// Copyright 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" #include "Misc/ConfigCacheIni.h" #include "RenderGraphResourcePool.h" #if WITH_EDITOR #include "Misc/CoreMisc.h" #include "Interfaces/ITargetPlatform.h" #include "Interfaces/ITargetPlatformManagerModule.h" #endif FTextureWithRDG::FTextureWithRDG() = default; FTextureWithRDG::FTextureWithRDG(const FTextureWithRDG& Other) = default; FTextureWithRDG& FTextureWithRDG::operator=(const FTextureWithRDG & Other) = default; FTextureWithRDG::~FTextureWithRDG() = default; FRDGTexture* FTextureWithRDG::GetRDG(FRDGBuilder& GraphBuilder) const { checkf(RenderTarget, TEXT("InitRDG was not called before use.")); return GraphBuilder.RegisterExternalTexture(RenderTarget); } FRDGTexture* FTextureWithRDG::GetPassthroughRDG() const { checkf(RenderTarget, TEXT("InitRDG was not called before use.")); return FRDGTexture::GetPassthrough(RenderTarget); } void FTextureWithRDG::ReleaseRHI() { RenderTarget = nullptr; FTexture::ReleaseRHI(); } void FTextureWithRDG::InitRDG(const TCHAR* Name) { check(TextureRHI); RenderTarget = CreateRenderTarget(TextureRHI, Name); } FBufferWithRDG::FBufferWithRDG() = default; FBufferWithRDG::FBufferWithRDG(const FBufferWithRDG & Other) = default; FBufferWithRDG& FBufferWithRDG::operator=(const FBufferWithRDG & Other) = default; FBufferWithRDG::~FBufferWithRDG() = default; void FBufferWithRDG::ReleaseRHI() { Buffer = nullptr; FRenderResource::ReleaseRHI(); } 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; TGlobalResource GTileVertexDeclaration; // // 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; } /** * Bulk data interface for providing a single black color used to initialize a * volume texture. */ class FBlackVolumeTextureResourceBulkDataInterface : public FResourceBulkDataInterface { public: /** Default constructor. */ FBlackVolumeTextureResourceBulkDataInterface(uint8 Alpha) : Color(0, 0, 0, Alpha) { } /** Default constructor. */ FBlackVolumeTextureResourceBulkDataInterface(FColor InColor) : Color(InColor) { } /** * 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; }; // // FWhiteTexture implementation // /** * A solid-colored 1x1 texture. */ template class FColoredTexture : public FTextureWithSRV { public: // FResource interface. virtual void InitRHI() override { // Create the texture RHI. FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData(FColor(R, G, B, A)); FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); CreateInfo.DebugName = TEXT("ColoredTexture"); ETextureCreateFlags CreateFlags = TexCreate_ShaderResource; if(bWithUAV) { CreateFlags |= TexCreate_UAV; } // BGRA typed UAV is unsupported per D3D spec, use RGBA here. FTexture2DRHIRef Texture2D = RHICreateTexture2D(1, 1, PF_R8G8B8A8, 1, 1, CreateFlags, CreateInfo); TextureRHI = Texture2D; // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap); SamplerStateRHI = GetOrCreateSamplerState(SamplerStateInitializer); // Create a view of the texture ShaderResourceViewRHI = RHICreateShaderResourceView(TextureRHI, 0u); if(bWithUAV) { UnorderedAccessViewRHI = RHICreateUnorderedAccessView(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; } }; class FEmptyVertexBuffer : public FVertexBufferWithSRV { public: virtual void InitRHI() override { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("EmptyVertexBuffer")); VertexBufferRHI = RHICreateVertexBuffer(16u, BUF_Static | BUF_ShaderResource | BUF_UnorderedAccess, CreateInfo); // Create a view of the buffer ShaderResourceViewRHI = RHICreateShaderResourceView(VertexBufferRHI, 4u, PF_R32_UINT); UnorderedAccessViewRHI = RHICreateUnorderedAccessView(VertexBufferRHI, PF_R32_UINT); } }; FTextureWithSRV* GWhiteTextureWithSRV = new TGlobalResource >; FTextureWithSRV* GBlackTextureWithSRV = new TGlobalResource >; FTextureWithSRV* GTransparentBlackTextureWithSRV = new TGlobalResource >; FTexture* GWhiteTexture = GWhiteTextureWithSRV; FTexture* GBlackTexture = GBlackTextureWithSRV; FTexture* GTransparentBlackTexture = GTransparentBlackTextureWithSRV; FTextureWithSRV* GBlackTextureWithUAV = new TGlobalResource >; FVertexBufferWithSRV* GEmptyVertexBufferWithUAV = new TGlobalResource; class FWhiteVertexBuffer : public FVertexBufferWithSRV { public: virtual void InitRHI() override { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("WhiteVertexBuffer")); VertexBufferRHI = RHICreateVertexBuffer(sizeof(FVector4), BUF_Static | BUF_ShaderResource, CreateInfo); FVector4* BufferData = (FVector4*)RHILockBuffer(VertexBufferRHI, 0, sizeof(FVector4), RLM_WriteOnly); *BufferData = FVector4(1.0f, 1.0f, 1.0f, 1.0f); RHIUnlockBuffer(VertexBufferRHI); // Create a view of the buffer ShaderResourceViewRHI = RHICreateShaderResourceView(VertexBufferRHI, sizeof(FVector4), PF_A32B32G32R32F); } }; FVertexBufferWithSRV* GWhiteVertexBufferWithSRV = new TGlobalResource; class FWhiteVertexBufferWithRDG : public FBufferWithRDG { public: /** * Initialize RHI resources. */ virtual void InitRHI() override { if (!Buffer.IsValid()) { FRHICommandList* UnusedCmdList = new FRHICommandList(FRHIGPUMask::All()); GetPooledFreeBuffer(*UnusedCmdList, FRDGBufferDesc::CreateBufferDesc(sizeof(FVector4), 1), Buffer, TEXT("WhiteVertexBufferWithRDG")); FVector4* BufferData = (FVector4*)RHILockBuffer(Buffer->GetRHI(), 0, sizeof(FVector4), RLM_WriteOnly); *BufferData = FVector4(1.0f, 1.0f, 1.0f, 1.0f); RHIUnlockBuffer(Buffer->GetRHI()); delete UnusedCmdList; UnusedCmdList = nullptr; } } }; FBufferWithRDG* GWhiteVertexBufferWithRDG = new TGlobalResource(); /** * A class representing a 1x1x1 black volume texture. */ template class FBlackVolumeTexture : public FTextureWithRDG { public: /** * Initialize RHI resources. */ virtual void InitRHI() override { const TCHAR* Name = TEXT("BlackVolumeTexture"); if (GSupportsTexture3D) { // Create the texture. FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData(Alpha); FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); CreateInfo.DebugName = TEXT("BlackVolumeTexture3D"); 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(Alpha); FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData); CreateInfo.DebugName = TEXT("BlackVolumeTexture2D"); 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 = GetOrCreateSamplerState(SamplerStateInitializer); FTextureWithRDG::InitRDG(Name); } /** * 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. */ FTextureWithRDG* GBlackVolumeTexture = new TGlobalResource>(); FTextureWithRDG* GBlackAlpha1VolumeTexture = new TGlobalResource>(); /** Global black volume texture resource. */ FTextureWithRDG* GBlackUintVolumeTexture = new TGlobalResource>(); class FBlackArrayTexture : public FTexture { public: // FResource interface. virtual void InitRHI() override { if (GetFeatureLevel() >= ERHIFeatureLevel::SM5) { // Create the texture RHI. FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData(0); 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 = GetOrCreateSamplerState(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; CreateInfo.DebugName = TEXT("FMipColorTexture"); 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 = GetOrCreateSamplerState(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 = GetOrCreateSamplerState(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 (SupportsTextureCubeArray(GetFeatureLevel() )) { // 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 = GetOrCreateSamplerState(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; /** * A UINT 1x1 texture. */ template class FUintTexture : public FTextureWithSRV { public: // FResource interface. virtual void InitRHI() override { // Create the texture RHI. FRHIResourceCreateInfo CreateInfo(TEXT("UintTexture")); FTexture2DRHIRef Texture2D = RHICreateTexture2D(1, 1, Format, 1, 1, TexCreate_ShaderResource, CreateInfo); TextureRHI = Texture2D; // Write the contents of the texture. uint32 DestStride; void* DestBuffer = RHILockTexture2D(Texture2D, 0, RLM_WriteOnly, DestStride, false); WriteData(DestBuffer); RHIUnlockTexture2D(Texture2D, 0, false); // Create