Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/RenderUtils.cpp
Daniel Wright 1464dcf2c3 Distance field AO using a surface cache
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.

[CL 2093556 by Daniel Wright in Main branch]
2014-06-03 15:53:13 -04:00

774 lines
23 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "RenderCore.h"
#include "RenderUtils.h"
#include "RHI.h"
#include "RenderResource.h"
const uint16 GCubeIndices[12*3] =
{
0, 2, 3,
0, 3, 1,
4, 5, 7,
4, 7, 6,
0, 1, 5,
0, 5, 4,
2, 6, 7,
2, 7, 3,
0, 4, 6,
0, 6, 2,
1, 3, 7,
1, 7, 5,
};
/** X=127.5, Y=127.5, Z=1/127.5f, W=-1.0 */
const VectorRegister GVectorPackingConstants = MakeVectorRegister( 127.5f, 127.5f, 1.0f/127.5f, -1.0f );
/** Zero Normal **/
FPackedNormal FPackedNormal::ZeroNormal(127, 127, 127, 127);
//
// FPackedNormal serializer
//
FArchive& operator<<(FArchive& Ar,FPackedNormal& N)
{
Ar << N.Vector.Packed;
return Ar;
}
//
// Pixel format information.
//
FPixelFormatInfo GPixelFormats[PF_MAX] =
{
// Name BlockSizeX BlockSizeY BlockSizeZ BlockBytes NumComponents PlatformFormat Supported UnrealFormat
{ TEXT("unknown"), 0, 0, 0, 0, 0, 0, 0, PF_Unknown },
{ TEXT("A32B32G32R32F"), 1, 1, 1, 16, 4, 0, 1, PF_A32B32G32R32F },
{ TEXT("B8G8R8A8"), 1, 1, 1, 4, 4, 0, 1, PF_B8G8R8A8 },
{ TEXT("G8"), 1, 1, 1, 1, 1, 0, 1, PF_G8 },
{ TEXT("G16"), 1, 1, 1, 2, 1, 0, 1, PF_G16 },
{ TEXT("DXT1"), 4, 4, 1, 8, 3, 0, 1, PF_DXT1 },
{ TEXT("DXT3"), 4, 4, 1, 16, 4, 0, 1, PF_DXT3 },
{ TEXT("DXT5"), 4, 4, 1, 16, 4, 0, 1, PF_DXT5 },
{ TEXT("UYVY"), 2, 1, 1, 4, 4, 0, 0, PF_UYVY },
{ TEXT("FloatRGB"), 1, 1, 1, 0, 3, 0, 0, PF_FloatRGB },
{ TEXT("FloatRGBA"), 1, 1, 1, 8, 4, 0, 1, PF_FloatRGBA },
{ TEXT("DepthStencil"), 1, 1, 1, 0, 1, 0, 0, PF_DepthStencil },
{ TEXT("ShadowDepth"), 1, 1, 1, 4, 1, 0, 0, PF_ShadowDepth },
{ TEXT("R32_FLOAT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_FLOAT },
{ TEXT("G16R16"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16 },
{ TEXT("G16R16F"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16F },
{ TEXT("G16R16F_FILTER"), 1, 1, 1, 4, 2, 0, 1, PF_G16R16F_FILTER },
{ TEXT("G32R32F"), 1, 1, 1, 8, 2, 0, 1, PF_G32R32F },
{ TEXT("A2B10G10R10"), 1, 1, 1, 4, 4, 0, 1, PF_A2B10G10R10 },
{ TEXT("A16B16G16R16"), 1, 1, 1, 8, 4, 0, 1, PF_A16B16G16R16 },
{ TEXT("D24"), 1, 1, 1, 4, 1, 0, 1, PF_D24 },
{ TEXT("PF_R16F"), 1, 1, 1, 2, 1, 0, 1, PF_R16F },
{ TEXT("PF_R16F_FILTER"), 1, 1, 1, 2, 1, 0, 1, PF_R16F_FILTER },
{ TEXT("BC5"), 4, 4, 1, 16, 2, 0, 1, PF_BC5 },
{ TEXT("V8U8"), 1, 1, 1, 2, 2, 0, 1, PF_V8U8 },
{ TEXT("A1"), 1, 1, 1, 1, 1, 0, 0, PF_A1 },
