3.3 KiB
3.3 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Untitled | 2024-09-26 18:41:24 | ⭐ |
RenderBasePass()
传入RenderBasePass()的DepthStencil逻辑如下:
const FExclusiveDepthStencil::Type BasePassDepthStencilAccess =
bAllowReadOnlyDepthBasePass
? FExclusiveDepthStencil::DepthRead_StencilWrite
: FExclusiveDepthStencil::DepthWrite_StencilWrite;
FDeferredShadingSceneRenderer::RenderBasePass() => FDeferredShadingSceneRenderer::RenderBasePassInternal() =>
FBasePassMeshProcessor::TryAddMeshBatch =>
大致流程
- 绑定GBuffer与Depth。
const FExclusiveDepthStencil ExclusiveDepthStencil(BasePassDepthStencilAccess);
TStaticArray<FTextureRenderTargetBinding, MaxSimultaneousRenderTargets> BasePassTextures;
uint32 BasePassTextureCount = SceneTextures.GetGBufferRenderTargets(BasePassTextures);
Strata::AppendStrataMRTs(*this, BasePassTextureCount, BasePassTextures);
TArrayView<FTextureRenderTargetBinding> BasePassTexturesView = MakeArrayView(BasePassTextures.GetData(), BasePassTextureCount);
FRDGTextureRef BasePassDepthTexture = SceneTextures.Depth.Target;
- GBuffer Clear
GraphBuilder.AddPass(RDG_EVENT_NAME("GBufferClear"), PassParameters, ERDGPassFlags::Raster,
[PassParameters, ColorLoadAction, SceneColorClearValue](FRHICommandList& RHICmdList)
{
// If no fast-clear action was used, we need to do an MRT shader clear.
if (ColorLoadAction == ERenderTargetLoadAction::ENoAction)
{
const FRenderTargetBindingSlots& RenderTargets = PassParameters->RenderTargets;
FLinearColor ClearColors[MaxSimultaneousRenderTargets];
FRHITexture* Textures[MaxSimultaneousRenderTargets];
int32 TextureIndex = 0;
RenderTargets.Enumerate([&](const FRenderTargetBinding& RenderTarget)
{
FRHITexture* TextureRHI = RenderTarget.GetTexture()->GetRHI();
ClearColors[TextureIndex] = TextureIndex == 0 ? SceneColorClearValue : TextureRHI->GetClearColor();
Textures[TextureIndex] = TextureRHI;
++TextureIndex;
});
// Clear color only; depth-stencil is fast cleared.
DrawClearQuadMRT(RHICmdList, true, TextureIndex, ClearColors, false, 0, false, 0);
}
});
SetDepthStencilStateForBasePass()
void SetDepthStencilStateForBasePass(
FMeshPassProcessorRenderState& DrawRenderState,
ERHIFeatureLevel::Type FeatureLevel,
bool bDitheredLODTransition,
const FMaterial& MaterialResource,
bool bEnableReceiveDecalOutput,
bool bForceEnableStencilDitherState)
{
const bool bMaskedInEarlyPass = (MaterialResource.IsMasked() || bDitheredLODTransition) && MaskedInEarlyPass(GShaderPlatformForFeatureLevel[FeatureLevel]);
if (bEnableReceiveDecalOutput)
{
if (bMaskedInEarlyPass)
{
SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
}
else if (DrawRenderState.GetDepthStencilAccess() & FExclusiveDepthStencil::DepthWrite)
{
SetDepthStencilStateForBasePass_Internal<true, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
}
else
{
SetDepthStencilStateForBasePass_Internal<false, CF_GreaterEqual>(DrawRenderState, FeatureLevel);
}
}
else if (bMaskedInEarlyPass)
{
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Equal>::GetRHI());
}
if (bForceEnableStencilDitherState)
{
SetDepthStencilStateForBasePass_Internal<false, CF_Equal>(DrawRenderState, FeatureLevel);
}
}