You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
706 lines
28 KiB
Plaintext
706 lines
28 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Common.ush"
|
|
#include "Random.ush"
|
|
|
|
#ifndef NUM_VIRTUALTEXTURE_SAMPLES
|
|
#error NUM_VIRTUALTEXTURE_SAMPLES should be set to the number of VT samples that will be done before including this file (exluding any lightmap samples)
|
|
#endif
|
|
|
|
#ifndef LIGHTMAP_VT_ENABLED
|
|
#define LIGHTMAP_VT_ENABLED 0
|
|
#endif
|
|
|
|
// Even fully opaque decals may not completely overwrite data from base pass, so don't allow VT feedback to become fully opaque
|
|
// TODO - it may be possible to allow fully opaque decals with certain blend-mode/state combinations, if we can guarantee they overwrite all gbuffer channels
|
|
#define VT_FEEDBACK_DECAL_MAX_OPACITY 0.50f
|
|
|
|
/** Struct used to store feedback information in. */
|
|
struct FVirtualTextureFeedbackParams
|
|
{
|
|
uint Request; // The tile to request for this pixel
|
|
#if (NUM_VIRTUALTEXTURE_SAMPLES + LIGHTMAP_VT_ENABLED) > 1
|
|
uint RequestId; // The id of the VT texture sample this pixel will generate feedback for
|
|
#endif
|
|
};
|
|
|
|
/** Initializes the FVirtualTextureFeedbackParams for the pixel shader. */
|
|
void InitializeVirtualTextureFeedback(in out FVirtualTextureFeedbackParams Params, uint2 SvPosition, uint FrameNumber)
|
|
{
|
|
#if (NUM_VIRTUALTEXTURE_SAMPLES + LIGHTMAP_VT_ENABLED) > 1
|
|
uint NumVTSamplesInShader = NUM_VIRTUALTEXTURE_SAMPLES + LIGHTMAP_VT_ENABLED;
|
|
Params.RequestId = View.VirtualTextureFeedbackSampleOffset % NumVTSamplesInShader;
|
|
Params.Request = 0xFFFFFFFF;
|
|
#else
|
|
Params.Request = 0xFFFFFFFF;
|
|
#endif
|
|
}
|
|
|
|
/** Store feedback info for a VT request in the passed in FVirtualTextureFeedbackParams. */
|
|
void StoreVirtualTextureFeedback(in out FVirtualTextureFeedbackParams Params, uint RequestId, uint Request)
|
|
{
|
|
#if (NUM_VIRTUALTEXTURE_SAMPLES + LIGHTMAP_VT_ENABLED) > 1
|
|
Params.Request = (RequestId == Params.RequestId) ? Request : Params.Request;
|
|
#else
|
|
Params.Request = Request;
|
|
#endif
|
|
}
|
|
|
|
/** This should be called at the end of the pixel shader to write out the gathered VT feedback info to the OutputBuffer. */
|
|
void FinalizeVirtualTextureFeedback(in FVirtualTextureFeedbackParams Params, float4 SvPosition, float Opacity, uint FrameNumber, RWBuffer<uint> OutputBuffer)
|
|
{
|
|
uint2 PixelTilePos = (uint2)SvPosition.xy % VIRTUAL_TEXTURE_FEEDBACK_FACTOR;
|
|
uint PixelTileIndex = PixelTilePos.y * VIRTUAL_TEXTURE_FEEDBACK_FACTOR + PixelTilePos.x;
|
|
|
|
// This code will only run every few pixels...
|
|
[branch] if (PixelTileIndex == View.VirtualTextureFeedbackJitterOffset)
|
|
{
|
|
// TODO use append buffer ?
