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Don't compile distance field shader permutations if bUseDistanceFields is unset or false Added UAV output to pixel shader Clear Tiny UAV uses command buffer ClearBuffer command instead of allocating a temp buffer and copying it to UAV anthony.bills #rnx #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: mickael.gilabert #ROBOMERGE-SOURCE: CL 6077502 via CL 6077551 via CL 6080478 via CL 6080627 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 6084211 by mickael gilabert in Dev-VR branch]
710 lines
30 KiB
C++
710 lines
30 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DistanceFieldScreenGridLighting.cpp
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "HAL/IConsoleManager.h"
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#include "RHI.h"
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#include "ShaderParameters.h"
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#include "RendererInterface.h"
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#include "RHIStaticStates.h"
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#include "GlobalDistanceFieldParameters.h"
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#include "Shader.h"
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#include "StaticBoundShaderState.h"
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#include "SceneUtils.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "GlobalShader.h"
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#include "SceneRenderTargetParameters.h"
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#include "DeferredShadingRenderer.h"
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#include "PostProcess/PostProcessing.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "DistanceFieldLightingShared.h"
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#include "DistanceFieldAmbientOcclusion.h"
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#include "DistanceFieldLightingPost.h"
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#include "GlobalDistanceField.h"
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#include "PipelineStateCache.h"
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#include "ClearQuad.h"
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#include "VisualizeTexture.h"
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int32 GAOUseJitter = 1;
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FAutoConsoleVariableRef CVarAOUseJitter(
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TEXT("r.AOUseJitter"),
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GAOUseJitter,
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TEXT("Whether to use 4x temporal supersampling with Screen Grid DFAO. When jitter is disabled, a shorter history can be used but there will be more spatial aliasing."),
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ECVF_RenderThreadSafe
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);
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int32 GConeTraceDownsampleFactor = 4;
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FIntPoint GetBufferSizeForConeTracing()
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{
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return FIntPoint::DivideAndRoundDown(GetBufferSizeForAO(), GConeTraceDownsampleFactor);
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}
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FVector2D JitterOffsets[4] =
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{
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FVector2D(.25f, 0),
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FVector2D(.75f, .25f),
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FVector2D(.5f, .75f),
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FVector2D(0, .5f)
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};
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extern int32 GAOUseHistory;
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FVector2D GetJitterOffset(int32 SampleIndex)
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{
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if (GAOUseJitter && GAOUseHistory)
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{
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return JitterOffsets[SampleIndex] * GConeTraceDownsampleFactor;
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}
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return FVector2D(0, 0);
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}
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void FAOScreenGridResources::InitDynamicRHI()
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{
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//@todo - 2d textures
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const uint32 FastVRamFlag = GFastVRamConfig.DistanceFieldAOScreenGridResources | (IsTransientResourceBufferAliasingEnabled() ? BUF_Transient : BUF_None);
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ScreenGridConeVisibility.Initialize(sizeof(uint32), NumConeSampleDirections * ScreenGridDimensions.X * ScreenGridDimensions.Y, PF_R32_UINT, BUF_Static | FastVRamFlag, TEXT("ScreenGridConeVisibility"));
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if (bAllocateResourceForGI)
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{
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ConeDepthVisibilityFunction.Initialize(sizeof(float), NumConeSampleDirections * NumVisibilitySteps * ScreenGridDimensions.X * ScreenGridDimensions.Y, PF_R32_FLOAT, BUF_Static);
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//@todo - fp16
