXT("MAX_NUM_TEXTURE_REGISTER"), (uint32)TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL);
OutEnvironment.SetDefine(TEXT("SCENE_TEXTURES_DISABLED"), 1u);
TCHAR BufferRegister[] = { 'u', '0', 0 };
BufferRegister[1] += GetQuadOverdrawUAVIndex(Parameters.Platform);
OutEnvironment.SetDefine(TEXT("QUAD_BUFFER_REGISTER"), BufferRegister);
OutEnvironment.SetDefine(TEXT("OUTPUT_QUAD_OVERDRAW"), SupportDebugViewShaderMode(DVSM_QuadComplexity, Parameters.Platform));
for (int i = 0; i < DVSM_MAX; ++i)
{
OutEnvironment.SetDefine(DebugViewShaderModeToString(static_cast<EDebugViewShaderMode>(i)), i);
}
FMeshMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
void FDebugViewModePS::GetElementShaderBindings(
const FShaderMapPointerTable& PointerTable,
const FScene* Scene,
const FSceneView* ViewIfDynamicMeshCommand,
const FVertexFactory* VertexFactory,
const EVertexInputStreamType InputStreamType,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMeshBatch& MeshBatch,
const FMeshBatchElement& BatchElement,
const FDebugViewModeShaderElementData& ShaderElementData,
FMeshDrawSingleShaderBindings& ShaderBindings,
FVertexInputStreamArray& VertexStreams) const
{
FMeshMaterialShader::GetElementShaderBindings(PointerTable, Scene, ViewIfDynamicMeshCommand, VertexFactory, InputStreamType, FeatureLevel, PrimitiveSceneProxy, MeshBatch, BatchElement, ShaderElementData, ShaderBindings, VertexStreams);
int8 VisualizeElementIndex = 0;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
VisualizeElementIndex = BatchElement.VisualizeElementIndex;
#endif
const FDebugViewModeInterface* Interface = FDebugViewModeInterface::GetInterface(ShaderElementData.DebugViewMode);
if (ensure(Interface))
{
Interface->GetDebugViewModeShaderBindings(
*this,
PrimitiveSceneProxy,
ShaderElementData.MaterialRenderProxy,
ShaderElementData.Material,
ShaderElementData.DebugViewMode,
ShaderElementData.ViewOrigin,
ShaderElementData.VisualizeLODIndex,
ShaderElementData.SkinCacheDebugColor,
VisualizeElementIndex,
ShaderElementData.NumVSInstructions,
ShaderElementData.NumPSInstructions,
ShaderElementData.LWCComplexityVS,
ShaderElementData.LWCComplexityPS,
ShaderElementData.ViewModeParam,
ShaderElementData.ViewModeParamName,
ShaderBindings
);
}
}
FDebugViewModeMeshProcessor::FDebugViewModeMeshProcessor(
const FScene* InScene,
ERHIFeatureLevel::Type InFeatureLevel,
const FSceneView* InViewIfDynamicMeshCommand,
bool bTranslucentBasePass,
FMeshPassDrawListContext* InDrawListContext
)
: FMeshPassProcessor(EMeshPass::DebugViewMode, InScene, InFeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext)
, DebugViewMode(DVSM_None)
, ViewModeParam(INDEX_NONE)
, DebugViewModeInterface(nullptr)
{
if (InViewIfDynamicMeshCommand)
{
DebugViewMode = InViewIfDynamicMeshCommand->Family->GetDebugViewShaderMode();
ViewModeParam = InViewIfDynamicMeshCommand->Family->GetViewModeParam();
ViewModeParamName = InViewIfDynamicMeshCommand->Family->GetViewModeParamName();
DebugViewModeInterface = FDebugViewModeInterface::GetInterface(DebugViewMode);
}
}
void FDebugViewModeMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
if (!DebugViewModeInterface)
{
return;
}
const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
const FMaterial* BatchMaterial = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
if (!BatchMaterial)
{
return;
}
const FMaterial* Material = BatchMaterial;
FVertexFactoryType* VertexFactoryType = MeshBatch.VertexFactory->GetType();
FMaterialShaderTypes ShaderTypes;
