Files
Arciel Rekman c604ca2d8f Vulkan: prevent crash on projects with VT enabled (UE-80091).
- Side effect of CL 8366113

#rb Jonas.Meyer
#jira UE-80091
#fyi Jonas.Meyer
#lockdown Cristina.Riveron

[CL 8638079 by Arciel Rekman in 4.23 branch]
2019-09-11 11:28:16 -04:00

1189 lines
37 KiB
C++

// 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<FCubeIndexBuffer> GCubeIndexBuffer;
TGlobalResource<FTwoTrianglesIndexBuffer> GTwoTrianglesIndexBuffer;
TGlobalResource<FScreenSpaceVertexBuffer> 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 <int32 R, int32 G, int32 B, int32 A>
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<FColoredTexture<255,255,255,255> >;
FTextureWithSRV* GBlackTextureWithSRV = new TGlobalResource<FColoredTexture<0,0,0,255> >;
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 <EPixelFormat PixelFormat>
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<FBlackVolumeTexture<PF_B8G8R8A8>>();
/** Global black volume texture resource. */
FTexture* GBlackUintVolumeTexture = new TGlobalResource<FBlackVolumeTexture<PF_R8G8B8A8_UINT>>();
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<FBlackArrayTexture>;
//
// 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<FWhiteTextureCube>;
/** A black cube texture. */
class FBlackTextureCube : public FSolidColorTextureCube
{
public:
FBlackTextureCube() : FSolidColorTextureCube(FColor::Black) {}
};
FTexture* GBlackTextureCube = new TGlobalResource<FBlackTextureCube>;
/** A black cube texture. */
class FBlackTextureDepthCube : public FSolidColorTextureCube
{
public:
FBlackTextureDepthCube() : FSolidColorTextureCube(PF_ShadowDepth) {}
};
FTexture* GBlackTextureDepthCube = new TGlobalResource<FBlackTextureDepthCube>;
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<FBlackCubeArrayTexture>;
/*
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<float>(InVector.X) <= 1.f && FMath::Abs<float>(InVector.Y) <= 1.f && FMath::Abs<float>(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<int32>(FMath::TruncToInt(InVector.X * 1023.0f),-1023,1023);
Vector.Y = FMath::Clamp<int32>(FMath::TruncToInt(InVector.Y * 1023.0f),-1023,1023);
Vector.Z = FMath::Clamp<int32>(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<uint32>(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX);
OutYExtent = FMath::Max<uint32>(TextureSizeY >> MipIndex, GPixelFormats[Format].BlockSizeY);
OutZExtent = FMath::Max<uint32>(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<uint32>(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX), FMath::Max<uint32>(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<uint32>(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<uint32>(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<uint32>(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<FVector4VertexDeclaration> 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<FVector3VertexDeclaration> 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<FVector2VertexDeclaration> 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<int32>* 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<int32> 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<FVector4, VERTEXBUFFER_ALIGNMENT> 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<uint16, INDEXBUFFER_ALIGNMENT> 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<FUnitCubeVertexBuffer> GUnitCubeVertexBuffer;
static TGlobalResource<FUnitCubeIndexBuffer> 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;
}
}