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StepBentNormal.Initialize(sizeof(float) * 4, NumVisibilitySteps * ScreenGridDimensions.X * ScreenGridDimensions.Y, PF_A32B32G32R32F, BUF_Static);
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SurfelIrradiance.Initialize(sizeof(FFloat16Color), ScreenGridDimensions.X * ScreenGridDimensions.Y, PF_FloatRGBA, BUF_Static | FastVRamFlag, TEXT("SurfelIrradiance"));
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HeightfieldIrradiance.Initialize(sizeof(FFloat16Color), ScreenGridDimensions.X * ScreenGridDimensions.Y, PF_FloatRGBA, BUF_Static | FastVRamFlag, TEXT("HeightfieldIrradiance"));
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}
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}
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template<bool bSupportIrradiance, bool bUseGlobalDistanceField>
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class TConeTraceScreenGridObjectOcclusionCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(TConeTraceScreenGridObjectOcclusionCS,Global)
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment);
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FTileIntersectionParameters::ModifyCompilationEnvironment(Parameters.Platform, OutEnvironment);
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OutEnvironment.SetDefine(TEXT("SUPPORT_IRRADIANCE"), bSupportIrradiance);
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OutEnvironment.SetDefine(TEXT("USE_GLOBAL_DISTANCE_FIELD"), bUseGlobalDistanceField);
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// To reduce shader compile time of compute shaders with shared memory, doesn't have an impact on generated code with current compiler (June 2010 DX SDK)
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OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
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}
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TConeTraceScreenGridObjectOcclusionCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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SceneTextureParameters.Bind(Initializer);
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ObjectParameters.Bind(Initializer.ParameterMap);
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AOParameters.Bind(Initializer.ParameterMap);
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ScreenGridParameters.Bind(Initializer.ParameterMap);
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GlobalDistanceFieldParameters.Bind(Initializer.ParameterMap);
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TileConeDepthRanges.Bind(Initializer.ParameterMap, TEXT("TileConeDepthRanges"));
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TileIntersectionParameters.Bind(Initializer.ParameterMap);
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TanConeHalfAngle.Bind(Initializer.ParameterMap, TEXT("TanConeHalfAngle"));
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BentNormalNormalizeFactor.Bind(Initializer.ParameterMap, TEXT("BentNormalNormalizeFactor"));
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ScreenGridConeVisibility.Bind(Initializer.ParameterMap, TEXT("ScreenGridConeVisibility"));
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ConeDepthVisibilityFunction.Bind(Initializer.ParameterMap, TEXT("ConeDepthVisibilityFunction"));
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}
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TConeTraceScreenGridObjectOcclusionCS()
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{
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FViewInfo& View,
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FSceneRenderTargetItem& DistanceFieldNormal,
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const FDistanceFieldAOParameters& Parameters,
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const FGlobalDistanceFieldInfo& GlobalDistanceFieldInfo)
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{
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FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
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SceneTextureParameters.Set(RHICmdList, ShaderRHI, View.FeatureLevel, ESceneTextureSetupMode::All);
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ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers);
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AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
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ScreenGridParameters.Set(RHICmdList, ShaderRHI, View, DistanceFieldNormal);
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if (bUseGlobalDistanceField)
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{
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GlobalDistanceFieldParameters.Set(RHICmdList, ShaderRHI, GlobalDistanceFieldInfo.ParameterData);
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}
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FAOSampleData2 AOSampleData;
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TArray<FVector, TInlineAllocator<9> > SampleDirections;
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GetSpacedVectors(View.Family->FrameNumber, SampleDirections);
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
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{
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AOSampleData.SampleDirections[SampleIndex] = FVector4(SampleDirections[SampleIndex]);
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}
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SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FAOSampleData2>(), AOSampleData);