|
|
uint2 PixelPos = (uint2)SvPosition.xy / VIRTUAL_TEXTURE_FEEDBACK_FACTOR;
|
|
uint FeedbackPos = PixelPos.y * View.VirtualTextureFeedbackStride + PixelPos.x;
|
|
|
|
// When using DBuffer, feedback buffer is blending using decal opacity for opaque objects
|
|
// This way we avoid overwriting values already written to feedback buffer while rendering dbuffer decals
|
|
#if MATERIALBLENDING_ANY_TRANSLUCENT || DECAL_PROJECTION || (USE_DBUFFER && MATERIALDECALRESPONSEMASK)
|
|
|
|
// Stochastic alpha testing
|
|
#if MATERIALBLENDING_ADDITIVE || MATERIALBLENDING_MODULATE
|
|
// Opacity may not make sense for additive and modulation blending
|
|
// Use a value of 0.25f so we have up to 4 layers of VT transparancy
|
|
const float Alpha = 0.25f;
|
|
#else
|
|
// Opacity values smaller/larger than the reciprocal of the downscale factor get clamped so at least one pixel will resolve
|
|
const float VTDownscaleEpsilon = 1.0f / VIRTUAL_TEXTURE_FEEDBACK_FACTOR;
|
|
#if DECAL_PROJECTION
|
|
const float MaxAlpha = VT_FEEDBACK_DECAL_MAX_OPACITY;
|
|
#else
|
|
const float MaxAlpha = 1.0f - VTDownscaleEpsilon;
|
|
#endif
|
|
const float Alpha = clamp(Opacity, VTDownscaleEpsilon, MaxAlpha);
|
|
#endif
|
|
const float AlphaThreshold = frac( PseudoRandom(PixelPos) + // Random value in 0-1 on 128 x 128 pixel grid
|
|
SvPosition.w + // Add in depth so we pick different thresholds on different depths
|
|
(FrameNumber / (float)VIRTUAL_TEXTURE_FEEDBACK_FACTOR) // Add in framenumber for extra jitter so the pseudorandom pattern changes over time
|
|
);
|
|
|
|
// Threshold is uniform pseudo random this conditional has a higher probability to succeed for higher apha values
|
|
// that means more opaque surfaces get more pixels in the feedback buffer which is what we want
|
|
[branch] if (Alpha > AlphaThreshold)
|
|
{
|
|
OutputBuffer[FeedbackPos] = Params.Request;
|
|
}
|
|
#else
|
|
OutputBuffer[FeedbackPos] = Params.Request;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Address Mode Logic
|
|
* Apply before after calculating mip level/derivatives!
|
|
*/
|
|
|
|
#define VTADDRESSMODE_CLAMP 0u
|
|
#define VTADDRESSMODE_WRAP 1u
|
|
#define VTADDRESSMODE_MIRROR 2u
|
|
|
|
float ApplyAddressModeMirror(float v)
|
|
{
|
|
float t = frac(v * 0.5f) * 2.0f;
|
|
return 1.0f - abs(t - 1.0f);
|
|
}
|
|
|
|
float ApplyAddressMode(float v, uint AddressMode)
|
|
{
|
|
// For CLAMP address mode, can't clamp to 1.0f, otherwise 'uint(UV * SizeInPages)' will overflow page table bounds by 1
|
|
// Instead, clamp to slightly below 1, this ensures that when rounded down to uint, above value will be at most 'SizeInPages - 1'
|
|
// The actual texel we clamp to doesn't matter too much for sampling physical texture, since we have borders around the physical pages
|
|
// Just need to make sure we don't clamp too far and chop off valid texels at the edge of texture
|
|
const float MaxTextureSize = 65536.0f;
|
|
|
|
if(AddressMode == VTADDRESSMODE_WRAP) return frac(v);
|
|
else if(AddressMode == VTADDRESSMODE_MIRROR) return ApplyAddressModeMirror(v);
|
|
else return clamp(v, 0.0f, 1.0f - (1.0f / MaxTextureSize));
|
|
}
|
|
|
|
float2 ApplyAddressMode(float2 UV, uint AddressU, uint AddressV)
|
|
{
|
|
return float2(ApplyAddressMode(UV.x, AddressU), ApplyAddressMode(UV.y, AddressV));
|
|
}
|
|
|
|
/** Non aniso mip level calculation. */
|
|
float MipLevel2D( float2 dUVdx, float2 dUVdy )
|
|
{
|
|
const float px = dot( dUVdx, dUVdx );
