// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "../Common.ush" #include "../WaveOpUtil.ush" #include "/Engine/Shared/NaniteDefinitions.h" struct FStreamingRequest { uint RuntimeResourceID_Magic; uint PageIndex_NumPages_Magic; uint Priority_Magic; }; uint StreamingRequestsBufferVersion; uint StreamingRequestsBufferSize; void RequestPageRange( RWStructuredBuffer RequestsBuffer, uint RuntimeResourceID, uint StartPageIndex, uint NumPages, uint PriorityCategory, float Priority ) { if ((RenderFlags & NANITE_RENDER_FLAG_OUTPUT_STREAMING_REQUESTS) && NumPages > 0) { uint Index; WaveInterlockedAddScalar_(RequestsBuffer[0].RuntimeResourceID_Magic, 1, Index); // HACK: Store count in RuntimeResourceID_Magic of first request. if (Index < StreamingRequestsBufferSize - 1) { const uint MinPriority = NANITE_SANITY_CHECK_STREAMING_REQUESTS ? (1u << NANITE_STREAMING_REQUEST_MAGIC_BITS) : 1u; const uint UIntPriority = clamp((PriorityCategory << 30) | (asuint(Priority) >> 2), MinPriority, NANITE_MAX_PRIORITY_BEFORE_PARENTS); FStreamingRequest Request; #if NANITE_SANITY_CHECK_STREAMING_REQUESTS Request.RuntimeResourceID_Magic = (RuntimeResourceID << NANITE_STREAMING_REQUEST_MAGIC_BITS); Request.PageIndex_NumPages_Magic = (((StartPageIndex << NANITE_MAX_GROUP_PARTS_BITS) | NumPages) << NANITE_STREAMING_REQUEST_MAGIC_BITS); Request.Priority_Magic = UIntPriority & ~NANITE_STREAMING_REQUEST_MAGIC_MASK; // Mask off low bits to leave space for magic const uint FrameNibble = StreamingRequestsBufferVersion & 0xF; Request.RuntimeResourceID_Magic |= 0x10 | FrameNibble; Request.PageIndex_NumPages_Magic |= 0x20 | FrameNibble; Request.Priority_Magic |= 0x30 | FrameNibble; #else Request.RuntimeResourceID_Magic = RuntimeResourceID; Request.PageIndex_NumPages_Magic = (StartPageIndex << NANITE_MAX_GROUP_PARTS_BITS) | NumPages; Request.Priority_Magic = UIntPriority; #endif RequestsBuffer[Index + 1] = Request; } } }