Commit Graph

20 Commits

Author SHA1 Message Date
graham wihlidal
1b2976b0c9 Big cleanup/refactor of InstanceData* (renamed to InstanceSceneData* to match many other places already calling it that, and to disambiguate upcoming changes that add another instance data buffer to GPU Scene for arbitrary data payloads). This change also removes the virtuals on FPrimitiveSceneProxy for the instance list along with lots of copy paste code for all the derived types, and instead makes it a built-in feature of the base proxy (since nearly everything supports GPU Scene instancing now).
#rb ola.olsson
[FYI] brian.karis
#preflight 60c4d5c586ce760001377f2a


#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16660135
#ROBOMERGE-BOT: (v834-16658389)
#ROBOMERGE-CONFLICT from-shelf

[CL 16660883 by graham wihlidal in ue5-main branch]
2021-06-14 13:42:46 -04:00
ola olsson
5560667259 Tracking GPU-Scene dirty state and specialize Primitive Id only updates to avoid redundant uploads.
- Added instance data validation
- Added general load balancer for instance processing on GPU (will move to own files later)
- Added initial GPU-side write access API for GPU scene.
- Addded specialized kernel to update primitive IDs in instances when that is the only change.

#rb graham.wihlidal
#jira UE-116671
#preflight 60c25d7b1264df0001aab80b


#ROBOMERGE-SOURCE: CL 16628528
#ROBOMERGE-BOT: (v831-16623017)

[CL 16628539 by ola olsson in ue5-main branch]
2021-06-10 15:46:35 -04:00
andrew lauritzen
c373a4445f Fix depth range precision and offset/clamping issues with VSM cached pages
- Instead, create a reference depth range with a guard band that we reuse frame to frame until we get too close to the edge, at which point we invalidate that clipmap level's cached pages (if any)
- Does not significantly affect invalidations, even when moving quickly near surfaces, since those cases would already get invalidated when those pixels moved to a different clipmap level
- Sets up for not re-copying cached VSM pages every frame

#rb ola.olsson
[FYI] brian.karis

#ROBOMERGE-SOURCE: CL 16492432 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16492445 by andrew lauritzen in ue5-main branch]
2021-05-27 17:36:27 -04:00
andrew lauritzen
07c2fd9238 Treat stationary lights as movable for the purposes of shadowing when Non-Nanite VSMs are enabled.
Remove VirtualShadowMapConfig.h which is no longer necessary.

#ROBOMERGE-SOURCE: CL 15919666 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15921215 by andrew lauritzen in ue5-main branch]
2021-04-05 15:05:40 -04:00
andrew lauritzen
b3d0079200 Better naming for different HZBs.
Clean up VSM HZB by moving to previous frame data and removing redundantly exported previous frame page table.
For view contexts with VSM caching "show flag" disabled, also disable HZB so we aren't leaking HZB references out of these graphs either.

#rb graham.wihlidal
[FYI] brian.karis

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15826082 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf

[CL 15833868 by andrew lauritzen in ue5-main branch]
2021-03-25 18:19:54 -04:00
ola olsson
d8d9131a1e Add showflag to disable VSM caching for thumbnail scenes to avoid using huge amounts of memory
#rb graham.wihlidal
#preflight 605b41f1d88d2d00019ec060

#ROBOMERGE-SOURCE: CL 15798607 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15807649 by ola olsson in ue5-main branch]
2021-03-24 16:27:31 -04:00
andrew lauritzen
2e95eb31b4 Add cvar for resizing the virtual shadow map physical page pool
Refactoring to clean up some cross-frame resource references and enable more explicit allocations if needed
Allow nanite to take an external depth buffer to write to instead of creating one internally.

#rb ola.olsson

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15781280 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf

[CL 15789787 by andrew lauritzen in ue5-main branch]
2021-03-23 21:23:57 -04:00
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
  - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
  - Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
  - Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
  - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.

#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15650486 by andrew lauritzen in ue5-main branch]
2021-03-08 23:14:54 -04:00
ola olsson
09532969fe Added (read only) cvar r.Shadow.Virtual.NonNaniteVSM to toggle non-nanite VSM support
#rb Brian.Karis,Andrew.Lauritzen

#ROBOMERGE-SOURCE: CL 15526905 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15526909 by ola olsson in ue5-main branch]
2021-02-25 05:03:27 -04:00
ola olsson
f7822cb8c5 Enable caching for Non-Nanite VSM
- added a path to propagate and cache whether material modifies position (WPO) to enable invalidating cached pages (touches whole mesh command pipeline).
- added pixel shader verision of page copying & clearing.
- also added flag for whether cached the mesh draw command supports primitive id (which enables checing this earlier).

