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

212 lines
9.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PostProcess/PostProcessVisualizeComplexity.h"
#include "CanvasTypes.h"
#include "UnrealEngine.h"
#include "SceneRendering.h"
#include "SystemTextures.h"
#include "DataDrivenShaderPlatformInfo.h"
class FVisualizeComplexityApplyPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeComplexityApplyPS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeComplexityApplyPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, InputTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, InputSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<uint>, QuadOverdrawTexture)
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
SHADER_PARAMETER_ARRAY(FLinearColor, ShaderComplexityColors, [MaxNumShaderComplexityColors])
SHADER_PARAMETER(FIntPoint, UsedQuadTextureSize)
SHADER_PARAMETER(uint32, bLegend)
SHADER_PARAMETER(uint32, bShowError)
SHADER_PARAMETER(uint32, DebugViewShaderMode)
SHADER_PARAMETER(uint32, ColorSamplingMethod)
SHADER_PARAMETER(float, ShaderComplexityColorCount)
SHADER_PARAMETER(float, ComplexityScale)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
enum class EQuadOverdraw
{
Disable,
Enable,
MAX
};
class FQuadOverdraw : SHADER_PERMUTATION_ENUM_CLASS("READ_QUAD_OVERDRAW", EQuadOverdraw);
using FPermutationDomain = TShaderPermutationDomain<FQuadOverdraw>;
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FVisualizeComplexityApplyPS::FQuadOverdraw>() == FVisualizeComplexityApplyPS::EQuadOverdraw::Enable)
{
return SupportDebugViewShaderMode(DVSM_QuadComplexity, Parameters.Platform);
}
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("MAX_NUM_COMPLEXITY_COLORS"), MaxNumShaderComplexityColors);
// EVisualizeComplexityColorSamplingMethod values
OutEnvironment.SetDefine(TEXT("CS_RAMP"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Ramp);
OutEnvironment.SetDefine(TEXT("CS_LINEAR"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Linear);
OutEnvironment.SetDefine(TEXT("CS_STAIR"), (uint32)FVisualizeComplexityInputs::EColorSamplingMethod::Stair);
// EDebugViewShaderMode values
OutEnvironment.SetDefine(TEXT("DVSM_None"), (uint32)DVSM_None);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexity"), (uint32)DVSM_ShaderComplexity);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexityContainedQuadOverhead"), (uint32)DVSM_ShaderComplexityContainedQuadOverhead);
OutEnvironment.SetDefine(TEXT("DVSM_ShaderComplexityBleedingQuadOverhead"), (uint32)DVSM_ShaderComplexityBleedingQuadOverhead);
OutEnvironment.SetDefine(TEXT("DVSM_QuadComplexity"), (uint32)DVSM_QuadComplexity);
OutEnvironment.SetDefine(TEXT("DVSM_LWCComplexity"), (uint32)DVSM_LWCComplexity);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeComplexityApplyPS, "/Engine/Private/ShaderComplexityApplyPixelShader.usf", "Main", SF_Pixel);
float GetMaxShaderComplexityCount(ERHIFeatureLevel::Type FeatureLevel)
{
switch (FeatureLevel)
{
case ERHIFeatureLevel::ES3_1:
return GEngine->MaxES3PixelShaderAdditiveComplexityCount;
default:
return GEngine->MaxPixelShaderAdditiveComplexityCount;
}
}
FScreenPassTexture AddVisualizeComplexityPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeComplexityInputs& Inputs)
{
check(Inputs.SceneColor.IsValid());
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeComplexity"));
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
const FScreenPassTextureViewport OutputViewport(Output);
FVisualizeComplexityApplyPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FVisualizeComplexityApplyPS::FParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->InputTexture = Inputs.SceneColor.Texture;
PassParameters->InputSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
{
const int32 ClampedColorCount = FMath::Min<int32>(Inputs.Colors.Num(), MaxNumShaderComplexityColors);
if (ClampedColorCount > 0)
{
for (int32 ColorIndex = 0; ColorIndex < ClampedColorCount; ColorIndex++)
{
PassParameters->ShaderComplexityColors[ColorIndex] = Inputs.Colors[ColorIndex];
}
PassParameters->ShaderComplexityColorCount = ClampedColorCount;
}
else // Otherwise fallback to a safe value.
