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370 lines
15 KiB
C++
370 lines
15 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "RHIDefinitions.h"
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#include "Templates/RefCounting.h"
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#include "Stats/Stats.h"
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class FRHICommandListImmediate;
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class FRHIShaderResourceView;
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class FRHITexture;
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union FVirtualTextureProducerHandle
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{
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FVirtualTextureProducerHandle() : PackedValue(0u) {}
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explicit FVirtualTextureProducerHandle(uint32 InPackedValue) : PackedValue(InPackedValue) {}
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FVirtualTextureProducerHandle(uint32 InIndex, uint32 InMagic) : Index(InIndex), Magic(InMagic) {}
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uint32 PackedValue;
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struct
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{
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uint32 Index : 22;
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uint32 Magic : 10;
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};
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};
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static_assert(sizeof(FVirtualTextureProducerHandle) == sizeof(uint32), "Bad packing");
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inline bool operator==(const FVirtualTextureProducerHandle& Lhs, const FVirtualTextureProducerHandle& Rhs) { return Lhs.PackedValue == Rhs.PackedValue; }
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inline bool operator!=(const FVirtualTextureProducerHandle& Lhs, const FVirtualTextureProducerHandle& Rhs) { return Lhs.PackedValue != Rhs.PackedValue; }
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/** Maximum number of layers that can be allocated in a single VT page table */
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#define VIRTUALTEXTURE_SPACE_MAXLAYERS 8
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/** Maximum dimension of VT page table texture */
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#define VIRTUALTEXTURE_LOG2_MAX_PAGETABLE_SIZE 12u
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#define VIRTUALTEXTURE_MAX_PAGETABLE_SIZE (1u << VIRTUALTEXTURE_LOG2_MAX_PAGETABLE_SIZE)
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/**
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* Parameters needed to create an IAllocatedVirtualTexture
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* Describes both page table and physical texture size, format, and layout
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*/
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struct FAllocatedVTDescription
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{
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FVirtualTextureProducerHandle ProducerHandle[VIRTUALTEXTURE_SPACE_MAXLAYERS];
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uint32 TileSize = 0u;
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uint32 TileBorderSize = 0u;
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uint8 Dimensions = 0u;
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uint8 NumLayers = 0u;
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union
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{
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uint8 PackedFlags = 0u;
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struct
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{
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/**
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* Should the AllocatedVT create its own dedicated page table allocation? The system only supports a limited number of unique page tables, so this must be used carefully
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*/
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uint8 bPrivateSpace : 1;
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};
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};
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/**
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* This allows arbitrary layers of each IVirtualTexture producer to map to each layer of the allocated VT
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*/
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uint8 LocalLayerToProduce[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { 0u };
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};
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inline bool operator==(const FAllocatedVTDescription& Lhs, const FAllocatedVTDescription& Rhs)
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{
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if (Lhs.TileSize != Rhs.TileSize ||
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Lhs.TileBorderSize != Rhs.TileBorderSize ||
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Lhs.Dimensions != Rhs.Dimensions ||
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Lhs.NumLayers != Rhs.NumLayers ||
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Lhs.PackedFlags != Rhs.PackedFlags)
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{
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return false;
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}
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for (uint32 LayerIndex = 0u; LayerIndex < Lhs.NumLayers; ++LayerIndex)
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{
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if (Lhs.ProducerHandle[LayerIndex] != Rhs.ProducerHandle[LayerIndex] ||
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Lhs.LocalLayerToProduce[LayerIndex] != Rhs.LocalLayerToProduce[LayerIndex])
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{
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return false;
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}
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}
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return true;
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}
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inline bool operator!=(const FAllocatedVTDescription& Lhs, const FAllocatedVTDescription& Rhs)
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{
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return !operator==(Lhs, Rhs);
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}
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struct FVTProducerDescription
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{
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FName Name; /** Will be name of UTexture for streaming VTs, mostly here for debugging */
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bool bPersistentHighestMip = true;
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bool bContinuousUpdate = false;
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bool bCreateRenderTarget = false;
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uint32 TileSize = 0u;
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uint32 TileBorderSize = 0u;
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/**
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* Producers are made up of a number of block, each block has uniform size, and blocks are arranged in a larger grid
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* 'Normal' VTs will typically be a single block, for UDIM textures, blocks will map to individual UDIM texture sheets
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* When multiple producers are allocated together, they will be aligned such that blocks of each layer overlay on top of each other
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* Number of blocks for each layer may be different in this case, this is handled by wrapping blocks for layers with fewer blocks
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*/
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uint32 BlockWidthInTiles = 0u;
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uint32 BlockHeightInTiles = 0u;
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uint32 DepthInTiles = 0u;
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uint16 WidthInBlocks = 1u;
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uint16 HeightInBlocks = 1u;
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uint8 Dimensions = 0u;
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uint8 NumLayers = 0u;
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uint8 MaxLevel = 0u;
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TEnumAsByte<EPixelFormat> LayerFormat[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { PF_Unknown };
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};
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typedef void (FVTProducerDestroyedFunction)(const FVirtualTextureProducerHandle& InHandle, void* Baton);
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class IVirtualTextureFinalizer
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{
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public:
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virtual void Finalize(FRHICommandListImmediate& RHICmdList) = 0;
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};
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enum class EVTRequestPageStatus
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{
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/** The request is invalid and no data will ever be available */
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Invalid,
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/**
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* Requested data is not being produced, and a request can't be started as some part of the system is at capacity.
