Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VirtualShadowMaps/VirtualShadowMapArray.h
Ola Olsson 876ee313e1 Non-Nanite directional light VSM Prototype (disabled, depends on instance culling)
- All non-nanite VSM code is wrapped in ENABLE_NON_NANITE_VSM define (on by default if GPUCULL_TODO is on)
- Added FProjectedShadowInfo with setup to gather primitives for clipmap VSM
- Added RenderVirtualShadowMapsHw to FVirtualShadowMapArray to draw into the VSM
- Shadow depth Vertex shader contains logic to route the instances to pages and uses clip distance to clip to page boundary
- Added culling shaders to replicate instances for each overlapped page

#rb rune.stubbe
#fyi graham.wihlidal,brian.karis,andrew.lauritzen

[CL 15144144 by Ola Olsson in ue5-main branch]
2021-01-20 08:46:15 -04:00

295 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VirtualShadowMapArray.h:
=============================================================================*/
#pragma once
#include "VirtualShadowMapConfig.h"
#include "../Nanite/NaniteRender.h"
#include "../MeshDrawCommands.h"
#include "SceneTypes.h"
struct FMinimalSceneTextures;
struct FSortedLightSetSceneInfo;
class FViewInfo;
class FProjectedShadowInfo;
class FVisibleLightInfo;
class FVirtualShadowMapCacheEntry;
class FVirtualShadowMapArrayCacheManager;
struct FSortedLightSetSceneInfo;
// TODO: does this exist?
constexpr uint32 ILog2Const(uint32 n)
{
return (n > 1) ? 1 + ILog2Const(n / 2) : 0;
}
// See CalcLevelOffsets in PageAccessCommon.ush for some details on this logic
constexpr uint32 CalcVirtualShadowMapLevelOffsets(uint32 Level, uint32 Log2Level0DimPagesXY)
{
uint32 NumBits = Level << 1;
uint32 StartBit = (2U * Log2Level0DimPagesXY + 2U) - NumBits;
uint32 Mask = ((1U << NumBits) - 1U) << StartBit;
return 0x55555555U & Mask;
}
class FVirtualShadowMap
{
public:
// PageSize * Level0DimPagesXY defines the virtual address space, e.g., 128x128 = 16k
// 32x512 = 16k
//static constexpr uint32 PageSize = 32U;
//static constexpr uint32 Level0DimPagesXY = 512U;
// 128x128 = 16k
static constexpr uint32 PageSize = 128U;
static constexpr uint32 Level0DimPagesXY = 128U;
// 512x32 = 16k
//static constexpr uint32 PageSize = 512U;
//static constexpr uint32 Level0DimPagesXY = 32U;
// With 128x128 pages, a 8k x 4k texture holds 2048 physical pages
static constexpr uint32 PhysicalPagePoolTexureSizeX = 8192U;
#if ENABLE_NON_NANITE_VSM
// GPUCULL_TODO: Think we must have square RT for address translation to work, the way it is implemented now (badly)
static constexpr uint32 PhysicalPagePoolTexureSizeY = 8192U;
#else //!ENABLE_NON_NANITE_VSM
static constexpr uint32 PhysicalPagePoolTexureSizeY = 4096U;
#endif // ENABLE_NON_NANITE_VSM
static constexpr uint32 PageSizeMask = PageSize - 1U;
static constexpr uint32 Log2PageSize = ILog2Const(PageSize);
static constexpr uint32 Log2Level0DimPagesXY = ILog2Const(Level0DimPagesXY);
static constexpr uint32 MaxMipLevels = Log2Level0DimPagesXY + 1U;
static constexpr uint32 PageTableSize = CalcVirtualShadowMapLevelOffsets(MaxMipLevels, Log2Level0DimPagesXY);
static constexpr uint32 VirtualMaxResolutionXY = Level0DimPagesXY * PageSize;
static constexpr uint32 PhysicalPageAddressBits = 16U;
static constexpr uint32 MaxPhysicalTextureDimPages = 1U << PhysicalPageAddressBits;
static constexpr uint32 MaxPhysicalTextureDimTexels = MaxPhysicalTextureDimPages * PageSize;
static constexpr uint32 RasterWindowPages = 4u;
// Something large (we're using ints at the moment...)
// TODO: Fix this when tweaking data sizes of page table entries to e.g., 2x8 bits
static constexpr uint32 InvalidPhysicalPageAddress = 65535U;
FVirtualShadowMap(uint32 InID) : ID(InID)
{
}
int32 ID = INDEX_NONE;
TSharedPtr<FVirtualShadowMapCacheEntry> VirtualShadowMapCacheEntry;
};
// Useful data for both the page mapping shader and the projection shader
// as well as cached shadow maps
struct FVirtualShadowMapProjectionShaderData
{
/**
* Transform from shadow-pre-translated world space to shadow view space, example use: (WorldSpacePos + ShadowPreViewTranslation) * TranslatedWorldToShadowViewMatrix
* TODO: Why don't we call it a rotation and store in a 3x3? Does it ever have translation in?
