// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "RHIDefinitions.h" #include "Templates/RefCounting.h" #include "Stats/Stats.h" #include "Async/TaskGraphInterfaces.h" class FRHICommandListImmediate; class FRHIShaderResourceView; class FRHITexture; class FRHIUnorderedAccessView; class FRDGBuilder; union FVirtualTextureProducerHandle { FVirtualTextureProducerHandle() : PackedValue(0u) {} explicit FVirtualTextureProducerHandle(uint32 InPackedValue) : PackedValue(InPackedValue) {} FVirtualTextureProducerHandle(uint32 InIndex, uint32 InMagic) : Index(InIndex), Magic(InMagic) {} inline bool IsValid() const { return PackedValue != 0u; } inline bool IsNull() const { return PackedValue == 0u; } uint32 PackedValue; struct { uint32 Index : 22; uint32 Magic : 10; }; }; static_assert(sizeof(FVirtualTextureProducerHandle) == sizeof(uint32), "Bad packing"); inline bool operator==(const FVirtualTextureProducerHandle& Lhs, const FVirtualTextureProducerHandle& Rhs) { return Lhs.PackedValue == Rhs.PackedValue; } inline bool operator!=(const FVirtualTextureProducerHandle& Lhs, const FVirtualTextureProducerHandle& Rhs) { return Lhs.PackedValue != Rhs.PackedValue; } /** Maximum number of layers that can be allocated in a single VT page table */ #define VIRTUALTEXTURE_SPACE_MAXLAYERS 8 /** Maximum dimension of VT page table texture */ #define VIRTUALTEXTURE_LOG2_MAX_PAGETABLE_SIZE 12u #define VIRTUALTEXTURE_MAX_PAGETABLE_SIZE (1u << VIRTUALTEXTURE_LOG2_MAX_PAGETABLE_SIZE) #define VIRTUALTEXTURE_MIN_PAGETABLE_SIZE 32u /** * Parameters needed to create an IAllocatedVirtualTexture * Describes both page table and physical texture size, format, and layout */ struct FAllocatedVTDescription { FName Name; uint32 TileSize = 0u; uint32 TileBorderSize = 0u; uint32 MaxSpaceSize = 0u; uint32 IndirectionTextureSize = 0u; uint8 Dimensions = 0u; uint8 NumTextureLayers = 0u; uint8 ForceSpaceID = 0xff; uint8 AdaptiveLevelBias = 0u; /** Producer for each texture layer. */ FVirtualTextureProducerHandle ProducerHandle[VIRTUALTEXTURE_SPACE_MAXLAYERS]; /** Local layer inside producer for each texture layer. */ uint8 ProducerLayerIndex[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { 0u }; union { uint8 PackedFlags = 0u; struct { /** * Should the AllocatedVT create its own dedicated page table allocation? Can be useful to control total allocation. * The system only supports a limited number of unique page tables, so this must be used carefully */ uint8 bPrivateSpace : 1; /** * If the AllocatedVT has the same producer mapped to multiple layers, should those be merged into a single page table layer? * This can make for more efficient page tables when enabled, but certain code may make assumption that number of layers * specified when allocating VT exactly matches the resulting page page */ uint8 bShareDuplicateLayers : 1; }; }; }; inline bool operator==(const FAllocatedVTDescription& Lhs, const FAllocatedVTDescription& Rhs) { if (Lhs.TileSize != Rhs.TileSize || Lhs.TileBorderSize != Rhs.TileBorderSize || Lhs.Dimensions != Rhs.Dimensions || Lhs.NumTextureLayers != Rhs.NumTextureLayers || Lhs.PackedFlags != Rhs.PackedFlags) { return false; } for (uint32 LayerIndex = 0u; LayerIndex < Lhs.NumTextureLayers; ++LayerIndex) { if (Lhs.ProducerHandle[LayerIndex] != Rhs.ProducerHandle[LayerIndex] || Lhs.ProducerLayerIndex[LayerIndex] != Rhs.ProducerLayerIndex[LayerIndex]) { return false; } } return true; } inline bool operator!