Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/LightGridInjection.cpp
Juan Canada 0091bd7424 Fixed assert triggering because baked depth data was invalid
#jira UE-153278
#rb yujiang.wang
#preflight 6291061c6c4b4192f2a4ccdd

[CL 20395456 by Juan Canada in ue5-main branch]
2022-05-27 13:23:22 -04:00

1009 lines
50 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
LightGridInjection.cpp
=============================================================================*/
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "HAL/IConsoleManager.h"
#include "RHI.h"
#include "UniformBuffer.h"
#include "ShaderParameters.h"
#include "RendererInterface.h"
#include "EngineDefines.h"
#include "PrimitiveSceneProxy.h"
#include "Shader.h"
#include "SceneUtils.h"
#include "PostProcess/SceneRenderTargets.h"
#include "LightSceneInfo.h"
#include "GlobalShader.h"
#include "SceneRendering.h"
#include "DeferredShadingRenderer.h"
#include "BasePassRendering.h"
#include "RendererModule.h"
#include "ScenePrivate.h"
#include "ClearQuad.h"
#include "VolumetricFog.h"
#include "VolumetricCloudRendering.h"
#include "Components/LightComponent.h"
#include "Engine/MapBuildDataRegistry.h"
#include "PixelShaderUtils.h"
#include "ShaderPrint.h"
#include "ShaderPrintParameters.h"
int32 GLightGridPixelSize = 64;
FAutoConsoleVariableRef CVarLightGridPixelSize(
TEXT("r.Forward.LightGridPixelSize"),
GLightGridPixelSize,
TEXT("Size of a cell in the light grid, in pixels."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GLightGridSizeZ = 32;
FAutoConsoleVariableRef CVarLightGridSizeZ(
TEXT("r.Forward.LightGridSizeZ"),
GLightGridSizeZ,
TEXT("Number of Z slices in the light grid."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GForwardLightGridDebug = 0;
FAutoConsoleVariableRef CVarLightGridDebug(
TEXT("r.Forward.LightGridDebug"),
GForwardLightGridDebug,
TEXT("Whether to display on screen culledlight per tile.\n")
TEXT(" 0: off (default)\n")
TEXT(" 1: on - showing light count onto the depth buffer\n")
TEXT(" 2: on - showing max light count per tile accoung for each slice but the last one (culling there is too conservative)\n")
TEXT(" 3: on - showing max light count per tile accoung for each slice and the last one \n"),
ECVF_RenderThreadSafe
);
int32 GMaxCulledLightsPerCell = 32;
FAutoConsoleVariableRef CVarMaxCulledLightsPerCell(
TEXT("r.Forward.MaxCulledLightsPerCell"),
GMaxCulledLightsPerCell,
TEXT("Controls how much memory is allocated for each cell for light culling. When r.Forward.LightLinkedListCulling is enabled, this is used to compute a global max instead of a per-cell limit on culled lights."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GLightLinkedListCulling = 1;
FAutoConsoleVariableRef CVarLightLinkedListCulling(
TEXT("r.Forward.LightLinkedListCulling"),
GLightLinkedListCulling,
TEXT("Uses a reverse linked list to store culled lights, removing the fixed limit on how many lights can affect a cell - it becomes a global limit instead."),
ECVF_Scalability | ECVF_RenderThreadSafe
);
int32 GLightCullingQuality = 1;
FAutoConsoleVariableRef CVarLightCullingQuality(
TEXT("r.LightCulling.Quality"),
GLightCullingQuality,
TEXT("Whether to run compute light culling pass.\n")
TEXT(" 0: off \n")
TEXT(" 1: on (default)\n"),
ECVF_RenderThreadSafe
);
float GLightCullingMaxDistanceOverrideKilometers = -1.0f;
FAutoConsoleVariableRef CVarLightCullingMaxDistanceOverride(
TEXT("r.LightCulling.MaxDistanceOverrideKilometers"),
GLightCullingMaxDistanceOverrideKilometers,
TEXT("Used to override the maximum far distance at which we can store data in the light grid.\n If this is increase, you might want to update r.Forward.LightGridSizeZ to a reasonable value according to your use case light count and distribution.")
TEXT(" <=0: off \n")
TEXT(" >0: the far distance in kilometers.\n"),
ECVF_RenderThreadSafe
);
extern TAutoConsoleVariable<int32> CVarVirtualShadowOnePassProjection;
void SetupDummyForwardLightUniformParameters(FRDGBuilder& GraphBuilder, FForwardLightData& ForwardLightData)
{
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
ForwardLightData.DirectionalLightShadowmapAtlas = SystemTextures.Black;
ForwardLightData.DirectionalLightStaticShadowmap = GBlackTexture->TextureRHI;
FRDGBufferRef ForwardLocalLightBuffer = GSystemTextures.GetDefaultBuffer(GraphBuilder, sizeof(FVector4f));
ForwardLightData.ForwardLocalLightBuffer = GraphBuilder.CreateSRV(ForwardLocalLightBuffer, PF_A32B32G32R32F);
FRDGBufferRef NumCulledLightsGrid = GSystemTextures.GetDefaultBuffer(GraphBuilder, sizeof(uint32));
ForwardLightData.NumCulledLightsGrid = GraphBuilder.CreateSRV(NumCulledLightsGrid, PF_R32_UINT);
if (RHISupportsBufferLoadTypeConversion(GMaxRHIShaderPlatform))
{
FRDGBufferRef CulledLightDataGrid = GSystemTextures.GetDefaultBuffer(GraphBuilder, sizeof(uint16));
ForwardLightData.CulledLightDataGrid = GraphBuilder.CreateSRV(CulledLightDataGrid, PF_R16_UINT);
}
else
{
FRDGBufferRef CulledLightDataGrid = GSystemTextures.GetDefaultBuffer(GraphBuilder, sizeof(uint32));
ForwardLightData.CulledLightDataGrid = GraphBuilder.CreateSRV(CulledLightDataGrid, PF_R32_UINT);
}
}
TRDGUniformBufferRef<FForwardLightData> CreateDummyForwardLightUniformBuffer(FRDGBuilder& GraphBuilder)
{
FForwardLightData* ForwardLightData = GraphBuilder.AllocParameters<FForwardLightData>();
SetupDummyForwardLightUniformParameters(GraphBuilder, *ForwardLightData);
return GraphBuilder.CreateUniformBuffer(ForwardLightData);
}
IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FForwardLightData, "ForwardLightData");
FForwardLightData::FForwardLightData()
{
FMemory::Memzero(*this);
ShadowmapSampler = TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
DirectionalLightStaticShadowmap = GBlackTexture->TextureRHI;
StaticShadowmapSampler = TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI();
DummyRectLightSourceTexture = GWhiteTexture->TextureRHI;
}
int32 NumCulledLightsGridStride = 2;
int32 NumCulledGridPrimitiveTypes = 2;
int32 LightLinkStride = 2;
// 65k indexable light limit
typedef uint16 FLightIndexType;
// UINT_MAX indexable light limit
typedef uint32 FLightIndexType32;
uint32 LightGridInjectionGroupSize = 4;
class FLightGridInjectionCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLightGridInjectionCS);
SHADER_USE_PARAMETER_STRUCT(FLightGridInjectionCS, FGlobalShader)
public:
class FUseLinkedListDim : SHADER_PERMUTATION_BOOL("USE_LINKED_CULL_LIST");
using FPermutationDomain = TShaderPermutationDomain<FUseLinkedListDim>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FReflectionCaptureShaderData, ReflectionCapture)