*/
FMatrix TranslatedWorldToShadowViewMatrix;
FMatrix ShadowViewToClipMatrix;
FMatrix TranslatedWorldToShadowUVMatrix;
FMatrix TranslatedWorldToShadowUVNormalMatrix;
/**
* Translation from world space to shadow space (add before transform by TranslatedWorldToShadowViewMatrix).
*/
FVector ShadowPreViewTranslation;
uint32 LightType = ELightComponentType::LightType_Directional;
FVector ClipmapWorldOrigin;
int32 VirtualShadowMapId = INDEX_NONE;
int32 ClipmapLevel = 0; // "Absolute" level, can be negative
int32 ClipmapLevelCount = 0;
float ClipmapResolutionLodBias = 0.0f;
// Seems the FMatrix forces 16-byte alignment
//float Padding[3];
};
static_assert((sizeof(FVirtualShadowMapProjectionShaderData) % 16) == 0, "FVirtualShadowMapProjectionShaderData size should be a multiple of 16-bytes for alignment.");
FMatrix CalcTranslatedWorldToShadowUVMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
FMatrix CalcTranslatedWorldToShadowUVNormalMatrix(const FMatrix& TranslatedWorldToShadowView, const FMatrix& ViewToClip);
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FVirtualShadowMapCommonParameters, )
SHADER_PARAMETER_ARRAY(uint32, HPageFlagLevelOffsets, [FVirtualShadowMap::MaxMipLevels])
SHADER_PARAMETER(uint32, PageTableSize)
SHADER_PARAMETER(uint32, HPageTableSize)
SHADER_PARAMETER(uint32, NumShadowMaps)
SHADER_PARAMETER(uint32, MaxPhysicalPages)
// use to map linear index to x,y page coord
SHADER_PARAMETER(uint32, PhysicalPageRowMask)
SHADER_PARAMETER(uint32, PhysicalPageRowShift)
SHADER_PARAMETER(FVector4, RecPhysicalPoolSize)
SHADER_PARAMETER(FIntPoint, PhysicalPoolSizePages)
END_GLOBAL_SHADER_PARAMETER_STRUCT()
BEGIN_SHADER_PARAMETER_STRUCT(FVirtualShadowMapSamplingParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FVirtualShadowMapCommonParameters, VirtualSmCommon)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint2>, PageTable)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<uint>, PhysicalPagePool)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< FVirtualShadowMapProjectionShaderData >, VirtualShadowMapProjectionData)
#if ENABLE_NON_NANITE_VSM
SHADER_PARAMETER_RDG_TEXTURE(Texture2D<float>, PhysicalPagePoolHw)
#endif // ENABLE_NON_NANITE_VSM
END_SHADER_PARAMETER_STRUCT()
/**
* Use after page allocation but before rendering phase to access page table & related data structures, but not the physical backing.
*/
BEGIN_SHADER_PARAMETER_STRUCT(FVirtualShadowMapPageTableParameters, )
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FVirtualShadowMapCommonParameters, VirtualSmCommon)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer<uint2>, PageTable)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint >, PageFlags)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint >, HPageFlags)
SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer< uint4 >, PageRectBounds)
END_SHADER_PARAMETER_STRUCT()
class FVirtualShadowMapArray
{
public:
FVirtualShadowMapCommonParameters CommonParameters;
FVirtualShadowMapArray();
~FVirtualShadowMapArray();
void Initialize(bool bInEnabled);
// Returns true if virtual shadow maps are enabled
bool IsEnabled() const
{
return bEnabled;
}
FVirtualShadowMap *Allocate()
{
check(IsEnabled());
FVirtualShadowMap *SM = new(FMemStack::Get(), 1, 16) FVirtualShadowMap(ShadowMaps.Num());
ShadowMaps.Add(SM);
return SM;
}
FIntPoint GetPhysicalPoolSize() const
{
FIntPoint PhysicalPoolSize(FVirtualShadowMap::PhysicalPagePoolTexureSizeX, FVirtualShadowMap::PhysicalPagePoolTexureSizeY);
return PhysicalPoolSize;
}
static void SetShaderDefines(FShaderCompilerEnvironment& OutEnvironment);
void SetProjectionParameters(FRDGBuilder& GraphBuilder, FVirtualShadowMapSamplingParameters& OutParameters) const;
void ClearPhysicalMemory(FRDGBuilder& GraphBuilder, FRDGTextureRef& PhysicalTexture, FVirtualShadowMapArrayCacheManager *VirtualShadowMapArrayCacheManager);
void MarkPhysicalPagesRendered(FRDGBuilder& GraphBuilder, const TArray<uint32, SceneRenderingAllocator> &VirtualShadowMapFlags);
//
void BuildPageAllocations(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const TArray<FViewInfo> &Views,
const FSortedLightSetSceneInfo& SortedLights,
const TArray<FVisibleLightInfo, SceneRenderingAllocator> &VisibleLightInfos,
const TArray<Nanite::FRasterResults, TInlineAllocator<2>> &NaniteRasterResults,
bool bPostBasePass,
FVirtualShadowMapArrayCacheManager *VirtualShadowMapArrayCacheManager);
bool IsAllocated() const
{
return PhysicalPagePoolRDG != nullptr && PageTableRDG != nullptr;
}
#if ENABLE_NON_NANITE_VSM
/**
* Draw old-school hardware based shadow map tiles into virtual SM.
