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Removes inconsistency for some platforms. Removes special case uint2/uint4 stuff in the compression shader. #preflight 61dcd1423c7555edfda4894c #ROBOMERGE-AUTHOR: jeremy.moore #ROBOMERGE-SOURCE: CL 18568577 in //UE5/Release-5.0/... via CL 18568581 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18568587 by jeremy moore in ue5-release-engine-test branch]
291 lines
10 KiB
Plaintext
291 lines
10 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VirtualTextureCompress.usf:
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Compression pass for runtime virtual texture
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todo[vt]: Lots of possible optimizations to do...
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=============================================================================*/
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#include "Common.ush"
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#include "BlockCompressionCommon.ush"
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#include "BCCompressionCommon.ush"
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#include "ETCCompressionCommon.ush"
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#ifndef ETC_PROFILE
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#define ETC_PROFILE 0
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#endif
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uint4 DestRect;
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Texture2D<float4> RenderTexture0;
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SamplerState TextureSampler0;
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Texture2D<float4> RenderTexture1;
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SamplerState TextureSampler1;
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Texture2D<float4> RenderTexture2;
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SamplerState TextureSampler2;
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RWTexture2D<uint4> OutCompressTexture0;
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RWTexture2D<uint4> OutCompressTexture1;
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RWTexture2D<uint4> OutCompressTexture2;
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/** Pack ETC RG32 to RGBA16 for output. */
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uint4 PackRG32(in uint2 u2)
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{
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uint x0 = (u2.x >> 16) & 0x0000ffff;
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uint y0 = (u2.y >> 16) & 0x0000ffff;
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uint x1 = (u2.x) & 0x0000ffff;
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uint y1 = (u2.y) & 0x0000ffff;
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return uint4(x1,x0,y1,y0);
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}
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/** Trivial vertex shader for copy shaders. */
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void CopyVS(in uint VertexId : SV_VertexID, out float4 OutPosition : SV_POSITION, out float2 OutTexCoord : TEXCOORD0)
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{
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OutTexCoord = float2(((VertexId + 1) / 3) & 1, VertexId & 1);
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OutPosition.xy = float2(OutTexCoord.x, 1.f - OutTexCoord.y) * 2.f - 1.f;
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OutPosition.zw = float2(0, 1);
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}
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/** Compress base color to a single BC1 target. */
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[numthreads(8,8,1)]
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void CompressBaseColorCS(
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uint3 ThreadId : SV_DispatchThreadID
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)
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{
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uint2 SamplePos = ThreadId.xy * 4;
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if (any(ThreadId.xy >= DestRect.zw))
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return;
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float2 TexelUVSize = 1.f / float2(DestRect.zw);
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float2 SampleUV = (float2(SamplePos) + 0.5f) * TexelUVSize;
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float3 BlockBaseColor[16];
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ReadBlockRGB(RenderTexture0, TextureSampler0, SampleUV, TexelUVSize, BlockBaseColor);
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#if ETC_PROFILE
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = PackRG32(CompressBlock_ETC2_SRGB(BlockBaseColor));
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#else
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBC1Block_SRGB(BlockBaseColor);
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#endif
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}
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/** Simple copy of base color used for thumbnails. */
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void CopyBaseColorPS(
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in float4 InPosition : SV_POSITION,
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in noperspective float2 InTexCoord : TEXCOORD0,
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out float4 OutColor0 : SV_Target0)
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{
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float3 BaseColor = RenderTexture0.SampleLevel(TextureSampler0, InTexCoord, 0).xyz;
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OutColor0 = float4(BaseColor, 1.f);
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}
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/** Compress base color, normal, roughness and specular to BC3 target pair. */
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[numthreads(8,8,1)]
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void CompressBaseColorNormalSpecularCS(
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uint3 ThreadId : SV_DispatchThreadID
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)
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{
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uint2 SamplePos = ThreadId.xy * 4;
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if (any(SamplePos >= DestRect.zw))
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return;
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float2 TexelUVSize = 1.f / float2(DestRect.zw);
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float2 SampleUV = (float2(SamplePos) + 0.5f) * TexelUVSize;
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float3 BlockBaseColor[16];
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ReadBlockRGB(RenderTexture0, TextureSampler0, SampleUV, TexelUVSize, BlockBaseColor);
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float BlockNormalX[16];
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float BlockNormalY[16];
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ReadBlockXY(RenderTexture1, TextureSampler1, SampleUV, TexelUVSize, BlockNormalX, BlockNormalY);
