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* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this. * FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family. * Swap ViewFamily to ActiveViewFamily. * Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions. * FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions. * Some frame setup and cleanup logic outside the render graph runs once. * Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior. * Display Cluster (Virtual Production) uses new API. Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems. #jira none #rnx #rb zach.bethel #preflight 625df821b21bb49791d377c9 [CL 19813996 by jason hoerner in ue5-main branch]
350 lines
13 KiB
C++
350 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VirtualShadowMapArray.h:
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=============================================================================*/
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#pragma once
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#include "../Nanite/Nanite.h"
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#include "../MeshDrawCommands.h"
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#include "SceneTypes.h"
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struct FMinimalSceneTextures;
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struct FSortedLightSetSceneInfo;
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class FViewInfo;
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class FProjectedShadowInfo;
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class FVisibleLightInfo;
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class FVirtualShadowMapCacheEntry;
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class FVirtualShadowMapArrayCacheManager;
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struct FSortedLightSetSceneInfo;
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class FVirtualShadowMapClipmap;
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struct FScreenPassTexture;
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// TODO: does this exist?
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constexpr uint32 ILog2Const(uint32 n)
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{
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return (n > 1) ? 1 + ILog2Const(n / 2) : 0;
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}
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// See CalcLevelOffsets in PageAccessCommon.ush for some details on this logic
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constexpr uint32 CalcVirtualShadowMapLevelOffsets(uint32 Level, uint32 Log2Level0DimPagesXY)
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{
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uint32 NumBits = Level << 1;
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uint32 StartBit = (2U * Log2Level0DimPagesXY + 2U) - NumBits;
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uint32 Mask = ((1U << NumBits) - 1U) << StartBit;
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return 0x55555555U & Mask;
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}
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class FVirtualShadowMap
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{
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public:
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// PageSize * Level0DimPagesXY defines the virtual address space, e.g., 128x128 = 16k
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// 128x128 = 16k
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static constexpr uint32 PageSize = 128U;
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static constexpr uint32 Level0DimPagesXY = 128U;
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static constexpr uint32 PageSizeMask = PageSize - 1U;
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static constexpr uint32 Log2PageSize = ILog2Const(PageSize);
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static constexpr uint32 Log2Level0DimPagesXY = ILog2Const(Level0DimPagesXY);
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static constexpr uint32 MaxMipLevels = Log2Level0DimPagesXY + 1U;
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static constexpr uint32 PageTableSize = CalcVirtualShadowMapLevelOffsets(MaxMipLevels, Log2Level0DimPagesXY);
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static constexpr uint32 VirtualMaxResolutionXY = Level0DimPagesXY * PageSize;
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static constexpr uint32 PhysicalPageAddressBits = 16U;
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static constexpr uint32 MaxPhysicalTextureDimPages = 1U << PhysicalPageAddressBits;
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static constexpr uint32 MaxPhysicalTextureDimTexels = MaxPhysicalTextureDimPages * PageSize;
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static constexpr uint32 NumHZBLevels = Log2PageSize;
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static constexpr uint32 RasterWindowPages = 4u;
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static_assert(MaxMipLevels <= 8, ">8 mips requires more PageFlags bits. See VSM_PAGE_FLAGS_BITS_PER_HMIP in PageAccessCommon.ush");
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FVirtualShadowMap(uint32 InID) : ID(InID)
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{
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}
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int32 ID = INDEX_NONE;
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TSharedPtr<FVirtualShadowMapCacheEntry> VirtualShadowMapCacheEntry;
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};
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// Useful data for both the page mapping shader and the projection shader
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// as well as cached shadow maps
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struct FVirtualShadowMapProjectionShaderData
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{
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/**
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* Transform from shadow-pre-translated world space to shadow view space, example use: (WorldSpacePos + ShadowPreViewTranslation) * TranslatedWorldToShadowViewMatrix
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* TODO: Why don't we call it a rotation and store in a 3x3? Does it ever have translation in?
