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

500 lines
19 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ScreenPass.h"
#include "DataDrivenShaderPlatformInfo.h"
#include "EngineGlobals.h"
#include "PostProcess/SceneFilterRendering.h"
#include "RendererModule.h"
#include "RenderGraphUtils.h"
#include "ScenePrivate.h"
#include "SystemTextures.h"
#include "UnrealClient.h"
IMPLEMENT_GLOBAL_SHADER(FScreenPassVS, "/Engine/Private/ScreenPass.usf", "ScreenPassVS", SF_Vertex);
RENDERER_API const FScreenTransform FScreenTransform::Identity(FVector2f(1.0f, 1.0f), FVector2f(0.0f, 0.0f));
RENDERER_API const FScreenTransform FScreenTransform::ScreenPosToViewportUV(FVector2f(0.5f, -0.5f), FVector2f(0.5f, 0.5f));
RENDERER_API const FScreenTransform FScreenTransform::ViewportUVToScreenPos(FVector2f(2.0f, -2.0f), FVector2f(-1.0f, 1.0f));
FRHITexture* GetMiniFontTexture()
{
if (GSystemTextures.AsciiTexture)
{
return GSystemTextures.AsciiTexture->GetRHI();
}
else
{
return GSystemTextures.WhiteDummy->GetRHI();
}
}
FRDGTextureRef TryCreateViewFamilyTexture(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily)
{
FRHITexture* TextureRHI = ViewFamily.RenderTarget->GetRenderTargetTexture();
FRDGTextureRef Texture = nullptr;
if (TextureRHI)
{
Texture = RegisterExternalTexture(GraphBuilder, TextureRHI, TEXT("ViewFamilyTexture"));
GraphBuilder.SetTextureAccessFinal(Texture, ERHIAccess::RTV);
}
return Texture;
}
FRDGTextureRef TryCreateViewFamilyDepthTexture(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily)
{
if (!ViewFamily.RenderTargetDepth)
{
return nullptr;
}
FRHITexture* TextureRHI = ViewFamily.RenderTargetDepth->GetRenderTargetTexture();
FRDGTextureRef Texture = nullptr;
if (TextureRHI)
{
Texture = RegisterExternalTexture(GraphBuilder, TextureRHI, TEXT("ViewFamilyDepthTexture"));
GraphBuilder.SetTextureAccessFinal(Texture, ERHIAccess::DSVWrite);
}
return Texture;
}
// static
FScreenPassTexture FScreenPassTexture::CopyFromSlice(FRDGBuilder& GraphBuilder, const FScreenPassTextureSlice& ScreenTextureSlice, FScreenPassTexture OverrideOutput)
{
FRDGTextureSRV* InputTextureSRV = ScreenTextureSlice.TextureSRV;
if (!InputTextureSRV)
{
return OverrideOutput;
}
FRDGTexture* InputTexture = InputTextureSRV->Desc.Texture;
// We can avoid the copy if it's a 2D texture and there's no override output.
if (InputTexture->Desc.IsTexture2D() && !InputTexture->Desc.IsTextureArray() && !OverrideOutput.IsValid())
{
return FScreenPassTexture(InputTexture, ScreenTextureSlice.ViewRect);
}
check(InputTexture->Desc.IsTexture2D() || InputTexture->Desc.IsTextureArray());
FRDGTextureRef OutputTexture = OverrideOutput.Texture;
if (!OutputTexture)
{
FRDGTextureDesc Desc = InputTexture->Desc;
Desc.Dimension = ETextureDimension::Texture2D;
Desc.ArraySize = 1;
// If a pass uses blending to write to this post process texture, it needs to support being a render target, so make sure this flag is included.
// Most post processing uses SceneColor or its FRDGTextureDesc, and SceneColor already has the RenderTargetable flag set, but TSR (the input to
// the "Before Bloom" stage) writes to texture slices using compute, and its output doesn't have this flag.