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FTileIntersectionResources* TileIntersectionResources = View.ViewState->AOTileIntersectionResources;
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SetSRVParameter(RHICmdList, ShaderRHI, TileConeDepthRanges, TileIntersectionResources->TileConeDepthRanges.SRV);
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TileIntersectionParameters.Set(RHICmdList, ShaderRHI, *TileIntersectionResources);
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extern float GAOConeHalfAngle;
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SetShaderValue(RHICmdList, ShaderRHI, TanConeHalfAngle, FMath::Tan(GAOConeHalfAngle));
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FVector UnoccludedVector(0);
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
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{
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UnoccludedVector += SampleDirections[SampleIndex];
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}
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float BentNormalNormalizeFactorValue = 1.0f / (UnoccludedVector / NumConeSampleDirections).Size();
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SetShaderValue(RHICmdList, ShaderRHI, BentNormalNormalizeFactor, BentNormalNormalizeFactorValue);
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FAOScreenGridResources* ScreenGridResources = View.ViewState->AOScreenGridResources;
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ScreenGridConeVisibility.SetBuffer(RHICmdList, ShaderRHI, ScreenGridResources->ScreenGridConeVisibility);
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if (bSupportIrradiance)
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{
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ConeDepthVisibilityFunction.SetBuffer(RHICmdList, ShaderRHI, ScreenGridResources->ConeDepthVisibilityFunction);
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}
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}
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void UnsetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
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{
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ScreenGridConeVisibility.UnsetUAV(RHICmdList, GetComputeShader());
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ConeDepthVisibilityFunction.UnsetUAV(RHICmdList, GetComputeShader());
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << SceneTextureParameters;
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Ar << ObjectParameters;
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Ar << AOParameters;
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Ar << ScreenGridParameters;
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Ar << GlobalDistanceFieldParameters;
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Ar << TileConeDepthRanges;
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Ar << TileIntersectionParameters;
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Ar << TanConeHalfAngle;
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Ar << BentNormalNormalizeFactor;
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Ar << ScreenGridConeVisibility;
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Ar << ConeDepthVisibilityFunction;
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return bShaderHasOutdatedParameters;
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}
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private:
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FSceneTextureShaderParameters SceneTextureParameters;
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FDistanceFieldCulledObjectBufferParameters ObjectParameters;
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FAOParameters AOParameters;
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FScreenGridParameters ScreenGridParameters;
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FGlobalDistanceFieldParameters GlobalDistanceFieldParameters;
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FShaderResourceParameter TileConeDepthRanges;
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FTileIntersectionParameters TileIntersectionParameters;
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FShaderParameter TanConeHalfAngle;
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FShaderParameter BentNormalNormalizeFactor;
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FRWShaderParameter ScreenGridConeVisibility;
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FRWShaderParameter ConeDepthVisibilityFunction;
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};
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#define IMPLEMENT_CONETRACE_CS_TYPE(bSupportIrradiance, bUseGlobalDistanceField) \
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typedef TConeTraceScreenGridObjectOcclusionCS<bSupportIrradiance, bUseGlobalDistanceField> TConeTraceScreenGridObjectOcclusionCS##bSupportIrradiance##bUseGlobalDistanceField; \
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IMPLEMENT_SHADER_TYPE(template<>,TConeTraceScreenGridObjectOcclusionCS##bSupportIrradiance##bUseGlobalDistanceField,TEXT("/Engine/Private/DistanceFieldScreenGridLighting.usf"),TEXT("ConeTraceObjectOcclusionCS"),SF_Compute);
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IMPLEMENT_CONETRACE_CS_TYPE(true, true)
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IMPLEMENT_CONETRACE_CS_TYPE(false, true)
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IMPLEMENT_CONETRACE_CS_TYPE(true, false)
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IMPLEMENT_CONETRACE_CS_TYPE(false, false)
