BlueRoseNote/03-UnrealEngine/Rendering/RenderingPipeline/向往渲染系列文章阅读笔记/剖析虚幻渲染体系(04)- 延迟渲染管线.md

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2024-02-07 23:03:48 +08:00
---
title: 剖析虚幻渲染体系04- 延迟渲染管线
date: 2024-02-07 22:29:32
excerpt:
tags:
rating: ⭐
---
# 前言
https://www.cnblogs.com/timlly/p/14732412.html
# 延迟渲染管线
由于最耗时的光照计算延迟到后处理阶段所以跟场景的物体数量解耦只跟Render Targe尺寸相关复杂度是O(Nlight×WRT×HRT)。所以,延迟渲染在应对复杂的场景和光源数量的场景比较得心应手,往往能得到非常好的性能提升。
但是也存在一些缺点如需多一个通道来绘制几何信息需要多渲染纹理MRT的支持更多的CPU和GPU显存占用更高的带宽要求有限的材质呈现类型难以使用MSAA等硬件抗锯齿存在画面较糊的情况等等。此外应对简单场景时可能反而得不到渲染性能方面的提升。延迟渲染可以针对不同的平台和API使用不同的优化改进技术从而产生了诸多变种。下面是其中部分变种
## Deferred Lighting(Light Pre-Pass)
又被称为Light Pre-Pass它和Deferred Shading的不同在于需要三个Pass
1. 第一个Pass叫Geometry Pass只输出每个像素光照计算所需的几何属性法线、深度到GBuffer中。
2. 第二个Pass叫Lighting Pass存储光源属性如Normal * LightDir、LightColor、Specular到LBufferLight Buffer光源缓冲区
3. 第三个Pass叫Secondary Geometry Pass获取GBuffer和LBuffer的数据重建每个像素计算光照所需的数据执行光照计算。
与Deferred Shading相比Deferred lighting的优势在于G-Buffer所需的尺寸急剧减少允许更多的材质类型呈现较好第支持MSAA等。劣势是需要绘制场景两次增加了Draw Call。
另外Deferred lighting还有个优化版本做法与上面所述略有不同具体参见文献[Light Pre-Pass](https://www.slideshare.net/cagetu/light-prepass)。
## Tiled-Based Deferred Rendering(TBDR)
2024-02-08 13:37:34 +08:00
**Tiled-Based Deferred Rendering**译名是基于瓦片的渲染,简称**TBDR**它的核心思想在于将渲染纹理分成规则的一个个四边形称为Tile然后利用四边形的包围盒剔除该Tile内无用的光源只保留有作用的光源列表从而减少了实际光照计算中的无效光源的计算量。
![[UE_TBDR1.png]]
1. 将渲染纹理分成一个个均等面积的小块Tile。参见上图(b)。
>Tile没有统一的固定大小在不同的平台架构和渲染器中有所不同不过一般是2的N次方且长宽不一定相等可以是16x16、32x32、64x64等等不宜太小或太大否则优化效果不明显。PowerVR GPU通常取32x32而ARM Mali GPU取16x16。
![[UE_TBDR2.jpg]]
2. 根据Tile内的Depth范围计算出其Bounding Box。
![[UE_TBDR3.jpg]]
_TBDR中的每个Tile内的深度范围可能不一样由此可得到不同大小的Bounding Box。_
3. 根据Tile的Bounding Box和Light的Bounding Box执行求交。
>除了无衰减的方向光其它类型的光源都可以根据位置和衰减计算得到其Bounding Box。
4. 摒弃不相交的Light得到对Tile有作用的Light列表。参见上图(c)。
5. 遍历所有Tile获取每个Tile的有作业的光源索引列表计算该Tile内所有像素的光照结果。
由于TBDR可以摒弃很多无作用的光源能够避免很多无效的光照计算目前已被广泛采用与移动端GPU架构中形成了基于硬件加速的TBDR![[UE_TBDR4.jpg]]
_PowerVR的TBDR架构和立即模式的架构相比在裁剪之后光栅化之前增加了Tiling阶段增加了On-Chip Depth Buffer和Color Buffer以更快地存取深度和颜色。_
下图是PowerVR Rogue家族的Series7XT系列GPU和的硬件架构示意图
![[UE_TBDR5.png]]
## Clustered Deferred Rendering
**Clustered Deferred Rendering**是分簇延迟渲染与TBDR的不同在于**对深度进行了更细粒度的划分**从而避免TBDR在深度范围跳变很大中间无任何有效像素时产生的光源裁剪效率降低的问题。
![[UE_CDR1.jpg]]
_Clustered Deferred Rendering的核心思想是将深度按某种方式细分为若干份从而更加精确地计算每个簇的包围盒进而更精准地裁剪光源避免深度不连续时的光源裁剪效率降低。_
上图的分簇方法被称为**隐式Implicit分簇法**,实际上存在**显式Explicit分簇法**,可以进一步精确深度细分,以实际的深度范围计算每个族的包围盒:![[UE_CDR2.jpg]]_显式Explicit的深度分簇更加精确地定位到每簇的包围盒。_
下图是Tiled、Implicit、Explicit深度划分法的对比图![[UE_CDR3.jpg]]
## VisibilityBuffer
**Visibility Buffer**与**Deferred Texturing**非常类似是Deferred Lighting更加大胆的改进方案核心思路是为了减少GBuffer占用GBuffer占用大意味着带宽大能耗大不渲染GBuffer改成渲染Visibility Buffer。Visibility Buffer上只存三角形和实例id有了这些属性在计算光照阶段shading分别从UAV和bindless texture里面读取真正需要的vertex attributes和贴图的属性根据uv的差分自行计算mip-map下图。![[VisibilityBuffer1.jpg]]_GBuffer和Visibility Buffer渲染管线对比示意图。后者在由Visiblity阶段取代前者的Gemotry Pass此阶段只记录三角形和实例id可将它们压缩进4bytes的Buffer中从而极大地减少了显存的占用。_
此方法虽然可以减少对Buffer的占用但需要bindless texture的支持对GPU Cache并不友好相邻像素的三角形和实例id跳变大降低Cache的空间局部性
## Deferred Adaptive Compute Shading
**Deferred Adaptive Compute Shading**的核心思想在于将屏幕像素按照某种方式划分为5个Level的不同粒度的像素块以便决定是直接从相邻Level插值还是重新着色。![[UE_DACS.jpg]]
此法在渲染UE4的不同场景时在均方误差RMSE、峰值信噪比PSNR、平均结构相似性MSSIM都能获得良好的指标。下图![[UE_DACS2.jpg]]_渲染同一场景和画面时对比Checkerboard棋盘着色方法相同时间内DACS的均方误差RMSE只是前者的21.5%相同图像质量MSSIMDACS的时间快了4.22倍。_
# ForwardRendering
## Forward+ Rendering
**Forward+** 也被称为**Tiled Forward Rendering**为了提升前向渲染光源的数量它增加了光源剔除阶段有3个Passdepth prepasslight culling passshading pass。
light culling pass和瓦片的延迟渲染类似将屏幕划分成若干个Tile将每个Tile和光源求交有效的光源写入到Tile的光源列表以减少shading阶段的光源数量。![[UE_Forward+.png]]Forward+存在由于街头锥体拉长后在几何边界产生误报False positives可以通过separating axis theorem (SAT)改善)的情况。
- **Cluster Forward Rendering**
**Cluster Forward Rendering**和Cluster Deferred Rendering类似将屏幕空间划分成均等Tile深度细分成一个个簇进而更加细粒度地裁剪光源。算法类似这里就不累述了。
- **Volume Tiled Forward Rendering**
**Volume Tiled Forward Rendering**在Tiled和Clusterer的前向渲染基础上扩展的一种技术旨在提升场景的光源支持数量论文作者认为可以达到400万个光源的场景以30FPS实时渲染。它由以下步骤组成
1.1 计算GridVolume Tile的尺寸。给定Tile尺寸(tx,ty)(<28><>,<2C><>)和屏幕分辨率(w,h)(<28>,),可以算出屏幕的细分数量(Sx,Sy)(<28><>,<2C><>)
(Sx,Sy)=(wtx, hty)(<28><>,<2C><>)=(|<7C><><EFBFBD>|, |<><E2848E>|)
深度方向的细分数量为:
SZ=log(Zfar/Znear)log(1+2tanθSy)<E288A3><E288A3>=|log(<28><><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD><EFBFBD>)log(1+2tan<6E><E281A1><EFBFBD>)|
1.2 计算每个Volume Tile的AABB。结合下图每个Tile的AABB边界计算如下
![](https://img2020.cnblogs.com/blog/1617944/202105/1617944-20210505185052104-732740401.png)
knear=Znear(1+2tan(θ)Sy)kkfar=Znear(1+2tan(θ)Sy)k+1pmin=(Sx⋅i, Sy⋅j)pmax=(Sx⋅(i+1), Sy⋅(j+1))<29><><EFBFBD><EFBFBD><EFBFBD>=<3D><><EFBFBD><EFBFBD><EFBFBD>(1+2tan(<28>)<29><>)<29><><EFBFBD><EFBFBD><EFBFBD>=<3D><><EFBFBD><EFBFBD><EFBFBD>(1+2tan(<28>)<29><>)<29>+1<><31><EFBFBD><EFBFBD>=(<28><><EFBFBD>, <><C2A0><EFBFBD>)<29><><EFBFBD><EFBFBD>=(<28><>⋅(<28>+1), <><C2A0>⋅(<28>+1))
2、更新阶段
2.1 深度Pre-pass。只记录非半透明物体的深度。
2.2 标记激活的Tile。
2.3 创建和压缩Tile列表。
2.4 将光源赋给Tile。每个线程组执行一个激活的Volume Tile利用Tile的AABB和场景中所有的光源求交可用BVH减少求交次数将相交的光源索引记录到对应Tile的光源列表每个Tile的光源数据是光源列表的起始位置和光源的数量![](https://img2020.cnblogs.com/blog/1617944/202105/1617944-20210505185102458-372099872.png)
2.5 着色。此阶段与前述方法无特别差异。
基于体素分块的渲染虽然能够满足海量光源的渲染但也存在Draw Call数量攀升和自相似体素瓦片Self-Similar Volume Tiles离摄像机近的体素很小而远的又相当大的问题。
# UE渲染相关
## FSceneRenderer
`FSceneRenderer`是UE场景渲染器父类是UE渲染体系的大脑和发动机在整个渲染体系拥有举足轻重的位置主要用于处理和渲染场景生成RHI层的渲染指令。
```c++
// Engine\Source\Runtime\Renderer\Private\SceneRendering.h
// 场景渲染器
class FSceneRenderer
{
public:
FScene* Scene; // 被渲染的场景
FSceneViewFamily ViewFamily; // 被渲染的场景视图族保存了需要渲染的所有view
TArray<FViewInfo> Views; // 需要被渲染的view实例。
FMeshElementCollector MeshCollector; // 网格收集器
FMeshElementCollector RayTracingCollector; // 光追网格收集器
// 可见光源信息
TArray<FVisibleLightInfo,SceneRenderingAllocator> VisibleLightInfos;
// 阴影相关的数据
TArray<FParallelMeshDrawCommandPass*, SceneRenderingAllocator> DispatchedShadowDepthPasses;
FSortedShadowMaps SortedShadowsForShadowDepthPass;
// 特殊标记
bool bHasRequestedToggleFreeze;
bool bUsedPrecomputedVisibility;
// 使用全场景阴影的点光源列表可通过r.SupportPointLightWholeSceneShadows开关
TArray<FName, SceneRenderingAllocator> UsedWholeScenePointLightNames;
// 平台Level信息
ERHIFeatureLevel::Type FeatureLevel;
EShaderPlatform ShaderPlatform;
(......)