Desc.Flags |= ETextureCreateFlags::RenderTargetable;
OutputTexture = GraphBuilder.CreateTexture(Desc, TEXT("CopyToScreenPassTexture2D"));
}
const FIntPoint ViewSize = ScreenTextureSlice.ViewRect.Size();
FRHICopyTextureInfo CopyInfo;
CopyInfo.SourceSliceIndex = InputTextureSRV->Desc.FirstArraySlice;
CopyInfo.NumMips = InputTexture->Desc.NumMips;
CopyInfo.SourcePosition = CopyInfo.DestPosition = FIntVector(ScreenTextureSlice.ViewRect.Min.X, ScreenTextureSlice.ViewRect.Min.Y, 0);
CopyInfo.Size = FIntVector(ViewSize.X, ViewSize.Y, 1);
AddCopyTexturePass(
GraphBuilder,
InputTexture,
OutputTexture,
CopyInfo);
return FScreenPassTexture(OutputTexture, ScreenTextureSlice.ViewRect);
}
// static
FScreenPassTextureSlice FScreenPassTextureSlice::CreateFromScreenPassTexture(FRDGBuilder& GraphBuilder, const FScreenPassTexture& ScreenTexture)
{
if (!ScreenTexture.Texture || !EnumHasAnyFlags(ScreenTexture.Texture->Desc.Flags, ETextureCreateFlags::ShaderResource))
{
return FScreenPassTextureSlice(nullptr, ScreenTexture.ViewRect);
}
return FScreenPassTextureSlice(GraphBuilder.CreateSRV(FRDGTextureSRVDesc(ScreenTexture.Texture)), ScreenTexture.ViewRect);
}
FScreenPassRenderTarget FScreenPassRenderTarget::CreateFromInput(
FRDGBuilder& GraphBuilder,
FScreenPassTexture Input,
ERenderTargetLoadAction OutputLoadAction,
const TCHAR* OutputName)
{
check(Input.IsValid());
FRDGTextureDesc OutputDesc = Input.Texture->Desc;
OutputDesc.Reset();
return FScreenPassRenderTarget(GraphBuilder.CreateTexture(OutputDesc, OutputName), Input.ViewRect, OutputLoadAction);
}
FScreenPassRenderTarget FScreenPassRenderTarget::CreateFromInput(
FRDGBuilder& GraphBuilder,
FRDGTexture* InputTexture,
FIntPoint Extent,
ERenderTargetLoadAction OutputLoadAction,
const TCHAR* OutputName)
{
check(InputTexture);
FRDGTextureDesc OutputDesc = InputTexture->Desc;
OutputDesc.Reset();
EnumRemoveFlags(OutputDesc.Flags, ETextureCreateFlags::Presentable);
OutputDesc.Extent = Extent;
return FScreenPassRenderTarget(GraphBuilder.CreateTexture(OutputDesc, OutputName), OutputLoadAction);
}
FScreenPassRenderTarget FScreenPassRenderTarget::CreateViewFamilyOutput(FRDGTextureRef ViewFamilyTexture, const FViewInfo& View)
{
if (!ViewFamilyTexture)
{
return FScreenPassRenderTarget{};
}
const FIntRect ViewRect = View.PrimaryScreenPercentageMethod == EPrimaryScreenPercentageMethod::RawOutput ? View.ViewRect : View.UnscaledViewRect;
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::ENoAction;
if (!View.IsFirstInFamily() || View.Family->bAdditionalViewFamily)
{
LoadAction = ERenderTargetLoadAction::ELoad;
}
else if (ViewRect.Min != FIntPoint::ZeroValue || ViewRect.Size() != ViewFamilyTexture->Desc.Extent)
{
LoadAction = ERenderTargetLoadAction::EClear;
}
return FScreenPassRenderTarget(
ViewFamilyTexture,
// Raw output mode uses the original view rect. Otherwise the final unscaled rect is used.