DebugViewModeInterface->AddShaderTypes(FeatureLevel, VertexFactoryType, ShaderTypes);
if (!Material->ShouldCacheShaders(GetFeatureLevelShaderPlatform(FeatureLevel), ShaderTypes, VertexFactoryType))
{
return;
}
FMaterialShaders Shaders;
if (!Material->TryGetShaders(ShaderTypes, VertexFactoryType, Shaders))
{
return;
}
TMeshProcessorShaders<FDebugViewModeVS, FDebugViewModePS> DebugViewModePassShaders;
Shaders.TryGetVertexShader(DebugViewModePassShaders.VertexShader);
Shaders.TryGetPixelShader(DebugViewModePassShaders.PixelShader);
const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(*BatchMaterial, OverrideSettings);
const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(*BatchMaterial, OverrideSettings);
FMeshPassProcessorRenderState DrawRenderState;
FDebugViewModeInterface::FRenderState InterfaceRenderState;
DebugViewModeInterface->SetDrawRenderState(DebugViewMode, BatchMaterial->GetBlendMode(), InterfaceRenderState, Scene ? (Scene->GetShadingPath() == EShadingPath::Deferred && Scene->EarlyZPassMode != DDM_NonMaskedOnly) : false);
DrawRenderState.SetBlendState(InterfaceRenderState.BlendState);
DrawRenderState.SetDepthStencilState(InterfaceRenderState.DepthStencilState);
FDebugViewModeShaderElementData ShaderElementData(
*MaterialRenderProxy,
*Material,
DebugViewMode,
ViewIfDynamicMeshCommand ? ViewIfDynamicMeshCommand->ViewMatrices.GetViewOrigin() : FVector::ZeroVector,
(ViewIfDynamicMeshCommand && ViewIfDynamicMeshCommand->Family->EngineShowFlags.HLODColoration) ? MeshBatch.VisualizeHLODIndex : MeshBatch.VisualizeLODIndex,
(ViewIfDynamicMeshCommand && ViewIfDynamicMeshCommand->Family->EngineShowFlags.VisualizeGPUSkinCache) ? MeshBatch.Elements[0].SkinCacheDebugColor : FColor::White,
ViewModeParam,
ViewModeParamName);
// Shadermap can be null while shaders are compiling.
UpdateInstructionCount(ShaderElementData, BatchMaterial, VertexFactoryType);
ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, true);
const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(DebugViewModePassShaders.VertexShader, DebugViewModePassShaders.PixelShader);
BuildMeshDrawCommands(
MeshBatch,
BatchElementMask,
PrimitiveSceneProxy,
*MaterialRenderProxy,
*Material,
DrawRenderState,
DebugViewModePassShaders,
MeshFillMode,
MeshCullMode,
SortKey,
EMeshPassFeatures::Default,
ShaderElementData);
}
void FDebugViewModeMeshProcessor::UpdateInstructionCount(FDebugViewModeShaderElementData& OutShaderElementData, const FMaterial* InBatchMaterial, FVertexFactoryType* InVertexFactoryType)
{
check(InBatchMaterial && InVertexFactoryType);
if (Scene)
{
if (Scene->GetShadingPath() == EShadingPath::Deferred)
{
const EShaderPlatform ShaderPlatform = GetFeatureLevelShaderPlatform(InBatchMaterial->GetFeatureLevel());
FMaterialShaderTypes ShaderTypes;
ShaderTypes.AddShaderType<TBasePassVS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>>>();
ShaderTypes.AddShaderType<TBasePassPS<TUniformLightMapPolicy<LMP_NO_LIGHTMAP>, false, GBL_Default>>();
FMaterialShaders Shaders;
if (InBatchMaterial->TryGetShaders(ShaderTypes, InVertexFactoryType, Shaders))
{
OutShaderElementData.NumVSInstructions = Shaders.Shaders[SF_Vertex]->GetNumInstructions();
OutShaderElementData.NumPSInstructions = Shaders.Shaders[SF_Pixel]->GetNumInstructions();
if (IsForwardShadingEnabled(ShaderPlatform) && !IsTranslucentBlendMode(*InBatchMaterial))
{
const bool bLit = InBatchMaterial->GetShadingModels().IsLit();
// Those numbers are taken from a simple material where common inputs are bound to vector parameters (to prevent constant optimizations).