|
|
const float py = dot( dUVdy, dUVdy );
|
|
return 0.5f * log2( max( px, py ) );
|
|
}
|
|
|
|
/** Aniso mip level calculation. */
|
|
float MipLevelAniso2D( float2 dUVdx, float2 dUVdy, const float MaxAnisoLog2 )
|
|
{
|
|
const float px = dot( dUVdx, dUVdx );
|
|
const float py = dot( dUVdy, dUVdy );
|
|
|
|
const float MinLevel = 0.5f * log2( min( px, py ) );
|
|
const float MaxLevel = 0.5f * log2( max( px, py ) );
|
|
|
|
const float AnisoBias = min( MaxLevel - MinLevel, MaxAnisoLog2 );
|
|
const float Level = MaxLevel - AnisoBias;
|
|
|
|
return Level;
|
|
}
|
|
|
|
/** Unpacked contents of per page table uniforms. */
|
|
struct VTPageTableUniform
|
|
{
|
|
uint XOffsetInPages; // 12
|
|
uint YOffsetInPages; // 12
|
|
uint MaxLevel; // 4
|
|
uint vPageTableMipBias; // 8
|
|
uint ShiftedPageTableID; // 4
|
|
uint AdaptiveLevelBias; // 4
|
|
|
|
float2 SizeInPages;
|
|
float2 UVScale;
|
|
float MaxAnisoLog2;
|
|
};
|
|
|
|
/** Unpack the per page table uniforms. */
|
|
VTPageTableUniform VTPageTableUniform_Unpack(uint4 PackedPageTableUniform0, uint4 PackedPageTableUniform1)
|
|
{
|
|
VTPageTableUniform result;
|
|
result.UVScale = asfloat(PackedPageTableUniform0.xy);
|
|
result.SizeInPages = asfloat(PackedPageTableUniform0.zw);
|
|
result.MaxAnisoLog2 = asfloat(PackedPageTableUniform1.x);
|
|
result.XOffsetInPages = PackedPageTableUniform1.y & 0xfff;
|
|
result.YOffsetInPages = (PackedPageTableUniform1.y >> 12) & 0xfff;
|
|
result.vPageTableMipBias = (PackedPageTableUniform1.y >> 24) & 0xff;
|
|
result.MaxLevel = PackedPageTableUniform1.z & 0xf;
|
|
result.AdaptiveLevelBias = (PackedPageTableUniform1.z >> 4) & 0xf;
|
|
result.ShiftedPageTableID = PackedPageTableUniform1.w;
|
|
return result;
|
|
}
|
|
|
|
/** Structure carrying page table read result. Is passed as inout parameter and partially filled by several functions. */
|
|
struct VTPageTableResult
|
|
{
|
|
float2 UV;
|
|
float2 dUVdx;
|
|
float2 dUVdy;
|
|
uint4 PageTableValue[2];
|
|
uint PackedRequest;
|
|
};
|
|
|
|
/** Calculate mip level including stochastic noise. Also stores derivatives to OutResult for use when sampling physical texture. */
|
|
int TextureComputeVirtualMipLevel(
|
|
in out VTPageTableResult OutResult,
|
|
float2 dUVdx, float2 dUVdy, float MipBias,
|
|
float2 SvPositionXY,
|
|
VTPageTableUniform PageTableUniform)
|
|
{
|
|
OutResult.dUVdx = dUVdx * PageTableUniform.SizeInPages;
|
|
OutResult.dUVdy = dUVdy * PageTableUniform.SizeInPages;
|
|
|
|
#if VIRTUAL_TEXTURE_ANISOTROPIC_FILTERING
|
|
const float ComputedLevel = MipLevelAniso2D(OutResult.dUVdx, OutResult.dUVdy, PageTableUniform.MaxAnisoLog2);
|
|
#else
|
|
const float ComputedLevel = MipLevel2D(OutResult.dUVdx, OutResult.dUVdy);
|
|
#endif
|
|
|
|
const float Noise = InterleavedGradientNoise(SvPositionXY, View.StateFrameIndexMod8);
|
|
return (int)floor(ComputedLevel + MipBias + Noise * 0.5f - 0.25f) + int(PageTableUniform.vPageTableMipBias);
|
|
}
|
|
|
|
/** Samples page table indirection and any apply changes to UV, vLevel and PageTable information for adaptive page tables. */
|
|
void ApplyAdaptivePageTableUniform(
|
|
Texture2D<uint> PageTableIndirection,
|
|
in out VTPageTableResult InOutResult,
|
|
in out VTPageTableUniform InOutPageTableUniform,
|
|
in out float2 UV,
|
|
in out int vLevel)
|
|
{
|
|
if (vLevel < 0)
|
|
{
|
|
// Requested level not stored in low mips so find the adaptive page table entry for this UV.
