// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "../Common.ush" #include "../Nanite/NaniteHZBCull.ush" #include "../Nanite/NaniteDataDecode.ush" #include "../SceneData.ush" #include "VirtualShadowMapPageAccessCommon.ush" #include "VirtualShadowMapPageCacheCommon.ush" Texture2D HZBPageTable; StructuredBuffer HZBPageRectBounds; Texture2D HZBPageFlags; uint4 VirtualShadowMapGetPageRect(FScreenRect Rect) { return uint4(Rect.Pixels) >> VSM_LOG2_PAGE_SIZE; } uint4 VirtualShadowMapClipPageRect(uint4 RectPages, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel, StructuredBuffer PageRectBoundsBuffer) { uint4 Bounds = PageRectBoundsBuffer[VirtualShadowMapHandle.GetDataIndex() * VSM_MAX_MIP_LEVELS + MipLevel]; return uint4(max(RectPages.xy, Bounds.xy), min(RectPages.zw, Bounds.zw)); } uint4 VirtualShadowMapGetAllocatedPageRect(FScreenRect Rect, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel) { return VirtualShadowMapClipPageRect( VirtualShadowMapGetPageRect(Rect), VirtualShadowMapHandle, MipLevel, VirtualShadowMap.AllocatedPageRectBounds); } uint4 VirtualShadowMapGetUncachedPageRect(FScreenRect Rect, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel) { return VirtualShadowMapClipPageRect( VirtualShadowMapGetPageRect(Rect), VirtualShadowMapHandle, MipLevel, VirtualShadowMap.UncachedPageRectBounds); } FScreenRect VirtualShadowMapClipScreenRect(FScreenRect ScreenRect, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel, StructuredBuffer PageRectBoundsBuffer) { // Inclusive bounds for pages, e.g. (1,1,1,1) means one page at offset 1 uint4 BoundsPages = PageRectBoundsBuffer[VirtualShadowMapHandle.GetDataIndex() * VSM_MAX_MIP_LEVELS + MipLevel]; // scale the bounds to texels (still inclusive) int4 Bounds = uint4(BoundsPages.xy << VSM_LOG2_PAGE_SIZE, (BoundsPages.zw << VSM_LOG2_PAGE_SIZE) + VSM_PAGE_SIZE - 1u); FScreenRect Result = ScreenRect; Result.Pixels = int4(max(ScreenRect.Pixels.xy, Bounds.xy), min(ScreenRect.Pixels.zw, Bounds.zw)); return Result; } /** * Same but returns the clamped pixel rect rather than the page rect. */ FScreenRect VirtualShadowMapGetUncachedScreenRect(FScreenRect ScreenRect, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel) { return VirtualShadowMapClipScreenRect(ScreenRect, VirtualShadowMapHandle, MipLevel, VirtualShadowMap.UncachedPageRectBounds); } uint4 GatherPageFlags(uint2 TexelCoord, uint HMipLevel) { return GatherPageTable(VirtualShadowMap.PageFlags, TexelCoord, HMipLevel, 1.0f); } uint4 GatherReceiverMask(uint2 TexelCoord, uint HMipLevel) { // Note: UV scaled by extra 0.5f to account for 2x size of mask texture return GatherPageTable(VirtualShadowMap.PageReceiverMasks, TexelCoord, HMipLevel, 0.5f); } // Returns true if ANY flags in FlagMask are set on at least one overlapped page (see GetPageFlagMaskForRendering below) // NOTE: Only VSM_FLAG_* are allowed to be used here, not VSM_EXTENDED_*, as this does a hierarchical page flag lookup // If bDetailGeometry is set, additionally tests whether at least one page has VSM_FLAG_DETAIL_GEOMETRY marked on it bool OverlapsAnyValidPage(FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel, uint4 RectPages, uint FlagMask, bool bDetailGeometry) { // Skip empty rectangles (inclusive). if (any(RectPages.zw < RectPages.xy)) { return false; } uint HMipLevel = MipLevelForRect(RectPages, 2); // Calculate the offset in the root mip-level (to support UV based Gather) FVSMPageOffset VSMPageOffset = CalcPageOffset(VirtualShadowMapHandle, MipLevel, RectPages.xy); uint4 PageFlags2x2 = GatherPageFlags(VSMPageOffset.TexelAddress, HMipLevel); // Scale to rect of up-to 2x2 size. RectPages >>= HMipLevel; PageFlags2x2.yz = (RectPages.x == RectPages.z) ? 