Files
UnrealEngineUWP/Engine/Shaders/Shared/NaniteDefinitions.h
graham wihlidal 987e25e552 Renamed NoImplicitDerivatives -> NoDerivativeOps to also handle the explicit derivative cases, and cleaned up cflag naming
#rb rune.stubbe
[FYI] dan.elksnitis

[CL 27697881 by graham wihlidal in ue5-main branch]
2023-09-07 20:30:26 -04:00

439 lines
17 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#define NANITE_SUBPIXEL_BITS 8
#define NANITE_SUBPIXEL_SAMPLES (1 << NANITE_SUBPIXEL_BITS)
#define NANITE_SUBPIXEL_MASK (NANITE_SUBPIXEL_SAMPLES - 1)
#define NANITE_SUBPIXEL_DILATE 0 // To correct for mismatch with HW rasterizer
#define NANITE_LATE_VSM_PAGE_TRANSLATION 1
#define NANITE_VSM_PAGE_TABLE_CACHE_DIM 8
#define NANITE_USE_UNCOMPRESSED_VERTEX_DATA 0
#define NANITE_MAX_STREAMING_REQUESTS (256u * 1024u)
#define NANITE_MAX_CLUSTER_TRIANGLES_BITS 7
#define NANITE_MAX_CLUSTER_TRIANGLES (1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)
#define NANITE_MAX_CLUSTER_TRIANGLES_MASK ((1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)) - 1
#define NANITE_MAX_CLUSTER_VERTICES_BITS 8
#define NANITE_MAX_CLUSTER_VERTICES (1 << NANITE_MAX_CLUSTER_VERTICES_BITS)
#define NANITE_MAX_CLUSTER_VERTICES_MASK ((1 << NANITE_MAX_CLUSTER_VERTICES_BITS) - 1)
#define NANITE_MAX_CLUSTER_INDICES (NANITE_MAX_CLUSTER_TRIANGLES * 3)
#define NANITE_MAX_UVS 4
#define NANITE_MAX_CLUSTER_MATERIALS 64
#define NANITE_USE_STRIP_INDICES 1
// Adds frame counter dependent magic values to streaming requests to help verify their integrity.
#define NANITE_SANITY_CHECK_STREAMING_REQUESTS 0
#define NANITE_FIXUP_MAGIC 0x464Eu
#define NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS 9 // Used to determine how many bits to allocate for page cluster count.
// Individual clusters can be smaller.
#define NANITE_STREAMING_REQUEST_MAGIC_BITS 6
#define NANITE_STREAMING_REQUEST_MAGIC_MASK ((1 << NANITE_STREAMING_REQUEST_MAGIC_BITS) - 1)
#define NANITE_ROOT_PAGE_GPU_SIZE_BITS 15
#define NANITE_ROOT_PAGE_GPU_SIZE (1u << NANITE_ROOT_PAGE_GPU_SIZE_BITS)
#define NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS (NANITE_ROOT_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_ROOT_PAGE_MAX_CLUSTERS (1u << NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_STREAMING_PAGE_GPU_SIZE_BITS 17
#define NANITE_STREAMING_PAGE_GPU_SIZE (1u << NANITE_STREAMING_PAGE_GPU_SIZE_BITS)
#define NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS (NANITE_STREAMING_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_STREAMING_PAGE_MAX_CLUSTERS (1u << NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_ESTIMATED_MAX_PAGE_DISK_SIZE uint32(NANITE_STREAMING_PAGE_GPU_SIZE * 1.5)
#define NANITE_MAX_CLUSTERS_PER_PAGE_BITS (NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS > NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS ? NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS : NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_MAX_CLUSTERS_PER_PAGE_MASK ((1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_PAGE ( 1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS)
#define NANITE_MAX_CLUSTERS_PER_GROUP_BITS 9
#define NANITE_MAX_CLUSTERS_PER_GROUP_MASK ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_GROUP ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_GROUP_TARGET 128
#define NANITE_MAX_CLUSTER_HIERARCHY_DEPTH 14