|
|
float2 AdaptiveGridPos = UV * InOutPageTableUniform.SizeInPages;
|
|
int2 AdaptiveGridCoord = (int2)floor(AdaptiveGridPos);
|
|
float2 AdaptiveGridUV = frac(AdaptiveGridPos);
|
|
uint PackedAdaptiveDesc = PageTableIndirection.Load(int3(AdaptiveGridCoord, 0));
|
|
|
|
[branch]
|
|
if (PackedAdaptiveDesc != 0)
|
|
{
|
|
// A valid entry was found so apply changes.
|
|
InOutPageTableUniform.XOffsetInPages = PackedAdaptiveDesc & 0xfff;
|
|
InOutPageTableUniform.YOffsetInPages = (PackedAdaptiveDesc >> 12) & 0xfff;
|
|
InOutPageTableUniform.MaxLevel = (PackedAdaptiveDesc >> 24) & 0xf;
|
|
InOutPageTableUniform.SizeInPages = ((int) 1) << InOutPageTableUniform.MaxLevel;
|
|
|
|
vLevel += InOutPageTableUniform.MaxLevel;
|
|
InOutResult.dUVdx *= InOutPageTableUniform.SizeInPages;
|
|
InOutResult.dUVdy *= InOutPageTableUniform.SizeInPages;
|
|
|
|
UV = frac(AdaptiveGridPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Load from page table and store results. Single page table texture version. */
|
|
void TextureLoadVirtualPageTableInternal(
|
|
in out VTPageTableResult OutResult,
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, int vLevel)
|
|
{
|
|
OutResult.UV = UV * PageTableUniform.SizeInPages;
|
|
|
|
const uint vLevelClamped = clamp(vLevel, 0, int(PageTableUniform.MaxLevel));
|
|
const uint vPageX = (uint(OutResult.UV.x) + PageTableUniform.XOffsetInPages) >> vLevelClamped;
|
|
const uint vPageY = (uint(OutResult.UV.y) + PageTableUniform.YOffsetInPages) >> vLevelClamped;
|
|
|
|
OutResult.PageTableValue[0] = PageTable0.Load(int3(vPageX, vPageY, vLevelClamped));
|
|
OutResult.PageTableValue[1] = uint4(0u, 0u, 0u, 0u);
|
|
|
|
// PageTableID packed in upper 4 bits of 'PackedPageTableUniform', which is the bit position we want it in for PackedRequest as well, just need to mask off extra bits
|
|
OutResult.PackedRequest = PageTableUniform.ShiftedPageTableID;
|
|
OutResult.PackedRequest |= vPageX;
|
|
OutResult.PackedRequest |= vPageY << 12;
|
|
|
|
// Feedback always encodes vLevel+1, and subtracts 1 on the CPU side.
|
|
// This allows the CPU code to know when we requested a negative vLevel which indicates that we don't have sufficient virtual texture resolution.