0u : PageFlags2x2.yz; // Mask off right pixels, if footprint is only one pixel wide. PageFlags2x2.xy = (RectPages.y == RectPages.w) ? 0u : PageFlags2x2.xy; // Mask off bottom pixels, if footprint is only one pixel tall. // Merge the adjacent flags uint PageFlags = PageFlags2x2.x | PageFlags2x2.y | PageFlags2x2.z | PageFlags2x2.w; if ((PageFlags & FlagMask) != 0 && (!bDetailGeometry || ((PageFlags & VSM_FLAG_DETAIL_GEOMETRY) != 0))) { return true; } return false; } bool IntersectMask8x8(uint4 Mask2x2, uint2 Min, uint2 Max) { // Assume: clamped to 8x8 rect // general idea: work on 8x8 and pull out relevant sub-ranges. // Make an 8-bit row mask & then select bits from that, easier than figuring out the ranges for each sub-range uint NumXBits8 = Max.x - Min.x + 1u; uint XMask8 = BitFieldMaskU32(NumXBits8, Min.x); // XLow half (left half if you like) uint XMaskLow = XMask8 & 0xFu; uint XMaskHigh = XMask8 >> 4u; // make an 8-row mask uint MaxY4 = Max.y << 2u; uint MinY4 = Min.y << 2u; uint NumYBits = MaxY4 - MinY4 + 1u; // +1u instead of 4 to avoid overflow - we only use it to mask off 0x1111 anyway so no need to mask the last few uint YMask8 = BitFieldMaskU32(NumYBits, MinY4); uint RowMultLow = 0x1111u & YMask8; uint RowMultHigh = 0x1111u & (YMask8 >> 16u); // x: (-, +) y: (+, +) z: (+, -) w: (-, -) uint4 TestMask; TestMask.w = XMaskLow * RowMultLow; TestMask.x = XMaskLow * RowMultHigh; TestMask.z = XMaskHigh * RowMultLow; TestMask.y = XMaskHigh * RowMultHigh; return (Mask2x2.x & TestMask.x) != 0u || (Mask2x2.y & TestMask.y) != 0u || (Mask2x2.z & TestMask.z) != 0u || (Mask2x2.w & TestMask.w) != 0u; } /** * Expectes a pixel rect clamped to the valid page region but still in pixels rather than pages. */ bool OverlapsAnyValidPage(FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel, FScreenRect ClampedScreenRect, uint FlagMask, bool bDetailGeometry, bool bUseReceiverMask) { // Skip empty rectangles (inclusive). if (any(ClampedScreenRect.Pixels.zw < ClampedScreenRect.Pixels.xy)) { return false; } uint4 RectPages = VirtualShadowMapGetPageRect(ClampedScreenRect); uint HMipLevel = MipLevelForRect(RectPages, 2); // Calculate the offset in the root mip-level (to support UV based Gather) FVSMPageOffset VSMPageOffset = CalcPageOffset(VirtualShadowMapHandle, MipLevel, RectPages.xy); uint4 PageFlags2x2 = GatherPageFlags(VSMPageOffset.TexelAddress, HMipLevel); // Scale to rect of up-to 2x2 size. uint4 UnitRect = RectPages >> HMipLevel; PageFlags2x2.yz = (UnitRect.x == UnitRect.z) ? 0u : PageFlags2x2.yz; // Mask off right pixels, if footprint is only one pixel wide. PageFlags2x2.xy = (UnitRect.y == UnitRect.w) ? 0u : PageFlags2x2.xy; // Mask off bottom pixels, if footprint is only one pixel tall. // Merge the adjacent flags uint PageFlags = PageFlags2x2.x | PageFlags2x2.y | PageFlags2x2.z | PageFlags2x2.w; if ((PageFlags & FlagMask) != 0 && (!bDetailGeometry || ((PageFlags & VSM_FLAG_DETAIL_GEOMETRY) != 0))) { BRANCH if (VirtualShadowMap.bEnableReceiverMasks && bUseReceiverMask) { // Rect in 2x page space storing 4x4 masks in each uint uint4 MaskFPRect = uint4(ClampedScreenRect.Pixels) >> (VSM_LOG2_PAGE_SIZE - 1u); uint MaskHMipLevel = MipLevelForRect(int4(MaskFPRect), 2); // Mask address in root level, offset by mask fractional position, VSMPageOffset accounts for mip translation so we need that for the base address. uint2 MaskAddress = VSMPageOffset.TexelAddress * 2u + (MaskFPRect.xy & 1u); // offset in the destination mip level (where we will sample the 2x2 bitmask) - truncate so we can... uint2 