SHADER_PARAMETER_STRUCT_REF(FMobileReflectionCaptureShaderData, MobileReflectionCaptureData)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWNumCulledLightsGrid)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWCulledLightDataGrid)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWNextCulledLightLink)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWStartOffsetGrid)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWCulledLightLinks)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, LightViewSpacePositionAndRadius)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, LightViewSpaceDirAndPreprocAngle)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, ForwardLocalLightBuffer)
SHADER_PARAMETER(FIntVector, CulledGridSize)
SHADER_PARAMETER(uint32, NumReflectionCaptures)
SHADER_PARAMETER(FVector3f, LightGridZParams)
SHADER_PARAMETER(uint32, NumLocalLights)
SHADER_PARAMETER(uint32, NumGridCells)
SHADER_PARAMETER(uint32, MaxCulledLightsPerCell)
SHADER_PARAMETER(uint32, LightGridPixelSizeShift)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_LIGHT_GRID_INJECTION_CS"), 1);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), LightGridInjectionGroupSize);
FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("LIGHT_LINK_STRIDE"), LightLinkStride);
OutEnvironment.SetDefine(TEXT("ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA"), ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA);
}
};
IMPLEMENT_GLOBAL_SHADER(FLightGridInjectionCS, "/Engine/Private/LightGridInjection.usf", "LightGridInjectionCS", SF_Compute);
class FLightGridCompactCS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FLightGridCompactCS)
SHADER_USE_PARAMETER_STRUCT(FLightGridCompactCS, FGlobalShader)
public:
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWNumCulledLightsGrid)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWCulledLightDataGrid)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer<uint>, RWNextCulledLightData)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint>, StartOffsetGrid)
SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint>, CulledLightLinks)
SHADER_PARAMETER(FIntVector, CulledGridSize)
SHADER_PARAMETER(uint32, NumReflectionCaptures)
SHADER_PARAMETER(uint32, NumLocalLights)
SHADER_PARAMETER(uint32, NumGridCells)
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return true;
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("SHADER_LIGHT_GRID_COMPACT_CS"), 1);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZE"), LightGridInjectionGroupSize);
FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("LIGHT_LINK_STRIDE"), LightLinkStride);
OutEnvironment.SetDefine(TEXT("MAX_CAPTURES"), GetMaxNumReflectionCaptures(Parameters.Platform));
OutEnvironment.SetDefine(TEXT("ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA"), ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA);
}
};
IMPLEMENT_GLOBAL_SHADER(FLightGridCompactCS, "/Engine/Private/LightGridInjection.usf", "LightGridCompactCS", SF_Compute);
/**
*/
FORCEINLINE float GetTanRadAngleOrZero(float coneAngle)
{
if (coneAngle < PI / 2.001f)
{
return FMath::Tan(coneAngle);
}
return 0.0f;
}
FVector GetLightGridZParams(float NearPlane, float FarPlane)
{
// S = distribution scale
// B, O are solved for given the z distances of the first+last slice, and the # of slices.
//
// slice = log2(z*B + O) * S
// Don't spend lots of resolution right in front of the near plane
double NearOffset = .095 * 100;
// Space out the slices so they aren't all clustered at the near plane
double S = 4.05;
double N = NearPlane + NearOffset;
double F = FarPlane;
double O = (F - N * exp2((GLightGridSizeZ - 1) / S)) / (F - N);
double B = (1 - O) / N;
return FVector(B, O, S);
}
void FSceneRenderer::ComputeLightGrid(FRDGBuilder& GraphBuilder, bool bCullLightsToGrid, FSortedLightSetSceneInfo &SortedLightSet)
{
RDG_CSV_STAT_EXCLUSIVE_SCOPE(GraphBuilder, ComputeLightGrid);
QUICK_SCOPE_CYCLE_COUNTER(STAT_ComputeLightGrid);
RDG_EVENT_SCOPE(GraphBuilder, "ComputeLightGrid");
static const auto AllowStaticLightingVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowStaticLighting"));
const bool bAllowStaticLighting = (!AllowStaticLightingVar || AllowStaticLightingVar->GetValueOnRenderThread() != 0);
const bool bAllowFormatConversion = RHISupportsBufferLoadTypeConversion(GMaxRHIShaderPlatform);
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
TArray<FForwardLightData*, TInlineAllocator<4>> ForwardLightDataPerView;
#if WITH_EDITOR
bool bMultipleDirLightsConflictForForwardShading = false;
#endif
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
FViewInfo& View = Views[ViewIndex];
View.ForwardLightingResources.SelectedForwardDirectionalLightProxy = nullptr;
FForwardLightData* ForwardLightData = GraphBuilder.AllocParameters<FForwardLightData>();
ForwardLightData->DirectionalLightShadowmapAtlas = SystemTextures.Black;
ForwardLightData->DirectionalLightStaticShadowmap = GBlackTexture->TextureRHI;
TArray<FForwardLocalLightData, SceneRenderingAllocator> ForwardLocalLightData;
TArray<int32, SceneRenderingAllocator> LocalLightVisibleLightInfosIndex;
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
TArray<FVector4f, SceneRenderingAllocator> ViewSpacePosAndRadiusData;
TArray<FVector4f, SceneRenderingAllocator> ViewSpaceDirAndPreprocAngleData;
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
float FurthestLight = 1000;
int32 ConflictingLightCountForForwardShading = 0;
// Track the end markers for different types
int32 SimpleLightsEnd = 0;
int32 ClusteredSupportedEnd = 0;
if (bCullLightsToGrid)
{
// Simple lights are copied without view dependent checks, so same in and out
SimpleLightsEnd = SortedLightSet.SimpleLightsEnd;
// 1. insert simple lights
if (SimpleLightsEnd > 0)
{
ForwardLocalLightData.Reserve(SimpleLightsEnd);
LocalLightVisibleLightInfosIndex.Reserve(SimpleLightsEnd);
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
ViewSpacePosAndRadiusData.Reserve(SimpleLightsEnd);
ViewSpaceDirAndPreprocAngleData.Reserve(SimpleLightsEnd);
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
const FSimpleLightArray &SimpleLights = SortedLightSet.SimpleLights;
// Pack both values into a single float to keep float4 alignment
const FFloat16 SimpleLightSourceLength16f = FFloat16(0);
FLightingChannels SimpleLightLightingChannels;
// Put simple lights in all lighting channels
SimpleLightLightingChannels.bChannel0 = SimpleLightLightingChannels.bChannel1 = SimpleLightLightingChannels.bChannel2 = true;
const uint32 SimpleLightLightingChannelMask = GetLightingChannelMaskForStruct(SimpleLightLightingChannels);
// Now using the sorted lights, and keep track of ranges as we go.