|
|
const uint vLevelPlusOneClamped = clamp(vLevel + 1, 0, int(PageTableUniform.MaxLevel + 1));
|
|
OutResult.PackedRequest |= vLevelPlusOneClamped << 24;
|
|
}
|
|
|
|
/** Load from page table and store results. Two page table texture version. */
|
|
void TextureLoadVirtualPageTableInternal(
|
|
in out VTPageTableResult OutResult,
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, int vLevel)
|
|
{
|
|
OutResult.UV = UV * PageTableUniform.SizeInPages;
|
|
|
|
const uint vLevelClamped = clamp(vLevel, 0, int(PageTableUniform.MaxLevel));
|
|
const uint vPageX = (uint(OutResult.UV.x) + PageTableUniform.XOffsetInPages) >> vLevelClamped;
|
|
const uint vPageY = (uint(OutResult.UV.y) + PageTableUniform.YOffsetInPages) >> vLevelClamped;
|
|
|
|
OutResult.PageTableValue[0] = PageTable0.Load(int3(vPageX, vPageY, vLevelClamped));
|
|
OutResult.PageTableValue[1] = PageTable1.Load(int3(vPageX, vPageY, vLevelClamped));
|
|
|
|
// PageTableID packed in upper 4 bits of 'PackedPageTableUniform', which is the bit position we want it in for PackedRequest as well, just need to mask off extra bits
|
|
OutResult.PackedRequest = PageTableUniform.ShiftedPageTableID;
|
|
OutResult.PackedRequest |= vPageX;
|
|
OutResult.PackedRequest |= vPageY << 12;
|
|
|
|
// Feedback always encodes vLevel+1, and subtracts 1 on the CPU side.
|
|
// This allows the CPU code to know when we requested a negative vLevel which indicates that we don't have sufficient virtual texture resolution.
|
|
const uint vLevelPlusOneClamped = clamp(vLevel + 1, 0, int(PageTableUniform.MaxLevel + 1));
|
|
OutResult.PackedRequest |= vLevelPlusOneClamped << 24;
|
|
}
|
|
|
|
/**
|
|
* Public functions used by the material system to sample virtual textures.
|
|
* These boiler plate functions implement the used permutations from the matrix of sampling behaviours:
|
|
* - One or two page table textures
|
|
* - Sample(Bias)/SampleGrad/SampleLevel
|
|
* - Adaptive page table indirection on or off
|
|
* - Feedback on or off
|
|
* - Anisotropic filtering on or off
|
|
*/
|
|
|
|
// LoadPageTable: 1 Page table
|
|
VTPageTableResult TextureLoadVirtualPageTable(
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat MipBias, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = 0;
|
|
#if PIXELSHADER
|
|
vLevel = TextureComputeVirtualMipLevel(Result, ddx(UV), ddy(UV), MipBias, SvPositionXY, PageTableUniform);
|
|
#endif // PIXELSHADER
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, No feedback
|
|
VTPageTableResult TextureLoadVirtualPageTable(
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat MipBias, float2 SvPositionXY)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = 0;
|
|
#if PIXELSHADER
|
|
vLevel = TextureComputeVirtualMipLevel(Result, ddx(UV), ddy(UV), MipBias, SvPositionXY, PageTableUniform);
|
|
#endif // PIXELSHADER
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 2 Page tables
|
|
VTPageTableResult TextureLoadVirtualPageTable(
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat MipBias, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = 0;
|
|
#if PIXELSHADER
|
|
vLevel = TextureComputeVirtualMipLevel(Result, ddx(UV), ddy(UV), MipBias, SvPositionXY, PageTableUniform);
|
|
#endif // PIXELSHADER
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTable1, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 2 Page tables, No feedback
|
|
VTPageTableResult TextureLoadVirtualPageTable(
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat MipBias, float2 SvPositionXY)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = 0;
|
|
#if PIXELSHADER
|
|
vLevel = TextureComputeVirtualMipLevel(Result, ddx(UV), ddy(UV), MipBias, SvPositionXY, PageTableUniform);
|
|
#endif // PIXELSHADER
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTable1, PageTableUniform, UV, vLevel);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, SampleGrad
|
|
VTPageTableResult TextureLoadVirtualPageTableGrad(
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat2 dUVdx, MaterialFloat2 dUVdy, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
int vLevel = TextureComputeVirtualMipLevel(Result, dUVdx * PageTableUniform.UVScale, dUVdy * PageTableUniform.UVScale, 0, SvPositionXY, PageTableUniform);
|
|
UV = UV * PageTableUniform.UVScale;
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 2 Page tables, SampleGrad