#define NANITE_POOL_CLUSTER_REF_BITS (32 - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_MAX_HIERACHY_CHILDREN_BITS 6
#define NANITE_MAX_HIERACHY_CHILDREN (1 << NANITE_MAX_HIERACHY_CHILDREN_BITS)
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS 12
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_MASK ((1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS) - 1)
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS (1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS)
#define NANITE_MAX_GPU_PAGES_BITS 17
#define NANITE_MAX_GPU_PAGES_MASK ((1 << NANITE_MAX_GPU_PAGES_BITS) - 1)
#define NANITE_MAX_GPU_PAGES ( 1 << NANITE_MAX_GPU_PAGES_BITS)
#define NANITE_MAX_INSTANCES_BITS 24
#define NANITE_MAX_INSTANCES (1 << NANITE_MAX_INSTANCES_BITS)
#define NANITE_MAX_NODES_PER_PRIMITIVE_BITS 16
#define NANITE_MAX_RESOURCE_PAGES_BITS 20
#define NANITE_MAX_RESOURCE_PAGES_MASK ((1 << NANITE_MAX_RESOURCE_PAGES_BITS) - 1)
#define NANITE_MAX_RESOURCE_PAGES (1 << NANITE_MAX_RESOURCE_PAGES_BITS)
#define NANITE_MAX_GROUP_PARTS_BITS 3
#define NANITE_MAX_GROUP_PARTS_MASK ((1 << NANITE_MAX_GROUP_PARTS_BITS) - 1)
#define NANITE_MAX_GROUP_PARTS (1 << NANITE_MAX_GROUP_PARTS_BITS)
#define NANITE_FILTER_FLAGS_NUM_BITS (7u)
#define NANITE_IMPOSTER_INDEX_NUM_BITS (32u - NANITE_FILTER_FLAGS_NUM_BITS)
#define NANITE_IMPOSTER_INDEX_MASK ((1u << NANITE_IMPOSTER_INDEX_NUM_BITS) - 1u)
#define NANITE_FILTER_FLAGS_MASK (((1u << NANITE_FILTER_FLAGS_NUM_BITS) - 1u) << NANITE_IMPOSTER_INDEX_NUM_BITS)
#define INVALID_NANITE_IMPOSTER_INDEX (0xFFFFFFFFu)
#define NANITE_IMPOSTERS_SUPPORTED 0
#define NANITE_MAX_BVH_NODE_FANOUT_BITS 2
#define NANITE_MAX_BVH_NODE_FANOUT_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)-1)
#define NANITE_MAX_BVH_NODE_FANOUT (1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)
#define NANITE_BVH_NODE_ENABLE_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT)-1)
#define NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE 64
#define NANITE_MAX_BVH_NODES_PER_GROUP (NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE / NANITE_MAX_BVH_NODE_FANOUT)
#define NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS 2
#define NANITE_STREAMING_PRIORITY_CATEGORY_MASK ((1 << NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS) - 1)
#define NANITE_MAX_PRIORITY_BEFORE_PARENTS 0xFFFFFFE0u
#define NANITE_VIEW_FLAG_HZBTEST 0x1
#define NANITE_VIEW_FLAG_NEAR_CLIP 0x2
#define NANITE_VIEW_FLAG_DISTANCE_CULL 0x4
#define NANITE_VIEW_FLAG_UNCACHED 0x8 // Indicates that the view does not support caching, used in VSM rendering to pipe everything to the dynamic pages and skip merging
#define NANITE_VIEW_FLAG_REVERSE_CULLING 0x10
#define NANITE_MAX_STATE_BUCKET_ID ((1 << 14) - 1)
#define NANITE_CLUSTER_FLAG_ROOT_LEAF 0x1 // Cluster is leaf when only root pages are streamed in
#define NANITE_CLUSTER_FLAG_STREAMING_LEAF 0x2 // Cluster is a leaf in the current streaming state
#define NANITE_CLUSTER_FLAG_FULL_LEAF 0x4 // Cluster is a leaf when fully streamed in
#define NANITE_CLUSTER_FLAG_ROOT_GROUP 0x8 // Cluster is in a group that is fully inside the root pages
#define NANITE_MAX_TRANSCODE_GROUPS_PER_PAGE 128
#define NANITE_NUM_PACKED_CLUSTER_FLOAT4S 7
#define NANITE_GPU_PAGE_HEADER_SIZE 16
#define NANITE_MAX_COORDINATE_VALUE 1e12f // Should be large enough for all practical purposes, while still leaving enough headroom to avoid overflows.