OutShaderElementData.NumVSInstructions -= GShaderComplexityBaselineForwardVS - GShaderComplexityBaselineDeferredVS;
OutShaderElementData.NumPSInstructions -= bLit ? (GShaderComplexityBaselineForwardPS - GShaderComplexityBaselineDeferredPS) : (GShaderComplexityBaselineForwardUnlitPS - GShaderComplexityBaselineDeferredUnlitPS);
}
OutShaderElementData.NumVSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumVSInstructions);
OutShaderElementData.NumPSInstructions = FMath::Max<int32>(0, OutShaderElementData.NumPSInstructions);
OutShaderElementData.NumCSInstructions = 0;
}
}
else // EShadingPath::Mobile
{
TShaderRef<TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>> MobileVS;
TShaderRef<TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>> MobilePS;
if (MobileBasePass::GetShaders(LMP_NO_LIGHTMAP, EMobileLocalLightSetting::LOCAL_LIGHTS_DISABLED, *InBatchMaterial, InVertexFactoryType, MobileVS, MobilePS))
{
OutShaderElementData.NumVSInstructions = MobileVS.IsValid() ? MobileVS->GetNumInstructions() : 0;
OutShaderElementData.NumPSInstructions = MobilePS.IsValid() ? MobilePS->GetNumInstructions() : 0;
OutShaderElementData.NumCSInstructions = 0;
}
const EShaderPlatform ShaderPlatform = GetFeatureLevelShaderPlatform(InBatchMaterial->GetFeatureLevel());
if (IsMaskedBlendMode(*InBatchMaterial) && !MaskedInEarlyPass(ShaderPlatform))
{
OutShaderElementData.NumPSInstructions *= GShaderComplexityMobileMaskedCostMultiplier;
}
}
#if WITH_EDITOR
InBatchMaterial->GetRenderingThreadShaderMap()->GetEstimatedLWCFuncUsageComplexity(
OutShaderElementData.LWCComplexityVS, OutShaderElementData.LWCComplexityPS, OutShaderElementData.LWCComplexityCS);
#endif
}
}
void FDebugViewModeImplementation::AddShaderTypes(ERHIFeatureLevel::Type InFeatureLevel,
const FVertexFactoryType* InVertexFactoryType,
FMaterialShaderTypes& OutShaderTypes) const
{
OutShaderTypes.AddShaderType<FDebugViewModeVS>();
OutShaderTypes.AddShaderType<FDebugViewModePS>();
}
float GMaxLWCComplexity = 40000.0f; // Arbitrary, chosen to make contrast visible
static FAutoConsoleVariableRef CVarMaxLWCComplexity(
TEXT("r.ShaderComplexity.MaxLWCComplexity"),
GMaxLWCComplexity,
TEXT("Value used for scaling the material LWC usage visualization"));
void FDebugViewModeImplementation::GetDebugViewModeShaderBindings(
const FDebugViewModePS& Shader,
const FPrimitiveSceneProxy* PrimitiveSceneProxy,
const FMaterialRenderProxy& MaterialRenderProxy,
const FMaterial& Material,
EDebugViewShaderMode DebugViewMode,
const FVector& ViewOrigin,
int32 VisualizeLODIndex,
const FColor& SkinCacheDebugColor,
int32 VisualizeElementIndex,
int32 NumVSInstructions,
int32 NumPSInstructions,
int32 LWCComplexityVS,
int32 LWCComplexityPS,
int32 ViewModeParam,
FName ViewModeParamName,
FMeshDrawSingleShaderBindings& ShaderBindings) const
{
FVector4f OneOverCPUTexCoordScales[TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL / 4];
FIntVector4 TexCoordIndices[TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL / 4];
FVector4 WorldUVDensities;
FVector4f NormalizedComplexityValue;
FIntPoint AnalysisParameter;
const float PrimitiveAlpha = (!PrimitiveSceneProxy || PrimitiveSceneProxy->IsSelected()) ? 1.f : .2f;
const int32 TexCoordAnalysisIndex = ViewModeParam >= 0 ? FMath::Clamp<int32>(ViewModeParam, 0, MAX_TEXCOORDS - 1) : -1;
float CPULogDistance = -1.0f;
int32 bShowQuadOverdraw = 0;
const int32 boolOutputQuadOverdraw = (DebugViewMode == DVSM_QuadComplexity) || (DebugViewMode == DVSM_ShaderComplexityContainedQuadOverhead) ? 1 : 0;
const int32 LODIndex = FMath::Clamp(VisualizeLODIndex, 0, NumLODColorationColors - 1);
FMemory::Memzero(OneOverCPUTexCoordScales); // 0 remap to irrelevant data.