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*/
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FMatrix44f TranslatedWorldToShadowViewMatrix;
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FMatrix44f ShadowViewToClipMatrix;
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FMatrix44f TranslatedWorldToShadowUVMatrix;
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FMatrix44f TranslatedWorldToShadowUVNormalMatrix;
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FVector3f PreViewTranslationLWCTile;
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uint32 LightType = ELightComponentType::LightType_Directional;
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FVector3f PreViewTranslationLWCOffset;
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float LightSourceRadius; // This should live in shared light structure...
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// TODO: There are more local lights than directional
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// We should move the directional-specific stuff out to its own structure.
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FVector3f NegativeClipmapWorldOriginLWCOffset; // Shares the LWCTile with PreViewTranslation
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float ClipmapResolutionLodBias = 0.0f;
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FIntPoint ClipmapCornerOffset = FIntPoint(0, 0);
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int32 ClipmapIndex = 0; // 0 .. ClipmapLevelCount-1
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int32 ClipmapLevel = 0; // "Absolute" level, can be negative
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int32 ClipmapLevelCount = 0;
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// Seems the FMatrix forces 16-byte alignment
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float Padding[3];
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};
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static_assert((sizeof(FVirtualShadowMapProjectionShaderData) % 16) == 0, "FVirtualShadowMapProjectionShaderData size should be a multiple of 16-bytes for alignment.");
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struct FVirtualShadowMapHZBMetadata
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{
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FViewMatrices ViewMatrices;
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FIntRect ViewRect;
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uint32 TargetLayerIndex = INDEX_NONE;
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};
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FVirtualShadowMapUniformParameters, )
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SHADER_PARAMETER(uint32, NumShadowMaps)
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SHADER_PARAMETER(uint32, NumDirectionalLights)
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SHADER_PARAMETER(uint32, MaxPhysicalPages)
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// Set to 0 if separate static caching is disabled
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SHADER_PARAMETER(uint32, StaticCachedArrayIndex)
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// use to map linear index to x,y page coord
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SHADER_PARAMETER(uint32, PhysicalPageRowMask)
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SHADER_PARAMETER(uint32, PhysicalPageRowShift)
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SHADER_PARAMETER(uint32, PackedShadowMaskMaxLightCount)
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SHADER_PARAMETER(FVector4f, RecPhysicalPoolSize)
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SHADER_PARAMETER(FIntPoint, PhysicalPoolSize)
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SHADER_PARAMETER(FIntPoint, PhysicalPoolSizePages)
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SHADER_PARAMETER_RDG_BUFFER_SRV(ByteAddressBuffer, ProjectionData)
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SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint>, PageTable)
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SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint>, PageFlags)
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SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint4>, PageRectBounds)
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SHADER_PARAMETER_RDG_TEXTURE(Texture2DArray<uint>, PhysicalPagePool)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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BEGIN_SHADER_PARAMETER_STRUCT(FVirtualShadowMapSamplingParameters, )
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// NOTE: These parameters must only be uniform buffers/references! Loose parameters do not get bound
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// in some of the forward passes that use this structure.
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SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FVirtualShadowMapUniformParameters, VirtualShadowMap)
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END_SHADER_PARAMETER_STRUCT()
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FMatrix CalcTranslatedWorldToShadowUVMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
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FMatrix CalcTranslatedWorldToShadowUVNormalMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
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struct FVirtualShadowMapVisualizeLightSearch
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{
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public:
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FVirtualShadowMapVisualizeLightSearch()
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{
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Reset();
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}
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void Reset()
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{
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FoundKey.Packed = 0;
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FoundProxy = nullptr;
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FoundVirtualShadowMapId = INDEX_NONE;
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}
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void CheckLight(const FLightSceneProxy* CheckProxy, int CheckVirtualShadowMapId);
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bool IsValid() const { return FoundProxy != nullptr; }
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int GetVirtualShadowMapId() const { return FoundVirtualShadowMapId; }
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const FLightSceneProxy* GetProxy() const { return FoundProxy; }
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const FString GetLightName() const { return FoundProxy->GetOwnerNameOrLabel(); }
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private:
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union SortKey
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{
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struct
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{