// At 1e12, even x^3 fits comfortable in float range.
#define NANITE_MIN_POSITION_PRECISION -20
#define NANITE_MAX_POSITION_PRECISION 43
#define NANITE_MAX_POSITION_QUANTIZATION_BITS 21 // (21*3 = 63) < 64
#define NANITE_MAX_POSITION_QUANTIZATION_BYTES ((NANITE_MAX_POSITION_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_NORMAL_QUANTIZATION_BITS 15
#define NANITE_MAX_NORMAL_QUANTIZATION_BYTES ((NANITE_MAX_NORMAL_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_TANGENT_QUANTIZATION_BITS 12
#define NANITE_MAX_TANGENT_AND_SIGN_QUANTIZATION_BYTES ((NANITE_MAX_TANGENT_QUANTIZATION_BITS + 7 + 1) / 8)
#define NANITE_MAX_TEXCOORD_QUANTIZATION_BITS 15
#define NANITE_MAX_TEXCOORD_QUANTIZATION_BYTES ((NANITE_MAX_TEXCOORD_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_COLOR_QUANTIZATION_BITS 8
#define NANITE_MAX_COLOR_QUANTIZATION_BYTES ((NANITE_MAX_COLOR_QUANTIZATION_BITS + 7) / 8)
#define NANITE_RAY_TRACING_NODE_DATA_SIZE_IN_BYTES 80
#define NANITE_NUM_CULLING_FLAG_BITS 4
#define NANITE_CULLING_FLAG_TEST_LOD 0x1
#define NANITE_CULLING_FLAG_USE_HW 0x2
#define NANITE_CULLING_FLAG_FROM_DISOCCLUDED_INSTANCE 0x4
#define NANITE_CULLING_FLAG_ENABLE_WPO 0x8
#define NANITE_CULLING_TYPE_NODES 0
#define NANITE_CULLING_TYPE_CLUSTERS 1
#define NANITE_CULLING_TYPE_PERSISTENT_NODES_AND_CLUSTERS 2
#define NANITE_VERTEX_COLOR_MODE_CONSTANT 0
#define NANITE_VERTEX_COLOR_MODE_VARIABLE 1
#define NANITE_PAGE_FLAG_RELATIVE_ENCODING 0x1
#define NANITE_INVALID_PERSISTENT_HASH 0
#define NANITE_RESOURCE_FLAG_HAS_VERTEX_COLOR 0x1
#define NANITE_RESOURCE_FLAG_HAS_IMPOSTER 0x2
#define NANITE_RESOURCE_FLAG_STREAMING_DATA_IN_DDC 0x4
#define NANITE_RESOURCE_FLAG_FORCE_ENABLED 0x8
#define NANITE_RENDER_FLAG_DISABLE_PROGRAMMABLE 0x1
#define NANITE_RENDER_FLAG_FORCE_HW_RASTER 0x2
#define NANITE_RENDER_FLAG_PRIMITIVE_SHADER 0x4
#define NANITE_RENDER_FLAG_MESH_SHADER 0x8
#define NANITE_RENDER_FLAG_OUTPUT_STREAMING_REQUESTS 0x10
#define NANITE_RENDER_FLAG_IS_SCENE_CAPTURE 0x20
#define NANITE_RENDER_FLAG_IS_REFLECTION_CAPTURE 0x40
#define NANITE_RENDER_FLAG_IS_GAME_VIEW 0x80
#define NANITE_RENDER_FLAG_GAME_SHOW_FLAG_ENABLED 0x100
#define NANITE_RENDER_FLAG_EDITOR_SHOW_FLAG_ENABLED 0x200
#define NANITE_RENDER_FLAG_IS_LUMEN_CAPTURE 0x400
#define NANITE_RENDER_FLAG_ADD_CLUSTER_OFFSET 0x800
#define NANITE_RENDER_FLAG_HAS_PREV_DRAW_DATA 0x1000
#define NANITE_RENDER_FLAG_INVALIDATE_VSM_ON_LOD_DELTA 0x2000
#define NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET 0x1
