D:\UnrealEngine426\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp
void FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate& RHICmdList):
// NOTE: The ordering of the lights is used to select sub-sets for different purposes, e.g., those that support clustered deferred.
FSortedLightSetSceneInfo SortedLightSet;
{
RDG_GPU_STAT_SCOPE(GraphBuilder, SortLights);
GatherLightsAndComputeLightGrid(GraphBuilder, bComputeLightGrid, SortedLightSet);
}
CSV_CUSTOM_STAT(LightCount, All, float(SortedLightSet.SortedLights.Num()), ECsvCustomStatOp::Set);
CSV_CUSTOM_STAT(LightCount, ShadowOff, float(SortedLightSet.AttenuationLightStart), ECsvCustomStatOp::Set);
CSV_CUSTOM_STAT(LightCount, ShadowOn, float(SortedLightSet.SortedLights.Num()) - float(SortedLightSet.AttenuationLightStart), ECsvCustomStatOp::Set);
SceneColorTexture = FRDGTextureMSAA(RenderLights(GraphBuilder, SceneTextures, SceneColorTexture.Target, SceneDepthTexture.Target, LightingChannelsTexture, SortedLightSet, HairDatas));
// Pre-lighting composition lighting stage
// e.g. LPV indirect
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
FViewInfo& View = Views[ViewIndex];
if(IsLpvIndirectPassRequired(View))
{
AddUntrackedAccessPass(GraphBuilder, [this, &View, ViewIndex](FRHICommandListImmediate& InRHICmdList)
{
SCOPED_GPU_MASK(InRHICmdList, View.GPUMask);
SCOPED_CONDITIONAL_DRAW_EVENTF(InRHICmdList, EventView, Views.Num() > 1, TEXT("View%d"), ViewIndex);
GCompositionLighting.ProcessLpvIndirect(InRHICmdList, View);
ServiceLocalQueue();
});
}
}
// Render diffuse sky lighting and reflections that only operate on opaque pixels
RenderDeferredReflectionsAndSkyLighting(GraphBuilder, SceneTextures, SceneColorTexture, DynamicBentNormalAOTexture, VelocityTexture, HairDatas);
// Draw Lightshafts
if (ViewFamily.EngineShowFlags.LightShafts)
{
SCOPE_CYCLE_COUNTER(STAT_FDeferredShadingSceneRenderer_RenderLightShaftOcclusion);
LightShaftOcclusionTexture = RenderLightShaftOcclusion(GraphBuilder, SceneTextures, SceneTextureExtent);
}
GatherLightsAndComputeLightGrid()
1
FRDGTextureMSAA()?
RenderLights()
1
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