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const int32 GConeTraceGlobalDFTileSize = 8;
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template<bool bConeTraceObjects>
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class TConeTraceScreenGridGlobalOcclusionCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(TConeTraceScreenGridGlobalOcclusionCS,Global)
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("CONE_TRACE_OBJECTS"), bConeTraceObjects);
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OutEnvironment.SetDefine(TEXT("CONE_TRACE_GLOBAL_DISPATCH_SIZEX"), GConeTraceGlobalDFTileSize);
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OutEnvironment.SetDefine(TEXT("OUTPUT_VISIBILITY_DIRECTLY"), TEXT("1"));
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OutEnvironment.SetDefine(TEXT("TRACE_DOWNSAMPLE_FACTOR"), GConeTraceDownsampleFactor);
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OutEnvironment.SetDefine(TEXT("USE_GLOBAL_DISTANCE_FIELD"), TEXT("1"));
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// To reduce shader compile time of compute shaders with shared memory, doesn't have an impact on generated code with current compiler (June 2010 DX SDK)
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OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
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}
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TConeTraceScreenGridGlobalOcclusionCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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SceneTextureParameters.Bind(Initializer);
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ObjectParameters.Bind(Initializer.ParameterMap);
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AOParameters.Bind(Initializer.ParameterMap);
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ScreenGridParameters.Bind(Initializer.ParameterMap);
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GlobalDistanceFieldParameters.Bind(Initializer.ParameterMap);
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TileConeDepthRanges.Bind(Initializer.ParameterMap, TEXT("TileConeDepthRanges"));
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TileListGroupSize.Bind(Initializer.ParameterMap, TEXT("TileListGroupSize"));
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TanConeHalfAngle.Bind(Initializer.ParameterMap, TEXT("TanConeHalfAngle"));
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BentNormalNormalizeFactor.Bind(Initializer.ParameterMap, TEXT("BentNormalNormalizeFactor"));
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ScreenGridConeVisibility.Bind(Initializer.ParameterMap, TEXT("ScreenGridConeVisibility"));
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}
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TConeTraceScreenGridGlobalOcclusionCS()
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{
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FViewInfo& View,
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FIntPoint TileListGroupSizeValue,
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FSceneRenderTargetItem& DistanceFieldNormal,
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const FDistanceFieldAOParameters& Parameters,
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const FGlobalDistanceFieldInfo& GlobalDistanceFieldInfo)
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{
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FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
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SceneTextureParameters.Set(RHICmdList, ShaderRHI, View.FeatureLevel, ESceneTextureSetupMode::All);
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ObjectParameters.Set(RHICmdList, ShaderRHI, GAOCulledObjectBuffers.Buffers);
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AOParameters.Set(RHICmdList, ShaderRHI, Parameters);
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ScreenGridParameters.Set(RHICmdList, ShaderRHI, View, DistanceFieldNormal);
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GlobalDistanceFieldParameters.Set(RHICmdList, ShaderRHI, GlobalDistanceFieldInfo.ParameterData);
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FAOSampleData2 AOSampleData;
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TArray<FVector, TInlineAllocator<9> > SampleDirections;
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GetSpacedVectors(View.Family->FrameNumber, SampleDirections);
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
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{
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AOSampleData.SampleDirections[SampleIndex] = FVector4(SampleDirections[SampleIndex]);
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}
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SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FAOSampleData2>(), AOSampleData);
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if (UseAOObjectDistanceField())
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{
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FTileIntersectionResources* TileIntersectionResources = View.ViewState->AOTileIntersectionResources;
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SetSRVParameter(RHICmdList, ShaderRHI, TileConeDepthRanges, TileIntersectionResources->TileConeDepthRanges.SRV);
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}
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SetShaderValue(RHICmdList, ShaderRHI, TileListGroupSize, TileListGroupSizeValue);
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extern float GAOConeHalfAngle;
