Files
UnrealEngine/Engine/Shaders/Shared/NaniteDefinitions.h
2025-05-18 13:04:45 +08:00

625 lines
23 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#define NANITE_SUBPIXEL_BITS 8
#define NANITE_SUBPIXEL_SAMPLES (1 << NANITE_SUBPIXEL_BITS)
#define NANITE_SUBPIXEL_MASK (NANITE_SUBPIXEL_SAMPLES - 1)
#define NANITE_SUBPIXEL_DILATE 0 // To correct for mismatch with HW rasterizer
#define NANITE_LATE_VSM_PAGE_TRANSLATION 1
#define NANITE_VSM_PAGE_TABLE_CACHE_DIM 8
#define NANITE_USE_PRECISE_SKINNING_BOUNDS 0 // Keep this around for a bit for A/B comparisons
#define NANITE_USE_UNCOMPRESSED_VERTEX_DATA 0
#define NANITE_VOXEL_DATA 0
#define NANITE_PER_VOXEL_BRICK_SKINNING 0
#define NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK_BITS 8
#define NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK (1 << NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK_BITS)
#define NANITE_MAX_CLUSTER_TRIANGLES_BITS 7
#define NANITE_MAX_CLUSTER_TRIANGLES (1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)
#define NANITE_MAX_CLUSTER_TRIANGLES_MASK ((1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)) - 1
#define NANITE_MAX_CLUSTER_VERTICES_BITS 8
#define NANITE_MAX_CLUSTER_VERTICES (1 << NANITE_MAX_CLUSTER_VERTICES_BITS)
#define NANITE_MAX_CLUSTER_VERTICES_MASK ((1 << NANITE_MAX_CLUSTER_VERTICES_BITS) - 1)
#define NANITE_MAX_CLUSTER_INDICES (NANITE_MAX_CLUSTER_TRIANGLES * 3)
#define NANITE_MAX_UVS 4
#define NANITE_MAX_CLUSTER_MATERIALS 64
#define NANITE_MAX_CLUSTER_BONE_INFLUENCES 16
#define NANITE_MAX_VOXEL_ANIMATION_BONE_INFLUENCES 4
#define NANITE_USE_STRIP_INDICES 1
// Adds frame counter dependent magic values to streaming requests to help verify their integrity.
#define NANITE_SANITY_CHECK_STREAMING_REQUESTS 0
#define NANITE_FIXUP_MAGIC 0x464Eu
#define NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS 9 // Used to determine how many bits to allocate for page cluster count.
// Individual clusters can be smaller.
#define NANITE_STREAMING_REQUEST_MAGIC_BITS 6
#define NANITE_STREAMING_REQUEST_MAGIC_MASK ((1 << NANITE_STREAMING_REQUEST_MAGIC_BITS) - 1)
#define NANITE_ROOT_PAGE_GPU_SIZE_BITS 15
#define NANITE_ROOT_PAGE_GPU_SIZE (1u << NANITE_ROOT_PAGE_GPU_SIZE_BITS)
#define NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS (NANITE_ROOT_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_ROOT_PAGE_MAX_CLUSTERS (1u << NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_STREAMING_PAGE_GPU_SIZE_BITS 17
#define NANITE_STREAMING_PAGE_GPU_SIZE (1u << NANITE_STREAMING_PAGE_GPU_SIZE_BITS)
#define NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS (NANITE_STREAMING_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_STREAMING_PAGE_MAX_CLUSTERS (1u << NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_ESTIMATED_MAX_PAGE_DISK_SIZE uint32(NANITE_STREAMING_PAGE_GPU_SIZE * 1.5)
#define NANITE_MAX_CLUSTERS_PER_PAGE_BITS (NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS > NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS ? NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS : NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS)
#define NANITE_MAX_CLUSTERS_PER_PAGE_MASK ((1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_PAGE ( 1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS)
#define NANITE_MAX_CLUSTERS_PER_GROUP_BITS 9
#define NANITE_MAX_CLUSTERS_PER_GROUP_MASK ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_GROUP ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
#define NANITE_MAX_CLUSTERS_PER_GROUP_TARGET 128
#define NANITE_MAX_CLUSTER_HIERARCHY_DEPTH 14
#define NANITE_POOL_CLUSTER_REF_BITS (32 - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
#define NANITE_MAX_HIERACHY_CHILDREN_BITS 6