for (int32 SortedIndex = 0; SortedIndex < SimpleLightsEnd; ++SortedIndex)
{
check(SortedLightSet.SortedLights[SortedIndex].LightSceneInfo == nullptr);
check(!SortedLightSet.SortedLights[SortedIndex].SortKey.Fields.bIsNotSimpleLight);
int32 SimpleLightIndex = SortedLightSet.SortedLights[SortedIndex].SimpleLightIndex;
ForwardLocalLightData.AddUninitialized(1);
FForwardLocalLightData& LightData = ForwardLocalLightData.Last();
// Simple lights have no 'VisibleLight' info
LocalLightVisibleLightInfosIndex.Add(INDEX_NONE);
const FSimpleLightEntry& SimpleLight = SimpleLights.InstanceData[SimpleLightIndex];
const FSimpleLightPerViewEntry& SimpleLightPerViewData = SimpleLights.GetViewDependentData(SimpleLightIndex, ViewIndex, Views.Num());
const FVector3f LightTranslatedWorldPosition(View.ViewMatrices.GetPreViewTranslation() + SimpleLightPerViewData.Position);
LightData.LightPositionAndInvRadius = FVector4f(LightTranslatedWorldPosition, 1.0f / FMath::Max(SimpleLight.Radius, KINDA_SMALL_NUMBER));
LightData.LightColorAndFalloffExponent = FVector4f((FVector3f)SimpleLight.Color, SimpleLight.Exponent);
// No shadowmap channels for simple lights
uint32 ShadowMapChannelMask = 0;
ShadowMapChannelMask |= SimpleLightLightingChannelMask << 8;
LightData.LightDirectionAndShadowMapChannelMask = FVector4f(FVector3f(1, 0, 0), *((float*)&ShadowMapChannelMask));
// Pack both values into a single float to keep float4 alignment
const FFloat16 VolumetricScatteringIntensity16f = FFloat16(SimpleLight.VolumetricScatteringIntensity);
const uint32 PackedWInt = ((uint32)SimpleLightSourceLength16f.Encoded) | ((uint32)VolumetricScatteringIntensity16f.Encoded << 16);
LightData.SpotAnglesAndSourceRadiusPacked = FVector4f(-2, 1, 0, *(float*)&PackedWInt);
LightData.LightTangentAndSoftSourceRadius = FVector4f(1.0f, 0.0f, 0.0f, 0.0f);
LightData.RectBarnDoorAndVirtualShadowMapId = FVector4f(0, -2, 0, 0);
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
FVector4f ViewSpacePosAndRadius(FVector4f(View.ViewMatrices.GetViewMatrix().TransformPosition(SimpleLightPerViewData.Position)), SimpleLight.Radius);
ViewSpacePosAndRadiusData.Add(ViewSpacePosAndRadius);
ViewSpaceDirAndPreprocAngleData.AddZeroed();
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
}
}
float SelectedForwardDirectionalLightIntensitySq = 0.0f;
int32 SelectedForwardDirectionalLightPriority = -1;
const TArray<FSortedLightSceneInfo, SceneRenderingAllocator>& SortedLights = SortedLightSet.SortedLights;
ClusteredSupportedEnd = SimpleLightsEnd;
// Next add all the other lights, track the end index for clustered supporting lights
for (int SortedIndex = SimpleLightsEnd; SortedIndex < SortedLights.Num(); ++SortedIndex)
{
const FSortedLightSceneInfo& SortedLightInfo = SortedLights[SortedIndex];
const FLightSceneInfo* const LightSceneInfo = SortedLightInfo.LightSceneInfo;
const FLightSceneProxy* LightProxy = LightSceneInfo->Proxy;
if (LightSceneInfo->ShouldRenderLight(View))
{
FLightRenderParameters LightParameters;
LightProxy->GetLightShaderParameters(LightParameters);
if (LightProxy->IsInverseSquared())
{
LightParameters.FalloffExponent = 0;
}
// When rendering reflection captures, the direct lighting of the light is actually the indirect specular from the main view
if (View.bIsReflectionCapture)
{
LightParameters.Color *= LightProxy->GetIndirectLightingScale();
}
int32 ShadowMapChannel = LightProxy->GetShadowMapChannel();
int32 DynamicShadowMapChannel = LightSceneInfo->GetDynamicShadowMapChannel();
if (!bAllowStaticLighting)
{
ShadowMapChannel = INDEX_NONE;
}
// Static shadowing uses ShadowMapChannel, dynamic shadows are packed into light attenuation using DynamicShadowMapChannel
uint32 LightTypeAndShadowMapChannelMaskPacked =
(ShadowMapChannel == 0 ? 1 : 0) |
(ShadowMapChannel == 1 ? 2 : 0) |
(ShadowMapChannel == 2 ? 4 : 0) |
(ShadowMapChannel == 3 ? 8 : 0) |
(DynamicShadowMapChannel == 0 ? 16 : 0) |
(DynamicShadowMapChannel == 1 ? 32 : 0) |
(DynamicShadowMapChannel == 2 ? 64 : 0) |
(DynamicShadowMapChannel == 3 ? 128 : 0);
LightTypeAndShadowMapChannelMaskPacked |= LightProxy->GetLightingChannelMask() << 8;
// pack light type in this uint32 as well
LightTypeAndShadowMapChannelMaskPacked |= SortedLightInfo.SortKey.Fields.LightType << 16;
const bool bDynamicShadows = ActiveViewFamily->EngineShowFlags.DynamicShadows && ActiveViewFamily->VisibleLightInfos.IsValidIndex(LightSceneInfo->Id);
const int32 VirtualShadowMapId = bDynamicShadows ? ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id].GetVirtualShadowMapId( &View ) : INDEX_NONE;
if ((SortedLightInfo.SortKey.Fields.LightType == LightType_Point && ActiveViewFamily->EngineShowFlags.PointLights) ||
(SortedLightInfo.SortKey.Fields.LightType == LightType_Spot && ActiveViewFamily->EngineShowFlags.SpotLights) ||
(SortedLightInfo.SortKey.Fields.LightType == LightType_Rect && ActiveViewFamily->EngineShowFlags.RectLights))
{
ForwardLocalLightData.AddUninitialized(1);
FForwardLocalLightData& LightData = ForwardLocalLightData.Last();
LocalLightVisibleLightInfosIndex.Add(LightSceneInfo->Id);
// Track the last one to support clustered deferred
if (!SortedLightInfo.SortKey.Fields.bClusteredDeferredNotSupported)
{
ClusteredSupportedEnd = FMath::Max(ClusteredSupportedEnd, ForwardLocalLightData.Num());
}
const float LightFade = GetLightFadeFactor(View, LightProxy);
LightParameters.Color *= LightFade;
const FVector3f LightTranslatedWorldPosition(View.ViewMatrices.GetPreViewTranslation() + LightParameters.WorldPosition);
LightData.LightPositionAndInvRadius = FVector4f(LightTranslatedWorldPosition, LightParameters.InvRadius);
LightData.LightColorAndFalloffExponent = FVector4f(LightParameters.Color, LightParameters.FalloffExponent);
LightData.LightDirectionAndShadowMapChannelMask = FVector4f(LightParameters.Direction, *((float*)&LightTypeAndShadowMapChannelMaskPacked));
LightData.SpotAnglesAndSourceRadiusPacked = FVector4f(LightParameters.SpotAngles.X, LightParameters.SpotAngles.Y, LightParameters.SourceRadius, 0);
LightData.LightTangentAndSoftSourceRadius = FVector4f(LightParameters.Tangent, LightParameters.SoftSourceRadius);
// NOTE: This cast of VirtualShadowMapId to float is not ideal, but bitcast has issues here with INDEX_NONE -> NaN
// and 32-bit floats have enough mantissa to cover all reasonable numbers here for now.
