Files
UnrealEngineUWP/Engine/Shaders/Private/VirtualShadowMaps/VirtualShadowMapProjectionStructs.ush
andrew lauritzen 090b64dcc2 Significant changes and refactoring to VSM physical page allocation to support more persistent allocations:
- Support keeping pages that are not requested in a given frame, disabled to start but will be enabled soon. r.Shadow.Virtual.Cache.KeepOnlyRequestedPages
- Support LRU allocation of new pages. Only particularly meaningful with persistent allocations. Also disabled to start. r.Shadow.Virtual.Cache.AllocateViaLRU
- Lots of cleanup and refactoring of page allocation passes and shaders.
- Move page marking shaders into their own file as they are relatively independent from the allocation/caching and have dependencies on other systems (hair, water, etc)
- Clean up various cases of cache enabled/available/etc.
- Some minor cleanup of invalidations in prep for future work

#rb ola.olsson
#jira UE-147454
#preflight 642cad58da7f9583709d3172

[CL 24932187 by andrew lauritzen in ue5-main branch]
2023-04-05 13:48:25 -04:00

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4.6 KiB
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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "../LargeWorldCoordinates.ush"
#include "/Engine/Shared/VirtualShadowMapDefinitions.h"
// Rougly the same structure as in VirtualShadowMapArray.h, with some logic around LWC values
struct FVirtualShadowMapProjectionShaderData
{
float4x4 TranslatedWorldToShadowViewMatrix;
float4x4 ShadowViewToClipMatrix;
float4x4 TranslatedWorldToShadowUVMatrix;
float4x4 TranslatedWorldToShadowUVNormalMatrix;
FLWCVector3 PreViewTranslation;
// TODO: Store Light ID and move this to GPU-Scene
uint LightType; // Matches ELightComponentType via defines in SSDDefinitions.ush
float LightSourceRadius;
FLWCVector3 ClipmapWorldOrigin;
float ResolutionLodBias;
int2 ClipmapCornerRelativeOffset;
int ClipmapLevel; // "Absolute" level, can be negative
int ClipmapLevelCountRemaining; // Remaining levels, relative to this one
uint Flags;
float LightRadius;
// Derived data for convenience when passing the structure around
int VirtualShadowMapId;
bool bCurrentDistantLight; // Low detail == single page only
bool bUnCached; // see VSM_PROJ_FLAG_UNCACHED
};
FVirtualShadowMapProjectionShaderData DecodeVirtualShadowMapProjectionData(ByteAddressBuffer ProjectionData, int VirtualShadowMapId)
{
FVirtualShadowMapProjectionShaderData Result;
Result.VirtualShadowMapId = VirtualShadowMapId;
// Seems the FMatrix forces 16-byte alignment, so ensure padding matches the C++ structure size
const uint Stride = 16 * 21;
const uint Base = VirtualShadowMapId * Stride;
Result.TranslatedWorldToShadowViewMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*0));
Result.TranslatedWorldToShadowViewMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*1));
Result.TranslatedWorldToShadowViewMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*2));
Result.TranslatedWorldToShadowViewMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*3));
Result.ShadowViewToClipMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*4));
Result.ShadowViewToClipMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*5));
Result.ShadowViewToClipMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*6));
Result.ShadowViewToClipMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*7));
Result.TranslatedWorldToShadowUVMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*8));
Result.TranslatedWorldToShadowUVMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*9));
Result.TranslatedWorldToShadowUVMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*10));
Result.TranslatedWorldToShadowUVMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*11));
Result.TranslatedWorldToShadowUVNormalMatrix[0] = asfloat(ProjectionData.Load4(Base + 16*12));
Result.TranslatedWorldToShadowUVNormalMatrix[1] = asfloat(ProjectionData.Load4(Base + 16*13));
Result.TranslatedWorldToShadowUVNormalMatrix[2] = asfloat(ProjectionData.Load4(Base + 16*14));
Result.TranslatedWorldToShadowUVNormalMatrix[3] = asfloat(ProjectionData.Load4(Base + 16*15));
// NOTE: Stick with struct-element-sized loads for the moment since we may only be using subsets
// of the data in the calling code and we want to ensure the compiler has simple DCE options.
float3 PreViewTranslationTile = asfloat(ProjectionData.Load3(Base + (16*16 + 4*0)));
Result.LightType = (ProjectionData.Load (Base + (16*16 + 4*3)));
float3 PreViewTranslationOffset = asfloat(ProjectionData.Load3(Base + (16*17 + 4*0)));
Result.LightSourceRadius = asfloat(ProjectionData.Load (Base + (16*17 + 4*3)));
float3 NegativeClipmapWorldOriginOffset = asfloat(ProjectionData.Load3(Base + (16*18 + 4*0)));
Result.ResolutionLodBias = asfloat(ProjectionData.Load (Base + (16*18 + 4*3)));
Result.ClipmapCornerRelativeOffset = asint (ProjectionData.Load2(Base + (16*19 + 4*0)));
Result.ClipmapLevel = asint (ProjectionData.Load (Base + (16*19 + 4*2)));
Result.ClipmapLevelCountRemaining = asint (ProjectionData.Load (Base + (16*19 + 4*3)));
Result.Flags = asuint (ProjectionData.Load (Base + (16*20 + 4*0)));
Result.LightRadius = asfloat(ProjectionData.Load (Base + (16*20 + 4*1)));
Result.PreViewTranslation = MakeLWCVector3(PreViewTranslationTile, PreViewTranslationOffset);
Result.ClipmapWorldOrigin = LWCNegate(MakeLWCVector3(PreViewTranslationTile, NegativeClipmapWorldOriginOffset));
Result.bCurrentDistantLight = (Result.Flags & VSM_PROJ_FLAG_CURRENT_DISTANT_LIGHT) != 0U;
Result.bUnCached = (Result.Flags & VSM_PROJ_FLAG_UNCACHED) != 0U;
return Result;
}
FVirtualShadowMapProjectionShaderData GetVirtualShadowMapProjectionData(int VirtualShadowMapId)
{
return DecodeVirtualShadowMapProjectionData(VirtualShadowMap.ProjectionData, VirtualShadowMapId);
}