#define NANITE_MAX_HIERACHY_CHILDREN (1 << NANITE_MAX_HIERACHY_CHILDREN_BITS)
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS 12
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_MASK ((1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS) - 1)
#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS (1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS)
#define NANITE_MAX_GPU_PAGES_BITS 17
#define NANITE_MAX_GPU_PAGES_MASK ((1 << NANITE_MAX_GPU_PAGES_BITS) - 1)
#define NANITE_MAX_GPU_PAGES ( 1 << NANITE_MAX_GPU_PAGES_BITS)
#define NANITE_MAX_INSTANCES_BITS 24
#define NANITE_MAX_INSTANCES (1 << NANITE_MAX_INSTANCES_BITS)
#define NANITE_MAX_NODES_PER_PRIMITIVE_BITS 16
#define NANITE_MAX_RESOURCE_PAGES_BITS 16 // 2GB of 32kb root pages or 4GB of 64kb streaming pages
#define NANITE_MAX_RESOURCE_PAGES_MASK ((1 << NANITE_MAX_RESOURCE_PAGES_BITS) - 1)
#define NANITE_MAX_RESOURCE_PAGES (1 << NANITE_MAX_RESOURCE_PAGES_BITS)
#define NANITE_MAX_GROUP_PARTS_BITS 5
#define NANITE_MAX_GROUP_PARTS_MASK ((1 << NANITE_MAX_GROUP_PARTS_BITS) - 1)
#define NANITE_MAX_GROUP_PARTS (1 << NANITE_MAX_GROUP_PARTS_BITS)
#define NANITE_FILTER_FLAGS_NUM_BITS (8u)
#define NANITE_IMPOSTER_INDEX_NUM_BITS (32u - NANITE_FILTER_FLAGS_NUM_BITS)
#define NANITE_IMPOSTER_INDEX_MASK ((1u << NANITE_IMPOSTER_INDEX_NUM_BITS) - 1u)
#define NANITE_FILTER_FLAGS_MASK (((1u << NANITE_FILTER_FLAGS_NUM_BITS) - 1u) << NANITE_IMPOSTER_INDEX_NUM_BITS)
#define INVALID_NANITE_IMPOSTER_INDEX (0xFFFFFFFFu)
#define NANITE_IMPOSTERS_SUPPORTED 0
#define NANITE_MAX_BVH_NODE_FANOUT_BITS 2
#define NANITE_MAX_BVH_NODE_FANOUT_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)-1)
#define NANITE_MAX_BVH_NODE_FANOUT (1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)
#define NANITE_BVH_NODE_ENABLE_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT)-1)
#define NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE 64
#define NANITE_MAX_BVH_NODES_PER_GROUP (NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE / NANITE_MAX_BVH_NODE_FANOUT)
#define NANITE_ASSEMBLY_DATA 0
#define NANITE_EXTENDED_VISIBLE_CLUSTERS (NANITE_ASSEMBLY_DATA || NANITE_VOXEL_DATA)
#if NANITE_EXTENDED_VISIBLE_CLUSTERS
#define NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS 3
#else
#define NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS 2
#endif
#define NANITE_MAX_VISIBLE_CLUSTER_SIZE_DWORDS (NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS + 1)
#define NANITE_DEPTH_BUCKETING NANITE_EXTENDED_VISIBLE_CLUSTERS
#if NANITE_ASSEMBLY_DATA
#define NANITE_HIERARCHY_NODE_SLICE_SIZE_DWORDS 56
#else
#define NANITE_HIERARCHY_NODE_SLICE_SIZE_DWORDS 52
#endif
#define NANITE_ASSEMBLY_TRANSFORM_SIZE_DWORDS 12
#define NANITE_ASSEMBLY_TRANSFORM_INDEX_BITS 16
#define NANITE_MAX_ASSEMBLY_TRANSFORMS ((1 << NANITE_ASSEMBLY_TRANSFORM_INDEX_BITS) - 1)
#define NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS 2
#define NANITE_STREAMING_PRIORITY_CATEGORY_MASK ((1 << NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS) - 1)
#define NANITE_MAX_PRIORITY_BEFORE_PARENTS 0xFFFFFFE0u
#define NANITE_TESSELLATION_TABLE_SIZE 14
#define NANITE_TESSELLATION_TABLE_PO2_SIZE 16
#define NANITE_TESSELLATION_TABLE_IMMEDIATE_SIZE 8
#define NANITE_TESSELLATION_MAX_PATCH_SPLIT_LEVELS 6
#define NANITE_VIEW_FLAG_HZBTEST 0x1
#define NANITE_VIEW_FLAG_NEAR_CLIP 0x2
#define NANITE_VIEW_FLAG_DISTANCE_CULL 0x4
#define NANITE_VIEW_FLAG_UNCACHED 0x8 // Indicates that the view does not support caching, used in VSM rendering to pipe everything to the dynamic pages and skip merging
#define NANITE_VIEW_FLAG_REVERSE_CULLING 0x10
#define NANITE_VIEW_MIN_SCREEN_RADIUS_CULL 0x20
#define NANITE_VIEW_FLAG_USE_RECEIVER_MASK 0x40 // Controls whether the receiver mask (VSM) is used or not for the view.
