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* First all cards are allocated to a temporary atlas of fixed size set by r.LumenScene.CardCaptureAtlasFactor * After cards are captured into temporary atlas, they are compressed into final BC compressed atlas. Compression can be disabled with r.LumenScene.SurfaceCache.Compress * Atlas clears were also converted to support clearing compressed surfaces * Atlas capture operations work on uploaded rect list, instead of a GPU generated card list * Renamed r.LumenSurfaceCache.* to r.LumenScene.SurfaceCache.* * Renamed LumenSceneLighting.usf to LumenSurfaceCache.usf * Renamed LumenScenePrefilter.cpp to LumenSurfaceCache.cpp Cuts down VRAM memory usage by 160mb Compression performance on console: ~0.18ms for 1M texels (~0.9ms with UAV aliasing path, which is currently disabled due to missing pieces in RHI) [CL 16160800 by Krzysztof Narkowicz in ue5-main branch]
43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderGraphUtilities.usf
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=============================================================================*/
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#include "Common.ush"
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Buffer<uint4> RectCoordBuffer; // [MinX, MinY, MaxX, MaxY]
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Buffer<uint4> RectUVBuffer;
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float DownsampleFactor;
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float2 InvViewSize;
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float2 InvTextureSize;
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bool2 VertMax(uint VertexId)
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{
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bool2 bVertMax;
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bVertMax.x = VertexId == 1 || VertexId == 2 || VertexId == 4;
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bVertMax.y = VertexId == 2 || VertexId == 4 || VertexId == 5;
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return bVertMax;
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}
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void RasterizeToRectsVS(
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in uint InstanceId : SV_InstanceID,
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in uint VertexId : SV_VertexID,
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out float4 OutPosition : SV_POSITION,
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out float2 OutUV : TEXCOORD0)
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{
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uint4 RectCoord = RectCoordBuffer[InstanceId] * DownsampleFactor;
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uint2 VertexCoord = VertMax(VertexId) ? RectCoord.zw : RectCoord.xy;
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float4 RectUV = RectCoord * InvViewSize.xyxy;
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#if RECT_UV
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{
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RectUV = RectUVBuffer[InstanceId] * DownsampleFactor * InvTextureSize.xyxy;
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}
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#endif
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float2 VertexUV = VertMax(VertexId) ? RectUV.zw : RectUV.xy;
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OutPosition = float4(float2(VertexCoord) * InvViewSize * float2(2.0f, -2.0f) + float2(-1.0, 1.0f), 0.0f, 1.0f);
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OutUV = VertexUV;
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} |