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float3 BlockSpecular[16];
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ReadBlockRGB(RenderTexture2, TextureSampler2, SampleUV, TexelUVSize, BlockSpecular);
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for (int i=0; i<16; i++)
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{
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BlockSpecular[i].z = round(BlockSpecular[i].z);
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}
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#if ETC_PROFILE
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RGBA(BlockBaseColor, BlockNormalX);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RGBA(BlockSpecular, BlockNormalY);
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#else
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBC3Block_SRGB(BlockBaseColor, BlockNormalX);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBC3Block(BlockSpecular, BlockNormalY);
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#endif
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}
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/** Compress base color, normal, roughness to BC1 & BC3. */
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[numthreads(8, 8, 1)]
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void CompressBaseColorNormalRoughnessCS(
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uint3 ThreadId : SV_DispatchThreadID
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)
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{
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uint2 SamplePos = ThreadId.xy * 4;
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if (any(SamplePos >= DestRect.zw))
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return;
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float2 TexelUVSize = 1.f / float2(DestRect.zw);
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float2 SampleUV = (float2(SamplePos) + 0.5f) * TexelUVSize;
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float3 BlockBaseColor[16];
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ReadBlockRGB(RenderTexture0, TextureSampler0, SampleUV, TexelUVSize, BlockBaseColor);
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float3 BlockNormalXRougnnessY[16];
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const float BlockNormalZ[16]={ 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0};
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ReadBlockRGB(RenderTexture1, TextureSampler2, SampleUV, TexelUVSize, BlockNormalXRougnnessY);
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#if ETC_PROFILE
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = PackRG32(CompressBlock_ETC2_RGB(BlockBaseColor));
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RGBA(BlockNormalXRougnnessY, BlockNormalZ);
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#else
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBC1Block_SRGB(BlockBaseColor);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBC3Block(BlockNormalXRougnnessY, BlockNormalZ);
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#endif
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}
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/** Copy path used when we disable texture compression, because we need to keep the same final channel layout. */
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void CopyBaseColorNormalSpecularPS(
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in float4 InPosition : SV_POSITION,
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in noperspective float2 InTexCoord : TEXCOORD0,
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out float4 OutColor0 : SV_Target0,
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out float4 OutColor1 : SV_Target1)
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{
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float3 BaseColor = RenderTexture0.SampleLevel(TextureSampler0, InTexCoord, 0).xyz;
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float2 NormalXY = RenderTexture1.SampleLevel(TextureSampler1, InTexCoord, 0).xy;
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float3 RoughnessSpecularNormalZ = RenderTexture2.SampleLevel(TextureSampler2, InTexCoord, 0).xyz;
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RoughnessSpecularNormalZ.z = round(RoughnessSpecularNormalZ.z);
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OutColor0 = float4(BaseColor, NormalXY.x);
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OutColor1 = float4(RoughnessSpecularNormalZ, NormalXY.y);
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}
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/** Compress base color, normal, roughness and specular to BC3, BC5, BC1 target set. */
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[numthreads(8,8,1)]
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void CompressBaseColorNormalSpecularYCoCgCS(
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uint3 ThreadId : SV_DispatchThreadID
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)
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{
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uint2 SamplePos = ThreadId.xy * 4;
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if (any(SamplePos >= DestRect.zw))
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return;
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float2 TexelUVSize = 1.f / float2(DestRect.zw);
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float2 SampleUV = (float2(SamplePos) + 0.5f) * TexelUVSize;
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float3 BlockBaseColor[16];
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ReadBlockRGB(RenderTexture0, TextureSampler0, SampleUV, TexelUVSize, BlockBaseColor);
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float BlockNormalX[16];
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float BlockNormalY[16];
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ReadBlockXY(RenderTexture1, TextureSampler1, SampleUV, TexelUVSize, BlockNormalX, BlockNormalY);
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float3 BlockSpecular[16];
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ReadBlockRGB(RenderTexture2, TextureSampler2, SampleUV, TexelUVSize, BlockSpecular);
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for (int i=0; i<16; i++)
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{
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BlockSpecular[i].z = round(BlockSpecular[i].z);
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}
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#if ETC_PROFILE
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_YCoCg(BlockBaseColor);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RG(BlockNormalX, BlockNormalY);
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OutCompressTexture2[ThreadId.xy + DestRect.xy] = PackRG32(CompressBlock_ETC2_RGB(BlockSpecular));
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#else
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBC3BlockYCoCg(BlockBaseColor);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBC5Block(BlockNormalX, BlockNormalY);
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OutCompressTexture2[ThreadId.xy + DestRect.xy] = CompressBC1Block(BlockSpecular);
