You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
285 lines
11 KiB
C++
285 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
/*=============================================================================
|
|
VirtualShadowMapArray.h:
|
|
=============================================================================*/
|
|
#pragma once
|
|
|
|
#include "../Nanite/NaniteRender.h"
|
|
#include "../MeshDrawCommands.h"
|
|
#include "SceneTypes.h"
|
|
|
|
struct FMinimalSceneTextures;
|
|
struct FSortedLightSetSceneInfo;
|
|
class FViewInfo;
|
|
class FProjectedShadowInfo;
|
|
class FVisibleLightInfo;
|
|
class FVirtualShadowMapCacheEntry;
|
|
class FVirtualShadowMapArrayCacheManager;
|
|
struct FSortedLightSetSceneInfo;
|
|
|
|
// TODO: does this exist?
|
|
constexpr uint32 ILog2Const(uint32 n)
|
|
{
|
|
return (n > 1) ? 1 + ILog2Const(n / 2) : 0;
|
|
}
|
|
|
|
// See CalcLevelOffsets in PageAccessCommon.ush for some details on this logic
|
|
constexpr uint32 CalcVirtualShadowMapLevelOffsets(uint32 Level, uint32 Log2Level0DimPagesXY)
|
|
{
|
|
uint32 NumBits = Level << 1;
|
|
uint32 StartBit = (2U * Log2Level0DimPagesXY + 2U) - NumBits;
|
|
uint32 Mask = ((1U << NumBits) - 1U) << StartBit;
|
|
return 0x55555555U & Mask;
|
|
}
|
|
|
|
class FVirtualShadowMap
|
|
{
|
|
public:
|
|
// PageSize * Level0DimPagesXY defines the virtual address space, e.g., 128x128 = 16k
|
|
|
|
// 32x512 = 16k
|
|
//static constexpr uint32 PageSize = 32U;
|
|
//static constexpr uint32 Level0DimPagesXY = 512U;
|
|
|
|
// 128x128 = 16k
|
|
static constexpr uint32 PageSize = 128U;
|
|
static constexpr uint32 Level0DimPagesXY = 128U;
|
|
|
|
// 512x32 = 16k
|
|
//static constexpr uint32 PageSize = 512U;
|
|
//static constexpr uint32 Level0DimPagesXY = 32U;
|
|
|
|
static constexpr uint32 PageSizeMask = PageSize - 1U;
|
|
static constexpr uint32 Log2PageSize = ILog2Const(PageSize);
|
|
static constexpr uint32 Log2Level0DimPagesXY = ILog2Const(Level0DimPagesXY);
|
|
static constexpr uint32 MaxMipLevels = Log2Level0DimPagesXY + 1U;
|
|
|
|
static constexpr uint32 PageTableSize = CalcVirtualShadowMapLevelOffsets(MaxMipLevels, Log2Level0DimPagesXY);
|
|
|
|
static constexpr uint32 VirtualMaxResolutionXY = Level0DimPagesXY * PageSize;
|
|
|
|
static constexpr uint32 PhysicalPageAddressBits = 16U;
|
|
static constexpr uint32 MaxPhysicalTextureDimPages = 1U << PhysicalPageAddressBits;
|
|
static constexpr uint32 MaxPhysicalTextureDimTexels = MaxPhysicalTextureDimPages * PageSize;
|
|
|
|
static constexpr uint32 RasterWindowPages = 4u;
|
|
|
|
FVirtualShadowMap(uint32 InID) : ID(InID)
|
|
{
|
|
}
|
|
|
|
int32 ID = INDEX_NONE;
|
|
TSharedPtr<FVirtualShadowMapCacheEntry> VirtualShadowMapCacheEntry;
|
|
};
|
|
|
|
// Useful data for both the page mapping shader and the projection shader
|
|
// as well as cached shadow maps
|
|
struct FVirtualShadowMapProjectionShaderData
|
|
{
|
|
/**
|
|
* Transform from shadow-pre-translated world space to shadow view space, example use: (WorldSpacePos + ShadowPreViewTranslation) * TranslatedWorldToShadowViewMatrix
|
|
* TODO: Why don't we call it a rotation and store in a 3x3? Does it ever have translation in?