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// NOTE: Lowest to highest priority
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uint32 bExists : 1; // Catch-all
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uint32 bDirectionalLight : 1;
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uint32 bOwnerSelected : 1; // In editor
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uint32 bSelected : 1; // In editor
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uint32 bPartialNameMatch : 1;
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uint32 bExactNameMatch : 1;
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} Fields;
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uint32 Packed;
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};
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SortKey FoundKey;
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const FLightSceneProxy* FoundProxy = nullptr;
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int FoundVirtualShadowMapId = INDEX_NONE;
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};
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class FVirtualShadowMapArray
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{
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public:
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FVirtualShadowMapArray();
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~FVirtualShadowMapArray();
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void Initialize(FRDGBuilder& GraphBuilder, FVirtualShadowMapArrayCacheManager* InCacheManager, bool bInEnabled);
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// Returns true if virtual shadow maps are enabled
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bool IsEnabled() const
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{
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return bEnabled;
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}
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FVirtualShadowMap *Allocate()
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{
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check(IsEnabled());
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FVirtualShadowMap *SM = new(FMemStack::Get()) FVirtualShadowMap(ShadowMaps.Num());
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ShadowMaps.Add(SM);
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return SM;
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}
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// Raw size of the physical pool, including both static and dynamic pages (if enabled)
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FIntPoint GetPhysicalPoolSize() const;
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// Size of HZB (level 0)
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FIntPoint GetHZBPhysicalPoolSize() const;
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// Maximum number of physical pages to allocate. This value is NOT doubled when static caching is
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// enabled as we always allocate both as pairs (offset in the page pool).
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uint32 GetMaxPhysicalPages() const { return UniformParameters.MaxPhysicalPages; }
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// Total physical page count that includes separate static pages
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uint32 GetTotalAllocatedPhysicalPages() const;
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EPixelFormat GetPackedShadowMaskFormat() const;
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static void SetShaderDefines(FShaderCompilerEnvironment& OutEnvironment);
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void MergeStaticPhysicalPages(FRDGBuilder& GraphBuilder);
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void BuildPageAllocations(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const TArrayView<FViewInfo> &Views,
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const FEngineShowFlags& EngineShowFlags,
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const FSortedLightSetSceneInfo& SortedLights,
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const TArray<FVisibleLightInfo, SceneRenderingAllocator> &VisibleLightInfos,
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const TArray<Nanite::FRasterResults, TInlineAllocator<2>> &NaniteRasterResults,
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FScene& Scene);
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bool IsAllocated() const
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{
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return PhysicalPagePoolRDG != nullptr && PageTableRDG != nullptr;
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}
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bool ShouldCacheStaticSeparately() const
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{
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return UniformParameters.StaticCachedArrayIndex > 0;
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}
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void CreateMipViews( TArray<Nanite::FPackedView, SceneRenderingAllocator>& Views ) const;
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/**
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* Draw Non-Nanite geometry into the VSMs.
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*/
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void RenderVirtualShadowMapsNonNanite(FRDGBuilder& GraphBuilder, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& VirtualSmMeshCommandPasses, FScene& Scene, TArrayView<FViewInfo> Views);
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void RenderDebugInfo(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> Views);
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void PrintStats(FRDGBuilder& GraphBuilder, const FViewInfo& View);
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TRDGUniformBufferRef<FVirtualShadowMapUniformParameters> GetUniformBuffer(FRDGBuilder& GraphBuilder) const;
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// Get shader parameters necessary to sample virtual shadow maps
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// It is safe to bind this buffer even if VSMs are disabled, but the sampling should be branched around in the shader.
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// This data becomes valid after the shadow depths pass if VSMs are enabled
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FVirtualShadowMapSamplingParameters GetSamplingParameters(FRDGBuilder& GraphBuilder) const;
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bool HasAnyShadowData() const { return PhysicalPagePoolRDG != nullptr; }
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bool ShouldCullBackfacingPixels() const { return bCullBackfacingPixels; }
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void UpdateHZB(FRDGBuilder& GraphBuilder);
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// Add render views, and mark shadow maps as rendered for a given clipmap or set of VSMs, returns the number of primary views added.