#define NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET 0x2
#define NANITE_MATERIAL_FLAG_PIXEL_DISCARD 0x4
#define NANITE_MATERIAL_FLAG_DISPLACEMENT 0x8
#define NANITE_MATERIAL_FLAG_SPLINE_MESH 0x10
#define NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS 0x20
#define NANITE_TRANSCODE_PASS_INDEPENDENT 0
#define NANITE_TRANSCODE_PASS_PARENT_DEPENDENT 1
#define NANITE_MATERIAL_VERTEX_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET | NANITE_MATERIAL_FLAG_DISPLACEMENT)
#define NANITE_MATERIAL_PIXEL_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET | NANITE_MATERIAL_FLAG_PIXEL_DISCARD)
// Only available with the DEBUG_FLAGS permutation active.
// Default value (no debug) is 0
#define NANITE_DEBUG_FLAG_WRITE_STATS 0x1
#define NANITE_DEBUG_FLAG_DISABLE_CULL_HZB 0x2
#define NANITE_DEBUG_FLAG_DISABLE_CULL_FRUSTUM 0x4
#define NANITE_DEBUG_FLAG_DISABLE_CULL_DRAW_DISTANCE 0x8
#define NANITE_DEBUG_FLAG_DISABLE_CULL_GLOBAL_CLIP_PLANE 0x10
#define NANITE_DEBUG_FLAG_DISABLE_WPO_DISABLE_DISTANCE 0x20
#define NANITE_DEBUG_FLAG_DRAW_ONLY_ROOT_DATA 0x40
#define NANITE_RASTER_BIN_COUNT 0
#define NANITE_RASTER_BIN_RESERVE 1
#define NANITE_RASTER_BIN_SCATTER 2
#define NANITE_RASTER_BIN_FINALIZE 3
#define NANITE_SHADING_BIN_COUNT 0
#define NANITE_SHADING_BIN_RESERVE 1
#define NANITE_SHADING_BIN_SCATTER 2
// 3x for SW, 1x for padding, 4x for HW
#define NANITE_RASTERIZER_ARG_COUNT 8u
// Debug Visualization Modes
#define NANITE_VISUALIZE_OVERVIEW 0u
#define NANITE_VISUALIZE_TRIANGLES 1u
#define NANITE_VISUALIZE_CLUSTERS 2u
#define NANITE_VISUALIZE_PRIMITIVES 3u
#define NANITE_VISUALIZE_INSTANCES 4u
#define NANITE_VISUALIZE_GROUPS 5u
#define NANITE_VISUALIZE_PAGES 6u
#define NANITE_VISUALIZE_OVERDRAW 7u
#define NANITE_VISUALIZE_RASTER_MODE 8u
#define NANITE_VISUALIZE_RASTER_BINS 9u
#define NANITE_VISUALIZE_SHADING_BINS 10u
#define NANITE_VISUALIZE_SCENE_Z_MIN 11u
#define NANITE_VISUALIZE_SCENE_Z_MAX 12u
#define NANITE_VISUALIZE_SCENE_Z_DELTA 13u
#define NANITE_VISUALIZE_SCENE_Z_DECODED 14u
#define NANITE_VISUALIZE_MATERIAL_Z_MIN 15u
#define NANITE_VISUALIZE_MATERIAL_Z_MAX 16u
#define NANITE_VISUALIZE_MATERIAL_Z_DELTA 17u
#define NANITE_VISUALIZE_MATERIAL_Z_DECODED 18u
#define NANITE_VISUALIZE_MATERIAL_COUNT 19u
#define NANITE_VISUALIZE_MATERIAL_MODE 20u
#define NANITE_VISUALIZE_MATERIAL_INDEX 21u
#define NANITE_VISUALIZE_MATERIAL_DEPTH 22u
#define NANITE_VISUALIZE_HIT_PROXY_DEPTH 23u
#define NANITE_VISUALIZE_NANITE_MASK 24u
#define NANITE_VISUALIZE_LIGHTMAP_UVS 25u