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SetShaderValue(RHICmdList, ShaderRHI, TanConeHalfAngle, FMath::Tan(GAOConeHalfAngle));
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FVector UnoccludedVector(0);
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
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{
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UnoccludedVector += SampleDirections[SampleIndex];
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}
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float BentNormalNormalizeFactorValue = 1.0f / (UnoccludedVector / NumConeSampleDirections).Size();
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SetShaderValue(RHICmdList, ShaderRHI, BentNormalNormalizeFactor, BentNormalNormalizeFactorValue);
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FAOScreenGridResources* ScreenGridResources = View.ViewState->AOScreenGridResources;
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int32 NumOutUAVs = 0;
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FUnorderedAccessViewRHIParamRef OutUAVs[1];
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OutUAVs[NumOutUAVs++] = ScreenGridResources->ScreenGridConeVisibility.UAV;
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// Note: no transition, want to overlap object cone tracing and global DF cone tracing since both shaders use atomics to ScreenGridConeVisibility
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RHICmdList.TransitionResources(EResourceTransitionAccess::ERWNoBarrier, EResourceTransitionPipeline::EComputeToCompute, OutUAVs, NumOutUAVs);
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ScreenGridConeVisibility.SetBuffer(RHICmdList, ShaderRHI, ScreenGridResources->ScreenGridConeVisibility);
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}
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void UnsetParameters(FRHICommandList& RHICmdList, const FViewInfo& View)
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{
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ScreenGridConeVisibility.UnsetUAV(RHICmdList, GetComputeShader());
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}
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virtual bool Serialize(FArchive& Ar) override
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{
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bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << SceneTextureParameters;
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Ar << ObjectParameters;
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Ar << AOParameters;
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Ar << ScreenGridParameters;
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Ar << GlobalDistanceFieldParameters;
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Ar << TileConeDepthRanges;
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Ar << TileListGroupSize;
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Ar << TanConeHalfAngle;
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Ar << BentNormalNormalizeFactor;
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Ar << ScreenGridConeVisibility;
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return bShaderHasOutdatedParameters;
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}
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private:
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FSceneTextureShaderParameters SceneTextureParameters;
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FDistanceFieldCulledObjectBufferParameters ObjectParameters;
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FAOParameters AOParameters;
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FScreenGridParameters ScreenGridParameters;
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FGlobalDistanceFieldParameters GlobalDistanceFieldParameters;
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FShaderResourceParameter TileConeDepthRanges;
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FShaderParameter TileListGroupSize;
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FShaderParameter TanConeHalfAngle;
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FShaderParameter BentNormalNormalizeFactor;
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FRWShaderParameter ScreenGridConeVisibility;
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};
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#define IMPLEMENT_CONETRACE_GLOBAL_CS_TYPE(bSupportIrradiance) \
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typedef TConeTraceScreenGridGlobalOcclusionCS<bSupportIrradiance> TConeTraceScreenGridGlobalOcclusionCS##bSupportIrradiance; \
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IMPLEMENT_SHADER_TYPE(template<>,TConeTraceScreenGridGlobalOcclusionCS##bSupportIrradiance,TEXT("/Engine/Private/DistanceFieldScreenGridLighting.usf"),TEXT("ConeTraceGlobalOcclusionCS"),SF_Compute);
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IMPLEMENT_CONETRACE_GLOBAL_CS_TYPE(true)
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IMPLEMENT_CONETRACE_GLOBAL_CS_TYPE(false)
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const int32 GCombineConesSizeX = 8;
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class FCombineConeVisibilityCS : public FGlobalShader
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{
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DECLARE_SHADER_TYPE(FCombineConeVisibilityCS,Global)
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public:
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static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
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{