|
|
*/
|
|
FMatrix44f TranslatedWorldToShadowViewMatrix;
|
|
FMatrix44f ShadowViewToClipMatrix;
|
|
FMatrix44f TranslatedWorldToShadowUVMatrix;
|
|
FMatrix44f TranslatedWorldToShadowUVNormalMatrix;
|
|
|
|
FVector3f ShadowPreViewTranslation;
|
|
uint32 LightType = ELightComponentType::LightType_Directional;
|
|
|
|
FVector3f ClipmapWorldOrigin;
|
|
int32 VirtualShadowMapId = INDEX_NONE;
|
|
|
|
FIntPoint ClipmapCornerOffset;
|
|
int32 ClipmapIndex = 0; // 0 .. ClipmapLevelCount-1
|
|
int32 ClipmapLevel = 0; // "Absolute" level, can be negative
|
|
int32 ClipmapLevelCount = 0;
|
|
float ClipmapResolutionLodBias = 0.0f;
|
|
|
|
// Seems the FMatrix forces 16-byte alignment
|
|
float Padding[2];
|
|
};
|
|
static_assert((sizeof(FVirtualShadowMapProjectionShaderData) % 16) == 0, "FVirtualShadowMapProjectionShaderData size should be a multiple of 16-bytes for alignment.");
|
|
|
|
struct FVirtualShadowMapHZBMetadata
|
|
{
|
|
FViewMatrices ViewMatrices;
|
|
FIntRect ViewRect;
|
|
uint32 TargetLayerIndex = INDEX_NONE;
|
|
};
|
|
|
|
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FVirtualShadowMapUniformParameters, )
|
|
SHADER_PARAMETER_ARRAY(uint32, HPageFlagLevelOffsets, [FVirtualShadowMap::MaxMipLevels])
|
|
SHADER_PARAMETER(uint32, HPageTableSize)
|
|
SHADER_PARAMETER(uint32, NumShadowMaps)
|
|
SHADER_PARAMETER(uint32, NumDirectionalLights)
|
|
SHADER_PARAMETER(uint32, MaxPhysicalPages)
|
|
// use to map linear index to x,y page coord
|
|
SHADER_PARAMETER(uint32, PhysicalPageRowMask)
|
|
SHADER_PARAMETER(uint32, PhysicalPageRowShift)
|
|
SHADER_PARAMETER(FVector4, RecPhysicalPoolSize)
|
|
SHADER_PARAMETER(FIntPoint, PhysicalPoolSize)
|
|
SHADER_PARAMETER(FIntPoint, PhysicalPoolSizePages)
|
|
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(ByteAddressBuffer, ProjectionData)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint>, PageTable)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<uint>, PhysicalPagePool)
|
|
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float>, PhysicalPagePoolHw)
|
|
END_GLOBAL_SHADER_PARAMETER_STRUCT()
|
|
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FVirtualShadowMapSamplingParameters, )
|
|
// NOTE: These parameters must only be uniform buffers/references! Loose parameters do not get bound
|
|
// in some of the forward passes that use this structure.
|
|
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FVirtualShadowMapUniformParameters, VirtualShadowMap)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
/**
|
|
* Use after page allocation but before rendering phase to access page table & related data structures, but not the physical backing.