=(const FAllocatedVTDescription& Lhs, const FAllocatedVTDescription& Rhs) { return !operator==(Lhs, Rhs); } inline uint32 GetTypeHash(const FAllocatedVTDescription& Description) { uint32 Hash = GetTypeHash(Description.TileSize); Hash = HashCombine(Hash, GetTypeHash(Description.TileBorderSize)); Hash = HashCombine(Hash, GetTypeHash(Description.Dimensions)); Hash = HashCombine(Hash, GetTypeHash(Description.NumTextureLayers)); Hash = HashCombine(Hash, GetTypeHash(Description.PackedFlags)); for (uint32 LayerIndex = 0u; LayerIndex < Description.NumTextureLayers; ++LayerIndex) { Hash = HashCombine(Hash, GetTypeHash(Description.ProducerHandle[LayerIndex].PackedValue)); Hash = HashCombine(Hash, GetTypeHash(Description.ProducerLayerIndex[LayerIndex])); } return Hash; } struct FVTProducerDescription { FName Name; /** Will be name of UTexture for streaming VTs, mostly here for debugging */ uint32 FullNameHash; bool bPersistentHighestMip = true; bool bContinuousUpdate = false; bool bNotifyCompleted = false; /** Producer will receive OnRequestsCompleted() callbacks every frame when enabled. */ uint32 TileSize = 0u; uint32 TileBorderSize = 0u; /** * Producers are made up of a number of block, each block has uniform size, and blocks are arranged in a larger grid * 'Normal' VTs will typically be a single block, for UDIM textures, blocks will map to individual UDIM texture sheets * When multiple producers are allocated together, they will be aligned such that blocks of each layer overlay on top of each other * Number of blocks for each layer may be different in this case, this is handled by wrapping blocks for layers with fewer blocks */ uint32 BlockWidthInTiles = 0u; uint32 BlockHeightInTiles = 0u; uint32 DepthInTiles = 0u; uint16 WidthInBlocks = 1u; uint16 HeightInBlocks = 1u; uint8 Dimensions = 0u; uint8 MaxLevel = 0u; /** * Producers will fill a number of texture layers. * These texture layers can be distributed across one or more physical groups. * Each physical group can contain one or more of the texture layers. * Within a physical group the texture layers share the same UV allocation/mapping and can be referenced by a single page table lookup. */ uint8 NumTextureLayers = 0u; TEnumAsByte LayerFormat[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { PF_Unknown }; FLinearColor LayerFallbackColor[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { FLinearColor::Black }; uint8 NumPhysicalGroups = 0u; uint8 PhysicalGroupIndex[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { 0 }; }; typedef void (FVTProducerDestroyedFunction)(const FVirtualTextureProducerHandle& InHandle, void* Baton); class IVirtualTextureFinalizer { public: virtual void Finalize(FRDGBuilder& GraphBuilder) = 0; UE_DEPRECATED(5.0, "This method has been refactored to use an FRDGBuilder instead.") virtual void Finalize(FRHICommandListImmediate& RHICmdList) {} }; enum class EVTRequestPageStatus { /** The request is invalid and no data will ever be available */ Invalid, /** * Requested data is not being produced, and a request can't be started as some part of the system is at capacity. * Requesting the same data at a later time should succeed. */ Saturated, /** * Requested data is currently being produced, but is not yet ready. * It's valid to produce this data, but doing so may block until data is ready. */ Pending, /** Requested data is available */ Available, }; /** Check to see there is data available (possibly requiring waiting) given the current status */ FORCEINLINE bool VTRequestPageStatus_HasData(EVTRequestPageStatus InStatus) { return InStatus == EVTRequestPageStatus::Pending || InStatus == EVTRequestPageStatus::Available; } enum class EVTRequestPagePriority { Normal, High, }; enum class EVTProducePageFlags : uint8 { None = 0u, SkipPageBorders = (1u << 0), ContinuousUpdate = (1u << 1), }; ENUM_CLASS_FLAGS(EVTProducePageFlags); struct FVTRequestPageResult { FVTRequestPageResult(EVTRequestPageStatus InStatus = EVTRequestPageStatus::Invalid, uint64 InHandle = 0u) : Handle(InHandle), Status(InStatus) {} /** Opaque handle to the request, must be passed to 'ProducePageData'. Only valid if status is Pending/Available */ uint64 Handle; /** Status of the request */ EVTRequestPageStatus Status; }; /** Describes a location to write a single layer of a VT tile */ struct FVTProduceTargetLayer { PRAGMA_DISABLE_DEPRECATION_WARNINGS FVTProduceTargetLayer() = default; FVTProduceTargetLayer(const FVTProduceTargetLayer&) = default; FVTProduceTargetLayer& operator=(const FVTProduceTargetLayer&) = default; PRAGMA_ENABLE_DEPRECATION_WARNINGS /** The texture to write to. */ FRHITexture* TextureRHI = nullptr; UE_DEPRECATED(5.1, "UnorderedAccessViewRHI is deprecated. Register the pooled render target with RDG instead.") FRHIUnorderedAccessView* UnorderedAccessViewRHI = nullptr; /** * Pooled render target. For FRDGBuilder::RegisterExternalTexture() which only accepts pooled render targets. * To avoid cost of manipulating ref counting pointers a raw pointer is used instead - it is valid until returning from your Finalize(). * So do not try to store the pointer */ struct IPooledRenderTarget* PooledRenderTarget = nullptr; /** Location within the texture to write */ FIntVector pPageLocation; }; /** * This is the interface that can produce tiles of virtual texture data * This can be extended to represent different ways of generating VT, such as disk streaming, runtime compositing, or whatever * It's provided to the renderer module */ class IVirtualTexture { public: inline IVirtualTexture() {} virtual ~IVirtualTexture() {} /** * Gives a localized mip bias for the given local vAddress. * This is used to implement sparse VTs, the bias is number of mip levels to add to reach a resident page * Must be thread-safe, may be called from any thread * @param vLevel The mipmap level to check * @param vAddress Virtual address to check * @return Mip bias to be added to vLevel to reach a resident page at the given address */ virtual uint32 GetLocalMipBias(uint8 vLevel, uint32 vAddress) const { return 0u; } /** * Makes a request for the given page data. * For data sources that can generate data immediately, it's reasonable for this method to do nothing, and simply return 'Available' * Only called from render thread * @param ProducerHandle Handle to this producer, can be used as a UID for this producer for any internal caching mechanisms * @param LayerMask Mask of requested layers * @param vLevel The mipmap level of the data * @param vAddress Bit-interleaved x,y page indexes * @param Priority Priority of the request, used to drive async IO/task priority needed to generate data for request * @return FVTRequestPageResult describing the availability of the request */ virtual FVTRequestPageResult RequestPageData(const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, EVTRequestPagePriority Priority) = 0; /** * Upload page data to the cache, data must have been previously requested, and reported either 'Available' or 'Pending' * The system will attempt to call RequestPageData/ProducePageData only once for a given vLevel/vAddress, with all the requested layers set in LayerMask, * this is important for certain types of procedural producers that may generate multiple layers of VT data at the same time * It's valid to produce 'Pending' page data, but in this case ProducePageData may block until data is ready * Only called from render thread * @param RHICmdList Used to write any commands required to generate the VT page data * @param FeatureLevel The current RHI feature level * @param ProducerHandle Handle to this producer * @param LayerMask Mask of requested layers; can be used to only produce data for these layers as an optimization, or ignored if all layers are logically produced together * @param vLevel The mipmap level of the data * @param vAddress Bit-interleaved x,y page indexes * @param RequestHandle opaque handle returned from 'RequestPageData' * @param TargetLayers Array of 'FVTProduceTargetLayer' structs, gives location where each layer should