89 lines
3.4 KiB
HLSL
89 lines
3.4 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "/Engine/Shared/MaterialCacheDefinitions.h"
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#include "/Engine/Private/Common.ush"
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#include "/Engine/Private/Nanite/NaniteShadeCommon.ush"
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#include "/Engine/Private/MortonCode.ush"
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#include "/Engine/Public/RootConstants.ush"
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#include "/Engine/Private/MaterialCache/MaterialCacheABuffer.ush"
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#define SceneTexturesStruct MaterialCachePass.SceneTextures
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#define EyeAdaptationStruct MaterialCachePass
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#include "/Engine/Generated/Material.ush"
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#include "/Engine/Generated/VertexFactory.ush"
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#include "/Engine/Generated/UniformBuffers/MaterialCachePass.ush"
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#include "/Engine/Private/MaterialCache/MaterialCacheShadeCommon.ush"
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COMPILER_ALLOW_CS_DERIVATIVES
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Buffer<uint> PageIndirections;
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FMaterialCacheABuffer ShadeAttributes(in FPackedNaniteView PackedView, uint2 VisBufferPixelPos, uint ViewIndex)
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{
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ResolvedView = ResolveView();
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FVertexFactoryInterpolantsVSToPS Interpolants = (FVertexFactoryInterpolantsVSToPS)0;
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Interpolants.PixelPos = VisBufferPixelPos;
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Interpolants.ViewIndex = ViewIndex;
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FNaniteView NaniteView = UnpackNaniteView(PackedView);
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PatchViewState(NaniteView, ResolvedView);
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float4 SvPosition = float4(VisBufferPixelPos + 0.5f.xx, 0.0f, 1.0f);
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const float4 ScreenPosition = SvPositionToResolvedScreenPosition(SvPosition);
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const float3 TranslatedWorldPosition = SvPositionToResolvedTranslatedWorld(SvPosition);
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FMaterialPixelParameters MaterialParameters = GetMaterialPixelParameters(NaniteView, Interpolants, SvPosition);
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FPixelMaterialInputs PixelMaterialInputs;
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CalcMaterialParametersEx(MaterialParameters, PixelMaterialInputs, SvPosition, ScreenPosition, true, TranslatedWorldPosition, TranslatedWorldPosition);
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return GetMaterialABuffer(MaterialParameters, PixelMaterialInputs);
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}
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[numthreads(64, 1, 1)]
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void Main(uint3 DTid : SV_DispatchThreadID)
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{
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const uint PageIndex = PageIndirections[GetRootConstant0() + DTid.y];
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const uint ShadingBin = GetRootConstant1();
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const uint MeshPassIndex = GetRootConstant2();
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const EMaterialCacheFlag Flags = (EMaterialCacheFlag)GetRootConstant1();
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const FPackedNaniteView PackedView = NaniteShading.InViews[PageIndex];
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const FMaterialCacheBinData BinData = NaniteShading.ShadingBinData.Load<FMaterialCacheBinData>(sizeof(FMaterialCacheBinData) * PageIndex);
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// Tile width guaranteed to be power of two, Morton is fine
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const uint2 PagePixelPos = MortonDecode(DTid.x);
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const uint2 VisBufferPixelPos = PackedView.ViewRect.xy + PagePixelPos;
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uint DepthInt = 0;
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uint VisibleClusterIndex = 0;
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uint TriIndex = 0;
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UnpackVisPixel(NaniteShading.VisBuffer64[VisBufferPixelPos], DepthInt, VisibleClusterIndex, TriIndex);
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if (VisibleClusterIndex == 0xFFFFFFFF)
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{
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return;
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}
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FVisibleCluster VisibleCluster = GetVisibleCluster(VisibleClusterIndex);
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FInstanceSceneData InstanceData = GetInstanceSceneDataUnchecked(VisibleCluster);
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FCluster ClusterData = GetCluster(VisibleCluster.PageIndex, VisibleCluster.ClusterIndex);
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const uint PixelShadingBin = GetMaterialShadingBin(ClusterData, InstanceData.PrimitiveId, MeshPassIndex, TriIndex);
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if (PixelShadingBin != ShadingBin)
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{
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return;
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}
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// Shader against the current layer
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FMaterialCacheABuffer Top = ShadeAttributes(PackedView, VisBufferPixelPos, PageIndex);
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if (Top.Clipped)
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{
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return;
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}
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StoreMaterialABufferPixel(Top, Flags, BinData.ABufferPhysicalPosition, PagePixelPos);
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}
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