625 lines
23 KiB
C
625 lines
23 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#define NANITE_SUBPIXEL_BITS 8
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#define NANITE_SUBPIXEL_SAMPLES (1 << NANITE_SUBPIXEL_BITS)
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#define NANITE_SUBPIXEL_MASK (NANITE_SUBPIXEL_SAMPLES - 1)
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#define NANITE_SUBPIXEL_DILATE 0 // To correct for mismatch with HW rasterizer
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#define NANITE_LATE_VSM_PAGE_TRANSLATION 1
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#define NANITE_VSM_PAGE_TABLE_CACHE_DIM 8
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#define NANITE_USE_PRECISE_SKINNING_BOUNDS 0 // Keep this around for a bit for A/B comparisons
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#define NANITE_USE_UNCOMPRESSED_VERTEX_DATA 0
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#define NANITE_VOXEL_DATA 0
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#define NANITE_PER_VOXEL_BRICK_SKINNING 0
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#define NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK_BITS 8
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#define NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK (1 << NANITE_NUM_DEPTH_BUCKETS_PER_BLOCK_BITS)
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#define NANITE_MAX_CLUSTER_TRIANGLES_BITS 7
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#define NANITE_MAX_CLUSTER_TRIANGLES (1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)
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#define NANITE_MAX_CLUSTER_TRIANGLES_MASK ((1 << NANITE_MAX_CLUSTER_TRIANGLES_BITS)) - 1
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#define NANITE_MAX_CLUSTER_VERTICES_BITS 8
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#define NANITE_MAX_CLUSTER_VERTICES (1 << NANITE_MAX_CLUSTER_VERTICES_BITS)
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#define NANITE_MAX_CLUSTER_VERTICES_MASK ((1 << NANITE_MAX_CLUSTER_VERTICES_BITS) - 1)
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#define NANITE_MAX_CLUSTER_INDICES (NANITE_MAX_CLUSTER_TRIANGLES * 3)
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#define NANITE_MAX_UVS 4
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#define NANITE_MAX_CLUSTER_MATERIALS 64
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#define NANITE_MAX_CLUSTER_BONE_INFLUENCES 16
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#define NANITE_MAX_VOXEL_ANIMATION_BONE_INFLUENCES 4
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#define NANITE_USE_STRIP_INDICES 1
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// Adds frame counter dependent magic values to streaming requests to help verify their integrity.
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#define NANITE_SANITY_CHECK_STREAMING_REQUESTS 0
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#define NANITE_FIXUP_MAGIC 0x464Eu
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#define NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS 9 // Used to determine how many bits to allocate for page cluster count.
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// Individual clusters can be smaller.
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#define NANITE_STREAMING_REQUEST_MAGIC_BITS 6
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#define NANITE_STREAMING_REQUEST_MAGIC_MASK ((1 << NANITE_STREAMING_REQUEST_MAGIC_BITS) - 1)
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#define NANITE_ROOT_PAGE_GPU_SIZE_BITS 15
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#define NANITE_ROOT_PAGE_GPU_SIZE (1u << NANITE_ROOT_PAGE_GPU_SIZE_BITS)
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#define NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS (NANITE_ROOT_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
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#define NANITE_ROOT_PAGE_MAX_CLUSTERS (1u << NANITE_ROOT_PAGE_MAX_CLUSTERS_BITS)
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#define NANITE_STREAMING_PAGE_GPU_SIZE_BITS 17
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#define NANITE_STREAMING_PAGE_GPU_SIZE (1u << NANITE_STREAMING_PAGE_GPU_SIZE_BITS)
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#define NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS (NANITE_STREAMING_PAGE_GPU_SIZE_BITS - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
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#define NANITE_STREAMING_PAGE_MAX_CLUSTERS (1u << NANITE_STREAMING_PAGE_MAX_CLUSTERS_BITS)