OffsetMip = MaskFPRect.xy >> MaskHMipLevel; // offset back in full bit-mask-res uint2 Offset = OffsetMip << (VSM_LOG2_RECEIVER_MASK_SIZE + MaskHMipLevel - 1u); // ...figure out the test mask in the right rect uint4 MaskRect = uint4(ClampedScreenRect.Pixels) >> (VSM_LOG2_PAGE_SIZE - VSM_LOG2_RECEIVER_MASK_SIZE); uint4 MaskSubRect = MaskRect - Offset.xyxy; uint4 MaskSubRectMip = MaskSubRect >> MaskHMipLevel; uint4 ReceiverMask8x8 = GatherReceiverMask(MaskAddress, MaskHMipLevel); return IntersectMask8x8(ReceiverMask8x8, MaskSubRectMip.xy, MaskSubRectMip.zw); } return true; } return false; } /** * Wrapper type to make misuse slightly harder. */ struct FPageTestScreenRect { FScreenRect ScreenRect; uint HZBLevelPageSizeShift; int HZBLevelPageSizeInclusive; uint4 RectPages; bool bWasPageRectClipped; }; /** * Set up a screen rect and pre-computed data for testing pages against HZB, this assumes a 4x4-HZB FScreenRect * as input. The resulting rect has been clamped to the mip level where a page is 4x4 texels, as higher mips are meaningless. */ FPageTestScreenRect SetupPageHZBRect(FScreenRect ScreenRect, FVirtualShadowMapHandle VirtualShadowMapHandle, uint MipLevel) { FPageTestScreenRect Result; Result.ScreenRect = ScreenRect; // Clamp to level where a page is 4x4 (HZB mip 0 is half-size) if (Result.ScreenRect.HZBLevel > (VSM_LOG2_PAGE_SIZE - 3)) { // Adjust HZB texel rect to match new mip level, this will be too large, but is clipped below. Result.ScreenRect.HZBTexels = int4(Result.ScreenRect.Pixels.xy, max(Result.ScreenRect.Pixels.xy, Result.ScreenRect.Pixels.zw)) >> (VSM_LOG2_PAGE_SIZE - 2U); Result.ScreenRect.HZBLevel = VSM_LOG2_PAGE_SIZE - 3U; } Result.HZBLevelPageSizeShift = VSM_LOG2_PAGE_SIZE - 1U - Result.ScreenRect.HZBLevel; Result.HZBLevelPageSizeInclusive = (1U << Result.HZBLevelPageSizeShift) - 1; uint4 UnClippedRectPages = VirtualShadowMapGetPageRect(ScreenRect); // If the clipped page rect is smaller than the unclipped rect, there are unmapped pages in the footprint and we return // that it is visible. Result.RectPages = VirtualShadowMapClipPageRect(UnClippedRectPages, VirtualShadowMapHandle, MipLevel, HZBPageRectBounds); Result.bWasPageRectClipped = any(Result.RectPages.xy > UnClippedRectPages.xy) || any(Result.RectPages.zw < UnClippedRectPages.zw); return Result; } bool IsPageVisibleHZB(uint2 vPage, FVSMPageOffset PageFlagOffset, bool bTreatUnmappedAsOccluded, FPageTestScreenRect PageTestScreenRect, bool bUseStaticOcclusion) { FShadowPhysicalPage pPage = ShadowDecodePageTable(HZBPageTable[PageFlagOffset.GetResourceAddress()]); if (pPage.bThisLODValid) { uint2 PhysicalAddress = pPage.PhysicalAddress; FScreenRect HZBTestRect = PageTestScreenRect.ScreenRect; // Move to page local (in mip level) space and clamp rect to page size. HZBTestRect.HZBTexels -= (vPage << PageTestScreenRect.HZBLevelPageSizeShift).xyxy; HZBTestRect.HZBTexels = clamp(HZBTestRect.HZBTexels, 0, PageTestScreenRect.HZBLevelPageSizeInclusive); // Translate to physical address space HZBTestRect.HZBTexels += (PhysicalAddress << PageTestScreenRect.HZBLevelPageSizeShift).xyxy; return IsVisibleHZBArray(HZBTestRect, true, GetVirtualShadowMapHZBArrayIndex(bUseStaticOcclusion)); } return !bTreatUnmappedAsOccluded; } /** * Perform HZB-Test for a rectangle of pages, returning true if the Rect is visible in at least one page. * @param TestPageMask - page flags to inlcude in occlusion test, e.g., VSM_FLAG_ALLOCATED will test any allocated page, but ignore unallocated ones. * @param VisiblePageMask - page flags to treat as un-occluded, tested after the above mask, e.g., use VSM_UNCACHED_FLAG to