// Copyright Epic Games, Inc. All Rights Reserved. // Buffer format (sizes in bytes): // // -- START HEADER -- // PackedExecutionFlagAndNumData (4) // For each data: // TypeId (4) // Attribute Count (4) // Element Count (4) // For attribute ID 0 to MAX_NUM_ATTR: // PackedIdAndStride (4) // AttributeElementStartAddress (4) // -- END HEADER -- // For each data: // For each present attribute: // (element count * stride) RWByteAddressBuffer {DataInterfaceName}_DataCollectionBuffer; // Multiplier that can be configured on output pins. uint {DataInterfaceName}_ElementCountMultiplier; RWStructuredBuffer {DataInterfaceName}_ElementCountersBuffer; uint {DataInterfaceName}_ElementCountersPresent; // #################### HEADER READERS ########################## uint GetNumData_{DataInterfaceName}() { // We use the most significant bit of NumData to store the KernelExecuted flag. return {DataInterfaceName}_DataCollectionBuffer.Load(0) & ~PCG_KERNEL_EXECUTED_FLAG; } uint GetNumElements_{DataInterfaceName}(uint InDataIndex) { const uint ReadAddress = PCG_DATA_COLLECTION_HEADER_SIZE_BYTES + InDataIndex * PCG_DATA_HEADER_SIZE_BYTES + /*TypeId*/4 + /*Attribute Count*/4; return {DataInterfaceName}_DataCollectionBuffer.Load(ReadAddress); } int AddToElementCounterInternal_{DataInterfaceName}(uint InDataIndex, uint InElementCount) { if ({DataInterfaceName}_ElementCountersPresent == 0) { return -1; } uint ValueBefore; InterlockedAdd({DataInterfaceName}_ElementCountersBuffer[InDataIndex], InElementCount, ValueBefore); return (int)ValueBefore; } bool GetThreadData_{DataInterfaceName}(uint InThreadIndex, out uint OutDataIndex, out uint OutElementIndex) { int ElementIndex = (int)InThreadIndex; const uint NumData = GetNumData_{DataInterfaceName}(); for (uint DataIndex = 0; DataIndex < NumData; ++DataIndex) { const int ElemCount = (int)GetNumElements_{DataInterfaceName}(DataIndex); if (ElementIndex < ElemCount) { OutDataIndex = DataIndex; OutElementIndex = (uint)ElementIndex; return true; } ElementIndex -= ElemCount; } OutDataIndex = (uint)-1; OutElementIndex = (uint)-1; return false; } uint GetNumElements_{DataInterfaceName}() { uint NumElements = 0; const uint NumData = GetNumData_{DataInterfaceName}(); for (uint DataIndex = 0; DataIndex < NumData; ++DataIndex) { NumElements += GetNumElements_{DataInterfaceName}(DataIndex); } return NumElements; } // #################### INTERNAL HELPERS ########################## uint LoadBufferInternal_{DataInterfaceName}(uint Address) { return {DataInterfaceName}_DataCollectionBuffer.Load(Address); } void StoreBufferInternal_{DataInterfaceName}(uint Address, uint Value) { {DataInterfaceName}_DataCollectionBuffer.Store(Address, Value); } uint GetFirstElementAddressInternal_{DataInterfaceName}(uint InDataIndex, int InAttributeId) { const uint ReadAddress = PCG_DATA_COLLECTION_HEADER_SIZE_BYTES + InDataIndex * PCG_DATA_HEADER_SIZE_BYTES + /*TypeId*/4 + /*Attribute Count*/4 + /*Element Count*/4 + InAttributeId * PCG_ATTRIBUTE_HEADER_SIZE_BYTES + /*PackedAttributeIdAndStride*/4; return {DataInterfaceName}_DataCollectionBuffer.Load(ReadAddress); } uint GetAttributeStrideInternal_{DataInterfaceName}(uint InDataIndex, int InAttributeId) { const uint ReadAddress = PCG_DATA_COLLECTION_HEADER_SIZE_BYTES + InDataIndex * PCG_DATA_HEADER_SIZE_BYTES + /*TypeId*/4 + /*Attribute Count*/4 + /*Element Count*/4 + InAttributeId * PCG_ATTRIBUTE_HEADER_SIZE_BYTES; const uint PackedAttributeIdAndStride = {DataInterfaceName}_DataCollectionBuffer.Load(ReadAddress); return PackedAttributeIdAndStride & (0xFFFFFFFF >> 24); } uint GetElementAddressInternal_{DataInterfaceName}(uint InDataIndex, uint InElementIndex, int InAttributeId) { const uint FirstElementAddress = GetFirstElementAddressInternal_{DataInterfaceName}(InDataIndex, InAttributeId); const uint AttributeStride = GetAttributeStrideInternal_{DataInterfaceName}(InDataIndex, InAttributeId); return InElementIndex * AttributeStride + FirstElementAddress; } uint GetDataNumAttributesInternal_{DataInterfaceName}(uint InDataIndex) { const uint ReadAddress = PCG_DATA_COLLECTION_HEADER_SIZE_BYTES + InDataIndex * PCG_DATA_HEADER_SIZE_BYTES + /*TypeId*/4; return {DataInterfaceName}_DataCollectionBuffer.Load(ReadAddress); } void