public:
FSceneRenderer(const FSceneViewFamily* InViewFamily,FHitProxyConsumer* HitProxyConsumer);
virtual ~FSceneRenderer();
// FSceneRenderer接口注意部分是空实现体和抽象接口
// 渲染入口
virtual void Render(FRHICommandListImmediate& RHICmdList) = 0;
virtual void RenderHitProxies(FRHICommandListImmediate& RHICmdList) {}
// 场景渲染器实例
static FSceneRenderer* CreateSceneRenderer(const FSceneViewFamily* InViewFamily, FHitProxyConsumer* HitProxyConsumer);
void PrepareViewRectsForRendering();
#if WITH_MGPU // 多GPU支持
void ComputeViewGPUMasks(FRHIGPUMask RenderTargetGPUMask);
#endif
// 更新每个view所在的渲染纹理的结果
void DoCrossGPUTransfers(FRHICommandListImmediate& RHICmdList, FRHIGPUMask RenderTargetGPUMask);
// 遮挡查询接口和数据
bool DoOcclusionQueries(ERHIFeatureLevel::Type InFeatureLevel) const;
void BeginOcclusionTests(FRHICommandListImmediate& RHICmdList, bool bRenderQueries);
static FGraphEventRef OcclusionSubmittedFence[FOcclusionQueryHelpers::MaxBufferedOcclusionFrames];
void FenceOcclusionTests(FRHICommandListImmediate& RHICmdList);
void WaitOcclusionTests(FRHICommandListImmediate& RHICmdList);
bool ShouldDumpMeshDrawCommandInstancingStats() const { return bDumpMeshDrawCommandInstancingStats; }
static FGlobalBoundShaderState OcclusionTestBoundShaderState;
static bool ShouldCompositeEditorPrimitives(const FViewInfo& View);
// 等待场景渲染器执行完成和清理工作以及最终删除
static void WaitForTasksClearSnapshotsAndDeleteSceneRenderer(FRHICommandListImmediate& RHICmdList, FSceneRenderer* SceneRenderer, bool bWaitForTasks = true);
static void DelayWaitForTasksClearSnapshotsAndDeleteSceneRenderer(FRHICommandListImmediate& RHICmdList, FSceneRenderer* SceneRenderer);
// 其它接口
static FIntPoint ApplyResolutionFraction(...);
static FIntPoint QuantizeViewRectMin(const FIntPoint& ViewRectMin);
static FIntPoint GetDesiredInternalBufferSize(const FSceneViewFamily& ViewFamily);
static ISceneViewFamilyScreenPercentage* ForkScreenPercentageInterface(...);
static int32 GetRefractionQuality(const FSceneViewFamily& ViewFamily);
protected:
(......)
#if WITH_MGPU // 多GPU支持
FRHIGPUMask AllViewsGPUMask;
FRHIGPUMask GetGPUMaskForShadow(FProjectedShadowInfo* ProjectedShadowInfo) const;
#endif
// ----可在所有渲染器共享的接口----
// --渲染流程和MeshPass相关接口--
void OnStartRender(FRHICommandListImmediate& RHICmdList);
void RenderFinish(FRHICommandListImmediate& RHICmdList);
void SetupMeshPass(FViewInfo& View, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewCommands& ViewCommands);
void GatherDynamicMeshElements(...);
void RenderDistortion(FRHICommandListImmediate& RHICmdList);
void InitFogConstants();
bool ShouldRenderTranslucency(ETranslucencyPass::Type TranslucencyPass) const;
void RenderCustomDepthPassAtLocation(FRHICommandListImmediate& RHICmdList, int32 Location);
void RenderCustomDepthPass(FRHICommandListImmediate& RHICmdList);
void RenderPlanarReflection(class FPlanarReflectionSceneProxy* ReflectionSceneProxy);
void InitSkyAtmosphereForViews(FRHICommandListImmediate& RHICmdList);
void RenderSkyAtmosphereLookUpTables(FRHICommandListImmediate& RHICmdList);
void RenderSkyAtmosphere(FRHICommandListImmediate& RHICmdList);
void RenderSkyAtmosphereEditorNotifications(FRHICommandListImmediate& RHICmdList);
// ---阴影相关接口---
void InitDynamicShadows(FRHICommandListImmediate& RHICmdList, FGlobalDynamicIndexBuffer& DynamicIndexBuffer, FGlobalDynamicVertexBuffer& DynamicVertexBuffer, FGlobalDynamicReadBuffer& DynamicReadBuffer);
bool RenderShadowProjections(FRHICommandListImmediate& RHICmdList, const FLightSceneInfo* LightSceneInfo, IPooledRenderTarget* ScreenShadowMaskTexture, IPooledRenderTarget* ScreenShadowMaskSubPixelTexture, bool bProjectingForForwardShading, bool bMobileModulatedProjections, const struct FHairStrandsVisibilityViews* InHairVisibilityViews);
TRefCountPtr<FProjectedShadowInfo> GetCachedPreshadow(...);
void CreatePerObjectProjectedShadow(...);
void SetupInteractionShadows(...);
void AddViewDependentWholeSceneShadowsForView(...);
void AllocateShadowDepthTargets(FRHICommandListImmediate& RHICmdList);
void AllocatePerObjectShadowDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
void AllocateCachedSpotlightShadowDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
void AllocateCSMDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
void AllocateRSMDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
void AllocateOnePassPointLightDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
void AllocateTranslucentShadowDepthTargets(FRHICommandListImmediate& RHICmdList, ...);
bool CheckForProjectedShadows(const FLightSceneInfo* LightSceneInfo) const;
void GatherShadowPrimitives(...);
void RenderShadowDepthMaps(FRHICommandListImmediate& RHICmdList);
void RenderShadowDepthMapAtlases(FRHICommandListImmediate& RHICmdList);
void CreateWholeSceneProjectedShadow(FLightSceneInfo* LightSceneInfo, ...);
void UpdatePreshadowCache(FSceneRenderTargets& SceneContext);
void InitProjectedShadowVisibility(FRHICommandListImmediate& RHICmdList);
void GatherShadowDynamicMeshElements(FGlobalDynamicIndexBuffer& DynamicIndexBuffer, FGlobalDynamicVertexBuffer& DynamicVertexBuffer, FGlobalDynamicReadBuffer& DynamicReadBuffer);
// --光源接口--
static void GetLightNameForDrawEvent(const FLightSceneProxy* LightProxy, FString& LightNameWithLevel);
static void GatherSimpleLights(const FSceneViewFamily& ViewFamily, ...);
static void SplitSimpleLightsByView(const FSceneViewFamily& ViewFamily, ...);
// --可见性接口--
void PreVisibilityFrameSetup(FRHICommandListImmediate& RHICmdList);
void ComputeViewVisibility(FRHICommandListImmediate& RHICmdList, ...);
void PostVisibilityFrameSetup(FILCUpdatePrimTaskData& OutILCTaskData);
// --其它接口--
void GammaCorrectToViewportRenderTarget(FRHICommandList& RHICmdList, const FViewInfo* View, float OverrideGamma);
FRHITexture* GetMultiViewSceneColor(const FSceneRenderTargets& SceneContext) const;
void UpdatePrimitiveIndirectLightingCacheBuffers();
bool ShouldRenderSkyAtmosphereEditorNotifications();
void ResolveSceneColor(FRHICommandList& RHICmdList);
(......)
};
```
`FSceneRenderer`由游戏线程的`FRendererModule::BeginRenderingViewFamily`负责创建和初始化,然后传递给渲染线程。渲染线程会调用`FSceneRenderer::Render()`,渲染完返回后,会删除`FSceneRenderer`的实例。也就是说,`FSceneRenderer`会被每帧创建和销毁。
`FSceneRenderer`拥有两个子类:`FMobileSceneRenderer``FDeferredShadingSceneRenderer`
`FMobileSceneRenderer`是用于移动平台的场景渲染器,默认采用了前向渲染的流程。
`FDeferredShadingSceneRenderer`虽然名字叫做延迟着色场景渲染器但其实集成了包含前向渲染和延迟渲染的两种渲染路径是PC和主机平台的默认场景渲染器笔者刚接触伊始也被这蜜汁取名迷惑过
## FDeferredShadingSceneRenderer
`FDeferredShadingSceneRenderer`主要包含了MeshPass、光源、阴影、光线追踪、反射、可见性等几大类接口。其中最重要的接口非`FDeferredShadingSceneRenderer::Render()`莫属,它是`FDeferredShadingSceneRenderer`的渲染主入口,主流程和重要接口的调用都直接或间接发生它内部。
则可以划分成以下主要阶段:
- FScene::UpdateAllPrimitiveSceneInfos更新所有图元的信息到GPU若启用了GPUScene将会用二维纹理或StructureBuffer来存储图元的信息。
- FSceneRenderTargets::Allocate若有需要分辨率改变、API触发重新分配场景的渲染纹理以保证足够大的尺寸渲染对应的view。
- InitViews采用裁剪若干方式初始化图元的可见性设置可见的动态阴影有必要时会对阴影平截头体和世界求交全场阴影和逐物体阴影
- PrePass / Depth only pass提前深度Pass用来渲染不透明物体的深度。此Pass只会写入深度而不会写入颜色写入深度时有disabled、occlusion only、complete depths三种模式视不同的平台和Feature Level决定。通常用来建立Hierarchical-Z以便能够开启硬件的Early-Z技术提升Base Pass的渲染效率。
- **Base pass****也就是前面章节所说的几何通道。** 用来渲染不透明物体Opaque和Masked材质的几何信息包含法线、深度、颜色、AO、粗糙度、金属度等等。这些几何信息会写入若干张GBuffer中。此阶段不会计算动态光源的贡献但会计算Lightmap和天空光的贡献。
- Issue Occlusion Queries / BeginOcclusionTests开启遮挡渲染此帧的渲染遮挡数据用于**下一帧** `InitViews`阶段的遮挡剔除。此阶段主要使用物体的包围盒来渲染也可能会打包相近物体的包围盒以减少Draw Call。
- **Lighting****此阶段也就是前面章节所说的光照通道**是标准延迟着色和分块延迟着色的混合体。会计算开启阴影的光源的阴影图也会计算每个灯光对屏幕空间像素的贡献量并累计到Scene Color中。此外还会计算光源也对translucency lighting volumes的贡献量。
- Fog在屏幕空间计算雾和大气对不透明物体表面像素的影响。
- Translucency渲染半透明物体阶段。所有半透明物体由远到近视图空间逐个绘制到离屏渲染纹理offscreen render target代码中叫separate translucent render target接着用单独的pass以正确计算和混合光照结果。
- Post Processing后处理阶段。包含了不需要GBuffer的Bloom、色调映射、Gamma校正等以及需要GBuffer的SSR、SSAO、SSGI等。此阶段会将半透明的渲染纹理混合到最终的场景颜色中。
### FScene::UpdateAllPrimitiveSceneInfos
`FScene::UpdateAllPrimitiveSceneInfos`的调用发生在`FDeferredShadingSceneRenderer::Render`的第一行:
```c++
// Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList)
{
Scene->UpdateAllPrimitiveSceneInfos(RHICmdList, true);
(......)
