Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DistanceFieldObjectCulling.cpp
Rolando Caloca bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00

754 lines
33 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DistanceFieldObjectCulling.cpp
=============================================================================*/
#include "DistanceFieldAmbientOcclusion.h"
#include "DeferredShadingRenderer.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/SceneFilterRendering.h"
#include "DistanceFieldLightingShared.h"
#include "ScreenRendering.h"
#include "DistanceFieldLightingPost.h"
#include "OneColorShader.h"
#include "GlobalDistanceField.h"
#include "FXSystem.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "PipelineStateCache.h"
#include "ClearQuad.h"
int32 GAOScatterTileCulling = 1;
FAutoConsoleVariableRef CVarAOScatterTileCulling(
TEXT("r.AOScatterTileCulling"),
GAOScatterTileCulling,
TEXT("Whether to use the rasterizer for binning occluder objects into screenspace tiles."),
ECVF_RenderThreadSafe
);
int32 GAverageDistanceFieldObjectsPerCullTile = 512;
FAutoConsoleVariableRef CVarMaxDistanceFieldObjectsPerCullTile(
TEXT("r.AOAverageObjectsPerCullTile"),
GAverageDistanceFieldObjectsPerCullTile,
TEXT("Determines how much memory should be allocated in distance field object culling data structures. Too much = memory waste, too little = flickering due to buffer overflow."),
ECVF_RenderThreadSafe | ECVF_ReadOnly
);
class FCircleVertexBuffer : public FVertexBuffer
{
public:
int32 NumSections;
FCircleVertexBuffer()
{
NumSections = 8;
}
virtual void InitRHI() override
{
// Used as a non-indexed triangle list, so 3 vertices per triangle
const uint32 Size = 3 * NumSections * sizeof(FScreenVertex);
FRHIResourceCreateInfo CreateInfo;
void* Buffer = nullptr;
VertexBufferRHI = RHICreateAndLockVertexBuffer(Size, BUF_Static, CreateInfo, Buffer);
FScreenVertex* DestVertex = (FScreenVertex*)Buffer;
const float RadiansPerRingSegment = PI / (float)NumSections;
// Boost the effective radius so that the edges of the circle approximation lie on the circle, instead of the vertices
const float Radius = 1.0f / FMath::Cos(RadiansPerRingSegment);
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
float Fraction = SectionIndex / (float)NumSections;
float CurrentAngle = Fraction * 2 * PI;
float NextAngle = ((SectionIndex + 1) / (float)NumSections) * 2 * PI;
FVector2D CurrentPosition(Radius * FMath::Cos(CurrentAngle), Radius * FMath::Sin(CurrentAngle));
FVector2D NextPosition(Radius * FMath::Cos(NextAngle), Radius * FMath::Sin(NextAngle));
DestVertex[SectionIndex * 3 + 0].Position = FVector2D(0, 0);
DestVertex[SectionIndex * 3 + 0].UV = CurrentPosition;
DestVertex[SectionIndex * 3 + 1].Position = FVector2D(0, 0);
DestVertex[SectionIndex * 3 + 1].UV = NextPosition;
DestVertex[SectionIndex * 3 + 2].Position = FVector2D(0, 0);
DestVertex[SectionIndex * 3 + 2].UV = FVector2D(.5f, .5f);
}
RHIUnlockVertexBuffer(VertexBufferRHI);
}
};
TGlobalResource<FCircleVertexBuffer> GCircleVertexBuffer;
TGlobalResource<FDistanceFieldObjectBufferResource> GAOCulledObjectBuffers;
void FTileIntersectionResources::InitDynamicRHI()
{
const uint32 FastVRamFlag = GFastVRamConfig.DistanceFieldTileIntersectionResources | (IsTransientResourceBufferAliasingEnabled() ? BUF_Transient : BUF_None);
TileConeAxisAndCos.Initialize(sizeof(FVector4), TileDimensions.X * TileDimensions.Y, PF_A32B32G32R32F, BUF_Static | FastVRamFlag, TEXT("TileConeAxisAndCos"));
TileConeDepthRanges.Initialize(sizeof(FVector4), TileDimensions.X * TileDimensions.Y, PF_A32B32G32R32F, BUF_Static | FastVRamFlag, TEXT("TileConeDepthRanges"));
