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UnrealEngineUWP/Engine/Shaders/Private/ComputeShaderOutputCommon.ush

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ComputeShaderOutputCommon.ush: To allow CS input/output passed into functions
through a single struct, allowing for a more readable code
(less #ifdefs, reducing the boolean hell)
=============================================================================*/
COMPILER_ALLOW_CS_DERIVATIVES
#include "ShaderOutputCommon.ush"
#include "GammaCorrectionCommon.ush"
#include "VariableRateShading/VRSShadingRateCommon.ush"
#include "Nanite/NaniteShadeCommon.ush"
// .xy = min, .zw = max
uint4 ViewRect;
// .x = shading bin, y = VRS tile size, .z = Quad Binning Flag, .w = unused
uint4 PassData;
// TODO: Is this ever used? (see bHighPrecisionGBuffers)
#define HIGH_PRECISION_GBUFFERS 0
#if STRATA_OPAQUE_DEFERRED
#if STRATA_BASE_PASS_MRT_OUTPUT_COUNT != 3
#error Strata STRATA_BASE_PASS_MRT_OUTPUT_COUNT has been updated but not the uint MRTs
#endif
#if PIXELSHADEROUTPUT_MRT4
#error Strata cannot map to such a case
#endif
#endif
#if PIXELSHADEROUTPUT_MRT0
#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
RWTexture2D<float4> OutTarget0; // DUAL_SOURCE_BLENDING_SLOT(0)
#else
RWTexture2D<float4> OutTarget0;
#endif
#endif
#if PIXELSHADEROUTPUT_MRT1
#if DUAL_SOURCE_COLOR_BLENDING_ENABLED && MATERIAL_WORKS_WITH_DUAL_SOURCE_COLOR_BLENDING
RWTexture2D<float4> OutTarget1; // DUAL_SOURCE_BLENDING_SLOT(1)
#else
RWTexture2D<float4> OutTarget1;
#endif
#endif
#if PIXELSHADEROUTPUT_MRT2
RWTexture2D<float4> OutTarget2;
#endif
#if STRATA_OPAQUE_DEFERRED
RWTexture2DArray<uint> OutTargets;
#if PIXELSHADEROUTPUT_MRT3
RWTexture2D<STRATA_TOP_LAYER_TYPE> OutTarget4;
#elif PIXELSHADEROUTPUT_MRT2
RWTexture2D<STRATA_TOP_LAYER_TYPE> OutTarget3;
#elif PIXELSHADEROUTPUT_MRT1
RWTexture2D<STRATA_TOP_LAYER_TYPE> OutTarget2;
#else
RWTexture2D<STRATA_TOP_LAYER_TYPE> OutTarget1;
#endif
#else // STRATA_OPAQUE_DEFERRED
#if PIXELSHADEROUTPUT_MRT3
RWTexture2D<float4> OutTarget3;
#endif
#if PIXELSHADEROUTPUT_MRT4
RWTexture2D<float4> OutTarget4;
#endif
#if PIXELSHADEROUTPUT_MRT5
RWTexture2D<float4> OutTarget5;
#endif
#if PIXELSHADEROUTPUT_MRT6
RWTexture2D<float4> OutTarget6;
#endif
#if PIXELSHADEROUTPUT_MRT7
RWTexture2D<float4> OutTarget7;
#endif
#endif // STRATA_OPAQUE_DEFERRED
FPixelShaderOut ShadePixel(const uint2 PixelPos, uint QuadIndex)
{
#if PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS
#if IS_NANITE_PASS
FNaniteFullscreenVSToPS NaniteInterpolants = (FNaniteFullscreenVSToPS)0;
NaniteInterpolants.TileIndex = QuadIndex;
#else
FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
#endif
#endif
const float2 HalfPixelOffset = float2(0.5f, 0.5f);
const float4 SvPosition = float4(float2(PixelPos) + HalfPixelOffset, 0.0f, 1.0f);
#if IS_NANITE_PASS && (PIXELSHADEROUTPUT_INTERPOLANTS || PIXELSHADEROUTPUT_BASEPASS)
FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
Interpolants.ViewIndex = NaniteInterpolants.ViewIndex; // TODO: NANITE_MATERIAL_MULTIVIEW
#if INSTANCED_STEREO
// Revisit if we need to support > 1 instanced view or non side-by-side views
Interpolants.EyeIndex = (SvPosition.x >= (View.ViewRectMin.x + View.ViewSizeAndInvSize.x)) ? 1 : 0;
#endif
#endif
FPixelShaderIn PixelShaderIn = (FPixelShaderIn)0;
FPixelShaderOut PixelShaderOut = (FPixelShaderOut)0;
PixelShaderIn.SvPosition = SvPosition;
// Nanite does not support OPTIONAL_IsFrontFace, Instead, Nanite determines this in GetMaterialPixelParameters().