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#define NANITE_ESTIMATED_MAX_PAGE_DISK_SIZE uint32(NANITE_STREAMING_PAGE_GPU_SIZE * 1.5)
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#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)
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#define NANITE_MAX_CLUSTERS_PER_PAGE_MASK ((1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS) - 1)
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#define NANITE_MAX_CLUSTERS_PER_PAGE ( 1 << NANITE_MAX_CLUSTERS_PER_PAGE_BITS)
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#define NANITE_MAX_CLUSTERS_PER_GROUP_BITS 9
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#define NANITE_MAX_CLUSTERS_PER_GROUP_MASK ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
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#define NANITE_MAX_CLUSTERS_PER_GROUP ((1 << NANITE_MAX_CLUSTERS_PER_GROUP_BITS) - 1)
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#define NANITE_MAX_CLUSTERS_PER_GROUP_TARGET 128
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#define NANITE_MAX_CLUSTER_HIERARCHY_DEPTH 14
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#define NANITE_POOL_CLUSTER_REF_BITS (32 - NANITE_CLUSTER_MIN_EXPECTED_GPU_SIZE_BITS)
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#define NANITE_MAX_HIERACHY_CHILDREN_BITS 6
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#define NANITE_MAX_HIERACHY_CHILDREN (1 << NANITE_MAX_HIERACHY_CHILDREN_BITS)
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#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS 12
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#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_MASK ((1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS) - 1)
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#define NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS (1 << NANITE_MAX_VIEWS_PER_CULL_RASTERIZE_PASS_BITS)
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#define NANITE_MAX_GPU_PAGES_BITS 17
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#define NANITE_MAX_GPU_PAGES_MASK ((1 << NANITE_MAX_GPU_PAGES_BITS) - 1)
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#define NANITE_MAX_GPU_PAGES ( 1 << NANITE_MAX_GPU_PAGES_BITS)
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#define NANITE_MAX_INSTANCES_BITS 24
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#define NANITE_MAX_INSTANCES (1 << NANITE_MAX_INSTANCES_BITS)
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#define NANITE_MAX_NODES_PER_PRIMITIVE_BITS 16
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#define NANITE_MAX_RESOURCE_PAGES_BITS 16 // 2GB of 32kb root pages or 4GB of 64kb streaming pages
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#define NANITE_MAX_RESOURCE_PAGES_MASK ((1 << NANITE_MAX_RESOURCE_PAGES_BITS) - 1)
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#define NANITE_MAX_RESOURCE_PAGES (1 << NANITE_MAX_RESOURCE_PAGES_BITS)
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#define NANITE_MAX_GROUP_PARTS_BITS 5
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#define NANITE_MAX_GROUP_PARTS_MASK ((1 << NANITE_MAX_GROUP_PARTS_BITS) - 1)
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#define NANITE_MAX_GROUP_PARTS (1 << NANITE_MAX_GROUP_PARTS_BITS)
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#define NANITE_FILTER_FLAGS_NUM_BITS (8u)
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#define NANITE_IMPOSTER_INDEX_NUM_BITS (32u - NANITE_FILTER_FLAGS_NUM_BITS)
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#define NANITE_IMPOSTER_INDEX_MASK ((1u << NANITE_IMPOSTER_INDEX_NUM_BITS) - 1u)
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#define NANITE_FILTER_FLAGS_MASK (((1u << NANITE_FILTER_FLAGS_NUM_BITS) - 1u) << NANITE_IMPOSTER_INDEX_NUM_BITS)
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#define INVALID_NANITE_IMPOSTER_INDEX (0xFFFFFFFFu)
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#define NANITE_IMPOSTERS_SUPPORTED 0
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#define NANITE_MAX_BVH_NODE_FANOUT_BITS 2
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#define NANITE_MAX_BVH_NODE_FANOUT_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)-1)
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#define NANITE_MAX_BVH_NODE_FANOUT (1 << NANITE_MAX_BVH_NODE_FANOUT_BITS)
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#define NANITE_BVH_NODE_ENABLE_MASK ((1 << NANITE_MAX_BVH_NODE_FANOUT)-1)
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#define NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE 64
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#define NANITE_MAX_BVH_NODES_PER_GROUP (NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE / NANITE_MAX_BVH_NODE_FANOUT)
