Files
UnrealEngine/Engine/Source/Runtime/Renderer/Public/VariableRateShadingImageManager.h
2025-05-18 13:04:45 +08:00

184 lines
7.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ShadingRateAttachment.h: Variable rate shading attachment generation class
definitions.
=============================================================================*/
#pragma once
#include "Logging/LogMacros.h"
#include "RHI.h"
#include "RendererInterface.h"
#include "RenderGraphDefinitions.h"
struct FMinimalSceneTextures; // Forward declaration from SceneTextures.
class IVariableRateShadingImageGenerator;
DECLARE_LOG_CATEGORY_EXTERN(LogVRS, Log, All);
class FVariableRateShadingImageManager : public FRenderResource
{
public:
/**
* Pass type used to determine requested image type based on current CVar settings.
*/
enum EVRSPassType
{
BasePass,
TranslucencyAll,
NaniteEmitGBufferPass,
SSAO,
SSR,
ReflectionEnvironmentAndSky,
LightFunctions,
Decals,
Num
};
/**
* Image type to request from generator. Only the CAS generator currently distinguishes between Full and Conservative
*/
enum EVRSImageType : uint32
{
Disabled = 0,
Full = 1,
Conservative = 2
};
/**
* Explicit VRS source flags; each type of VRS image generated here will have it's own flag defined in this bitfield.
* These flags can be used for any particular rendering path to exclude specific types of VRS generation; e.g.
* Used to allow exclusion of certain types when getting image.
*/
enum class EVRSSourceType : uint32
{
/** Fixed Foveation: Shading rate is decreased near the periphery of the viewport */
FixedFoveation = 0x1,
/** Eye-Tracked Foveation: Shading rate is decreased in the periphery of the user's gaze */
EyeTrackedFoveation = 0x2,
/** Contrast Adaptive Shading: Shading rate is decreased in areas of low contrast (calculated based on the prior frame) */
ContrastAdaptiveShading = 0x4,
// @todo: Add more types here as they're implemented.
/** Mask of all available VRS source types. */
All = FixedFoveation | EyeTrackedFoveation | ContrastAdaptiveShading,
/** Mask of XR foveated VRS gen only. */
XRFoveation = FixedFoveation | EyeTrackedFoveation,
None = 0x0,
};
FVariableRateShadingImageManager();
virtual ~FVariableRateShadingImageManager();
virtual void InitRHI(FRHICommandListBase& RHICmdList) override;
virtual void ReleaseRHI() override;
/**
* Get the combined VRS image for the specified view setup, target size/configuration, and application flags.
* May be run multiple times from different passes.
*/
FRDGTextureRef GetVariableRateShadingImage(FRDGBuilder& GraphBuilder, const FViewInfo& ViewInfo, EVRSPassType PassType, bool bRequestSoftwareImage = false);
/**
* Prepare VRS images and store them for later access.
* Should be run exactly once in Render(), before attempting to get any VRS images for that frame.
*/
void PrepareImageBasedVRS(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, const FMinimalSceneTextures& SceneTextures);
/**
* Returns true if any generator among the given types is enabled, false otherwise.
*/
bool IsTypeEnabledForView(const FSceneView& View, EVRSSourceType Type);
RENDERER_API void RegisterExternalImageGenerator(IVariableRateShadingImageGenerator* ExternalGenerator);
RENDERER_API void UnregisterExternalImageGenerator(IVariableRateShadingImageGenerator* ExternalGenerator);
static bool IsHardwareVRSSupported();
static bool IsSoftwareVRSSupported();
RENDERER_API bool IsPipelineVRSEnabled() const;
RENDERER_API bool IsAttachmentVRSEnabled() const;
RENDERER_API bool IsVRSEnabledForFrame() const;
RENDERER_API bool IsHardwareVRSEnabledForFrame() const;
RENDERER_API bool IsSoftwareVRSEnabledForFrame() const;
UE_DEPRECATED(5.5, "IsHardwareVRSEnabled() is deprecated, please use IsHardwareVRSEnabledForFrame() instead.")
