// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "RenderUtils.h" #include "Containers/ResourceArray.h" #include "Containers/DynamicRHIResourceArray.h" #include "RenderResource.h" #include "RHIStaticStates.h" #include "RenderGraphUtils.h" #include "PipelineStateCache.h" #if WITH_EDITOR #include "Misc/CoreMisc.h" #include "Interfaces/ITargetPlatform.h" #include "Interfaces/ITargetPlatformManagerModule.h" #endif const uint16 GCubeIndices[12*3] = { 0, 2, 3, 0, 3, 1, 4, 5, 7, 4, 7, 6, 0, 1, 5, 0, 5, 4, 2, 6, 7, 2, 7, 3, 0, 4, 6, 0, 6, 2, 1, 3, 7, 1, 7, 5, }; TGlobalResource GCubeIndexBuffer; TGlobalResource GTwoTrianglesIndexBuffer; TGlobalResource GScreenSpaceVertexBuffer; // // FPackedNormal serializer // FArchive& operator<<(FArchive& Ar, FDeprecatedSerializedPackedNormal& N) { Ar << N.Vector.Packed; return Ar; } FArchive& operator<<(FArchive& Ar, FPackedNormal& N) { Ar << N.Vector.Packed; return Ar; } FArchive& operator<<(FArchive& Ar, FPackedRGBA16N& N) { Ar << N.X; Ar << N.Y; Ar << N.Z; Ar << N.W; return Ar; } // // Pixel format information. // FPixelFormatInfo GPixelFormats[PF_MAX] = { // Name BlockSizeX BlockSizeY BlockSizeZ BlockBytes NumComponents PlatformFormat Supported UnrealFormat { TEXT("unknown"), 0, 0, 0, 0, 0, 0, 0, PF_Unknown }, { TEXT("A32B32G32R32F"), 1, 1, 1, 16, 4, 0, 1, PF_A32B32G32R32F }, { TEXT("B8G8R8A8"), 1, 1, 1, 4, 4, 0, 1, PF_B8G8R8A8 }, { TEXT("G8"), 1, 1, 1, 1, 1, 0, 1, PF_G8 }, { TEXT("G16"), 1, 1, 1, 2, 1, 0, 1, PF_G16 }, { TEXT("DXT1"), 4, 4, 1, 8, 3, 0, 1, PF_DXT1 }, { TEXT("DXT3"), 4, 4, 1, 16, 4, 0, 1, PF_DXT3 }, { TEXT("DXT5"), 4, 4, 1, 16, 4, 0, 1, PF_DXT5 }, { TEXT("UYVY"), 2, 1, 1, 4, 4, 0, 0, PF_UYVY }, { TEXT("FloatRGB"), 1, 1, 1, 4, 3, 0, 1, PF_FloatRGB }, { TEXT("FloatRGBA"), 1, 1, 1, 8, 4, 0, 1, PF_FloatRGBA }, { TEXT("DepthStencil"), 1, 1, 1, 4, 1, 0, 0, PF_DepthStencil }, { TEXT("ShadowDepth"), 1, 1, 1, 4, 1, 0, 0, PF_ShadowDepth }, { TEXT("R32_FLOAT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_FLOAT }, { TEXT("G16R16"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16 }, { TEXT("G16R16F"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16F }, { TEXT("G16R16F_FILTER"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16F_FILTER }, { TEXT("G32R32F"), 1, 1, 1, 8, 2, 0, 1, PF_G32R32F }, { TEXT("A2B10G10R10"), 1, 1, 1, 4, 4, 0, 1, PF_A2B10G10R10 }, { TEXT("A16B16G16R16"), 1, 1, 1, 8, 4, 0, 1, PF_A16B16G16R16 }, { TEXT("D24"), 1, 1, 1, 4, 1, 0, 1, PF_D24 }, { TEXT("PF_R16F"), 1, 1, 1, 2, 1, 0, 1, PF_R16F }, { TEXT("PF_R16F_FILTER"), 1, 1, 1, 2, 1, 0, 1, PF_R16F_FILTER }, { TEXT("BC5"), 4, 4, 1, 16, 2, 0, 1, PF_BC5 }, { TEXT("V8U8"), 1, 1, 1, 2, 2, 0, 1, PF_V8U8 }, { TEXT("A1"), 1, 1, 1, 1, 1, 0, 0, PF_A1 }, { TEXT("FloatR11G11B10"), 1, 1, 1, 4, 3, 0, 0, PF_FloatR11G11B10 }, { TEXT("A8"), 1, 1, 1, 1, 1, 0, 1, PF_A8 }, { TEXT("R32_UINT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_UINT }, { TEXT("R32_SINT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_SINT }, // IOS Support { TEXT("PVRTC2"), 8, 4, 1, 8, 4, 0, 0, PF_PVRTC2 }, { TEXT("PVRTC4"), 4, 4, 1, 8, 4, 0, 0, PF_PVRTC4 }, { TEXT("R16_UINT"), 1, 1, 1, 2, 1, 0, 1, PF_R16_UINT }, { TEXT("R16_SINT"), 1, 1, 1, 2, 1, 0, 1, PF_R16_SINT }, { TEXT("R16G16B16A16_UINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_UINT}, { TEXT("R16G16B16A16_SINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_SINT}, { TEXT("R5G6B5_UNORM"), 1, 1, 1, 2, 3, 0, 1, PF_R5G6B5_UNORM }, { TEXT("R8G8B8A8"), 1, 1, 1, 4, 4, 0, 1, PF_R8G8B8A8 }, { TEXT("A8R8G8B8"), 1, 1, 1, 4, 4, 0, 1, PF_A8R8G8B8 }, { TEXT("BC4"), 4, 4, 1, 8, 1, 0, 1, PF_BC4 }, { TEXT("R8G8"), 1, 1, 1, 2, 2, 0, 1, PF_R8G8 }, { TEXT("ATC_RGB"), 4, 4, 1, 8, 3, 0, 0, PF_ATC_RGB }, { TEXT("ATC_RGBA_E"), 4, 4, 1, 16, 4, 0, 0, PF_ATC_RGBA_E }, { TEXT("ATC_RGBA_I"), 4, 4, 1, 16, 4, 0, 0, PF_ATC_RGBA_I }, { TEXT("X24_G8"), 1, 1, 1, 1, 1, 0, 0, PF_X24_G8 }, { TEXT("ETC1"), 4, 4, 1, 8, 3, 0, 0, PF_ETC1 }, { TEXT("ETC2_RGB"), 4, 4, 1, 8, 3, 0, 0, PF_ETC2_RGB }, { TEXT("ETC2_RGBA"), 4, 4, 1, 16, 4, 0, 0, PF_ETC2_RGBA }, { TEXT("PF_R32G32B32A32_UINT"),1, 1, 1, 16, 4, 0, 1, PF_R32G32B32A32_UINT}, { TEXT("PF_R16G16_UINT"), 1, 