Files
UnrealEngine/Engine/Shaders/Private/MaterialCache/MaterialCacheShade.usf
2025-05-18 13:04:45 +08:00

89 lines
3.1 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Shared/MaterialCacheDefinitions.h"
#include "/Engine/Private/Common.ush"
#include "/Engine/Private/MaterialCache/MaterialCacheCommon.ush"
#include "/Engine/Private/MaterialCache/MaterialCacheABuffer.ush"
#define SceneTexturesStruct MaterialCachePass.SceneTextures
#define EyeAdaptationStruct MaterialCachePass
#include "/Engine/Generated/Material.ush"
#include "/Engine/Generated/VertexFactory.ush"
#include "/Engine/Private/MortonCode.ush"
#include "/Engine/Public/RootConstants.ush"
#include "/Engine/Private/MaterialCache/MaterialCacheShadeCommon.ush"
#ifndef NUM_TEX_COORD_INTERPOLATORS
#define NUM_TEX_COORD_INTERPOLATORS 1
#endif // NUM_TEX_COORD_INTERPOLATORS
#ifndef USE_ANALYTIC_DERIVATIVES
#define USE_ANALYTIC_DERIVATIVES 1
#endif // USE_ANALYTIC_DERIVATIVES
COMPILER_ALLOW_CS_DERIVATIVES
Buffer<uint> PageIndirections;
FMaterialPixelParameters GetMaterialPixelParameters(in FMaterialCacheBinData BinData, uint2 ThreadIndex)
{
FMaterialPixelParameters Out = (FMaterialPixelParameters)0;
Out.PrimitiveId = BinData.PrimitiveData.x;
// Scale the coordinate by the current thread
// TODO[MP]: Coordinate index
#if NUM_TEX_COORD_INTERPOLATORS
const float2 CenterThreadPosition = ThreadIndex + 0.5f.xx;
Out.TexCoords[0] = BinData.UVMinAndThreadAdvance.xy + BinData.UVMinAndThreadAdvance.zw * CenterThreadPosition;
#if USE_ANALYTIC_DERIVATIVES
// TODO: Assume the gradients across the entire page
Out.TexCoords_DDX[0] = 0.0f;
Out.TexCoords_DDY[0] = 0.0f;
#endif // USE_ANALYTIC_DERIVATIVES
#endif // NUM_TEX_COORD_INTERPOLATORS
return Out;
}
FMaterialCacheABuffer ShadeAttributes(in FMaterialCacheBinData BinData, uint2 ThreadIndex)
{
ResolvedView = ResolveView();
FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
Interpolants.PixelPos = ThreadIndex;
float4 SvPosition = float4(ThreadIndex + 0.5f.xx, 0.0f, 1.0f);
const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
const float3 TranslatedWorldPosition = SvPositionToResolvedTranslatedWorld(SvPosition);
FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(BinData, ThreadIndex);
FPixelMaterialInputs PixelMaterialInputs;
CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, true, TranslatedWorldPosition, TranslatedWorldPosition);
return GetMaterialABuffer(MaterialParameters, PixelMaterialInputs);
}
[numthreads(64, 1, 1)]
void Main(uint3 DTid : SV_DispatchThreadID)
{
const uint PageIndex = PageIndirections[GetRootConstant0() + DTid.y];
const EMaterialCacheFlag Flags = (EMaterialCacheFlag)GetRootConstant1();
const FMaterialCacheBinData BinData = GetMaterialCacheShadingData(PageIndex);
// Tile width guaranteed to be power of two, Morton is fine
const uint2 PagePixelPos = MortonDecode(DTid.x);
// Shader against the current layer
FMaterialCacheABuffer Top = ShadeAttributes(BinData, PagePixelPos);
if (Top.Clipped)
{
return;
}
StoreMaterialABufferPixel(Top, Flags, BinData.ABufferPhysicalPosition, PagePixelPos);
}