Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DistanceFieldVisualization.cpp
zach bethel 16dcf5b313 Refactored Lumen and Distance Field buffers to RDG.
- Replaced FRW{Structured, ByteAddress}Buffer with TRefCountPtr<FRDGPooledBuffer>
 - Replaced ResizeResourceIfNeeded with Resize{Structured, ByteAddress}BufferIfNeeded.
 - Replaced FScatterUploadBuffer with FRDGScatterUploadBuffer.
 - Removed awkward copy of page table buffers now that scatters are on the RDG timeline.
 - Reduced number of uniform buffers created by consolidating within FLumenSceneFrameTemporaries.
 - Fixed up const-correctness of FLumenSceneFrameTemporaries to sanity check that resources were not being mutated later in the frame.
 - Reduced explicit view creations somewhat.
 - Distance fields needs an FDistanceFieldSceneFrameTemporaries to cache RDG resources, but I held off on this due to the number of files it would touch.

#rb krzyzstof.narkowicz, daniel.wright

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19921040 via CL 19922067 via CL 19922607
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19925590 by zach bethel in ue5-main branch]
2022-04-26 14:37:07 -04:00

191 lines
9.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DistanceFieldVisualization.cpp
=============================================================================*/
#include "DistanceFieldAmbientOcclusion.h"
#include "DeferredShadingRenderer.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/SceneFilterRendering.h"
#include "DistanceFieldLightingShared.h"
#include "ScreenRendering.h"
#include "DistanceFieldLightingPost.h"
#include "OneColorShader.h"
#include "GlobalDistanceField.h"
#include "FXSystem.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "PipelineStateCache.h"
class FVisualizeMeshDistanceFieldCS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeMeshDistanceFieldCS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeMeshDistanceFieldCS, FGlobalShader);
class FUseGlobalDistanceFieldDim : SHADER_PERMUTATION_BOOL("USE_GLOBAL_DISTANCE_FIELD");
class FCoverageBasedExpand : SHADER_PERMUTATION_BOOL("GLOBALSDF_USE_COVERAGE_BASED_EXPAND");
class FOffsetDataStructure : SHADER_PERMUTATION_INT("OFFSET_DATA_STRUCT", 3);
using FPermutationDomain = TShaderPermutationDomain<FUseGlobalDistanceFieldDim, FCoverageBasedExpand, FOffsetDataStructure>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FForwardLightData, ForwardLightData)
SHADER_PARAMETER_STRUCT_REF(FReflectionUniformParameters, ReflectionStruct)
SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldObjectBufferParameters, DistanceFieldObjectBuffers)
SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldCulledObjectBufferParameters, DistanceFieldCulledObjectBuffers)
SHADER_PARAMETER_STRUCT_INCLUDE(FDistanceFieldAtlasParameters, DistanceFieldAtlas)
SHADER_PARAMETER_STRUCT_INCLUDE(FAOParameters, AOParameters)
SHADER_PARAMETER_STRUCT_INCLUDE(FGlobalDistanceFieldParameters2, GlobalDistanceFieldParameters)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float4>, RWVisualizeMeshDistanceFields)
SHADER_PARAMETER(FVector2f, NumGroups)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return ShouldCompileDistanceFieldShaders(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GDistanceFieldAOTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GDistanceFieldAOTileSizeY);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeMeshDistanceFieldCS, "/Engine/Private/DistanceFieldVisualization.usf", "VisualizeMeshDistanceFieldCS", SF_Compute);
class FVisualizeDistanceFieldUpsamplePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FVisualizeDistanceFieldUpsamplePS);
SHADER_USE_PARAMETER_STRUCT(FVisualizeDistanceFieldUpsamplePS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, VisualizeDistanceFieldTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, VisualizeDistanceFieldSampler)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return ShouldCompileDistanceFieldShaders(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
}
};
IMPLEMENT_GLOBAL_SHADER(FVisualizeDistanceFieldUpsamplePS, "/Engine/Private/DistanceFieldVisualization.usf", "VisualizeDistanceFieldUpsamplePS", SF_Pixel);
void FDeferredShadingSceneRenderer::RenderMeshDistanceFieldVisualization(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FDistanceFieldAOParameters& Parameters)
{
const FViewInfo& FirstView = Views[0];
const bool bAnyMeshSDFs = Scene->DistanceFieldSceneData.NumObjectsInBuffer > 0;
const bool bAnyHeightFields = Scene->DistanceFieldSceneData.HeightfieldPrimitives.Num() > 0;
