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#rb luke.thatcher, yuriy.odonnell [FYI] brian.karis, rune.stubbe, zach.bethel, mihnea.balta [CL 27369189 by graham wihlidal in ue5-main branch]
94 lines
3.1 KiB
C
94 lines
3.1 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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RayTracingBuiltInResources.h: used in ray tracing shaders and C++ code to define resources
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available in all hit groups, such as root nostants, index and vertex buffers.
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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#include "RayTracingDefinitions.h"
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#include "HLSLReservedSpaces.h"
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#if defined(__cplusplus)
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#define INCLUDED_FROM_CPP_CODE 1
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#define INCLUDED_FROM_HLSL_CODE 0
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#elif defined(SM5_PROFILE) || defined(VULKAN_PROFILE_SM6)
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// #dxr_todo: we should use a built-in macro to detect if this shader is compiled using DXC (depends on https://github.com/Microsoft/DirectXShaderCompiler/issues/1686)
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#define INCLUDED_FROM_CPP_CODE 0
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#define INCLUDED_FROM_HLSL_CODE 1
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#else
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#error Unknown Compiler
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#endif
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#if INCLUDED_FROM_HLSL_CODE
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#define UINT_TYPE uint
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#elif INCLUDED_FROM_CPP_CODE
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#define UINT_TYPE unsigned int
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#endif
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struct FHitGroupSystemRootConstants
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{
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// Config is a bitfield:
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// uint IndexStride : 8; // Can be just 1 bit to indicate 16 or 32 bit indices
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// uint VertexStride : 8; // Can be just 2 bits to indicate float3, float2 or half2 format
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// uint Unused : 16;
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UINT_TYPE Config;
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// Offset into HitGroupSystemIndexBuffer
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UINT_TYPE IndexBufferOffsetInBytes;
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// First primitive of the segment (as set in FRayTracingGeometrySegment)
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UINT_TYPE FirstPrimitive;
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// User-provided constant assigned to the hit group
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UINT_TYPE UserData;
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// Index of the first geometry instance that belongs to the current batch.
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// Can be used to emulate SV_InstanceID in ray tracing shaders.
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UINT_TYPE BaseInstanceIndex;
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UINT_TYPE Pad0;
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// Helper functions
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UINT_TYPE GetIndexStride()
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{
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return Config & 0xFF;
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}
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UINT_TYPE GetVertexStride()
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{
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return (Config >> 8) & 0xFF;
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}
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#if INCLUDED_FROM_CPP_CODE
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void SetVertexAndIndexStride(UINT_TYPE Vertex, UINT_TYPE Index)
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{
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Config = (Index & 0xFF) | ((Vertex & 0xFF) << 8);
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}
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#endif
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};
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#define RAY_TRACING_SYSTEM_INDEXBUFFER_REGISTER 0
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#define RAY_TRACING_SYSTEM_VERTEXBUFFER_REGISTER 1
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#define RAY_TRACING_SYSTEM_ROOTCONSTANT_REGISTER 0
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#ifndef OVERRIDE_RAY_TRACING_HIT_GROUP_SYSTEM_RESOURCES
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#define OVERRIDE_RAY_TRACING_HIT_GROUP_SYSTEM_RESOURCES 0
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#endif
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#if INCLUDED_FROM_HLSL_CODE && !OVERRIDE_RAY_TRACING_HIT_GROUP_SYSTEM_RESOURCES
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// Built-in local root parameters that are always bound to all hit shaders
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ByteAddressBuffer HitGroupSystemIndexBuffer : UE_HLSL_REGISTER(t, RAY_TRACING_SYSTEM_INDEXBUFFER_REGISTER, UE_HLSL_SPACE_RAY_TRACING_SYSTEM);
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ByteAddressBuffer HitGroupSystemVertexBuffer : UE_HLSL_REGISTER(t, RAY_TRACING_SYSTEM_VERTEXBUFFER_REGISTER, UE_HLSL_SPACE_RAY_TRACING_SYSTEM);
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ConstantBuffer<FHitGroupSystemRootConstants> HitGroupSystemRootConstants : UE_HLSL_REGISTER(b, RAY_TRACING_SYSTEM_ROOTCONSTANT_REGISTER, UE_HLSL_SPACE_RAY_TRACING_SYSTEM);
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#endif
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#undef INCLUDED_FROM_CPP_CODE
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#undef INCLUDED_FROM_HLSL_CODE
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#undef UINT_TYPE
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