86 lines
3.8 KiB
C++
86 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SceneTextureParameters.h"
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#include "SceneRendering.h"
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#include "ScenePrivate.h"
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#include "SceneTextures.h"
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#include "SystemTextures.h"
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FSceneTextureParameters GetSceneTextureParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View)
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{
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return GetSceneTextureParameters(GraphBuilder, View.GetSceneTextures());
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}
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FSceneTextureParameters GetSceneTextureParameters(FRDGBuilder& GraphBuilder, const FSceneTextures& SceneTextures)
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{
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const auto& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
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FSceneTextureParameters Parameters;
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// Should always have a depth buffer around allocated, since early z-pass is first.
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Parameters.SceneDepthTexture = SceneTextures.Depth.Resolve;
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Parameters.SceneStencilTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(Parameters.SceneDepthTexture, PF_X24_G8));
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// Registers all the scene texture from the scene context. No fallback is provided to catch mistake at shader parameter validation time
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// when a pass is trying to access a resource before any other pass actually created it.
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Parameters.GBufferVelocityTexture = GetIfProduced(SceneTextures.Velocity);
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Parameters.GBufferATexture = GetIfProduced(SceneTextures.GBufferA);
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Parameters.GBufferBTexture = GetIfProduced(SceneTextures.GBufferB);
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Parameters.GBufferCTexture = GetIfProduced(SceneTextures.GBufferC);
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Parameters.GBufferDTexture = GetIfProduced(SceneTextures.GBufferD);
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Parameters.GBufferETexture = GetIfProduced(SceneTextures.GBufferE);
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Parameters.GBufferFTexture = GetIfProduced(SceneTextures.GBufferF, SystemTextures.MidGrey);
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return Parameters;
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}
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FSceneTextureParameters GetSceneTextureParameters(FRDGBuilder& GraphBuilder, TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextureUniformBuffer)
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{
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FSceneTextureParameters Parameters;
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Parameters.SceneDepthTexture = (*SceneTextureUniformBuffer)->SceneDepthTexture;
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if (Parameters.SceneDepthTexture)
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{
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Parameters.SceneStencilTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(Parameters.SceneDepthTexture, PF_X24_G8));
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}
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Parameters.GBufferATexture = (*SceneTextureUniformBuffer)->GBufferATexture;
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Parameters.GBufferBTexture = (*SceneTextureUniformBuffer)->GBufferBTexture;
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Parameters.GBufferCTexture = (*SceneTextureUniformBuffer)->GBufferCTexture;
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Parameters.GBufferDTexture = (*SceneTextureUniformBuffer)->GBufferDTexture;
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Parameters.GBufferETexture = (*SceneTextureUniformBuffer)->GBufferETexture;
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Parameters.GBufferFTexture = (*SceneTextureUniformBuffer)->GBufferFTexture;
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Parameters.GBufferVelocityTexture = (*SceneTextureUniformBuffer)->GBufferVelocityTexture;
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return Parameters;
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}
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FSceneLightingChannelParameters GetSceneLightingChannelParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef LightingChannelsTexture)
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{
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FSceneLightingChannelParameters Parameters;
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// Lighting channels might be disabled when all lights are on the same channel.
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// Also need to explictly check View.bUsesLightingChannels since other systems can cause LightingChannelsTexture to be created
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// (see FDeferredShadingSceneRenderer::CopyStencilToLightingChannelTexture(...)
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if (LightingChannelsTexture && View.bUsesLightingChannels)
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{
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Parameters.SceneLightingChannels = LightingChannelsTexture;
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Parameters.bSceneLightingChannelsValid = true;
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}
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else
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{
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Parameters.SceneLightingChannels = GSystemTextures.GetZeroUIntDummy(GraphBuilder);
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Parameters.bSceneLightingChannelsValid = false;
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}
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return Parameters;
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}
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FRDGBufferRef GetEyeAdaptationBuffer(FRDGBuilder& GraphBuilder, const FSceneView& View)
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{
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if (View.HasValidEyeAdaptationBuffer())
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{
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return GraphBuilder.RegisterExternalBuffer(View.GetEyeAdaptationBuffer(), ERDGBufferFlags::MultiFrame);
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}
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else
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{
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return GSystemTextures.GetDefaultStructuredBuffer(GraphBuilder, sizeof(FVector4f), FVector4f::One());
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}
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} |