{ TEXT("FloatR11G11B10"), 1, 1, 1, 0, 3, 0, 0, PF_FloatR11G11B10 },
{ TEXT("A8"), 1, 1, 1, 1, 1, 0, 1, PF_A8 },
{ TEXT("R32_UINT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_UINT },
{ TEXT("R32_SINT"), 1, 1, 1, 4, 1, 0, 1, PF_R32_SINT },
// IOS Support
{ TEXT("PVRTC2"), 8, 4, 1, 8, 4, 0, 0, PF_PVRTC2 },
{ TEXT("PVRTC4"), 4, 4, 1, 8, 4, 0, 0, PF_PVRTC4 },
{ TEXT("R16_UINT"), 1, 1, 1, 2, 1, 0, 1, PF_R16_UINT },
{ TEXT("R16_SINT"), 1, 1, 1, 2, 1, 0, 1, PF_R16_SINT },
{ TEXT("R16G16B16A16_UINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_UINT},
{ TEXT("R16G16B16A16_SINT"),1, 1, 1, 8, 4, 0, 1, PF_R16G16B16A16_SINT},
{ TEXT("R5G6B5_UNORM"), 1, 1, 1, 2, 3, 0, 1, PF_R5G6B5_UNORM },
{ TEXT("R8G8B8A8"), 1, 1, 1, 4, 4, 0, 1, PF_R8G8B8A8 },
{ TEXT("A8R8G8B8"), 1, 1, 1, 4, 4, 0, 1, PF_A8R8G8B8 },
{ TEXT("BC4"), 4, 4, 1, 8, 1, 0, 1, PF_BC4 },
{ TEXT("R8G8"), 1, 1, 1, 2, 2, 0, 1, PF_R8G8 },
{ TEXT("ATC_RGB"), 4, 4, 1, 8, 3, 0, 0, PF_ATC_RGB },
{ TEXT("ATC_RGBA_E"), 4, 4, 1, 16, 4, 0, 0, PF_ATC_RGBA_E },
{ TEXT("ATC_RGBA_I"), 4, 4, 1, 16, 4, 0, 0, PF_ATC_RGBA_I },
{ TEXT("X24_G8"), 1, 1, 1, 1, 1, 0, 0, PF_X24_G8 },
{ TEXT("ETC1"), 4, 4, 1, 8, 3, 0, 0, PF_ETC1 },
{ TEXT("ETC2_RGB"), 4, 4, 1, 8, 3, 0, 0, PF_ETC2_RGB },
{ TEXT("ETC2_RGBA"), 4, 4, 1, 16, 4, 0, 0, PF_ETC2_RGBA },
{ TEXT("PF_R32G32B32A32_UINT"),1, 1, 1, 16, 4, 0, 1, PF_R32G32B32A32_UINT},
{ TEXT("PF_R16G16_UINT"), 1, 1, 1, 4, 4, 0, 1, PF_R16G16_UINT},
};
static struct FValidatePixelFormats
{
FValidatePixelFormats()
{
for (int32 X = 0; X < ARRAY_COUNT(GPixelFormats); ++X)
{
// Make sure GPixelFormats has an entry for every unreal format
check(X == GPixelFormats[X].UnrealFormat);
}
}
} ValidatePixelFormats;
//
// CalculateImageBytes
//
SIZE_T CalculateImageBytes(uint32 SizeX,uint32 SizeY,uint32 SizeZ,uint8 Format)
{
if ( Format == PF_A1 )
{
// The number of bytes needed to store all 1 bit pixels in a line is the width of the image divided by the number of bits in a byte
uint32 BytesPerLine = SizeX / 8;
// The number of actual bytes in a 1 bit image is the bytes per line of pixels times the number of lines
return sizeof(uint8) * BytesPerLine * SizeY;
}
else if( SizeZ > 0 )
{
return (SizeX / GPixelFormats[Format].BlockSizeX) * (SizeY / GPixelFormats[Format].BlockSizeY) * (SizeZ / GPixelFormats[Format].BlockSizeZ) * GPixelFormats[Format].BlockBytes;
}
else
{
return (SizeX / GPixelFormats[Format].BlockSizeX) * (SizeY / GPixelFormats[Format].BlockSizeY) * GPixelFormats[Format].BlockBytes;
}
}
//
// FWhiteTexture implementation
//
/**
* A solid-colored 1x1 texture.