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return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5) && DoesPlatformSupportDistanceFieldAO(Parameters.Platform) && IsUsingDistanceFields(Parameters.Platform);
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}
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static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
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{
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FGlobalShader::ModifyCompilationEnvironment(Parameters,OutEnvironment);
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OutEnvironment.SetDefine(TEXT("COMBINE_CONES_SIZEX"), GCombineConesSizeX);
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OutEnvironment.SetDefine(TEXT("TRACE_DOWNSAMPLE_FACTOR"), GConeTraceDownsampleFactor);
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// To reduce shader compile time of compute shaders with shared memory, doesn't have an impact on generated code with current compiler (June 2010 DX SDK)
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OutEnvironment.CompilerFlags.Add(CFLAG_StandardOptimization);
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}
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FCombineConeVisibilityCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
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: FGlobalShader(Initializer)
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{
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ScreenGridParameters.Bind(Initializer.ParameterMap);
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BentNormalNormalizeFactor.Bind(Initializer.ParameterMap, TEXT("BentNormalNormalizeFactor"));
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ScreenGridConeVisibility.Bind(Initializer.ParameterMap, TEXT("ScreenGridConeVisibility"));
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DistanceFieldBentNormal.Bind(Initializer.ParameterMap, TEXT("DistanceFieldBentNormal"));
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ConeBufferMax.Bind(Initializer.ParameterMap, TEXT("ConeBufferMax"));
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DFNormalBufferUVMax.Bind(Initializer.ParameterMap, TEXT("DFNormalBufferUVMax"));
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}
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FCombineConeVisibilityCS()
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{
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}
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void SetParameters(
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FRHICommandList& RHICmdList,
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const FViewInfo& View,
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|
FSceneRenderTargetItem& DistanceFieldNormal,
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FSceneRenderTargetItem& DownsampledBentNormal)
|
|
{
|
|
FComputeShaderRHIParamRef ShaderRHI = GetComputeShader();
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|
FGlobalShader::SetParameters<FViewUniformShaderParameters>(RHICmdList, ShaderRHI, View.ViewUniformBuffer);
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ScreenGridParameters.Set(RHICmdList, ShaderRHI, View, DistanceFieldNormal);
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|
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FAOSampleData2 AOSampleData;
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|
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TArray<FVector, TInlineAllocator<9> > SampleDirections;
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GetSpacedVectors(View.Family->FrameNumber, SampleDirections);
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|
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
|
|
{
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|
AOSampleData.SampleDirections[SampleIndex] = FVector4(SampleDirections[SampleIndex]);
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|
}
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|
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SetUniformBufferParameterImmediate(RHICmdList, ShaderRHI, GetUniformBufferParameter<FAOSampleData2>(), AOSampleData);
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|
|
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FVector UnoccludedVector(0);
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|
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for (int32 SampleIndex = 0; SampleIndex < NumConeSampleDirections; SampleIndex++)
|
|
{
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UnoccludedVector += SampleDirections[SampleIndex];
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|
}
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|
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float BentNormalNormalizeFactorValue = 1.0f / (UnoccludedVector / NumConeSampleDirections).Size();
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SetShaderValue(RHICmdList, ShaderRHI, BentNormalNormalizeFactor, BentNormalNormalizeFactorValue);
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|
|
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FAOScreenGridResources* ScreenGridResources = View.ViewState->AOScreenGridResources;
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|
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RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EComputeToCompute, DownsampledBentNormal.UAV);
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DistanceFieldBentNormal.SetTexture(RHICmdList, ShaderRHI, DownsampledBentNormal.ShaderResourceTexture, DownsampledBentNormal.UAV);