LightData.RectBarnDoorAndVirtualShadowMapId = FVector4f(LightParameters.RectLightBarnCosAngle, LightParameters.RectLightBarnLength, float(VirtualShadowMapId), 0);
checkSlow(int(LightData.RectBarnDoorAndVirtualShadowMapId.Z) == VirtualShadowMapId);
float VolumetricScatteringIntensity = LightProxy->GetVolumetricScatteringIntensity();
if (LightNeedsSeparateInjectionIntoVolumetricFogForOpaqueShadow(View, LightSceneInfo, ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id])
|| (LightNeedsSeparateInjectionIntoVolumetricFogForLightFunction(LightSceneInfo) && CheckForLightFunction(LightSceneInfo)))
{
// Disable this lights forward shading volumetric scattering contribution
VolumetricScatteringIntensity = 0;
}
// Pack both values into a single float to keep float4 alignment
const FFloat16 SourceLength16f = FFloat16(LightParameters.SourceLength);
const FFloat16 VolumetricScatteringIntensity16f = FFloat16(VolumetricScatteringIntensity);
const uint32 PackedWInt = ((uint32)SourceLength16f.Encoded) | ((uint32)VolumetricScatteringIntensity16f.Encoded << 16);
LightData.SpotAnglesAndSourceRadiusPacked.W = *(float*)&PackedWInt;
const FSphere BoundingSphere = LightProxy->GetBoundingSphere();
const float Distance = View.ViewMatrices.GetViewMatrix().TransformPosition(BoundingSphere.Center).Z + BoundingSphere.W;
FurthestLight = FMath::Max(FurthestLight, Distance);
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
// Note: inverting radius twice seems stupid (but done in shader anyway otherwise)
const FVector3f LightViewPosition = FVector4f(View.ViewMatrices.GetViewMatrix().TransformPosition(LightParameters.WorldPosition)); // LWC_TODO: precision loss
FVector4f ViewSpacePosAndRadius(LightViewPosition, 1.0f / LightParameters.InvRadius);
ViewSpacePosAndRadiusData.Add(ViewSpacePosAndRadius);
float PreProcAngle = SortedLightInfo.SortKey.Fields.LightType == LightType_Spot ? GetTanRadAngleOrZero(LightSceneInfo->Proxy->GetOuterConeAngle()) : 0.0f;
FVector4f ViewSpaceDirAndPreprocAngle(FVector4f(View.ViewMatrices.GetViewMatrix().TransformVector((FVector)LightParameters.Direction)), PreProcAngle); // LWC_TODO: precision loss
ViewSpaceDirAndPreprocAngleData.Add(ViewSpaceDirAndPreprocAngle);
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
}
else if (SortedLightInfo.SortKey.Fields.LightType == LightType_Directional && ActiveViewFamily->EngineShowFlags.DirectionalLights)
{
// The selected forward directional light is also used for volumetric lighting using ForwardLightData UB.
// Also some people noticed that depending on the order a two directional lights are made visible in a level, the selected light for volumetric fog lighting will be different.
// So to be clear and avoid such issue, we select the most intense directional light for forward shading and volumetric lighting.
const float LightIntensitySq = FVector3f(LightParameters.Color).SizeSquared();
const int32 LightForwardShadingPriority = LightProxy->GetDirectionalLightForwardShadingPriority();
#if WITH_EDITOR
if (LightForwardShadingPriority > SelectedForwardDirectionalLightPriority)
{
// Reset the count if the new light has a higher priority than the previous one.
ConflictingLightCountForForwardShading = 1;
}
else if (LightForwardShadingPriority == SelectedForwardDirectionalLightPriority)
{
// Accumulate new light if also has the highest priority value.