*/
template <int32 R, int32 G, int32 B, int32 A>
class FColoredTexture : public FTexture
{
public:
// FResource interface.
virtual void InitRHI()
{
// Create the texture RHI.
FRHIResourceCreateInfo CreateInfo;
FTexture2DRHIRef Texture2D = RHICreateTexture2D(1,1,PF_B8G8R8A8,1,1,TexCreate_ShaderResource,CreateInfo);
TextureRHI = Texture2D;
// Write the contents of the texture.
uint32 DestStride;
FColor* DestBuffer = (FColor*)RHILockTexture2D(Texture2D,0,RLM_WriteOnly,DestStride,false);
*DestBuffer = FColor(R, G, B, A);
RHIUnlockTexture2D(Texture2D,0,false);
// Create the sampler state RHI resource.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
/** Returns the width of the texture in pixels. */
virtual uint32 GetSizeX() const
{
return 1;
}
/** Returns the height of the texture in pixels. */
virtual uint32 GetSizeY() const
{
return 1;
}
};
FTexture* GWhiteTexture = new TGlobalResource<FColoredTexture<255,255,255,255> >;
FTexture* GBlackTexture = new TGlobalResource<FColoredTexture<0,0,0,255> >;
/**
* Bulk data interface for providing a single black color used to initialize a
* volume texture.
*/
class FBlackVolumeTextureResourceBulkDataInterface : public FResourceBulkDataInterface
{
public:
/** Default constructor. */
FBlackVolumeTextureResourceBulkDataInterface()
: Color(0)
{
}
/**
* Returns a pointer to the bulk data.
*/
virtual const void* GetResourceBulkData() const OVERRIDE
{
return &Color;
}
/**
* @return size of resource memory
*/
virtual uint32 GetResourceBulkDataSize() const OVERRIDE
{
return sizeof(Color);
}
/**
* Free memory after it has been used to initialize RHI resource
*/
virtual void Discard() OVERRIDE
{
}
private:
/** Storage for the color. */
FColor Color;
};
/**
* A class representing a 1x1x1 black volume texture.
*/
class FBlackVolumeTexture : public FTexture
{
public:
/**
* Initialize RHI resources.
*/
virtual void InitRHI()
{
if (IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM4))
{
// Create the texture.
FBlackVolumeTextureResourceBulkDataInterface BlackTextureBulkData;
FRHIResourceCreateInfo CreateInfo(&BlackTextureBulkData);
FTexture3DRHIRef Texture3D = RHICreateTexture3D(1,1,1,PF_B8G8R8A8,1,TexCreate_ShaderResource,CreateInfo);
TextureRHI = Texture3D;
// Create the sampler state.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
}
/**
* Return the size of the texture in the X dimension.
*/
virtual uint32 GetSizeX() const
{
return 1;
}
/**
* Return the size of the texture in the Y dimension.
*/
virtual uint32 GetSizeY() const
{
return 1;
}
};
/** Global black volume texture resource. */
FTexture* GBlackVolumeTexture = new TGlobalResource<FBlackVolumeTexture>();
class FBlackArrayTexture : public FTexture
{
public:
// FResource interface.
virtual void InitRHI()
{
if (IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM4))
{
// Create the texture RHI.