#define NANITE_CLUSTER_FLAG_ROOT_LEAF 0x1 // Cluster is leaf when only root pages are streamed in
#define NANITE_CLUSTER_FLAG_STREAMING_LEAF 0x2 // Cluster is a leaf in the current streaming state
#define NANITE_CLUSTER_FLAG_FULL_LEAF 0x4 // Cluster is a leaf when fully streamed in
#define NANITE_CLUSTER_FLAG_ROOT_GROUP 0x8 // Cluster is in a group that is fully inside the root pages
#define NANITE_MAX_TRANSCODE_GROUPS_PER_PAGE 128
#define NANITE_NUM_PACKED_CLUSTER_FLOAT4S 8
#define NANITE_GPU_PAGE_HEADER_SIZE 16
#define NANITE_MAX_COORDINATE_VALUE 1e12f // Should be large enough for all practical purposes, while still leaving enough headroom to avoid overflows.
// At 1e12, even x^3 fits comfortable in float range.
#define NANITE_UV_FLOAT_NUM_EXPONENT_BITS 5
#define NANITE_UV_FLOAT_MAX_MANTISSA_BITS 14
#define NANITE_UV_FLOAT_NUM_MANTISSA_BITS 14 // TODO: Make this a runtime mesh setting. If it was dynamic, we could probably lower the default.
#define NANITE_UV_FLOAT_MAX_BITS (1 + NANITE_UV_FLOAT_NUM_EXPONENT_BITS + NANITE_UV_FLOAT_MAX_MANTISSA_BITS)
#define NANITE_MIN_POSITION_PRECISION -20
#define NANITE_MAX_POSITION_PRECISION 43
#define NANITE_MAX_POSITION_QUANTIZATION_BITS 21 // (21*3 = 63) < 64
#define NANITE_MAX_POSITION_QUANTIZATION_BYTES ((NANITE_MAX_POSITION_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_NORMAL_QUANTIZATION_BITS 15
#define NANITE_MAX_NORMAL_QUANTIZATION_BYTES ((NANITE_MAX_NORMAL_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_TANGENT_QUANTIZATION_BITS 12
#define NANITE_MAX_TANGENT_AND_SIGN_QUANTIZATION_BYTES ((NANITE_MAX_TANGENT_QUANTIZATION_BITS + 7 + 1) / 8)
#define NANITE_MAX_TEXCOORD_COMPONENT_BITS NANITE_UV_FLOAT_MAX_BITS
#define NANITE_MAX_TEXCOORD_COMPONENT_BYTES ((NANITE_MAX_TEXCOORD_COMPONENT_BITS + 7) / 8)
#define NANITE_MAX_COLOR_QUANTIZATION_BITS 8
#define NANITE_MAX_COLOR_QUANTIZATION_BYTES ((NANITE_MAX_COLOR_QUANTIZATION_BITS + 7) / 8)
#define NANITE_MAX_BONE_INDEX_BITS 16
#define NANITE_MAX_BLEND_WEIGHT_BITS 16
#define NANITE_RAY_TRACING_NODE_DATA_SIZE_IN_BYTES 80
#define NANITE_NUM_CULLING_FLAG_BITS 5
#define NANITE_CULLING_FLAG_TEST_LOD (1u << 0u)
#define NANITE_CULLING_FLAG_USE_HW (1u << 1u)
#define NANITE_CULLING_FLAG_CACHE_AS_STATIC (1u << 2u)
#define NANITE_CULLING_FLAG_ENABLE_WPO (1u << 3u)
#define NANITE_CULLING_FLAG_FALLBACK_RASTER (1u << 4u)
#define NANITE_CULLING_TYPE_NODES 0
#define NANITE_CULLING_TYPE_CLUSTERS 1
#define NANITE_CULLING_TYPE_PERSISTENT_NODES_AND_CLUSTERS 2
#define NANITE_VERTEX_COLOR_MODE_CONSTANT 0