|
|
*/
|
|
BEGIN_SHADER_PARAMETER_STRUCT(FVirtualShadowMapPageTableParameters, )
|
|
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FVirtualShadowMapUniformParameters, VirtualShadowMap)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint >, PageTable)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint >, PageFlags)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint >, HPageFlags)
|
|
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint4 >, PageRectBounds)
|
|
END_SHADER_PARAMETER_STRUCT()
|
|
|
|
FMatrix CalcTranslatedWorldToShadowUVMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
|
|
FMatrix CalcTranslatedWorldToShadowUVNormalMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
|
|
|
|
class FVirtualShadowMapArray
|
|
{
|
|
public:
|
|
FVirtualShadowMapArray();
|
|
~FVirtualShadowMapArray();
|
|
|
|
void Initialize(FRDGBuilder& GraphBuilder, FVirtualShadowMapArrayCacheManager* InCacheManager, bool bInEnabled);
|
|
|
|
// Returns true if virtual shadow maps are enabled
|
|
bool IsEnabled() const
|
|
{
|
|
return bEnabled;
|
|
}
|
|
|
|
FVirtualShadowMap *Allocate()
|
|
{
|
|
check(IsEnabled());
|
|
FVirtualShadowMap *SM = new(FMemStack::Get(), 1, 16) FVirtualShadowMap(ShadowMaps.Num());
|
|
ShadowMaps.Add(SM);
|
|
return SM;
|
|
}
|
|
|
|
FIntPoint GetPhysicalPoolSize() const;
|
|
|
|
static void SetShaderDefines(FShaderCompilerEnvironment& OutEnvironment);
|
|
|
|
// Call after creating physical page pools and rendering
|
|
void SetupProjectionParameters(FRDGBuilder& GraphBuilder);
|
|
|
|
void ClearPhysicalMemory(FRDGBuilder& GraphBuilder, FRDGTextureRef& PhysicalTexture);
|
|
void MarkPhysicalPagesRendered(FRDGBuilder& GraphBuilder, const TArray<uint32, SceneRenderingAllocator> &VirtualShadowMapFlags);
|
|
|
|
//
|
|
void BuildPageAllocations(
|
|
FRDGBuilder& GraphBuilder,
|
|
const FMinimalSceneTextures& SceneTextures,
|
|
const TArray<FViewInfo> &Views,
|
|
const FSortedLightSetSceneInfo& SortedLights,
|
|
const TArray<FVisibleLightInfo, SceneRenderingAllocator> &VisibleLightInfos,
|
|
const TArray<Nanite::FRasterResults, TInlineAllocator<2>> &NaniteRasterResults,
|
|
bool bPostBasePass);
|
|
|
|
bool IsAllocated() const
|
|
{
|
|
return PhysicalPagePoolRDG != nullptr && PageTableRDG != nullptr;
|
|
}
|
|
|
|
void CreateMipViews( TArray<Nanite::FPackedView, SceneRenderingAllocator>& Views ) const;
|
|
|
|
/**
|
|
* Draw old-school hardware based shadow map tiles into virtual SM.
|
|
*/
|
|
void RenderVirtualShadowMapsHw(FRDGBuilder& GraphBuilder, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& VirtualSmMeshCommandPasses, FScene& Scene);
|
|
|
|
void AddInitializePhysicalPagesHwPass(FRDGBuilder& GraphBuilder);
|
|
|
|
// Draw debug info into render target 'VSMDebug' of screen-size, the mode is controlled by 'r.Shadow.Virtual.DebugVisualize'.
|
|
void RenderDebugInfo(FRDGBuilder& GraphBuilder);
|
|
//
|
|
void PrintStats(FRDGBuilder& GraphBuilder, const FViewInfo& View);
|
|
|
|
TRDGUniformBufferRef<FVirtualShadowMapUniformParameters> GetUniformBuffer(FRDGBuilder& GraphBuilder) const;
|
|
|
|
// Get shader parameters necessary to sample virtual shadow maps
|
|
// It is safe to bind this buffer even if VSMs are disabled, but the sampling should be branched around in the shader.