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|
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SetSRVParameter(RHICmdList, ShaderRHI, ScreenGridConeVisibility, ScreenGridResources->ScreenGridConeVisibility.SRV);
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|
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FIntPoint const ConeBufferMaxValue(View.ViewRect.Width() / GAODownsampleFactor / GConeTraceDownsampleFactor - 1, View.ViewRect.Height() / GAODownsampleFactor / GConeTraceDownsampleFactor - 1);
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SetShaderValue(RHICmdList, ShaderRHI, ConeBufferMax, ConeBufferMaxValue);
|
|
|
|
FIntPoint const DFNormalBufferSize = GetBufferSizeForAO();
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|
FVector2D const DFNormalBufferUVMaxValue(
|
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(View.ViewRect.Width() / GAODownsampleFactor - 0.5f) / DFNormalBufferSize.X,
|
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(View.ViewRect.Height() / GAODownsampleFactor - 0.5f) / DFNormalBufferSize.Y);
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SetShaderValue(RHICmdList, ShaderRHI, DFNormalBufferUVMax, DFNormalBufferUVMaxValue);
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}
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|
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void UnsetParameters(FRHICommandList& RHICmdList, FSceneRenderTargetItem& DownsampledBentNormal)
|
|
{
|
|
DistanceFieldBentNormal.UnsetUAV(RHICmdList, GetComputeShader());
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RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, DownsampledBentNormal.UAV);
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}
|
|
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virtual bool Serialize(FArchive& Ar) override
|
|
{
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|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
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Ar << ScreenGridParameters;
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Ar << BentNormalNormalizeFactor;
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Ar << ScreenGridConeVisibility;
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Ar << DistanceFieldBentNormal;
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Ar << DFNormalBufferUVMax;
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Ar << ConeBufferMax;
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return bShaderHasOutdatedParameters;
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|
}
|
|
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|
private:
|
|
|
|
FScreenGridParameters ScreenGridParameters;
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FShaderParameter BentNormalNormalizeFactor;
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|
FShaderParameter DFNormalBufferUVMax;
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|
FShaderParameter ConeBufferMax;
|
|
FShaderResourceParameter ScreenGridConeVisibility;
|
|
FRWShaderParameter DistanceFieldBentNormal;
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|
};
|
|
|
|
IMPLEMENT_SHADER_TYPE(,FCombineConeVisibilityCS,TEXT("/Engine/Private/DistanceFieldScreenGridLighting.usf"),TEXT("CombineConeVisibilityCS"),SF_Compute);
|
|
|
|
void PostProcessBentNormalAOScreenGrid(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FDistanceFieldAOParameters& Parameters,
|
|
const FViewInfo& View,
|
|
IPooledRenderTarget* VelocityTexture,
|
|
FSceneRenderTargetItem& BentNormalInterpolation,
|
|
FSceneRenderTargetItem& DistanceFieldNormal,
|
|
TRefCountPtr<IPooledRenderTarget>& BentNormalOutput)
|
|
{
|
|
FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList);
|
|
|
|
FSceneViewState* ViewState = (FSceneViewState*)View.State;
|
|
FIntRect* DistanceFieldAOHistoryViewRect = ViewState ? &ViewState->DistanceFieldAOHistoryViewRect : nullptr;
|
|
TRefCountPtr<IPooledRenderTarget>* BentNormalHistoryState = ViewState ? &ViewState->DistanceFieldAOHistoryRT : NULL;
|
|
|
|
UpdateHistory(
|
|
RHICmdList,
|
|
View,
|
|
TEXT("DistanceFieldAOHistory"),
|
|
VelocityTexture,
|
|
DistanceFieldNormal,
|
|
BentNormalInterpolation,
|
|
DistanceFieldAOHistoryViewRect,
|
|
BentNormalHistoryState,
|
|
BentNormalOutput,
|
|
Parameters);
|
|
}
|
|
|
|
void FDeferredShadingSceneRenderer::RenderDistanceFieldAOScreenGrid(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FViewInfo& View,
|
|
const FDistanceFieldAOParameters& Parameters,
|
|
const TRefCountPtr<IPooledRenderTarget>& VelocityTexture,
|
|
const TRefCountPtr<IPooledRenderTarget>& DistanceFieldNormal,
|
|
TRefCountPtr<IPooledRenderTarget>& OutDynamicBentNormalAO)
|
|
{
|
|
const bool bUseDistanceFieldGI = IsDistanceFieldGIAllowed(View);
|
|
const bool bUseGlobalDistanceField = UseGlobalDistanceField(Parameters) && Scene->DistanceFieldSceneData.NumObjectsInBuffer > 0;
|
|
const bool bUseObjectDistanceField = UseAOObjectDistanceField();
|
|
|
|
const FIntPoint ConeTraceBufferSize = GetBufferSizeForConeTracing();
|
|
const FIntPoint TileListGroupSize = GetTileListGroupSizeForView(View);
|
|
|
|
FAOScreenGridResources*& ScreenGridResources = View.ViewState->AOScreenGridResources;
|
|
|
|
if ( !ScreenGridResources
|
|
|| ScreenGridResources->ScreenGridDimensions != ConeTraceBufferSize
|
|
|| ScreenGridResources->bAllocateResourceForGI != bUseDistanceFieldGI
|
|
|| !ScreenGridResources->IsInitialized()
|
|
|| GFastVRamConfig.bDirty )
|
|
{
|
|
if (ScreenGridResources)
|
|
{
|
|
ScreenGridResources->ReleaseResource();
|
|
}
|
|
else
|
|
{
|
|
ScreenGridResources = new FAOScreenGridResources();
|
|
}
|
|
|
|
ScreenGridResources->bAllocateResourceForGI = bUseDistanceFieldGI;
|
|