NumCulledTilesArray.Initialize(sizeof(uint32), MaxSceneObjects, PF_R32_UINT, BUF_Static | FastVRamFlag, TEXT("NumCulledTilesArray"));
CulledTilesStartOffsetArray.Initialize(sizeof(uint32), MaxSceneObjects, PF_R32_UINT, BUF_Static | FastVRamFlag, TEXT("CulledTilesStartOffsetArray"));
// Can only use 16 bit for CulledTileDataArray if few enough objects and tiles
const bool b16BitObjectIndices = MaxSceneObjects < (1 << 16);
const bool b16BitCulledTileIndexBuffer = bAllow16BitIndices && b16BitObjectIndices && TileDimensions.X * TileDimensions.Y < (1 << 16);
CulledTileDataArray.Initialize(
b16BitCulledTileIndexBuffer ? sizeof(uint16) : sizeof(uint32),
GAverageDistanceFieldObjectsPerCullTile * TileDimensions.X * TileDimensions.Y * CulledTileDataStride,
b16BitCulledTileIndexBuffer ? PF_R16_UINT : PF_R32_UINT,
BUF_Static | FastVRamFlag,
TEXT("CulledTileDataArray"));
ObjectTilesIndirectArguments.Initialize(sizeof(uint32), 3, PF_R32_UINT, BUF_Static | BUF_DrawIndirect);
}
class FCullObjectsForViewCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FCullObjectsForViewCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("UPDATEOBJECTS_THREADGROUP_SIZE"), UpdateObjectsGroupSize);
}
FCullObjectsForViewCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
ObjectBufferParameters.Bind(Initializer.ParameterMap);
CulledObjectParameters.Bind(Initializer.ParameterMap);
AOParameters.Bind(Initializer.ParameterMap);
NumConvexHullPlanes.Bind(Initializer.ParameterMap, TEXT("NumConvexHullPlanes"));
ViewFrustumConvexHull.Bind(Initializer.ParameterMap, TEXT("ViewFrustumConvexHull"));
ObjectBoundingGeometryIndexCount.Bind(Initializer.ParameterMap, TEXT("ObjectBoundingGeometryIndexCount"));
}
FCullObjectsForViewCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FScene* Scene, const FSceneView& View, const FDistanceFieldAOParameters& Parameters)
{
FRHIUnorderedAccessView* OutUAVs[6];
OutUAVs[0] = GAOCulledObjectBuffers.Buffers.ObjectIndirectArguments.UAV;
OutUAVs[1] = GAOCulledObjectBuffers.Buffers.Bounds.UAV;
OutUAVs[2] = GAOCulledObjectBuffers.Buffers.Data.UAV;
OutUAVs[3] = GAOCulledObjectBuffers.Buffers.BoxBounds.UAV;
OutUAVs[4] = Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()->Data.UAV;
OutUAVs[5] = Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()->Bounds.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, UE_ARRAY_COUNT(OutUAVs));
FRHIComputeShader* ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
FRHITexture* TextureAtlas;
int32 AtlasSizeX;
int32 AtlasSizeY;
int32 AtlasSizeZ;
TextureAtlas = GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI;
AtlasSizeX = GDistanceFieldVolumeTextureAtlas.GetSizeX();
AtlasSizeY = GDistanceFieldVolumeTextureAtlas.GetSizeY();
AtlasSizeZ = GDistanceFieldVolumeTextureAtlas.GetSizeZ();
ObjectBufferParameters.Set(RHICmdList, ShaderRHI, *(Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()), Scene->DistanceFieldSceneData.NumObjectsInBuffer, TextureAtlas, AtlasSizeX, AtlasSizeY, AtlasSizeZ);
CulledObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers, TextureAtlas, FIntVector(AtlasSizeX, AtlasSizeY, AtlasSizeZ));
AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
// Shader assumes max 6
check(View.ViewFrustum.Planes.Num() <= 6);
SetShaderValue(RHICmdList, ShaderRHI, NumConvexHullPlanes, View.ViewFrustum.Planes.Num());
SetShaderValueArray(RHICmdList, ShaderRHI, ViewFrustumConvexHull, View.ViewFrustum.Planes.GetData(), View.ViewFrustum.Planes.Num());
SetShaderValue(RHICmdList, ShaderRHI, ObjectBoundingGeometryIndexCount, StencilingGeometry::GLowPolyStencilSphereIndexBuffer.GetIndexCount());
}
void UnsetParameters(FRHICommandList& RHICmdList, const FScene* Scene)
{