PixelShaderIn.bIsFrontFace = false;
#if PIXELSHADEROUTPUT_BASEPASS
FBasePassInterpolantsVSToPS BasePassInterpolants = (FBasePassInterpolantsVSToPS)0;
FPixelShaderInOut_MainPS(Interpolants, BasePassInterpolants, PixelShaderIn, PixelShaderOut);
#endif
#if !HIGH_PRECISION_GBUFFERS
PixelShaderOut.MRT[3] = float4(LinearToSrgb(PixelShaderOut.MRT[3].rgb), PixelShaderOut.MRT[3].a); // BaseColor is sRGB
#endif
return PixelShaderOut;
}
#define CONDITIONAL_EXPORT 1
#if STRATA_OPAQUE_DEFERRED
void ConditionalExport(bool Forced, uint2 PixelPos, FPixelShaderOut ShadedPixel, uint Index)
{
#if CONDITIONAL_EXPORT
BRANCH
if (Forced || ShadedPixel.StrataOutput[Index] != 0)
#endif
{
OutTargets[uint3(PixelPos, Index)] = ShadedPixel.StrataOutput[Index];
}
}
void ConditionalExport(bool Forced, RWTexture2D<STRATA_TOP_LAYER_TYPE> OutTarget, uint2 PixelPos, STRATA_TOP_LAYER_TYPE TopLayerData)
{
#if CONDITIONAL_EXPORT
BRANCH
if (Forced || TopLayerData != 0)
#endif
{
OutTarget[PixelPos] = TopLayerData;
}
}
#endif
void ExportPixel(const uint2 PixelPos, FPixelShaderOut ShadedPixel)
{
#if PIXELSHADEROUTPUT_COVERAGE || PIXELSHADEROUTPUT_A2C
// TODO: OutCoverage = PixelShaderOut.Coverage;
#endif
#if OUTPUT_PIXEL_DEPTH_OFFSET
// TODO: OutDepth = PixelShaderOut.Depth;
#endif
#if PIXELSHADEROUTPUT_MRT0
OutTarget0[PixelPos] = ShadedPixel.MRT[0];
#endif
#if PIXELSHADEROUTPUT_MRT1
OutTarget1[PixelPos] = ShadedPixel.MRT[1];
#endif
#if PIXELSHADEROUTPUT_MRT2
OutTarget2[PixelPos] = ShadedPixel.MRT[2];
#endif
#if PIXELSHADEROUTPUT_MRT3
OutTarget3[PixelPos] = ShadedPixel.MRT[3];
#endif
#if STRATA_OPAQUE_DEFERRED
// In this case, here is the gbuffer pattern
// MRT0 is pixel color
// MRT1 is velocity if enabled or precomputed shadow if velocity if disabled and precomputed shadow enabled
// MRT2 is precomputed shadow if both velocity and prec shadow are enabled.