ScreenGridResources->ScreenGridDimensions = ConeTraceBufferSize;
|
|
|
|
ScreenGridResources->InitResource();
|
|
}
|
|
ScreenGridResources->AcquireTransientResource();
|
|
|
|
UnbindRenderTargets(RHICmdList);
|
|
|
|
if (bUseGlobalDistanceField)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ConeTraceGlobal);
|
|
|
|
float ConeVisibilityClearValue = 1.0f;
|
|
ClearUAV(RHICmdList, ScreenGridResources->ScreenGridConeVisibility, *(uint32*)&ConeVisibilityClearValue);
|
|
|
|
const uint32 GroupSizeX = FMath::DivideAndRoundUp(View.ViewRect.Size().X / GAODownsampleFactor / GConeTraceDownsampleFactor, GConeTraceGlobalDFTileSize);
|
|
const uint32 GroupSizeY = FMath::DivideAndRoundUp(View.ViewRect.Size().Y / GAODownsampleFactor / GConeTraceDownsampleFactor, GConeTraceGlobalDFTileSize);
|
|
|
|
check(View.GlobalDistanceFieldInfo.Clipmaps.Num() > 0);
|
|
|
|
if (bUseObjectDistanceField)
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridGlobalOcclusionCS<true> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, TileListGroupSize, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridGlobalOcclusionCS<false> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, TileListGroupSize, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
}
|
|
|
|
if (bUseObjectDistanceField)
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, ConeTraceObjects);
|
|
FTileIntersectionResources* TileIntersectionResources = ((FSceneViewState*)View.State)->AOTileIntersectionResources;
|
|
|
|
if (bUseGlobalDistanceField)
|
|
{
|
|
check(View.GlobalDistanceFieldInfo.Clipmaps.Num() > 0);
|
|
|
|
if (bUseDistanceFieldGI)
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridObjectOcclusionCS<true, true> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchIndirectComputeShader(RHICmdList, *ComputeShader, TileIntersectionResources->ObjectTilesIndirectArguments.Buffer, 0);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridObjectOcclusionCS<false, true> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchIndirectComputeShader(RHICmdList, *ComputeShader, TileIntersectionResources->ObjectTilesIndirectArguments.Buffer, 0);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (bUseDistanceFieldGI)
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridObjectOcclusionCS<true, false> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchIndirectComputeShader(RHICmdList, *ComputeShader, TileIntersectionResources->ObjectTilesIndirectArguments.Buffer, 0);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
else
|
|
{
|
|
TShaderMapRef<TConeTraceScreenGridObjectOcclusionCS<false, false> > ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal->GetRenderTargetItem(), Parameters, View.GlobalDistanceFieldInfo);
|
|
DispatchIndirectComputeShader(RHICmdList, *ComputeShader, TileIntersectionResources->ObjectTilesIndirectArguments.Buffer, 0);
|
|
ComputeShader->UnsetParameters(RHICmdList, View);
|
|
}
|
|
}
|
|
|
|
RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToCompute, ScreenGridResources->ScreenGridConeVisibility.UAV);
|
|
}
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DownsampledIrradiance;
|
|
|
|
if (bUseDistanceFieldGI)
|
|
{
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(ConeTraceBufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DownsampledIrradiance, TEXT("DownsampledIrradiance"));
|
|
}
|
|
|
|
extern void ComputeIrradianceForScreenGrid(
|
|
FRHICommandListImmediate& RHICmdList,
|
|
const FViewInfo& View,
|
|
const FScene* Scene,
|
|
const FDistanceFieldAOParameters& Parameters,
|
|
FSceneRenderTargetItem& DistanceFieldNormal,
|
|
const FAOScreenGridResources& ScreenGridResources,
|
|
FSceneRenderTargetItem& IrradianceTexture);
|
|
|
|
ComputeIrradianceForScreenGrid(RHICmdList, View, Scene, Parameters, DistanceFieldNormal->GetRenderTargetItem(), *ScreenGridResources, DownsampledIrradiance->GetRenderTargetItem());
|
|
}
|
|
|
|
// Compute heightfield occlusion after heightfield GI, otherwise it self-shadows incorrectly
|
|
View.HeightfieldLightingViewInfo.ComputeOcclusionForScreenGrid(View, RHICmdList, DistanceFieldNormal->GetRenderTargetItem(), *ScreenGridResources, Parameters);
|
|
|
|
TRefCountPtr<IPooledRenderTarget> DownsampledBentNormal;
|
|
|
|
{
|
|
FPooledRenderTargetDesc Desc(FPooledRenderTargetDesc::Create2DDesc(ConeTraceBufferSize, PF_FloatRGBA, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));
|
|
Desc.Flags |= GFastVRamConfig.DistanceFieldAODownsampledBentNormal;
|
|
GRenderTargetPool.FindFreeElement(RHICmdList, Desc, DownsampledBentNormal, TEXT("DownsampledBentNormal"));
|
|
}
|
|
|
|
{
|
|
SCOPED_DRAW_EVENT(RHICmdList, CombineCones);
|
|
const uint32 GroupSizeX = FMath::DivideAndRoundUp(ConeTraceBufferSize.X, GCombineConesSizeX);
|
|
const uint32 GroupSizeY = FMath::DivideAndRoundUp(ConeTraceBufferSize.Y, GCombineConesSizeX);
|
|
|
|
TShaderMapRef<FCombineConeVisibilityCS> ComputeShader(View.ShaderMap);
|
|
|
|
RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
|
|
ComputeShader->SetParameters(RHICmdList, View, DistanceFieldNormal->GetRenderTargetItem(), DownsampledBentNormal->GetRenderTargetItem());
|
|
DispatchComputeShader(RHICmdList, *ComputeShader, GroupSizeX, GroupSizeY, 1);
|
|
ComputeShader->UnsetParameters(RHICmdList, DownsampledBentNormal->GetRenderTargetItem());
|
|
}
|
|
|
|
if ( IsTransientResourceBufferAliasingEnabled() )
|
|
{
|
|
ScreenGridResources->DiscardTransientResource();
|
|
}
|
|
|
|
GVisualizeTexture.SetCheckPoint(RHICmdList, DownsampledBentNormal);
|
|
|
|
PostProcessBentNormalAOScreenGrid(
|
|
RHICmdList,
|
|
Parameters,
|
|
View,
|
|
VelocityTexture,
|
|
DownsampledBentNormal->GetRenderTargetItem(),
|
|
DistanceFieldNormal->GetRenderTargetItem(),
|
|
OutDynamicBentNormalAO);
|
|
}
|