SetAsExecutedInternal_{DataInterfaceName}() { // We use the most significant bit of NumData to store the KernelExecuted flag const uint NumData = GetNumData_{DataInterfaceName}(); {DataInterfaceName}_DataCollectionBuffer.Store(0, NumData | PCG_KERNEL_EXECUTED_FLAG); } // #################### ATTRIBUTE GETTERS ########################## bool GetBool_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 && {DataInterfaceName}_DataCollectionBuffer.Load(AttributeAddress + ElementIndex * 1 * 4) != 0; } int GetInt_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? asint({DataInterfaceName}_DataCollectionBuffer.Load(AttributeAddress + ElementIndex * 1 * 4)) : 0; } int GetUint_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? {DataInterfaceName}_DataCollectionBuffer.Load(AttributeAddress + ElementIndex * 1 * 4) : 0; } float GetFloat_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? asfloat({DataInterfaceName}_DataCollectionBuffer.Load(AttributeAddress + ElementIndex * 1 * 4)) : 0.0f; } float2 GetFloat2_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? asfloat({DataInterfaceName}_DataCollectionBuffer.Load2(AttributeAddress + ElementIndex * 2 * 4)) : (float2)0; } float3 GetFloat3_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? asfloat({DataInterfaceName}_DataCollectionBuffer.Load3(AttributeAddress + ElementIndex * 3 * 4)) : (float3)0; } float4 GetFloat4_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); return AttributeAddress > 0 ? asfloat({DataInterfaceName}_DataCollectionBuffer.Load4(AttributeAddress + ElementIndex * 4 * 4)) : (float4)0; } float3 GetRotator_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { return GetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId); } float4 GetQuat_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { return GetFloat4_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId); } float4x4 GetTransform_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress == 0) { return (float4x4)0; } const uint StartAddress = ElementIndex * 16 * 4 + AttributeAddress; return float4x4( asfloat({DataInterfaceName}_DataCollectionBuffer.Load4(StartAddress)), asfloat({DataInterfaceName}_DataCollectionBuffer.Load4(StartAddress + 4 * 4)), asfloat({DataInterfaceName}_DataCollectionBuffer.Load4(StartAddress + 8 * 4)), asfloat({DataInterfaceName}_DataCollectionBuffer.Load4(StartAddress + 12 * 4)) ); } int GetStringKey_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { // String keys are represented as ints. return GetInt_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId); } // TODO: left as uint2 which we locked into for 5.5.0. Future version should change this to int. uint2 GetName_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId) { // Names are represented as ints. return uint2((uint)GetInt_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId), 0u); } uint GetElementCountMultiplier_{DataInterfaceName}() { return {DataInterfaceName}_ElementCountMultiplier; } // #################### ATTRIBUTE SETTERS ########################## void SetBool_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, bool Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store(AttributeAddress + ElementIndex * 1 * 4, Value ? 1u : 0u); } } void SetInt_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, int Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store(AttributeAddress + ElementIndex * 1 * 4, asuint(Value)); } } void SetUint_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, uint Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store(AttributeAddress + ElementIndex * 1 * 4, Value); } } void SetFloat_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store(AttributeAddress + ElementIndex * 1 * 4, asuint(Value)); } } void SetFloat2_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float2 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store2(AttributeAddress + ElementIndex * 2 * 4, asuint(Value)); } } void SetFloat3_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float3 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store3(AttributeAddress + ElementIndex * 3 * 4, asuint(Value)); } } void SetFloat4_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float4 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store4(AttributeAddress + ElementIndex * 4 * 4, asuint(Value)); } } void SetRotator_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float3 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store3(AttributeAddress + ElementIndex * 3 * 4, asuint(Value)); } } void SetQuat_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float4 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { {DataInterfaceName}_DataCollectionBuffer.Store4(AttributeAddress + ElementIndex * 4 * 4, asuint(Value)); } } void SetTransform_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, float4x4 Value) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { const uint StartAddress = ElementIndex * 16 * 4 + AttributeAddress; {DataInterfaceName}_DataCollectionBuffer.Store4(StartAddress, asuint(Value[0])); {DataInterfaceName}_DataCollectionBuffer.Store4(StartAddress + 4 * 4, asuint(Value[1])); {DataInterfaceName}_DataCollectionBuffer.Store4(StartAddress + 8 * 4, asuint(Value[2])); {DataInterfaceName}_DataCollectionBuffer.Store4(StartAddress + 12 * 4, asuint(Value[3])); } } void SetStringKey_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, int Value) { // String keys are represented as ints. SetInt_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId, Value); } // TODO: Value left as uint2 which we locked into for 5.5.0. Future version should change this to int. void SetName_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, uint2 Value) { // Names are represented as ints. SetInt_{DataInterfaceName}(DataIndex, ElementIndex, AttributeId, (int)Value.x); } // #################### ATOMICS ########################## // Returns value of attribute before incrementing. int AtomicAddInt_{DataInterfaceName}(uint DataIndex, uint ElementIndex, int AttributeId, int ValueToAdd) { const uint AttributeAddress = GetFirstElementAddressInternal_{DataInterfaceName}(DataIndex, AttributeId); if (AttributeAddress > 0) { uint OriginalValue; {DataInterfaceName}_DataCollectionBuffer.InterlockedAdd(AttributeAddress + ElementIndex * 1 * 4, (uint)ValueToAdd, OriginalValue); return (int)OriginalValue; } else { return 0; } } // #################### POINT ATTRIBUTE GETTERS ########################## float3 GetPosition_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_POSITION_ID); } float4 GetRotation_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat4_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_ROTATION_ID); } float3 GetScale_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_SCALE_ID); } float3 GetBoundsMin_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_BOUNDS_MIN_ID); } float3 GetBoundsMax_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_BOUNDS_MAX_ID); } float4 GetColor_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat4_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_COLOR_ID); } float GetDensity_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_DENSITY_ID); } float GetSteepness_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetFloat_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_STEEPNESS_ID); } uint GetSeed_{DataInterfaceName}(uint DataIndex, uint ElementIndex) { return GetUint_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_SEED_ID); } float4x4 GetPointTransform_{DataInterfaceName}(uint InDataIndex, uint InElementIndex) { const FQuat Rotation = GetRotation_{DataInterfaceName}(InDataIndex, InElementIndex); const half3x3 RotationMatrix = QuatToMatrix(Rotation); const float3 Position = GetPosition_{DataInterfaceName}(InDataIndex, InElementIndex); const float3 Scale = GetScale_{DataInterfaceName}(InDataIndex, InElementIndex); const float3 Axis0 = Scale.x * RotationMatrix[0]; const float3 Axis1 = Scale.y * RotationMatrix[1]; const float3 Axis2 = Scale.z * RotationMatrix[2]; return float4x4( Axis0.x, Axis1.x, Axis2.x, Position.x, Axis0.y, Axis1.y, Axis2.y, Position.y, Axis0.z, Axis1.z, Axis2.z, Position.z, (float3)0.0, 1.0); } bool IsPointRemoved_{DataInterfaceName}(uint InDataIndex, uint InElementIndex) { return GetDensity_{DataInterfaceName}(InDataIndex, InElementIndex) == PCG_INVALID_DENSITY; } // #################### POINT ATTRIBUTE SETTERS ########################## void SetPosition_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float3 