// After, Substrate top layer data appended. Remaining Substrate outputs are in the 2d array UAV
ConditionalExport(true, PixelPos, ShadedPixel, 0);
ConditionalExport(false, PixelPos, ShadedPixel, 1);
ConditionalExport(false, PixelPos, ShadedPixel, 2);
#if PIXELSHADEROUTPUT_MRT3
ConditionalExport(true, OutTarget4, PixelPos, ShadedPixel.StrataTopLayerData);
#elif PIXELSHADEROUTPUT_MRT2
ConditionalExport(true, OutTarget3, PixelPos, ShadedPixel.StrataTopLayerData);
#elif PIXELSHADEROUTPUT_MRT1
ConditionalExport(true, OutTarget2, PixelPos, ShadedPixel.StrataTopLayerData);
#else
ConditionalExport(true, OutTarget1, PixelPos, ShadedPixel.StrataTopLayerData);
#endif
#else // STRATA_OPAQUE_DEFERRED
#if PIXELSHADEROUTPUT_MRT4
OutTarget4[PixelPos] = ShadedPixel.MRT[4];
#endif
#if PIXELSHADEROUTPUT_MRT5
OutTarget5[PixelPos] = ShadedPixel.MRT[5];
#endif
#if PIXELSHADEROUTPUT_MRT6
OutTarget6[PixelPos] = ShadedPixel.MRT[6];
#endif
#if PIXELSHADEROUTPUT_MRT7
OutTarget7[PixelPos] = ShadedPixel.MRT[7];
#endif
#endif // STRATA_OPAQUE_DEFERRED
}
#define VIS_HELPER_LANES 0
void ProcessPixel(uint ShadingBin, const uint2 PixelPos, uint QuadIndex, uint DispatchIndex, uint PixelWriteMask, uint HelperLaneCount)
{
// All lanes shade (regardless of export - so ddx/ddy are valid)
FPixelShaderOut ShadedPixel = ShadePixel(PixelPos, QuadIndex);
#if VIS_HELPER_LANES
ShadedPixel.MRT[3].rgb = ColorMapTurbo(float(HelperLaneCount) / 4.0f);
#elif 0
ShadedPixel.MRT[3].rgb = ColorMapTurbo(50.0);
#elif 0
// Coherency vis
float R = (DispatchIndex & 0xFFu) / 255.0f;
float G = ((DispatchIndex & 0xFF00u) >> 8u) / 255.0f;
float B = ((DispatchIndex & 0xFF0000u) >> 16u) / 255.0f;
ShadedPixel.MRT[3].rgb = float3(R, G, B);
#elif 0
ShadedPixel.MRT[3].rgb = IntToColor(ShadingBin);
#elif 0
ShadedPixel.MRT[3].rgb = IntToColor(QuadIndex);
#elif 0
ShadedPixel.MRT[3].rgb = VisualizeShadingRate(ShadingRate).rgb;
#endif
// Disable helper lanes from final export
BRANCH
if (PixelWriteMask & 1u)
{
ExportPixel(PixelPos, ShadedPixel);
BRANCH
if (PixelWriteMask & 2u) // Copy H
{
ExportPixel(PixelPos + uint2(1, 0), ShadedPixel);
}
BRANCH
if (PixelWriteMask & 4u) // Copy V
{
ExportPixel(PixelPos + uint2(0, 1), ShadedPixel);
}
BRANCH
if (PixelWriteMask & 8u) // Copy D
{
ExportPixel(PixelPos + uint2(1, 1), ShadedPixel);
}
}
}
[numthreads(64, 1, 1)]
void MainCS(uint ThreadIndex : SV_GroupIndex, uint GroupID : SV_GroupID)
{
const uint ShadingBin = PassData.x;
const bool bQuadBinning = PassData.z != 0u;
const uint PixelIndex = (GroupID * 64u) + ThreadIndex;
const uint3 ShadingBinMeta = Nanite.ShadingBinMeta[ShadingBin].xyz;
const uint ElementCount = bQuadBinning ? ShadingBinMeta.x : ShadingBinMeta.y;
const uint ElementIndex = bQuadBinning ? (PixelIndex >> 2) : PixelIndex;
BRANCH
if (ElementIndex >= ElementCount)
{
return;
}
const uint PackedElement = Nanite.ShadingBinData[ShadingBinMeta.z + ElementIndex];
const FShadingElement Element = UnpackShadingElement(PackedElement);
const uint CornerIndex = bQuadBinning ? (ThreadIndex & 3u) : 0u;
const uint2 PixelPos = Element.TopLeft + uint2(CornerIndex & 1u, CornerIndex >> 1u);
const uint PixelWriteMask = bQuadBinning ? BitFieldExtractU32(Element.Mask, 1, CornerIndex) : // Set TL bit based on coverage mask
Element.Mask; // Take write mask directly from pixel
const uint HelperLaneCount = (VIS_HELPER_LANES && bQuadBinning) ? (4u - countbits(Element.Mask)) : 0u;
// Shade and export quad
ProcessPixel(ShadingBin, PixelPos, ElementIndex, PixelIndex, PixelWriteMask, HelperLaneCount);
}