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uint32 AddRenderViews(const TSharedPtr<FVirtualShadowMapClipmap>& Clipmap, float LODScaleFactor, bool bSetHzbParams, bool bUpdateHZBMetaData, bool bClampToNearPlane, TArray<Nanite::FPackedView, SceneRenderingAllocator>& OutVirtualShadowViews);
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uint32 AddRenderViews(const FProjectedShadowInfo* ProjectedShadowInfo, float LODScaleFactor, bool bSetHzbParams, bool bUpdateHZBMetaData, bool bClampToNearPlane, TArray<Nanite::FPackedView, SceneRenderingAllocator>& OutVirtualShadowViews);
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// Add visualization composite pass, if enabled
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void AddVisualizePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, int32 ViewIndex, FScreenPassTexture Output);
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//
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bool UseHzbOcclusion() const { return bUseHzbOcclusion; }
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bool UseTwoPassHzbOcclusion() const { return bUseTwoPassHzbOcclusion; }
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// We keep a reference to the cache manager that was used to initialize this frame as it owns some of the buffers
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FVirtualShadowMapArrayCacheManager* CacheManager = nullptr;
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TArray<FVirtualShadowMap*, SceneRenderingAllocator> ShadowMaps;
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FVirtualShadowMapUniformParameters UniformParameters;
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// Physical page pool shadow data
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// NOTE: The underlying texture is owned by FVirtualShadowMapCacheManager.
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// We just import and maintain a copy of the RDG reference for this frame here.
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FRDGTextureRef PhysicalPagePoolRDG = nullptr;
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// Buffer that serves as the page table for all virtual shadow maps
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FRDGBufferRef PageTableRDG = nullptr;
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// Buffer that stores flags (uints) marking each page that needs to be rendered and cache status, for all virtual shadow maps.
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// Flag values defined in PageAccessCommon.ush
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FRDGBufferRef PageFlagsRDG = nullptr;
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// Allocation info for each page.
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FRDGBufferRef CachedPageInfosRDG = nullptr;
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FRDGBufferRef PhysicalPageMetaDataRDG = nullptr;
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// TODO: make transient - Buffer that stores flags marking each page that received dynamic geo.
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FRDGBufferRef DynamicCasterPageFlagsRDG = nullptr;
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// Buffer that stores flags marking each instance that needs to be invalidated the subsequent frame (handled by the cache manager).
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// This covers things like WPO or GPU-side updates, and any other case where we determine an instance needs to invalidate its footprint.
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// Buffer of uints, organized as as follows: InvalidatingInstancesRDG[0] == count, InvalidatingInstancesRDG[1+MaxInstanceCount:1+MaxInstanceCount+MaxInstanceCount/32] == flags,
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// InvalidatingInstancesRDG[1:MaxInstanceCount] == growing compact array of instances that need invaldation
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FRDGBufferRef InvalidatingInstancesRDG = nullptr;
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int32 NumInvalidatingInstanceSlots = 0;
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// uint4 buffer with one rect for each mip level in all SMs, calculated to bound committed pages
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// Used to clip the rect size of clusters during culling.
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FRDGBufferRef PageRectBoundsRDG = nullptr;
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FRDGBufferRef AllocatedPageRectBoundsRDG = nullptr;
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FRDGBufferRef ProjectionDataRDG = nullptr;
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FRDGBufferRef DirtyPageFlagsRDG = nullptr;
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bool bHZBBuiltThisFrame = false;
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FRDGTextureRef HZBPhysical = nullptr;
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TMap<int32, FVirtualShadowMapHZBMetadata> HZBMetadata;
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// See Engine\Shaders\Private\VirtualShadowMaps\VirtualShadowMapStats.ush for definitions of the different stat indexes
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static constexpr uint32 NumStats = 16;
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FRDGBufferRef StatsBufferRDG = nullptr;
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// Debug visualization
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TArray<FRDGTextureRef> DebugVisualizationOutput;
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FVirtualShadowMapVisualizeLightSearch VisualizeLight;
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private:
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//
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bool bUseHzbOcclusion = true;
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bool bUseTwoPassHzbOcclusion = true;
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bool bInitialized = false;
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// Are virtual shadow maps enabled? We store this at the start of the frame to centralize the logic.
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bool bEnabled = false;
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// Is backface culling of pixels enabled? We store this here to keep it consistent between projection and generation
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bool bCullBackfacingPixels = false;
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};
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