ObjectBufferParameters.UnsetParameters(RHICmdList, GetComputeShader(), *(Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()));
CulledObjectParameters.UnsetParameters(RHICmdList, GetComputeShader());
FRHIUnorderedAccessView* OutUAVs[6];
OutUAVs[0] = GAOCulledObjectBuffers.Buffers.ObjectIndirectArguments.UAV;
OutUAVs[1] = GAOCulledObjectBuffers.Buffers.Bounds.UAV;
OutUAVs[2] = GAOCulledObjectBuffers.Buffers.Data.UAV;
OutUAVs[3] = GAOCulledObjectBuffers.Buffers.BoxBounds.UAV;
OutUAVs[4] = Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()->Data.UAV;
OutUAVs[5] = Scene->DistanceFieldSceneData.GetCurrentObjectBuffers()->Bounds.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, OutUAVs, UE_ARRAY_COUNT(OutUAVs));
}
virtual bool Serialize(FArchive& Ar)
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << ObjectBufferParameters;
Ar << CulledObjectParameters;
Ar << AOParameters;
Ar << NumConvexHullPlanes;
Ar << ViewFrustumConvexHull;
Ar << ObjectBoundingGeometryIndexCount;
return bShaderHasOutdatedParameters;
}
private:
TDistanceFieldObjectBufferParameters<DFPT_SignedDistanceField> ObjectBufferParameters;
TDistanceFieldCulledObjectBufferParameters<DFPT_SignedDistanceField> CulledObjectParameters;
FAOParameters AOParameters;
FShaderParameter NumConvexHullPlanes;
FShaderParameter ViewFrustumConvexHull;
FShaderParameter ObjectBoundingGeometryIndexCount;
};
IMPLEMENT_SHADER_TYPE(,FCullObjectsForViewCS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("CullObjectsForViewCS"),SF_Compute);
void CullObjectsToView(FRHICommandListImmediate& RHICmdList, FScene* Scene, const FViewInfo& View, const FDistanceFieldAOParameters& Parameters, FDistanceFieldObjectBufferResource& CulledObjectBuffers)
{
SCOPED_DRAW_EVENT(RHICmdList, ObjectFrustumCulling);
if (!CulledObjectBuffers.IsInitialized()
|| CulledObjectBuffers.Buffers.MaxObjects < Scene->DistanceFieldSceneData.NumObjectsInBuffer
|| CulledObjectBuffers.Buffers.MaxObjects > 3 * Scene->DistanceFieldSceneData.NumObjectsInBuffer)
{
CulledObjectBuffers.Buffers.MaxObjects = Scene->DistanceFieldSceneData.NumObjectsInBuffer * 5 / 4;
CulledObjectBuffers.ReleaseResource();
CulledObjectBuffers.InitResource();
}
CulledObjectBuffers.Buffers.AcquireTransientResource();
{
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, CulledObjectBuffers.Buffers.ObjectIndirectArguments.UAV);
RHICmdList.ClearUAVUint(CulledObjectBuffers.Buffers.ObjectIndirectArguments.UAV, FUintVector4(0, 0, 0, 0));
TShaderMapRef<FCullObjectsForViewCS> ComputeShader(GetGlobalShaderMap(Scene->GetFeatureLevel()));
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, Scene, View, Parameters);
DispatchComputeShader(RHICmdList, *ComputeShader, FMath::DivideAndRoundUp<uint32>(Scene->DistanceFieldSceneData.NumObjectsInBuffer, UpdateObjectsGroupSize), 1, 1);
ComputeShader->UnsetParameters(RHICmdList, Scene);
}
}
/** */
class FBuildTileConesCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FBuildTileConesCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEX"), GDistanceFieldAOTileSizeX);
OutEnvironment.SetDefine(TEXT("THREADGROUP_SIZEY"), GDistanceFieldAOTileSizeY);
OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
// To reduce shader compile time of compute shaders with shared memory, doesn't have an impact on generated code with current compiler (June 2010 DX SDK)
OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
}
FBuildTileConesCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
SceneTextureParameters.Bind(Initializer);
AOParameters.Bind(Initializer.ParameterMap);
TileConeAxisAndCos.Bind(Initializer.ParameterMap, TEXT("TileConeAxisAndCos"));