FMemory::Memzero(TexCoordIndices);
FMemory::Memzero(WorldUVDensities);
// Gather Data
#if WITH_EDITORONLY_DATA
if (PrimitiveSceneProxy)
{
PrimitiveSceneProxy->GetMaterialTextureScales(VisualizeLODIndex, VisualizeElementIndex, nullptr, OneOverCPUTexCoordScales, TexCoordIndices);
PrimitiveSceneProxy->GetMeshUVDensities(VisualizeLODIndex, VisualizeElementIndex, WorldUVDensities);
float Distance = 0;
if (PrimitiveSceneProxy->GetPrimitiveDistance(VisualizeLODIndex, VisualizeElementIndex, ViewOrigin, Distance))
{
// Because the streamer use FMath::FloorToFloat, here we need to use -1 to have a useful result.
CPULogDistance = FMath::Max<float>(0.f, FMath::Log2(FMath::Max<float>(1.f, Distance)));
}
}
#endif
if (DebugViewMode == DVSM_OutputMaterialTextureScales || DebugViewMode == DVSM_MaterialTextureScaleAccuracy)
{
const bool bOutputScales = DebugViewMode == DVSM_OutputMaterialTextureScales;
const int32 AnalysisIndex = ViewModeParam >= 0 ? FMath::Clamp<int32>(ViewModeParam, 0, TEXSTREAM_MAX_NUM_TEXTURES_PER_MATERIAL - 1) : -1;
AnalysisParameter = FIntPoint(bOutputScales ? -1 : AnalysisIndex, bOutputScales ? 1 : 0);
}
else if (DebugViewMode == DVSM_RequiredTextureResolution)
{
int32 AnalysisIndex = INDEX_NONE;
int32 TextureResolution = 64;
FMaterialRenderContext MaterialContext(&MaterialRenderProxy, Material, nullptr);
const FUniformExpressionSet& UniformExpressions = Material.GetUniformExpressions();
EMaterialTextureParameterType TextureTypes[] = { EMaterialTextureParameterType::Standard2D, EMaterialTextureParameterType::Virtual };
if (ViewModeParam != INDEX_NONE && ViewModeParamName == NAME_None) // If displaying texture per texture indices
{
for (EMaterialTextureParameterType TextureType : TextureTypes)
{
for (int32 ParameterIndex = 0; ParameterIndex < UniformExpressions.GetNumTextures(TextureType); ++ParameterIndex)
{
const FMaterialTextureParameterInfo& Parameter = UniformExpressions.GetTextureParameter(TextureType, ParameterIndex);
if (Parameter.TextureIndex == ViewModeParam)
{
const UTexture* Texture = nullptr;
UniformExpressions.GetTextureValue(TextureType, ParameterIndex, MaterialContext, Material, Texture);
if (Texture && Texture->GetResource())
{
AnalysisIndex = ViewModeParam;
if (Texture->IsStreamable())
{
TextureResolution = 1 << FMath::Max((Texture->GetResource()->GetCurrentMipCount() - 1), 0);
}
else
{
TextureResolution = FMath::Max(Texture->GetResource()->GetSizeX(), Texture->GetResource()->GetSizeY());
}
}
}
}
}
}
else if (ViewModeParam != INDEX_NONE) // Otherwise show only texture matching the given name
{
for (EMaterialTextureParameterType TextureType : TextureTypes)
{
for (int32 ParameterIndex = 0; ParameterIndex < UniformExpressions.GetNumTextures(TextureType); ++ParameterIndex)
{
const UTexture* Texture = nullptr;
UniformExpressions.GetTextureValue(TextureType, ParameterIndex, MaterialContext, Material, Texture);
if (Texture && Texture->GetResource() && Texture->GetFName() == ViewModeParamName)
{
const FMaterialTextureParameterInfo& Parameter = UniformExpressions.GetTextureParameter(TextureType, ParameterIndex);
AnalysisIndex = Parameter.TextureIndex;
if (Texture->IsStreamable())
{
TextureResolution = 1 << FMath::Max((Texture->GetResource()->GetCurrentMipCount() - 1), 0);
}
else
{
TextureResolution = FMath::Max(Texture->GetResource()->GetSizeX(), Texture->GetResource()->GetSizeY());