#define NANITE_VERTEX_COLOR_MODE_VARIABLE 1
#define NANITE_PAGE_FLAG_RELATIVE_ENCODING 0x1
#define NANITE_INVALID_PERSISTENT_HASH 0
#define NANITE_RESOURCE_FLAG_STREAMING_DATA_IN_DDC 0x1
#define NANITE_RENDER_FLAG_DISABLE_PROGRAMMABLE 0x1
#define NANITE_RENDER_FLAG_FORCE_HW_RASTER 0x2
#define NANITE_RENDER_FLAG_PRIMITIVE_SHADER 0x4
#define NANITE_RENDER_FLAG_MESH_SHADER 0x8
#define NANITE_RENDER_FLAG_OUTPUT_STREAMING_REQUESTS 0x10
#define NANITE_RENDER_FLAG_IS_SHADOW_PASS 0x20
#define NANITE_RENDER_FLAG_IS_SCENE_CAPTURE 0x40
#define NANITE_RENDER_FLAG_IS_REFLECTION_CAPTURE 0x80
#define NANITE_RENDER_FLAG_IS_GAME_VIEW 0x100
#define NANITE_RENDER_FLAG_GAME_SHOW_FLAG_ENABLED 0x200
#define NANITE_RENDER_FLAG_EDITOR_SHOW_FLAG_ENABLED 0x400
#define NANITE_RENDER_FLAG_IS_LUMEN_CAPTURE 0x800
#define NANITE_RENDER_FLAG_ADD_CLUSTER_OFFSET 0x1000
#define NANITE_RENDER_FLAG_HAS_PREV_DRAW_DATA 0x2000
#define NANITE_RENDER_FLAG_INVALIDATE_VSM_ON_LOD_DELTA 0x4000
#define NANITE_RENDER_FLAG_WRITE_STATS 0x8000
#define NANITE_RENDER_FLAG_IS_MATERIAL_CACHE 0x10000
#define NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET 0x1
#define NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET 0x2
#define NANITE_MATERIAL_FLAG_PIXEL_DISCARD 0x4
#define NANITE_MATERIAL_FLAG_DISPLACEMENT 0x8
#define NANITE_MATERIAL_FLAG_SPLINE_MESH 0x10
#define NANITE_MATERIAL_FLAG_SKINNED_MESH 0x20
#define NANITE_MATERIAL_FLAG_TWO_SIDED 0x40
#define NANITE_MATERIAL_FLAG_ALLOW_VRS 0x80
#define NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS 0x100
#define NANITE_MATERIAL_FLAG_CAST_SHADOW 0x200
#define NANITE_MATERIAL_FLAG_VERTEX_UVS 0x400
#define NANITE_TRANSCODE_PASS_INDEPENDENT 0
#define NANITE_TRANSCODE_PASS_PARENT_DEPENDENT 1
#define NANITE_MATERIAL_VERTEX_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET | NANITE_MATERIAL_FLAG_DISPLACEMENT | NANITE_MATERIAL_FLAG_VERTEX_UVS)
#define NANITE_MATERIAL_PIXEL_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET | NANITE_MATERIAL_FLAG_PIXEL_DISCARD)
// Fixed Function Bin IDs
#define NANITE_FIXED_FUNCTION_BIN 0x0
#define NANITE_FIXED_FUNCTION_BIN_TWOSIDED 0x1
#define NANITE_FIXED_FUNCTION_BIN_SPLINE 0x2
#define NANITE_FIXED_FUNCTION_BIN_SKINNED 0x4
#define NANITE_FIXED_FUNCTION_BIN_CAST_SHADOW 0x8
#define NANITE_FIXED_FUNCTION_BIN_VOXEL 0x10
// OR'd mask of the above bits
#if NANITE_VOXEL_DATA
#define NANITE_FIXED_FUNCTION_BIN_MASK 0x1F
#else
#define NANITE_FIXED_FUNCTION_BIN_MASK 0xF
#endif
// Only available with the DEBUG_FLAGS permutation active.