ConflictingLightCountForForwardShading++;
}
#endif
if (LightForwardShadingPriority > SelectedForwardDirectionalLightPriority
|| (LightForwardShadingPriority == SelectedForwardDirectionalLightPriority && LightIntensitySq > SelectedForwardDirectionalLightIntensitySq))
{
SelectedForwardDirectionalLightPriority = LightForwardShadingPriority;
SelectedForwardDirectionalLightIntensitySq = LightIntensitySq;
View.ForwardLightingResources.SelectedForwardDirectionalLightProxy = LightProxy;
ForwardLightData->HasDirectionalLight = 1;
ForwardLightData->DirectionalLightColor = FVector3f(LightParameters.Color);
ForwardLightData->DirectionalLightVolumetricScatteringIntensity = LightProxy->GetVolumetricScatteringIntensity();
ForwardLightData->DirectionalLightDirection = LightParameters.Direction;
ForwardLightData->DirectionalLightShadowMapChannelMask = LightTypeAndShadowMapChannelMaskPacked;
ForwardLightData->DirectionalLightVSM = INDEX_NONE;
const FVector2D FadeParams = LightProxy->GetDirectionalLightDistanceFadeParameters(View.GetFeatureLevel(), LightSceneInfo->IsPrecomputedLightingValid(), View.MaxShadowCascades);
ForwardLightData->DirectionalLightDistanceFadeMAD = FVector2f(FadeParams.Y, -FadeParams.X * FadeParams.Y); // LWC_TODO: Precision loss
const FMatrix TranslatedWorldToWorld = FTranslationMatrix(-View.ViewMatrices.GetPreViewTranslation());
if (bDynamicShadows)
{
const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& DirectionalLightShadowInfos = ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id].AllProjectedShadows;
ForwardLightData->DirectionalLightVSM = VirtualShadowMapId;
ForwardLightData->NumDirectionalLightCascades = 0;
// Unused cascades should compare > all scene depths
ForwardLightData->CascadeEndDepths = FVector4f(MAX_FLT, MAX_FLT, MAX_FLT, MAX_FLT);
for (const FProjectedShadowInfo* ShadowInfo : DirectionalLightShadowInfos)
{
if (ShadowInfo->DependentView)
{
// when rendering stereo views, allow using the shadows rendered for the primary view as 'close enough'
if (ShadowInfo->DependentView != &View && ShadowInfo->DependentView != View.GetPrimaryView())
{
continue;
}
}
const int32 CascadeIndex = ShadowInfo->CascadeSettings.ShadowSplitIndex;
if (ShadowInfo->IsWholeSceneDirectionalShadow() && !ShadowInfo->HasVirtualShadowMap() && ShadowInfo->bAllocated && CascadeIndex < GMaxForwardShadowCascades)
{
const FMatrix WorldToShadow = ShadowInfo->GetWorldToShadowMatrix(ForwardLightData->DirectionalLightShadowmapMinMax[CascadeIndex]);
const FMatrix44f TranslatedWorldToShadow = FMatrix44f(TranslatedWorldToWorld * WorldToShadow);
ForwardLightData->NumDirectionalLightCascades++;
ForwardLightData->DirectionalLightTranslatedWorldToShadowMatrix[CascadeIndex] = TranslatedWorldToShadow;
ForwardLightData->CascadeEndDepths[CascadeIndex] = ShadowInfo->CascadeSettings.SplitFar;
if (CascadeIndex == 0)
{
ForwardLightData->DirectionalLightShadowmapAtlas = GraphBuilder.RegisterExternalTexture(ShadowInfo->RenderTargets.DepthTarget);
ForwardLightData->DirectionalLightDepthBias = ShadowInfo->GetShaderDepthBias();
FVector2D AtlasSize = ForwardLightData->DirectionalLightShadowmapAtlas->Desc.Extent;
ForwardLightData->DirectionalLightShadowmapAtlasBufferSize = FVector4f(AtlasSize.X, AtlasSize.Y, 1.0f / AtlasSize.X, 1.0f / AtlasSize.Y);
}
}
}
}
const FStaticShadowDepthMap* StaticShadowDepthMap = LightSceneInfo->Proxy->GetStaticShadowDepthMap();
const uint32 bStaticallyShadowedValue = LightSceneInfo->IsPrecomputedLightingValid()
&& StaticShadowDepthMap
&& StaticShadowDepthMap->Data
&& !StaticShadowDepthMap->Data->WorldToLight.ContainsNaN()
&& StaticShadowDepthMap->TextureRHI ? 1 : 0;
ForwardLightData->DirectionalLightUseStaticShadowing = bStaticallyShadowedValue;
if (bStaticallyShadowedValue)
{
const FMatrix44f TranslatedWorldToShadow = FMatrix44f(TranslatedWorldToWorld * StaticShadowDepthMap->Data->WorldToLight);
ForwardLightData->DirectionalLightStaticShadowBufferSize = FVector4f(StaticShadowDepthMap->Data->ShadowMapSizeX, StaticShadowDepthMap->Data->ShadowMapSizeY, 1.0f / StaticShadowDepthMap->Data->ShadowMapSizeX, 1.0f / StaticShadowDepthMap->Data->ShadowMapSizeY);
ForwardLightData->DirectionalLightTranslatedWorldToStaticShadow = TranslatedWorldToShadow;
ForwardLightData->DirectionalLightStaticShadowmap = StaticShadowDepthMap->TextureRHI;
}
else
{
ForwardLightData->DirectionalLightStaticShadowBufferSize = FVector4f(0, 0, 0, 0);
ForwardLightData->DirectionalLightTranslatedWorldToStaticShadow = FMatrix44f::Identity;
ForwardLightData->DirectionalLightStaticShadowmap = GWhiteTexture->TextureRHI;
}
}
}
}
}
}
#if WITH_EDITOR
// For any views, if there are more than two light that compete for the forward shaded light, we report it.
bMultipleDirLightsConflictForForwardShading |= ConflictingLightCountForForwardShading >= 2;
#endif
// Store off the number of lights before we add a fake entry
const int32 NumLocalLightsFinal = ForwardLocalLightData.Num();
FRDGBufferRef ForwardLocalLightBuffer = CreateUploadBuffer(GraphBuilder, TEXT("ForwardLocalLightBuffer"), TConstArrayView<FForwardLocalLightData>(ForwardLocalLightData));
View.ForwardLightingResources.LocalLightVisibleLightInfosIndex = LocalLightVisibleLightInfosIndex;
const FIntPoint LightGridSizeXY = FIntPoint::DivideAndRoundUp(View.ViewRect.Size(), GLightGridPixelSize);
ForwardLightData->ForwardLocalLightBuffer = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(ForwardLocalLightBuffer, PF_A32B32G32R32F));
ForwardLightData->NumLocalLights = NumLocalLightsFinal;
ForwardLightData->NumReflectionCaptures = View.NumBoxReflectionCaptures + View.NumSphereReflectionCaptures;
ForwardLightData->NumGridCells = LightGridSizeXY.X * LightGridSizeXY.Y * GLightGridSizeZ;
ForwardLightData->CulledGridSize = FIntVector(LightGridSizeXY.X, LightGridSizeXY.Y, GLightGridSizeZ);
ForwardLightData->MaxCulledLightsPerCell = GMaxCulledLightsPerCell;
ForwardLightData->LightGridPixelSizeShift = FMath::FloorLog2(GLightGridPixelSize);
ForwardLightData->SimpleLightsEndIndex = SimpleLightsEnd;
ForwardLightData->ClusteredDeferredSupportedEndIndex = ClusteredSupportedEnd;
ForwardLightData->DirectLightingShowFlag = ActiveViewFamily->EngineShowFlags.DirectLighting ? 1 : 0;
// Clamp far plane to something reasonable
const float KilometersToCentimeters = 100000.0f;
const float LightCullingMaxDistance = GLightCullingMaxDistanceOverrideKilometers <= 0.0f ? (float)HALF_WORLD_MAX / 5.0f : GLightCullingMaxDistanceOverrideKilometers * KilometersToCentimeters;
float FarPlane = FMath::Min(FMath::Max(FurthestLight, View.FurthestReflectionCaptureDistance), LightCullingMaxDistance);
FVector ZParams = GetLightGridZParams(View.NearClippingDistance, FarPlane + 10.f);
ForwardLightData->LightGridZParams = (FVector3f)ZParams;
const uint64 NumIndexableLights = !bAllowFormatConversion ? (1llu << (sizeof(FLightIndexType32) * 8llu)) : (1llu << (sizeof(FLightIndexType) * 8llu));
if ((uint64)ForwardLocalLightData.Num() > NumIndexableLights)
{
static bool bWarned = false;
if (!bWarned)
{
UE_LOG(LogRenderer, Warning, TEXT("Exceeded indexable light count, glitches will be visible (%u / %llu)"), ForwardLocalLightData.Num(), NumIndexableLights);
bWarned = true;
}
}
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
const SIZE_T LightIndexTypeSize = !bAllowFormatConversion ? sizeof(FLightIndexType32) : sizeof(FLightIndexType);
// Fuse these loops as I see no reason why not and we build some temporary data that is needed in the build pass and is
// not needed to be stored permanently.