#rb andrew.lauritzen,brian.karis,graham.wihlidal,Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 15436539 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15441336 by ola olsson in ue5-main branch]
2021-02-17 15:32:52 -04:00
Ola Olsson
fd6e6fe42c Fix pathological perf when processing a few large instance ranges to invalidate VSM cache.
#rb rune.stubbe
#rnx

[CL 15155617 by Ola Olsson in ue5-main branch]
2021-01-21 13:38:01 -04:00
Ola Olsson
876ee313e1 Non-Nanite directional light VSM Prototype (disabled, depends on instance culling)
- All non-nanite VSM code is wrapped in ENABLE_NON_NANITE_VSM define (on by default if GPUCULL_TODO is on)
- Added FProjectedShadowInfo with setup to gather primitives for clipmap VSM
- Added RenderVirtualShadowMapsHw to FVirtualShadowMapArray to draw into the VSM
- Shadow depth Vertex shader contains logic to route the instances to pages and uses clip distance to clip to page boundary
- Added culling shaders to replicate instances for each overlapped page

#rb rune.stubbe
#fyi graham.wihlidal,brian.karis,andrew.lauritzen

[CL 15144144 by Ola Olsson in ue5-main branch]
2021-01-20 08:46:15 -04:00
andrew lauritzen
fb0b1d790b Initial shadow map ray tracing support for directional lights
- Disabled by defaul to start. Enable with r.Shadow.v.SMRT.RayCountDirectional 1
- Denoiser will now use temporal reprojection when SMRT is enabled (disable with r.Shadow.v.Denoiser.Temporal 0)
- Variety of fixes and refactors to existing VSM and projection code
- Still a few edge cases that will be improved in future around screen space trace and similar, but working fairly robustly for reasonable light source size settings

#rb ola.olsson
#fyi brian.karis

[CL 14942586 by andrew lauritzen in ue5-main branch]
2020-12-16 17:57:13 -04:00
zach bethel
f3fb7ddab6 Moved RDG builder to top of Deferred Shading Render function. Ported hit proxy rendering to RDG.
#rb christopher.waters
#jira none

[CL 14589785 by zach bethel in ue5-main branch]
2020-10-27 13:40:36 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Ola Olsson
f044aa8b42 Implemented invalidation of Virtual Shadow Maps for all GPU-Scene updates (Add/Remove/Movement)
- Added LastUpdateSceneFrameNumber to Instance data
- Added GetGPUSceneFrameNumber() to access View.FrameNumber or GPU-Scene specific GPUSceneFrameNumber
- Moved GPUScene class to GPUScene.h
- Moved logic to add/remove instance data to GPU scene to class memebers.
- Added functions in FVirtualShadowMapArrayCacheManagerto invalidate footprints of removed or moved instances before GPU scene update.
- Render to virtual shadow map now invalidates as dynamic the footprint of any cluster that had LastUpdateSceneFrameNumber == GetGPUSceneFrameNumber()

#rb rune.stubbe,andrew.lauritzen
#fyi zach.bethel

[CL 14179043 by Ola Olsson in ue5-main branch]
2020-08-25 10:06:54 -04:00
andrew lauritzen
f56c73960d Various nanite and virtual shadow refactoring:
- Remove virtual shadow cascades path and enable clipmaps instead
- Restore full resolution dense shadow maps even when virtual shadow maps are enabled. Combine dense and virtual shadow maps in the screen space shadow mask during projection.
- Remove "copy to fallback" path for virtual shadows; to be replaced by a separate explicit fallback map or similar. This will break Reverb indirect occlusion with Nanite geometry when virtual shadow maps are on for now. For functional testing, disabling virtual shadow maps will still work.
- Fix a bug with point light shadow projection matrices
- Change VirtualShadowMapId's to "int" since we set them to INDEX_NONE (-1) in a bunch of places

[CL 14156014 by andrew lauritzen in ue5-main branch]
2020-08-20 14:06:29 -04:00
andrew lauritzen
08239000ae Move virtual shadow map HZB into cache manager instead of a function static variable.
[CL 14108195 by andrew lauritzen in ue5-main branch]
2020-08-13 18:05:10 -04:00
Michal Valient
eb45e7c33a - non unity build fix
- copyright warning fixes
#rb none

[CL 13836227 by Michal Valient in ue5-main branch]
2020-07-07 14:29:30 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00