FRHIResourceCreateInfo CreateInfo;
FTexture2DArrayRHIRef TextureArray = RHICreateTexture2DArray(1,1,1,PF_B8G8R8A8,1,TexCreate_ShaderResource,CreateInfo);
TextureRHI = TextureArray;
uint32 DestStride;
FColor* DestBuffer = (FColor*)RHILockTexture2DArray(TextureArray, 0, 0, RLM_WriteOnly, DestStride, false);
*DestBuffer = FColor(0, 0, 0, 0);
RHIUnlockTexture2DArray(TextureArray, 0, 0, false);
// Create the sampler state RHI resource.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
}
/** Returns the width of the texture in pixels. */
virtual uint32 GetSizeX() const
{
return 1;
}
/** Returns the height of the texture in pixels. */
virtual uint32 GetSizeY() const
{
return 1;
}
};
FTexture* GBlackArrayTexture = new TGlobalResource<FBlackArrayTexture>;
//
// FMipColorTexture implementation
//
/**
* A texture that has a different solid color in each mip-level
*/
class FMipColorTexture : public FTexture
{
public:
enum
{
NumMips = 12
};
static const FColor MipColors[NumMips];
// FResource interface.
virtual void InitRHI()
{
// Create the texture RHI.
int32 TextureSize = 1 << (NumMips - 1);
FRHIResourceCreateInfo CreateInfo;
FTexture2DRHIRef Texture2D = RHICreateTexture2D(TextureSize,TextureSize,PF_B8G8R8A8,NumMips,1,TexCreate_ShaderResource,CreateInfo);
TextureRHI = Texture2D;
// Write the contents of the texture.
uint32 DestStride;
int32 Size = TextureSize;
for ( int32 MipIndex=0; MipIndex < NumMips; ++MipIndex )
{
FColor* DestBuffer = (FColor*) RHILockTexture2D(Texture2D,MipIndex,RLM_WriteOnly,DestStride,false);
for ( int32 Y=0; Y < Size; ++Y )
{
for ( int32 X=0; X < Size; ++X )
{
DestBuffer[X] = MipColors[NumMips - 1 - MipIndex];
}
DestBuffer += DestStride / sizeof(FColor);
}
RHIUnlockTexture2D(Texture2D,MipIndex,false);
Size >>= 1;
}
// Create the sampler state RHI resource.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
/** Returns the width of the texture in pixels. */
virtual uint32 GetSizeX() const
{
int32 TextureSize = 1 << (NumMips - 1);
return TextureSize;
}
/** Returns the height of the texture in pixels. */
virtual uint32 GetSizeY() const
{
int32 TextureSize = 1 << (NumMips - 1);
return TextureSize;
}
};
const FColor FMipColorTexture::MipColors[NumMips] =
{
FColor( 80, 80, 80, 0 ), // Mip 0: 1x1 (dark grey)
FColor( 200, 200, 200, 0 ), // Mip 1: 2x2 (light grey)
FColor( 200, 200, 0, 0 ), // Mip 2: 4x4 (medium yellow)
FColor( 255, 255, 0, 0 ), // Mip 3: 8x8 (yellow)
FColor( 160, 255, 40, 0 ), // Mip 4: 16x16 (light green)
FColor( 0, 255, 0, 0 ), // Mip 5: 32x32 (green)
FColor( 0, 255, 200, 0 ), // Mip 6: 64x64 (cyan)
FColor( 0, 170, 170, 0 ), // Mip 7: 128x128 (light blue)
FColor( 60, 60, 255, 0 ), // Mip 8: 256x256 (dark blue)
FColor( 255, 0, 255, 0 ), // Mip 9: 512x512 (pink)
FColor( 255, 0, 0, 0 ), // Mip 10: 1024x1024 (red)
FColor( 255, 130, 0, 0 ), // Mip 11: 2048x2048 (orange)
};
RENDERCORE_API FTexture* GMipColorTexture = new FMipColorTexture;
RENDERCORE_API int32 GMipColorTextureMipLevels = FMipColorTexture::NumMips;
// 4: 8x8 cubemap resolution, shader needs to use the same value as preprocessing
RENDERCORE_API const uint32 GDiffuseConvolveMipLevel = 4;
//
// FWhiteTextureCube implementation
//
/** A solid color cube texture. */
class FSolidColorTextureCube : public FTexture
{
public:
FSolidColorTextureCube(const FColor& InColor)
: Color(InColor)
{}
// FRenderResource interface.
virtual void InitRHI()
{
// Create the texture RHI.