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#define NANITE_ASSEMBLY_DATA 0
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#define NANITE_EXTENDED_VISIBLE_CLUSTERS (NANITE_ASSEMBLY_DATA || NANITE_VOXEL_DATA)
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#if NANITE_EXTENDED_VISIBLE_CLUSTERS
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#define NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS 3
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#else
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#define NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS 2
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#endif
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#define NANITE_MAX_VISIBLE_CLUSTER_SIZE_DWORDS (NANITE_CANDIDATE_CLUSTER_SIZE_DWORDS + 1)
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#define NANITE_DEPTH_BUCKETING NANITE_EXTENDED_VISIBLE_CLUSTERS
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#if NANITE_ASSEMBLY_DATA
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#define NANITE_HIERARCHY_NODE_SLICE_SIZE_DWORDS 56
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#else
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#define NANITE_HIERARCHY_NODE_SLICE_SIZE_DWORDS 52
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#endif
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#define NANITE_ASSEMBLY_TRANSFORM_SIZE_DWORDS 12
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#define NANITE_ASSEMBLY_TRANSFORM_INDEX_BITS 16
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#define NANITE_MAX_ASSEMBLY_TRANSFORMS ((1 << NANITE_ASSEMBLY_TRANSFORM_INDEX_BITS) - 1)
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#define NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS 2
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#define NANITE_STREAMING_PRIORITY_CATEGORY_MASK ((1 << NANITE_NUM_STREAMING_PRIORITY_CATEGORY_BITS) - 1)
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#define NANITE_MAX_PRIORITY_BEFORE_PARENTS 0xFFFFFFE0u
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#define NANITE_TESSELLATION_TABLE_SIZE 14
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#define NANITE_TESSELLATION_TABLE_PO2_SIZE 16
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#define NANITE_TESSELLATION_TABLE_IMMEDIATE_SIZE 8
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#define NANITE_TESSELLATION_MAX_PATCH_SPLIT_LEVELS 6
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#define NANITE_VIEW_FLAG_HZBTEST 0x1
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#define NANITE_VIEW_FLAG_NEAR_CLIP 0x2
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#define NANITE_VIEW_FLAG_DISTANCE_CULL 0x4
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#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
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#define NANITE_VIEW_FLAG_REVERSE_CULLING 0x10
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#define NANITE_VIEW_MIN_SCREEN_RADIUS_CULL 0x20
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#define NANITE_VIEW_FLAG_USE_RECEIVER_MASK 0x40 // Controls whether the receiver mask (VSM) is used or not for the view.
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#define NANITE_CLUSTER_FLAG_ROOT_LEAF 0x1 // Cluster is leaf when only root pages are streamed in
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#define NANITE_CLUSTER_FLAG_STREAMING_LEAF 0x2 // Cluster is a leaf in the current streaming state
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#define NANITE_CLUSTER_FLAG_FULL_LEAF 0x4 // Cluster is a leaf when fully streamed in
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#define NANITE_CLUSTER_FLAG_ROOT_GROUP 0x8 // Cluster is in a group that is fully inside the root pages
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#define NANITE_MAX_TRANSCODE_GROUPS_PER_PAGE 128
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#define NANITE_NUM_PACKED_CLUSTER_FLOAT4S 8
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#define NANITE_GPU_PAGE_HEADER_SIZE 16
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#define NANITE_MAX_COORDINATE_VALUE 1e12f // Should be large enough for all practical purposes, while still leaving enough headroom to avoid overflows.
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// At 1e12, even x^3 fits comfortable in float range.
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#define NANITE_UV_FLOAT_NUM_EXPONENT_BITS 5
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#define NANITE_UV_FLOAT_MAX_MANTISSA_BITS 14
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#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.