TileConeDepthRanges.Bind(Initializer.ParameterMap, TEXT("TileConeDepthRanges"));
NumGroups.Bind(Initializer.ParameterMap, TEXT("NumGroups"));
ViewDimensionsParameter.Bind(Initializer.ParameterMap, TEXT("ViewDimensions"));
DistanceFieldNormalTexture.Bind(Initializer.ParameterMap, TEXT("DistanceFieldNormalTexture"));
DistanceFieldNormalSampler.Bind(Initializer.ParameterMap, TEXT("DistanceFieldNormalSampler"));
}
FBuildTileConesCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FViewInfo& View, FSceneRenderTargetItem& DistanceFieldNormal, FScene* Scene, FVector2D NumGroupsValue, const FDistanceFieldAOParameters& Parameters)
{
FRHIComputeShader* ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
SceneTextureParameters.Set(RHICmdList, ShaderRHI, View.FeatureLevel, ESceneTextureSetupMode::All);
AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
FRHIUnorderedAccessView* OutUAVs[2];
OutUAVs[0] = TileIntersectionResources->TileConeAxisAndCos.UAV;
OutUAVs[1] = TileIntersectionResources->TileConeDepthRanges.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, UE_ARRAY_COUNT(OutUAVs));
TileConeAxisAndCos.SetBuffer(RHICmdList, ShaderRHI, TileIntersectionResources->TileConeAxisAndCos);
TileConeDepthRanges.SetBuffer(RHICmdList, ShaderRHI, TileIntersectionResources->TileConeDepthRanges);
SetShaderValue(RHICmdList, ShaderRHI, ViewDimensionsParameter, View.ViewRect);
SetShaderValue(RHICmdList, ShaderRHI, NumGroups, NumGroupsValue);
SetTextureParameter(
RHICmdList,
ShaderRHI,
DistanceFieldNormalTexture,
DistanceFieldNormalSampler,
TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
DistanceFieldNormal.ShaderResourceTexture
);
}
void UnsetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
{
TileConeAxisAndCos.UnsetUAV(RHICmdList, GetComputeShader());
TileConeDepthRanges.UnsetUAV(RHICmdList, GetComputeShader());
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
FRHIUnorderedAccessView* OutUAVs[2];
OutUAVs[0] = TileIntersectionResources->TileConeAxisAndCos.UAV;
OutUAVs[1] = TileIntersectionResources->TileConeDepthRanges.UAV;
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, UE_ARRAY_COUNT(OutUAVs));
}
virtual bool Serialize(FArchive& Ar)
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << SceneTextureParameters;
Ar << AOParameters;
Ar << TileConeAxisAndCos;
Ar << TileConeDepthRanges;
Ar << NumGroups;
Ar << ViewDimensionsParameter;
Ar << DistanceFieldNormalTexture;
Ar << DistanceFieldNormalSampler;
return bShaderHasOutdatedParameters;
}
private:
FSceneTextureShaderParameters SceneTextureParameters;
FAOParameters AOParameters;
FRWShaderParameter TileConeAxisAndCos;
FRWShaderParameter TileConeDepthRanges;
FShaderParameter ViewDimensionsParameter;
FShaderParameter NumGroups;
FShaderResourceParameter DistanceFieldNormalTexture;
FShaderResourceParameter DistanceFieldNormalSampler;
};
IMPLEMENT_SHADER_TYPE(,FBuildTileConesCS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("BuildTileConesMain"),SF_Compute);
/** */
class FObjectCullVS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FObjectCullVS,Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
}
FObjectCullVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer):
FGlobalShader(Initializer)
{
ObjectParameters.Bind(Initializer.ParameterMap);
AOParameters.Bind(Initializer.ParameterMap);
ConservativeRadiusScale.Bind(Initializer.ParameterMap, TEXT("ConservativeRadiusScale"));
}
FObjectCullVS() {}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, const FDistanceFieldAOParameters& Parameters)
{
FRHIVertexShader* ShaderRHI = GetVertexShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
FRHITexture* TextureAtlas;
int32 AtlasSizeX;
int32 AtlasSizeY;