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* Requesting the same data at a later time should succeed.
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*/
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Saturated,
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/**
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* Requested data is currently being produced, but is not yet ready.
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* It's valid to produce this data, but doing so may block until data is ready.
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*/
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Pending,
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/** Requested data is available */
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Available,
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};
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/** Check to see there is data available (possibly requiring waiting) given the current status */
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FORCEINLINE bool VTRequestPageStatus_HasData(EVTRequestPageStatus InStatus) { return InStatus == EVTRequestPageStatus::Pending || InStatus == EVTRequestPageStatus::Available; }
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enum class EVTRequestPagePriority
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{
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Normal,
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High,
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};
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enum class EVTProducePageFlags : uint8
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{
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None = 0u,
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SkipPageBorders = (1u << 0),
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};
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ENUM_CLASS_FLAGS(EVTProducePageFlags);
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struct FVTRequestPageResult
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{
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FVTRequestPageResult(EVTRequestPageStatus InStatus = EVTRequestPageStatus::Invalid, uint64 InHandle = 0u) : Handle(InHandle), Status(InStatus) {}
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/** Opaque handle to the request, must be passed to 'ProducePageData'. Only valid if status is Pending/Available */
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uint64 Handle;
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/** Status of the request */
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EVTRequestPageStatus Status;
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};
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/** Describes a location to write a single layer of a VT tile */
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struct FVTProduceTargetLayer
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{
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/** The texture to write to */
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FRHITexture* TextureRHI = nullptr;
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TRefCountPtr<struct IPooledRenderTarget> PooledRenderTarget;
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/** Location within the texture to write */
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FIntVector pPageLocation;
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};
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/**
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* This is the interface that can produce tiles of virtual texture data
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* This can be extended to represent different ways of generating VT, such as disk streaming, runtime compositing, or whatever
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* It's provided to the renderer module
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*/
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class IVirtualTexture
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{
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public:
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inline IVirtualTexture() {}
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virtual ~IVirtualTexture() {}
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/**
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* Gives a localized mip bias for the given local vAddress.
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* This is used to implement sparse VTs, the bias is number of mip levels to add to reach a resident page
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* Must be thread-safe, may be called from any thread
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* @param vLevel The mipmap level to check
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* @param vAddress Virtual address to check
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* @return Mip bias to be added to vLevel to reach a resident page at the given address
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*/
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virtual uint32 GetLocalMipBias(uint8 vLevel, uint32 vAddress) const { return 0u; }
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/**
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* Makes a request for the given page data.