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#define NANITE_UV_FLOAT_MAX_BITS (1 + NANITE_UV_FLOAT_NUM_EXPONENT_BITS + NANITE_UV_FLOAT_MAX_MANTISSA_BITS)
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#define NANITE_MIN_POSITION_PRECISION -20
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#define NANITE_MAX_POSITION_PRECISION 43
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#define NANITE_MAX_POSITION_QUANTIZATION_BITS 21 // (21*3 = 63) < 64
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#define NANITE_MAX_POSITION_QUANTIZATION_BYTES ((NANITE_MAX_POSITION_QUANTIZATION_BITS + 7) / 8)
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#define NANITE_MAX_NORMAL_QUANTIZATION_BITS 15
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#define NANITE_MAX_NORMAL_QUANTIZATION_BYTES ((NANITE_MAX_NORMAL_QUANTIZATION_BITS + 7) / 8)
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#define NANITE_MAX_TANGENT_QUANTIZATION_BITS 12
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#define NANITE_MAX_TANGENT_AND_SIGN_QUANTIZATION_BYTES ((NANITE_MAX_TANGENT_QUANTIZATION_BITS + 7 + 1) / 8)
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#define NANITE_MAX_TEXCOORD_COMPONENT_BITS NANITE_UV_FLOAT_MAX_BITS
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#define NANITE_MAX_TEXCOORD_COMPONENT_BYTES ((NANITE_MAX_TEXCOORD_COMPONENT_BITS + 7) / 8)
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#define NANITE_MAX_COLOR_QUANTIZATION_BITS 8
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#define NANITE_MAX_COLOR_QUANTIZATION_BYTES ((NANITE_MAX_COLOR_QUANTIZATION_BITS + 7) / 8)
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#define NANITE_MAX_BONE_INDEX_BITS 16
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#define NANITE_MAX_BLEND_WEIGHT_BITS 16
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#define NANITE_RAY_TRACING_NODE_DATA_SIZE_IN_BYTES 80
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#define NANITE_NUM_CULLING_FLAG_BITS 5
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#define NANITE_CULLING_FLAG_TEST_LOD (1u << 0u)
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#define NANITE_CULLING_FLAG_USE_HW (1u << 1u)
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#define NANITE_CULLING_FLAG_CACHE_AS_STATIC (1u << 2u)
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#define NANITE_CULLING_FLAG_ENABLE_WPO (1u << 3u)
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#define NANITE_CULLING_FLAG_FALLBACK_RASTER (1u << 4u)
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#define NANITE_CULLING_TYPE_NODES 0
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#define NANITE_CULLING_TYPE_CLUSTERS 1
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#define NANITE_CULLING_TYPE_PERSISTENT_NODES_AND_CLUSTERS 2
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#define NANITE_VERTEX_COLOR_MODE_CONSTANT 0
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#define NANITE_VERTEX_COLOR_MODE_VARIABLE 1
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#define NANITE_PAGE_FLAG_RELATIVE_ENCODING 0x1
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#define NANITE_INVALID_PERSISTENT_HASH 0
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#define NANITE_RESOURCE_FLAG_STREAMING_DATA_IN_DDC 0x1
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#define NANITE_RENDER_FLAG_DISABLE_PROGRAMMABLE 0x1
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#define NANITE_RENDER_FLAG_FORCE_HW_RASTER 0x2
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#define NANITE_RENDER_FLAG_PRIMITIVE_SHADER 0x4
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#define NANITE_RENDER_FLAG_MESH_SHADER 0x8
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#define NANITE_RENDER_FLAG_OUTPUT_STREAMING_REQUESTS 0x10
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#define NANITE_RENDER_FLAG_IS_SHADOW_PASS 0x20
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#define NANITE_RENDER_FLAG_IS_SCENE_CAPTURE 0x40