ViewRect,
// First view clears the view family texture; all remaining views load.
LoadAction);
}
FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters(const FScreenPassTextureViewport& InViewport)
{
const FVector2f Extent(InViewport.Extent);
const FVector2f ViewportMin(InViewport.Rect.Min.X, InViewport.Rect.Min.Y);
const FVector2f ViewportMax(InViewport.Rect.Max.X, InViewport.Rect.Max.Y);
const FVector2f ViewportSize = ViewportMax - ViewportMin;
FScreenPassTextureViewportParameters Parameters;
if (!InViewport.IsEmpty())
{
Parameters.Extent = Extent;
Parameters.ExtentInverse = FVector2f(1.0f / Extent.X, 1.0f / Extent.Y);
Parameters.ScreenPosToViewportScale = FVector2f(0.5f, -0.5f) * ViewportSize;
Parameters.ScreenPosToViewportBias = (0.5f * ViewportSize) + ViewportMin;
Parameters.ViewportMin = InViewport.Rect.Min;
Parameters.ViewportMax = InViewport.Rect.Max;
Parameters.ViewportSize = ViewportSize;
Parameters.ViewportSizeInverse = FVector2f(1.0f / Parameters.ViewportSize.X, 1.0f / Parameters.ViewportSize.Y);
Parameters.UVViewportMin = ViewportMin * Parameters.ExtentInverse;
Parameters.UVViewportMax = ViewportMax * Parameters.ExtentInverse;
Parameters.UVViewportSize = Parameters.UVViewportMax - Parameters.UVViewportMin;
Parameters.UVViewportSizeInverse = FVector2f(1.0f / Parameters.UVViewportSize.X, 1.0f / Parameters.UVViewportSize.Y);
Parameters.UVViewportBilinearMin = Parameters.UVViewportMin + 0.5f * Parameters.ExtentInverse;
Parameters.UVViewportBilinearMax = Parameters.UVViewportMax - 0.5f * Parameters.ExtentInverse;
}
return Parameters;
}
// static
FScreenTransform FScreenTransform::ChangeTextureUVCoordinateFromTo(
const FScreenPassTextureViewport& SrcViewport,
const FScreenPassTextureViewport& DestViewport)
{
return (
ChangeTextureBasisFromTo(SrcViewport, ETextureBasis::TextureUV, ETextureBasis::ViewportUV) *
ChangeTextureBasisFromTo(DestViewport, ETextureBasis::ViewportUV, ETextureBasis::TextureUV));
}
// static
FScreenTransform FScreenTransform::SvPositionToViewportUV(const FIntRect& SrcViewport)
{
return (FScreenTransform::Identity - SrcViewport.Min) / SrcViewport.Size();
}
// static
FScreenTransform FScreenTransform::DispatchThreadIdToViewportUV(const FIntRect& SrcViewport)
{
return (FScreenTransform::Identity + 0.5f) / SrcViewport.Size();
}
void SetScreenPassPipelineState(FRHICommandList& RHICmdList, const FScreenPassPipelineState& ScreenPassDraw)
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
GraphicsPSOInit.BlendState = ScreenPassDraw.BlendState;
GraphicsPSOInit.RasterizerState = TStaticRasterizerState<FM_Solid, CM_None>::GetRHI();
GraphicsPSOInit.DepthStencilState = ScreenPassDraw.DepthStencilState;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = ScreenPassDraw.VertexDeclaration;
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = ScreenPassDraw.VertexShader.GetVertexShader();
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = ScreenPassDraw.PixelShader.GetPixelShader();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit, ScreenPassDraw.StencilRef);
}
void DrawScreenPass_PostSetup(
FRHICommandList& RHICmdList,
const FScreenPassViewInfo& ViewInfo,
const FScreenPassTextureViewport& OutputViewport,
const FScreenPassTextureViewport& InputViewport,
const FScreenPassPipelineState& PipelineState,
EScreenPassDrawFlags Flags)
{
const FIntRect InputRect = InputViewport.Rect;