|
|
VTPageTableResult TextureLoadVirtualPageTableGrad(
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat2 dUVdx, MaterialFloat2 dUVdy, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0.0f;
|
|
int vLevel = TextureComputeVirtualMipLevel(Result, dUVdx * PageTableUniform.UVScale, dUVdy * PageTableUniform.UVScale, 0, SvPositionXY, PageTableUniform);
|
|
UV = UV * PageTableUniform.UVScale;
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTable1, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, SampleLevel
|
|
VTPageTableResult TextureLoadVirtualPageTableLevel(
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = (int)floor(Level);
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, SampleLevel, No feedback
|
|
VTPageTableResult TextureLoadVirtualPageTableLevel(
|
|
Texture2D<uint4> PageTable0,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = (int)floor(Level);
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 2 Page tables, SampleLevel
|
|
VTPageTableResult TextureLoadVirtualPageTableLevel(
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = (int)floor(Level);
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTable1, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 2 Page tables, SampleLevel, No feedback
|
|
VTPageTableResult TextureLoadVirtualPageTableLevel(
|
|
Texture2D<uint4> PageTable0, Texture2D<uint4> PageTable1,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = (int)floor(Level);
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTable1, PageTableUniform, UV, vLevel);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, Adaptive
|
|
VTPageTableResult TextureLoadVirtualPageTableAdaptive(
|
|
Texture2D<uint4> PageTable0,
|
|
Texture2D<uint> PageTableIndirection,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat MipBias, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
int vLevel = 0;
|
|
#if PIXELSHADER
|
|
vLevel = TextureComputeVirtualMipLevel(Result, ddx(UV), ddy(UV), MipBias, SvPositionXY, PageTableUniform);
|
|
#endif // PIXELSHADER
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
ApplyAdaptivePageTableUniform(PageTableIndirection, Result, PageTableUniform, UV, vLevel);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, Adaptive, SampleGrad
|
|
VTPageTableResult TextureLoadVirtualPageTableAdaptiveGrad(
|
|
Texture2D<uint4> PageTable0,
|
|
Texture2D<uint> PageTableIndirection,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat2 dUVdx, MaterialFloat2 dUVdy, float2 SvPositionXY,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
int vLevel = TextureComputeVirtualMipLevel(Result, dUVdx * PageTableUniform.UVScale, dUVdy * PageTableUniform.UVScale, 0, SvPositionXY, PageTableUniform);
|
|
UV = UV * PageTableUniform.UVScale;
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
ApplyAdaptivePageTableUniform(PageTableIndirection, Result, PageTableUniform, UV, vLevel);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, Adaptive, SampleLevel
|
|
VTPageTableResult TextureLoadVirtualPageTableAdaptiveLevel(
|
|
Texture2D<uint4> PageTable0,
|
|
Texture2D<uint> PageTableIndirection,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level,
|
|
uint SampleIndex,
|
|
in out FVirtualTextureFeedbackParams Feedback)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
// Level is an index into the full size adaptive VT. AdaptiveLevelBias shifts it relative to the low mips allocated VT.
|
|
int vLevel = (int)floor(Level) - PageTableUniform.AdaptiveLevelBias;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
ApplyAdaptivePageTableUniform(PageTableIndirection, Result, PageTableUniform, UV, vLevel);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
StoreVirtualTextureFeedback(Feedback, SampleIndex, Result.PackedRequest);
|
|
return Result;
|
|
}
|
|
|
|
// LoadPageTable: 1 Page table, Adaptive, SampleLevel, No feedback
|
|
VTPageTableResult TextureLoadVirtualPageTableAdaptiveLevel(
|
|
Texture2D<uint4> PageTable0,
|
|
Texture2D<uint> PageTableIndirection,
|
|
VTPageTableUniform PageTableUniform,
|
|
float2 UV, uint AddressU, uint AddressV,
|
|
MaterialFloat Level)
|
|
{
|
|
VTPageTableResult Result = (VTPageTableResult)0;
|
|
// Level is an index into the full size adaptive VT. AdaptiveLevelBias shifts it relative to the low mips allocated VT.