}
```
`FScene::UpdateAllPrimitiveSceneInfos`的主要作用是删除、增加、更新CPU侧的图元数据且同步到GPU端。其中GPU的图元数据存在两种方式
- 每个图元独有一个Uniform Buffer。在shader中需要访问图元的数据时从该图元的Uniform Buffer中获取即可。这种结构简单易理解兼容所有FeatureLevel的设备。但是会增加CPU和GPU的IO降低GPU的Cache命中率。
- 使用Texture2D或StructuredBuffer的GPU Scene所有图元的数据按规律放置到此。在shader中需要访问图元的数据时需要从GPU Scene中对应的位置读取数据。需要SM5支持实现难度高不易理解但可减少CPU和GPU的IO提升GPU Cache命中率可更好地支持光线追踪和GPU Driven Pipeline。
虽然以上访问的方式不一样但shader中已经做了封装使用者不需要区分是哪种形式的Buffer只需使用以下方式
```c++
// Engine\Shaders\Private\SceneData.ush
struct FPrimitiveSceneData
{
float4x4 LocalToWorld;
float4 InvNonUniformScaleAndDeterminantSign;
float4 ObjectWorldPositionAndRadius;
float4x4 WorldToLocal;
float4x4 PreviousLocalToWorld;
float4x4 PreviousWorldToLocal;
float3 ActorWorldPosition;
float UseSingleSampleShadowFromStationaryLights;
float3 ObjectBounds;
float LpvBiasMultiplier;
float DecalReceiverMask;
float PerObjectGBufferData;
float UseVolumetricLightmapShadowFromStationaryLights;
float DrawsVelocity;
float4 ObjectOrientation;
float4 NonUniformScale;
float3 LocalObjectBoundsMin;
uint LightingChannelMask;
float3 LocalObjectBoundsMax;
uint LightmapDataIndex;
float3 PreSkinnedLocalBoundsMin;
int SingleCaptureIndex;
float3 PreSkinnedLocalBoundsMax;
uint OutputVelocity;
float4 CustomPrimitiveData[NUM_CUSTOM_PRIMITIVE_DATA];
};
```
由此可见每个图元可访问的数据还是很多的占用的显存也相当可观每个图元大约占用576字节如果场景存在10000个图元游戏场景很常见则忽略Padding情况下这些图元数据总量达到约5.5M。
言归正传回到C++层看看GPU Scene的定义
```c++
// Engine\Source\Runtime\Renderer\Private\ScenePrivate.h
class FGPUScene
{
public:
// 是否更新全部图元数据,通常用于调试,运行期会导致性能下降。
bool bUpdateAllPrimitives;
// 需要更新数据的图元索引.
TArray<int32> PrimitivesToUpdate;
// 所有图元的bit,当对应索引的bit为1时表示需要更新(同时在PrimitivesToUpdate中).
TBitArray<> PrimitivesMarkedToUpdate;
// 存放图元的GPU数据结构, 可以是TextureBuffer或Texture2D, 但只有其中一种会被创建和生效, 移动端可由Mobile.UseGPUSceneTexture控制台变量设定.
FRWBufferStructured PrimitiveBuffer;
FTextureRWBuffer2D PrimitiveTexture;
// 上传的buffer
FScatterUploadBuffer PrimitiveUploadBuffer;
FScatterUploadBuffer PrimitiveUploadViewBuffer;
// 光照图
FGrowOnlySpanAllocator LightmapDataAllocator;
FRWBufferStructured LightmapDataBuffer;
FScatterUploadBuffer LightmapUploadBuffer;
};
```
代码略……
总结起来,`FScene::UpdateAllPrimitiveSceneInfos`的作用是删除、增加图元,以及更新图元的所有数据,包含变换矩阵、自定义数据、距离场数据等。
GPUScene的PrimitivesToUpdate和PrimitivesMarkedToUpdate收集好需要更新的所有图元索引后会在`FDeferredShadingSceneRenderer::Render``InitViews`之后同步给GPU
```c++
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList)
{
// 更新GPUScene的数据
Scene->UpdateAllPrimitiveSceneInfos(RHICmdList, true);
(......)
// 初始化View的数据
bDoInitViewAftersPrepass = InitViews(RHICmdList, BasePassDepthStencilAccess, ILCTaskData, UpdateViewCustomDataEvents);
(......)
// 同步CPU端的GPUScene到GPU.
UpdateGPUScene(RHICmdList, *Scene);//5.3 => Scene->GPUScene.Update(GraphBuilder, GetSceneUniforms(), *Scene, ExternalAccessQueue);
(......)
}
```
UpdateGPUScene()代码略……
2024-02-08 15:13:04 +08:00
### InitViews5.3已经变成了BeginInitViews() & EndInitViews()
- InitViews()(BeginInitViews())
- PreVisibilityFrameSetup()做了大量的初始化工作如静态网格、Groom、SkinCache、特效、TAA、ViewState等等。
- 初始化特效系统FXSystem
- ComputeViewVisibility():最重要的功能就是处理图元的可见性,包含视椎体裁剪、遮挡剔除,以及收集动态网格信息、创建光源信息等。
- FPrimitiveSceneInfo::UpdateStaticMeshes更新静态网格数据。
- ViewState::GetPrecomputedVisibilityData获取预计算的可见性数据。
- FrustumCull视锥体裁剪。
- **ComputeAndMarkRelevanceForViewParallel**:计算和标记视图并行处理的关联数据。
- **GatherDynamicMeshElements**收集view的动态可见元素上一篇中已经解析过。
- **SetupMeshPass**设置网格Pass的数据将FMeshBatch转换成FMeshDrawCommand上一篇中已经解析过。
- CreateIndirectCapsuleShadows创建胶囊体阴影。
- UpdateSkyIrradianceGpuBuffer更新天空体环境光照的GPU数据。
- InitSkyAtmosphereForViews初始化大气效果。
- **PostVisibilityFrameSetup()**利用view的视锥裁剪光源防止视线外或屏幕占比很小或没有光照强度的光源进入shader计算。此外还会处理贴花排序、调整之前帧的RT和雾效、光束等。
- FViewInfo::InitRHIResources()初始化每个View的UniformBuffer。
- SetupVolumetricFog初始化和设置体积雾。
- FSceneRenderer::OnStartRender()通知RHI已经开启了渲染以初始化视图相关的数据和资源。
以下是旧版本代码:
```c++
// Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp
bool FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate& RHICmdList, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, struct FILCUpdatePrimTaskData& ILCTaskData, FGraphEventArray& UpdateViewCustomDataEvents)
{
// 创建可见性帧设置预备阶段.
PreVisibilityFrameSetup(RHICmdList);
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
// 特效系统初始化
{
if (Scene->FXSystem && Scene->FXSystem->RequiresEarlyViewUniformBuffer() && Views.IsValidIndex(0))
{
// 保证第一个view的RHI资源已被初始化.
Views[0].InitRHIResources();
Scene->FXSystem->PostInitViews(RHICmdList, Views[0].ViewUniformBuffer, Views[0].AllowGPUParticleUpdate() && !ViewFamily.EngineShowFlags.HitProxies);
}
}
// 创建可见性网格指令.
FViewVisibleCommandsPerView ViewCommandsPerView;
ViewCommandsPerView.SetNum(Views.Num());
// 计算可见性.
ComputeViewVisibility(RHICmdList, BasePassDepthStencilAccess, ViewCommandsPerView, DynamicIndexBufferForInitViews, DynamicVertexBufferForInitViews, DynamicReadBufferForInitViews);
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
// 胶囊阴影
CreateIndirectCapsuleShadows();
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
// 初始化大气效果.
if (ShouldRenderSkyAtmosphere(Scene, ViewFamily.EngineShowFlags))
{
InitSkyAtmosphereForViews(RHICmdList);
}
// 创建可见性帧设置后置阶段.
PostVisibilityFrameSetup(ILCTaskData);
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
(......)
// 是否可能在Prepass之后初始化view由GDoInitViewsLightingAfterPrepass决定而GDoInitViewsLightingAfterPrepass又可通过控制台命令r.DoInitViewsLightingAfterPrepass设定。
bool bDoInitViewAftersPrepass = !!GDoInitViewsLightingAfterPrepass;
if (!bDoInitViewAftersPrepass)
{
InitViewsPossiblyAfterPrepass(RHICmdList, ILCTaskData, UpdateViewCustomDataEvents);
}
{
// 初始化所有view的uniform buffer和RHI资源.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
if (View.ViewState)
{
if (!View.ViewState->ForwardLightingResources)
{
View.ViewState->ForwardLightingResources.Reset(new FForwardLightingViewResources());
}
View.ForwardLightingResources = View.ViewState->ForwardLightingResources.Get();
}
else
{
View.ForwardLightingResourcesStorage.Reset(new FForwardLightingViewResources());
View.ForwardLightingResources = View.ForwardLightingResourcesStorage.Get();
}
#if RHI_RAYTRACING
View.IESLightProfileResource = View.ViewState ? &View.ViewState->IESLightProfileResources : nullptr;
#endif
// Set the pre-exposure before initializing the constant buffers.
if (View.ViewState)
{
View.ViewState->UpdatePreExposure(View);
}
// Initialize the view's RHI resources.
View.InitRHIResources();
}
}
// 体积雾
SetupVolumetricFog();
// 发送开始渲染事件.
OnStartRender(RHICmdList);
return bDoInitViewAftersPrepass;
}
```
上面的代码似乎没有做太多逻辑,然而实际上很多逻辑分散在了上面的一些重要接口中,先分析`PreVisibilityFrameSetup`
```c++
// Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp
void FDeferredShadingSceneRenderer::PreVisibilityFrameSetup(FRHICommandListImmediate& RHICmdList)
{
// Possible stencil dither optimization approach
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
View.bAllowStencilDither = bDitheredLODTransitionsUseStencil;
}
FSceneRenderer::PreVisibilityFrameSetup(RHICmdList);
}
void FSceneRenderer::PreVisibilityFrameSetup(FRHICommandListImmediate& RHICmdList)
{
// 通知RHI已经开始渲染场景了.
RHICmdList.BeginScene();
{
static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DoLazyStaticMeshUpdate"));
const bool DoLazyStaticMeshUpdate = (CVar->GetInt() && !GIsEditor);
// 延迟的静态网格更新.
if (DoLazyStaticMeshUpdate)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PreVisibilityFrameSetup_EvictionForLazyStaticMeshUpdate);
static int32 RollingRemoveIndex = 0;
static int32 RollingPassShrinkIndex = 0;
if (RollingRemoveIndex >= Scene->Primitives.Num())
{
RollingRemoveIndex = 0;
RollingPassShrinkIndex++;
if (RollingPassShrinkIndex >= UE_ARRAY_COUNT(Scene->CachedDrawLists))
{
RollingPassShrinkIndex = 0;
}
// Periodically shrink the SparseArray containing cached mesh draw commands which we are causing to be regenerated with UpdateStaticMeshes
Scene->CachedDrawLists[RollingPassShrinkIndex].MeshDrawCommands.Shrink();
}
const int32 NumRemovedPerFrame = 10;
TArray<FPrimitiveSceneInfo*, TInlineAllocator<10>> SceneInfos;
for (int32 NumRemoved = 0; NumRemoved < NumRemovedPerFrame && RollingRemoveIndex < Scene->Primitives.Num(); NumRemoved++, RollingRemoveIndex++)
{
SceneInfos.Add(Scene->Primitives[RollingRemoveIndex]);
}
FPrimitiveSceneInfo::UpdateStaticMeshes(RHICmdList, Scene, SceneInfos, false);
}
}
// 转换Skin Cache
RunGPUSkinCacheTransition(RHICmdList, Scene, EGPUSkinCacheTransition::FrameSetup);
// 初始化Groom头发
if (IsHairStrandsEnable(Scene->GetShaderPlatform()) && Views.Num() > 0)
{
const EWorldType::Type WorldType = Views[0].Family->Scene->GetWorld()->WorldType;
const FShaderDrawDebugData* ShaderDrawData = &Views[0].ShaderDrawData;
auto ShaderMap = GetGlobalShaderMap(FeatureLevel);
RunHairStrandsInterpolation(RHICmdList, WorldType, Scene->GetGPUSkinCache(), ShaderDrawData, ShaderMap, EHairStrandsInterpolationType::SimulationStrands, nullptr);
}
// 特效系统
if (Scene->FXSystem && Views.IsValidIndex(0))
{
Scene->FXSystem->PreInitViews(RHICmdList, Views[0].AllowGPUParticleUpdate() && !ViewFamily.EngineShowFlags.HitProxies);
}
(......)