FRHIResourceCreateInfo CreateInfo;
FTextureCubeRHIRef TextureCube = RHICreateTextureCube(1,PF_B8G8R8A8,1,0,CreateInfo);
TextureRHI = TextureCube;
// Write the contents of the texture.
for(uint32 FaceIndex = 0;FaceIndex < 6;FaceIndex++)
{
uint32 DestStride;
FColor* DestBuffer = (FColor*)RHILockTextureCubeFace(TextureCube,FaceIndex,0,0,RLM_WriteOnly,DestStride,false);
*DestBuffer = Color;
RHIUnlockTextureCubeFace(TextureCube,FaceIndex,0,0,false);
}
// Create the sampler state RHI resource.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
/** Returns the width of the texture in pixels. */
virtual uint32 GetSizeX() const
{
return 1;
}
/** Returns the height of the texture in pixels. */
virtual uint32 GetSizeY() const
{
return 1;
}
private:
FColor Color;
};
/** A white cube texture. */
class FWhiteTextureCube : public FSolidColorTextureCube
{
public:
FWhiteTextureCube(): FSolidColorTextureCube(FColor(255,255,255)) {}
};
FTexture* GWhiteTextureCube = new TGlobalResource<FWhiteTextureCube>;
/** A black cube texture. */
class FBlackTextureCube : public FSolidColorTextureCube
{
public:
FBlackTextureCube(): FSolidColorTextureCube(FColor(0,0,0)) {}
};
FTexture* GBlackTextureCube = new TGlobalResource<FBlackTextureCube>;
class FBlackCubeArrayTexture : public FTexture
{
public:
// FResource interface.
virtual void InitRHI()
{
if (IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM5))
{
// Create the texture RHI.
FRHIResourceCreateInfo CreateInfo;
FTextureCubeRHIRef TextureCubeArray = RHICreateTextureCubeArray(1,1,PF_B8G8R8A8,1,TexCreate_ShaderResource,CreateInfo);
TextureRHI = TextureCubeArray;
for(uint32 FaceIndex = 0;FaceIndex < 6;FaceIndex++)
{
uint32 DestStride;
FColor* DestBuffer = (FColor*)RHILockTextureCubeFace(TextureCubeArray,FaceIndex,0,0,RLM_WriteOnly,DestStride,false);
// Note: alpha is used by reflection environment to say how much of the foreground texture is visible, so 0 says it is completely invisible
*DestBuffer = FColor(0, 0, 0, 0);
RHIUnlockTextureCubeFace(TextureCubeArray,FaceIndex,0,0,false);
}
// Create the sampler state RHI resource.
FSamplerStateInitializerRHI SamplerStateInitializer(SF_Point,AM_Wrap,AM_Wrap,AM_Wrap);
SamplerStateRHI = RHICreateSamplerState(SamplerStateInitializer);
}
}
/** Returns the width of the texture in pixels. */
virtual uint32 GetSizeX() const
{
return 1;
}
/** Returns the height of the texture in pixels. */
virtual uint32 GetSizeY() const
{
return 1;
}
};
FTexture* GBlackCubeArrayTexture = new TGlobalResource<FBlackCubeArrayTexture>;
/*
3 XYZ packed in 4 bytes. (11:11:10 for X:Y:Z)
*/
/**
* operator FVector - unpacked to -1 to 1
*/
FPackedPosition::operator FVector() const
{
return FVector(Vector.X/1023.f, Vector.Y/1023.f, Vector.Z/511.f);
}
/**
* operator VectorRegister
*/
VectorRegister FPackedPosition::GetVectorRegister() const
{
FVector UnpackedVect = *this;
VectorRegister VectorToUnpack = VectorLoadFloat3_W0(&UnpackedVect);
return VectorToUnpack;
}
/**
* Pack this vector(-1 to 1 for XYZ) to 4 bytes XYZ(11:11:10)
*/
void FPackedPosition::Set( const FVector& InVector )
{
check (FMath::Abs<float>(InVector.X) <= 1.f && FMath::Abs<float>(InVector.Y) <= 1.f && FMath::Abs<float>(InVector.Z) <= 1.f);
#if !WITH_EDITORONLY_DATA
// This should not happen in Console - this should happen during Cooking in PC
check (false);
#else
// Too confusing to use .5f - wanted to use the last bit!