1, 1, 4, 4, 0, 1, PF_R16G16_UINT}, // ASTC support { TEXT("ASTC_4x4"), 4, 4, 1, 16, 4, 0, 0, PF_ASTC_4x4 }, { TEXT("ASTC_6x6"), 6, 6, 1, 16, 4, 0, 0, PF_ASTC_6x6 }, { TEXT("ASTC_8x8"), 8, 8, 1, 16, 4, 0, 0, PF_ASTC_8x8 }, { TEXT("ASTC_10x10"), 10, 10, 1, 16, 4, 0, 0, PF_ASTC_10x10 }, { TEXT("ASTC_12x12"), 12, 12, 1, 16, 4, 0, 0, PF_ASTC_12x12 }, { TEXT("BC6H"), 4, 4, 1, 16, 3, 0, 1, PF_BC6H }, { TEXT("BC7"), 4, 4, 1, 16, 4, 0, 1, PF_BC7 }, { TEXT("R8_UINT"), 1, 1, 1, 1, 1, 0, 1, PF_R8_UINT }, { TEXT("L8"), 1, 1, 1, 1, 1, 0, 0, PF_L8 }, { TEXT("XGXR8"), 1, 1, 1, 4, 4, 0, 1, PF_XGXR8 }, { TEXT("R8G8B8A8_UINT"), 1, 1, 1, 4, 4, 0, 1, PF_R8G8B8A8_UINT }, { TEXT("R8G8B8A8_SNORM"), 1, 1, 1, 4, 4, 0, 1, PF_R8G8B8A8_SNORM }, { TEXT("R16G16B16A16_UINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_UNORM }, { TEXT("R16G16B16A16_SINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_SNORM }, { TEXT("PLATFORM_HDR_0"), 0, 0, 0, 0, 0, 0, 0, PF_PLATFORM_HDR_0 }, { TEXT("PLATFORM_HDR_1"), 0, 0, 0, 0, 0, 0, 0, PF_PLATFORM_HDR_1 }, { TEXT("PLATFORM_HDR_2"), 0, 0, 0, 0, 0, 0, 0, PF_PLATFORM_HDR_2 }, // NV12 contains 2 textures: R8 luminance plane followed by R8G8 1/4 size chrominance plane. // BlockSize/BlockBytes/NumComponents values don't make much sense for this format, so set them all to one. { TEXT("NV12"), 1, 1, 1, 1, 1, 0, 0, PF_NV12 }, { TEXT("PF_R32G32_UINT"), 1, 1, 1, 8, 2, 0, 1, PF_R32G32_UINT }, }; static struct FValidatePixelFormats { FValidatePixelFormats() { for (int32 X = 0; X < ARRAY_COUNT(GPixelFormats); ++X) { // Make sure GPixelFormats has an entry for every unreal format check(X == GPixelFormats[X].UnrealFormat); } } } ValidatePixelFormats; // // CalculateImageBytes // SIZE_T CalculateImageBytes(uint32 SizeX,uint32 SizeY,uint32 SizeZ,uint8 Format) { if ( Format == PF_A1 ) { // The number of bytes needed to store all 1 bit pixels in a line is the width of the image divided by the number of bits in a byte uint32 BytesPerLine = SizeX / 8; // The number of actual bytes in a 1 bit image is the bytes per line of pixels times the number of lines return sizeof(uint8) * BytesPerLine * SizeY; } else if( SizeZ > 0 ) { return (SizeX / GPixelFormats[Format].BlockSizeX) * (SizeY / GPixelFormats[Format].BlockSizeY) * (SizeZ / GPixelFormats[Format].BlockSizeZ) * GPixelFormats[Format].BlockBytes; } else { return (SizeX / GPixelFormats[Format].BlockSizeX) * (SizeY / GPixelFormats[Format].BlockSizeY) * GPixelFormats[Format].BlockBytes; } } // // FWhiteTexture implementation // /** * A solid-colored 1x1 texture. */ template class FColoredTexture : public FTextureWithSRV { public: // FResource interface. virtual void InitRHI() override { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("ColoredTexture")); FTexture2DRHIRef Texture2D = RHICreateTexture2D(1, 1, PF_B8G8R8A8, 1, 1, TexCreate_ShaderResource, CreateInfo); TextureRHI = Texture2D; // Write the contents of the texture. uint32 DestStride; FColor* DestBuffer = (FColor*)RHILockTexture2D(Texture2D, 0, RLM_WriteOnly, DestStride, false); *DestBuffer = FColor(R, G, B, A); RHIUnlockTexture2D(Texture2D, 0, false); // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); // Create a view of the texture ShaderResourceViewRHI = RHICreateShaderResourceView(TextureRHI, 0u); } /** Returns the width of the texture in pixels. */ virtual uint32 GetSizeX() const override { return 1; } /** Returns the height of the texture in pixels. */ virtual uint32 GetSizeY() const override { return 1; } }; FTextureWithSRV* GWhiteTextureWithSRV = new TGlobalResource >; FTextureWithSRV* GBlackTextureWithSRV = new TGlobalResource >; FTexture* GWhiteTexture = GWhiteTextureWithSRV; FTexture* GBlackTexture = GBlackTextureWithSRV; /** * Bulk data interface for providing a single black color used to initialize a * volume texture. */ class FBlackVolumeTextureResourceBulkDataInterface : public FResourceBulkDataInterface { public: /** Default constructor. */ FBlackVolumeTextureResourceBulkDataInterface() : Color(0) { } /** * Returns a pointer to the bulk data. */ virtual const void* GetResourceBulkData() const override { return &Color; } /** * @return size of resource