treat any uncached page as visible. */ bool IsVisibleMaskedHZB(FVirtualShadowMapHandle PrevShadowMapHandle, uint MipLevel, FScreenRect Rect, bool bClampToPageLevel, bool bTreatUnmappedAsOccluded, uint VisiblePageMask, uint TestPageMask, bool bUseStaticOcclusion) { // Don't have an HZB to test. if (!PrevShadowMapHandle.IsValid()) { return true; } // Don't go past mip level of 4x4 for a 4x4 test without possibly covering more than 4 pages. if (!bClampToPageLevel && Rect.HZBLevel > VSM_LOG2_PAGE_SIZE - 3) { return true; } FPageTestScreenRect HZBTestRect = SetupPageHZBRect(Rect, PrevShadowMapHandle, MipLevel); // Allow treating unmapped pages as visible, such that if (!bTreatUnmappedAsOccluded && HZBTestRect.bWasPageRectClipped) { return true; } uint4 RectPages = HZBTestRect.RectPages; FVirtualSMLevelOffset PageTableLevelOffset = CalcPageTableLevelOffset(PrevShadowMapHandle, MipLevel); for (uint y = RectPages.y; y <= RectPages.w; y++) { for (uint x = RectPages.x; x <= RectPages.z; x++) { FVSMPageOffset PageFlagOffset = CalcPageOffset(PageTableLevelOffset, MipLevel, uint2(x, y)); uint PageFlag = HZBPageFlags[PageFlagOffset.GetResourceAddress()]; // Skip unallocated pages if bTreatUnmappedAsOccluded is true, otherwise test everything if (!bTreatUnmappedAsOccluded || ((PageFlag & TestPageMask) != 0U)) { // Treat pages with the VisiblePageMask as visible - can be used to select only cached pages if ((PageFlag & VisiblePageMask) != 0U || IsPageVisibleHZB(uint2(x, y), PageFlagOffset, bTreatUnmappedAsOccluded, HZBTestRect, bUseStaticOcclusion)) { return true; } } } } return false; } /** * Perform HZB-Test for a rectangle of pages, returning true if the Rect is visible in at least one page. * @param TestPageMask - page flags to inlcude in occlusion test, e.g., VSM_FLAG_ALLOCATED will test any allocated page, but ignore unallocated ones. * @param VisiblePageMask - page flags to treat as un-occluded, tested after the above mask, e.g., use VSM_UNCACHED_FLAG to treat any uncached page as visible. */ bool IsVisibleMaskedHZB(uint PrevShadowMapID, uint MipLevel, FScreenRect Rect, bool bClampToPageLevel, bool bTreatUnmappedAsOccluded, uint VisiblePageMask, uint TestPageMask, bool bUseStaticOcclusion) { return IsVisibleMaskedHZB(FVirtualShadowMapHandle::MakeFromId(PrevShadowMapID), MipLevel, Rect, bClampToPageLevel, bTreatUnmappedAsOccluded, VisiblePageMask, TestPageMask, bUseStaticOcclusion); } uint GetPageFlagMaskForRendering(bool bCacheAsStatic, uint InstanceId, int SceneRendererPrimaryViewId) { uint PageFlagMask = (bCacheAsStatic ? VSM_FLAG_STATIC_UNCACHED : VSM_FLAG_DYNAMIC_UNCACHED); // If it is cached as static & it has just transitioned from being uncached, then use the ALLOCATED_FLAG to make sure it renders despite the page not being invalidated. if (bCacheAsStatic) { if (GetCacheTransitioned(InstanceId, SceneRendererPrimaryViewId)) { return VSM_FLAG_ALLOCATED | VSM_FLAG_DYNAMIC_UNCACHED; } } return PageFlagMask; } float CalcClipSpaceRadiusEstimate(bool bIsOrtho, FInstanceSceneData InstanceData, float4x4 LocalToTranslatedWorld, float4x4 ViewToClip) { float WorldSpaceRadiusLength = length(InstanceData.LocalBoundsExtent * InstanceData.NonUniformScale.xyz); if (bIsOrtho) { // for ortho we just need the estimated radius & the projection scale, which is symmetric for VSM views return WorldSpaceRadiusLength * ViewToClip[0][0]; } else { const float3 TranslatedWorldCenter = mul(float4(InstanceData.LocalBoundsCenter, 1.0f), LocalToTranslatedWorld).xyz; float4 RadiusClipH = mul(float4(WorldSpaceRadiusLength, 0.0f, length(TranslatedWorldCenter), 1.0f), ViewToClip); return