|
|
int vLevel = (int)floor(Level) - PageTableUniform.AdaptiveLevelBias;
|
|
UV = UV * PageTableUniform.UVScale;
|
|
UV = ApplyAddressMode(UV, AddressU, AddressV);
|
|
ApplyAdaptivePageTableUniform(PageTableIndirection, Result, PageTableUniform, UV, vLevel);
|
|
TextureLoadVirtualPageTableInternal(Result, PageTable0, PageTableUniform, UV, vLevel);
|
|
return Result;
|
|
}
|
|
|
|
/** Unpacked contents of per physical sample uniform. */
|
|
struct VTUniform
|
|
{
|
|
// Page sizes are scaled by RcpPhysicalTextureSize
|
|
float pPageSize;
|
|
float vPageSize;
|
|
float vPageBorderSize;
|
|
uint PageTableFormat;
|
|
};
|
|
|
|
/** Unpack the physical sample uniform. */
|
|
VTUniform VTUniform_Unpack(uint4 PackedUniform)
|
|
{
|
|
VTUniform result;
|
|
result.pPageSize = asfloat(PackedUniform.w);
|
|
result.vPageSize = asfloat(PackedUniform.y);
|
|
result.vPageBorderSize = asfloat(PackedUniform.z);
|
|
result.PageTableFormat = PackedUniform.x;
|
|
//result.PageCoordinateBitCount = PackedUniform.x == 0 ? 8 : 6;
|
|
return result;
|
|
}
|
|
|
|
/** Applies proper scaling to dUVdx/dUVdy in PageTableResult. */
|
|
float2 VTComputePhysicalUVs(in out VTPageTableResult PageTableResult, uint LayerIndex, VTUniform Uniform)
|
|
{
|
|
const uint PackedPageTableValue = PageTableResult.PageTableValue[LayerIndex / 4u][LayerIndex & 3u];
|
|
|
|
// See packing in PageTableUpdate.usf
|
|
const uint vLevel = PackedPageTableValue & 0xf;
|
|
const float UVScale = float(4096u >> vLevel) * (1.0f / 4096.0f);
|
|
|
|
// This will compile to runtime branch, but should in theory be conditional moves selecting 1 of 2 different bitfield extracting instructions
|
|
const uint pPageX = (Uniform.PageTableFormat == 0u) ? (PackedPageTableValue >> 4) & 0xff : (PackedPageTableValue >> 4) & 0x3f;
|
|
const uint pPageY = (Uniform.PageTableFormat == 0u) ? (PackedPageTableValue >> 12) & 0xff : (PackedPageTableValue >> 10) & 0x3f;
|
|
|
|
const float2 vPageFrac = frac(PageTableResult.UV * UVScale);
|
|
const float2 pUV = float2(pPageX, pPageY) * Uniform.pPageSize + (vPageFrac * Uniform.vPageSize + Uniform.vPageBorderSize);
|
|
|
|
const float ddxyScale = UVScale * Uniform.vPageSize;
|
|
PageTableResult.dUVdx *= ddxyScale;
|
|
PageTableResult.dUVdy *= ddxyScale;
|
|
return pUV;
|
|
}
|
|
|
|
// SamplePhysicalTexture: Aniso On
|
|
MaterialFloat4 TextureVirtualSample(
|
|
Texture2D Physical, SamplerState PhysicalSampler,
|
|
VTPageTableResult PageTableResult, uint LayerIndex,
|
|
VTUniform Uniform)
|
|
{
|
|
const float2 pUV = VTComputePhysicalUVs(PageTableResult, LayerIndex, Uniform);
|
|
#if VIRTUAL_TEXTURE_ANISOTROPIC_FILTERING
|
|
return Physical.SampleGrad(PhysicalSampler, pUV, PageTableResult.dUVdx, PageTableResult.dUVdy);
|
|
#else
|
|
// no need for dUVdx/dUVdy unless we have anistropic filtering enabled
|
|