// 设置运动模糊参数(包含TAA的处理)
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FSceneViewState* ViewState = View.ViewState;
check(View.VerifyMembersChecks());
// Once per render increment the occlusion frame counter.
if (ViewState)
{
ViewState->OcclusionFrameCounter++;
}
// HighResScreenshot should get best results so we don't do the occlusion optimization based on the former frame
extern bool GIsHighResScreenshot;
const bool bIsHitTesting = ViewFamily.EngineShowFlags.HitProxies;
// Don't test occlusion queries in collision viewmode as they can be bigger then the rendering bounds.
const bool bCollisionView = ViewFamily.EngineShowFlags.CollisionVisibility || ViewFamily.EngineShowFlags.CollisionPawn;
if (GIsHighResScreenshot || !DoOcclusionQueries(FeatureLevel) || bIsHitTesting || bCollisionView)
{
View.bDisableQuerySubmissions = true;
View.bIgnoreExistingQueries = true;
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// set up the screen area for occlusion
float NumPossiblePixels = SceneContext.UseDownsizedOcclusionQueries() && IsValidRef(SceneContext.GetSmallDepthSurface()) ?
(float)View.ViewRect.Width() / SceneContext.GetSmallColorDepthDownsampleFactor() * (float)View.ViewRect.Height() / SceneContext.GetSmallColorDepthDownsampleFactor() :
View.ViewRect.Width() * View.ViewRect.Height();
View.OneOverNumPossiblePixels = NumPossiblePixels > 0.0 ? 1.0f / NumPossiblePixels : 0.0f;
// Still need no jitter to be set for temporal feedback on SSR (it is enabled even when temporal AA is off).
check(View.TemporalJitterPixels.X == 0.0f);
check(View.TemporalJitterPixels.Y == 0.0f);
// Cache the projection matrix b
// Cache the projection matrix before AA is applied
View.ViewMatrices.SaveProjectionNoAAMatrix();
if (ViewState)
{
check(View.bStatePrevViewInfoIsReadOnly);
View.bStatePrevViewInfoIsReadOnly = ViewFamily.bWorldIsPaused || ViewFamily.EngineShowFlags.HitProxies || bFreezeTemporalHistories;
ViewState->SetupDistanceFieldTemporalOffset(ViewFamily);
if (!View.bStatePrevViewInfoIsReadOnly && !bFreezeTemporalSequences)
{
ViewState->FrameIndex++;
}
if (View.OverrideFrameIndexValue.IsSet())
{
ViewState->FrameIndex = View.OverrideFrameIndexValue.GetValue();
}
}
// Subpixel jitter for temporal AA
int32 CVarTemporalAASamplesValue = CVarTemporalAASamples.GetValueOnRenderThread();
bool bTemporalUpsampling = View.PrimaryScreenPercentageMethod == EPrimaryScreenPercentageMethod::TemporalUpscale;
// Apply a sub pixel offset to the view.
if (View.AntiAliasingMethod == AAM_TemporalAA && ViewState && (CVarTemporalAASamplesValue > 0 || bTemporalUpsampling) && View.bAllowTemporalJitter)
{
float EffectivePrimaryResolutionFraction = float(View.ViewRect.Width()) / float(View.GetSecondaryViewRectSize().X);
// Compute number of TAA samples.
int32 TemporalAASamples = CVarTemporalAASamplesValue;
{
if (Scene->GetFeatureLevel() < ERHIFeatureLevel::SM5)
{
// Only support 2 samples for mobile temporal AA.
TemporalAASamples = 2;
}
else if (bTemporalUpsampling)
{
// When doing TAA upsample with screen percentage < 100%, we need extra temporal samples to have a
// constant temporal sample density for final output pixels to avoid output pixel aligned converging issues.
TemporalAASamples = float(TemporalAASamples) * FMath::Max(1.f, 1.f / (EffectivePrimaryResolutionFraction * EffectivePrimaryResolutionFraction));
}
else if (CVarTemporalAASamplesValue == 5)
{
TemporalAASamples = 4;
}
TemporalAASamples = FMath::Clamp(TemporalAASamples, 1, 255);
}
// Compute the new sample index in the temporal sequence.
int32 TemporalSampleIndex = ViewState->TemporalAASampleIndex + 1;
if(TemporalSampleIndex >= TemporalAASamples || View.bCameraCut)
{
TemporalSampleIndex = 0;
}
// Updates view state.
if (!View.bStatePrevViewInfoIsReadOnly && !bFreezeTemporalSequences)
{
ViewState->TemporalAASampleIndex = TemporalSampleIndex;
ViewState->TemporalAASampleIndexUnclamped = ViewState->TemporalAASampleIndexUnclamped+1;
}
// 根据不同的TAA采样策略和参数, 选择和计算对应的采样参数.
float SampleX, SampleY;
if (Scene->GetFeatureLevel() < ERHIFeatureLevel::SM5)
{
float SamplesX[] = { -8.0f/16.0f, 0.0/16.0f };
float SamplesY[] = { /* - */ 0.0f/16.0f, 8.0/16.0f };
check(TemporalAASamples == UE_ARRAY_COUNT(SamplesX));
SampleX = SamplesX[ TemporalSampleIndex ];
SampleY = SamplesY[ TemporalSampleIndex ];
}
else if (View.PrimaryScreenPercentageMethod == EPrimaryScreenPercentageMethod::TemporalUpscale)
{
// Uniformly distribute temporal jittering in [-.5; .5], because there is no longer any alignement of input and output pixels.
SampleX = Halton(TemporalSampleIndex + 1, 2) - 0.5f;
SampleY = Halton(TemporalSampleIndex + 1, 3) - 0.5f;
View.MaterialTextureMipBias = -(FMath::Max(-FMath::Log2(EffectivePrimaryResolutionFraction), 0.0f) ) + CVarMinAutomaticViewMipBiasOffset.GetValueOnRenderThread();
View.MaterialTextureMipBias = FMath::Max(View.MaterialTextureMipBias, CVarMinAutomaticViewMipBias.GetValueOnRenderThread());
}
else if( CVarTemporalAASamplesValue == 2 )
{
// 2xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// N.
// .S
float SamplesX[] = { -4.0f/16.0f, 4.0/16.0f };
float SamplesY[] = { -4.0f/16.0f, 4.0/16.0f };
check(TemporalAASamples == UE_ARRAY_COUNT(SamplesX));
SampleX = SamplesX[ TemporalSampleIndex ];
SampleY = SamplesY[ TemporalSampleIndex ];
}
else if( CVarTemporalAASamplesValue == 3 )
{
// 3xMSAA
// A..
// ..B
// .C.
// Rolling circle pattern (A,B,C).
float SamplesX[] = { -2.0f/3.0f, 2.0/3.0f, 0.0/3.0f };
float SamplesY[] = { -2.0f/3.0f, 0.0/3.0f, 2.0/3.0f };
check(TemporalAASamples == UE_ARRAY_COUNT(SamplesX));
SampleX = SamplesX[ TemporalSampleIndex ];
SampleY = SamplesY[ TemporalSampleIndex ];
}
else if( CVarTemporalAASamplesValue == 4 )
{
// 4xMSAA
// Pattern docs: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476218(v=vs.85).aspx
// .N..
// ...E
// W...
// ..S.
// Rolling circle pattern (N,E,S,W).
float SamplesX[] = { -2.0f/16.0f, 6.0/16.0f, 2.0/16.0f, -6.0/16.0f };
float SamplesY[] = { -6.0f/16.0f, -2.0/16.0f, 6.0/16.0f, 2.0/16.0f };
check(TemporalAASamples == UE_ARRAY_COUNT(SamplesX));
SampleX = SamplesX[ TemporalSampleIndex ];
SampleY = SamplesY[ TemporalSampleIndex ];
}
else if( CVarTemporalAASamplesValue == 5 )
{
// Compressed 4 sample pattern on same vertical and horizontal line (less temporal flicker).
// Compressed 1/2 works better than correct 2/3 (reduced temporal flicker).
// . N .
// W . E
// . S .
// Rolling circle pattern (N,E,S,W).
float SamplesX[] = { 0.0f/2.0f, 1.0/2.0f, 0.0/2.0f, -1.0/2.0f };
float SamplesY[] = { -1.0f/2.0f, 0.0/2.0f, 1.0/2.0f, 0.0/2.0f };
check(TemporalAASamples == UE_ARRAY_COUNT(SamplesX));
SampleX = SamplesX[ TemporalSampleIndex ];
SampleY = SamplesY[ TemporalSampleIndex ];
}
else
{
float u1 = Halton( TemporalSampleIndex + 1, 2 );
float u2 = Halton( TemporalSampleIndex + 1, 3 );
// Generates samples in normal distribution
// exp( x^2 / Sigma^2 )
static auto CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.TemporalAAFilterSize"));
float FilterSize = CVar->GetFloat();
// Scale distribution to set non-unit variance
// Variance = Sigma^2
float Sigma = 0.47f * FilterSize;
// Window to [-0.5, 0.5] output
// Without windowing we could generate samples far away on the infinite tails.
float OutWindow = 0.5f;
float InWindow = FMath::Exp( -0.5 * FMath::Square( OutWindow / Sigma ) );
// Box-Muller transform
float Theta = 2.0f * PI * u2;
float r = Sigma * FMath::Sqrt( -2.0f * FMath::Loge( (1.0f - u1) * InWindow + u1 ) );
SampleX = r * FMath::Cos( Theta );
SampleY = r * FMath::Sin( Theta );
}
View.TemporalJitterSequenceLength = TemporalAASamples;
View.TemporalJitterIndex = TemporalSampleIndex;
View.TemporalJitterPixels.X = SampleX;
View.TemporalJitterPixels.Y = SampleY;
View.ViewMatrices.HackAddTemporalAAProjectionJitter(FVector2D(SampleX * 2.0f / View.ViewRect.Width(), SampleY * -2.0f / View.ViewRect.Height()));
}
// Setup a new FPreviousViewInfo from current frame infos.
FPreviousViewInfo NewPrevViewInfo;
{
NewPrevViewInfo.ViewMatrices = View.ViewMatrices;
}
// 初始化view state
if ( ViewState )
{
// update previous frame matrices in case world origin was rebased on this frame
if (!View.OriginOffsetThisFrame.IsZero())
{
ViewState->PrevFrameViewInfo.ViewMatrices.ApplyWorldOffset(View.OriginOffsetThisFrame);
}
// determine if we are initializing or we should reset the persistent state
const float DeltaTime = View.Family->CurrentRealTime - ViewState->LastRenderTime;
const bool bFirstFrameOrTimeWasReset = DeltaTime < -0.0001f || ViewState->LastRenderTime < 0.0001f;
const bool bIsLargeCameraMovement = IsLargeCameraMovement(
View,
ViewState->PrevFrameViewInfo.ViewMatrices.GetViewMatrix(),
ViewState->PrevFrameViewInfo.ViewMatrices.GetViewOrigin(),
45.0f, 10000.0f);
const bool bResetCamera = (bFirstFrameOrTimeWasReset || View.bCameraCut || bIsLargeCameraMovement || View.bForceCameraVisibilityReset);
(......)
if (bResetCamera)
{
View.PrevViewInfo = NewPrevViewInfo;
// PT: If the motion blur shader is the last shader in the post-processing chain then it is the one that is
// adjusting for the viewport offset. So it is always required and we can't just disable the work the
// shader does. The correct fix would be to disable the effect when we don't need it and to properly mark
// the uber-postprocessing effect as the last effect in the chain.