#else // !ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
ForwardLightDataPerView.Emplace(ForwardLightData);
}
const SIZE_T LightIndexTypeSize = !bAllowFormatConversion ? sizeof(FLightIndexType32) : sizeof(FLightIndexType);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
FForwardLightData* ForwardLightData = ForwardLightDataPerView[ViewIndex];
const FIntPoint LightGridSizeXY = FIntPoint::DivideAndRoundUp(View.ViewRect.Size(), GLightGridPixelSize);
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
// Allocate buffers using the scene render targets size so we won't reallocate every frame with dynamic resolution
const FIntPoint MaxLightGridSizeXY = FIntPoint::DivideAndRoundUp(View.GetSceneTexturesConfig().Extent, GLightGridPixelSize);
const int32 MaxNumCells = MaxLightGridSizeXY.X * MaxLightGridSizeXY.Y * GLightGridSizeZ * NumCulledGridPrimitiveTypes;
// Used to pass to the GetDynamicLighting but not actually used, since USE_SOURCE_TEXTURE is 0
ForwardLightData->DummyRectLightSourceTexture = GWhiteTexture->TextureRHI;
const FIntVector NumGroups = FIntVector::DivideAndRoundUp(FIntVector(LightGridSizeXY.X, LightGridSizeXY.Y, GLightGridSizeZ), LightGridInjectionGroupSize);
{
RDG_EVENT_SCOPE(GraphBuilder, "CullLights %ux%ux%u NumLights %u NumCaptures %u",
ForwardLightData->CulledGridSize.X,
ForwardLightData->CulledGridSize.Y,
ForwardLightData->CulledGridSize.Z,
ForwardLightData->NumLocalLights,
ForwardLightData->NumReflectionCaptures);
const uint32 CulledLightLinksElements = MaxNumCells * GMaxCulledLightsPerCell * LightLinkStride;
const EPixelFormat CulledLightDataGridFormat = LightIndexTypeSize == sizeof(uint16) ? PF_R16_UINT : PF_R32_UINT;
FRDGBufferRef CulledLightLinksBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), CulledLightLinksElements), TEXT("CulledLightLinks"));
FRDGBufferRef StartOffsetGridBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), MaxNumCells), TEXT("StartOffsetGrid"));
FRDGBufferRef NextCulledLightLinkBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), 1), TEXT("NextCulledLightLink"));
FRDGBufferRef NextCulledLightDataBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), 1), TEXT("NextCulledLightData"));
FRDGBufferUAVRef NextCulledLightDataUAV = GraphBuilder.CreateUAV(NextCulledLightDataBuffer, PF_R32_UINT);
FRDGBufferRef CulledLightDataGrid = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(LightIndexTypeSize, MaxNumCells * GMaxCulledLightsPerCell), TEXT("CulledLightDataGrid"));
FRDGBufferUAVRef CulledLightDataGridUAV = GraphBuilder.CreateUAV(CulledLightDataGrid, CulledLightDataGridFormat);
FRDGBufferRef NumCulledLightsGrid = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), MaxNumCells * NumCulledLightsGridStride), TEXT("NumCulledLightsGrid"));
FRDGBufferUAVRef NumCulledLightsGridUAV = GraphBuilder.CreateUAV(NumCulledLightsGrid, PF_R32_UINT);
FLightGridInjectionCS::FParameters *PassParameters = GraphBuilder.AllocParameters<FLightGridInjectionCS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
if (IsMobilePlatform(View.GetShaderPlatform()))
{
PassParameters->MobileReflectionCaptureData = View.MobileReflectionCaptureUniformBuffer;
}
else
{
PassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
}
PassParameters->RWNumCulledLightsGrid = NumCulledLightsGridUAV;
PassParameters->RWCulledLightDataGrid = CulledLightDataGridUAV;
PassParameters->RWNextCulledLightLink = GraphBuilder.CreateUAV(NextCulledLightLinkBuffer, PF_R32_UINT);
PassParameters->RWStartOffsetGrid = GraphBuilder.CreateUAV(StartOffsetGridBuffer, PF_R32_UINT);
PassParameters->RWCulledLightLinks = GraphBuilder.CreateUAV(CulledLightLinksBuffer, PF_R32_UINT);
PassParameters->ForwardLocalLightBuffer = ForwardLightData->ForwardLocalLightBuffer;
PassParameters->CulledGridSize = ForwardLightData->CulledGridSize;
PassParameters->LightGridZParams = ForwardLightData->LightGridZParams;
PassParameters->NumReflectionCaptures = ForwardLightData->NumReflectionCaptures;
PassParameters->NumLocalLights = ForwardLightData->NumLocalLights;
PassParameters->MaxCulledLightsPerCell = ForwardLightData->MaxCulledLightsPerCell;
PassParameters->NumGridCells = ForwardLightData->NumGridCells;
PassParameters->LightGridPixelSizeShift = ForwardLightData->LightGridPixelSizeShift;
#if ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
check(ViewSpacePosAndRadiusData.Num() == ForwardLocalLightData.Num());
check(ViewSpaceDirAndPreprocAngleData.Num() == ForwardLocalLightData.Num());
FRDGBufferRef LightViewSpacePositionAndRadius = CreateUploadBuffer(GraphBuilder, TEXT("ViewSpacePosAndRadiusData"), TConstArrayView<FVector4f>(ViewSpacePosAndRadiusData));
FRDGBufferRef LightViewSpaceDirAndPreprocAngle = CreateUploadBuffer(GraphBuilder, TEXT("ViewSpacePosAndRadiusData"), TConstArrayView<FVector4f>(ViewSpaceDirAndPreprocAngleData));
PassParameters->LightViewSpacePositionAndRadius = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(LightViewSpacePositionAndRadius, PF_A32B32G32R32F));
PassParameters->LightViewSpaceDirAndPreprocAngle = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(LightViewSpaceDirAndPreprocAngle, PF_A32B32G32R32F));
#endif // ENABLE_LIGHT_CULLING_VIEW_SPACE_BUILD_DATA
FLightGridInjectionCS::FPermutationDomain PermutationVector;
PermutationVector.Set<FLightGridInjectionCS::FUseLinkedListDim>(GLightLinkedListCulling != 0);
TShaderMapRef<FLightGridInjectionCS> ComputeShader(View.ShaderMap, PermutationVector);
if (GLightLinkedListCulling != 0)
{
AddClearUAVPass(GraphBuilder, PassParameters->RWStartOffsetGrid, 0xFFFFFFFF);
AddClearUAVPass(GraphBuilder, PassParameters->RWNextCulledLightLink, 0);
AddClearUAVPass(GraphBuilder, NextCulledLightDataUAV, 0);