|
|
// This data becomes valid after the shadow depths pass if VSMs are enabled
|
|
FVirtualShadowMapSamplingParameters GetSamplingParameters(FRDGBuilder& GraphBuilder) const;
|
|
|
|
bool HasAnyShadowData() const { return PhysicalPagePoolRDG != nullptr || PhysicalPagePoolHw != nullptr; }
|
|
|
|
void GetPageTableParameters(FRDGBuilder& GraphBuilder, FVirtualShadowMapPageTableParameters& OutParameters);
|
|
|
|
bool bInitialized = false;
|
|
// Are virtual shadow maps enabled? We store this at the start of the frame to centralize the logic.
|
|
bool bEnabled = false;
|
|
// We keep a reference to the cache manager that was used to initialize this frame as it owns some of the buffers
|
|
FVirtualShadowMapArrayCacheManager* CacheManager = nullptr;
|
|
|
|
TArray<FVirtualShadowMap*, SceneRenderingAllocator> ShadowMaps;
|
|
|
|
FVirtualShadowMapUniformParameters UniformParameters;
|
|
|
|
// Buffer that serves as the page table for all virtual shadow maps
|
|
FRDGBufferRef PageTableRDG = nullptr;
|
|
// Large physical texture of depth format, say 4096^2 or whatever we think is enough texels to go around
|
|
FRDGTextureRef PhysicalPagePoolRDG = nullptr;
|
|
// page pool for HW rasterized shadow data.
|
|
// Mirrors the regular one, but uses a shadow depth target format
|
|
FRDGTextureRef PhysicalPagePoolHw = nullptr;
|
|
|
|
// Buffer that stores flags (uints) marking each page that needs to be rendered and cache status, for all virtual shadow maps.
|
|
// Flag values defined in PageAccessCommon.ush: VSM_ALLOCATED_FLAG | VSM_INVALID_FLAG
|
|
FRDGBufferRef PageFlagsRDG = nullptr;
|
|
// HPageFlags is a hierarchy over the PageFlags for quick query
|
|
FRDGBufferRef HPageFlagsRDG = nullptr;
|
|
|
|
FRDGBufferRef AllocatedPagesOffsetRDG = nullptr;
|
|
|
|
static constexpr uint32 NumStats = 5;
|
|
// 0 - allocated pages
|
|
// 1 - re-usable pages
|
|
// 2 - Touched by dynamic
|
|
// 3 - NumSms
|
|
// 4 - RandRobin invalidated
|
|
|
|
FRDGBufferRef StatsBufferRDG = nullptr;
|
|
|
|
// Allocation info for each page.
|
|
FRDGBufferRef CachedPageInfosRDG = nullptr;
|
|
FRDGBufferRef PhysicalPageMetaDataRDG = nullptr;
|
|
|
|
// Buffer that stores flags marking each page that received dynamic geo.
|
|
FRDGBufferRef DynamicCasterPageFlagsRDG = nullptr;
|
|
|
|
// uint4 buffer with one rect for each mip level in all SMs, calculated to bound committed pages
|
|
// Used to clip the rect size of clusters during culling.
|
|
FRDGBufferRef PageRectBoundsRDG = nullptr;
|
|
FRDGBufferRef AllocatedPageRectBoundsRDG = nullptr;
|
|
FRDGBufferRef ShadowMapProjectionDataRDG = nullptr;
|
|
TArray< FRDGBufferRef, SceneRenderingAllocator > VirtualShadowMapIdRemapRDG;
|
|
|
|
// HZB generated for the *current* frame's physical page pool
|
|
// We use the *previous* frame's HZB (from VirtualShadowMapCacheManager) for culling the current frame
|
|
FRDGTextureRef HZBPhysical = nullptr;
|
|
TMap<int32, FVirtualShadowMapHZBMetadata> HZBMetadata;
|
|
|
|
// Convert also
|
|
TRefCountPtr<IPooledRenderTarget> DebugVisualizationOutput;
|
|
|
|
int DebugOutputType = 0; // 0 = Disabled
|
|
// Base ID of the light that the user has selected for debug output (if present)
|
|
int DebugVirtualShadowMapId = INDEX_NONE;
|
|
FRDGTextureRef DebugVisualizationProjectionOutput = nullptr;
|
|
};
|