View.bPrevTransformsReset = true;
}
else
{
View.PrevViewInfo = ViewState->PrevFrameViewInfo;
}
// Replace previous view info of the view state with this frame, clearing out references over render target.
if (!View.bStatePrevViewInfoIsReadOnly)
{
ViewState->PrevFrameViewInfo = NewPrevViewInfo;
}
// If the view has a previous view transform, then overwrite the previous view info for the _current_ frame.
if (View.PreviousViewTransform.IsSet())
{
// Note that we must ensure this transform ends up in ViewState->PrevFrameViewInfo else it will be used to calculate the next frame's motion vectors as well
View.PrevViewInfo.ViewMatrices.UpdateViewMatrix(View.PreviousViewTransform->GetTranslation(), View.PreviousViewTransform->GetRotation().Rotator());
}
// detect conditions where we should reset occlusion queries
if (bFirstFrameOrTimeWasReset ||
ViewState->LastRenderTime + GEngine->PrimitiveProbablyVisibleTime < View.Family->CurrentRealTime ||
View.bCameraCut ||
View.bForceCameraVisibilityReset ||
IsLargeCameraMovement(
View,
ViewState->PrevViewMatrixForOcclusionQuery,
ViewState->PrevViewOriginForOcclusionQuery,
GEngine->CameraRotationThreshold, GEngine->CameraTranslationThreshold))
{
View.bIgnoreExistingQueries = true;
View.bDisableDistanceBasedFadeTransitions = true;
}
// Turn on/off round-robin occlusion querying in the ViewState
static const auto CVarRROCC = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("vr.RoundRobinOcclusion"));
const bool bEnableRoundRobin = CVarRROCC ? (CVarRROCC->GetValueOnAnyThread() != false) : false;
if (bEnableRoundRobin != ViewState->IsRoundRobinEnabled())
{
ViewState->UpdateRoundRobin(bEnableRoundRobin);
View.bIgnoreExistingQueries = true;
}
ViewState->PrevViewMatrixForOcclusionQuery = View.ViewMatrices.GetViewMatrix();
ViewState->PrevViewOriginForOcclusionQuery = View.ViewMatrices.GetViewOrigin();
(......)
// we don't use DeltaTime as it can be 0 (in editor) and is computed by subtracting floats (loses precision over time)
// Clamp DeltaWorldTime to reasonable values for the purposes of motion blur, things like TimeDilation can make it very small
// Offline renders always control the timestep for the view and always need the timescales calculated.
if (!ViewFamily.bWorldIsPaused || View.bIsOfflineRender)
{
ViewState->UpdateMotionBlurTimeScale(View);
}
ViewState->PrevFrameNumber = ViewState->PendingPrevFrameNumber;
ViewState->PendingPrevFrameNumber = View.Family->FrameNumber;
// This finishes the update of view state
ViewState->UpdateLastRenderTime(*View.Family);
ViewState->UpdateTemporalLODTransition(View);
}
else
{
// Without a viewstate, we just assume that camera has not moved.
View.PrevViewInfo = NewPrevViewInfo;
}
}
// 设置全局抖动参数和过渡uniform buffer.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
FDitherUniformShaderParameters DitherUniformShaderParameters;
DitherUniformShaderParameters.LODFactor = View.GetTemporalLODTransition();
View.DitherFadeOutUniformBuffer = FDitherUniformBufferRef::CreateUniformBufferImmediate(DitherUniformShaderParameters, UniformBuffer_SingleFrame);
DitherUniformShaderParameters.LODFactor = View.GetTemporalLODTransition() - 1.0f;
View.DitherFadeInUniformBuffer = FDitherUniformBufferRef::CreateUniformBufferImmediate(DitherUniformShaderParameters, UniformBuffer_SingleFrame);
}
}
```
由此可知,`PreVisibilityFrameSetup`做了大量的初始化工作如静态网格、Groom、SkinCache、特效、TAA、ViewState等等。接着继续分析`ComputeViewVisibility`
```c++
// Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp
void FSceneRenderer::ComputeViewVisibility(FRHICommandListImmediate& RHICmdList, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewVisibleCommandsPerView& ViewCommandsPerView, FGlobalDynamicIndexBuffer& DynamicIndexBuffer, FGlobalDynamicVertexBuffer& DynamicVertexBuffer, FGlobalDynamicReadBuffer& DynamicReadBuffer)
{
// 分配可见光源信息列表。
if (Scene->Lights.GetMaxIndex() > 0)
{
VisibleLightInfos.AddZeroed(Scene->Lights.GetMaxIndex());
}
int32 NumPrimitives = Scene->Primitives.Num();
float CurrentRealTime = ViewFamily.CurrentRealTime;
FPrimitiveViewMasks HasDynamicMeshElementsMasks;
HasDynamicMeshElementsMasks.AddZeroed(NumPrimitives);
FPrimitiveViewMasks HasViewCustomDataMasks;
HasViewCustomDataMasks.AddZeroed(NumPrimitives);
FPrimitiveViewMasks HasDynamicEditorMeshElementsMasks;
if (GIsEditor)
{
HasDynamicEditorMeshElementsMasks.AddZeroed(NumPrimitives);
}
const bool bIsInstancedStereo = (Views.Num() > 0) ? (Views[0].IsInstancedStereoPass() || Views[0].bIsMobileMultiViewEnabled) : false;
UpdateReflectionSceneData(Scene);
// 更新不判断可见性的静态网格.
{
Scene->ConditionalMarkStaticMeshElementsForUpdate();
TArray<FPrimitiveSceneInfo*> UpdatedSceneInfos;
for (TSet<FPrimitiveSceneInfo*>::TIterator It(Scene->PrimitivesNeedingStaticMeshUpdateWithoutVisibilityCheck); It; ++It)
{
FPrimitiveSceneInfo* Primitive = *It;
if (Primitive->NeedsUpdateStaticMeshes())
{
UpdatedSceneInfos.Add(Primitive);
}
}
if (UpdatedSceneInfos.Num() > 0)
{
FPrimitiveSceneInfo::UpdateStaticMeshes(RHICmdList, Scene, UpdatedSceneInfos);
}
Scene->PrimitivesNeedingStaticMeshUpdateWithoutVisibilityCheck.Reset();
}
// 初始化所有view的数据.
uint8 ViewBit = 0x1;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex, ViewBit <<= 1)
{
STAT(NumProcessedPrimitives += NumPrimitives);
FViewInfo& View = Views[ViewIndex];
FViewCommands& ViewCommands = ViewCommandsPerView[ViewIndex];
FSceneViewState* ViewState = (FSceneViewState*)View.State;
// Allocate the view's visibility maps.
View.PrimitiveVisibilityMap.Init(false,Scene->Primitives.Num());
// we don't initialized as we overwrite the whole array (in GatherDynamicMeshElements)
View.DynamicMeshEndIndices.SetNumUninitialized(Scene->Primitives.Num());
View.PrimitiveDefinitelyUnoccludedMap.Init(false,Scene->Primitives.Num());
View.PotentiallyFadingPrimitiveMap.Init(false,Scene->Primitives.Num());
View.PrimitiveFadeUniformBuffers.AddZeroed(Scene->Primitives.Num());
View.PrimitiveFadeUniformBufferMap.Init(false, Scene->Primitives.Num());
View.StaticMeshVisibilityMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshFadeOutDitheredLODMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshFadeInDitheredLODMap.Init(false,Scene->StaticMeshes.GetMaxIndex());
View.StaticMeshBatchVisibility.AddZeroed(Scene->StaticMeshBatchVisibility.GetMaxIndex());
View.PrimitivesLODMask.Init(FLODMask(), Scene->Primitives.Num());
View.PrimitivesCustomData.Init(nullptr, Scene->Primitives.Num());
// We must reserve to prevent realloc otherwise it will cause memory leak if we Execute In Parallel
const bool WillExecuteInParallel = FApp::ShouldUseThreadingForPerformance() && CVarParallelInitViews.GetValueOnRenderThread() > 0;
View.PrimitiveCustomDataMemStack.Reserve(WillExecuteInParallel ? FMath::CeilToInt(((float)View.PrimitiveVisibilityMap.Num() / (float)FRelevancePrimSet<int32>::MaxInputPrims)) + 1 : 1);
View.AllocateCustomDataMemStack();
View.VisibleLightInfos.Empty(Scene->Lights.GetMaxIndex());
View.DirtyIndirectLightingCacheBufferPrimitives.Reserve(Scene->Primitives.Num());
// 创建光源信息.
for(int32 LightIndex = 0;LightIndex < Scene->Lights.GetMaxIndex();LightIndex++)
{
if( LightIndex+2 < Scene->Lights.GetMaxIndex() )
{
if (LightIndex > 2)
{
FLUSH_CACHE_LINE(&View.VisibleLightInfos(LightIndex-2));
}
}
new(View.VisibleLightInfos) FVisibleLightViewInfo();
}
View.PrimitiveViewRelevanceMap.Empty(Scene->Primitives.Num());
View.PrimitiveViewRelevanceMap.AddZeroed(Scene->Primitives.Num());
const bool bIsParent = ViewState && ViewState->IsViewParent();
if ( bIsParent )
{
ViewState->ParentPrimitives.Empty();
}
if (ViewState)
{
// 获取并解压上一帧的遮挡数据.
View.PrecomputedVisibilityData = ViewState->GetPrecomputedVisibilityData(View, Scene);
}
else
{
View.PrecomputedVisibilityData = NULL;
}
if (View.PrecomputedVisibilityData)
{
bUsedPrecomputedVisibility = true;
}
bool bNeedsFrustumCulling = true;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if( ViewState )
{
// 冻结可见性
if(ViewState->bIsFrozen)
{
bNeedsFrustumCulling = false;
for (FSceneBitArray::FIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (ViewState->FrozenPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
BitIt.GetValue() = true;
}
}
}
}
#endif
// 平截头体裁剪.
if (bNeedsFrustumCulling)
{
// Update HLOD transition/visibility states to allow use during distance culling
FLODSceneTree& HLODTree = Scene->SceneLODHierarchy;
if (HLODTree.IsActive())
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_ViewVisibilityTime_HLODUpdate);
HLODTree.UpdateVisibilityStates(View);
}
else
{
HLODTree.ClearVisibilityState(View);
}
int32 NumCulledPrimitivesForView;
const bool bUseFastIntersect = (View.ViewFrustum.PermutedPlanes.Num() == 8) && CVarUseFastIntersect.GetValueOnRenderThread();
if (View.CustomVisibilityQuery && View.CustomVisibilityQuery->Prepare())
{
if (CVarAlsoUseSphereForFrustumCull.GetValueOnRenderThread())
{
NumCulledPrimitivesForView = bUseFastIntersect ? FrustumCull<true, true, true>(Scene, View) : FrustumCull<true, true, false>(Scene, View);
}
else
{
NumCulledPrimitivesForView = bUseFastIntersect ? FrustumCull<true, false, true>(Scene, View) : FrustumCull<true, false, false>(Scene, View);
}
}
else
{
if (CVarAlsoUseSphereForFrustumCull.GetValueOnRenderThread())
{
NumCulledPrimitivesForView = bUseFastIntersect ? FrustumCull<false, true, true>(Scene, View) : FrustumCull<false, true, false>(Scene, View);
}
else
{
NumCulledPrimitivesForView = bUseFastIntersect ? FrustumCull<false, false, true>(Scene, View) : FrustumCull<false, false, false>(Scene, View);
}
}
STAT(NumCulledPrimitives += NumCulledPrimitivesForView);
UpdatePrimitiveFading(Scene, View);
}
// 处理隐藏物体.
if (View.HiddenPrimitives.Num())
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
if (View.HiddenPrimitives.Contains(Scene->PrimitiveComponentIds[BitIt.GetIndex()]))
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
(......)
// 处理静态场景.
if (View.bStaticSceneOnly)
{
for (FSceneSetBitIterator BitIt(View.PrimitiveVisibilityMap); BitIt; ++BitIt)
{
// Reflection captures should only capture objects that won't move, since reflection captures won't update at runtime
if (!Scene->Primitives[BitIt.GetIndex()]->Proxy->HasStaticLighting())
{
View.PrimitiveVisibilityMap.AccessCorrespondingBit(BitIt) = false;
}
}
}
(......)
