// Copyright Epic Games, Inc. All Rights Reserved. /*================================================================================================ VirtualShadowMapDefinitions.h: used in virtual shadow map shaders and C++ code to define common constants !!! Changing this file requires recompilation of the engine !!! =================================================================================================*/ #pragma once #define VIRTUAL_SHADOW_MAP_VISUALIZE_NONE 0 #define VIRTUAL_SHADOW_MAP_VISUALIZE_SHADOW_FACTOR (1 << 0) #define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_OR_MIP (1 << 1) #define VIRTUAL_SHADOW_MAP_VISUALIZE_VIRTUAL_PAGE (1 << 2) #define VIRTUAL_SHADOW_MAP_VISUALIZE_CACHED_PAGE (1 << 3) #define VIRTUAL_SHADOW_MAP_VISUALIZE_SMRT_RAY_COUNT (1 << 4) #define VIRTUAL_SHADOW_MAP_VISUALIZE_CLIPMAP_VIRTUAL_SPACE (1 << 5) #define VIRTUAL_SHADOW_MAP_VISUALIZE_GENERAL_DEBUG (1 << 6) #define VIRTUAL_SHADOW_MAP_VISUALIZE_DIRTY_PAGE (1 << 7) #define VIRTUAL_SHADOW_MAP_VISUALIZE_GPU_INVALIDATED_PAGE (1 << 8) #define VIRTUAL_SHADOW_MAP_VISUALIZE_MERGED_PAGE (1 << 9) #define VIRTUAL_SHADOW_MAP_VISUALIZE_NANITE_OVERDRAW (1 << 10) #define VSM_PROJ_FLAG_CURRENT_DISTANT_LIGHT (1U << 0) #define VSM_PROJ_FLAG_UNCACHED (1U << 1) // Used to indicate that the light is uncached and should only render to dynamic pages #define VSM_PROJ_FLAG_UNREFERENCED (1U << 2) // Used to indicate that the light is not referenced/rendered to this render // Hard limit for max distant lights supported 8k for now - we may revise later. We need to keep them in a fixed range for now to make allocation easy and minimize overhead for indexing. #define VSM_MAX_SINGLE_PAGE_SHADOW_MAPS (1024U * 8U) #ifdef __cplusplus #include "HLSLTypeAliases.h" namespace UE::HLSL { #endif struct FVSMVisibleInstanceCmd { uint PackedPageInfo; uint InstanceIdAndFlags; uint IndirectArgIndex; }; struct FVSMCullingBatchInfo { uint FirstPrimaryView; uint NumPrimaryViews; uint PrimitiveRevealedOffset; uint PrimitiveRevealedNum; }; struct FNextVirtualShadowMapData { int NextVirtualShadowMapId; int2 PageAddressOffset; int _Padding; }; #ifdef __cplusplus } // namespace UE::HLSL using FVSMVisibleInstanceCmd = UE::HLSL::FVSMVisibleInstanceCmd; using FVSMCullingBatchInfo = UE::HLSL::FVSMCullingBatchInfo; using FNextVirtualShadowMapData = UE::HLSL::FNextVirtualShadowMapData; #endif