memory */ virtual uint32 GetResourceBulkDataSize() const override { return sizeof(Color); } /** * Free memory after it has been used to initialize RHI resource */ virtual void Discard() override { } private: /** Storage for the color. */ FColor Color; }; /** * A class representing a 1x1x1 black volume texture. */ template class FBlackVolumeTexture : public FTexture { public: /** * Initialize RHI resources. */ virtual void InitRHI() override { if (GSupportsTexture3D) { // Create the texture. FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData; FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); CreateInfo.DebugName = TEXT("BlackVolumeTexture"); FTexture3DRHIRef Texture3D = RHICreateTexture3D(1,1,1,PixelFormat,1,TexCreate_ShaderResource,CreateInfo); TextureRHI = Texture3D; } else { // Create a texture, even though it's not a volume texture FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData; FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); FTexture2DRHIRef Texture2D = RHICreateTexture2D(1, 1, PixelFormat, 1, 1, TexCreate_ShaderResource, CreateInfo); TextureRHI = Texture2D; } // Create the sampler state. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point, AM_Wrap, AM_Wrap, AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); } /** * Return the size of the texture in the X dimension. */ virtual uint32 GetSizeX() const override { return 1; } /** * Return the size of the texture in the Y dimension. */ virtual uint32 GetSizeY() const override { return 1; } }; /** Global black volume texture resource. */ FTexture* GBlackVolumeTexture = new TGlobalResource>(); /** Global black volume texture resource. */ FTexture* GBlackUintVolumeTexture = new TGlobalResource>(); class FBlackArrayTexture : public FTexture { public: // FResource interface. virtual void InitRHI() override { if (GetFeatureLevel() >= ERHIFeatureLevel::SM4) { // Create the texture RHI. FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData; FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); CreateInfo.DebugName = TEXT("BlackArrayTexture"); FTexture2DArrayRHIRef TextureArray = RHICreateTexture2DArray(1, 1, 1, PF_B8G8R8A8, 1, 1, TexCreate_ShaderResource, CreateInfo); TextureRHI = TextureArray; // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); } } /** Returns the width of the texture in pixels. */ virtual uint32 GetSizeX() const override { return 1; } /** Returns the height of the texture in pixels. */ virtual uint32 GetSizeY() const override { return 1; } }; FTexture* GBlackArrayTexture = new TGlobalResource; // // FMipColorTexture implementation // /** * A texture that has a different solid color in each mip-level */ class FMipColorTexture : public FTexture { public: enum { NumMips = 12 }; static const FColor MipColors[NumMips]; // FResource interface. virtual void InitRHI() override { // Create the texture RHI. int32 TextureSize = 1 << (NumMips - 1); FRHIResourceCreateInfo CreateInfo; FTexture2DRHIRef Texture2D = RHICreateTexture2D(TextureSize,TextureSize,PF_B8G8R8A8,NumMips,1,TexCreate_ShaderResource,CreateInfo); TextureRHI = Texture2D; // Write the contents of the texture. uint32 DestStride; int32 Size = TextureSize; for ( int32 MipIndex=0; MipIndex < NumMips; ++MipIndex ) { FColor* DestBuffer = (FColor*)RHILockTexture2D(Texture2D, MipIndex, RLM_WriteOnly, DestStride, false); for ( int32 Y=0; Y < Size; ++Y ) { for ( int32 X=0; X < Size; ++X ) { DestBuffer[X] = MipColors[NumMips - 1 - MipIndex]; } DestBuffer += DestStride / sizeof(FColor); } RHIUnlockTexture2D(Texture2D, MipIndex, false); Size >>= 1; } // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); } /** Returns the width of the texture in pixels. */ virtual uint32 GetSizeX() const override { int32 TextureSize = 1 << (NumMips - 1); return TextureSize; } /** Returns the height of the texture in pixels. */ // PVS-Studio notices that the implementation of GetSizeX is identical to this one // and warns us. In this case, it is intentional, so we disable the warning: virtual uint32 GetSizeY() const override //-V524 { int32 TextureSize = 1 << (NumMips - 1); return TextureSize; } }; const FColor