const FIntPoint InputSize = InputViewport.Extent;
const FIntRect OutputRect = OutputViewport.Rect;
const FIntPoint OutputSize = OutputViewport.Rect.Size();
FIntPoint LocalOutputPos(FIntPoint::ZeroValue);
FIntPoint LocalOutputSize(OutputSize);
EDrawRectangleFlags DrawRectangleFlags = EDRF_UseTriangleOptimization;
const bool bUseHMDHiddenAreaMask = EnumHasAllFlags(Flags, EScreenPassDrawFlags::AllowHMDHiddenAreaMask) && ViewInfo.bHMDHiddenAreaMaskActive;
DrawPostProcessPass(
RHICmdList,
LocalOutputPos.X, LocalOutputPos.Y, LocalOutputSize.X, LocalOutputSize.Y,
InputRect.Min.X, InputRect.Min.Y, InputRect.Width(), InputRect.Height(),
OutputSize,
InputSize,
PipelineState.VertexShader,
ViewInfo.StereoViewIndex,
bUseHMDHiddenAreaMask,
DrawRectangleFlags,
ViewInfo.InstanceCount);
}
void AddDrawTexturePass(
FRDGBuilder& GraphBuilder,
FScreenPassViewInfo ViewInfo,
FRDGTextureRef InputTexture,
FRDGTextureRef OutputTexture,
FIntPoint InputPosition,
FIntPoint InputSize,
FIntPoint OutputPosition,
FIntPoint OutputSize)
{
const FRDGTextureDesc& InputDesc = InputTexture->Desc;
const FRDGTextureDesc& OutputDesc = OutputTexture->Desc;
// Use a hardware copy if formats and sizes match.
if (InputDesc.Format == OutputDesc.Format && InputSize == OutputSize)
{
return AddCopyTexturePass(GraphBuilder, InputTexture, OutputTexture, InputPosition, OutputPosition, InputSize);
}
if (InputSize == FIntPoint::ZeroValue)
{
// Copy entire input texture to output texture.
InputSize = InputTexture->Desc.Extent;
}
// Don't prime color data if the whole texture is being overwritten.
const ERenderTargetLoadAction LoadAction = (OutputPosition == FIntPoint::ZeroValue && InputSize == OutputDesc.Extent)
? ERenderTargetLoadAction::ENoAction
: ERenderTargetLoadAction::ELoad;
const FScreenPassTextureViewport InputViewport(InputDesc.Extent, FIntRect(InputPosition, InputPosition + InputSize));
const FScreenPassTextureViewport OutputViewport(OutputDesc.Extent, FIntRect(OutputPosition, OutputPosition + OutputSize));
TShaderMapRef<FCopyRectPS> PixelShader(GetGlobalShaderMap(ViewInfo.FeatureLevel));
FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters<FCopyRectPS::FParameters>();
Parameters->InputTexture = InputTexture;
Parameters->InputSampler = TStaticSamplerState<>::GetRHI();
Parameters->RenderTargets[0] = FRenderTargetBinding(OutputTexture, LoadAction);
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), ViewInfo, OutputViewport, InputViewport, PixelShader, Parameters);
}
void AddDrawTexturePass(
FRDGBuilder& GraphBuilder,
FScreenPassViewInfo ViewInfo,
FRDGTextureRef InputTexture,
FRDGTextureRef OutputTexture,
FIntPoint InputPosition,
FIntPoint OutputPosition,
FIntPoint Size)
{
AddDrawTexturePass(
GraphBuilder,
ViewInfo,
InputTexture,
OutputTexture,
InputPosition,
Size,
OutputPosition,
Size);
}
void AddDrawTexturePass(
FRDGBuilder& GraphBuilder,
FScreenPassViewInfo ViewInfo,
FScreenPassTexture Input,
FScreenPassRenderTarget Output,
uint32 RTMultiViewCount)
{
const FScreenPassTextureViewport InputViewport(Input);
const FScreenPassTextureViewport OutputViewport(Output);
TShaderMapRef<FCopyRectPS> PixelShader(GetGlobalShaderMap(ViewInfo.FeatureLevel));
FCopyRectPS::FParameters* Parameters = GraphBuilder.AllocParameters<FCopyRectPS::FParameters>();
Parameters->InputTexture = Input.Texture;
Parameters->InputSampler = TStaticSamplerState<>::GetRHI();