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#define NANITE_RENDER_FLAG_IS_REFLECTION_CAPTURE 0x80
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#define NANITE_RENDER_FLAG_IS_GAME_VIEW 0x100
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#define NANITE_RENDER_FLAG_GAME_SHOW_FLAG_ENABLED 0x200
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#define NANITE_RENDER_FLAG_EDITOR_SHOW_FLAG_ENABLED 0x400
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#define NANITE_RENDER_FLAG_IS_LUMEN_CAPTURE 0x800
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#define NANITE_RENDER_FLAG_ADD_CLUSTER_OFFSET 0x1000
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#define NANITE_RENDER_FLAG_HAS_PREV_DRAW_DATA 0x2000
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#define NANITE_RENDER_FLAG_INVALIDATE_VSM_ON_LOD_DELTA 0x4000
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#define NANITE_RENDER_FLAG_WRITE_STATS 0x8000
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#define NANITE_RENDER_FLAG_IS_MATERIAL_CACHE 0x10000
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#define NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET 0x1
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#define NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET 0x2
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#define NANITE_MATERIAL_FLAG_PIXEL_DISCARD 0x4
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#define NANITE_MATERIAL_FLAG_DISPLACEMENT 0x8
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#define NANITE_MATERIAL_FLAG_SPLINE_MESH 0x10
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#define NANITE_MATERIAL_FLAG_SKINNED_MESH 0x20
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#define NANITE_MATERIAL_FLAG_TWO_SIDED 0x40
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#define NANITE_MATERIAL_FLAG_ALLOW_VRS 0x80
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#define NANITE_MATERIAL_FLAG_NO_DERIVATIVE_OPS 0x100
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#define NANITE_MATERIAL_FLAG_CAST_SHADOW 0x200
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#define NANITE_MATERIAL_FLAG_VERTEX_UVS 0x400
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#define NANITE_TRANSCODE_PASS_INDEPENDENT 0
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#define NANITE_TRANSCODE_PASS_PARENT_DEPENDENT 1
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#define NANITE_MATERIAL_VERTEX_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_WORLD_POSITION_OFFSET | NANITE_MATERIAL_FLAG_DISPLACEMENT | NANITE_MATERIAL_FLAG_VERTEX_UVS)
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#define NANITE_MATERIAL_PIXEL_PROGRAMMABLE_FLAGS (NANITE_MATERIAL_FLAG_PIXEL_DEPTH_OFFSET | NANITE_MATERIAL_FLAG_PIXEL_DISCARD)
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// Fixed Function Bin IDs
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#define NANITE_FIXED_FUNCTION_BIN 0x0
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#define NANITE_FIXED_FUNCTION_BIN_TWOSIDED 0x1
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#define NANITE_FIXED_FUNCTION_BIN_SPLINE 0x2
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#define NANITE_FIXED_FUNCTION_BIN_SKINNED 0x4
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#define NANITE_FIXED_FUNCTION_BIN_CAST_SHADOW 0x8
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#define NANITE_FIXED_FUNCTION_BIN_VOXEL 0x10
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// OR'd mask of the above bits
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#if NANITE_VOXEL_DATA
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#define NANITE_FIXED_FUNCTION_BIN_MASK 0x1F
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#else
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#define NANITE_FIXED_FUNCTION_BIN_MASK 0xF
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#endif
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// Only available with the DEBUG_FLAGS permutation active.