write data * @return a 'IVirtualTextureFinalizer' which must be finalized to complete the operation */ virtual IVirtualTextureFinalizer* ProducePageData(FRHICommandListImmediate& RHICmdList, ERHIFeatureLevel::Type FeatureLevel, EVTProducePageFlags Flags, const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint64 vAddress, uint64 RequestHandle, const FVTProduceTargetLayer* TargetLayers) = 0; /** Collect all task graph events. */ virtual void GatherProducePageDataTasks(FVirtualTextureProducerHandle const& ProducerHandle, FGraphEventArray& InOutTasks) const {} /** Collect all task graph events related to a request. */ virtual void GatherProducePageDataTasks(uint64 RequestHandle, FGraphEventArray& InOutTasks) const {}; /** Dump any type specific debug info. */ virtual void DumpToConsole(bool verbose) {} /** Called on every virtual texture system update once all requests are completed, if bNotifyCompleted is enabled. */ virtual void OnRequestsCompleted() {} }; enum class EVTPageTableFormat : uint8 { UInt16, UInt32, }; /** * This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer. * Both page table and physical texture may be shared amongst many different allocated virtual textures. * Any method that deals with physical texture requires an explicit LayerIndex parameter to identify the physical texture in question, * methods that don't have LayerIndex parameter refer to properties shared by all textures using the given page table * These are created with IRendererModule::AllocateVirtualTexture, and destroyed with IRendererModule::DestroyVirtualTexture * They must be allocated from render thread, but may be destroyed from any thread */ class IAllocatedVirtualTexture { public: static const uint32 LayersPerPageTableTexture = 4u; inline IAllocatedVirtualTexture(const FAllocatedVTDescription& InDesc, uint32 InBlockWidthInTiles, uint32 InBlockHeightInTiles, uint32 InWidthInBlocks, uint32 InHeightInBlocks, uint32 InDepthInTiles) : Description(InDesc) , BlockWidthInTiles(InBlockWidthInTiles) , BlockHeightInTiles(InBlockHeightInTiles) , WidthInBlocks(InWidthInBlocks) , HeightInBlocks(InHeightInBlocks) , DepthInTiles(InDepthInTiles) , FrameDeleted(0u) , NumRefs(0) , PageTableFormat(EVTPageTableFormat::UInt32) , SpaceID(~0u) , MaxLevel(0u) , VirtualAddress(~0u) , VirtualPageX(~0u) , VirtualPageY(~0u) {} virtual uint32 GetPersistentHash() const = 0; virtual uint32 GetNumPageTableTextures() const = 0; virtual FRHITexture* GetPageTableTexture(uint32 InPageTableIndex) const = 0; virtual FRHITexture* GetPageTableIndirectionTexture() const = 0; virtual uint32 GetPhysicalTextureSize(uint32 InLayerIndex) const = 0; virtual FRHITexture* GetPhysicalTexture(uint32 InLayerIndex) const = 0; virtual FRHIShaderResourceView* GetPhysicalTextureSRV(uint32 InLayerIndex, bool bSRGB) const = 0; /** Writes 2x FUintVector4 */ virtual void GetPackedPageTableUniform(FUintVector4* OutUniform) const = 0; /** Writes 1x FUintVector4 */ virtual void GetPackedUniform(FUintVector4* OutUniform, uint32 LayerIndex) const = 0; virtual void DumpToConsole(bool bVerbose) const {} inline const FAllocatedVTDescription& GetDescription() const { return Description; } inline const FVirtualTextureProducerHandle& GetProducerHandle(uint32 InLayerIndex) const { check(InLayerIndex < Description.NumTextureLayers); return Description.ProducerHandle[InLayerIndex]; } inline uint32 GetVirtualTileSize() const { return Description.TileSize; } inline uint32 GetTileBorderSize() const { return Description.TileBorderSize; } inline uint32 GetPhysicalTileSize() const { return Description.TileSize + Description.TileBorderSize * 2u; } inline uint32 GetNumTextureLayers() const { return Description.NumTextureLayers; } inline uint8 GetDimensions() const { return Description.Dimensions; } inline uint32 GetWidthInBlocks() const { return WidthInBlocks; } inline uint32 GetHeightInBlocks() const { return HeightInBlocks; } inline uint32 GetBlockWidthInTiles() const { return BlockWidthInTiles; } inline uint32 GetBlockHeightInTiles() const { return BlockHeightInTiles; } inline uint32 GetWidthInTiles() const { return BlockWidthInTiles * WidthInBlocks; } inline uint32 GetHeightInTiles() const { return BlockHeightInTiles * HeightInBlocks; } inline uint32 GetDepthInTiles() const { return DepthInTiles; } inline uint32 GetWidthInPixels() const { return GetWidthInTiles() * Description.TileSize; } inline uint32 GetHeightInPixels() const { return GetHeightInTiles() * Description.TileSize; } inline uint32 GetDepthInPixels() const { return DepthInTiles * Description.TileSize; } inline uint32 GetSpaceID() const { return SpaceID; } inline uint32 GetVirtualAddress() const { return VirtualAddress; } inline uint32 GetVirtualPageX() const { return VirtualPageX; } inline uint32 GetVirtualPageY() const { return VirtualPageY; } inline uint32 GetMaxLevel() const { return MaxLevel; } inline EVTPageTableFormat GetPageTableFormat() const { return PageTableFormat; } protected: friend class FVirtualTextureSystem; virtual void Destroy(class FVirtualTextureSystem* InSystem) = 0; virtual bool TryMapLockedTiles(class FVirtualTextureSystem* InSystem) const = 0; virtual ~IAllocatedVirtualTexture() {} FAllocatedVTDescription Description; uint32 BlockWidthInTiles; uint32 BlockHeightInTiles; uint32 WidthInBlocks; uint32 HeightInBlocks; uint32 DepthInTiles; uint32 FrameDeleted; int32 NumRefs; // should be set explicitly by derived class constructor EVTPageTableFormat PageTableFormat; uint32 SpaceID; uint32 MaxLevel; uint32 VirtualAddress; uint32 VirtualPageX; uint32 VirtualPageY; }; /** * Interface for adaptive virtual textures. * This manages multiple allocated virtual textures in a space to simulate a single larger virtual texture. */ class IAdaptiveVirtualTexture { public: /** Get the persistent allocated virtual texture for low mips from the adaptive virtual texture. */ virtual IAllocatedVirtualTexture* GetAllocatedVirtualTexture() = 0; protected: friend class FVirtualTextureSystem; virtual ~IAdaptiveVirtualTexture() {} virtual int32 GetSpaceID() const = 0; virtual void Destroy(class FVirtualTextureSystem* InSystem) = 0; }; /** Describes an adaptive virtual texture. */ struct FAdaptiveVTDescription { uint32 TileCountX; uint32 TileCountY; uint32 MaxAdaptiveLevel; }; /** * Identifies a VT tile within a given producer */ union FVirtualTextureLocalTile { inline FVirtualTextureLocalTile() {} inline FVirtualTextureLocalTile(const FVirtualTextureProducerHandle& InProducerHandle, uint32 InLocal_vAddress, uint8 InLocal_vLevel) : PackedProducerHandle(InProducerHandle.PackedValue), Local_vAddress(InLocal_vAddress), Local_vLevel(InLocal_vLevel), Pad(0) {} inline FVirtualTextureProducerHandle GetProducerHandle() const { return FVirtualTextureProducerHandle(PackedProducerHandle); } uint64 PackedValue; struct { uint32 PackedProducerHandle; uint32 Local_vAddress : 24; uint32 Local_vLevel : 4; uint32 Pad : 4; }; }; static_assert(sizeof(FVirtualTextureLocalTile) == sizeof(uint64), "Bad packing"); inline uint64 GetTypeHash(const FVirtualTextureLocalTile& T) { return T.PackedValue; } inline bool operator==(const FVirtualTextureLocalTile& Lhs, const FVirtualTextureLocalTile& Rhs) { return Lhs.PackedValue == Rhs.PackedValue; } inline bool operator!=(const FVirtualTextureLocalTile& Lhs, const FVirtualTextureLocalTile& Rhs) { return Lhs.PackedValue != Rhs.PackedValue; } RENDERCORE_API DECLARE_LOG_CATEGORY_EXTERN(LogVirtualTexturing, Log, All); DECLARE_STATS_GROUP(TEXT("Virtual Texturing"), STATGROUP_VirtualTexturing, STATCAT_Advanced); DECLARE_STATS_GROUP(TEXT("Virtual Texture Memory"), STATGROUP_VirtualTextureMemory, STATCAT_Advanced);