Position) { SetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_POSITION_ID, Position); } void SetRotation_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float4 Rotation) { SetFloat4_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_ROTATION_ID, Rotation); } void SetScale_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float3 Scale) { SetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_SCALE_ID, Scale); } void SetBoundsMin_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float3 BoundsMin) { SetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_BOUNDS_MIN_ID, BoundsMin); } void SetBoundsMax_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float3 BoundsMax) { SetFloat3_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_BOUNDS_MAX_ID, BoundsMax); } void SetColor_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float4 Color) { SetFloat4_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_COLOR_ID, Color); } void SetDensity_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float Density) { SetFloat_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_DENSITY_ID, Density); } void SetSteepness_{DataInterfaceName}(uint DataIndex, uint ElementIndex, float Steepness) { SetFloat_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_STEEPNESS_ID, Steepness); } void SetSeed_{DataInterfaceName}(uint DataIndex, uint ElementIndex, uint Seed) { SetUint_{DataInterfaceName}(DataIndex, ElementIndex, PCG_POINT_SEED_ID, Seed); } void SetPointTransform_{DataInterfaceName}(uint InDataIndex, uint InElementIndex, float4x4 Transform) { const float3 Scale = float3(length(Transform._m00_m10_m20), length(Transform._m01_m11_m21), length(Transform._m02_m12_m22)); SetScale_{DataInterfaceName}(InDataIndex, InElementIndex, Scale); // Assumes Transform axes have the correct handedness. We could do more work to fix this up too if required. float3x3 RotationMatix = (float3x3)transpose(Transform); // Required unfortunately, QuatFromMatrix expects orthonormalized. RotationMatix[0] /= Scale.x; RotationMatix[1] /= Scale.y; RotationMatix[2] /= Scale.z; const FQuat Rotation = QuatFromMatrix(RotationMatix); SetRotation_{DataInterfaceName}(InDataIndex, InElementIndex, Rotation); const float3 Position = Transform._m03_m13_m23; SetPosition_{DataInterfaceName}(InDataIndex, InElementIndex, Position); } void RemovePoint_{DataInterfaceName}(uint InDataIndex, uint InElementIndex) { SetDensity_{DataInterfaceName}(InDataIndex, InElementIndex, PCG_INVALID_DENSITY); } // Initialize a single point with default values. void InitializePoint_{DataInterfaceName}(uint InDataIndex, uint InElementIndex) { SetPosition_{DataInterfaceName}(InDataIndex, InElementIndex, 0.0f); SetRotation_{DataInterfaceName}(InDataIndex, InElementIndex, float4(0.0f, 0.0f, 0.0f, 1.0f)); SetScale_{DataInterfaceName}(InDataIndex, InElementIndex, 1.0f); SetBoundsMin_{DataInterfaceName}(InDataIndex, InElementIndex, -50.0f); SetBoundsMax_{DataInterfaceName}(InDataIndex, InElementIndex, 50.0f); SetColor_{DataInterfaceName}(InDataIndex, InElementIndex, 1.0f); SetDensity_{DataInterfaceName}(InDataIndex, InElementIndex, 1.0f); SetSeed_{DataInterfaceName}(InDataIndex, InElementIndex, 42); SetSteepness_{DataInterfaceName}(InDataIndex, InElementIndex, 1.0f); int NumAttributesRemaining = (int)GetDataNumAttributesInternal_{DataInterfaceName}(InDataIndex); for (int AttributeId = PCG_NUM_RESERVED_ATTRS; AttributeId < PCG_MAX_NUM_ATTRS; ++AttributeId) { const uint Stride = GetAttributeStrideInternal_{DataInterfaceName}(InDataIndex, AttributeId); if (Stride == 0) { // No output attribute to write to. continue; } // We don't bother checking element address is nonzero as we already check Stride above. const uint FirstElementAddress = GetFirstElementAddressInternal_{DataInterfaceName}(InDataIndex, AttributeId); const uint ElementAddress = InElementIndex * Stride + FirstElementAddress; for (uint Offset = 0; Offset < Stride; Offset += 4) { // TODO: In future could upload actual default values for attributes rather than 0-initializing. StoreBufferInternal_{DataInterfaceName}(ElementAddress + Offset, 0u); } if (--NumAttributesRemaining <= 0) { // Early-out when we've looked at all the possible attributes break; } } }