int32 AtlasSizeZ;
TextureAtlas = GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI;
AtlasSizeX = GDistanceFieldVolumeTextureAtlas.GetSizeX();
AtlasSizeY = GDistanceFieldVolumeTextureAtlas.GetSizeY();
AtlasSizeZ = GDistanceFieldVolumeTextureAtlas.GetSizeZ();
ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers, TextureAtlas, FIntVector(AtlasSizeX, AtlasSizeY, AtlasSizeZ));
AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
const int32 NumRings = StencilingGeometry::GLowPolyStencilSphereVertexBuffer.GetNumRings();
const float RadiansPerRingSegment = PI / (float)NumRings;
// Boost the effective radius so that the edges of the sphere approximation lie on the sphere, instead of the vertices
const float ConservativeRadiusScaleValue = 1.0f / FMath::Cos(RadiansPerRingSegment);
SetShaderValue(RHICmdList, ShaderRHI, ConservativeRadiusScale, ConservativeRadiusScaleValue);
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << ObjectParameters;
Ar << AOParameters;
Ar << ConservativeRadiusScale;
return bShaderHasOutdatedParameters;
}
private:
TDistanceFieldCulledObjectBufferParameters<DFPT_SignedDistanceField> ObjectParameters;
FAOParameters AOParameters;
FShaderParameter ConservativeRadiusScale;
};
IMPLEMENT_SHADER_TYPE(,FObjectCullVS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("ObjectCullVS"),SF_Vertex);
template <bool bCountingPass>
class TObjectCullPS : public FGlobalShader
{
DECLARE_SHADER_TYPE(TObjectCullPS, Global);
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && RHISupportsPixelShaderUAVs(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
FTileIntersectionParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("DOWNSAMPLE_FACTOR"), GAODownsampleFactor);
OutEnvironment.SetDefine(TEXT("SCATTER_CULLING_COUNT_PASS"), bCountingPass ? 1 : 0);
}
/** Default constructor. */
TObjectCullPS() {}
/** Initialization constructor. */
TObjectCullPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
ObjectParameters.Bind(Initializer.ParameterMap);
AOParameters.Bind(Initializer.ParameterMap);
TileIntersectionParameters.Bind(Initializer.ParameterMap);
TileConeAxisAndCos.Bind(Initializer.ParameterMap, TEXT("TileConeAxisAndCos"));
TileConeDepthRanges.Bind(Initializer.ParameterMap, TEXT("TileConeDepthRanges"));
NumGroups.Bind(Initializer.ParameterMap, TEXT("NumGroups"));
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View, FVector2D NumGroupsValue, const FDistanceFieldAOParameters& Parameters)
{
FRHIPixelShader* ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
FRHITexture* TextureAtlas;
int32 AtlasSizeX;
int32 AtlasSizeY;
int32 AtlasSizeZ;
TextureAtlas = GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI;
AtlasSizeX = GDistanceFieldVolumeTextureAtlas.GetSizeX();
AtlasSizeY = GDistanceFieldVolumeTextureAtlas.GetSizeY();
AtlasSizeZ = GDistanceFieldVolumeTextureAtlas.GetSizeZ();
ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers, TextureAtlas, FIntVector(AtlasSizeX, AtlasSizeY, AtlasSizeZ));
AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
SetSRVParameter(RHICmdList, ShaderRHI, TileConeAxisAndCos, TileIntersectionResources->TileConeAxisAndCos.SRV);
SetSRVParameter(RHICmdList, ShaderRHI, TileConeDepthRanges, TileIntersectionResources->TileConeDepthRanges.SRV);
TileIntersectionParameters.Set(RHICmdList, ShaderRHI, *TileIntersectionResources);
SetShaderValue(RHICmdList, ShaderRHI, NumGroups, NumGroupsValue);
}
void GetUAVs(const FSceneView& View, TArray<FRHIUnorderedAccessView*>& UAVs)
{
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
TileIntersectionParameters.GetUAVs(*TileIntersectionResources, UAVs);
check(UAVs.Num() > 0);
}
// FShader interface.