const bool bVisualizeGlobalDistanceField = FirstView.Family->EngineShowFlags.VisualizeGlobalDistanceField
&& ShouldPrepareGlobalDistanceField()
&& UseGlobalDistanceField(Parameters)
&& (bAnyMeshSDFs || bAnyHeightFields);
const bool bVisualizeMeshDistanceFields = FirstView.Family->EngineShowFlags.VisualizeMeshDistanceFields && bAnyMeshSDFs;
if (FeatureLevel < ERHIFeatureLevel::SM5
|| !DoesPlatformSupportDistanceFields(FirstView.GetShaderPlatform())
|| !(bVisualizeGlobalDistanceField || bVisualizeMeshDistanceFields))
{
return;
}
check(!Scene->DistanceFieldSceneData.HasPendingOperations());
QUICK_SCOPE_CYCLE_COUNTER(STAT_AOIssueGPUWork);
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeMeshDistanceFields");
FRDGTextureRef VisualizeResultTexture = nullptr;
{
const FIntPoint BufferSize = GetBufferSizeForAO(FirstView);
const FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(BufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_UAV));
VisualizeResultTexture = GraphBuilder.CreateTexture(Desc, TEXT("VisualizeDistanceField"));
}
FVisualizeMeshDistanceFieldCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FUseGlobalDistanceFieldDim>(bVisualizeGlobalDistanceField);
PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FCoverageBasedExpand>(IsLumenEnabled(FirstView));
extern int32 GDistanceFieldOffsetDataStructure;
PermutationVector.Set<FVisualizeMeshDistanceFieldCS::FOffsetDataStructure>(GDistanceFieldOffsetDataStructure);
TShaderMapRef<FVisualizeMeshDistanceFieldCS> ComputeShader(FirstView.ShaderMap, PermutationVector);
for (const FViewInfo& View : Views)
{
FRDGBufferRef ObjectIndirectArguments = nullptr;
FDistanceFieldCulledObjectBufferParameters CulledObjectBufferParameters;
if (bVisualizeGlobalDistanceField)
{
check(View.GlobalDistanceFieldInfo.Clipmaps.Num() > 0);
}
else
{
AllocateDistanceFieldCulledObjectBuffers(
GraphBuilder,
FMath::DivideAndRoundUp(Scene->DistanceFieldSceneData.NumObjectsInBuffer, 256) * 256,
ObjectIndirectArguments,
CulledObjectBufferParameters);
CullObjectsToView(GraphBuilder, Scene, View, Parameters, CulledObjectBufferParameters);
}
uint32 GroupSizeX = FMath::DivideAndRoundUp(View.ViewRect.Size().X / GAODownsampleFactor, GDistanceFieldAOTileSizeX);
uint32 GroupSizeY = FMath::DivideAndRoundUp(View.ViewRect.Size().Y / GAODownsampleFactor, GDistanceFieldAOTileSizeY);
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeMeshDistanceFieldCS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->ForwardLightData = View.ForwardLightingResources.ForwardLightUniformBuffer;
PassParameters->ReflectionStruct = CreateReflectionUniformBuffer(View, UniformBuffer_MultiFrame);
PassParameters->DistanceFieldObjectBuffers = DistanceField::SetupObjectBufferParameters(GraphBuilder, Scene->DistanceFieldSceneData);
PassParameters->DistanceFieldCulledObjectBuffers = CulledObjectBufferParameters;
PassParameters->DistanceFieldAtlas = DistanceField::SetupAtlasParameters(GraphBuilder, Scene->DistanceFieldSceneData);
PassParameters->AOParameters = DistanceField::SetupAOShaderParameters(Parameters);
PassParameters->GlobalDistanceFieldParameters = SetupGlobalDistanceFieldParameters(View.GlobalDistanceFieldInfo.ParameterData);
PassParameters->NumGroups = FVector2f(GroupSizeX, GroupSizeY);
PassParameters->SceneTextures = SceneTextures.UniformBuffer;
PassParameters->RWVisualizeMeshDistanceFields = GraphBuilder.CreateUAV(VisualizeResultTexture);
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("VisualizeMeshDistanceFieldCS"), ComputeShader, PassParameters, FIntVector(GroupSizeX, GroupSizeY, 1));
}
TShaderMapRef<FVisualizeDistanceFieldUpsamplePS> PixelShader(FirstView.ShaderMap);
for (const FViewInfo& View : Views)
{
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
auto* PassParameters = GraphBuilder.AllocParameters<FVisualizeDistanceFieldUpsamplePS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->SceneTextures = SceneTextures.UniformBuffer;
PassParameters->VisualizeDistanceFieldTexture = VisualizeResultTexture;
PassParameters->VisualizeDistanceFieldSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextures.Color.Target, ERenderTargetLoadAction::ELoad);
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneTextures.Depth.Target, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilRead);
const FScreenPassTextureViewport InputViewport(VisualizeResultTexture, GetDownscaledRect(View.ViewRect, GAODownsampleFactor));
const FScreenPassTextureViewport OutputViewport(SceneTextures.Color.Target, View.ViewRect);
AddDrawScreenPass(GraphBuilder, {}, View, OutputViewport, InputViewport, PixelShader, PassParameters);
}
}