FMipColorTexture::MipColors[NumMips] = { FColor( 80, 80, 80, 0 ), // Mip 0: 1x1 (dark grey) FColor( 200, 200, 200, 0 ), // Mip 1: 2x2 (light grey) FColor( 200, 200, 0, 0 ), // Mip 2: 4x4 (medium yellow) FColor( 255, 255, 0, 0 ), // Mip 3: 8x8 (yellow) FColor( 160, 255, 40, 0 ), // Mip 4: 16x16 (light green) FColor( 0, 255, 0, 0 ), // Mip 5: 32x32 (green) FColor( 0, 255, 200, 0 ), // Mip 6: 64x64 (cyan) FColor( 0, 170, 170, 0 ), // Mip 7: 128x128 (light blue) FColor( 60, 60, 255, 0 ), // Mip 8: 256x256 (dark blue) FColor( 255, 0, 255, 0 ), // Mip 9: 512x512 (pink) FColor( 255, 0, 0, 0 ), // Mip 10: 1024x1024 (red) FColor( 255, 130, 0, 0 ), // Mip 11: 2048x2048 (orange) }; RENDERCORE_API FTexture* GMipColorTexture = new FMipColorTexture; RENDERCORE_API int32 GMipColorTextureMipLevels = FMipColorTexture::NumMips; // 4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing RENDERCORE_API const uint32 GDiffuseConvolveMipLevel = 4; /** A solid color cube texture. */ class FSolidColorTextureCube : public FTexture { public: FSolidColorTextureCube(const FColor& InColor) : bInitToZero(false) , PixelFormat(PF_B8G8R8A8) , ColorData(InColor.DWColor()) {} FSolidColorTextureCube(EPixelFormat InPixelFormat) : bInitToZero(true) , PixelFormat(InPixelFormat) , ColorData(0) {} // FRenderResource interface. virtual void InitRHI() override { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("SolidColorCube")); FTextureCubeRHIRef TextureCube = RHICreateTextureCube(1, PixelFormat, 1, TexCreate_ShaderResource, CreateInfo); TextureRHI = TextureCube; // Write the contents of the texture. for (uint32 FaceIndex = 0; FaceIndex < 6; FaceIndex++) { uint32 DestStride; void* DestBuffer = RHILockTextureCubeFace(TextureCube, FaceIndex, 0, 0, RLM_WriteOnly, DestStride, false); if (bInitToZero) { FMemory::Memzero(DestBuffer, GPixelFormats[PixelFormat].BlockBytes); } else { FMemory::Memcpy(DestBuffer, &ColorData, sizeof(ColorData)); } RHIUnlockTextureCubeFace(TextureCube, FaceIndex, 0, 0, false); } // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point, AM_Wrap, AM_Wrap, AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); } /** Returns the width of the texture in pixels. */ virtual uint32 GetSizeX() const override { return 1; } /** Returns the height of the texture in pixels. */ virtual uint32 GetSizeY() const override { return 1; } private: const bool bInitToZero; const EPixelFormat PixelFormat; const uint32 ColorData; }; /** A white cube texture. */ class FWhiteTextureCube : public FSolidColorTextureCube { public: FWhiteTextureCube() : FSolidColorTextureCube(FColor::White) {} }; FTexture* GWhiteTextureCube = new TGlobalResource; /** A black cube texture. */ class FBlackTextureCube : public FSolidColorTextureCube { public: FBlackTextureCube() : FSolidColorTextureCube(FColor::Black) {} }; FTexture* GBlackTextureCube = new TGlobalResource; /** A black cube texture. */ class FBlackTextureDepthCube : public FSolidColorTextureCube { public: FBlackTextureDepthCube() : FSolidColorTextureCube(PF_ShadowDepth) {} }; FTexture* GBlackTextureDepthCube = new TGlobalResource; class FBlackCubeArrayTexture : public FTexture { public: // FResource interface. virtual void InitRHI() override { if (GetFeatureLevel() >= ERHIFeatureLevel::SM5) { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("BlackCubeArray")); FTextureCubeRHIRef TextureCubeArray = RHICreateTextureCubeArray(1,1,PF_B8G8R8A8,1,TexCreate_ShaderResource,CreateInfo); TextureRHI = TextureCubeArray; for(uint32 FaceIndex = 0;FaceIndex < 6;FaceIndex++) { uint32 DestStride; FColor* DestBuffer = (FColor*)RHILockTextureCubeFace(TextureCubeArray, FaceIndex, 0, 0, RLM_WriteOnly, DestStride, false); // Note: alpha is used by reflection environment to say how much of the foreground texture is visible, so 0 says it is completely invisible *DestBuffer = FColor(0, 0, 0, 0); RHIUnlockTextureCubeFace(TextureCubeArray, FaceIndex, 0, 0, false); } // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap); SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer); } } /** Returns the width of the texture in pixels. */ virtual uint32 GetSizeX() const override { return 1; } /** Returns the height