Parameters->RenderTargets[0] = Output.GetRenderTargetBinding();
Parameters->RenderTargets.MultiViewCount = RTMultiViewCount;
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), ViewInfo, OutputViewport, InputViewport, PixelShader, Parameters);
}
void AddDrawTexturePass(
FRDGBuilder& GraphBuilder,
FScreenPassViewInfo ViewInfo,
FScreenPassTextureSlice Input,
FScreenPassRenderTarget Output)
{
const FScreenPassTextureViewport InputViewport(Input);
const FScreenPassTextureViewport OutputViewport(Output);
TShaderMapRef<FCopyRectSrvPS> PixelShader(GetGlobalShaderMap(ViewInfo.FeatureLevel));
FCopyRectSrvPS::FParameters* Parameters = GraphBuilder.AllocParameters<FCopyRectSrvPS::FParameters>();
Parameters->InputTexture = Input.TextureSRV;
Parameters->InputSampler = TStaticSamplerState<>::GetRHI();
Parameters->RenderTargets[0] = Output.GetRenderTargetBinding();
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("DrawTexture"), ViewInfo, OutputViewport, InputViewport, PixelShader, Parameters);
}
class FDownsampleDepthPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FDownsampleDepthPS);
SHADER_USE_PARAMETER_STRUCT(FDownsampleDepthPS, FGlobalShader);
class FOutputMinAndMaxDepth : SHADER_PERMUTATION_BOOL("OUTPUT_MIN_AND_MAX_DEPTH");
class FOutputMinMaxDepthFromMinMaxDepth : SHADER_PERMUTATION_BOOL("OUTPUT_MINMAXDEPTH_FROM_MINMAXDEPTH");
using FPermutationDomain = TShaderPermutationDomain<FOutputMinAndMaxDepth, FOutputMinMaxDepthFromMinMaxDepth>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float2>, MinMaxDepthTexture)
SHADER_PARAMETER(FVector2f, DstToSrcPixelScale)
SHADER_PARAMETER(FVector2f, SourceMaxUV)
SHADER_PARAMETER(FVector2f, DestinationResolution)
SHADER_PARAMETER(uint32, DownsampleDepthFilter)
SHADER_PARAMETER(FIntVector4, DstPixelCoordMinAndMax)
SHADER_PARAMETER(FIntVector4, SrcPixelCoordMinAndMax)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
FPermutationDomain PermutationVector(Parameters.PermutationId);
if (PermutationVector.Get<FOutputMinMaxDepthFromMinMaxDepth>() == true && PermutationVector.Get<FOutputMinAndMaxDepth>() == true)
{
return false;
}
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FDownsampleDepthPS, "/Engine/Private/DownsampleDepthPixelShader.usf", "Main", SF_Pixel);
void AddDownsampleDepthPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FScreenPassTexture Input,
FScreenPassRenderTarget Output,
EDownsampleDepthFilter DownsampleDepthFilter)
{
const FScreenPassTextureViewport InputViewport(Input);
const FScreenPassTextureViewport OutputViewport(Output);
TShaderMapRef<FScreenPassVS> VertexShader(View.ShaderMap);
const bool bIsMinAndMaxDepthFilter = DownsampleDepthFilter == EDownsampleDepthFilter::MinAndMaxDepth;
const bool bIsMinAndMaxDepthFromMinMaxFilter = DownsampleDepthFilter == EDownsampleDepthFilter::MinAndMaxDepthFromMinAndMaxDepth;
FDownsampleDepthPS::FPermutationDomain Permutation;
Permutation.Set<FDownsampleDepthPS::FOutputMinAndMaxDepth>(bIsMinAndMaxDepthFilter ? 1 : 0);
Permutation.Set<FDownsampleDepthPS::FOutputMinMaxDepthFromMinMaxDepth>(bIsMinAndMaxDepthFromMinMaxFilter ? 1 : 0);
TShaderMapRef<FDownsampleDepthPS> PixelShader(View.ShaderMap, Permutation);
// The lower right corner pixel whose coordinate is max considered excluded https://learn.microsoft.com/en-us/windows/win32/direct3d11/d3d11-rect
// That is why we subtract -1 from the maximum value of the source viewport.
FDownsampleDepthPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FDownsampleDepthPS::FParameters>();
PassParameters->View = View.GetShaderParameters();
PassParameters->DepthTexture = bIsMinAndMaxDepthFromMinMaxFilter ? GSystemTextures.GetDepthDummy(GraphBuilder) : Input.Texture;
PassParameters->MinMaxDepthTexture = bIsMinAndMaxDepthFromMinMaxFilter ? Input.Texture : GSystemTextures.GetBlackDummy(GraphBuilder);
PassParameters->DstToSrcPixelScale = FVector2f(float(InputViewport.Extent.X) / float(OutputViewport.Extent.X), float(InputViewport.Extent.Y) / float(OutputViewport.Extent.Y));
PassParameters->SourceMaxUV = FVector2f((float(View.ViewRect.Max.X) -1.0f - 0.51f) / InputViewport.Extent.X, (float(View.ViewRect.Max.Y) - 1.0f - 0.51f) / InputViewport.Extent.Y);
PassParameters->DownsampleDepthFilter = (uint32)DownsampleDepthFilter;
const int32 DownsampledSizeX = OutputViewport.Rect.Width();
const int32 DownsampledSizeY = OutputViewport.Rect.Height();
PassParameters->DestinationResolution = FVector2f(DownsampledSizeX, DownsampledSizeY);
PassParameters->DstPixelCoordMinAndMax = FIntVector4(OutputViewport.Rect.Min.X, OutputViewport.Rect.Min.Y, OutputViewport.Rect.Max.X-1, OutputViewport.Rect.Max.Y-1);
PassParameters->SrcPixelCoordMinAndMax = FIntVector4( InputViewport.Rect.Min.X, InputViewport.Rect.Min.Y, InputViewport.Rect.Max.X-1, InputViewport.Rect.Max.Y-1);
FRHIDepthStencilState* DepthStencilState = TStaticDepthStencilState<true, CF_Always>::GetRHI();
if (bIsMinAndMaxDepthFilter || bIsMinAndMaxDepthFromMinMaxFilter)
{
DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
PassParameters->RenderTargets[0] = FRenderTargetBinding(Output.Texture, Output.LoadAction);
}
else
{
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(Output.Texture, Output.LoadAction, Output.LoadAction, FExclusiveDepthStencil::DepthWrite_StencilWrite);
}
static const TCHAR* kFilterNames[] = {
TEXT("Point"),
TEXT("Max"),
TEXT("CheckerMinMax"),
TEXT("MinAndMaxDepth"),
TEXT("MinMaxFromMinMaxDepth"),
};
AddDrawScreenPass(
GraphBuilder,
RDG_EVENT_NAME("DownsampleDepth(%s) %dx%dx -> %dx%d",
kFilterNames[int32(DownsampleDepthFilter)],
InputViewport.Rect.Width(),
InputViewport.Rect.Height(),
OutputViewport.Rect.Width(),
OutputViewport.Rect.Height()),
View,
OutputViewport, InputViewport,
VertexShader, PixelShader,
DepthStencilState,
PassParameters);
}