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// Default value (no debug) is 0
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#define NANITE_DEBUG_FLAG_DISABLE_CULL_HZB 0x1
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#define NANITE_DEBUG_FLAG_DISABLE_CULL_FRUSTUM 0x2
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#define NANITE_DEBUG_FLAG_DISABLE_CULL_DRAW_DISTANCE 0x4
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#define NANITE_DEBUG_FLAG_DISABLE_CULL_GLOBAL_CLIP_PLANE 0x8
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#define NANITE_DEBUG_FLAG_DISABLE_WPO_DISABLE_DISTANCE 0x10
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#define NANITE_DEBUG_FLAG_DISABLE_PIXEL_PROGRAMMABLE_DISTANCE 0x20
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#define NANITE_DEBUG_FLAG_DISABLE_DISPLACEMENT_FADE_OUT_DISTANCE 0x40
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#define NANITE_DEBUG_FLAG_DRAW_ONLY_ROOT_DATA 0x80
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#define NANITE_DEBUG_FLAG_HIDE_ASSEMBLY_PARTS 0x100
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#define NANITE_RASTER_BIN_INIT 0
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#define NANITE_RASTER_BIN_COUNT 1
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#define NANITE_RASTER_BIN_RESERVE 2
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#define NANITE_RASTER_BIN_SCATTER 3
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#define NANITE_RASTER_BIN_DEPTHBLOCK 4
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#define NANITE_RASTER_BIN_FINALIZE 5
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#define NANITE_SHADING_BIN_COUNT 0
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#define NANITE_SHADING_BIN_RESERVE 1
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#define NANITE_SHADING_BIN_SCATTER 2
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#define NANITE_SHADING_BIN_VALIDATE 3
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// 3x for SW, 1x for padding, 4x for HW
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// These need to be po2 aligned to make sure we don't violate PLATFORM_DISPATCH_INDIRECT_ARGUMENT_BOUNDARY_SIZE
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#define NANITE_RASTERIZER_ARG_COUNT 8u
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#define NANITE_NODE_CULLING_ARG_COUNT 8u
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#define NANITE_PATCH_SPLIT_ARG_COUNT 8u
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// Debug Visualization Modes
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#define NANITE_VISUALIZE_OVERVIEW 0u
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#define NANITE_VISUALIZE_TRIANGLES 1u
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#define NANITE_VISUALIZE_PATCHES 2u
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#define NANITE_VISUALIZE_CLUSTERS 3u
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#define NANITE_VISUALIZE_PRIMITIVES 4u
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#define NANITE_VISUALIZE_INSTANCES 5u
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#define NANITE_VISUALIZE_GROUPS 6u
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#define NANITE_VISUALIZE_PAGES 7u
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#define NANITE_VISUALIZE_OVERDRAW 8u
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#define NANITE_VISUALIZE_RASTER_MODE 9u
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#define NANITE_VISUALIZE_RASTER_BINS 10u
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#define NANITE_VISUALIZE_SHADING_BINS 11u
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#define NANITE_VISUALIZE_SCENE_Z_MIN 12u
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#define NANITE_VISUALIZE_SCENE_Z_MAX 13u
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#define NANITE_VISUALIZE_SCENE_Z_DELTA 14u
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#define NANITE_VISUALIZE_SCENE_Z_DECODED 15u
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#define NANITE_VISUALIZE_MATERIAL_COUNT 16u
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#define NANITE_VISUALIZE_MATERIAL_MODE 17u
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#define NANITE_VISUALIZE_MATERIAL_INDEX 18u
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#define NANITE_VISUALIZE_HIT_PROXY_DEPTH 19u
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#define NANITE_VISUALIZE_NANITE_MASK 20u
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#define NANITE_VISUALIZE_LIGHTMAP_UVS 21u
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#define NANITE_VISUALIZE_LIGHTMAP_UV_INDEX 22u
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#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
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|
|
|
#define NANITE_PIXEL_PROG_VIS_MODE_DEFAULT 0
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|
#define NANITE_PIXEL_PROG_VIS_MODE_MASKED_ONLY 1
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|
#define NANITE_PIXEL_PROG_VIS_MODE_PDO_ONLY 2
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|
|
|
#define NANITE_MESH_PAINTING_SHOW_ALL 0
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|
#define NANITE_MESH_PAINTING_SHOW_SELECTED 1
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|
|
|
#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
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|
#define NANITE_MESH_PAINTING_CHANNELS_B 5
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|
|
|
#define NANITE_MESH_PAINTING_TEXTURE_DEFAULT 0
|
|
#define NANITE_MESH_PAINTING_TEXTURE_ASSET 1
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|
|
#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
|