of the texture in pixels. */ virtual uint32 GetSizeY() const override { return 1; } }; FTexture* GBlackCubeArrayTexture = new TGlobalResource; /* 3 XYZ packed in 4 bytes. (11:11:10 for X:Y:Z) */ /** * operator FVector - unpacked to -1 to 1 */ FPackedPosition::operator FVector() const { return FVector(Vector.X/1023.f, Vector.Y/1023.f, Vector.Z/511.f); } /** * operator VectorRegister */ VectorRegister FPackedPosition::GetVectorRegister() const { FVector UnpackedVect = *this; VectorRegister VectorToUnpack = VectorLoadFloat3_W0(&UnpackedVect); return VectorToUnpack; } /** * Pack this vector(-1 to 1 for XYZ) to 4 bytes XYZ(11:11:10) */ void FPackedPosition::Set( const FVector& InVector ) { check (FMath::Abs(InVector.X) <= 1.f && FMath::Abs(InVector.Y) <= 1.f && FMath::Abs(InVector.Z) <= 1.f); #if !WITH_EDITORONLY_DATA // This should not happen in Console - this should happen during Cooking in PC check (false); #else // Too confusing to use .5f - wanted to use the last bit! // Change to int for easier read Vector.X = FMath::Clamp(FMath::TruncToInt(InVector.X * 1023.0f),-1023,1023); Vector.Y = FMath::Clamp(FMath::TruncToInt(InVector.Y * 1023.0f),-1023,1023); Vector.Z = FMath::Clamp(FMath::TruncToInt(InVector.Z * 511.0f),-511,511); #endif } /** * operator << serialize */ FArchive& operator<<(FArchive& Ar,FPackedPosition& N) { // Save N.Packed return Ar << N.Packed; } void CalcMipMapExtent3D( uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex, uint32& OutXExtent, uint32& OutYExtent, uint32& OutZExtent ) { OutXExtent = FMath::Max(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX); OutYExtent = FMath::Max(TextureSizeY >> MipIndex, GPixelFormats[Format].BlockSizeY); OutZExtent = FMath::Max(TextureSizeZ >> MipIndex, GPixelFormats[Format].BlockSizeZ); } SIZE_T CalcTextureMipMapSize3D( uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex ) { uint32 XExtent; uint32 YExtent; uint32 ZExtent; CalcMipMapExtent3D(TextureSizeX, TextureSizeY, TextureSizeZ, Format, MipIndex, XExtent, YExtent, ZExtent); // Offset MipExtent to round up result XExtent += GPixelFormats[Format].BlockSizeX - 1; YExtent += GPixelFormats[Format].BlockSizeY - 1; ZExtent += GPixelFormats[Format].BlockSizeZ - 1; const uint32 XPitch = (XExtent / GPixelFormats[Format].BlockSizeX) * GPixelFormats[Format].BlockBytes; const uint32 NumRows = YExtent / GPixelFormats[Format].BlockSizeY; const uint32 NumLayers = ZExtent / GPixelFormats[Format].BlockSizeZ; return NumLayers * NumRows * XPitch; } SIZE_T CalcTextureSize3D( uint32 SizeX, uint32 SizeY, uint32 SizeZ, EPixelFormat Format, uint32 MipCount ) { SIZE_T Size = 0; for ( uint32 MipIndex=0; MipIndex < MipCount; ++MipIndex ) { Size += CalcTextureMipMapSize3D(SizeX,SizeY,SizeZ,Format,MipIndex); } return Size; } FIntPoint CalcMipMapExtent( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex ) { return FIntPoint(FMath::Max(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX), FMath::Max(TextureSizeY >> MipIndex, GPixelFormats[Format].BlockSizeY)); } SIZE_T CalcTextureMipWidthInBlocks(uint32 TextureSizeX, EPixelFormat Format, uint32 MipIndex) { const uint32 BlockSizeX = GPixelFormats[Format].BlockSizeX; const uint32 WidthInTexels = FMath::Max(TextureSizeX >> MipIndex, 1); const uint32 WidthInBlocks = (WidthInTexels + BlockSizeX - 1) / BlockSizeX; return WidthInBlocks; } SIZE_T CalcTextureMipHeightInBlocks(uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex) { const uint32 BlockSizeY = GPixelFormats[Format].BlockSizeY; const uint32 HeightInTexels = FMath::Max(TextureSizeY >> MipIndex, 1); const uint32 HeightInBlocks = (HeightInTexels + BlockSizeY - 1) / BlockSizeY; return HeightInBlocks; } SIZE_T CalcTextureMipMapSize( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex ) { const uint32 WidthInBlocks = CalcTextureMipWidthInBlocks(TextureSizeX, Format, MipIndex); const uint32 HeightInBlocks = CalcTextureMipHeightInBlocks(TextureSizeY, Format, MipIndex); return WidthInBlocks * HeightInBlocks * GPixelFormats[Format].BlockBytes; } SIZE_T CalcTextureSize( uint32 SizeX, uint32 SizeY, EPixelFormat Format, uint32 MipCount ) { SIZE_T Size = 0; for ( uint32 MipIndex=0; MipIndex < MipCount; ++MipIndex ) { Size += CalcTextureMipMapSize(SizeX,SizeY,Format,MipIndex); } return Size; } void CopyTextureData2D(const void* Source,void* Dest,uint32 SizeY,EPixelFormat Format,uint32 SourceStride,uint32 DestStride) { const uint32 BlockSizeY = GPixelFormats[Format].BlockSizeY; const uint32 NumBlocksY = (SizeY + BlockSizeY - 1) / BlockSizeY; // a DestStride of 0 means to use the SourceStride if(SourceStride == DestStride || DestStride == 0) { // If the source and destination have the same stride, copy the data in one block. FMemory::Memcpy(Dest,Source,NumBlocksY * SourceStride); } else { // If the source and destination have different strides, copy each row of blocks separately. const uint32 NumBytesPerRow = FMath::Min(SourceStride, DestStride); for(uint32 BlockY = 0;BlockY < NumBlocksY;++BlockY) { FMemory::Memcpy( (uint8*)Dest + DestStride * BlockY, (uint8*)Source + SourceStride * BlockY, NumBytesPerRow ); } } } /** Helper functions for text output of texture properties... */ #ifndef CASE_ENUM_TO_TEXT #define CASE_ENUM_TO_TEXT(txt) case txt: return TEXT(#txt); #endif #ifndef TEXT_TO_ENUM #define TEXT_TO_ENUM(eVal, txt) if (FCString::Stricmp(TEXT(#eVal), txt) == 0) return eVal; #endif const TCHAR* GetPixelFormatString(EPixelFormat InPixelFormat) { switch (InPixelFormat) { FOREACH_ENUM_EPIXELFORMAT(CASE_ENUM_TO_TEXT) default: return TEXT("PF_Unknown"); } } EPixelFormat GetPixelFormatFromString(const TCHAR* InPixelFormatStr) { #define TEXT_TO_PIXELFORMAT(f) TEXT_TO_ENUM(f, InPixelFormatStr); FOREACH_ENUM_EPIXELFORMAT(TEXT_TO_PIXELFORMAT) #undef TEXT_TO_PIXELFORMAT return PF_Unknown; } const TCHAR* GetCubeFaceName(ECubeFace Face) { switch(Face) { case CubeFace_PosX: return TEXT("PosX"); case CubeFace_NegX: return TEXT("NegX"); case CubeFace_PosY: return TEXT("PosY"); case CubeFace_NegY: return TEXT("NegY"); case CubeFace_PosZ: return TEXT("PosZ"); case CubeFace_NegZ: return TEXT("NegZ"); default: return TEXT(""); } } ECubeFace GetCubeFaceFromName(const FString& Name) { // not fast but doesn't have to be if(Name.EndsWith(TEXT("PosX"))) { return CubeFace_PosX; } else if(Name.EndsWith(TEXT("NegX"))) { return CubeFace_NegX; } else if(Name.EndsWith(TEXT("PosY"))) { return CubeFace_PosY; } else if(Name.EndsWith(TEXT("NegY"))) { return CubeFace_NegY; } else if(Name.EndsWith(TEXT("PosZ"))) { return CubeFace_PosZ; } else if(Name.EndsWith(TEXT("NegZ"))) { return CubeFace_NegZ; } return CubeFace_MAX; } class FVector4VertexDeclaration : public FRenderResource { public: FVertexDeclarationRHIRef VertexDeclarationRHI; virtual void InitRHI() override { FVertexDeclarationElementList Elements; Elements.Add(FVertexElement(0, 0, VET_Float4, 0, sizeof(FVector4))); VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements); } virtual void ReleaseRHI() override { VertexDeclarationRHI.SafeRelease(); } }; TGlobalResource GVector4VertexDeclaration; RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector4() { return GVector4VertexDeclaration.VertexDeclarationRHI; } class FVector3VertexDeclaration : public FRenderResource { public: FVertexDeclarationRHIRef VertexDeclarationRHI; virtual void InitRHI() override { FVertexDeclarationElementList Elements; Elements.Add(FVertexElement(0, 0, VET_Float3, 0, sizeof(FVector))); VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements); } virtual void ReleaseRHI() override { VertexDeclarationRHI.SafeRelease(); } }; TGlobalResource GVector3VertexDeclaration; RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector3() { return GVector3VertexDeclaration.VertexDeclarationRHI; } class FVector2VertexDeclaration : public FRenderResource { public: FVertexDeclarationRHIRef VertexDeclarationRHI; virtual void InitRHI() override { FVertexDeclarationElementList Elements; Elements.Add(FVertexElement(0, 0, VET_Float2, 0, sizeof(FVector2D))); VertexDeclarationRHI = PipelineStateCache::GetOrCreateVertexDeclaration(Elements); } virtual void ReleaseRHI() override { VertexDeclarationRHI.SafeRelease(); } }; TGlobalResource GVector2VertexDeclaration; RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector2() { return GVector2VertexDeclaration.VertexDeclarationRHI; } RENDERCORE_API