// 非线框模式, 则只需遮挡剔除.
if (!View.Family->EngineShowFlags.Wireframe)
{
int32 NumOccludedPrimitivesInView = OcclusionCull(RHICmdList, Scene, View, DynamicVertexBuffer);
STAT(NumOccludedPrimitives += NumOccludedPrimitivesInView);
}
// 处理判断可见性的静态模型.
{
TArray<FPrimitiveSceneInfo*> AddedSceneInfos;
for (TConstDualSetBitIterator<SceneRenderingBitArrayAllocator, FDefaultBitArrayAllocator> BitIt(View.PrimitiveVisibilityMap, Scene->PrimitivesNeedingStaticMeshUpdate); BitIt; ++BitIt)
{
int32 PrimitiveIndex = BitIt.GetIndex();
AddedSceneInfos.Add(Scene->Primitives[PrimitiveIndex]);
}
if (AddedSceneInfos.Num() > 0)
{
FPrimitiveSceneInfo::UpdateStaticMeshes(RHICmdList, Scene, AddedSceneInfos);
}
}
(......)
}
(......)
// 收集所有view的动态网格元素. 上一篇已经详细解析过了.
{
GatherDynamicMeshElements(Views, Scene, ViewFamily, DynamicIndexBuffer, DynamicVertexBuffer, DynamicReadBuffer,
HasDynamicMeshElementsMasks, HasDynamicEditorMeshElementsMasks, HasViewCustomDataMasks, MeshCollector);
}
// 创建每个view的MeshPass数据.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
if (!View.ShouldRenderView())
{
continue;
}
FViewCommands& ViewCommands = ViewCommandsPerView[ViewIndex];
SetupMeshPass(View, BasePassDepthStencilAccess, ViewCommands);
}
}
```
`ComputeViewVisibility`最重要的功能就是处理图元的可见性,包含平截头体裁剪、遮挡剔除,以及收集动态网格信息、创建光源信息等。下面继续粗略剖预计算可见性的过程:
```c++
// Engine\Source\Runtime\Renderer\Private\SceneOcclusion.cpp
const uint8* FSceneViewState::GetPrecomputedVisibilityData(FViewInfo& View, const FScene* Scene)
{
const uint8* PrecomputedVisibilityData = NULL;
if (Scene->PrecomputedVisibilityHandler && GAllowPrecomputedVisibility && View.Family->EngineShowFlags.PrecomputedVisibility)
{
const FPrecomputedVisibilityHandler& Handler = *Scene->PrecomputedVisibilityHandler;
FViewElementPDI VisibilityCellsPDI(&View, nullptr, nullptr);
// 绘制调试用的遮挡剔除方格.
if ((GShowPrecomputedVisibilityCells || View.Family->EngineShowFlags.PrecomputedVisibilityCells) && !GShowRelevantPrecomputedVisibilityCells)
{
for (int32 BucketIndex = 0; BucketIndex < Handler.PrecomputedVisibilityCellBuckets.Num(); BucketIndex++)
{
for (int32 CellIndex = 0; CellIndex < Handler.PrecomputedVisibilityCellBuckets[BucketIndex].Cells.Num(); CellIndex++)
{
const FPrecomputedVisibilityCell& CurrentCell = Handler.PrecomputedVisibilityCellBuckets[BucketIndex].Cells[CellIndex];
// Construct the cell's bounds
const FBox CellBounds(CurrentCell.Min, CurrentCell.Min + FVector(Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeZ));
if (View.ViewFrustum.IntersectBox(CellBounds.GetCenter(), CellBounds.GetExtent()))
{
DrawWireBox(&VisibilityCellsPDI, CellBounds, FColor(50, 50, 255), SDPG_World);
}
}
}
}
// 计算哈希值和桶索引, 以减少搜索时间.
const float FloatOffsetX = (View.ViewMatrices.GetViewOrigin().X - Handler.PrecomputedVisibilityCellBucketOriginXY.X) / Handler.PrecomputedVisibilityCellSizeXY;
// FMath::TruncToInt rounds toward 0, we want to always round down
const int32 BucketIndexX = FMath::Abs((FMath::TruncToInt(FloatOffsetX) - (FloatOffsetX < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets);
const float FloatOffsetY = (View.ViewMatrices.GetViewOrigin().Y -Handler.PrecomputedVisibilityCellBucketOriginXY.Y) / Handler.PrecomputedVisibilityCellSizeXY;
const int32 BucketIndexY = FMath::Abs((FMath::TruncToInt(FloatOffsetY) - (FloatOffsetY < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets);
const int32 PrecomputedVisibilityBucketIndex = BucketIndexY * Handler.PrecomputedVisibilityCellBucketSizeXY + BucketIndexX;
// 绘制可见性物体对应的包围盒.
const FPrecomputedVisibilityBucket& CurrentBucket = Handler.PrecomputedVisibilityCellBuckets[PrecomputedVisibilityBucketIndex];
for (int32 CellIndex = 0; CellIndex < CurrentBucket.Cells.Num(); CellIndex++)
{
const FPrecomputedVisibilityCell& CurrentCell = CurrentBucket.Cells[CellIndex];
// 创建cell的包围盒.
const FBox CellBounds(CurrentCell.Min, CurrentCell.Min + FVector(Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeZ));
// Check if ViewOrigin is inside the current cell
if (CellBounds.IsInside(View.ViewMatrices.GetViewOrigin()))
{
// 检测是否可重复使用已缓存的数据.
if (CachedVisibilityChunk
&& CachedVisibilityHandlerId == Scene->PrecomputedVisibilityHandler->GetId()
&& CachedVisibilityBucketIndex == PrecomputedVisibilityBucketIndex
&& CachedVisibilityChunkIndex == CurrentCell.ChunkIndex)
{
PrecomputedVisibilityData = &(*CachedVisibilityChunk)[CurrentCell.DataOffset];
}
else
{
const FCompressedVisibilityChunk& CompressedChunk = Handler.PrecomputedVisibilityCellBuckets[PrecomputedVisibilityBucketIndex].CellDataChunks[CurrentCell.ChunkIndex];
CachedVisibilityBucketIndex = PrecomputedVisibilityBucketIndex;
CachedVisibilityChunkIndex = CurrentCell.ChunkIndex;
CachedVisibilityHandlerId = Scene->PrecomputedVisibilityHandler->GetId();
// 解压遮挡数据.
if (CompressedChunk.bCompressed)
{
// Decompress the needed visibility data chunk
DecompressedVisibilityChunk.Reset();
DecompressedVisibilityChunk.AddUninitialized(CompressedChunk.UncompressedSize);
verify(FCompression::UncompressMemory(
NAME_Zlib,
DecompressedVisibilityChunk.GetData(),
CompressedChunk.UncompressedSize,
CompressedChunk.Data.GetData(),
CompressedChunk.Data.Num()));
CachedVisibilityChunk = &DecompressedVisibilityChunk;
}
else
{
CachedVisibilityChunk = &CompressedChunk.Data;
}
// Return a pointer to the cell containing ViewOrigin's decompressed visibility data
PrecomputedVisibilityData = &(*CachedVisibilityChunk)[CurrentCell.DataOffset];
}
(......)
}
(......)
}
return PrecomputedVisibilityData;
}
```
从代码中得知可见性判定可以绘制出一些调试信息如每个物体实际用于剔除时的包围盒大小也可以冻结Frozen剔除结果以便观察遮挡的效率。
由于可见性判定包含预计算、平截头体裁剪、遮挡剔除等单单遮挡剔除涉及的知识点比较多绘制、获取、数据压缩解压、存储结构、多线程传递、帧间交互、可见性判定、HLOD等等此处只对可见性判定做了粗略的浅析更多详细的机制和过程将会在后续的渲染优化专题中深入剖析。
接下来继续分析`InitViews`内的`PostVisibilityFrameSetup`
```c++
// Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp
void FSceneRenderer::PostVisibilityFrameSetup(FILCUpdatePrimTaskData& OutILCTaskData)
{
// 处理贴花排序和调整历史RT.
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_Sort);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
View.MeshDecalBatches.Sort();
if (View.State)
{
((FSceneViewState*)View.State)->TrimHistoryRenderTargets(Scene);
}
}
}
(......)
// 处理光源可见性.
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_PostVisibilityFrameSetup_Light_Visibility);
// 遍历所有光源, 结合view的视锥判断可见性(同一个光源可能在有的view可见但其它view不可见).
for(TSparseArray<FLightSceneInfoCompact>::TConstIterator LightIt(Scene->Lights);LightIt;++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
const FLightSceneInfo* LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
// 利用每个view内的镜头视锥裁剪光源.
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
const FLightSceneProxy* Proxy = LightSceneInfo->Proxy;
FViewInfo& View = Views[ViewIndex];
FVisibleLightViewInfo& VisibleLightViewInfo = View.VisibleLightInfos[LightIt.GetIndex()];
// 平行方向光不需要裁剪, 只有局部光源才需要裁剪
if( Proxy->GetLightType() == LightType_Point ||
Proxy->GetLightType() == LightType_Spot ||
Proxy->GetLightType() == LightType_Rect )
{
FSphere const& BoundingSphere = Proxy->GetBoundingSphere();
// 判断view的视锥是否和光源包围盒相交.
if (View.ViewFrustum.IntersectSphere(BoundingSphere.Center, BoundingSphere.W))
{
// 透视视锥需要针对最大距离做校正, 剔除距离视点太远的光源.
if (View.IsPerspectiveProjection())
{
FSphere Bounds = Proxy->GetBoundingSphere();
float DistanceSquared = (Bounds.Center - View.ViewMatrices.GetViewOrigin()).SizeSquared();
float MaxDistSquared = Proxy->GetMaxDrawDistance() * Proxy->GetMaxDrawDistance() * GLightMaxDrawDistanceScale * GLightMaxDrawDistanceScale;
// 考量了光源的半径、视图的LOD因子、最小光源屏幕半径等因素来决定最终光源是否需要绘制以便剔除掉远距离屏幕占比很小的光源。
const bool bDrawLight = (FMath::Square(FMath::Min(0.0002f, GMinScreenRadiusForLights / Bounds.W) * View.LODDistanceFactor) * DistanceSquared < 1.0f)
&& (MaxDistSquared == 0 || DistanceSquared < MaxDistSquared);
VisibleLightViewInfo.bInViewFrustum = bDrawLight;
}
else
{
VisibleLightViewInfo.bInViewFrustum = true;
}
}
}
else
{
// 平行方向光一定可见.
VisibleLightViewInfo.bInViewFrustum = true;
(......)
}
(......)
}
```
`InitViews`末期会初始化每个view的RHI资源以及通知RHICommandList渲染开始事件。先看看`FViewInfo::InitRHIResources`
```c++
// Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp
void FViewInfo::InitRHIResources()
{
FBox VolumeBounds[TVC_MAX];
// 创建和设置缓存的视图Uniform Buffer.
CachedViewUniformShaderParameters = MakeUnique<FViewUniformShaderParameters>();
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(FRHICommandListExecutor::GetImmediateCommandList());
SetupUniformBufferParameters(
SceneContext,
VolumeBounds,
TVC_MAX,
*CachedViewUniformShaderParameters);
// 创建和设置视图的Uniform Buffer.
ViewUniformBuffer = TUniformBufferRef<FViewUniformShaderParameters>::CreateUniformBufferImmediate(*CachedViewUniformShaderParameters, UniformBuffer_SingleFrame);
const int32 TranslucencyLightingVolumeDim = GetTranslucencyLightingVolumeDim();
// 重置缓存的Uniform Buffer.