the sampler state RHI resource. FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point, AM_Wrap, AM_Wrap, AM_Wrap); SamplerStateRHI = GetOrCreateSamplerState(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; } protected: static int32 GetNumChannels() { return GPixelFormats[Format].NumComponents; } static int32 GetBytesPerChannel() { return GPixelFormats[Format].BlockBytes / GPixelFormats[Format].NumComponents; } template static void DoWriteData(T* DataPtr) { T Values[] = { R, G, B, A }; for (int32 i = 0; i < GetNumChannels(); ++i) { DataPtr[i] = Values[i]; } } static void WriteData(void* DataPtr) { switch (GetBytesPerChannel()) { case 1: DoWriteData((uint8*)DataPtr); return; case 2: DoWriteData((uint16*)DataPtr); return; case 4: DoWriteData((uint32*)DataPtr); return; } // Unsupported format check(0); } }; FTexture* GBlackUintTexture = new TGlobalResource< FUintTexture >; /* 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 static_cast(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 static_cast(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. if (ensure(Source)) { FMemory::ParallelMemcpy(Dest,Source,NumBlocksY * SourceStride, EMemcpyCachePolicy::StoreUncached); } else { FMemory::Memzero(Dest,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) { if (ensure(Source)) { FMemory::ParallelMemcpy( (uint8*)Dest + DestStride * BlockY, (uint8*)Source + SourceStride * BlockY, NumBytesPerRow, EMemcpyCachePolicy::StoreUncached ); } else { FMemory::Memzero((uint8*)Dest + DestStride * 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(const FStaticShaderPlatform 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(const FStaticShaderPlatform Platform) { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SimpleForwardShading")); return CVar->GetValueOnAnyThread() != 0 && PlatformSupportsSimpleForwardShading(Platform); } RENDERCORE_API bool MobileSupportsGPUScene(const FStaticShaderPlatform 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 IsMobileDeferredShadingEnabled(const FStaticShaderPlatform Platform) { static auto* MobileShadingPathCvar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.ShadingPath")); return MobileShadingPathCvar->GetValueOnAnyThread() == 1; } RENDERCORE_API bool MobileRequiresSceneDepthAux(const FStaticShaderPlatform Platform) { if (IsMetalMobilePlatform(Platform) && IsMobileDeferredShadingEnabled(Platform)) { return true; } return false; } RENDERCORE_API bool SupportsTextureCubeArray(ERHIFeatureLevel::Type FeatureLevel) { return FeatureLevel == ERHIFeatureLevel::SM5 // mobile deferred requries ES3.2 feature set || IsMobileDeferredShadingEnabled(GMaxRHIShaderPlatform); } RENDERCORE_API bool GPUSceneUseTexture2D(const FStaticShaderPlatform Platform) { if (IsMobilePlatform(Platform)) { static TConsoleVariableData* CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.UseGPUSceneTexture")); if (Platform == SP_OPENGL_ES3_1_ANDROID) { return true; } else { return (CVar && CVar->GetValueOnAnyThread() != 0) ? true : false; } } return false; } RENDERCORE_API bool MaskedInEarlyPass(const FStaticShaderPlatform Platform) { static IConsoleVariable* CVarMobileEarlyZPassOnlyMaterialMasking = IConsoleManager::Get().FindConsoleVariable(TEXT("r.Mobile.EarlyZPassOnlyMaterialMasking")); static IConsoleVariable* CVarEarlyZPassOnlyMaterialMasking = IConsoleManager::Get().FindConsoleVariable(TEXT("r.EarlyZPassOnlyMaterialMasking")); if (IsMobilePlatform(Platform)) { return (CVarMobileEarlyZPassOnlyMaterialMasking && CVarMobileEarlyZPassOnlyMaterialMasking->GetInt() != 0); } else { return (CVarEarlyZPassOnlyMaterialMasking && CVarEarlyZPassOnlyMaterialMasking->GetInt() != 0); } } RENDERCORE_API bool AllowPixelDepthOffset(const FStaticShaderPlatform 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 CVarGBufferDiffuseSampleOcclusion( TEXT("r.GBufferDiffuseSampleOcclusion"), 0, TEXT("Whether the gbuffer contain occlusion information for individual diffuse samples."), 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 GVelocityEncodeDepthPlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GVelocityEncodeDepthPlatformMask) * 8, "GVelocityEncodeDepthPlatformMask 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 uint64 GSimpleSkyDiffusePlatformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GSimpleSkyDiffusePlatformMask) * 8, "GSimpleSkyDiffusePlatformMask must be large enough to support all shader platforms"); // Specifies whether ray tracing *can* be enabled on a particular platform. // This takes into account whether RT is globally enabled for the project and specifically enabled on a target platform. // Safe to use to make cook-time decisions, such as whether to compile ray tracing shaders. RENDERCORE_API uint64 GRayTracingPlaformMask = 0; static_assert(SP_NumPlatforms <= sizeof(GRayTracingPlaformMask) * 8, "GRayTracingPlaformMask must be large enough to support all shader platforms"); // Specifies whether ray tracing *is* enabled on the current running system (in current game or editor process). // This takes into account additional factors, such as concrete current GPU/OS/Driver capability, user-set game graphics options, etc. // Only safe to make run-time decisions, such as whether to build acceleration structures and render ray tracing effects. // Value may be queried using IsRayTracingEnabled(). RENDERCORE_API bool GUseRayTracing = false; RENDERCORE_API void RenderUtilsInit() { checkf(GIsRHIInitialized, TEXT("RenderUtilsInit() may only be called once RHI is initialized.")); if (GUseForwardShading) { GForwardShadingPlatformMask = ~0ull; } static IConsoleVariable* DBufferVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DBuffer")); if (DBufferVar && DBufferVar->GetInt()) { GDBufferPlatformMask = ~0ull; } static IConsoleVariable* BasePassVelocityCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.BasePassOutputsVelocity")); if (BasePassVelocityCVar && BasePassVelocityCVar->GetInt()) { GBasePassVelocityPlatformMask = ~0ull; } static IConsoleVariable* SelectiveBasePassOutputsCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.SelectiveBasePassOutputs")); if (SelectiveBasePassOutputsCVar && SelectiveBasePassOutputsCVar->GetInt()) { GSelectiveBasePassOutputsPlatformMask = ~0ull; } static IConsoleVariable* DistanceFieldsCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DistanceFields")); if (DistanceFieldsCVar && DistanceFieldsCVar->GetInt()) { GDistanceFieldsPlatformMask = ~0ull; } static IConsoleVariable* RayTracingCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.RayTracing")); if (RayTracingCVar && RayTracingCVar->GetInt()) { GRayTracingPlaformMask = ~0ull; } #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; } if (TargetPlatform->UsesRayTracing()) { GRayTracingPlaformMask |= Mask; } else { GRayTracingPlaformMask &= ~Mask; } if (TargetPlatform->ForcesSimpleSkyDiffuse()) { GSimpleSkyDiffusePlatformMask |= Mask; } else { GSimpleSkyDiffusePlatformMask &= ~Mask; } if (TargetPlatform->VelocityEncodeDepth()) { GVelocityEncodeDepthPlatformMask |= Mask; } else { GVelocityEncodeDepthPlatformMask &= ~Mask; } } } } #endif // WITH_EDITOR // Run-time ray tracing support depends on the following factors: // - Ray tracing must be enabled for the project // - Skin cache must be enabled for the project // - Current GPU, OS and driver must support ray tracing // - User is running the Editor *OR* running the game with ray tracing enabled in graphics options // When ray tracing is enabled, we must load additional shaders and build acceleration structures for meshes. // For this reason it is only possible to enable RT at startup and changing the state requires restart. // This is also the reason why IsRayTracingEnabled() lives in RenderCore module, as it controls creation of // RT pipelines in ShaderPipelineCache.cpp. if (RayTracingCVar && RayTracingCVar->GetBool()) { const bool bRayTracingAllowedOnCurrentPlatform = !!