bool PlatformSupportsSimpleForwardShading(EShaderPlatform Platform) { static const auto SupportSimpleForwardShadingCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SupportSimpleForwardShading")); // Scalability feature only needed / used on PC return IsPCPlatform(Platform) && SupportSimpleForwardShadingCVar->GetValueOnAnyThread() != 0; } RENDERCORE_API bool IsSimpleForwardShadingEnabled(EShaderPlatform Platform) { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SimpleForwardShading")); return CVar->GetValueOnAnyThread() != 0 && PlatformSupportsSimpleForwardShading(Platform); } RENDERCORE_API bool MobileSupportsGPUScene(EShaderPlatform Platform) { // make it shader platform setting? static TConsoleVariableData* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.SupportGPUScene")); return (CVar && CVar->GetValueOnAnyThread() != 0) ? true : false; } RENDERCORE_API bool AllowPixelDepthOffset(EShaderPlatform Platform) { if (IsMobilePlatform(Platform)) { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.AllowPixelDepthOffset")); return CVar->GetValueOnAnyThread() != 0; } return true; } RENDERCORE_API int32 GUseForwardShading = 0; static FAutoConsoleVariableRef CVarForwardShading( TEXT("r.ForwardShading"), GUseForwardShading, TEXT("Whether to use forward shading on desktop platforms - requires Shader Model 5 hardware.\n") TEXT("Forward shading has lower constant cost, but fewer features supported. 0:off, 1:on\n") TEXT("This rendering path is a work in progress with many unimplemented features, notably only a single reflection capture is applied per object and no translucency dynamic shadow receiving."), ECVF_RenderThreadSafe | ECVF_ReadOnly ); static TAutoConsoleVariable CVarDistanceFields( TEXT("r.DistanceFields"), 1, TEXT("Enables distance fields rendering.\n") \ TEXT(" 0: Disabled.\n") \ TEXT(" 1: Enabled."), ECVF_RenderThreadSafe | ECVF_ReadOnly ); RENDERCORE_API uint64 GForwardShadingPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GForwardShadingPlatformMask) * 8, "GForwardShadingPlatformMask must be large enough to support all shader platforms"); RENDERCORE_API uint64 GDBufferPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GDBufferPlatformMask) * 8, "GDBufferPlatformMask must be large enough to support all shader platforms"); RENDERCORE_API uint64 GBasePassVelocityPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GBasePassVelocityPlatformMask) * 8, "GBasePassVelocityPlatformMask must be large enough to support all shader platforms"); RENDERCORE_API uint64 GSelectiveBasePassOutputsPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GSelectiveBasePassOutputsPlatformMask) * 8, "GSelectiveBasePassOutputsPlatformMask must be large enough to support all shader platforms"); RENDERCORE_API uint64 GDistanceFieldsPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GDistanceFieldsPlatformMask) * 8, "GDistanceFieldsPlatformMask must be large enough to support all shader platforms"); RENDERCORE_API void RenderUtilsInit() { if (GUseForwardShading) { GForwardShadingPlatformMask = ~0u; } static IConsoleVariable* DBufferVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DBuffer")); if (DBufferVar && DBufferVar->GetInt()) { GDBufferPlatformMask = ~0u; } static IConsoleVariable* BasePassVelocityCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.BasePassOutputsVelocity")); if (BasePassVelocityCVar && BasePassVelocityCVar->GetInt()) { GBasePassVelocityPlatformMask = ~0u; } static IConsoleVariable* SelectiveBasePassOutputsCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.SelectiveBasePassOutputs")); if (SelectiveBasePassOutputsCVar && SelectiveBasePassOutputsCVar->GetInt()) { GSelectiveBasePassOutputsPlatformMask = ~0u; } static IConsoleVariable* DistanceFieldsCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DistanceFields")); if (DistanceFieldsCVar && DistanceFieldsCVar->GetInt()) { GDistanceFieldsPlatformMask = ~0u; } #if WITH_EDITOR ITargetPlatformManagerModule* TargetPlatformManager = GetTargetPlatformManager(); if (TargetPlatformManager) { for (uint32 ShaderPlatformIndex = 0; ShaderPlatformIndex < SP_NumPlatforms; ++ShaderPlatformIndex) { EShaderPlatform ShaderPlatform = EShaderPlatform(ShaderPlatformIndex); FName PlatformName = ShaderPlatformToPlatformName(ShaderPlatform); ITargetPlatform* TargetPlatform = TargetPlatformManager->FindTargetPlatform(PlatformName.ToString()); if (TargetPlatform) { uint64 Mask = 1ull << ShaderPlatformIndex; if (TargetPlatform->UsesForwardShading()) { GForwardShadingPlatformMask |= Mask; } else { GForwardShadingPlatformMask &= ~Mask; } if (TargetPlatform->UsesDBuffer()) { GDBufferPlatformMask |= Mask; } else { GDBufferPlatformMask &= ~Mask; } if (TargetPlatform->UsesBasePassVelocity()) { GBasePassVelocityPlatformMask |= Mask; } else { GBasePassVelocityPlatformMask &= ~Mask; } if (TargetPlatform->UsesSelectiveBasePassOutputs()) { GSelectiveBasePassOutputsPlatformMask |= Mask; } else { GSelectiveBasePassOutputsPlatformMask &= ~Mask; } if (TargetPlatform->UsesDistanceFields()) { GDistanceFieldsPlatformMask |= Mask; } else { GDistanceFieldsPlatformMask &= ~Mask; } } } } #endif } class FUnitCubeVertexBuffer : public FVertexBuffer { public: /** * Initialize the RHI for this rendering resource */ void InitRHI() override { const int32 NumVerts = 8; TResourceArray Verts; Verts.SetNumUninitialized(NumVerts); for (uint32 Z = 0; Z < 2; Z++) { for (uint32 Y = 0; Y < 2; Y++) { for (uint32 X = 0; X < 2; X++) { const FVector4 Vertex = FVector4( (X ? -1 : 1), (Y ? -1 : 1), (Z ? -1 : 1), 1.0f ); Verts[GetCubeVertexIndex(X, Y, Z)] = Vertex; } } } uint32 Size = Verts.GetResourceDataSize(); // Create vertex buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Verts); VertexBufferRHI = RHICreateVertexBuffer(Size, BUF_Static, CreateInfo); } }; class FUnitCubeIndexBuffer : public FIndexBuffer { public: /** * Initialize the RHI for this rendering resource */ void InitRHI() override { TResourceArray Indices; int32 NumIndices = ARRAY_COUNT(GCubeIndices); Indices.AddUninitialized(NumIndices); FMemory::Memcpy(Indices.GetData(), GCubeIndices, NumIndices * sizeof(uint16)); const uint32 Size = Indices.GetResourceDataSize(); const uint32 Stride = sizeof(uint16); // Create index buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Indices); IndexBufferRHI = RHICreateIndexBuffer(Stride, Size, BUF_Static, CreateInfo); } }; static TGlobalResource GUnitCubeVertexBuffer; static TGlobalResource GUnitCubeIndexBuffer; RENDERCORE_API FVertexBufferRHIRef& GetUnitCubeVertexBuffer() { return GUnitCubeVertexBuffer.VertexBufferRHI; } RENDERCORE_API FIndexBufferRHIRef& GetUnitCubeIndexBuffer() { return GUnitCubeIndexBuffer.IndexBufferRHI; } RENDERCORE_API void QuantizeSceneBufferSize(const FIntPoint& InBufferSize, FIntPoint& OutBufferSize) { // Ensure sizes are dividable by the ideal group size for 2d tiles to make it more convenient. const uint32 DividableBy = 4; check(DividableBy % 4 == 0); // A lot of graphic algorithms where previously assuming DividableBy == 4. const uint32 Mask = ~(DividableBy - 1); OutBufferSize.X = (InBufferSize.X + DividableBy - 1) & Mask; OutBufferSize.Y = (InBufferSize.Y + DividableBy - 1) & Mask; } RENDERCORE_API bool UseVirtualTexturing(ERHIFeatureLevel::Type InFeatureLevel, const ITargetPlatform* TargetPlatform) { #if !PLATFORM_SUPPORTS_VIRTUAL_TEXTURE_STREAMING if (GIsEditor == false) { return false; } else #endif { // only at SM5 if (InFeatureLevel < ERHIFeatureLevel::SM5) { return false; } // does the platform supports it. #if WITH_EDITOR if (GIsEditor && TargetPlatform == nullptr) { ITargetPlatformManagerModule* TPM = GetTargetPlatformManager(); if (TPM) { TargetPlatform = TPM->GetRunningTargetPlatform(); } } if (TargetPlatform && TargetPlatform->SupportsFeature(ETargetPlatformFeatures::VirtualTextureStreaming) == false) { return false; } #endif // Remove this when UE-80097 is implemented static bool bIsVulkanRHI = FCString::Strcmp(GDynamicRHI->GetName(), TEXT("Vulkan")) == 0; if (bIsVulkanRHI) { return false; } // does the project has it enabled ? static const auto CVarVirtualTexture = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VirtualTextures")); check(CVarVirtualTexture); if (CVarVirtualTexture->GetValueOnAnyThread() == 0) { return false; } return true; } }