AddClearUAVPass(GraphBuilder, NumCulledLightsGridUAV, 0);
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("LightGridInject:LinkedList"), ComputeShader, PassParameters, NumGroups);
{
TShaderMapRef<FLightGridCompactCS> ComputeShaderCompact(View.ShaderMap);
FLightGridCompactCS::FParameters *PassParametersCompact = GraphBuilder.AllocParameters<FLightGridCompactCS::FParameters>();
PassParametersCompact->View = View.ViewUniformBuffer;
PassParametersCompact->CulledLightLinks = GraphBuilder.CreateSRV(CulledLightLinksBuffer, PF_R32_UINT);
PassParametersCompact->RWNumCulledLightsGrid = NumCulledLightsGridUAV;
PassParametersCompact->RWCulledLightDataGrid = CulledLightDataGridUAV;
PassParametersCompact->RWNextCulledLightData = NextCulledLightDataUAV;
PassParametersCompact->StartOffsetGrid = GraphBuilder.CreateSRV(StartOffsetGridBuffer, PF_R32_UINT);
PassParametersCompact->CulledGridSize = ForwardLightData->CulledGridSize;
PassParametersCompact->NumReflectionCaptures = ForwardLightData->NumReflectionCaptures;
PassParametersCompact->NumLocalLights = ForwardLightData->NumLocalLights;
PassParametersCompact->NumGridCells = ForwardLightData->NumGridCells;
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("CompactLinks"), ComputeShaderCompact, PassParametersCompact, NumGroups);
}
}
else
{
AddClearUAVPass(GraphBuilder, NumCulledLightsGridUAV, 0);
FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("LightGridInject:NotLinkedList"), ComputeShader, PassParameters, NumGroups);
}
ForwardLightData->CulledLightDataGrid = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(CulledLightDataGrid, CulledLightDataGridFormat));
ForwardLightData->NumCulledLightsGrid = GraphBuilder.CreateSRV(FRDGBufferSRVDesc(NumCulledLightsGrid, PF_R32_UINT));
View.ForwardLightingResources.SetUniformBuffer(GraphBuilder.CreateUniformBuffer(ForwardLightData));
}
}
#if WITH_EDITOR
if (bMultipleDirLightsConflictForForwardShading)
{
OnGetOnScreenMessages.AddLambda([](FScreenMessageWriter& ScreenMessageWriter)->void
{
static const FText Message = NSLOCTEXT("Renderer", "MultipleDirLightsConflictForForwardShading", "Multiple directional lights are competing to be the single one used for forward shading, translucent, water or volumetric fog. Please adjust their ForwardShadingPriority.\nAs a fallback, the main directional light will be selected based on overall brightness.");
ScreenMessageWriter.DrawLine(Message, 10, FColor::Orange);
});
}
#endif
}
void FDeferredShadingSceneRenderer::GatherLightsAndComputeLightGrid(FRDGBuilder& GraphBuilder, bool bNeedLightGrid, FSortedLightSetSceneInfo &SortedLightSet)
{
bool bShadowedLightsInClustered = ShouldUseClusteredDeferredShading()
&& CVarVirtualShadowOnePassProjection.GetValueOnRenderThread()
&& ActiveViewFamily->VirtualShadowMapArray.IsEnabled();
GatherAndSortLights(SortedLightSet, bShadowedLightsInClustered);
if (!bNeedLightGrid)
{
TRDGUniformBufferRef<FForwardLightData> ForwardLightUniformBuffer = CreateDummyForwardLightUniformBuffer(GraphBuilder);
for (auto& View : Views)
{
View.ForwardLightingResources.SetUniformBuffer(ForwardLightUniformBuffer);
}
return;
}
bool bAnyViewUsesForwardLighting = false;
bool bAnyViewUsesLumen = false;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
bAnyViewUsesForwardLighting |= View.bTranslucentSurfaceLighting || ShouldRenderVolumetricFog() || View.bHasSingleLayerWaterMaterial || VolumetricCloudWantsToSampleLocalLights(Scene, ActiveViewFamily->EngineShowFlags);
bAnyViewUsesLumen |= GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen || GetViewPipelineState(View).ReflectionsMethod == EReflectionsMethod::Lumen;
}
const bool bCullLightsToGrid = GLightCullingQuality
&& (IsForwardShadingEnabled(ShaderPlatform) || bAnyViewUsesForwardLighting || IsRayTracingEnabled() || ShouldUseClusteredDeferredShading() ||
bAnyViewUsesLumen || ActiveViewFamily->EngineShowFlags.VisualizeMeshDistanceFields || ActiveViewFamily->VirtualShadowMapArray.IsEnabled());
// Store this flag if lights are injected in the grids, check with 'AreLightsInLightGrid()'
bAreLightsInLightGrid = bCullLightsToGrid;
ComputeLightGrid(GraphBuilder, bCullLightsToGrid, SortedLightSet);
}
void FDeferredShadingSceneRenderer::RenderForwardShadowProjections(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
FRDGTextureRef& OutForwardScreenSpaceShadowMask,
FRDGTextureRef& OutForwardScreenSpaceShadowMaskSubPixel)
{
CheckShadowDepthRenderCompleted();
const bool bIsHairEnable = HairStrands::HasViewHairStrandsData(Views);
bool bScreenShadowMaskNeeded = false;
FRDGTextureRef SceneDepthTexture = SceneTextures.Depth.Target;
for (auto LightIt = Scene->Lights.CreateConstIterator(); LightIt; ++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
const FLightSceneInfo* const LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
const FVisibleLightInfo& VisibleLightInfo = ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id];
bScreenShadowMaskNeeded |= VisibleLightInfo.ShadowsToProject.Num() > 0 || VisibleLightInfo.CapsuleShadowsToProject.Num() > 0 || LightSceneInfo->Proxy->GetLightFunctionMaterial() != nullptr;
}
if (bScreenShadowMaskNeeded)
{
CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderForwardShadingShadowProjections);
FRDGTextureMSAA ForwardScreenSpaceShadowMask;
FRDGTextureMSAA ForwardScreenSpaceShadowMaskSubPixel;
{
FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(SceneTextures.Config.Extent, PF_B8G8R8A8, FClearValueBinding::White, TexCreate_RenderTargetable | TexCreate_ShaderResource));
Desc.NumSamples = SceneDepthTexture->Desc.NumSamples;
ForwardScreenSpaceShadowMask = CreateTextureMSAA(GraphBuilder, Desc, TEXT("ShadowMaskTexture"), GFastVRamConfig.ScreenSpaceShadowMask);