// Default value (no debug) is 0
#define NANITE_DEBUG_FLAG_DISABLE_CULL_HZB 0x1
#define NANITE_DEBUG_FLAG_DISABLE_CULL_FRUSTUM 0x2
#define NANITE_DEBUG_FLAG_DISABLE_CULL_DRAW_DISTANCE 0x4
#define NANITE_DEBUG_FLAG_DISABLE_CULL_GLOBAL_CLIP_PLANE 0x8
#define NANITE_DEBUG_FLAG_DISABLE_WPO_DISABLE_DISTANCE 0x10
#define NANITE_DEBUG_FLAG_DISABLE_PIXEL_PROGRAMMABLE_DISTANCE 0x20
#define NANITE_DEBUG_FLAG_DISABLE_DISPLACEMENT_FADE_OUT_DISTANCE 0x40
#define NANITE_DEBUG_FLAG_DRAW_ONLY_ROOT_DATA 0x80
#define NANITE_DEBUG_FLAG_HIDE_ASSEMBLY_PARTS 0x100
#define NANITE_RASTER_BIN_INIT 0
#define NANITE_RASTER_BIN_COUNT 1
#define NANITE_RASTER_BIN_RESERVE 2
#define NANITE_RASTER_BIN_SCATTER 3
#define NANITE_RASTER_BIN_DEPTHBLOCK 4
#define NANITE_RASTER_BIN_FINALIZE 5
#define NANITE_SHADING_BIN_COUNT 0
#define NANITE_SHADING_BIN_RESERVE 1
#define NANITE_SHADING_BIN_SCATTER 2
#define NANITE_SHADING_BIN_VALIDATE 3
// 3x for SW, 1x for padding, 4x for HW
// These need to be po2 aligned to make sure we don't violate PLATFORM_DISPATCH_INDIRECT_ARGUMENT_BOUNDARY_SIZE
#define NANITE_RASTERIZER_ARG_COUNT 8u
#define NANITE_NODE_CULLING_ARG_COUNT 8u
#define NANITE_PATCH_SPLIT_ARG_COUNT 8u
// Debug Visualization Modes
#define NANITE_VISUALIZE_OVERVIEW 0u
#define NANITE_VISUALIZE_TRIANGLES 1u
#define NANITE_VISUALIZE_PATCHES 2u
#define NANITE_VISUALIZE_CLUSTERS 3u
#define NANITE_VISUALIZE_PRIMITIVES 4u
#define NANITE_VISUALIZE_INSTANCES 5u
#define NANITE_VISUALIZE_GROUPS 6u
#define NANITE_VISUALIZE_PAGES 7u
#define NANITE_VISUALIZE_OVERDRAW 8u
#define NANITE_VISUALIZE_RASTER_MODE 9u
#define NANITE_VISUALIZE_RASTER_BINS 10u
#define NANITE_VISUALIZE_SHADING_BINS 11u
#define NANITE_VISUALIZE_SCENE_Z_MIN 12u
#define NANITE_VISUALIZE_SCENE_Z_MAX 13u
#define NANITE_VISUALIZE_SCENE_Z_DELTA 14u
#define NANITE_VISUALIZE_SCENE_Z_DECODED 15u
#define NANITE_VISUALIZE_MATERIAL_COUNT 16u
#define NANITE_VISUALIZE_MATERIAL_MODE 17u
#define NANITE_VISUALIZE_MATERIAL_INDEX 18u
#define NANITE_VISUALIZE_HIT_PROXY_DEPTH 19u
#define NANITE_VISUALIZE_NANITE_MASK 20u
#define NANITE_VISUALIZE_LIGHTMAP_UVS 21u
#define NANITE_VISUALIZE_LIGHTMAP_UV_INDEX 22u
#define NANITE_VISUALIZE_LIGHTMAP_DATA_INDEX 23u
#define NANITE_VISUALIZE_HIERARCHY_OFFSET 24u
#define NANITE_VISUALIZE_POSITION_BITS 25u
#define NANITE_VISUALIZE_VSM_STATIC_CACHING 26u
#define NANITE_VISUALIZE_EVALUATE_WORLD_POSITION_OFFSET 27u
#define NANITE_VISUALIZE_PIXEL_PROGRAMMABLE_RASTER 28u
#define NANITE_VISUALIZE_PICKING 29u
#define NANITE_VISUALIZE_SHADING_WRITE_MASK 30u
#define NANITE_VISUALIZE_NO_DERIVATIVE_OPS 31u
#define NANITE_VISUALIZE_FAST_CLEAR_TILES 32u
#define NANITE_VISUALIZE_TESSELLATION 33u
