101 lines
3.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

---
title: Untitled
date: 2024-09-26 18:41:24
excerpt:
tags:
rating: ⭐
---
# RenderBasePass()
传入RenderBasePass()的DepthStencil逻辑如下
```c++
const FExclusiveDepthStencil::Type BasePassDepthStencilAccess =
bAllowReadOnlyDepthBasePass
? FExclusiveDepthStencil::DepthRead_StencilWrite
: FExclusiveDepthStencil::DepthWrite_StencilWrite;
```
FDeferredShadingSceneRenderer::RenderBasePass() =>
FDeferredShadingSceneRenderer::RenderBasePassInternal() =>
FBasePassMeshProcessor::TryAddMeshBatch =>
## 大致流程
1. 绑定GBuffer与Depth。
```c++
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;
```
2. GBuffer Clear
```c++
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);
}
});
```
3.
# SetDepthStencilStateForBasePass()
```c++
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);
}
}
```
#