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Next would be to have the fully simplified mode disable anisotropy to have an even lower payload size. #rb charles.derousiers #preflight https://horde.devtools.epicgames.com/job/6422ad44973e609670e855c8 [CL 24815921 by Sebastien Hillaire in ue5-main branch]
78 lines
3.3 KiB
C
78 lines
3.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*================================================================================================
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StrataDefinitions.ush: used in ray tracing shaders and C++ code to define common constants
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!!! Changing this file requires recompilation of the engine !!!
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=================================================================================================*/
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#pragma once
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// Change this to force recompilation of all strata dependent shaders (use https://www.random.org/cgi-bin/randbyte?nbytes=4&format=h)
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#define STRATA_SHADER_VERSION 0xbd4a70e7
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#define STRATA_MAX_BSDF_COUNT 15
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#define STRATA_MAX_OPERATOR_COUNT 15
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// It this is changed, STATE_BIT_COUNT_SHAREDLOCALBASESID and HEADER_BIT_COUNT_SHAREDLOCALBASES_COUNT also needs to be updated
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#define STRATA_MAX_SHAREDLOCALBASES_REGISTERS 4
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#define STRATA_PACKED_SHAREDLOCALBASIS_STRIDE_BYTES 4
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// As of today, a fully simplified material is a slab with all features allowed. It can thus be complex if anisotropy is enabled and in this case eats up to 32bytes.
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// STRATA_TODO: fully simplified should remove all features but fuzz maybe.
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#define STRATA_FULLY_SIMPLIFIED_NUM_UINTS (32/4)
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#define STRATA_BSDF_TYPE_SLAB 0
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#define STRATA_BSDF_TYPE_VOLUMETRICFOGCLOUD 1
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#define STRATA_BSDF_TYPE_UNLIT 2
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#define STRATA_BSDF_TYPE_HAIR 3
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#define STRATA_BSDF_TYPE_SINGLELAYERWATER 4
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#define STRATA_BSDF_TYPE_EYE 5
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// When more than 7 BSDF must exists, please update STATE_BIT_COUNT_BSDF and FStrataClassification.ShadingModels packing in Strata.ush
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// The size of strata material classification tiles on screen
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#define STRATA_TILE_SIZE 8
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#define STRATA_TILE_SIZE_DIV_AS_SHIFT 3
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// The default thickness of a layer is considered to be 0.01 centimeter = 0.1 millimeter
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#define STRATA_LAYER_DEFAULT_THICKNESS_CM 0.01f
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// Min Fuzz Roughness to avoid numerical issue
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#define STRATA_MIN_FUZZ_ROUGHNESS 0.02f
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#define STRATA_BASE_PASS_MRT_OUTPUT_COUNT 3
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#define STRATA_SSS_DATA_UINT_COUNT 2
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#define STRATA_OPERATOR_WEIGHT 0
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#define STRATA_OPERATOR_VERTICAL 1
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#define STRATA_OPERATOR_HORIZONTAL 2
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#define STRATA_OPERATOR_ADD 3
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#define STRATA_OPERATOR_BSDF 4
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#define STRATA_OPERATOR_BSDF_LEGACY 5
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// This must map directly to EStrataTileMaterialType
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#define STRATA_TILE_TYPE_SIMPLE 0
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#define STRATA_TILE_TYPE_SINGLE 1
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#define STRATA_TILE_TYPE_COMPLEX 2
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#define STRATA_TILE_TYPE_ROUGH_REFRACT 3
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#define STRATA_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT 4
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#define STRATA_TILE_TYPE_DECAL_SIMPLE 5
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#define STRATA_TILE_TYPE_DECAL_SINGLE 6
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#define STRATA_TILE_TYPE_DECAL_COMPLEX 7
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#define STRATA_TILE_TYPE_COUNT 8
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// sizeof(FRHIDrawIndirectParameters) = 4 uints = 16 bytes
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#define GetStrataTileTypeDrawIndirectArgOffset_Byte(x) (x * 16)
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#define GetStrataTileTypeDrawIndirectArgOffset_DWord(x) (x * 4)
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// sizeof(FRHIDispatchIndirectParameters) can vary per-platform
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#ifdef __cplusplus
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#define GetStrataTileTypeDispatchIndirectArgOffset_Byte(x) (x * sizeof(FRHIDispatchIndirectParameters))
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#define GetStrataTileTypeDispatchIndirectArgOffset_DWord(x) (x * sizeof(FRHIDispatchIndirectParameters) / sizeof(uint32))
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#else
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#define GetStrataTileTypeDispatchIndirectArgOffset_Byte(x) (x * DISPATCH_INDIRECT_UINT_COUNT * 4)
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#define GetStrataTileTypeDispatchIndirectArgOffset_DWord(x) (x * DISPATCH_INDIRECT_UINT_COUNT)
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#endif |