(GRayTracingPlaformMask & (1ull << GMaxRHIShaderPlatform)); if (GRHISupportsRayTracing && bRayTracingAllowedOnCurrentPlatform) { if (GIsEditor) { // Ray tracing is enabled for the project and we are running on RT-capable machine, // therefore the core ray tracing features are also enabled, so that required shaders // are loaded, acceleration structures are built, etc. GUseRayTracing = true; UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is enabled for the editor. Reason: r.RayTracing=1.")); } else { // If user preference exists in game settings file, the bRayTracingEnabled will be set based on its value. // Otherwise the current value is preserved. if (GConfig->GetBool(TEXT("RayTracing"), TEXT("r.RayTracing.EnableInGame"), GUseRayTracing, GGameUserSettingsIni)) { UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is %s for the game. Reason: user setting r.RayTracing.EnableInGame=%d."), GUseRayTracing ? TEXT("enabled") : TEXT("disabled"), (int)GUseRayTracing); } else { GUseRayTracing = true; UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is enabled for the game. Reason: r.RayTracing=1, and r.RayTracing.EnableInGame is not present (default true).")); } } // Sanity check: skin cache is *required* for ray tracing. // It can be dynamically enabled only when its shaders have been compiled. IConsoleVariable* SkinCacheCompileShadersCVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.SkinCache.CompileShaders")); if (GUseRayTracing && SkinCacheCompileShadersCVar->GetInt() <= 0) { GUseRayTracing = false; UE_LOG(LogRendererCore, Fatal, TEXT("Ray tracing requires skin cache to be enabled. Set r.SkinCache.CompileShaders=1.")); } } else { if (!GRHISupportsRayTracing) { UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is disabled. Reason: not supported by current RHI.")); } else { UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is disabled. Reason: disabled on current platform.")); } } } else { UE_LOG(LogRendererCore, Log, TEXT("Ray tracing is disabled. Reason: r.RayTracing=0.")); } } 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); CreateInfo.DebugName = TEXT("FUnitCubeVertexBuffer"); 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 = UE_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); CreateInfo.DebugName = TEXT("FUnitCubeIndexBuffer"); IndexBufferRHI = RHICreateIndexBuffer(Stride, Size, BUF_Static, CreateInfo); } }; static TGlobalResource GUnitCubeVertexBuffer; static TGlobalResource GUnitCubeIndexBuffer; RENDERCORE_API FBufferRHIRef& GetUnitCubeVertexBuffer() { return GUnitCubeVertexBuffer.VertexBufferRHI; } RENDERCORE_API FBufferRHIRef& 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; static_assert(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(const FStaticFeatureLevel InFeatureLevel, const ITargetPlatform* TargetPlatform) { #if !PLATFORM_SUPPORTS_VIRTUAL_TEXTURE_STREAMING if (GIsEditor == false) { return false; } else #endif { // 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 // does the project has it enabled ? static const auto CVarVirtualTexture = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.VirtualTextures")); check(CVarVirtualTexture); if (CVarVirtualTexture->GetValueOnAnyThread() == 0) { return false; } // mobile needs an additional switch to enable VT static const auto CVarMobileVirtualTexture = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.VirtualTextures")); if (InFeatureLevel == ERHIFeatureLevel::ES3_1 && CVarMobileVirtualTexture->GetValueOnAnyThread() == 0) { return false; } return true; } } RENDERCORE_API bool DoesPlatformSupportNanite(EShaderPlatform Platform) { // Make sure the current platform has DDPI definitions. const bool bValidPlatform = FDataDrivenShaderPlatformInfo::IsValid(Platform); // GPUScene is required for Nanite const bool bSupportGPUScene = FDataDrivenShaderPlatformInfo::GetSupportsGPUScene(Platform); // Nanite specific check const bool bSupportNanite = FDataDrivenShaderPlatformInfo::GetSupportsNanite(Platform); const bool bFullCheck = bValidPlatform && bSupportGPUScene && bSupportNanite; return bFullCheck; }