return Physical.SampleLevel(PhysicalSampler, pUV, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
// SamplePhysicalTexture: Aniso Off
|
|
MaterialFloat4 TextureVirtualSampleLevel(
|
|
Texture2D Physical, SamplerState PhysicalSampler,
|
|
VTPageTableResult PageTableResult, uint LayerIndex,
|
|
VTUniform Uniform)
|
|
{
|
|
const float2 pUV = VTComputePhysicalUVs(PageTableResult, LayerIndex, Uniform);
|
|
// No need to apply dUVdx/dUVdy, don't support anisotropic when sampling a specific level
|
|
return Physical.SampleLevel(PhysicalSampler, pUV, 0.0f);
|
|
}
|
|
|
|
|
|
/**
|
|
Helper function to convert world space to virtual texture UV space
|
|
todo[vt]: For large worlds we will probably want to use position relative to Camera to avoid precision issues
|
|
*/
|
|
float2 VirtualTextureWorldToUV(in float3 WorldPos, in float3 Origin, in float3 U, in float3 V)
|
|
{
|
|
float3 P = WorldPos - Origin;
|
|
return float2(dot(P, U), dot(P, V));
|
|
}
|
|
|
|
/** Unpack color from YCoCg stored in BC3. */
|
|
float3 VirtualTextureUnpackBaseColorYCoCg(in float4 PackedValue)
|
|
{
|
|
float Y = PackedValue.a;
|
|
float Scale = 1.f / ((255.f / 8.f) * PackedValue.b + 1.f);
|
|
float Co = (PackedValue.r - 128.f / 255.f) * Scale;
|
|
float Cg = (PackedValue.g - 128.f / 255.f) * Scale;
|
|
return float3(Y + Co - Cg, Y + Cg, Y - Co - Cg);
|
|
}
|
|
|
|
/** Generic normal unpack funtion. */
|
|
float3 VirtualTextureUnpackNormal(in float2 PackedXY, in float PackedSignZ)
|
|
{
|
|
float2 NormalXY = PackedXY * (255.f / 127.f) - 1.f;
|
|
float SignZ = PackedSignZ * 2.f - 1.f;
|
|
float NormalZ = sqrt(saturate(1.0f - dot(NormalXY, NormalXY))) * SignZ;
|
|
return float3(NormalXY, NormalZ);
|
|
}
|
|
|
|
/** Unpack normal from BC3. */
|
|
float3 VirtualTextureUnpackNormalBC3(in float4 PackedValue)
|
|
{
|
|
return VirtualTextureUnpackNormal(PackedValue.ag, 1.f);
|
|
}
|
|
|
|
/** Unpack normal from two BC3 textures. */
|
|
float3 VirtualTextureUnpackNormalBC3BC3(in float4 PackedValue0, in float4 PackedValue1)
|
|
{
|
|
return VirtualTextureUnpackNormal(float2(PackedValue0.a, PackedValue1.a), PackedValue1.b);
|
|
}
|
|
|
|
/** Unpack normal from BC5. */
|
|
float3 VirtualTextureUnpackNormalBC5(in float4 PackedValue)
|
|
{
|
|
return VirtualTextureUnpackNormal(PackedValue.rg, 1.f);
|
|
}
|
|
|
|
/** Unpack normal from BC5 and BC1 textures. */
|
|
float3 VirtualTextureUnpackNormalBC5BC1(in float4 PackedValue0, in float4 PackedValue1)
|
|
{
|
|
return VirtualTextureUnpackNormal(float2(PackedValue0.x, PackedValue0.y), PackedValue1.b);
|
|
}
|
|
|
|
/** Unpack 16 bit height (with some hardcoded range scale/bias). */
|
|
float VirtualTextureUnpackHeight(in float4 PackedValue, in float2 UnpackHeightScaleBias)
|
|
{
|
|
return PackedValue.r * UnpackHeightScaleBias.x + UnpackHeightScaleBias.y;
|
|
}
|