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << ObjectParameters;
Ar << AOParameters;
Ar << TileIntersectionParameters;
Ar << TileConeAxisAndCos;
Ar << TileConeDepthRanges;
Ar << NumGroups;
return bShaderHasOutdatedParameters;
}
private:
TDistanceFieldCulledObjectBufferParameters<DFPT_SignedDistanceField> ObjectParameters;
FAOParameters AOParameters;
FTileIntersectionParameters TileIntersectionParameters;
FShaderResourceParameter TileConeAxisAndCos;
FShaderResourceParameter TileConeDepthRanges;
FShaderParameter NumGroups;
};
IMPLEMENT_SHADER_TYPE(template<>,TObjectCullPS<true>,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("ObjectCullPS"),SF_Pixel);
IMPLEMENT_SHADER_TYPE(template<>,TObjectCullPS<false>,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("ObjectCullPS"),SF_Pixel);
const uint32 ComputeStartOffsetGroupSize = 64;
/** */
class FComputeCulledTilesStartOffsetCS : public FGlobalShader
{
DECLARE_SHADER_TYPE(FComputeCulledTilesStartOffsetCS,Global)
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
}
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
FTileIntersectionParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
OutEnvironment.SetDefine(TEXT("COMPUTE_START_OFFSET_GROUP_SIZE"), ComputeStartOffsetGroupSize);
}
FComputeCulledTilesStartOffsetCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
ObjectParameters.Bind(Initializer.ParameterMap);
TileIntersectionParameters.Bind(Initializer.ParameterMap);
}
FComputeCulledTilesStartOffsetCS()
{
}
void SetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
{
FRHIComputeShader* ShaderRHI = GetComputeShader();
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
FRHITexture* TextureAtlas;
int32 AtlasSizeX;
int32 AtlasSizeY;
int32 AtlasSizeZ;
TextureAtlas = GDistanceFieldVolumeTextureAtlas.VolumeTextureRHI;
AtlasSizeX = GDistanceFieldVolumeTextureAtlas.GetSizeX();
AtlasSizeY = GDistanceFieldVolumeTextureAtlas.GetSizeY();
AtlasSizeZ = GDistanceFieldVolumeTextureAtlas.GetSizeZ();
ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers, TextureAtlas, FIntVector(AtlasSizeX, AtlasSizeY, AtlasSizeZ));
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
TArray<FRHIUnorderedAccessView*> UAVs;
TileIntersectionParameters.GetUAVs(*TileIntersectionResources, UAVs);
RHICmdList.TransitionResources(EResourceTransitionAccess::EWritable, EResourceTransitionPipeline::EComputeToCompute, UAVs.GetData(), UAVs.Num());
TileIntersectionParameters.Set(RHICmdList, ShaderRHI, *TileIntersectionResources);
}
void UnsetParameters(FRHICommandList& RHICmdList, const FSceneView& View)
{
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
TileIntersectionParameters.UnsetParameters(RHICmdList, GetComputeShader());
TArray<FRHIUnorderedAccessView*> UAVs;
TileIntersectionParameters.GetUAVs(*TileIntersectionResources, UAVs);
RHICmdList.TransitionResources(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, UAVs.GetData(), UAVs.Num());
}
virtual bool Serialize(FArchive& Ar) override
{
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