#define NANITE_VISUALIZE_DISPLACEMENT_SCALE 34u
#define NANITE_VISUALIZE_VERTEX_COLOR 35u
#define NANITE_VISUALIZE_MESH_PAINT_TEXTURE 36u
#define NANITE_VISUALIZE_VOXELS 37u
#define NANITE_VISUALIZE_ASSEMBLIES 38u
#define NANITE_PICKING_DOMAIN_TRIANGLE 0
#define NANITE_PICKING_DOMAIN_CLUSTER 1
#define NANITE_PICKING_DOMAIN_INSTANCE 2
#define NANITE_PICKING_DOMAIN_PRIMITIVE 3
#define NANITE_PIXEL_PROG_VIS_MODE_DEFAULT 0
#define NANITE_PIXEL_PROG_VIS_MODE_MASKED_ONLY 1
#define NANITE_PIXEL_PROG_VIS_MODE_PDO_ONLY 2
#define NANITE_MESH_PAINTING_SHOW_ALL 0
#define NANITE_MESH_PAINTING_SHOW_SELECTED 1
#define NANITE_MESH_PAINTING_CHANNELS_DEFAULT 0
#define NANITE_MESH_PAINTING_CHANNELS_RGB 1
#define NANITE_MESH_PAINTING_CHANNELS_A 2
#define NANITE_MESH_PAINTING_CHANNELS_R 3
#define NANITE_MESH_PAINTING_CHANNELS_G 4
#define NANITE_MESH_PAINTING_CHANNELS_B 5
#define NANITE_MESH_PAINTING_TEXTURE_DEFAULT 0
#define NANITE_MESH_PAINTING_TEXTURE_ASSET 1
#if defined(__cplusplus)
#define UINT_TYPE unsigned int
#define INT_TYPE int
#define INLINE_ATTR inline
#else
#define UINT_TYPE uint
#define INT_TYPE int
#define INLINE_ATTR
#endif
struct FNaniteMaterialFlags
{
bool bWorldPositionOffset;
bool bPixelDepthOffset;
bool bPixelDiscard;
bool bDisplacement;
bool bSplineMesh;
bool bSkinnedMesh;
bool bTwoSided;
bool bAllowVRS;
bool bNoDerivativeOps;
bool bCastShadow;
bool bVertexUVs;
bool bVertexProgrammable;
bool bPixelProgrammable;
};
INLINE_ATTR FNaniteMaterialFlags UnpackNaniteMaterialFlags(UINT_TYPE Packed)
{
FNaniteMaterialFlags MaterialFlags;
MaterialFlags.bWorldPositionOffset = (Packed & NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET) != 0u;
MaterialFlags.bPixelDepthOffset = (Packed & NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET) != 0u;
MaterialFlags.bPixelDiscard = (Packed & NANITE_MATERIAL_FLAG_PIXEL_DISCARD) != 0u;
MaterialFlags.bDisplacement = (Packed & NANITE_MATERIAL_FLAG_DISPLACEMENT) != 0u;
MaterialFlags.bSplineMesh = (Packed & NANITE_MATERIAL_FLAG_SPLINE_MESH) != 0u;
MaterialFlags.bSkinnedMesh = (Packed & NANITE_MATERIAL_FLAG_SKINNED_MESH) != 0u;
MaterialFlags.bTwoSided = (Packed & NANITE_MATERIAL_FLAG_TWO_SIDED) != 0u;
MaterialFlags.bAllowVRS = (Packed & NANITE_MATERIAL_FLAG_ALLOW_VRS) != 0u;
MaterialFlags.bNoDerivativeOps = (Packed & NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS) != 0u;
MaterialFlags.bCastShadow = (Packed & NANITE_MATERIAL_FLAG_CAST_SHADOW) != 0u;
MaterialFlags.bVertexUVs = (Packed & NANITE_MATERIAL_FLAG_VERTEX_UVS) != 0u;
MaterialFlags.bVertexProgrammable = (Packed & NANITE_MATERIAL_VERTEX_PROGRAMMABLE_FLAGS) != 0u;
MaterialFlags.bPixelProgrammable = (Packed & NANITE_MATERIAL_PIXEL_PROGRAMMABLE_FLAGS) != 0u;