*/
void RenderVirtualShadowMapsHw(FRDGBuilder& GraphBuilder, const TArray<FProjectedShadowInfo*, SceneRenderingAllocator>& VirtualSmMeshCommandPasses, FScene& Scene);
#endif // ENABLE_NON_NANITE_VSM
// Draw debug info into render target 'VirtSmDebug' of screen-size, the mode is controlled by 'r.Shadow.v.DebugVisualize' (defaults to not doing aught).
void RenderDebugInfo(FRDGBuilder& GraphBuilder, FVirtualShadowMapArrayCacheManager *VirtualShadowMapArrayCacheManager);
//
void PrintStats(FRDGBuilder& GraphBuilder, const FViewInfo& View);
// Are virtual shadow maps enabled. We store this at the start of the frame to centralize the logic.
bool bEnabled = false;
TRDGUniformBufferRef<FVirtualShadowMapCommonParameters> GetCommonUniformBuffer(FRDGBuilder& GraphBuilder) const
{
return GraphBuilder.CreateUniformBuffer(&CommonParameters);
}
#if ENABLE_NON_NANITE_VSM
bool HasAnyShadowData() const { return PhysicalPagePoolRDG != nullptr || PhysicalPagePoolHw != nullptr; }
#else //!ENABLE_NON_NANITE_VSM
bool HasAnyShadowData() const { return PhysicalPagePoolRDG != nullptr; }
#endif // ENABLE_NON_NANITE_VSM
void GetPageTableParameters(FRDGBuilder& GraphBuilder, FVirtualShadowMapPageTableParameters& OutParameters);
TArray<FVirtualShadowMap*, SceneRenderingAllocator> ShadowMaps;
// Large physical texture of depth format, say 4096^2 or whatever we think is enough texels to go around
FRDGTextureRef PhysicalPagePoolRDG = nullptr;
// Buffer that serves as the page table for all virtual shadow maps
FRDGBufferRef PageTableRDG = nullptr;
// Buffer that stores flags (uints) marking each page that needs to be rendered and cache status, for all virtual shadow maps.
// Flag values defined in PageAccessCommon.ush: VSM_ALLOCATED_FLAG | VSM_INVALID_FLAG
FRDGBufferRef PageFlagsRDG = nullptr;
// HPageFlags is a hierarchy over the PageFlags for quick query
FRDGBufferRef HPageFlagsRDG = nullptr;
FRDGBufferRef AllocatedPagesOffsetRDG = nullptr;
static constexpr uint32 NumStats = 5;
// 0 - allocated pages
// 1 - re-usable pages
// 2 - Touched by dynamic
// 3 - NumSms
// 4 - RandRobin invalidated
FRDGBufferRef StatsBufferRDG = nullptr;
// Allocation info for each page.
FRDGBufferRef CachedPageInfosRDG = nullptr;
FRDGBufferRef PhysicalPageMetaDataRDG = nullptr;
// Buffer that stores flags marking each page that received dynamic geo.
FRDGBufferRef DynamicCasterPageFlagsRDG = nullptr;
// uint4 buffer with one rect for each mip level in all SMs, calculated to bound committed pages
// Used to clip the rect size of clusters during culling.
FRDGBufferRef PageRectBoundsRDG = nullptr;
#if ENABLE_NON_NANITE_VSM
FRDGBufferRef AllocatedPageRectBoundsRDG = nullptr;
#endif // ENABLE_NON_NANITE_VSM
FRDGBufferRef ShadowMapProjectionDataRDG = nullptr;
TRefCountPtr<IPooledRenderTarget> HZBPhysical;
//FRDGTextureRef HZBPhysicalRDG = nullptr;
TRefCountPtr<FRDGPooledBuffer> HZBPageTable;
//FRDGBufferRef HZBPageTableRDG = nullptr;
// Covnert also?
TRefCountPtr<IPooledRenderTarget> DebugVisualizationOutput;
//FRDGBufferRef RDG = nullptr;
TRefCountPtr<IPooledRenderTarget> DebugVisualizationProjectionOutput;
//FRDGBufferRef RDG = nullptr;
#if ENABLE_NON_NANITE_VSM
// page pool for HW rasterized shadow data.
// Mirrors the regular one, but uses a shadow depth target format
FRDGTextureRef PhysicalPagePoolHw = nullptr;
#endif // ENABLE_NON_NANITE_VSM
};