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UnrealEngine/Engine/Plugins/TextureGraph/Source/TextureGraphEngine/FxMat/FxMaterial_DrawMaterial.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

289 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include <Materials/Material.h>
#include <Materials/MaterialRenderProxy.h>
#include <MaterialDomain.h>
#include <TextureResource.h>
#include <SceneManagement.h>
#include <PostProcess/DrawRectangle.h>
#include <EngineModule.h>
#include <DataDrivenShaderPlatformInfo.h>
#include <MaterialShader.h>
#include <MaterialShared.h>
#include "Engine/TextureRenderTarget2D.h"
#include "FxMaterial.h"
#include "SceneView.h"
#include "TileInfo_FX.h"
#include "Device/Device.h"
#define UE_API TEXTUREGRAPHENGINE_API
class FTextureGraphMaterialShaderVS : public FMaterialShader
{
public:
DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderVS, Material)
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
END_SHADER_PARAMETER_STRUCT()
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderVS, FMaterialShader);
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
static bool ShouldCache(EShaderPlatform Platform)
{
// Only cache the shader for the given platform if it is supported
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View)
{
UE::Renderer::PostProcess::SetDrawRectangleParameters(BatchedParameters, this, View);
FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
}
};
class FTextureGraphMaterialShaderPS : public FMaterialShader
{
public:
DECLARE_SHADER_TYPE(FTextureGraphMaterialShaderPS, Material)
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FLinearColor, PSControl)
SHADER_PARAMETER_STRUCT(FTileInfo, TileInfo)
END_SHADER_PARAMETER_STRUCT()
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FTextureGraphMaterialShaderPS, FMaterialShader);
static UE_API FName PSCONTROL_ARG;
static bool ShouldCompilePermutation(const FMaterialShaderPermutationParameters& Parameters)
{
return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
}
static void ModifyCompilationEnvironment(const FMaterialShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FMaterialShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
}
static bool ShouldCache(EShaderPlatform Platform)
{
// Only cache the shader for the given platform if it is supported
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM5);
}
void SetParameters(FRHIBatchedShaderParameters& BatchedParameters, const FSceneView& View, const FMaterialRenderProxy* MaterialProxy, const FMaterial& Material)
{
auto& PrimitivePS = GetUniformBufferParameter<FPrimitiveUniformShaderParameters>();
SetUniformBufferParameter(BatchedParameters, PrimitivePS, GIdentityPrimitiveUniformBuffer);
FMaterialShader::SetViewParameters(BatchedParameters, View, View.ViewUniformBuffer);
FMaterialShader::SetParameters(BatchedParameters, MaterialProxy, Material, View);
}
};
class FxMaterial_DrawMaterialBase : public FxMaterial
{
public:
FxMaterial_DrawMaterialBase()
: FxMaterial(TEXT("VSH_TypeVSH_TypeVSH_TypeVSH_Type"), TEXT("FSH_TypeFSH_TypeFSH_TypeFSH_Type"))
{
}
FSceneView* CreateSceneView(FSceneViewFamilyContext& ViewFamily, UTextureRenderTarget2D* RenderTarget, const FIntPoint& TargetSizeXY, int32 RenderIndex);
bool HasVirtualTextureFeedback(FMaterial const& RenderMaterial, EShaderPlatform ShaderPlatform) const;
int32 GetDefaultVirtualTextureWarmupFrames() const;
void VirtualTextureFeedbackBegin(FRDGBuilder& GraphBuilder, FIntPoint TargetSize, ERHIFeatureLevel::Type FeatureLevel) const;
void VirtualTextureFeedbackEnd(FRDGBuilder& GraphBuilder) const;
void VirtualTextureFeedbackSync(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel) const;
void EndFrame(FRHICommandListImmediate& RHICmdList);
static bool ValidateMaterialShaderMap(UMaterial* InMaterial, FShaderType* InPixelShaderType);
};
template <typename VSH_Type, typename FSH_Type>
class FxMaterial_DrawMaterial : public FxMaterial_DrawMaterialBase
{
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(VSH_Type::FParameters, VS)
SHADER_PARAMETER_STRUCT_INCLUDE(FSH_Type::FParameters, PS)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
// type name for the permutation domain
using VSHPermutationDomain = typename VSH_Type::FPermutationDomain;
using FSHPermutationDomain = typename FSH_Type::FPermutationDomain;
TObjectPtr<UMaterialInterface> Material;
protected:
VSHPermutationDomain VSHPermDomain; /// Vertex shader Permutation Domain value
FSHPermutationDomain FSHPermDomain; /// Fragment shader Permutation Domain value
typename VSH_Type::FParameters VSHParams; /// Params for the vertex shader
typename FSH_Type::FParameters FSHParams; /// Params for the fragment shader
public:
// If Material uses VT, we need to run several frames to make sure the VT is fully loaded.