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#endif
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}
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/** Copy path used when we disable texture compression, because we need to keep the same final channel layout. */
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void CopyBaseColorNormalSpecularYCoCgPS(
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in float4 InPosition : SV_POSITION,
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in noperspective float2 InTexCoord : TEXCOORD0,
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out float4 OutColor0 : SV_Target0,
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out float4 OutColor1 : SV_Target1,
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out float4 OutColor2 : SV_Target2)
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{
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float3 YCoCg = RGB2YCoCg(RenderTexture0.SampleLevel(TextureSampler0, InTexCoord, 0).xyz);
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float2 NormalXY = RenderTexture1.SampleLevel(TextureSampler1, InTexCoord, 0).xy;
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float3 RoughnessSpecularNormalZ = RenderTexture2.SampleLevel(TextureSampler2, InTexCoord, 0).xyz;
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RoughnessSpecularNormalZ.z = round(RoughnessSpecularNormalZ.z);
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OutColor0 = float4(YCoCg.yz, 0, YCoCg.x);
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OutColor1 = float4(NormalXY, 0, 1);
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OutColor2 = float4(RoughnessSpecularNormalZ, 1);
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}
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/** Compress base color, normal, roughness, specular and mask to BC3, BC5, BC3 target set. */
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[numthreads(8,8,1)]
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void CompressBaseColorNormalSpecularMaskYCoCgCS(
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uint3 ThreadId : SV_DispatchThreadID
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)
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{
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uint2 SamplePos = ThreadId.xy * 4;
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if (any(SamplePos >= DestRect.zw))
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return;
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float2 TexelUVSize = 1.f / float2(DestRect.zw);
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float2 SampleUV = (float2(SamplePos) + 0.5f) * TexelUVSize;
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float3 BlockBaseColor[16];
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ReadBlockRGB(RenderTexture0, TextureSampler0, SampleUV, TexelUVSize, BlockBaseColor);
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float BlockNormalX[16];
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float BlockNormalY[16];
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float BlockMask[16];
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ReadBlockXYA(RenderTexture1, TextureSampler1, SampleUV, TexelUVSize, BlockNormalX, BlockNormalY, BlockMask);
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float3 BlockSpecular[16];
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ReadBlockRGB(RenderTexture2, TextureSampler2, SampleUV, TexelUVSize, BlockSpecular);
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for (int i=0; i<16; i++)
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{
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BlockSpecular[i].z = round(BlockSpecular[i].z);
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}
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#if ETC_PROFILE
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_YCoCg(BlockBaseColor);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RG(BlockNormalX, BlockNormalY);
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OutCompressTexture2[ThreadId.xy + DestRect.xy] = CompressBlock_ETC2_RGBA(BlockSpecular, BlockMask);
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#else
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OutCompressTexture0[ThreadId.xy + DestRect.xy] = CompressBC3BlockYCoCg(BlockBaseColor);
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OutCompressTexture1[ThreadId.xy + DestRect.xy] = CompressBC5Block(BlockNormalX, BlockNormalY);
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OutCompressTexture2[ThreadId.xy + DestRect.xy] = CompressBC3Block(BlockSpecular, BlockMask);
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#endif
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}
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/** Copy path used when we disable texture compression, because we need to keep the same final channel layout. */
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void CopyBaseColorNormalSpecularMaskYCoCgPS(
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in float4 InPosition : SV_POSITION,
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in noperspective float2 InTexCoord : TEXCOORD0,
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out float4 OutColor0 : SV_Target0,
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out float4 OutColor1 : SV_Target1,
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out float4 OutColor2 : SV_Target2)
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{
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float3 YCoCg = RGB2YCoCg(RenderTexture0.SampleLevel(TextureSampler0, InTexCoord, 0).xyz);
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float3 NormalXYMask = RenderTexture1.SampleLevel(TextureSampler1, InTexCoord, 0).xyz;
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float3 RoughnessSpecularNormalZ = RenderTexture2.SampleLevel(TextureSampler2, InTexCoord, 0).xyz;
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RoughnessSpecularNormalZ.z = round(RoughnessSpecularNormalZ.z);
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OutColor0 = float4(YCoCg.yz, 0, YCoCg.x);
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OutColor1 = float4(NormalXYMask.xy, 0, 1);
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OutColor2 = float4(RoughnessSpecularNormalZ, NormalXYMask.z);
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}
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/** Copy world height (without compression)
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* This path is used when want to copy the world height data into a thumbnail. */
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void CopyWorldHeightPS(
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in float4 InPosition : SV_POSITION,
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in noperspective float2 InTexCoord : TEXCOORD0,
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out float4 OutColor0 : SV_Target0)
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{
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float WorldHeight = RenderTexture0.SampleLevel(TextureSampler0, InTexCoord, 0).r;
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OutColor0 = float4(WorldHeight.xxx, 1.f);
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}
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