}
}
}
}
}
AnalysisParameter = FIntPoint(AnalysisIndex, TextureResolution);
}
if (DebugViewMode == DVSM_QuadComplexity)
{
NormalizedComplexityValue = FVector4f(NormalizedQuadComplexityValue);
bShowQuadOverdraw = true;
}
else if (DebugViewMode == DVSM_LWCComplexity)
{
// Set minimum complexity to 1, to differentiate between 0 cost and missing data
LWCComplexityPS++;
LWCComplexityVS++;
NormalizedComplexityValue = FVector4f(LWCComplexityPS, LWCComplexityVS, 0.f, 0.f) / GMaxLWCComplexity;
bShowQuadOverdraw = false;
}
else
{
// normalize the complexity so we can fit it in a low precision scene color which is necessary on some platforms
// late value is for overdraw which can be problematic with a low precision float format, at some point the precision isn't there any more and it doesn't accumulate
const float NormalizeMul = 1.0f / GetMaxShaderComplexityCount(Material.GetFeatureLevel());
NormalizedComplexityValue = FVector4f(NumPSInstructions * NormalizeMul, NumVSInstructions * NormalizeMul, 1 / 32.0f);
ShaderBindings.Add(Shader.ShowQuadOverdraw, DebugViewMode != DVSM_ShaderComplexity ? 1 : 0);
bShowQuadOverdraw = DebugViewMode != DVSM_ShaderComplexity ? 1 : 0;
}
// Bind Data
ShaderBindings.Add(Shader.OneOverCPUTexCoordScalesParameter, OneOverCPUTexCoordScales);
ShaderBindings.Add(Shader.TexCoordIndicesParameter, TexCoordIndices);
ShaderBindings.Add(Shader.CPUTexelFactorParameter, FVector4f(WorldUVDensities));
ShaderBindings.Add(Shader.NormalizedComplexity, NormalizedComplexityValue);
ShaderBindings.Add(Shader.AnalysisParamsParameter, AnalysisParameter);
ShaderBindings.Add(Shader.PrimitiveAlphaParameter, PrimitiveAlpha);
ShaderBindings.Add(Shader.TexCoordAnalysisIndexParameter, TexCoordAnalysisIndex);
ShaderBindings.Add(Shader.CPULogDistanceParameter, CPULogDistance);
ShaderBindings.Add(Shader.ShowQuadOverdraw, bShowQuadOverdraw);
ShaderBindings.Add(Shader.LODIndexParameter, LODIndex);
ShaderBindings.Add(Shader.SkinCacheDebugColorParameter, FVector3f(SkinCacheDebugColor.R / 255.f, SkinCacheDebugColor.G / 255.f, SkinCacheDebugColor.B / 255.f));
ShaderBindings.Add(Shader.OutputQuadOverdrawParameter, boolOutputQuadOverdraw);
ShaderBindings.Add(Shader.VisualizeModeParameter, DebugViewMode);
}
FMeshPassProcessor* CreateDebugViewModePassProcessor(ERHIFeatureLevel::Type InFeatureLevel, const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
{
const ERHIFeatureLevel::Type FeatureLevel = InViewIfDynamicMeshCommand ? InViewIfDynamicMeshCommand->GetFeatureLevel() : InFeatureLevel;
return new FDebugViewModeMeshProcessor(Scene, FeatureLevel, InViewIfDynamicMeshCommand, false, InDrawListContext);
}
FRegisterPassProcessorCreateFunction RegisterDebugViewModeMobilePass(&CreateDebugViewModePassProcessor, EShadingPath::Mobile, EMeshPass::DebugViewMode, EMeshPassFlags::MainView);
FRegisterPassProcessorCreateFunction RegisterDebugViewModePass(&CreateDebugViewModePassProcessor, EShadingPath::Deferred, EMeshPass::DebugViewMode, EMeshPassFlags::MainView);
void InitDebugViewModeInterface()
{
FDebugViewModeInterface::SetInterface(new FDebugViewModeImplementation());
}
#else // !WITH_DEBUG_VIEW_MODES
void RenderDebugViewMode(
FRDGBuilder& GraphBuilder,
TArrayView<FViewInfo> Views,
FRDGTextureRef QuadOverdrawTexture,
const FRenderTargetBindingSlots& RenderTargets)
{}
#endif // WITH_DEBUG_VIEW_MODES