abs(RadiusClipH.x / RadiusClipH.w); } } /** * Figure out the coarse page flag for a given footprint pixel-radius of an instance (estimated from bounds). * IF the footprint is considered "small" and thus a candidate for not rendering to coarse pages, we return true - which means it will get compared against the same flag in the page flags in the footprint. * When the comparison is not 1 (i.e., for a page _not_ marked with VSM_FLAG_DETAIL_GEOMETRY) the instance is culled. * This test should only be performed at the instance level, as it does not make sense to partially cull geometry, (e.g, creating holes based on varying cluster size). */ bool IsDetailGeometry(bool bCacheAsStatic, bool bIsNaniteGeometry, float InstancePixelEstRadius) { // Preserve the old behaviour, only based on whether it is nanite or not. if (VirtualShadowMap.bExcludeNonNaniteFromCoarsePages) { return !bIsNaniteGeometry; } // We use a separate threshold for dynamically cached geometry, this is because the overhead is lower when caching is enabled as cached page culling removes the instances anyway. // Nanite geometry has a separate smaller footprint as it has better LOD and lower overhead for replicated drawing. if (bCacheAsStatic) { return InstancePixelEstRadius < VirtualShadowMap.CoarsePagePixelThresholdStatic; } if (bIsNaniteGeometry) { // Use a separate threshold for Nanite, as the overhead for drawing small instances is far lower. return InstancePixelEstRadius < VirtualShadowMap.CoarsePagePixelThresholdDynamicNanite; } return InstancePixelEstRadius < VirtualShadowMap.CoarsePagePixelThresholdDynamic; } RWStructuredBuffer OutDirtyPageFlags; // Allow computing the page flags we are going to write up front so we can skip the entire page loop if // we aren't intending to write anything. // NOTE: If you add flags here the encoding in PackJob in VirtualShadowMapPhysicalPageManagement.usf may also need to be updated #define VSM_MARK_PAGE_DIRTY_FLAG_HZB 1 #define VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_DYNAMIC 2 #define VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_STATIC 4 #define VSM_MARK_PAGE_DIRTY_FLAG_WPO_ALLOWED 8 // If return flags are 0, it's safe to skip page marking uint VirtualShadowMapGetMarkPageDirtyFlags( bool bInvalidatePage, bool bCacheAsStatic, bool bIsViewUncached, bool bWPOAllowed) { uint Flags = 0; if (bCacheAsStatic || bIsViewUncached) { Flags |= VSM_MARK_PAGE_DIRTY_FLAG_HZB; } if (bInvalidatePage) { Flags |= bCacheAsStatic ? VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_STATIC : VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_DYNAMIC; } else if (bWPOAllowed) { Flags |= VSM_MARK_PAGE_DIRTY_FLAG_WPO_ALLOWED; } return Flags; } bool VirtualShadowMapMarkPageDirty( FVSMPageOffset PageFlagOffset, uint MarkPageDirtyFlags) { FShadowPhysicalPage PhysPage = ShadowGetPhysicalPage(PageFlagOffset); if (PhysPage.bThisLODValid) { // Mark the page dirty so we regenerate HZB, etc. uint PhysPageIndex = VSMPhysicalPageAddressToIndex(PhysPage.PhysicalAddress); if (MarkPageDirtyFlags & VSM_MARK_PAGE_DIRTY_FLAG_HZB) { OutDirtyPageFlags[PhysPageIndex] = 1U; } if (MarkPageDirtyFlags & VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_DYNAMIC) { OutDirtyPageFlags[(VirtualShadowMap.MaxPhysicalPages * 1U) + PhysPageIndex] = 1U; } if (MarkPageDirtyFlags & VSM_MARK_PAGE_DIRTY_FLAG_INVALIDATE_STATIC) { OutDirtyPageFlags[(VirtualShadowMap.MaxPhysicalPages * 2U) + PhysPageIndex] = 1U; } if (MarkPageDirtyFlags & VSM_MARK_PAGE_DIRTY_FLAG_WPO_ALLOWED) { OutDirtyPageFlags[(VirtualShadowMap.MaxPhysicalPages * 3U) + PhysPageIndex] = 1U; } return true; } return false; }