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* For data sources that can generate data immediately, it's reasonable for this method to do nothing, and simply return 'Available'
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* Only called from render thread
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* @param ProducerHandle Handle to this producer, can be used as a UID for this producer for any internal caching mechanisms
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* @param LayerMask Mask of requested layers
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* @param vLevel The mipmap level of the data
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* @param vAddress Bit-interleaved x,y page indexes
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* @param Priority Priority of the request, used to drive async IO/task priority needed to generate data for request
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* @return FVTRequestPageResult describing the availability of the request
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*/
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virtual FVTRequestPageResult RequestPageData(const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint32 vAddress, EVTRequestPagePriority Priority) = 0;
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/**
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* Upload page data to the cache, data must have been previously requested, and reported either 'Available' or 'Pending'
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* The system will attempt to call RequestPageData/ProducePageData only once for a given vLevel/vAddress, with all the requested layers set in LayerMask,
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* this is important for certain types of procedural producers that may generate multiple layers of VT data at the same time
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* It's valid to produce 'Pending' page data, but in this case ProducePageData may block until data is ready
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* Only called from render thread
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* @param RHICmdList Used to write any commands required to generate the VT page data
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* @param FeatureLevel The current RHI feature level
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* @param ProducerHandle Handle to this producer
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* @param LayerMask Mask of requested layers; can be used to only produce data for these layers as an optimization, or ignored if all layers are logically produced together
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* @param vLevel The mipmap level of the data
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* @param vAddress Bit-interleaved x,y page indexes
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* @param RequestHandle opaque handle returned from 'RequestPageData'
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* @param TargetLayers Array of 'FVTProduceTargetLayer' structs, gives location where each layer should write data
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* @return a 'IVirtualTextureFinalizer' which must be finalized to complete the operation
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*/
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virtual IVirtualTextureFinalizer* ProducePageData(FRHICommandListImmediate& RHICmdList,
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ERHIFeatureLevel::Type FeatureLevel,
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EVTProducePageFlags Flags,
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const FVirtualTextureProducerHandle& ProducerHandle, uint8 LayerMask, uint8 vLevel, uint32 vAddress,
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uint64 RequestHandle,
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const FVTProduceTargetLayer* TargetLayers) = 0;
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virtual void DumpToConsole(bool verbose) {}
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};
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enum class EVTPageTableFormat : uint8
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{
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UInt16,
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UInt32,
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};
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/**
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* This interface represents a chunk of VT data allocated and owned by the renderer module, backed by both a page table texture, and a physical texture cache for each layer.
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* Both page table and physical texture may be shared amongst many different allocated virtual textures.
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* Any method that deals with physical texture requires an explicit LayerIndex parameter to identify the physical texture in question,
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* methods that don't have LayerIndex parameter refer to properties shared by all textures using the given page table
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* These are created with IRendererModule::AllocateVirtualTexture, and destroyed with IRendererModule::DestroyVirtualTexture
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* They must be allocated from render thread, but may be destroyed from any thread
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*/
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class IAllocatedVirtualTexture
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{
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public:
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static const uint32 LayersPerPageTableTexture = 4u;
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inline IAllocatedVirtualTexture(const FAllocatedVTDescription& InDesc,
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uint32 InSpaceID,
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EVTPageTableFormat InPageTableFormat,
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uint32 InBlockWidthInTiles,
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uint32 InBlockHeightInTiles,
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uint32 InWidthInBlocks,
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uint32 InHeightInBlocks,
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uint32 InDepthInTiles)
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: Description(InDesc)
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, SpaceID(InSpaceID)
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, BlockWidthInTiles(InBlockWidthInTiles)
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, BlockHeightInTiles(InBlockHeightInTiles)
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, WidthInBlocks(InWidthInBlocks)
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, HeightInBlocks(InHeightInBlocks)
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, DepthInTiles(InDepthInTiles)
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, PageTableFormat(InPageTableFormat)
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, MaxLevel(0u)
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, VirtualAddress(~0u)
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{}
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virtual FRHITexture* GetPageTableTexture(uint32 InPageTableIndex) const = 0;
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virtual FRHITexture* GetPhysicalTexture(uint32 InLayerIndex) const = 0;