Ar << ObjectParameters;
Ar << TileIntersectionParameters;
return bShaderHasOutdatedParameters;
}
private:
TDistanceFieldCulledObjectBufferParameters<DFPT_SignedDistanceField> ObjectParameters;
FTileIntersectionParameters TileIntersectionParameters;
};
IMPLEMENT_SHADER_TYPE(,FComputeCulledTilesStartOffsetCS,TEXT("/Engine/Private/DistanceFieldObjectCulling.usf"),TEXT("ComputeCulledTilesStartOffsetCS"),SF_Compute);
template<bool bCountingPass>
void ScatterTilesToObjects(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, FIntPoint TileListGroupSize, const FDistanceFieldAOParameters& Parameters)
{
TShaderMapRef<FObjectCullVS> VertexShader(View.ShaderMap);
TShaderMapRef<TObjectCullPS<bCountingPass>> PixelShader(View.ShaderMap);
TArray<FRHIUnorderedAccessView*> UAVs;
PixelShader->GetUAVs(View, UAVs);
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToGfx, UAVs.GetData(), UAVs.Num());
FRHIRenderPassInfo RPInfo(FRHIRenderPassInfo::NoRenderTargets);
if (GRHIRequiresRenderTargetForPixelShaderUAVs)
{
TRefCountPtr<IPooledRenderTarget> Dummy;
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(TileListGroupSize, PF_B8G8R8A8, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, Dummy, TEXT("Dummy"));
RPInfo.ColorRenderTargets[0].Action = ERenderTargetActions::DontLoad_DontStore;
RPInfo.ColorRenderTargets[0].ArraySlice = -1;
RPInfo.ColorRenderTargets[0].MipIndex = 0;
RPInfo.ColorRenderTargets[0].RenderTarget = Dummy->GetRenderTargetItem().TargetableTexture;
}
RHICmdList.BeginRenderPass(RPInfo, TEXT("ScatterTilesToObjects"));
{
FGraphicsPipelineStateInitializer GraphicsPSOInit;
RHICmdList.ApplyCachedRenderTargets(GraphicsPSOInit);
RHICmdList.SetViewport(0, 0, 0.0f, TileListGroupSize.X, TileListGroupSize.Y, 1.0f);
// Render backfaces since camera may intersect
GraphicsPSOInit.RasterizerState = View.bReverseCulling ? TStaticRasterizerState<FM_Solid, CM_CW>::GetRHI() : TStaticRasterizerState<FM_Solid, CM_CCW>::GetRHI();
GraphicsPSOInit.DepthStencilState = TStaticDepthStencilState<false, CF_Always>::GetRHI();
GraphicsPSOInit.BlendState = TStaticBlendState<>::GetRHI();
GraphicsPSOInit.PrimitiveType = PT_TriangleList;
GraphicsPSOInit.BoundShaderState.VertexDeclarationRHI = GetVertexDeclarationFVector4();
GraphicsPSOInit.BoundShaderState.VertexShaderRHI = GETSAFERHISHADER_VERTEX(*VertexShader);
GraphicsPSOInit.BoundShaderState.PixelShaderRHI = GETSAFERHISHADER_PIXEL(*PixelShader);
SetGraphicsPipelineState(RHICmdList, GraphicsPSOInit);
VertexShader->SetParameters(RHICmdList, View, Parameters);
PixelShader->SetParameters(RHICmdList, View, FVector2D(TileListGroupSize.X, TileListGroupSize.Y), Parameters);
RHICmdList.SetStreamSource(0, StencilingGeometry::GLowPolyStencilSphereVertexBuffer.VertexBufferRHI, 0);
RHICmdList.DrawIndexedPrimitiveIndirect(
StencilingGeometry::GLowPolyStencilSphereIndexBuffer.IndexBufferRHI,
GAOCulledObjectBuffers.Buffers.ObjectIndirectArguments.Buffer,
0);
}
RHICmdList.EndRenderPass();
// #todo-renderpasses Remove once SetRenderTargets is completely removed.