return MaterialFlags;
}
INLINE_ATTR bool IsNaniteMaterialVertexProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return MaterialFlags.bWorldPositionOffset || MaterialFlags.bDisplacement || MaterialFlags.bVertexUVs;
}
INLINE_ATTR bool IsNaniteMaterialPixelProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return MaterialFlags.bPixelDepthOffset || MaterialFlags.bPixelDiscard;
}
INLINE_ATTR bool IsNaniteMaterialProgrammable(FNaniteMaterialFlags MaterialFlags)
{
return IsNaniteMaterialVertexProgrammable(MaterialFlags) || IsNaniteMaterialPixelProgrammable(MaterialFlags);
}
INLINE_ATTR UINT_TYPE PackNaniteMaterialBitFlags(FNaniteMaterialFlags Flags)
{
UINT_TYPE MaterialBitFlags = 0x00000000u;
if (Flags.bPixelDiscard)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_PIXEL_DISCARD;
}
if (Flags.bPixelDepthOffset)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET;
}
if (Flags.bWorldPositionOffset)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET;
}
if (Flags.bDisplacement)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_DISPLACEMENT;
}
if (Flags.bSplineMesh)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_SPLINE_MESH;
}
if (Flags.bSkinnedMesh)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_SKINNED_MESH;
}
if (Flags.bTwoSided)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_TWO_SIDED;
}
if (Flags.bAllowVRS)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_ALLOW_VRS;
}
if (Flags.bNoDerivativeOps)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS;
}
if (Flags.bCastShadow)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_CAST_SHADOW;
}
if (Flags.bVertexUVs)
{
MaterialBitFlags |= NANITE_MATERIAL_FLAG_VERTEX_UVS;
}
return MaterialBitFlags;
}
struct FNaniteStats
{
UINT_TYPE NumTris;
UINT_TYPE NumVerts;
UINT_TYPE NumBricks;
UINT_TYPE NumBrickThreads;
UINT_TYPE NumViews;
UINT_TYPE NumMainInstancesPreCull;
UINT_TYPE NumMainInstancesPostCull;
UINT_TYPE NumMainVisitedNodes;
UINT_TYPE NumMainCandidateClusters;
UINT_TYPE NumPostInstancesPreCull;
UINT_TYPE NumPostInstancesPostCull;
UINT_TYPE NumPostVisitedNodes;
UINT_TYPE NumPostCandidateClusters;
UINT_TYPE NumLargePageRectClusters;
UINT_TYPE NumPrimaryViews;
UINT_TYPE NumTotalViews;
UINT_TYPE NumTotalRasterBins;
UINT_TYPE NumEmptySWRasterBins;
UINT_TYPE NumEmptyHWRasterBins;
UINT_TYPE NumTotalShadingBins;
UINT_TYPE NumEmptyShadingBins;
UINT_TYPE NumNanitePixels;
UINT_TYPE NumShadedQuads;
UINT_TYPE NumShadedPixels;
UINT_TYPE NumHelperLanes;
UINT_TYPE NumMainPassIndirections;
UINT_TYPE NumPostPassIndirections;
UINT_TYPE NumMainHierarchyChunksPreCull;
UINT_TYPE NumPostHierarchyChunksPreCull;