if (bIsHairEnable)
{
ForwardScreenSpaceShadowMaskSubPixel = CreateTextureMSAA(GraphBuilder, Desc, TEXT("ShadowMaskSubPixelTexture"), GFastVRamConfig.ScreenSpaceShadowMask);
}
}
RDG_EVENT_SCOPE(GraphBuilder, "ShadowProjectionOnOpaque");
RDG_GPU_STAT_SCOPE(GraphBuilder, ShadowProjection);
// All shadows render with min blending
AddClearRenderTargetPass(GraphBuilder, ForwardScreenSpaceShadowMask.Target);
if (bIsHairEnable)
{
AddClearRenderTargetPass(GraphBuilder, ForwardScreenSpaceShadowMaskSubPixel.Target);
}
const bool bProjectingForForwardShading = true;
for (auto LightIt = Scene->Lights.CreateConstIterator(); LightIt; ++LightIt)
{
const FLightSceneInfoCompact& LightSceneInfoCompact = *LightIt;
const FLightSceneInfo* const LightSceneInfo = LightSceneInfoCompact.LightSceneInfo;
FVisibleLightInfo& VisibleLightInfo = ActiveViewFamily->VisibleLightInfos[LightSceneInfo->Id];
const bool bIssueLightDrawEvent = VisibleLightInfo.ShadowsToProject.Num() > 0 || VisibleLightInfo.CapsuleShadowsToProject.Num() > 0;
FString LightNameWithLevel;
GetLightNameForDrawEvent(LightSceneInfo->Proxy, LightNameWithLevel);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, bIssueLightDrawEvent, "%s", *LightNameWithLevel);
if (VisibleLightInfo.ShadowsToProject.Num() > 0)
{
RenderShadowProjections(
GraphBuilder,
SceneTextures,
ForwardScreenSpaceShadowMask.Target,
ForwardScreenSpaceShadowMaskSubPixel.Target,
LightSceneInfo,
bProjectingForForwardShading);
if (bIsHairEnable)
{
RenderHairStrandsShadowMask(GraphBuilder, Views, LightSceneInfo, bProjectingForForwardShading, ForwardScreenSpaceShadowMask.Target);
}
}
RenderCapsuleDirectShadows(GraphBuilder, SceneTextures.UniformBuffer, *LightSceneInfo, ForwardScreenSpaceShadowMask.Target, VisibleLightInfo.CapsuleShadowsToProject, bProjectingForForwardShading);
if (LightSceneInfo->GetDynamicShadowMapChannel() >= 0 && LightSceneInfo->GetDynamicShadowMapChannel() < 4)
{
RenderLightFunction(
GraphBuilder,
SceneTextures,
LightSceneInfo,
ForwardScreenSpaceShadowMask.Target,
true, true, false);
}
}
auto* PassParameters = GraphBuilder.AllocParameters<FRenderTargetParameters>();
PassParameters->RenderTargets[0] = FRenderTargetBinding(ForwardScreenSpaceShadowMask.Target, ForwardScreenSpaceShadowMask.Resolve, ERenderTargetLoadAction::ELoad);
OutForwardScreenSpaceShadowMask = ForwardScreenSpaceShadowMask.Resolve;
if (bIsHairEnable)
{
PassParameters->RenderTargets[1] = FRenderTargetBinding(ForwardScreenSpaceShadowMaskSubPixel.Target, ForwardScreenSpaceShadowMaskSubPixel.Resolve, ERenderTargetLoadAction::ELoad);
OutForwardScreenSpaceShadowMaskSubPixel = ForwardScreenSpaceShadowMaskSubPixel.Resolve;
}
GraphBuilder.AddPass(RDG_EVENT_NAME("ResolveScreenSpaceShadowMask"), PassParameters, ERDGPassFlags::Raster, [](FRHICommandList&) {});
}
}
class FDebugLightGridPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FDebugLightGridPS);
SHADER_USE_PARAMETER_STRUCT(FDebugLightGridPS, FGlobalShader);
using FPermutationDomain = TShaderPermutationDomain<>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FForwardLightData, Forward)
SHADER_PARAMETER_STRUCT_INCLUDE(ShaderPrint::FShaderParameters, ShaderPrintParameters)
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, DepthTexture)
SHADER_PARAMETER(uint32, DebugMode)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static FPermutationDomain RemapPermutation(FPermutationDomain PermutationVector)
{
return PermutationVector;
}
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
// Stay debug and skip optimizations to reduce compilation time on this long shader.
OutEnvironment.CompilerFlags.Add(CFLAG_Debug);
OutEnvironment.CompilerFlags.Add(CFLAG_AllowTypedUAVLoads);
OutEnvironment.SetDefine(TEXT("SHADER_DEBUG_LIGHT_GRID_PS"), 1);
FForwardLightingParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
}
};
IMPLEMENT_GLOBAL_SHADER(FDebugLightGridPS, "/Engine/Private/LightGridInjection.usf", "DebugLightGridPS", SF_Pixel);
bool ShouldVisualizeLightGrid()
{
return GForwardLightGridDebug > 0;
}
FScreenPassTexture AddVisualizeLightGridPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FScreenPassTexture& ScreenPassSceneColor, FRDGTextureRef SceneDepthTexture)
{
RDG_EVENT_SCOPE(GraphBuilder, "VisualizeLightGrid");
if (!ShaderPrint::IsEnabled(View)) { ShaderPrint::SetEnabled(true); }
ShaderPrint::RequestSpaceForLines(128);
ShaderPrint::RequestSpaceForCharacters(128);
FDebugLightGridPS::FPermutationDomain PermutationVector;
TShaderMapRef<FDebugLightGridPS> PixelShader(View.ShaderMap, PermutationVector);
FDebugLightGridPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FDebugLightGridPS::FParameters>();
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->Forward = View.ForwardLightingResources.ForwardLightUniformBuffer;
ShaderPrint::SetParameters(GraphBuilder, View.ShaderPrintData, PassParameters->ShaderPrintParameters);
PassParameters->DepthTexture = SceneDepthTexture ? SceneDepthTexture : GSystemTextures.GetMaxFP16Depth(GraphBuilder);
PassParameters->MiniFontTexture = GetMiniFontTexture();
PassParameters->RenderTargets[0] = FRenderTargetBinding(ScreenPassSceneColor.Texture, ERenderTargetLoadAction::ELoad);
PassParameters->DebugMode = GForwardLightGridDebug;
FRHIBlendState* PreMultipliedColorTransmittanceBlend = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha, BO_Add, BF_Zero, BF_One>::GetRHI();
FPixelShaderUtils::AddFullscreenPass<FDebugLightGridPS>(GraphBuilder, View.ShaderMap, RDG_EVENT_NAME("DebugLightGridCS"), PixelShader, PassParameters,
ScreenPassSceneColor.ViewRect, PreMultipliedColorTransmittanceBlend);
return MoveTemp(ScreenPassSceneColor);
}