FScene* Scene = Family->Scene ? Family->Scene->GetRenderScene() : nullptr;
if (Scene)
{
Scene->UniformBuffers.InvalidateCachedView();
}
// 初始化透明体积光照参数.
for (int32 CascadeIndex = 0; CascadeIndex < TVC_MAX; CascadeIndex++)
{
TranslucencyLightingVolumeMin[CascadeIndex] = VolumeBounds[CascadeIndex].Min;
TranslucencyVolumeVoxelSize[CascadeIndex] = (VolumeBounds[CascadeIndex].Max.X - VolumeBounds[CascadeIndex].Min.X) / TranslucencyLightingVolumeDim;
TranslucencyLightingVolumeSize[CascadeIndex] = VolumeBounds[CascadeIndex].Max - VolumeBounds[CascadeIndex].Min;
}
}
```
继续解析`InitViews`末尾的`OnStartRender`
```c++
// Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp
void FSceneRenderer::OnStartRender(FRHICommandListImmediate& RHICmdList)
{
// 场景MRT的初始化.
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
FVisualizeTexturePresent::OnStartRender(Views[0]);
CompositionGraph_OnStartFrame();
SceneContext.bScreenSpaceAOIsValid = false;
SceneContext.bCustomDepthIsValid = false;
// 通知ViewState初始化.
for (FViewInfo& View : Views)
{
if (View.ViewState)
{
View.ViewState->OnStartRender(View, ViewFamily);
}
}
}
// Engine\Source\Runtime\Renderer\Private\ScenePrivate.h
void FSceneViewState::OnStartRender(FViewInfo& View, FSceneViewFamily& ViewFamily)
{
// 初始化和设置光照传输体积.
if(!(View.FinalPostProcessSettings.IndirectLightingColor * View.FinalPostProcessSettings.IndirectLightingIntensity).IsAlmostBlack())
{
SetupLightPropagationVolume(View, ViewFamily);
}
// 分配软件级场景遮挡剔除(针对不支持硬件遮挡剔除的低端机)
ConditionallyAllocateSceneSoftwareOcclusion(View.GetFeatureLevel());
}
```
### PrePass
2024-02-08 19:03:46 +08:00
PrePass又被称为**提前深度Pass**、**Depth Only Pass**、**Early-Z Pass****用来渲染不透明物体的深度**。此Pass只会写入深度而不会写入颜色写入深度时有disabled、occlusion only、complete depths三种模式视不同的平台和Feature Level决定。
2024-02-08 15:13:04 +08:00
2024-02-08 19:03:46 +08:00
**PrePass可以由DBuffer发起也可由Forward Shading触发通常用来建立Hierarchical-Z以便能够开启硬件的Early-Z技术还可被用于遮挡剔除提升Base Pass的渲染效率。** PrePass在`FDeferredShadingSceneRenderer::Render`
```c++
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList)
{
Scene->UpdateAllPrimitiveSceneInfos(RHICmdList, true);
(......)
InitViews(...);
(......)
UpdateGPUScene(RHICmdList, *Scene);
(......)
// 判断是否需要PrePass.
const bool bNeedsPrePass = NeedsPrePass(this);
// The Z-prepass
(......)
if (bNeedsPrePass)
{
// 绘制场景深度, 构建深度缓冲和层级Z缓冲(HiZ).
bDepthWasCleared = RenderPrePass(RHICmdList, AfterTasksAreStarted);
}
(......)
// Z-Prepass End
}
```
开启PrePass需要满足以下两个条件
- 非硬件Tiled的GPU。现代移动端GPU通常自带Tiled且是TBDR架构已经在GPU层做了Early-Z无需再显式绘制。
- 指定了有效的EarlyZPassMode或者渲染器的bEarlyZPassMovable不为0。
```c++
// Engine\Source\Runtime\Renderer\Private\DepthRendering.cpp
bool FDeferredShadingSceneRenderer::RenderPrePass(FRHICommandListImmediate& RHICmdList, TFunctionRef<void()> AfterTasksAreStarted)
{
bool bDepthWasCleared = false;
(......)
bool bDidPrePre = false;
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
bool bParallel = GRHICommandList.UseParallelAlgorithms() && CVarParallelPrePass.GetValueOnRenderThread();
// 非并行模式.
if (!bParallel)
{
AfterTasksAreStarted();
bDepthWasCleared = PreRenderPrePass(RHICmdList);
bDidPrePre = true;
SceneContext.BeginRenderingPrePass(RHICmdList, false);
}
else // 并行模式
{
// 分配深度缓冲.
SceneContext.GetSceneDepthSurface();
}
// Draw a depth pass to avoid overdraw in the other passes.
if(EarlyZPassMode != DDM_None)
{
const bool bWaitForTasks = bParallel && (CVarRHICmdFlushRenderThreadTasksPrePass.GetValueOnRenderThread() > 0 || CVarRHICmdFlushRenderThreadTasks.GetValueOnRenderThread() > 0);
FScopedCommandListWaitForTasks Flusher(bWaitForTasks, RHICmdList);
// 每个view都绘制一遍深度缓冲.
for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
// 创建和设置Uniform Buffer.
TUniformBufferRef<FSceneTexturesUniformParameters> PassUniformBuffer;
CreateDepthPassUniformBuffer(RHICmdList, View, PassUniformBuffer);
// 处理渲染状态.
FMeshPassProcessorRenderState DrawRenderState(View, PassUniformBuffer);
SetupDepthPassState(DrawRenderState);
if (View.ShouldRenderView())
{
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
// 并行模式
if (bParallel)
{
check(RHICmdList.IsOutsideRenderPass());
bDepthWasCleared = RenderPrePassViewParallel(View, RHICmdList, DrawRenderState, AfterTasksAreStarted, !bDidPrePre) || bDepthWasCleared;
bDidPrePre = true;
}
else
{
RenderPrePassView(RHICmdList, View, DrawRenderState);
}
}
// Parallel rendering has self contained renderpasses so we need a new one for editor primitives.
if (bParallel)
{
SceneContext.BeginRenderingPrePass(RHICmdList, false);
}
RenderPrePassEditorPrimitives(RHICmdList, View, DrawRenderState, EarlyZPassMode, true);
if (bParallel)
{
RHICmdList.EndRenderPass();
}
}
}
(......)
if (bParallel)
{
// In parallel mode there will be no renderpass here. Need to restart.
SceneContext.BeginRenderingPrePass(RHICmdList, false);
}
(......)
SceneContext.FinishRenderingPrePass(RHICmdList);
return bDepthWasCleared;
}
```
PrePass的绘制流程跟上一篇解析的FMeshProcessor和Pass绘制类似此处不再重复解析。不过这里可以重点看看PrePass的渲染状态
```c++
void SetupDepthPassState(FMeshPassProcessorRenderState& DrawRenderState)
{
// 禁止写入颜色, 开启深度测试和写入, 深度比较函数是更近或相等.
DrawRenderState.SetBlendState(TStaticBlendState<CW_NONE>::GetRHI());
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
}
```
另外,绘制深度时,由于不需要写入颜色,那么渲染物体时使用的材质肯定不应该是物体本身的材质,而是某种简单的材质。为了验证猜想,进入`FDepthPassMeshProcessor`一探Depth Pass使用的材质
```c++
// Engine\Source\Runtime\Renderer\Private\DepthRendering.cpp
void FDepthPassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
{
(......)
if (bDraw)
{
(......)
// 获取Surface材质域的默认材质, 作为深度Pass的渲染材质.
const FMaterialRenderProxy& DefaultProxy = *UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
const FMaterial& DefaultMaterial = *DefaultProxy.GetMaterial(FeatureLevel);
Process<true>(MeshBatch, BatchElementMask, StaticMeshId, BlendMode, PrimitiveSceneProxy, DefaultProxy, DefaultMaterial, MeshFillMode, MeshCullMode);
(......)
}
}
```
```c++
// Engine\Source\Runtime\Engine\Private\Materials\Material.cpp
UMaterial* UMaterial::GetDefaultMaterial(EMaterialDomain Domain)
{
InitDefaultMaterials();
UMaterial* Default = GDefaultMaterials[Domain];
return Default;
}
void UMaterialInterface::InitDefaultMaterials()
{
static bool bInitialized = false;
if (!bInitialized)
{
(......)
for (int32 Domain = 0; Domain < MD_MAX; ++Domain)
{
if (GDefaultMaterials[Domain] == nullptr)
{
FString ResolvedPath = ResolveIniObjectsReference(GDefaultMaterialNames[Domain]);
GDefaultMaterials[Domain] = FindObject<UMaterial>(nullptr, *ResolvedPath);
if (GDefaultMaterials[Domain] == nullptr)
{
GDefaultMaterials[Domain] = LoadObject<UMaterial>(nullptr, *ResolvedPath, nullptr, LOAD_DisableDependencyPreloading, nullptr);
}
if (GDefaultMaterials[Domain])
{
GDefaultMaterials[Domain]->AddToRoot();
}
}
}
(......)
}
}
```
由上面可知,材质系统的默认材质由`GDefaultMaterialNames`指明,转到其声明:
```c++
static const TCHAR* GDefaultMaterialNames[MD_MAX] =
{
// Surface
TEXT("engine-ini:/Script/Engine.Engine.DefaultMaterialName"),
// Deferred Decal
TEXT("engine-ini:/Script/Engine.Engine.DefaultDeferredDecalMaterialName"),
// Light Function
TEXT("engine-ini:/Script/Engine.Engine.DefaultLightFunctionMaterialName"),
// Volume
//@todo - get a real MD_Volume default material
TEXT("engine-ini:/Script/Engine.Engine.DefaultMaterialName"),
// Post Process
TEXT("engine-ini:/Script/Engine.Engine.DefaultPostProcessMaterialName"),
// User Interface
TEXT("engine-ini:/Script/Engine.Engine.DefaultMaterialName"),
// Virtual Texture
TEXT("engine-ini:/Script/Engine.Engine.DefaultMaterialName"),
};
```
最终发现默认材质为`ResolvedPath = L"/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial"`
>**非常值得一提的是WorldGridMaterial使用的Shading Model是Default Lit材质中也存在冗余的节点。如果想要做极致的优化建议在配置文件中更改此材质删除冗余的材质节点改成Unlit模式更佳以最大化地缩减shader指令提升渲染效率。**
还值得一提的是绘制深度Pass时可以指定深度绘制模式
```c++
// Engine\Source\Runtime\Renderer\Private\DepthRendering.h
enum EDepthDrawingMode
{
// 不绘制深度
DDM_None = 0,
// 只绘制Opaque材质(不包含Masked材质)
DDM_NonMaskedOnly = 1,
// Opaque和Masked材质, 但不包含关闭了bUseAsOccluder的物体.
DDM_AllOccluders = 2,
// 全部不透明物体模式, 所有物体需绘制, 且每个像素都要匹配Base Pass的深度.
DDM_AllOpaque = 3,
// 仅Masked模式.
DDM_MaskedOnly = 4,
};
```
具体是如何决定深度绘制模式的,由下面的接口决定:
```c++
// Engine\Source\Runtime\Renderer\Private\RendererScene.cpp
void FScene::UpdateEarlyZPassMode()
{
DefaultBasePassDepthStencilAccess = FExclusiveDepthStencil::DepthWrite_StencilWrite;
EarlyZPassMode = DDM_NonMaskedOnly; // 默认只绘制Opaque材质.
bEarlyZPassMovable = false;
// 延迟渲染管线下的深度策略
if (GetShadingPath(GetFeatureLevel()) == EShadingPath::Deferred)
{
// 由命令行重写, 也可由工程设置中指定.
{
const int32 CVarValue = CVarEarlyZPass.GetValueOnAnyThread();
switch (CVarValue)
{
case 0: EarlyZPassMode = DDM_None; break;
case 1: EarlyZPassMode = DDM_NonMaskedOnly; break;
case 2: EarlyZPassMode = DDM_AllOccluders; break;
case 3: break; // Note: 3 indicates "default behavior" and does not specify an override
}
}
const EShaderPlatform ShaderPlatform = GetFeatureLevelShaderPlatform(FeatureLevel);
if (ShouldForceFullDepthPass(ShaderPlatform))
{
// DBuffer贴图和模板LOD抖动强制全部模式.