{
PassParameters->ShaderComplexityColors[0] = FLinearColor::Gray;
PassParameters->ShaderComplexityColorCount = 1;
}
}
const uint32 ShaderComplexityColorCount = PassParameters->ShaderComplexityColorCount;
PassParameters->MiniFontTexture = GetMiniFontTexture();
const FSceneTextures& SceneTextures = View.GetSceneTextures();
const EDebugViewShaderMode DebugViewShaderMode = View.Family->GetDebugViewShaderMode();
PassParameters->DebugViewShaderMode = DVSM_ShaderComplexity;
FVisualizeComplexityApplyPS::EQuadOverdraw QuadOverdrawEnum = FVisualizeComplexityApplyPS::EQuadOverdraw::Disable;
if (SceneTextures.QuadOverdraw)
{
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
PassParameters->QuadOverdrawTexture = HasBeenProduced(SceneTextures.QuadOverdraw) ? SceneTextures.QuadOverdraw : GSystemTextures.GetZeroUIntDummy(GraphBuilder);
PassParameters->DebugViewShaderMode = DebugViewShaderMode;
QuadOverdrawEnum = FVisualizeComplexityApplyPS::EQuadOverdraw::Enable;
}
if (DebugViewShaderMode == DVSM_LWCComplexity)
{
PassParameters->DebugViewShaderMode = DVSM_LWCComplexity;
}
PassParameters->bLegend = Inputs.bDrawLegend;
PassParameters->bShowError = PassParameters->DebugViewShaderMode != DVSM_QuadComplexity;
PassParameters->ColorSamplingMethod = (uint32)Inputs.ColorSamplingMethod;
PassParameters->ComplexityScale = Inputs.ComplexityScale;
PassParameters->UsedQuadTextureSize = FIntPoint(View.ViewRect.Size() + FIntPoint(1, 1)) / 2;
FVisualizeComplexityApplyPS::FPermutationDomain PermutationVector;
PermutationVector.Set<FVisualizeComplexityApplyPS::FQuadOverdraw>(QuadOverdrawEnum);
TShaderMapRef<FVisualizeComplexityApplyPS> PixelShader(View.ShaderMap, PermutationVector);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeComplexity");
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, FScreenPassTextureViewport(Output), InputViewport, PixelShader, PassParameters);
Output.LoadAction = ERenderTargetLoadAction::ELoad;
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Overlay"), View, Output,
[Output, &View, ShaderComplexityColorCount](FCanvas& Canvas)
{
const float DPIScale = Canvas.GetDPIScale();
Canvas.SetBaseTransform(FMatrix(FScaleMatrix(DPIScale)* Canvas.CalcBaseTransform2D(Canvas.GetViewRect().Width(), Canvas.GetViewRect().Height())));
auto DrawString = [&](int X, int Y, const TCHAR* Text, const FLinearColor& Color = FLinearColor(0.5f, 0.5f, 0.5f)){
Canvas.DrawShadowedString(X / DPIScale, Y / DPIScale, Text, GetStatsFont(), Color);
};
const FIntPoint CanvasMin(0, 0);
const FIntPoint CanvasMax = Output.ViewRect.Max - Output.ViewRect.Min;
if (View.Family->GetDebugViewShaderMode() == DVSM_QuadComplexity)
{
int32 StartX = CanvasMin.X + 62;
int32 EndX = CanvasMax.X - 66;
int32 NumOffset = (EndX - StartX) / (ShaderComplexityColorCount - 1);
for (int32 PosX = StartX, Number = 0; PosX <= EndX; PosX += NumOffset, ++Number)
{
FString Line;
Line = FString::Printf(TEXT("%d"), Number);
DrawString(PosX, CanvasMax.Y - 87, *Line);
}
}
else
{
DrawString(CanvasMin.X + 63, CanvasMax.Y - 51, TEXT("Good"));
DrawString(CanvasMin.X + 63 + (int32)(Output.ViewRect.Width() * 107.0f / 397.0f), CanvasMax.Y - 51, TEXT("Bad"));
DrawString(CanvasMax.X - 170, CanvasMax.Y - 51, TEXT("Extremely bad"));
DrawString(CanvasMin.X + 62, CanvasMax.Y - 87, TEXT("0"));
if (View.Family->GetDebugViewShaderMode() == DVSM_LWCComplexity)
{
#if WITH_DEBUG_VIEW_MODES
extern float GMaxLWCComplexity;
FString Line = FString::Printf(TEXT("r.ShaderComplexity.MaxLWCComplexity=%d"), (int32)GMaxLWCComplexity);
DrawString(CanvasMax.X - 430, CanvasMax.Y - 88, *Line);
#endif
}
else
{
FString Line = FString::Printf(TEXT("MaxShaderComplexityCount=%d"), (int32)GetMaxShaderComplexityCount(View.GetFeatureLevel()));
DrawString(CanvasMax.X - 330, CanvasMax.Y - 88, *Line);
}
}
});
return MoveTemp(Output);
}