// Change to int for easier read
Vector.X = FMath::Clamp<int32>(FMath::TruncToInt(InVector.X * 1023.0f),-1023,1023);
Vector.Y = FMath::Clamp<int32>(FMath::TruncToInt(InVector.Y * 1023.0f),-1023,1023);
Vector.Z = FMath::Clamp<int32>(FMath::TruncToInt(InVector.Z * 511.0f),-511,511);
#endif
}
/**
* operator << serialize
*/
FArchive& operator<<(FArchive& Ar,FPackedPosition& N)
{
// Save N.Packed
return Ar << N.Packed;
}
void CalcMipMapExtent3D( uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex, uint32& OutXExtent, uint32& OutYExtent, uint32& OutZExtent )
{
OutXExtent = FMath::Max<uint32>(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX);
OutYExtent = FMath::Max<uint32>(TextureSizeY >> MipIndex, GPixelFormats[Format].BlockSizeY);
OutZExtent = FMath::Max<uint32>(TextureSizeZ >> MipIndex, GPixelFormats[Format].BlockSizeZ);
}
SIZE_T CalcTextureMipMapSize3D( uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex )
{
uint32 XExtent;
uint32 YExtent;
uint32 ZExtent;
CalcMipMapExtent3D(TextureSizeX, TextureSizeY, TextureSizeZ, Format, MipIndex, XExtent, YExtent, ZExtent);
const uint32 XPitch = (XExtent / GPixelFormats[Format].BlockSizeX) * GPixelFormats[Format].BlockBytes;
const uint32 NumRows = YExtent / GPixelFormats[Format].BlockSizeY;
const uint32 NumLayers = ZExtent / GPixelFormats[Format].BlockSizeZ;
return NumLayers * NumRows * XPitch;
}
SIZE_T CalcTextureSize3D( uint32 SizeX, uint32 SizeY, uint32 SizeZ, EPixelFormat Format, uint32 MipCount )
{
SIZE_T Size = 0;
for ( uint32 MipIndex=0; MipIndex < MipCount; ++MipIndex )
{
Size += CalcTextureMipMapSize3D(SizeX,SizeY,SizeZ,Format,MipIndex);
}
return Size;
}
FIntPoint CalcMipMapExtent( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex )
{
return FIntPoint(FMath::Max<uint32>(TextureSizeX >> MipIndex, GPixelFormats[Format].BlockSizeX), FMath::Max<uint32>(TextureSizeY >> MipIndex, GPixelFormats[Format].BlockSizeY));
}
SIZE_T CalcTextureMipMapSize( uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex )
{
FIntPoint MipExtent = CalcMipMapExtent(TextureSizeX, TextureSizeY, Format, MipIndex);
const uint32 Pitch = (MipExtent.X / GPixelFormats[Format].BlockSizeX) * GPixelFormats[Format].BlockBytes;
const uint32 NumRows = MipExtent.Y / GPixelFormats[Format].BlockSizeY;
return NumRows * Pitch;
}
SIZE_T CalcTextureSize( uint32 SizeX, uint32 SizeY, EPixelFormat Format, uint32 MipCount )
{
SIZE_T Size = 0;
for ( uint32 MipIndex=0; MipIndex < MipCount; ++MipIndex )
{
Size += CalcTextureMipMapSize(SizeX,SizeY,Format,MipIndex);
}
return Size;
}
void CopyTextureData2D(const void* Source,void* Dest,uint32 SizeY,EPixelFormat Format,uint32 SourceStride,uint32 DestStride)
{
const uint32 BlockSizeY = GPixelFormats[Format].BlockSizeY;
const uint32 NumBlocksY = (SizeY + BlockSizeY - 1) / BlockSizeY;
// a DestStride of 0 means to use the SourceStride
if(SourceStride == DestStride || DestStride == 0)
{
// If the source and destination have the same stride, copy the data in one block.