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virtual FRHIShaderResourceView* GetPhysicalTextureView(uint32 InLayerIndex, bool bSRGB) const = 0;
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virtual uint32 GetPhysicalTextureSize(uint32 InLayerIndex) const = 0;
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/** Writes 2x FUintVector4 */
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virtual void GetPackedPageTableUniform(FUintVector4* OutUniform, bool bApplyBlockScale) const = 0;
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/** Writes 1x FUintVector4 */
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virtual void GetPackedUniform(FUintVector4* OutUniform, uint32 LayerIndex) const = 0;
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virtual void DumpToConsole(bool bVerbose) const {}
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inline const FAllocatedVTDescription& GetDescription() const { return Description; }
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inline const FVirtualTextureProducerHandle& GetProducerHandle(uint32 InLayerIndex) const { check(InLayerIndex < Description.NumLayers); return Description.ProducerHandle[InLayerIndex]; }
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inline uint32 GetLocalLayerToProduce(uint32 InLayerIndex) const { check(InLayerIndex < Description.NumLayers); return Description.LocalLayerToProduce[InLayerIndex]; }
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inline uint32 GetVirtualTileSize() const { return Description.TileSize; }
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inline uint32 GetTileBorderSize() const { return Description.TileBorderSize; }
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inline uint32 GetPhysicalTileSize() const { return Description.TileSize + Description.TileBorderSize * 2u; }
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inline uint32 GetNumLayers() const { return Description.NumLayers; }
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inline uint8 GetDimensions() const { return Description.Dimensions; }
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inline uint32 GetWidthInBlocks() const { return WidthInBlocks; }
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inline uint32 GetHeightInBlocks() const { return HeightInBlocks; }
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inline uint32 GetWidthInTiles() const { return BlockWidthInTiles * WidthInBlocks; }
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inline uint32 GetHeightInTiles() const { return BlockHeightInTiles * HeightInBlocks; }
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inline uint32 GetDepthInTiles() const { return DepthInTiles; }
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inline uint32 GetWidthInPixels() const { return GetWidthInTiles() * Description.TileSize; }
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inline uint32 GetHeightInPixels() const { return GetHeightInTiles() * Description.TileSize; }
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inline uint32 GetDepthInPixels() const { return DepthInTiles * Description.TileSize; }
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inline uint32 GetNumPageTableTextures() const { return (Description.NumLayers + LayersPerPageTableTexture - 1u) / LayersPerPageTableTexture; }
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inline uint32 GetSpaceID() const { return SpaceID; }
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inline uint32 GetVirtualAddress() const { return VirtualAddress; }
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inline uint32 GetMaxLevel() const { return MaxLevel; }
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inline EVTPageTableFormat GetPageTableFormat() const { return PageTableFormat; }
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protected:
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friend class FVirtualTextureSystem;
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virtual void Destroy(class FVirtualTextureSystem* System) = 0;
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virtual ~IAllocatedVirtualTexture() {}
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FAllocatedVTDescription Description;
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uint32 SpaceID;
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uint32 BlockWidthInTiles;
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uint32 BlockHeightInTiles;
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uint32 WidthInBlocks;
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uint32 HeightInBlocks;
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uint32 DepthInTiles;
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EVTPageTableFormat PageTableFormat;
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// should be set explicitly by derived class constructor
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uint32 MaxLevel;
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uint32 VirtualAddress;
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};
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/**
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* Identifies a VT tile within a given producer
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*/
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union FVirtualTextureLocalTile
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{
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inline FVirtualTextureLocalTile() {}
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inline FVirtualTextureLocalTile(const FVirtualTextureProducerHandle& InProducerHandle, uint32 InLocal_vAddress, uint8 InLocal_vLevel)
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: PackedProducerHandle(InProducerHandle.PackedValue), Local_vAddress(InLocal_vAddress), Local_vLevel(InLocal_vLevel), Pad(0)
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{}
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inline FVirtualTextureProducerHandle GetProducerHandle() const { return FVirtualTextureProducerHandle(PackedProducerHandle); }
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uint64 PackedValue;
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struct
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{
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uint32 PackedProducerHandle;
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uint32 Local_vAddress : 24;
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uint32 Local_vLevel : 4;
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uint32 Pad : 4;
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};
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};
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static_assert(sizeof(FVirtualTextureLocalTile) == sizeof(uint64), "Bad packing");
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inline uint64 GetTypeHash(const FVirtualTextureLocalTile& T) { return T.PackedValue; }
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inline bool operator==(const FVirtualTextureLocalTile& Lhs, const FVirtualTextureLocalTile& Rhs) { return Lhs.PackedValue == Rhs.PackedValue; }
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inline bool operator!=(const FVirtualTextureLocalTile& Lhs, const FVirtualTextureLocalTile& Rhs) { return Lhs.PackedValue != Rhs.PackedValue; }
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DECLARE_STATS_GROUP(TEXT("Virtual Texturing"), STATGROUP_VirtualTexturing, STATCAT_Advanced);
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DECLARE_STATS_GROUP(TEXT("Virtual Texture Memory"), STATGROUP_VirtualTextureMemory, STATCAT_Advanced);
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