UINT_TYPE NumDicedTrianglesClusters;
UINT_TYPE NumDicedTrianglesPatches;
UINT_TYPE NumImmediatePatches;
UINT_TYPE NumCandidateSplitPatches;
UINT_TYPE NumVisibleSplitPatches;
UINT_TYPE Debug[4];
};
struct FNanitePickingFeedback
{
UINT_TYPE PixelX;
UINT_TYPE PixelY;
UINT_TYPE PrimitiveId;
UINT_TYPE InstanceId;
UINT_TYPE PersistentIndex;
UINT_TYPE ClusterIndex;
UINT_TYPE GroupIndex;
UINT_TYPE PageIndex;
UINT_TYPE TriangleIndex;
UINT_TYPE DepthInt;
UINT_TYPE RasterMode;
UINT_TYPE RasterBin;
UINT_TYPE ShadingBin;
UINT_TYPE MaterialIndex;
UINT_TYPE MaterialCount;
UINT_TYPE MaterialMode;
UINT_TYPE HierarchyOffset;
UINT_TYPE RuntimeResourceID;
UINT_TYPE AssemblyTransformOffset;
UINT_TYPE AssemblyTransformIndex;
};
#define SKINNING_BUFFER_OFFSET_BITS 20
#define SKINNING_BUFFER_OFFSET_MAX (1 << SKINNING_BUFFER_OFFSET_BITS)
#if defined(__cplusplus) || COMPILER_SUPPORTS_HLSL2021
struct FNaniteSkinningHeader
{
UINT_TYPE HierarchyBufferOffset : SKINNING_BUFFER_OFFSET_BITS;
UINT_TYPE TransformBufferOffset : SKINNING_BUFFER_OFFSET_BITS;
UINT_TYPE ObjectSpaceBufferOffset : SKINNING_BUFFER_OFFSET_BITS;
UINT_TYPE MaxTransformCount : 16;
UINT_TYPE MaxInfluenceCount : 8;
UINT_TYPE UniqueAnimationCount : 7;
UINT_TYPE bHasScale : 1;
UINT_TYPE Padding : 4;
};
#endif
struct FNaniteMaterialDisplacementParams
{
float Center;
float Magnitude;
float FadeSizeStart;
float FadeSizeStop;
};
struct FNaniteRasterBinMeta
{
UINT_TYPE BinSWCount;
UINT_TYPE BinHWCount;
UINT_TYPE ClusterOffset;
UINT_TYPE MaterialFlags_DepthBlock;
FNaniteMaterialDisplacementParams MaterialDisplacementParams;
};
struct FNaniteShadingBinMeta
{
// Quad/pixel count shaded by bin
UINT_TYPE ElementCount;
// Number of quads/pixels written to the shading bin
UINT_TYPE WrittenCount;
// Quad/pixel coord range start
UINT_TYPE RangeStart;
// 0:23 Material bit flags, 24:31 Bound Target Mask
UINT_TYPE MaterialFlags;
};
struct FNaniteShadingBinScatterMeta
{
UINT_TYPE RangeEnd;
UINT_TYPE FullTileElementCount;
UINT_TYPE LooseElementCount;
};
#if defined(__cplusplus)
#define NANITE_SHADING_BIN_META_BYTES sizeof(FNaniteShadingBinMeta)
#else
#define NANITE_SHADING_BIN_META_BYTES uint(sizeof(FNaniteShadingBinMeta))
#endif
// https://github.com/microsoft/DirectXShaderCompiler/issues/2181
#define NANITE_SHADING_BIN_META_ELEMENT_COUNT_OFFSET 0u
#define NANITE_SHADING_BIN_META_WRITTEN_COUNT_OFFSET 4u
#define NANITE_SHADING_BIN_META_RANGE_START_OFFSET 8u
#define NANITE_SHADING_BIN_META_MATERIAL_FLAGS_OFFSET 12u
struct FNaniteShadingBinStats
{
UINT_TYPE TotalNanitePixels;
UINT_TYPE TotalShadedPixels;
UINT_TYPE TotalShadedQuads;
UINT_TYPE TotalHelperCount;
};
#undef INT_TYPE
#undef UINT_TYPE
#undef INLINE_ATTR