FMemory::Memcpy(Dest,Source,NumBlocksY * SourceStride);
}
else
{
// If the source and destination have different strides, copy each row of blocks separately.
const uint32 NumBytesPerRow = FMath::Min<uint32>(SourceStride, DestStride);
for(uint32 BlockY = 0;BlockY < NumBlocksY;++BlockY)
{
FMemory::Memcpy(
(uint8*)Dest + DestStride * BlockY,
(uint8*)Source + SourceStride * BlockY,
NumBytesPerRow
);
}
}
}
/** Helper functions for text output of texture properties... */
#ifndef CASE_ENUM_TO_TEXT
#define CASE_ENUM_TO_TEXT(txt) case txt: return TEXT(#txt);
#endif
#ifndef TEXT_TO_ENUM
#define TEXT_TO_ENUM(eVal, txt) if (FCString::Stricmp(TEXT(#eVal), txt) == 0) return eVal;
#endif
const TCHAR* GetPixelFormatString(EPixelFormat InPixelFormat)
{
switch (InPixelFormat)
{
FOREACH_ENUM_EPIXELFORMAT(CASE_ENUM_TO_TEXT)
default:
return TEXT("PF_Unknown");
}
}
EPixelFormat GetPixelFormatFromString(const TCHAR* InPixelFormatStr)
{
#define TEXT_TO_PIXELFORMAT(f) TEXT_TO_ENUM(f, InPixelFormatStr);
FOREACH_ENUM_EPIXELFORMAT(TEXT_TO_PIXELFORMAT)
#undef TEXT_TO_PIXELFORMAT
return PF_Unknown;
}
const TCHAR* GetCubeFaceName(ECubeFace Face)
{
switch(Face)
{
case CubeFace_PosX:
return TEXT("PosX");
case CubeFace_NegX:
return TEXT("NegX");
case CubeFace_PosY:
return TEXT("PosY");
case CubeFace_NegY:
return TEXT("NegY");
case CubeFace_PosZ:
return TEXT("PosZ");
case CubeFace_NegZ:
return TEXT("NegZ");
default:
return TEXT("");
}
}
ECubeFace GetCubeFaceFromName(const FString& Name)
{
// not fast but doesn't have to be
if(Name.EndsWith(TEXT("PosX")))
{
return CubeFace_PosX;
}
else if(Name.EndsWith(TEXT("NegX")))
{
return CubeFace_NegX;
}
else if(Name.EndsWith(TEXT("PosY")))
{
return CubeFace_PosY;
}
else if(Name.EndsWith(TEXT("NegY")))
{
return CubeFace_NegY;
}
else if(Name.EndsWith(TEXT("PosZ")))
{
return CubeFace_PosZ;
}
else if(Name.EndsWith(TEXT("NegZ")))
{
return CubeFace_NegZ;
}
return CubeFace_MAX;
}
class FVector4VertexDeclaration : public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
virtual void InitRHI()
{
FVertexDeclarationElementList Elements;
Elements.Add(FVertexElement(0,0,VET_Float4,0));
VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI()
{
VertexDeclarationRHI.SafeRelease();
}
};
TGlobalResource<FVector4VertexDeclaration> GVector4VertexDeclaration;
RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector4()
{
return GVector4VertexDeclaration.VertexDeclarationRHI;
}
class FVector3VertexDeclaration : public FRenderResource
{
public:
FVertexDeclarationRHIRef VertexDeclarationRHI;
virtual void InitRHI()
{
FVertexDeclarationElementList Elements;
Elements.Add(FVertexElement(0,0,VET_Float3,0));
VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
}
virtual void ReleaseRHI()
{
VertexDeclarationRHI.SafeRelease();
}
};
TGlobalResource<FVector3VertexDeclaration> GVector3VertexDeclaration;
RENDERCORE_API FVertexDeclarationRHIRef& GetVertexDeclarationFVector3()
{
return GVector3VertexDeclaration.VertexDeclarationRHI;
}
RENDERCORE_API bool IsSimpleDynamicLightingEnabled()
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.SimpleDynamicLighting"));
return (CVar->GetValueOnAnyThread() != 0);
}