EarlyZPassMode = DDM_AllOpaque;
bEarlyZPassMovable = true;
}
if (EarlyZPassMode == DDM_AllOpaque
&& CVarBasePassWriteDepthEvenWithFullPrepass.GetValueOnAnyThread() == 0)
{
DefaultBasePassDepthStencilAccess = FExclusiveDepthStencil::DepthRead_StencilWrite;
}
}
(......)
}
```
### BasePass
UE的BasePass就是延迟渲染里的几何通道用来渲染不透明物体的几何信息包含法线、深度、颜色、AO、粗糙度、金属度等等这些几何信息会写入若干张GBuffer中。
```c++
bool FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate& RHICmdList, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, IPooledRenderTarget* ForwardScreenSpaceShadowMask, bool bParallelBasePass, bool bRenderLightmapDensity)
{
(......)
{
FExclusiveDepthStencil::Type BasePassDepthStencilAccess_NoDepthWrite = FExclusiveDepthStencil::Type(BasePassDepthStencilAccess & ~FExclusiveDepthStencil::DepthWrite);
// 并行模式
if (bParallelBasePass)
{
FScopedCommandListWaitForTasks Flusher(CVarRHICmdFlushRenderThreadTasksBasePass.GetValueOnRenderThread() > 0 || CVarRHICmdFlushRenderThreadTasks.GetValueOnRenderThread() > 0, RHICmdList);
// 遍历所有view渲染Base Pass
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
// Uniform Buffer
TUniformBufferRef<FOpaqueBasePassUniformParameters> BasePassUniformBuffer;
CreateOpaqueBasePassUniformBuffer(RHICmdList, View, ForwardScreenSpaceShadowMask, nullptr, nullptr, nullptr, BasePassUniformBuffer);
// Render State
FMeshPassProcessorRenderState DrawRenderState(View, BasePassUniformBuffer);
SetupBasePassState(BasePassDepthStencilAccess, ViewFamily.EngineShowFlags.ShaderComplexity, DrawRenderState);
const bool bShouldRenderView = View.ShouldRenderView();
if (bShouldRenderView)
{
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
// 执行渲染.
RenderBasePassViewParallel(View, RHICmdList, BasePassDepthStencilAccess, DrawRenderState);
}
FSceneRenderTargets::Get(RHICmdList).BeginRenderingGBuffer(RHICmdList, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, BasePassDepthStencilAccess, this->ViewFamily.EngineShowFlags.ShaderComplexity);
RenderEditorPrimitives(RHICmdList, View, BasePassDepthStencilAccess, DrawRenderState, bDirty);
RHICmdList.EndRenderPass();
(......)
}
bDirty = true; // assume dirty since we are not going to wait
}
else // 非并行模式
{
(......)
}
}
(......)
}
```
Base Pass的渲染逻辑和Pre Pass的逻辑是很类似的故而不再细究。接下来重点查看渲染Base Pass时使用的渲染状态和材质下面是渲染状态
```c++
void SetupBasePassState(FExclusiveDepthStencil::Type BasePassDepthStencilAccess, const bool bShaderComplexity, FMeshPassProcessorRenderState& DrawRenderState)
{
DrawRenderState.SetDepthStencilAccess(BasePassDepthStencilAccess);
(......)
{
// 所有GBuffer都开启了混合.
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BasePassOutputsVelocityDebug"));
if (CVar && CVar->GetValueOnRenderThread() == 2)
{
DrawRenderState.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA, CW_NONE>::GetRHI());
}
else
{
DrawRenderState.SetBlendState(TStaticBlendStateWriteMask<CW_RGBA, CW_RGBA, CW_RGBA, CW_RGBA>::GetRHI());
}
// 开启了深度写入和测试, 比较函数为NearOrEqual.
if (DrawRenderState.GetDepthStencilAccess() & FExclusiveDepthStencil::DepthWrite)
{
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<true, CF_DepthNearOrEqual>::GetRHI());
}
else
{
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
}
}
}
```
### LightingPass
### Translucency
半透明阶段会渲染半透明的颜色、扰动纹理用于折射等效果、速度缓冲用于TAA抗锯齿、后处理效果其中最主要的渲染半透明的逻辑在`RenderTranslucency`
```c++
// Source\Runtime\Renderer\Private\TranslucentRendering.cpp
void FDeferredShadingSceneRenderer::RenderTranslucency(FRHICommandListImmediate& RHICmdList, bool bDrawUnderwaterViews)
{
TRefCountPtr<IPooledRenderTarget> SceneColorCopy;
if (!bDrawUnderwaterViews)
{
ConditionalResolveSceneColorForTranslucentMaterials(RHICmdList, SceneColorCopy);
}
// Disable UAV cache flushing so we have optimal VT feedback performance.
RHICmdList.BeginUAVOverlap();
// 在景深之后渲染半透明物体。
if (ViewFamily.AllowTranslucencyAfterDOF())
{
// 第一个Pass渲染标准的半透明物体。
RenderTranslucencyInner(RHICmdList, ETranslucencyPass::TPT_StandardTranslucency, SceneColorCopy, bDrawUnderwaterViews);
// 第二个Pass渲染DOF之后的半透明物体, 会存储在单独的一张半透明RT中, 以便稍后使用.
RenderTranslucencyInner(RHICmdList, ETranslucencyPass::TPT_TranslucencyAfterDOF, SceneColorCopy, bDrawUnderwaterViews);
// 第三个Pass将半透明的RT和场景颜色缓冲在DOF pass之后混合起来.
RenderTranslucencyInner(RHICmdList, ETranslucencyPass::TPT_TranslucencyAfterDOFModulate, SceneColorCopy, bDrawUnderwaterViews);
}
else // 普通模式, 单个Pass即渲染完所有的半透明物体.
{
RenderTranslucencyInner(RHICmdList, ETranslucencyPass::TPT_AllTranslucency, SceneColorCopy, bDrawUnderwaterViews);
}
RHICmdList.EndUAVOverlap();
}
```
`RenderTranslucencyInner`在内部真正地渲染半透明物体,它的代码如下:
```c++
// Source\Runtime\Renderer\Private\TranslucentRendering.cpp
void FDeferredShadingSceneRenderer::RenderTranslucencyInner(FRHICommandListImmediate& RHICmdList, ETranslucencyPass::Type TranslucencyPass, IPooledRenderTarget* SceneColorCopy, bool bDrawUnderwaterViews)
{
if (!ShouldRenderTranslucency(TranslucencyPass))
{
return; // Early exit if nothing needs to be done.
}
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
// 并行渲染支持.
const bool bUseParallel = GRHICommandList.UseParallelAlgorithms() && CVarParallelTranslucency.GetValueOnRenderThread();
if (bUseParallel)
{
SceneContext.AllocLightAttenuation(RHICmdList); // materials will attempt to get this texture before the deferred command to set it up executes
}
FScopedCommandListWaitForTasks Flusher(bUseParallel && (CVarRHICmdFlushRenderThreadTasksTranslucentPass.GetValueOnRenderThread() > 0 || CVarRHICmdFlushRenderThreadTasks.GetValueOnRenderThread() > 0), RHICmdList);
// 遍历所有view.
for (int32 ViewIndex = 0, NumProcessedViews = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
if (!View.ShouldRenderView() || (Views[ViewIndex].IsUnderwater() != bDrawUnderwaterViews))
{
continue;
}
// 更新场景的Uinform Buffer.
Scene->UniformBuffers.UpdateViewUniformBuffer(View);
TUniformBufferRef<FTranslucentBasePassUniformParameters> BasePassUniformBuffer;
// 更新半透明Pass的Uinform Buffer.
CreateTranslucentBasePassUniformBuffer(RHICmdList, View, SceneColorCopy, ESceneTextureSetupMode::All, BasePassUniformBuffer, ViewIndex);
// 渲染状态.
FMeshPassProcessorRenderState DrawRenderState(View, BasePassUniformBuffer);
// 渲染saparate列队.
if (!bDrawUnderwaterViews && RenderInSeparateTranslucency(SceneContext, TranslucencyPass, View.TranslucentPrimCount.DisableOffscreenRendering(TranslucencyPass)))
{
FIntPoint ScaledSize;
float DownsamplingScale = 1.f;
SceneContext.GetSeparateTranslucencyDimensions(ScaledSize, DownsamplingScale);
if (DownsamplingScale < 1.f)
{
FViewUniformShaderParameters DownsampledTranslucencyViewParameters;
SetupDownsampledTranslucencyViewParameters(RHICmdList, View, DownsampledTranslucencyViewParameters);
Scene->UniformBuffers.UpdateViewUniformBufferImmediate(DownsampledTranslucencyViewParameters);
DrawRenderState.SetViewUniformBuffer(Scene->UniformBuffers.ViewUniformBuffer);
(......)
}
// 渲染前的准备阶段.
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
BeginTimingSeparateTranslucencyPass(RHICmdList, View);
SceneContext.BeginRenderingSeparateTranslucency(RHICmdList, View, *this, NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin);
}
// 混合队列.
else if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOFModulate)
{
BeginTimingSeparateTranslucencyModulatePass(RHICmdList, View);
SceneContext.BeginRenderingSeparateTranslucencyModulate(RHICmdList, View, *this, NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin);
}
// 标准队列.
else
{
SceneContext.BeginRenderingSeparateTranslucency(RHICmdList, View, *this, NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin);
}
// Draw only translucent prims that are in the SeparateTranslucency pass
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
// 真正地绘制半透明物体.
if (bUseParallel)
{
RHICmdList.EndRenderPass();
RenderViewTranslucencyParallel(RHICmdList, View, DrawRenderState, TranslucencyPass);
}
else
{
RenderViewTranslucency(RHICmdList, View, DrawRenderState, TranslucencyPass);
RHICmdList.EndRenderPass();
}
// 渲染后的结束阶段.
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
SceneContext.ResolveSeparateTranslucency(RHICmdList, View);
EndTimingSeparateTranslucencyPass(RHICmdList, View);
}
else if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOFModulate)
{
SceneContext.ResolveSeparateTranslucencyModulate(RHICmdList, View);
EndTimingSeparateTranslucencyModulatePass(RHICmdList, View);
}
else
{
SceneContext.ResolveSeparateTranslucency(RHICmdList, View);
}
// 上采样(放大)半透明物体的RT.
if (TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterDOF && TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterDOFModulate)
{
UpsampleTranslucency(RHICmdList, View, false);
}
}
else // 标准队列.
{
SceneContext.BeginRenderingTranslucency(RHICmdList, View, *this, NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin);
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
if (bUseParallel && !ViewFamily.UseDebugViewPS())
{
RHICmdList.EndRenderPass();
RenderViewTranslucencyParallel(RHICmdList, View, DrawRenderState, TranslucencyPass);
}
else
{
RenderViewTranslucency(RHICmdList, View, DrawRenderState, TranslucencyPass);
RHICmdList.EndRenderPass();
}
SceneContext.FinishRenderingTranslucency(RHICmdList);
}
// Keep track of number of views not skipped
NumProcessedViews++;
}
}
```
半透明渲染的C++逻辑和shader逻辑跟Base Pass比较相似不同的是半透明只处理半透明物体Uniform Buffer部分不一样Render State也有所不同光照算法也有区别计算。但它们的主干逻辑大致雷同此处不再展开剖析了。
此外UE4 的半透明渲染队列主要有两个一个是标准Standard队列另一个是分离Separate队列。 分离队列需要在工程Render设置中开启默认开启。如果想要将某个透明物体加入分离Separate队列只需要将其使用的材质开启**Render After DOF**即可(默认已开启):