bool IsHardwareVRSEnabled() { return IsHardwareVRSEnabledForFrame(); };
UE_DEPRECATED(5.5, "IsSoftwareVRSEnabled() is deprecated, please use IsSoftwareVRSEnabledForFrame() instead.")
bool IsSoftwareVRSEnabled() { return IsSoftwareVRSEnabledForFrame(); };
bool GetNeedStaticMeshUpdate() const;
void SetNeedStaticMeshUpdate(bool bInNeedStaticMeshUpdate);
static bool IsVRSCompatibleWithView(const FViewInfo& View);
static bool IsVRSCompatibleWithOutputType(const EDisplayOutputFormat& DisplayOutputFormat);
static FIntPoint GetSRITileSize(bool bSoftwareSize = false);
static FRDGTextureDesc GetSRIDesc(const FSceneViewFamily& ViewFamily, bool bSoftwareSize = false);
static int32 GetNumberOfSupportedRates();
void DrawDebugPreview(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, FRDGTextureRef OutputSceneColor);
private:
TRefCountPtr<IPooledRenderTarget> MobileHMDFixedFoveationOverrideImage;
// Used to access the generators functionalities.
TArray<IVariableRateShadingImageGenerator*> ImageGenerators;
TArray<IVariableRateShadingImageGenerator*> ActiveGenerators;
// This is used only to own the memory of generators created in the FVariableRateShadingImageManager constructor.
TArray<TUniquePtr<IVariableRateShadingImageGenerator>> InternalGenerators;
// Guards ImageGenerators because most of the calls of the manager are on the render thread but the
// Register/UnregisterExternalImageGenerator could come from the game thread.
FRWLock GeneratorsMutex;
FRDGTextureRef CombineShadingRateImages(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, TArray<FRDGTextureRef> Sources);
FRDGTextureRef GetForceRateImage(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, int RateIndex = 0, bool bGetSoftwareImage = false);
UE_DEPRECATED(5.5, "This version of GetForceRateImage is deprecated, please use GetForceRateImage(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, int RateIndex, bool bGetSoftwareImage) instead.")
FRDGTextureRef GetForceRateImage(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, int RateIndex = 0,
EVRSImageType ImageType = EVRSImageType::Full, bool bGetSoftwareImage = false) { return GetForceRateImage(GraphBuilder, ViewFamily, RateIndex, bGetSoftwareImage); };
EVRSImageType GetImageTypeFromPassType(EVRSPassType PassType);
bool bHardwareVRSEnabledForFrame = false;
bool bSoftwareVRSEnabledForFrame = false;
int32 VRSForceRateForFrame = -1;
bool bNeedStaticMeshUpdate = false;
};
ENUM_CLASS_FLAGS(FVariableRateShadingImageManager::EVRSSourceType);
RENDERER_API extern TGlobalResource<FVariableRateShadingImageManager> GVRSImageManager;
class IVariableRateShadingImageGenerator
{
public:
virtual ~IVariableRateShadingImageGenerator() {};
// Returns cached VRS image.
virtual FRDGTextureRef GetImage(FRDGBuilder& GraphBuilder, const FViewInfo& ViewInfo, FVariableRateShadingImageManager::EVRSImageType ImageType, bool bGetSoftwareImage = false) = 0;
// Generates image(s) and saves to generator cache. Should only be run once per view per frame, in Render().
virtual void PrepareImages(FRDGBuilder& GraphBuilder, const FSceneViewFamily& ViewFamily, const FMinimalSceneTextures& SceneTextures, bool bPrepareHardwareImages, bool bPrepareSoftwareImages) = 0;
// Returns whether or not generator is enabled - can change at runtime
virtual bool IsEnabled() const { return false; };
// Returns whether or not the given view supports this generator
virtual bool IsSupportedByView(const FSceneView& View) const { return false; };
// Return bitmask of generator type
virtual FVariableRateShadingImageManager::EVRSSourceType GetType() const { return FVariableRateShadingImageManager::EVRSSourceType::None; };
// Get VRS image to be used w/ debug overlay
virtual FRDGTextureRef GetDebugImage(FRDGBuilder& GraphBuilder, const FViewInfo& ViewInfo, FVariableRateShadingImageManager::EVRSImageType ImageType, bool bGetSoftwareImage = false) = 0;
};