#define NANITE_VISUALIZE_LIGHTMAP_UV_INDEX 26u
#define NANITE_VISUALIZE_LIGHTMAP_DATA_INDEX 27u
#define NANITE_VISUALIZE_HIERARCHY_OFFSET 28u
#define NANITE_VISUALIZE_POSITION_BITS 29u
#define NANITE_VISUALIZE_VSM_STATIC_CACHING 30u
#define NANITE_VISUALIZE_EVALUATE_WORLD_POSITION_OFFSET 31u
#define NANITE_VISUALIZE_PICKING 32u
#define NANITE_VISUALIZE_SHADING_WRITE_MASK 33u
#define NANITE_VISUALIZE_NO_DERIVATIVE_OPS 34u
#define NANITE_PICKING_DOMAIN_TRIANGLE 0
#define NANITE_PICKING_DOMAIN_CLUSTER 1
#define NANITE_PICKING_DOMAIN_INSTANCE 2
#define NANITE_PICKING_DOMAIN_PRIMITIVE 3
#if defined(__cplusplus)
#define UINT_TYPE unsigned int
#define INT_TYPE int
#define INLINE_ATTR inline
#else
#define UINT_TYPE uint
#define INT_TYPE int
#define INLINE_ATTR
#endif
struct FNaniteMaterialFlags
{
bool bWorldPositionOffset;
bool bPixelDepthOffset;
bool bPixelDiscard;
bool bDisplacement;
bool bSplineMesh;
bool bNoDerivativeOps;
bool bVertexProgrammable;
bool bPixelProgrammable;
};
INLINE_ATTR FNaniteMaterialFlags UnpackNaniteMaterialFlags(UINT_TYPE Packed)
{
FNaniteMaterialFlags MaterialFlags;
MaterialFlags.bWorldPositionOffset = (Packed & NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET) != 0u;
MaterialFlags.bPixelDepthOffset = (Packed & NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET) != 0u;
MaterialFlags.bPixelDiscard = (Packed & NANITE_MATERIAL_FLAG_PIXEL_DISCARD) != 0u;
MaterialFlags.bDisplacement = (Packed & NANITE_MATERIAL_FLAG_DISPLACEMENT) != 0u;
MaterialFlags.bSplineMesh = (Packed & NANITE_MATERIAL_FLAG_SPLINE_MESH) != 0u;
MaterialFlags.bNoDerivativeOps = (Packed & NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS) != 0u;
MaterialFlags.bVertexProgrammable = (Packed & NANITE_MATERIAL_VERTEX_PROGRAMMABLE_FLAGS) != 0u;
MaterialFlags.bPixelProgrammable = (Packed & NANITE_MATERIAL_PIXEL_PROGRAMMABLE_FLAGS) != 0u;
return MaterialFlags;
}
INLINE_ATTR bool IsNaniteMaterialVertexProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return MaterialFlags.bWorldPositionOffset || MaterialFlags.bDisplacement;
}
INLINE_ATTR bool IsNaniteMaterialPixelProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return MaterialFlags.bPixelDepthOffset || MaterialFlags.bPixelDiscard;
}
INLINE_ATTR bool IsNaniteMaterialProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return IsNaniteMaterialVertexProgrammable(MaterialFlags) || IsNaniteMaterialPixelProgrammable(MaterialFlags);
}
INLINE_ATTR UINT_TYPE PackNaniteMaterialBitFlags(FNaniteMaterialFlags Flags)
{
UINT_TYPE MaterialBitFlags = 0x00000000u;