UnbindRenderTargets(RHICmdList);
RHICmdList.TransitionResources(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, UAVs.GetData(), UAVs.Num());
}
FIntPoint GetTileListGroupSizeForView(const FViewInfo& View)
{
return FIntPoint(
FMath::DivideAndRoundUp(FMath::Max(View.ViewRect.Size().X / GAODownsampleFactor, 1), GDistanceFieldAOTileSizeX),
FMath::DivideAndRoundUp(FMath::Max(View.ViewRect.Size().Y / GAODownsampleFactor, 1), GDistanceFieldAOTileSizeY));
}
void BuildTileObjectLists(FRHICommandListImmediate& RHICmdList, FScene* Scene, TArray<FViewInfo>& Views, FSceneRenderTargetItem& DistanceFieldNormal, const FDistanceFieldAOParameters& Parameters)
{
SCOPED_DRAW_EVENT(RHICmdList, BuildTileList);
UnbindRenderTargets(RHICmdList);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
const FViewInfo& View = Views[ViewIndex];
SCOPED_GPU_MASK(RHICmdList, View.GPUMask);
const FIntPoint TileListGroupSize = GetTileListGroupSizeForView(View);
FTileIntersectionResources*& TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
if (!TileIntersectionResources
|| !TileIntersectionResources->IsInitialized()
|| !TileIntersectionResources->HasAllocatedEnoughFor(TileListGroupSize, Scene->DistanceFieldSceneData.NumObjectsInBuffer)
|| GFastVRamConfig.bDirty )
{
if (TileIntersectionResources)
{
TileIntersectionResources->ReleaseResource();
}
else
{
TileIntersectionResources = new FTileIntersectionResources(!IsMetalPlatform(GShaderPlatformForFeatureLevel[View.FeatureLevel]));
}
TileIntersectionResources->SetupParameters(TileListGroupSize, Scene->DistanceFieldSceneData.NumObjectsInBuffer);
TileIntersectionResources->InitResource();
}
TileIntersectionResources->AcquireTransientResource();
if (GAOScatterTileCulling)
{
{
SCOPED_DRAW_EVENT(RHICmdList, BuildTileCones);
TShaderMapRef<FBuildTileConesCS> ComputeShader(View.ShaderMap);
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal, Scene, FVector2D(TileListGroupSize.X, TileListGroupSize.Y), Parameters);
DispatchComputeShader(RHICmdList, *ComputeShader, TileListGroupSize.X, TileListGroupSize.Y, 1);
ComputeShader->UnsetParameters(RHICmdList, View);
}
{
SCOPED_DRAW_EVENT(RHICmdList, CountTileObjectIntersections);
// Start at 0 tiles per object
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, TileIntersectionResources->NumCulledTilesArray.UAV);
RHICmdList.ClearUAVUint(TileIntersectionResources->NumCulledTilesArray.UAV, FUintVector4(0, 0, 0, 0));
// Rasterize object bounding shapes and intersect with screen tiles to compute how many tiles intersect each object
ScatterTilesToObjects<true>(RHICmdList, View, TileListGroupSize, Parameters);
}
{
SCOPED_DRAW_EVENT(RHICmdList, ComputeStartOffsets);
// Start at 0 threadgroups
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, TileIntersectionResources->ObjectTilesIndirectArguments.UAV);
RHICmdList.ClearUAVUint(TileIntersectionResources->ObjectTilesIndirectArguments.UAV, FUintVector4(0, 0, 0, 0));
// Accumulate how many cone trace threadgroups we should dispatch, and also compute the start offset for each object's culled tile data
TShaderMapRef<FComputeCulledTilesStartOffsetCS> ComputeShader(View.ShaderMap);
const uint32 GroupSize = FMath::DivideAndRoundUp<uint32>(Scene->DistanceFieldSceneData.NumObjectsInBuffer, ComputeStartOffsetGroupSize);
// Must write to RWObjectTilesIndirectArguments
check(GroupSize != 0);
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
ComputeShader->SetParameters(RHICmdList, View);
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSize, 1, 1);
ComputeShader->UnsetParameters(RHICmdList, View);
}
{
SCOPED_DRAW_EVENT(RHICmdList, CullTilesToObjects);
// Start at 0 tiles per object
RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, TileIntersectionResources->NumCulledTilesArray.UAV);
RHICmdList.ClearUAVUint(TileIntersectionResources->NumCulledTilesArray.UAV, FUintVector4(0, 0, 0, 0));
// Rasterize object bounding shapes and intersect with screen tiles, and write out intersecting tile indices for the cone tracing pass
ScatterTilesToObjects<false>(RHICmdList, View, TileListGroupSize, Parameters);
}
}
else
{
ensure(0);
}
}
}