// 0 indicate to use the actual default value specified from the CVar <TG.VirtualTexture.NumWarmupFrames>
int32 VirtualTextureNumWarmupFrames = 0;
public:
FxMaterial_DrawMaterial()
: FxMaterial_DrawMaterialBase()
{
}
FxMaterial_DrawMaterial(UMaterialInterface* InMaterial, const VSHPermutationDomain& InVSHPermutationDomain, const FSHPermutationDomain& InFSHPermutationDomain, int32 InVirtualTextureNumWarmupFrames)
: FxMaterial_DrawMaterialBase(),
Material(InMaterial),
VSHPermDomain(InVSHPermutationDomain),
FSHPermDomain(InFSHPermutationDomain),
VirtualTextureNumWarmupFrames(InVirtualTextureNumWarmupFrames)
{
}
virtual std::shared_ptr<FxMaterial> Clone() override
{
return std::static_pointer_cast<FxMaterial>(std::make_shared<FxMaterial_DrawMaterial<VSH_Type, FSH_Type>>(Material, VSHPermDomain, FSHPermDomain, VirtualTextureNumWarmupFrames));
}
int32 GetVirtualTextureWarmupFrames() const
{
// If the instance value is invalid, then fallback to the default
if (VirtualTextureNumWarmupFrames < 1)
{
return GetDefaultVirtualTextureWarmupFrames();
}
else
{
return VirtualTextureNumWarmupFrames;
}
}
virtual FxMetadataSet GetMetadata() const override
{
return {
{ VSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&VSHParams },
{ FSH_Type::FParameters::FTypeInfo::GetStructMetadata(), (char*)&FSHParams }
};
}
virtual void Blit(FRHICommandListImmediate& RHI, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr) override
{
}
void MyBlit(FRHICommandListImmediate& RHI, UTextureRenderTarget2D* RenderTarget, FRHITexture* Target, const RenderMesh* MeshObj, int32 TargetId, FGraphicsPipelineStateInitializer* InPSO = nullptr)
{
const ERHIFeatureLevel::Type FeatureLevel = GMaxRHIFeatureLevel;
BindTexturesForBlitting();
// Pixel shader combined with Material
const FMaterialRenderProxy* MaterialProxy = Material->GetRenderProxy();
MaterialProxy->UpdateUniformExpressionCacheIfNeeded(FeatureLevel);
FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions();
const FMaterial& RenderMaterial = MaterialProxy->GetMaterialWithFallback(FeatureLevel, MaterialProxy);
const FMaterialShaderMap* const MaterialShaderMap = RenderMaterial.GetRenderingThreadShaderMap();
TShaderRef<VSH_Type> VertexShader = MaterialShaderMap->GetShader<VSH_Type>();
TShaderRef<FSH_Type> PixelShader = MaterialShaderMap->GetShader<FSH_Type>();
const bool bUseVirtualTexturing = HasVirtualTextureFeedback(RenderMaterial, GMaxRHIShaderPlatform);
const int32 RenderCount = bUseVirtualTexturing ? GetVirtualTextureWarmupFrames() : 1;
QUICK_SCOPE_CYCLE_COUNTER(STAT_ShaderPlugin_PixelShader); // Used to gather CPU profiling data for the session frontend
SCOPED_DRAW_EVENT(RHI, ShaderPlugin_Pixel); // Used to profile GPU activity and add metadata to be consumed by for example RenderDoc
for (int32 RenderIndex = 0; RenderIndex < RenderCount; ++RenderIndex)
{
FRDGBuilder GraphBuilder(RHI);
FRDGTextureRef TargetRDG = GraphBuilder.RegisterExternalTexture(CreateRenderTarget(Target, TEXT("FxMaterial_Target")));
// Call VirtualTextureFeedbackBegin() before CreateSceneView() so that we have feedback buffer ready for creation of scene uniform buffer.
if (bUseVirtualTexturing)
{
VirtualTextureFeedbackBegin(GraphBuilder, Target->GetSizeXY(), FeatureLevel);
}
FSceneViewFamilyContext SceneViewFamilyContext(
FSceneViewFamily::ConstructionValues(RenderTarget->GetRenderTargetResource(), nullptr, ESFIM_Game)
.SetTime(FGameTime())
.SetRealtimeUpdate(true));
FSceneView* SceneView = CreateSceneView(SceneViewFamilyContext, RenderTarget, Target->GetSizeXY(), RenderIndex);
auto* PassParameters = GraphBuilder.AllocParameters<FParameters>();
PassParameters->VS = VSHParams;
PassParameters->PS = FSHParams;
PassParameters->RenderTargets[0] = FRenderTargetBinding(TargetRDG, ERenderTargetLoadAction::EClear);
GraphBuilder.AddPass(
RDG_EVENT_NAME("FxMaterial (TargetId: %d, RenderIndex: %d)", TargetId, RenderIndex),
PassParameters,
ERDGPassFlags::Raster,
[&](FRHICommandList& RHICmdList)
{
FGraphicsPipelineStateInitializer PSO;
InitPSO_Default(PSO, VertexShader.GetVertexShader(), PixelShader.GetPixelShader());
RHICmdList.ApplyCachedRenderTargets(PSO);
SetGraphicsPipelineState(RHICmdList, PSO, 0);
SetShaderParametersMixedVS(RHICmdList, VertexShader, PassParameters->VS, *SceneView);
SetShaderParametersMixedPS(RHICmdList, PixelShader, PassParameters->PS, *SceneView, MaterialProxy, RenderMaterial);
RHICmdList.SetStreamSource(0, GQuadBuffer.VertexBufferRHI, 0);
RHICmdList.DrawPrimitive(0, 2, 1);
});
if (bUseVirtualTexturing)
{
VirtualTextureFeedbackEnd(GraphBuilder);
}
GraphBuilder.Execute();
if (bUseVirtualTexturing)
{
VirtualTextureFeedbackSync(RHI, FeatureLevel);
}
EndFrame(RHI);
}
}
static bool ValidateMaterial(UMaterialInterface* InMaterial)
{
check(IsInRenderingThread());
UMaterial* Material = InMaterial->GetMaterial();
return ValidateMaterialShaderMap(Material, &FSH_Type::GetStaticType());
}
};
typedef FxMaterial_DrawMaterial< FTextureGraphMaterialShaderVS, FTextureGraphMaterialShaderPS> FxMaterial_QuadDrawMaterial;
typedef std::shared_ptr<FxMaterial_QuadDrawMaterial> FxMaterialQuadDrawMaterialPtr;
#undef UE_API