if (Flags.bPixelDiscard)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_PIXEL_DISCARD;
}
if (Flags.bPixelDepthOffset)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET;
}
if (Flags.bWorldPositionOffset)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET;
}
if (Flags.bDisplacement)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_DISPLACEMENT;
}
if (Flags.bSplineMesh)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_SPLINE_MESH;
}
if (Flags.bNoDerivativeOps)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS;
}
return MaterialBitFlags;
}
struct FNaniteStats
{
UINT_TYPE NumTris;
UINT_TYPE NumVerts;
UINT_TYPE NumViews;
UINT_TYPE NumMainInstancesPreCull;
UINT_TYPE NumMainInstancesPostCull;
UINT_TYPE NumMainVisitedNodes;
UINT_TYPE NumMainCandidateClusters;
UINT_TYPE NumPostInstancesPreCull;
UINT_TYPE NumPostInstancesPostCull;
UINT_TYPE NumPostVisitedNodes;
UINT_TYPE NumPostCandidateClusters;
UINT_TYPE NumLargePageRectClusters;
UINT_TYPE NumPrimaryViews;
UINT_TYPE NumTotalViews;
UINT_TYPE NumTotalRasterBins;
UINT_TYPE NumEmptyRasterBins;
UINT_TYPE NumTotalShadingBins;
UINT_TYPE NumEmptyShadingBins;
UINT_TYPE NumShadedQuads;
UINT_TYPE NumShadedPixels;
UINT_TYPE NumHelperLanes;
UINT_TYPE NumMainPassIndirections;
UINT_TYPE NumPostPassIndirections;
UINT_TYPE NumMainHierarchyCellsPreCull;
UINT_TYPE NumPostHierarchyCellsPreCull;
};
struct FNanitePickingFeedback
{
UINT_TYPE PixelX;
UINT_TYPE PixelY;
UINT_TYPE PrimitiveId;
UINT_TYPE InstanceId;
UINT_TYPE PersistentIndex;
UINT_TYPE ClusterIndex;
UINT_TYPE GroupIndex;
UINT_TYPE PageIndex;
UINT_TYPE TriangleIndex;
UINT_TYPE DepthInt;
UINT_TYPE RasterMode;
UINT_TYPE RasterBin;
UINT_TYPE ShadingBin;
UINT_TYPE MaterialIndex;
UINT_TYPE MaterialDepthId;
UINT_TYPE MaterialCount;
UINT_TYPE MaterialMode;
UINT_TYPE HierarchyOffset;
UINT_TYPE RuntimeResourceID;
UINT_TYPE LegacyShadingId;
};
struct FNaniteRasterBinMeta
{
UINT_TYPE BinSWCount;
UINT_TYPE BinHWCount;
UINT_TYPE ClusterOffset;
UINT_TYPE MaterialFlags;
float MinMaterialDisplacement;
float MaxMaterialDisplacement;
};
struct FNaniteShadingBinMeta
{
// Quad count shaded by bin
UINT_TYPE QuadCount;
// Pixel count shaded by bin
UINT_TYPE PixelCount;
// Quad/pixel coord range start
UINT_TYPE RangeStart;
// 0:23 Material bit flags, 24:31 Bound Target Mask
UINT_TYPE MaterialFlags;
};
struct FNaniteShadingBinStats
{
UINT_TYPE TotalQuadCount;
UINT_TYPE TotalPixelCount;
UINT_TYPE TotalHelperCount;
};
#undef INT_TYPE
#undef UINT_TYPE
#undef INLINE_ATTR